- distance is INFINITE, 0, or a positive integer based on get_dist() between
the examiner and examinee's turfs when they are on the same Z. When the
examiner is dead or a ghost, distance is always 0.
- also updates /examine( implementations to use it!
- adds w_class_to_name proc for reusing "It is a X item." examine behavior.
* Consistency Pass #1
Power cells of all types are now considered stock parts
Went through materials.dm and did some copy+paste work make material definitions consistent across the codebase (eg "steel" = 50 -> MAT_STEEL = 50)
* Machines are now instances in SSMachines
* Performance improvements by way of instancing all of SSmachines
* Fixes the powersink
* Revert "Consistency Pass #1"
This reverts commit cbeef1b5db.
* Update machines.dm
Styling changes
* Update machines.dm
* Update machines.dm
forgot to update the doc
* Fixing taperecorder voices
Carbon/Human has a voice variable for voice changers and to not go unknown when the face is covered without ID, tape recorder now respects that.
* Changing typechecks to simple null check
* Sometimes you can try to go too big brain
Mob already has voice_name defined apparently
* The implementation hear say uses
GetVoice()
* bugfix 1: autolathes can actually be deconstructed and don't cause runtimes (and also don't eat your crowbars)
* bugfix 2 (forensic techs actually get detective ids/pdas)
* bugfix 3 (accessories no longer do a weird double period)
* bugfix 4 (right foot)
* bugfix 5 (singular/plural stacks)
* bugfix 6 (ghosts can hang up on communicators -- still causes runtimes but it did this before and the runtimes are from the observer bug and not the communicator bug so it's fine)
* i lost count but this one gives the hos an egun because the cynosure hos locker doesn't have a gun at all and i'm not fucking around with balancing the fancy custom guns
* fixes infinite cell duplication exploit with autolathes (flashlights/coolers come empty from lathe now)
* changelog
* Update code/game/machinery/autolathe.dm
Co-authored-by: Atermonera <atermonera@gmail.com>
* Update code/game/machinery/autolathe.dm
Co-authored-by: Atermonera <atermonera@gmail.com>
* commits changes + fixes retro carpet (red) inventory sprites
* return..()'d
---------
Co-authored-by: Atermonera <atermonera@gmail.com>
refactors atom/var/flags to atom_flags and area_flags
moves NOBLOODY, NOBLUDGEON, and PHORONGUARD to item_flags instead of atom_flags
corrects various misapplied flags
NB. In some cases we go from a more complex image() to a single icon_state string and I assume this works for every case but do not care to check because of the sheer scale of extra fiddly effort. Buyer beware, not my code.