- 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.
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.
* can now add multiple items to rolling papers
* adds blunt wraps and blunts
* un-scuffs the scuffed code
more scuffed up than a wooden middle school gym floor after a dodgeball game
* further optimization
* Ports MREs from Baystation
- Ports MREs from Baystation
- Adds an 'Emergency ration' that contains liquidfood rations
- Two new ration packs that have the new rations.
* Placates travis
* Lynxlog
* Adds liquidprotein rations
* Sacrifice for travis
* Changes desc
* Fixing missing filling in crayon paste
* Fixes missing side for random rations
* Renames Paste Supplypack
* aaaaa minor error
* Slight organization
* Fixes some errors
* Why am I like this
* adds rolling paper and joints
F O U R T W E N T Y B L A Z E I T
* adds joint sprites
(they're pretty bad though)
* adds rolling paper box, adds papers to cig vendors
* c h a n g e l o g
smoke
weed
every
day
* Adds the gift vendor, AlliCo Hallmark Goods, ran the name by Elgeon beforehand. Is a delightfully gaudy vending machine placed in the locker rooms. The coffee machine was removed and the sweatmax moved to take it's place so the gift vendor is next to the laptop and cigarette vendors. Prices were based off of the SweatMax vendor.
Before: https://i.gyazo.com/0d6758fc8a469fea6e340b5937b95f82.png
After: https://i.gyazo.com/ab21b6ff7ed012786d475b71f1ec180e.png
Vendor will normally dispense:
- Heart box chocolates
- Bouquets
- Cheaper fake bouquets
- Each of the 4 cards previously added.
- All the therapy dolls.
Will dispense the following with a coin:
- All small plushies
- Newly added trinket box.
Will dispense the following when hacked:
- Gilthari Luxury Champagne
- Plans to add a handbuzzer in the future but not right now.
Items & Reagents added:
- Champagne. Is not a mixable reagent, listed as a child of wine.
- Gilthari Luxury Champagne. Contains said reagent.
- Trinket box. Think an engagement ring box, except it can also hold coins and medals. May be toggled open/closed, when opened it's description will say what's inside. Can only hold one item. Thanks to Mechoid for helping me code this mess. https://i.gyazo.com/7a16faada015ef0795a4db2ec6429e68.png
- Also goes in and fixes a small bug with the heart box saying it contains donuts when it does, in fact, not contain donuts.
Side note, mapping things in is scary!!!
* In the process of fixing the map merger nonsense w/ mechoid's help.
* We're almost there lads.
* If this doesn't work I'll cry.
* Changes name to AlliCo Baubles and Confectioneries, fixes conflict (hopefully), and adds friendship bracelets to vendor.
* REVERTING ITEMS.DMI. Attempting to fix conflict.
* Recommitting items.dmi
* One last attempt to fix the conflict before I make some bigger changes to get this through.
* Removed conflicting file and committed out calls on the sprite. Will readd in separate PR.
* now with 20% less silly
* Bouquets
* Fake Bouquets. Can be won from arcade machines.
* Heart box chocolates containing a set arrangement of chocolates.
* Adds said chocolates (milk chocolate, white chocolate, and truffles) all bite-sized.
* Adds 5 cards, one blank and four with covers. Function identical to paper except you can't make an airplane because I hate fun.
* Adds The four cards with covers, 3 real bouquets, and 2 chocolate boxes to cargo under a 'gift crate' for 10 points.
Sprites by me. Code would not be possible without cerebul's help. Let me know if I've goofed on something, but I did test all of the items + ordering them from cargo.
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.
Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.
The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
Fixes mistake involving belts.
Fixes mistake involving bags allowing w_class 5 items, which was from the manual merge.
Polaris tweaks
Makes inflatables w_class 3.
Spacesuits and RIGs are now w_class 5.
Both sniper weapons are now w_class 5.
Makes more inventories able to use the volume based system.
Cleans up the cig part of the port a bit.
More tweaks to IPC fixes.
Merge resolution/compile fixes.
Further work on properly integrating, updating and fixing prosthetic options.
Repathed internal organs to organ/internal.
More work on full synthetics, changelings, overheating.
Working on getting organs to qdel properly and spawn properly when robotized.
Finalized some overheating values, added remaining prosthetic icons.
Finalizing the testing version of the full prosthetic bodies branch.
Added suit cyclers to the autolathe and map.
Fixing runtime errors.
Fixing errors.
Changelog.
Replacing limb and organ strings with constants.
Prevented brainless species from becoming full cyborgs.
Fixed issues with brain/MMIs renaming themselves inappropriately.
Various fixes and oversights.