- 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.
* Work on the Bluespace Worm, Again.
Space worms propagate their sprites/tooltips/meat types/segment types from the head back.
Space worms have modified organ lists, only having a brain in their head.
Bluespace worms have a unique sprite done by Sypsoti/Schnayy
Bluespace worms have more xeno-organs in addition.
Bluespace worms convert eaten things to Magmellite, instead of Phoron.
* Target through walls.
Distance traveled when not hitting a solid structure during charge is based on the length of the worm.
Bluespace Worms drop xeno hide.
* can_demolish includes trees and barricades
simplemobs can now actually attack trees
* Truncated version of my Bluespace Worm pr.
Simplemob AI can be permitted to demolish walls, mineral turfs, and other common obstructions.
Simplemob AI can be given vision through walls, to make greater use of wall demolishing.
Spaceworm now has an AI controller with x-ray and demolishing capability to tunnel through rock / into buildings, and a wind-up charge that devours impacted mobs or structures.
* Thermic spiders are demolishers, and able to detect prey through walls.
* Inert.
* Decreased chance for thermic spiders to spawn, matching carriers and webslingers.
* Adjust for continued response & thoughts.
Thermic dropped to only Demolishing by default. Still a barricade buster, not a wallhacker.
Phorogenic bumped to be Demolishing. It's big, purple, and unlikely to care there's a twig in the way of its target.
Thermic now has an xray variant for PoI or adminspawn, similar to carriers having the recursion variant.
* Spiders:
Demolishing Phorogen and Thermic moved to subtypes
AI targeting only loops over range once, typecache manually checked for machines instead of making a new list from range again.
* AI targeting dist check instead of range
== FALSE check is a ! prefix, me.
Worm no longer early returns off its overshoot charge call as it does nothing but end the proc regardless of a successful movement
* Pain in two letters.
Renames the head of security's hat to the head of security's cap for consistency.
Updates the path of the head of security's cap to /obj/item/clothing/head/helmet/HoS/cap.
Lowercases many item names.
Adds some missing 's to a couple of items.
Removes:
- The standard riot shield.
- The standard security winter coat.
from the head of security's locker.
Replaces the standard security winter coat in the cynosure variant of the locker with the specific head of security variant.
Re-paths the head of personnel's cap from /obj/item/clothing/head/caphat/hop to /obj/item/clothing/head/hop.
Lowers the amount of spare ID boxes in the head of personnel's locker from 2 to 1, since the additional is just mostly clutter.
Renames the "crew resource's hat" to the "head of personnel's cap" for consistency with the rest of the HoP equipment.
* Semiport of Allow_Spacemove from Bay.
* Porting flying robots from Bay.
* Converting platforms to an alt title of Robot.
* Converting existing modules to new proc flow.
* Cleaning up jetpack code for robots.
* Making flyers and platforms buildable.
* Debugging/refining robots port.
* Reverting some unneeded spacemove changes.
* Refining/debugging bots.
* Removing Bay subtypes, adding flying subtypes of existing modules.
* Icon rework for flying robots.
* Working commit for flying borgs PR.
* Fix: Blobs respect gravity if not otherwise prevented.
Tweak: Blobs do not directly interact with stairs
Tweak: Blobs, when expanding against a stair's middle structure, can grow up Z-levels if the turf allows.
Tweak: Blobs, if controlled by a player, may grow upward or downward, if the turfs allow.
Fix: Blob Overmind is no longer affected by gravity.
* Fringe case deleted blobs are null-loc'd for GC so they are not stuck in-map.
Railing checks properly function.
* Repaths badges, ribbons, pins and permits to /medal.
* Drakes can now wear pride pins.
* Updates xenofauna map, repaths some accessories.
* Added fence door interaction for drakes (open but not close)
* Adds stasis cages to the Xenofauna lab.
* Corrects some Cynosure badge paths.
* Allows mobs to climb into stasis cages themselves.
* Added lower temperature sensor alarms to xenofauna.
* Ports various downstream clothes
* Two dresses by schnayy + more fixes
* Standardize loadout selection lists, var tracked cloaks, stray jacket pixels
* Converts move intents to /decl/move_intent
Adds /decl/move_intent/walk and /decl/move_intent/run.
Switches all move intent checks to use the new IS_RUNNING and IS_WALKING macros.
Renames and refactors /mob/living/proc/set_m_intent() to /mob/living/proc/set_move_intent(decl/move_intent/intent).
Removes the unnecessary /mob/var/m_int and associated code.
Updates all move intent setters to use set_move_intent().
* Swaps incorrect config values
Swaps incorrect move delays since I got them backwards somehow, oopsies.
* Adds suggested ?. operator
Compactifies two if statements using the ?. operator instead.
* Upkeep on Mech code.
Assembly Mines fixed, they do not spawn with an explosive payload from parent.
Vehicles no longer ignore cliffs.
Exosuits no longer ignore cliffs.
Objects can fall off cliffs. Objects with a buckled person will hurt the person. (Rollerbeds looking at you.)
Jumpjets added to allow planetary traversal, primarily useful upon the Serenity, Hoverpods, and Marauders (adminspawn). When toggled, they allow movement vertically, and prevent falling through open spaces. When used as the active equipment, it will launch the exosuit toward the target turf. When not on one of the above mentioned suits, it will cause a small explosion on launch, damaging the exosuit and anything directly nearby.
* Fighters are flying.
* Revert step delay floor adjustment. Flat strafing modifier of 1/5th of a second should be enough.
* Correction and Tweak.
* Fix stupidity.