* More/Better Usagi Borg Sprites (Port)
Adds some new sprites which are similar to our Usagi sprites, but a bit nicer/sleeker/more detailed looking. Ported from another server which shall be named if required but otherwise not in case Polaris admins prefer not to "advertise" other servers on its platforms.
Image of sprite fronts:
https://gyazo.com/5b35cb1b6f9d436e61fa330a5cdbb501
Backs/sides can be seen from the dmi itself.
May also have missed some little details somewhere else in the codebase which would need to be edited - I probably wouldn't know, since I've neither worked much with BYOND as a dev tool, nor with Github. This is very much an amateur working with what little they know - please enlighten me as necessary!
* Adds Usagi-II to module selection
* Added commas to module file
Naming the ED-209 and ED-CLN will now result in the bot keeping its assigned name.
Also removes maintenance access from ED-CLN (like the cleanbot previously) so it doesn't get stuck in maintenance.
-moves corpse.dm from code\modules\mob\living\simple_animal to code\modules\mob\dead
-deletes folder code\modules\mob\living\simple_animal since none of the other files in it are even included in the dme (we use simple_mob instead)
* Fixes knocked out borgs never dying.
Fixes the borg life code making it so that applying any unconscious stat (1) on borgs would always permanently force their stat into 2(dead), which from that point onward will just skip the death proc when it eventually would become relevant.
* Update life.dm
* Add Sounds to stuff! (Port from VOREStation)
* Port of https://github.com/VOREStation/VOREStation/pull/6119
* Adds to_chat as described
* Change << to , , not entirely sure what it does but it's the same as others
The main cause is the 'exploitable' check from `code/game/jobs/job_controller.dm` because the proc `amend_exploitable` from `code/modules/mob/mob.dm` spawns a duplicate of the implant at the mob's feet.
Tertiary issues were...
- The `implant_loadout` proc in `code/game/objects/items/weapons/implants/implant.dm` not inserting the implant in the correct location (was passing an organ instead of a zone define like BP_HEAD, which has a string value of "head".)
- There were unnecessary post-spawn behaviours for dud and neural fluff implants.
What now happens:
- The exploitable check now occurs in the `spawn_item` proc from `code/modules/client/preference_setup/loadout/loadout.dm`.
- The loadout implants are now inserted into the correct locations within a mob.
- There won't be implants created on the floor anymore.
Fixes the potentially server killing runtime spam caused by humanmobs walking on "outdoors" tiles on zlevels outside the range of the planetary weather system.
* Starts work on the Medical Expansion.
* Further Work
* Save Everything!
* Large volume of things.
* Log of Change
* I'm an idiot.
* Kidney assisted sprites. They didn't exist, for some reason.
* Fixfix
* Fixfix
* Update encased.dm
* Update glass.dm
* Update Chemistry-Reagents.dm
I am once more an idiot.
* Split augs.
* Fixfix
Port and tweak from World Server of their weight and body type system
Removed the current size trait system for player mobs.
Replaced with the weight and size system from world server.
Mobs with heavier body types will be slower but have a higher metabolism.
Mobs with thinner body types will have a slower metabolism and are more fragile.
Being tall or short has no effect aside from the sprite.
Couple weird quirks (sprites are a lot more fuzzy compared to world server, and lying down sprites can look slightly off) but overhaul seems usable.