Probably will make some mapping look weird, but that floor doesn't behave
properly - will react to crowbar, but won't actually yield tiles, for
example
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 adds a system for footstep sounds
- Only xenomorphs and humans currently use it, could expand to robutts
and simple_animals easily, but haven't.
- Only enabled for three turf types currently:
- Plating (ala Maintnance)
- Carpets
- Wooden floors
Does the following:
- Cleans up how gravity works, a little bit
- Pushes duplicated procs for slimes/xenos/humans up to carbon/Life()
- carbon/Life() is now a thing, it handles the non-special stuff for all
carbons
- Mob controller no longer ticks a seperate entity, mob_master is now
just a reference to the mob process, which ticks.
This commit does the following:
- Overhauls how pull works. It is now based on a mob verb,
mob/verb/pulled()
- Makes the pull icon much more responsive. It is now updated whenever a
mob starts or stops pulling an object, and instantly updates.
- This required HUD changes. God help me.
This commit does the following:
- Removes unused variables from turfs
- Removes the mining/drilling folder following the removal of it's turf
variables
- All mobs now generate dirt on simulated turfs, not just humans.
- Shoe sounds are now handled by a proc on shoes, step_action()
- This is called by human/Move().
This commit removes all (most) of the remaining code limiting xenomorphs
that have has_fine_manipulation on an entirely arbitrary basis. Xenomorphs
with has_fine_manipulation may now interact with NanoUI, and will only
break computers on non-help intent. The can also tear down walls, since
walls used an ishuman check in place of an isAdvancedToolUser check as
they should have.
Minor refactor to machinery.dm as well; Instead of the slightly
(completely) insane attack_hand restriction to humans and silicons (it was
a multi-line IF, why), it now checks user.IsAdvancedToolUser(); This means
restrictions on monkies will actually function properly now.