A new mind attached list, restricted_roles, will keep incompatible jobsout of rotation.
Players who would otherwise qualify to play as a protected role will spawn
as the most wanted not protected role they qualify for if they are an
onstation antagonist. If they don't qualify for any job in this way
depending on preferences they will either spawn as an assistant or a random
job (which also makes sure they don't end up in an incompatible job).
Note this doesn't impact late join antagonists or mulligan antagonists.
Roundstart only.
- Fixes shadowling thralls not showing up on Check Antagonists.
- Also adds vampire thralls to Check Antagonists
- Fixes shadowlings not turning off hardsuit helmet lights.
- Fixes transforming into a shadowling dropping organs.
- Adds job such as blueshield, NT rep, and pod pilot to the list of jobs
that cannot be shadowlings.
- Remove ascended shadowling commune, transfers the shadowling's
languages to the ascendant instead.
- Fixes intercept not being sent to the station on shadowling rounds.
- Makes shadowlings compile, require snowflaking of a few things to the
human Life() proc due to how Bay species works.
- Renames monkeyizing var to notransform, as that's effectively what it
was used for, to prevent transformation. (/tg/ port)
Ports tgstation/-tg-station#8157
This won't compile, needs to be bugfixed and tested. The only reason I
am PRing this right now is so that we don't have multiple people
working on the same thing.
@ZomgPonies This will require PROBABILITY SHADOWLING # to be added to
game_options.txt, and will likely require SQL database additions for the
BE_SHADOWLING antag preference.
- Should fix the assigning of the identity theft objectives
- Fixes changelings greentexting identity theft when they shouldn't.
- Possibly fixes AI name issue with destroy objective.
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