Ok, messed up resolving the merge conflicts (first try), so doing a
fresh pr. This turned out to be a good thing, as after I put the changes
back I tested again, and found 2 bugs (not due to my code)
Firstly, the organ refactor had introduced a bug when taking liver
damage from being drunk. It wasn't getting the liver correctly, leaving
it with null, and was then trying to damage it.
The second was related to the amount you took in when drinking
Expands the beach away mission to include a brand new scuba-diving area!
- Somewhat empty, but has a few points of interest scattered about and
can be added to in the future
Visually updates the beach
- Sand texture changed, and given randomization for a more varied
beachfront.
- The row of crates and lockers has been replaced with 3 changing
rooms/tents so you can change into that mankini in private.
- Changes the water texture to be less bland
- Expands the water area to give more room for swimmers to play in
before they reach the edge
Adds in the Diving Point Buoy and Diving Point Anchor objects, used to
transition between the beach surface and the underwater area
- Hit with an empty hand to transition between the two points
The underwater area has a few "minor" dangers to prepare for:
- Sea Carp
- These carp (unlike their space-faring cousins) won't attack on sight,
and will try to swim away when attacked. They still bite if they work up
the courage to come back.
- Water
- Water and lungs don't work well together, who knew!? Skrell, Neara,
and anyone who has NO_BREATHE can happily explore, while the rest will
want to pack some internals lest they begin to drown.
- Drowning in the scuba area doesn't require you to be lying down,
unlike the pool. You're in over your head (literally).
- Darkness
- Not quite a danger in itself, but it's easy to get disoriented in the
dark water, and that can be frustrating.
CODE STUFF
- Broke up the pool controller code into a couple procs for cleanliness
and in case we want to have a type of pool controller that doesn't drown
or doesn't adjust bodytemp
- Made ladders use forceMove instead of directly setting loc
- Removed an entirely unused area (/area/beach)
Crappy coder-sprites for Buoy and Anchor done by myself.
- Ok, they actually aren't THAT bad, but they aren't fantastic.
Fixes#3687
Mobs no longer act as if they've moved when in a locker whilst it's
opened and closed.
The new proc does everything forceMove does except trigger /crossed on
/items and run the extra code in turfs\simulated\Entered (still makes
the parent call)
Also removed some now unneeded code from the /slip proc as this makes it
redundant
fixes#3570
Could have fixed with another if statement in sink/attackby, but it was
already pretty snowflakey, and had the potential to get worse
Items now have a wash proc that the sink calls, that can be overridden
when needed
Adds Vox versions of the Officer SWAT sechailer + HOS SWAT sechailer + Warden SWAT sechailer.
Adds versions of the following, re-sprited to fit Unathi, Tajara and Vulpkanin:
Balaclava, up and down state
All bandana colours (+ skull pattern), up and down states
Breath mask, up and down state
Clown mask+wig
Cyborg mask
Death Commando mask
Gas mask
All wrestling masks
Medical mask, up and down state
Mime mask
Owl mask
Plague doctor mask
Ninja mask
Sechailer, up and down state
Sexy Clown mask+wig
Sexy Mime mask+wig
Sterile/Surgical mask, up and down state
SWAT mask
Welding gas mask, visor up and down state
Officer SWAT sechailer + HOS SWAT sechailer + Warden SWAT sechailer
All smokeables re-positioned so non-humans aren't smoking through their cheek.
Also fixes some typos, does a tiny bit of cleaning and gives the Warden their sechailer.
The sprite was just laying around, it seems.
Adds a navy blue version of the Centcom Officer's beret, giving it to
the Blueshield.
Gives the Blueshield beret the exact same armour and strip-delay values
as the SECURITY OFFICER'S beret.