Pain symptoms, and more antidepressant producing viruses. Made a change
to the most powerful antidepressant, to make it break their mind more
often if over 5 units, to simulate overdosing of this potent chemical
Middle-clicking doors now allows the AI to toggle bolt lights.
Attempts to achieve some consistency in door feedback messages.
Conflicts:
code/game/machinery/camera/tracking.dm
code/game/machinery/doors/airlock.dm
AI can now alt+left click turfs in camera view to list and interact with objects in the status tab. For example allows for interacting with emergency shutters beneath grills.
alt-clicking doors now notifies the AI when they are electrified/un-electrified as, unlike most other shortcuts, this doesn't have a visual cue.
When interacting with doors and the AI-control is disabled hacking is now automatically initiated, as if the AI had attempted to open the door 'menu'.
When borgs/AIs try to interact with an emagged door they now receive a feedback message that it's unresponsive.
Parts of implementation done by porting code from tg-station.
Conflicts:
code/_onclick/ai.dm
code/_onclick/click.dm
code/modules/mob/living/silicon/ai/freelook/cameranet.dm
code/modules/mob/mob.dm
It has been talked to and feels very sorry for it's actions.
Well that and NanoUI doesn't like byond text-macros (/improper) in this case, so we just sanitize it just incase the crew monitor isn't playing nice that day.
Conflicts:
code/game/machinery/computer/crew.dm
Before: multiple screen_shake's could queue up prior to screenshake being set on the mob setting
oldeye on the last one to queue up to be the random location from the previous screen shake
so sometimes peoples clients were stuck on a location instead of back on the mob.
Now we set screenshake before the spawn so we don't spawn up multiple screen_shakes on the same mob.
Test: Be ghost, hammer the spawn meteors secret 10 times or so, watch as your camera returns back to your mob.
Yay.
Conflicts:
code/modules/mob/mob_helpers.dm
Before: Tasers do 40 halloss damage and that drops to 39 on next life() tick so most people won't be slowed down by the first taser hit.
After: If you have any halloss you will slow down some. I've set it at 1 delay for every 10 halloss, this might need adjusting (15 instead of 10 possibly)
Conflicts:
code/modules/mob/living/carbon/human/human_movement.dm