* Reworks cures, adds strains, adds treatment chems to symptoms
* Enables coexistence of different samples of the same strain at different stages within the same container
* Adds symptom guessing. Correct guesses reduce analysis time and wrong ones increase it.
* Adds a chance for a virus to evolve into a new strain. changing the cure and adding/subtracting symptoms
* Revert "Adds a chance for a virus to evolve into a new strain. changing the cure and adding/subtracting symptoms"
This reverts commit 124dd485c7.
* Adds spontaneous virus mutations, strain tracking. Removes antibody metabolism
* change the amount of time added/reduced by each factor
* Creates a disease outbreak event that allows admins to cause an outbreak of a virus of their choosing. Allows virus creation when choosing virus to give someone or for an outbreak.
* The normal base property values are now the defaults for disease creation
* Rebuild TGUI
* Rebuild TGUI
* Rebuild TGUI
* Update tgui.bundle.js
* remove redundant lines
* improves ui some and moves to using world time for analysis time
* fixes a bug with the analysis time and updates the initial known advanced disease list
* Buffs the disease outbreak event and adds a base stat row to the PANDEMIC
* Update tgui.bundle.js
* Implements calibration
* Adds a remove from database button
* Moves the known disease global list to work per z level
* Removes treatments from most chems and makes each instance of a symptom not acting purge some of the reagent that treated it
* Update symptoms.dm
* Adds stage to unknown diseases
* Moves accumulated error to work per z level and change the location of the delete strain data button
* Adds confirmation to the delete data button and moves the disease text out of the loop in the copy constructor
* fix indentation
* Replaces pent with hydrocodone in the advanced cure list
* gives more buffs to event disease based on severity. removes longevity from possible symptoms an event disease can get. Fixes a bug with determining analysis time
* Update tgui.bundle.js
* Update pandemic.dm
* Update pandemic.dm
* Update tgui.bundle.js
* review changes
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* review changes
* Update tgui.bundle.js
* Makes vaccines only add resistances and no longer cure
* improves pandemic ui and fixes calibration button not being properly disabled
* Update tgui.bundle.js
* Add the new agars to the virologist's fridge
* lowered evolution chance of viruses a bit
* further lowers evolution chance
* Update advance.dm
* Changes the scaling of analysis time and fixes stage speed presentation in the pandemic
* Scanners can now see virus strains that have been inserted in the pandemic
* Allows a mob to be infected by both an event and non event disease
* Fixes the +1 syringe of translocation stabbing your feet
* Update tgui.bundle.js
* Changes spontanous mutation to be per spread and makes disease events less likely.
* Diseases less common, mutations happen only on spread now, symptom list ordered alphabetically in the dropdown, fixed some bugs
* Update tgui.bundle.js
* changes virus alerts
* Removes numbers from the virus alert text and fixes a bug that caused excessive virus mutations
* Update tgui.bundle.js
* refactor disease spread
* Changes disease spread logic to give players options to protect themselves and others
* Blackbox things
* Increases announcement timer and fixes the infection talley
* Update disease_outbreak.dm
* Adds an incubation period to advanced viruses. bumps sneeze back to 5 range
* Adds failsafe to disease outbreaks that will infect a random crew member if none have arrived in 10 minutes
* Only record advanced disease infections
* Properly handle recording of disease infection events
* Changed resistance effect on cure
* another adjustment to res effect on cure
* Small resist buff, spontanous combustion buff and some calculation fixes
* changes spontanous combustion stat bonuses and maluses
* Update flesh_eating.dm
* Update flesh_eating.dm
* Update flesh_eating.dm
* Big trait changes and rebalance
* adds treatments to fire and necro
* Introduces viral contamination of food and reagent containers, as well as disinfection
* Fix runtime in reagent transfers
* Revert the prefs and config changes
* Slowed down diseases and made symptoms more gradual, improved disease alerts to both crew and dchat
* Sterilizine now sterilizes things contaminated with viruses. Heat reactions now take place alongside chemical reactions when adding reagents to a beaker
* Adds option to order sterile masks, goggles and biosuits in packs of 4. Makes sterile masks as good as internals for viruses
* adds logging to pandemic
* Changes symptom stats and increased disease varaiety
* Fixes some disease bugs
* Fixes some bugs and makes it behave better
* Adds shiver emote to shiver symptom
* Adds admin message/log to contracting an event disease and fixes copy behaviour when infecting
* Prefix spread defines
* Change the rest of the macros
* correct the disinfection temp macro
* Moves disease signals to their own file
* move disnifection temp back
* fix a type
* viral contaminations component review changes
* var name changes
* more style fixes
* Update tgui.bundle.js
* fixes pandemic
* Fixes disease outbreak having two carriers sometimes and changes the virus alert to the new one
* Update disease_defines.dm
* fixes samples not passing stages on properly
* actually fixes the bug
* Fixes stabilization being lost on cloning
* Finally completely and absolutely fixes the sample stages bug(please)
* Makes the pandemic a machine
* Update pandemic.dm
* removed drinks from cure requirements
* lowers chance of major viral outbreak
* fixes pandemic not processing properly
* Changes the cure system to have more options
* Makes mixing event viruses more random
* Fixes hardsuits having a 1% chance to be infected
* Increases virus protection of most clothing. medical scrubs and surgical hat buffed sunstantially
* Slow down progress of diseases
* makes spread less likely
* envirosuit is now slightly more protective from viruses, while the medical one is as good as scrubs
* Adds further protection to helmets
* Increases the number of possible cures and the scaling of required cures
* Pandemic ui improvements
* Update _disease.dm
* fix a bug with spread target in the disease outbreak event
* changes some clothing permeability
* Adds the ability to make viral DNA extracts by injecting a sample into a black slime core. It's equivalent to 2 stages
* Adds age to health analyzer, makes viral evolution toggle minor disabilities, confusion symptom now confuses more often
* Update pandemic.dm
* replace lazarus with acetic acid in the cures
* Changes the relation of the amount of cure options to required cures and the scaling of required cures with resistance
* Fixes virus renaming
* changes description and permeability of some medical jumpsuits
* Adds a list of all diseases infecting client mobs to the disease outbreak event
* uses event UID instead of ref in the disease
* Adds advanced disease carriers to admin antag menu
* Adds viral eraser which removes tracking and stabilizing. Admin spawn only for now
* Update tgui.bundle.js
* Adds the ability to create viral genetic material using radiation. it can be used in addition to that produced in xenobio
* changes alert logic, disease generation logic, adds treatments to weakness, cough and sneeze now more gradual and cough spreads at range 3
* makes disease advance a bit faster
* reduce time to announcement to 6 minutes after 3 people are infected
* Changes medibot disease detection to be the same as analyzers. Treatment chems now put the symptom on a cooldown that persists after they leave the body.
* Make sure the disease outbreak event only selects crew
* Fix abductor virus gland virus generation
* Adds sterilizine to viro locker
* Fixes null viruses appearing when merging virusless blood
* Adds oculine to hyphema treatments
* Rebalances weight loss and flesh eating
* Improvements to advanced disease carrier tab on the TGUI antag menu
* change the flag on away missions
* Update mob_spawn.dm
* Update tgui.bundle.js
* adds sterilizine recipe back
* Adds viral contamination to surgery tools and surgery steps
* small changes
* fixes pandemic ui. should work properly now(I hope)
* CI compliance
* Update flesh_eating.dm
* Update vomit.dm
* Update tgui.bundle.js
* Initial revision of analysis and fixes the UI issue with multiple stage samples
* refactors treatment and makes treatment chems more adjustable
* var correction
* symptoms and their contribution now show up on the pandemic
* Update tgui.bundle.js
* Update code/datums/diseases/advance/symptoms/cough.dm
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>
* change wizard disease and zombie disease macros to new ones
* Update tgui.bundle.js
* changes the part requirements on the pandemic boards to fit the actual parts
* fix misbehaviour when inserting samples without symptoms
* Some changes to difficulty scaling, reverts the level of projectile vomiting back to 4, and disallows germaphobes to avoid infection by injection
* Adds viral contamination to IV bags
---------
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
* Initial commit. Event.
* Started converting mobs to basic mobs. Migo and Creature. Needs aggressiveness AI
* Makes CI happy
* Fixes some file names
* Ticks files
* Fixes file again
* Update code/modules/events/demon_incursion.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Announcement sound, spawn adjustments
* Reduced spread when portals multiply
* Elite spawns when portal count gets high
* Fixes missing comma
* Converted migo, blank, and most of hellhounds to basic mobs. Added new controllers and behaviors
* Fixes
* Linters!
* Faithless moved to basic mob
* LINTERS
* Makes skeletons basic mobs
* Fixes, Ranged Attacks, Ranged variants of nether mobs
* Handles portal expansion chance
* Linters
* Fixes mobs not breaking shit
* Fixes ranged attacks
* Fixes ranged attacks
* oops
* Another oops. No config changes are needed here
* Twenty percent chance that a nether mob is a grappler
* Dimensional tear fixes
* Adjusts awaken distance for hostile mobs, makes variable melee attack rate for basic mobs
* Variable initial spawns, variable spread rates.
* Whole lot of fixes from merge, hellhound completion
* Updated lavaland winter biodome
* Makes basic mobs able to hurt other mobs
* Makes spawners properly rally basic mobs to beat up the attacker
* Extra line
* Removed comment
* Makes hellhounds stop resting when attacked or when they find a new target
* Fixed initial portal spawn amounts
* Borgs now affected by basic mobs
* Nerfs portal spawn rate, nerfs portal integrity, nerfs portal max mobs
* Grapplers now teleport to missed turfs
* Removes duplicate notices
* Buff portals a small bit
* Makes nether portals no longer RR - the body is now recoverable from the blank it became
* Makes portals layer above mobs
* Removed excess ranged attack var
* Changes list for determining start count to rely on mobs with client instead of all clients
* Nerfs portal max mobs
* Portals can no longer spread to within 3 tiles of another portal except on initial event start
* Adjusts target portal count for big mobs
* Spawners now properly remove nest values of basic mobs
* Portals now glow an evil red. When portals are destroyed, 50% chance per mob to slay the mob
* add prowling and return to home behaviors
* cut this down
* be a tiny bit smarter
* Some code cleanup
* Removes hostile base type, removing excess code
* Gives /obj/ a basic mob attack handler. Fixes turrets
* Gives basic mobs a HUD
* Fixes skeleton death flag
* Adjusted initial spawns
* Incursion portals now slowly convert turfs, up to range 3 of them, to hellish flooring
* Increases reward per destroyed portal
* Makes the final portal of an incursion play a sound on destruction, couple portal fixes
* Fixes basic mob xenobiology interactions
* Non-shit portal sprites
* Adds hostile machine element, mobs now actively target turrets and emitters
* Properly gibs things when they should gib
* Linter fix
* Portals now layer under living mobs but over dead ones
* Adds blackbox checking for demon incursion portal counts
* Increases mob sight range slightly to account for widescreen, adds alt-color for grappler, delays incursion announcement a bit more
* Portals now are more likely to spread the less there are
* Incursion portals now repair themselves after not being damaged for some time
* Grilles now shock basic mobs
* Portals will now clean up basic mob corpses near them by gibbing them
* Portal spread chance is now exponential regression
* Portal mob spawns now linearly scale in time
* Fixes some skeleton oversights in ruin mapping
* Demon incursions no longer can spread to tiles in a space area, such as near brig plating
* Moves corpse cleanup to mobs via component
* Portals now drop bodies that are being eaten when they're destroyed.
* Addresses code review
* Docs some vars
---------
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
* refactor explosive holopara bomb to component
* fix examine range
* proper signals
* fixing this oneoff for airlocks as a high-priority target
* proper support for pull
* it compiles now
* RPD works normally now.
* Implements pipelabeling
* Adds the labels to sensors and meters
* adds label investigation and enlarges the ui slightly to better fit the text input
* changes log message
* Update tgui.bundle.js
* autodoc
* review changes
* Smith role, access, access helpers, spawn point, comms, and IDs
* Area defines
* Hammertime
* Cyberiad Smith's office
* Forgot some atmos stuff
* Autolathable Hammers
* Formatting
* Toolbelts can hold hammers
* Initial work on smith machines
* Farragus Smith Office
* Placeholder sprites, mapping
* Smart hopper points and console messages
* More work on smithing machines
* Fixed mapping, added qualities, added smithed items, fixed sizing, fixed access
* Smith components, new materials
* New ores, material datums, furnace, power hammer, kinetic assembler, hammer act, item creation
* Missed one
* Grrr map conflicts begone
* Dirt begone
* Casts and smelting
* Linters
* Attack chain linters!
* Better grip to throw people into your industrial machines
* Placeholder spots in the DMIs
* UpdatePaths - Space ruins now spawn new space ores in their rocks
* Small changes - removed excess tgui code from hopper
* Fixed a button on emerald
* Attaching inserts and lenses. Tool bits are pain.
* Tool bit initial implementation
* Merge conflict resolution
* Attack chain grrr
* Fixed a pair of minor mapping issues
* Tool bit implementation, efficiency, failure rate
* Hot things burn hands
* Points fix on hopper
* New mining rocks for space exploration
* Areas on asteroids
* Machinery icons 1
Adds basic icons for the new machinery
* Vendor iconstate update
* Crucible touchups
* Hammer touchups
* Crucible Input Animation
Adds an animation when you deposit ores
* Added scanning the crucible with multitool to get mineral count
* clothing sprites part 1
* locker sprite
* job icons
* garment bag
* Smith locker mapping
* Insert and Bit removal fix
* Job menu alignment fix, Allowed_items and small spriting path fixes
* Adds new asteroid ruins to config
* Ore Sprites
* Hammer Sprite
* Item Sprites 1
* Sheets, Wall Ores and Trim
* Sheet iconstate names
* species uniforms
* Tabs
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Lens spelling fix
* Signalizes attaching and detaching modifications, fixes inserting items into smith machines, fixes cast bugs
* Fixed type lists
* Smithing machine bug fixes.
* Fixed adding modifications to items
* Crucible Lava Idle
Adds an idle animation for the crucible, but it needs overlay code to work.
* Fixed eguns
* Magma Crucible overlays and animations
* Machine broken/Off states
Adds broken, wires exposed (and on/off where appropriate) states to machines.
* Castivend recolor and Hot Items
* Overlays for all machines, new sprites for hot items, new checks, fixes
* Woe, farragus merge conflict
* update_appearance linters
* I have fat fingers.
* Forgot one
* transfer_item_to and qdel null check
* Usr to User
* Modsuits should not have inserts.
* Adds casting lip overlay
* Balance pass on movement debuffs and buffs
* Material movespeed changes
* Config Adjustments - USED FOR TESTMERGING. REVERT BEFORE FULL MERGE
* Math fixes for lenses and bits.
* Mobility suit no longer speeds you up, but negates suit-based slowdown like an oil slick potion. Fixed movement mods in material datums
* Bad var. Bad.
* Various fixes to bugs revealed in initial TM
* TYPO
* Lavaland base turf fix
* Paths in examine fix
* Adds an intercom to the workshop.
* Stamina-hybrid damage oversight fix for det revolver, uion, etc.
* Currently Operating Message fix
* Allows glass to show different turfs beneath. Adds plasmaglass section to workshop.
* Armor and upgrade fixes
* RCD tool bit equip fix
* Adds smith access to a few lists in access.dm that were missed in an oversight
* Indent fixes
* Fixes vending machine, allows tool bit use on mining equipment
* CI, you make me mad sometimes
* Removed duplicate code
* Name fix for CI again
* ORM now can handle space ores
* Adds space ores to Vetus drop and to trader inventories
* Fixes runtime with open hand attacking a lava furnace with nothing in it
* Adds crewvend kit to Castivend
* Fixes not being able to see new ores
* Adds drill and RCS to smith locker
* Map changes. Added cargo pad. Expanded catwalk. Moved vendors. Added recharger.
* Plant fixes
* Fixes doubled-up catwalk
* Emerald cargo windoor fix, small lavaland adjustment
* Small oversight for overlay fix
* Missing lightswitches
* Fixed stock parts mismatch in casting basin recipe
* Better support for power tools, grrr attackchain
* Better attack chain handling. Better handling for bit insertion
* Fixes handling of inserts with storage suits (like labcoats)
* sprites for bomber + plasmeme outfit
* Adds missing adjacency checks
* Buffs speed boost from upgrade - max upgrade reduces cycle to 2 seconds.
* Fixed floating lights, brightened the explorer's new room, expanded smith workshop slightly.
* Small hallway adjustment
* Illuminates metastation smith office
* Removes excessive decimals in magma crucible scan output
* Berserker should not have inserts.
* Buffs bit durability significantly, nerfs amplifier lens and densifier lense slightly
* Adds smith bomber jacket to loadout panel
* Adds random spawners for smithed items, adds random low-quality items to maints loot
* Adds traitor version of bulldog shotgun
* Revert "Adds traitor version of bulldog shotgun"
This reverts commit 1d39c59f07.
* Added check to assembler, moved desc changes to examine()
* plasmaman suit fix
* Fixed hot check when removing items from hammer and furnace
* Remaps lavaland workshop, fixed deltastation light switch
* Improper's the smith office name
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Compacts extra ore drops from Vetus
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* better looping
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Better loop
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Multitools don't need tool bits.
* Better variable names, fixed missing parenthesis
* Recursive hammering, removed attack animations when inserting items or using multitool on smithing machines
* window
* Update deltastation.dmm
* Update deltastation.dmm
* Update deltastation.dmm
* Fixes small oversights
* Minor lavaland remap
* Reverts TM-required changes in preparation for full merge
* Begone, stray font!
* Damn you cable CI
---------
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: ExusA <67055922+ExusA@users.noreply.github.com>
Co-authored-by: Christasmurf <25437893+Christasmurf@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Fordoxia <143041327+Fordoxia@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
* initial changes
* Rad wave is working. now to implement the rest
* Makes the waves square
* Makes wave square
* multiplies the strength in all instances of radiation_pulse by 4 because each pulse makes one wave instead of 4 now
* Undef thing and apply suggestion
* Make radiation_pulse() not radiate the radiation source and implements contamination
* Adds contamination to uranium walls and meteors
* Fixes stuff
* Handle some contamination on attack still need to take care of meteors
* Fixed the meteor stuff
* Introduce emission types
* moves contaminate_touch to an atom proc and renames it to contaminate_atom
* deduplicates some contamination code
* Move inherent radioactivity to a component and signals from the atom vars and behaviour
* fix some things with the new component
* Update inherent_radioactivity.dm
* implement contaminating things that hit things that are inherently radioactive
* window things
* adds emission type to the rad_act call
* Changes radiation insulation values on a bunch of stuff
* fixes radioactive component radiating the wrong type
* more adjustments
* refactros rad_act
* adjustments to collector power production
* Adds plastitaniumglass windows and makes further adjustments
* Adds sprites to the shards and plastitanium directional window
* Update misc_cleanables.dm
* removes alpha rad insulation from floor turfs
* Fixes a bug with the starting tile of radiation waves
* More adjustments
* Adjusting singularity rad production
* reduces window half life a bit to make power smoother and buffs full window rad conversion
* Strengthens gamma and beta radiation effect on mobs.
* Makes radsuit block radiation completely
* Fixes Geiger Counters
* Fixes contamination not irradiating the contaminated thing
* Fixes inherent radioactivity not processing. Also makes it stop processing when a nuke core is contained
* Fixes ghost contamination
* Adds info to the collector
* Handles alpha radiation better on humans and changes some instances of rad_act to base_rad_act
* oops
* adjustments and fixes to alpha rad handling on mobs
* Make collector info more compact
* Core no longer radiates and contaminates from within the nuke until the plates are removed
* Contamination no longer counts as being inside a mob(it is supposed to be surface level)
* Adds inherent radioactivity to a bunch of uranium things. makes it all process.
* Nerf full windows
* Adjustments to collector and fulltile window radiation absorption
* Reduces passive contamination, especially while on the floor
* Adds different rad types to the geiger counter and fixes a runtime
* Makes full tile windows strong again and disallows building them on top of collectors
* adds emissive blockers to the rad blacklist and gives windows and collectors priority when irradiating for increased consistency
* Gives each contamination type it's own color.
* Gives each contamination type it's own color. And makes the rad hud display them separately
* Changes how much the radiation wave affects the source tile, adds decay for performance reasons and adjusts collector parameters as well as SM and singulo rad production
* improves performance at very high rad amounts
* Fixes supermatter sliver box not containing radiation
* Restores supermatter sliver to old behaviour(not inherently radioactive)
* Slight nerf to fulltile windows and removes an unnecessary multiplication from rad wave processing
* Removes redundant line from window rad act
* Fixes radiation waves ignoring walls
* fixes it better
* more adjustments to collector stats
* Adjustment to collector gamma absorption
* increases grille beta blocking
* Review changes
* Can pick paraplegic in character menu, will start floored+wheelchaired
* Why won't you show up on scanners
* Forgot the description.
* Got the scanners to show Paraplegia!
* block off some roles from paraplegics
* Use stance instead of the floored trait for paraplegic
* Prevent paraplegics from using/being hit by legsweeps, change get_num_legs()
* Add DNA injectors for paraplegia
* change legsweep to use traitcheck, get_num_leg() solution screwed up beartraps
* Can pick paraplegic in character menu, will start floored+wheelchaired
* Why won't you show up on scanners
* Forgot the description.
* Got the scanners to show Paraplegia!
* block off some roles from paraplegics
* Use stance instead of the floored trait for paraplegic
* Prevent paraplegics from using/being hit by legsweeps, change get_num_legs()
* Add DNA injectors for paraplegia
* change legsweep to use traitcheck, get_num_leg() solution screwed up beartraps
* whoops.
* TGUI.
* How did I miss that in testing
* Add the point interaction that nuggets get to armless paraplegics
* Update code/modules/mob/living/carbon/human/human_organs.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: Sheep <46016730+Scribble-Sheep@users.noreply.github.com>
---------
Signed-off-by: Sheep <46016730+Scribble-Sheep@users.noreply.github.com>
Co-authored-by: Scribble-Sheep <15377810-AlyxisDrayko@users.noreply.gitlab.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
* Port /tg/ move manager, drift and jetpack components.
* don't add go through newtonian movement if not moved to a turf
* various cleans for blood drifts and mob speed
* fix slow meteors
* why on fuck's earth aren't speedbikes vehicles
* style lint
* also wtf
* okay i'm an idiot
* fix meaty ore speed and blood decal double stepping
* fix not unbuckling pulled object occupants
* don't bother dealing with immovable rods just yet
* exclude bubblegum and vetus from move manager for now
* fix issues related to null weightless blood icons
* reset blood icon state properly
* fuck it, we'll deal with mobs when basic mobs happen
* break infinite loop in decal splat
* idk what i am doing
* reverts config.toml
* restores test_tiny
* migrates the handlabeler to new attack_chain
* return signals + datum autodoc
* return defines to handlabeler.dm
* trailing newline
* handlabeler goes backpack if no label now
* moved the labeling stuff out of interact_with_atom
* guard clause
---------
Co-authored-by: Toastical <toastical@toaster.com>
Co-authored-by: Toastical <toast@toaster.com>
* Refactor /mob/unEquip.
* fix things found in testing
* more fixes from testing
* fix removal of hooded suits
* fix flayers inability to deploy swarmprod
* fix changeling blade activation
* unnecessary parens
* pass default unequip args to proc overrides
* fix belts being able to forceMove into full hands