When attempting to strip a human, wearing pickpocket gloves makes
certain actions stealthy. Some of the checks for pickpocket gloves would
runtime when a non-human mob attempted to pickpocket certain slots;
these runtimes have been fixed.
As a consequence of this change, cyborgs - and perhaps certain other
mobs - will now be able to remove IDs and empty pockets.
pAIs inherited UnarmedAttack from /mob/living, which caused them to
attempt to attack_animal() things they clicked, which would generally
runtime on account of not having the variables expected from a
simple_animal.
Some recipes were sorted using paths that resulted in empty recipe types
(for example, /datum/recipe/microwave/human/burger causing an empty
/detum/recipe/microwave/human type to exist). These would be included in
the available recipes, and since their requirements are null, would all
be satisfied by anything in the machine. Since their result is null, a
runtime would occur while trying to create nothing.
This fixes some (all? Too lazy to test them all) kitchen machines never
failing.
Vending machines would attempt to build_inventory using what appears to
have been an old, multi-call method, including a named argument that no
longer exists and would runtime.
If you tried to clean an atom with soap, and that atom was deleted
before you finished cleaning, the message attempting to display its name
would runtime.
Instead of the AI crew_monitor being a per-AI variable, it was shared by
all AIs, and recreated each time a new AI was created, as part of that
AI's contents. Bots create and delete a new AI every time they transmit,
which means the crew_monitor would be deleted the moment a bot spoke
over the radio, causing it to runtime.
It is now a per-AI variable.
Load order changes mean globals used in the initialization of intercoms
aren't created before the global_announcer intercom is created, which
causes its creation to runtime.
I have picked an effective but probably incredibly sloppy way to fix
this runtime, because I'm not actually sure where this initialization
code belongs
Instead of a snowflake check in adjacent.dm, doors now actually properly
use their nice open_layer and close_layer when opening and closing, thus
removing the need for a snowflake check to open firelocks that would
appear on the same layer as doors.
This commit fixes APC's being unbuildable due to a runtime error.
The runtime error was caused by checking for area.master, which no longer
exists after the lighting overhaul.
Signed-off-by: Tigercat2000 <nick.pilant2@gmail.com>
This commit fixes the fact that floodlights had literally 999 range to
them, illuminating more tiles than were actually on the map. They now have
14 range, and 20 brightness to maintain functionality similar to that
which they had before the lighting overhaul.