Before: EVERYTIME someone moved their character this proc would be called and loop through every organ looking for implanted items to see if it needs to apply damage.
After: We create a flag that is set when an item embeddes, only when that flag is set do we do that loop through organs upon movement. Also every 10 ticks while that flag
is set we will check to see if we need to unset it.
Fixes#3986
- Foam reagent inheritance fixed:
The trans_to() proc in Chemistry-Holder.dm was calling handle_reactions() every time it would add and remove reagents with add_reagent() and remove_reagent(). I've added a safety flag to both of these procs (and copy_to()) so that trans_to will not call handle_reactions() until it has added all the reagents to the target container. This allows foam to reliably take on the properties of other leftover reagents.
- Fixed a bug in effect_system.dm that wasn't applying reagents from foam to the environment.
- Tweaked smoke to apply reagent effects after it has stopped moving
This was causing huge reagent spam at the center of the smoke cloud as it was spawning, since they were being applied every time the cloud of smoke moved. Also changed it to apply the effects 2-3 times at longer intervals (2 seconds).
- Smoke also only effects tiles in a 3x3 grid now, rather than 5x5.
- Summary:
Chem smoke does slightly less damage (if it contains damaging reagents)
Chem smoke proc calls reduced by 60-70% (significant lag reduction)
Foam works properly again
Foam proc calls reduced by 70-80%
Fixes#3676
Before: Toggling would get stuck where it wouldn't toggle the camera until you reset your view.
After: Camera light toggles, you have to toggle off before turning on a new camera light though.
pAI has to be a special little snowflake and have it's own messenger proc instead of letting a AI-PDA handle it.
So, updated it with the newest tnote variable functionality so it can participate.
We discovered that most of the problems were were having was because of BYOND passing lists (e.g. SE and UI) by-ref instead of the assumed by-val.
This commit adds dna.Clone() and (UI|SE).Copy() where needed. These should be used where DNA or SE/UI lists are COPIED, otherwise changes made in the reference will affect the real strand.
This change also messes with the gene activation logic.
Conflicts:
code/game/dna/dna2_domutcheck.dm
code/game/dna/genes/powers.dm
Made after DNA2 hit /vg/'s main server after no one tested anything.
* Gene activation/deactivation made modular, refactors domutcheck.
* Standardized genetics disks and injectors a bit in response to buffer corruption issues. (Untested)
* Lots of major bug fixes.
* Skin tones fixed.
Still needs further testing. All I did was mess around with monkeys.
Conflicts:
code/game/dna/dna2.dm
code/game/dna/dna2_domutcheck.dm
code/game/dna/dna2_helpers.dm
code/game/dna/genes/disabilities.dm
code/game/dna/genes/powers.dm
code/modules/mob/living/carbon/monkey/monkey.dm
- Can inscribe text into bullets by using a screwdriver on a bullet casing
- Does not work on non-metal type bullets (i.e. rubber bullets, beanbags, stunshots, etc)
- Added weakbullet subtypes "rubber bullet" and "beanbag" with appropriate names
We discovered that most of the problems were were having was because of BYOND passing lists (e.g. SE and UI) by-ref instead of the assumed by-val.
This commit adds dna.Clone() and (UI|SE).Copy() where needed. These should be used where DNA or SE/UI lists are COPIED, otherwise changes made in the reference will affect the real strand.
This change also messes with the gene activation logic.
Code was using a switch with variables in it. This doesn't work.
Replaced it with an if..else sequence.
Thanks to the guys from Paradise for finding this.
Note: this only fixes literal heart problems, it won't do anything for relationship issues.