runtime error: Cannot read null.len
proc name: scan atom (/obj/item/device/depth_scanner/proc/scan_atom)
source file: tools_depthscanner.dm,31
usr: Some Guy (/mob/living/carbon/human)
src: the depth analysis scanner (/obj/item/device/depth_scanner)
call stack:
the depth analysis scanner (/obj/item/device/depth_scanner): scan atom(Some Guy (/mob/living/carbon/human), Rock (155,169,5) (/turf/simulated/mineral))
Rock (155,169,5) (/turf/simulated/mineral): attackby(the depth analysis scanner (/obj/item/device/depth_scanner), Some Guy (/mob/living/carbon/human))
Some Guy (/mob/living/carbon/human): ClickOn(Rock (155,169,5) (/turf/simulated/mineral), "icon-x=23;icon-y=13;left=1;scr...")
Rock (155,169,5) (/turf/simulated/mineral): Click(Rock (155,169,5) (/turf/simulated/mineral), "mapwindow.map", "icon-x=23;icon-y=13;left=1;scr...")
My VERY FIRST PR, I used it to make ghost chat be bold, instead of using viewers() to figure out
what ghosts could see the mob, I used get_mob_in_view() which sounded pretty descriptive.
Unfortunately for me it was one of the most CPU intensive ways of determining who could view the speaker for this.
So yeah, removing the second get_mobs_in_view and replacing it with viewers()
Yes this code has been in since Oct/Nov time frame :(
Before: It updated the icons quite a bit at the start of the game.
After: It updates more often and quicker, but now it isn't as expensive
Conflicts:
code/modules/power/apc.dm
Before: EVERYTIME someone moved their character this proc would be called and loop through every organ looking for implanted items to see if it needs to apply damage.
After: We create a flag that is set when an item embeddes, only when that flag is set do we do that loop through organs upon movement. Also every 10 ticks while that flag
is set we will check to see if we need to unset it.
Conflicts:
code/modules/mob/living/carbon/human/human_damage.dm