* 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.
* 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>
* 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.
Previously, the pref check on `direct` loops would always fail if pref_check was not enabled, meaning that direct sounds never worked. This is fixed.
Modifies how _direct override works. Previously, it was simply doing direct = _direct, which meant that any and all sounds with direct defined would immediately be flipped back to false UNLESS you specified a specific argument.
Now, it is an +override+, labeled "disable_direct". If set true, this disables direct and forces it to use local playback.
Exclusive mode is added. Enable this on your looping sound to +only+ start one of this soundloop from your object at a time, rather than allowing multiple start() calls to fire and trigger new loops.
Skip Start Sound is an argument to start - this allows you to skip the startup and go straight to the mid.
Skip Stop Sound is similar to the above, but it skips the stop/end sound, and simply ends the loop.
* Porting species equip_adjust from Neb.
* get_species() => get_species_name(), adds correct get_species() impl
* sprite_sheets is now crudely lazylisted.
* Adds returns to add_blood and add_accessories.
* apply_addblends now uses an overlay.
* Renames the various worn overlay procs to be more informative.
* Debugging/refining overlay gen.
* Adding handling for string icon paths.
* Refining/debugging offset overlay gen.
* Getting the offset system working.
* Commenting out Teshari offsets for the time being.
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
* drakes can collect/drop items and use buttons
* add a basic implementation of mob dexterity levels
* trained drake emotes are less visually intrusive
also fixes being able to take anchored items as a drake
also fixes some double messages on drake storage
also fixes animals being able to attack/scratch doors without a cooldown
also adds optional scratch_sound on simple_mob for when scratching a door
* fire alarm & conveyor switch drake interactions
also fix runes for actions
also fix not showing progress for dropping an item
* trained drake button/inventory review tweaks
* animal harness suggestions early return tweak