- Fixes pirate gun not getting 12g caliber correctly.
- Fixes .357 caliber not being named consistently with everything else.
(Do not merge this until
https://github.com/PolarisSS13/Polaris/pull/3533 is merged pls, unless
Yosh fixes his caliber to be correct also.)
- Changes .50AE ammo to .44 because that's more consistent with what the
gun is capable of in-game, because it uses the same damage values as the
.357 and not a bullet that shoots through through your fridge, through
your house, and hits your neighbor's home invader like a .50AE is IRL.
The fact that it's .44 makes much more sense. This is purely a fluff
change because it annoyed me.
- Fixes a bunch of ammo.dmi icon names and makes the file not a jumbled
fucking mess. This means now your 762 mags and the newly renamed 44 mags
will not be broken anymore.
Shuttles now set themselves up upon being instantiated instead of relying on a monolithic proc in the shuttle controller.
Shuttles can now be defined more cleanly on a per-map basis, as well.
Accidentally fixes a broken admin shuttle.
* Hooks up informing Master the gameticker actually starts and stops the round subsystems will actually fire! What ho!
* We should convert the gameticker as an MC subsystem someday, and probably completely rewrite it while we are at it becuase it is crazy. But this should bridge the gap until then.
* The vast majority of gas mixtures never use their `graphic` list. Prime candidate for making a lazy init list.
* While we are here, add nullchecks to ZAS's use of the graphic list a bit. /turf/update_graphics was technically already null safe, but its even better to not bother calling it at all right?
* Initializing a list in the type definition (of any type) incurs a hidden proc call ("init"). Simply by moving the init of the lists to /New() we speed up creation of /datum/gas_mixtures (which happens *often*)
* The list variables still get initialized by the time the instance is created, so this has zero impact on other code, its just starightup faster with no downsides.
Fixes a line printed about staying close to your patient printed in error, and makes syringes work on laying patients again.
The do_surgery overrides are from a bygone era.
Tested == yes
* /datum/reagents/Destroy() does everything /datum/reagents/delete() does and more, and delete() is called only from /obj/effect/Destroy() which is *itself* redundant with its parent /atom/movable/Destroy()
* Fixes https://github.com/VOREStation/VOREStation/issues/561
* Prevents multi-clicking from doing the construction steps multiple times (spawning multiple jugs, or emptying contents of jug multiplie times).
* Prevents after-attack from transferring reagent from jug to cooler twice when putting a jug on.