Puts slipping into one proc rather than being dealt with individually by
each item.
The only changes to functionality here are where it would have been
possible to slip on some items whilst flying. It will make any changes
decided on in #3490 or any future changes far more easy to implement
This commit does a *lot*
Main points of shit changed:
- Breathing for carbons is now partially handled at a carbon/Life()
level; Humans still use their species bullshit and all.
- Most shit has been pushed up the chain to living/Life().
- Simple_animals no longer use the fucking stupid Die() proc, they use
death() like a consistant fucker.
- Human vision is now handled via species.
- Lots and lots of robot copypasta cleaned
- AI is still a terrifying mess, not even -tg- touches it
I have tested this, and everything I thought to test worked:
- Aliens breathing
- Humans breathing
- Human vision
- Robot HUD
- human HUD
- Simple animals automatic systems
- Simple animals dying properly
- Robot goggles working
Conflicts:
code/modules/mob/living/carbon/human/human.dm
^ This shit is haunted. It's conflicted on two branches for 0
reason, the automatic merge wouldn't work on the fucking end of
file.
This commit adds baystation's rigsuit system on top of our own hardsuits;
Our own hardsuits still function fine and are around, but these are
available to admins. Next commit will contain balancing and player
implementation stuff.
This commit updates the spacemove system to -tg-'s; All objects now drift
in space, not just mobs. A few hardcoded space checks have been replaced
with has_gravity(); So it applies to zero-G as well as space.
Spacepods no longer drift, because their snowflakey shitcode just doesn't
work. So they just move.