Moves the timer (and deconversion) to the mind datum instead of on the
staff.
Rewrites nullrod reskin list-building to instead rely on a variable set
on the subtype of nullrod to determine whether or not to include it by
default.
- By default, all nullrod subtypes EXCEPT fluff subtypes and the
missionary_staff subtype have this set to TRUE.
- Fluff subtypes still re-add themselves to the list as appropriate
through their fluff_transformations list entries, like they previously
did.
- This also allows future coders to potentially make new nullrod
variants that are not reskin options (such as for admin-only versions,
or special away mission reward versions) with better stats / effects by
simply setting "reskin_selectable = FALSE" in the subtype declaration
instead of manually removing the path from the list
Cleans up those nasty trailing returns, colons, and other clutter. Also
went ahead and removed the colons from the original mindslave code I
copied.
Converting loyalty implanted crew now results in a shorter zealot
duration. Previously, all crew was a zealot for 10 minutes, now crew
that is loyalty implanted AT THE TIME OF CONVERSION remains a zealot for
only 5 minutes before deconverting.
Start of porting the /tg/station mecha update.
This commit only cleans up the code and adds the proper dependencies for
the mecha.
- Removes relative pathing from /datum/events
- Updated Process_Spacemove() to use
atom/movable/proc/get_spacemove_backup()
- Basically just makes launching off of unanchored objects in space an
OOP behaviour
- Removed styling atrocities and relative pathing from most of the mecha files.
- Notable exceptions:
- code/game/mecha/mech_bay.dm
- code/game/mecha/mech_fabricator.dm
- code/game/mecha/mecha_construction_paths.dm
- code/game/mecha/mecha_parts.dm
- code/game/mecha/mecha_wreckage.dm
- code/game/mecha/paintkits.dm
- Removed dyndomove/dyndoattackby/dyndobulletact. No more icky dynamic
calls. Replaced by specific code for the 3 modules that used it.
- Refactored module cooldown. It now uses addtimer, and power usage is
hooked directly into the cooldown calls.
- Added atom/movable/proc/has_buckled_mobs(). Currently not that useful,
but, necessary for porting the multi-buckling system from /tg/.
- Split code/game/mecha/equipment/tools/tools.dm into multiple files.
- Removed snowflake behaviour from exosuit drill. It now calls
turf.drill_act(src).
- Different from /tg/: Allows you to drill any wall/floor normally.
- Drill no longer gibs mobs. It deals 80 organ damage instead.
- Drill can be used to harvest dead mobs.
- Removed all global_iterator systems from mecha and mecha equipment.
Everything now uses object processing.
- Mecha now have a turn sound variable and step sound variable. Updated
all subtypes to use these instead of snowflake domove procs.
- Removed mecha_do_after, mecha now uses the normal do_after.
- Removed enter_after, same as above.
- /obj/mecha/Process_Spacemove no longer strangely calls the user's
spacemove.
- /obj/mecha/return_pressure now uses return_air instead of copypasted
cabin air detection.
- Same for /obj/mecha/return_temperature
- Added /obj/mecha/Exited. Basically, properly clears occupant refs,
even if they teleport out/otherwise exit improperly.
- Added hooks for mecha action buttons; Didn't implement them yet.
- Moved mecha UI to code/game/mecha/mecha_topic.dm
- Fixed turfs not updating atmos when ChangeTurf(/turf/space) is used.
- Updated visible_message and audible_message. Both now use
get_mobs_in_view() to ensure that mobs inside containers can see
messages.
- Removed /obj/item/mecha_parts/mecha_equipment/tool subtype. It had no
use. Any subtypes are now just subtypes of
/obj/item/mecha_parts/mecha_equipment.