Third virus transmission type, only transmits through blood injection.
Contacting infected blood will _NOT_ transmit the disease, only through
getting infected blood into your blood will the disease be transmitted.
Opens up a whole new ballgame for targeted viruses, along with disabled
mutations. Antagonist and Security-Buffing Virologists unite!
1) Viruses no longer mutate in mobs.
2) Fixed a runtime error with IS_SYNTHETIC check in activate()
3) Antibody Analyzer has a green sprite, to make it easier to
distinguish from the Health Analyzer
Before: Every tick each HUD item would recalculate and redo images for every mob in view. For items like the secHUD where we're transversing implants and the various records this gets very expensive.
After: Mobs use their hud_list variable to store varius huditem images, when conditions change for those specific huditem images it updates the specific ones on demand. As a backup every 30 ticks or so the mob will update all of their hud_list.
Also: moved proc/RoundHealth() from 2 seperate locations into __HELPERS/mobs.dm
Conflicts:
code/__HELPERS/mobs.dm
code/game/objects/items/weapons/implants/implanter.dm
code/modules/mob/dead/observer/observer.dm
code/modules/mob/living/carbon/human/human_damage.dm
code/modules/mob/living/carbon/human/life.dm
code/modules/mob/living/living.dm
code/modules/mob/living/living_defines.dm
code/modules/mob/living/silicon/silicon.dm
code/modules/virus2/helpers.dm
code/setup.dm
icons/mob/hud.dmi
That'll let 'greater' and 'lesser' viruses pick low-stage symptoms from same pool without duplicating them.
Also sorted effect datums by stage in effect.dm.
-Fixed derp with analyser.
Refactoring virus2, Part II - Viruses.
-Removed obsolete curing/resistance methods.
-Split base.dm into disease2.dm, effect.dm, helpers.dm.