* Sideports a couple of init unit tests from Neb.
* Trying to unfuck initialize logic.
* Removing del()s.
* Adjusting return values to Initialize().
* Moving some dangerous object logic from obj onto the two types that use it.
* Rolling back some init changes and commenting out initialized atom unit test.
* this comment formatting is a minor war crime
* Removed sleep() from signaler circuit Initialize().
* Additional Init fixes post-rebase.
* Uncomments subsystem test since that's passing.
* Adds material-based whips. The chain of command, as a whip-a-like, has reach 2.
* Adds the Whip to leather-crafting.
* Fix Inhands
* Don't test at night kids.
* Tweaktweak
* Map
* Span
* Don't spam more than one message on harm.
* Ranged Disarm now only occurs in logical context. (Aiming at arms or legs)
Changelog Notes:
- Tweaks bike kickstand usage message to give the name of its user rather than a public weirdness of "You put down/up the kickstand".
- Snowball compacting message tweak to have a to_chat as well as a visible_message. (Not sure if this will work probably.)
Adds ability to attack mobs by clicking their tile.
When someone clicks a tile with a weapon while off help intent, and if a mob is occupying that tile, the mob will be attacked as if they were clicked directly.
If more than one mob is on a tile, one is chosen randomly.
You cannot hit yourself by clicking your own tile.
Weapons with cleaving abilities will attempt a cleave on the tile clicked on, making it very easy to hit (simple) mobs with those weapons if near you.
Other changes.
Cleave proc can accept any atom now and not just a mob.
Also cleans up weapons deciding how they can cleave somewhat.
Axes executing a cleaving attack now has a visual effect to show the tiles that can potentially get hit.
Gives hatchets and the energy axe the ability to cleave.
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.
Replaced some attack() overrides with apply_hit_effect() or other attack
procs where appropriate.
Removed the attack() override from reagent_containers.
Conflicts:
code/game/objects/items/weapons/clown_items.dm
code/game/objects/items/weapons/material/kitchen.dm
code/game/objects/items/weapons/stunbaton.dm
code/modules/mob/living/carbon/human/human_defense.dm
code/modules/mob/living/carbon/human/species/xenomorphs/alien_facehugger.dm
code/modules/mob/living/simple_animal/friendly/spiderbot.dm
code/modules/mob/living/simple_animal/simple_animal.dm
Replaced some attack() overrides with apply_hit_effect() or other attack
procs where appropriate.
Removed the attack() override from reagent_containers.
- Industrial Hardsuit RCD removed
- Single Action figure added to the vacant shop.
- Comfort creature added to the psych office.
- Piping underneath the holodeck control doors removed.
- Firelocks along the fore part of the central ring now glasslocks
- Air Alarms added to the cyborg station, upload foyer, messaging server room.
- Light switch, fire alarm radio, and air alarm added to secondary tool storage.
- Coffee shop shutters and door properly labeled.
- Status display added to the IA office.
- Second photo album added to the detective’s office.
- Removed forgotten items on mining z-level. I.E. I screwed up.
- Atmos backwards pumps should be fixed and sorted.
- Distro and waste lines tweaked in atmos.
- Crowbars should now be dispensed from oxy wall lockers.
- Tweaked the variables on the outpost SMES units. New SMES added to the mining engineering outpost.
- Pill cabinets added to the medbay at central.
- Mulebots should have proper access now.
- Overhaul to parts of the mining z-level. Fixed several issues brought up.
- Spoons added to the cafeteria
- One extra ERT suit for each role added to the ERT area.
- New item, combat knife. Should be robustier than the tactical knife. Available for ERT and two for the mercs.
- New item, marine boots. Basically just renamed jackboots at the moment.
- Tactical Knives and combat knives can now be put into swat boots and marine boots. Depending on how well the feature works will be expanded to include other boots.