- Prevents the Mutate spell from being used on z-level 2, so you can't
refund the spell while it's in use for permahulk.
- Ports in repulse spell from /tg/, it pushes away movable objects and
mobs away from the wizards. Mobs within 5 tiles will be stunned for 2
seconds, and mobs in the same tile as the wizard are stunned for 5 and
take minor damage.
- Fixes forcefields and forcewall spell by porting over
/obj/effects/forcefields.dm from /tg/. (This also fixes the mime wall,
god help us all)
- Mime forcefield nerfed to a 5 second duartion, retains 30 second
cooldown. (Yeah, let's not have those last 30 seconds.)
Adds NeinHaus' warning stripe icons as a child of the warning stripe
object, when mapping, if at all possible, please use these instead of
the turfs that come with them already on it, as these will merge with
the turf at runtime, and are more flexible.
Adds NeinHaus' warning stripe icons as a child of the warning stripe
object, when mapping, if at all possible, please use these instead of
the turfs that come with them already on it, as these will merge with
the turf at runtime, and are more flexible.
The plating in the maintenance bar now has the correct icon when given
tiles.
Borgs can no longer add their modules to carts.
The hand teleporter now recharges properly again.
couple of things :
1.) alien weeds spawning with a node param works totally fine ingame ( AKA vomited by an alium ),
but when placed on map in DM they will trigger nullpointer errors for every single weed placed.
this seems to went undetected simply because there are no weeds on the map at startup,
ever since your asteroid abandoned outpost got replaced with that vox trading station.
2.) it took me a moment to understand what node/Destroy() is supposed to do.
it looped through its list of spawned weeds and nulls only its own linked_node var.
that could have been done by src.linked_node = null, but i dont think that is the intention of the loop.
for safe GCing the linked_node var of all weeds that got spawned by this node need to be nulled, not only its own.
3.) to be safe, the turf/space check should happen before any list operations are done, also replaced del() with qdel() here.
4.) the linked_node check of weeds/proc/Life() should be one of the first things to happen, which saves a lot of checks.
5.) the layer of weeds being default 3 was quite annoying as the weeds made it hard to click all kinds of layer 3 items and objects.
fixed for weeds, nodes will still be 3 to properly show above things like AI holopads.
6.) i took the liberty of changing the node/node param to node/N ,
rename the spawns list to connected_weeds and move weeds/Destroy() up for better readability.
Map changes including: RnD layout change, new customs lounge, xenoarch
windows fix, and more. Also added a few new Ninja masks in prep for some
bigger changes I have planned.