* 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.
* 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.
* 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.
mining satchels automatically collect ore if held in the hands, belt, or suit slot.
pulling an ore box with a satchel collects ore into the ore box instead of the satchel, and empties the satchel if appropriate.
hostile mining drones collect into ore boxes just like people would. Their collection checking view size is smaller.
mining satchels and ore boxes only update their contents hints if examined after it changes, rather than up to once a second regardless of changes.
various doubled messages removed.
removed various dm-land loops in favor of contents addition where it makes sense.
LateInitializeName allows storage items to set their name flexibly
after normal initialization is completed, allowing it to be based on
holder, contents, location, etc.
Also hoisted storage/internal/Destroy to its rightful place.