Tweaks and fixes, as well as the removal of some of my unfinished works,
to Ninja so in preparation for their implementation. Also a few Telesci
fixes.
Blob spores that pass over the dead will now couple with the corpses to create blob zombies that are stronger and more resiliant than the spore alone. Should the blob zombie fall the original corpse is recovered and just as cloneable as it was before infection. These are simple animals not under the control of anyone.
Blob zombies will occur automatically if a blob finds a corpse under it and it's not already a zombie. Blob zombies have a base 80 health (normal blobs have 40) and gain additional health if the host body is wearing armor. They don't however actually gain the normal benefits of wearing the armor.
Blob zombies attack for 10 to 15 damage per strike, as opposed to the paltry 2 to 4 a hostless spore does.
Why this is good for the overmind:
The overmind cannot directly command the creation of zombies but can rally spores to a corpse's location to largely assure it will happen by itself. Blob zombies still follow rally spore commands and still count towards a factory blobs spore limit. As previously shown they're far more robust than spores and also deny the crew the ability to clone the victim until the zombie is defeated.
Why this is good for the crew:
Remember when the warden kamakazied the blob at the start of the round only to be engulfed and killed with the entire armory in his backpack? You can get those guns back now, because the warden's corpse will soon be moving to a very recoverable location! This also promotes not letting people die pointlessly to the blob or at least dragging corpses away from the blob (and hopefully to genetics) so they can't be infected.
Conflicts:
code/game/gamemodes/blob/blobs/factory.dm
icons/mob/blob.dmi
* Created Nano UIs for the Gas Cooling System and Gas Heating System
* Standardized the reference structure for procs (they now use use full paths, instead of relative)
* Standardized the names of each machine ("gas cooling system" and "had heating system") for both the object and the UI title
Adds a variable to hats to determine how likely they are to fall off. Makes them fall off with the given probability when disarmed (some percentage of the time) or when the character falls. Space helmets, bio hoods, helmets, radiation helmets, etc, are unlikely to fall off
Conflicts:
code/game/gamemodes/cult/cult_items.dm
code/modules/clothing/clothing.dm
code/modules/clothing/head/hardhat.dm
code/modules/clothing/head/helmet.dm
code/modules/clothing/head/jobs.dm
code/modules/clothing/head/misc.dm
code/modules/clothing/head/misc_special.dm
code/modules/clothing/suits/bio.dm
code/modules/clothing/suits/utility.dm
code/modules/events/tgevents/holiday/xmas.dm
code/modules/mob/mob.dm
Hostile mobs with environment smash will also unbuckle themselves by destroying whatever they're buckled to when angered.
Conflicts:
code/game/objects/structures/stool_bed_chair_nest/bed.dm
code/game/objects/structures/tables_racks.dm
code/game/turfs/simulated/walls.dm
code/modules/mob/living/simple_animal/hostile/hostile.dm