- Also adds ABSTRACT and NODROP flags in preparation for removal of
canremove and abstract vars.
- Sorts some of the setup.dm flags so they're in order.
- Replaces 'flags & 2' in policetape.dm with pass_flags & PASSTABLE,
should have the same effect.
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!
Viruses are properly transferred to spilled blood now.
Antigens prevent from infection properly.
Lowered frequency of blood puddle virus check to cut down on processing.
Conflicts:
code/game/turfs/simulated.dm
code/modules/mob/living/carbon/human/life.dm
code/modules/organs/blood.dm
code/modules/reagents/Chemistry-Reagents.dm
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/modules/mob/living/living.dm
Conflicts:
code/__HELPERS/mobs.dm
code/datums/mind.dm
code/game/objects/items/weapons/implants/implanter.dm
code/modules/mob/dead/observer/observer.dm
code/modules/mob/living/carbon/human/human.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/ai/ai.dm
code/modules/mob/living/silicon/silicon.dm
code/modules/virus2/helpers.dm
code/setup.dm
icons/mob/hud.dmi
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
-Fixed derp with analyser.
Refactoring virus2, Part II - Viruses.
-Removed obsolete curing/resistance methods.
-Split base.dm into disease2.dm, effect.dm, helpers.dm.