* Adjust map_effect interval loop
We have those things you wanted now. Also bumped check time to 5s because 3s seems a lot for the repeated player list iteration. Not horrible but still.
* Also adjust pinpointer because it's not great
* Add a missing span in pinpointer
* Forgot a couple things!
- This was caused by create_spores() being called on seeds which were not registered with the plant_controller (becuase they had never been harvested)
- Instead of registering them, we can just pass the seed datum itself, that is all the chemsmoke needs anyway.
* Mobs can be incorporeal
Prevents step noises, getting shot, etc. Basically living ghosts. Feel free to add more places this should check, but I think this is a majority.
* Fix missing incorporeal floatyness
* Combat Mechs Can Punch More Things
Removes the var to check for the 5 things it can attack, instead it can punch anything (but not everything will take damage).
Gives punching objects a check so you don't accidently smash something without meaning to.
Gives closets and canisters a proc to take_damage so they'll actually get smashed by the mechs.
* Take_Damage Boogaloo
* More take_damage Stuff
Adds click delay on attacking barriers.
Proper noises when attacking material doors and barricades.
More stuff can be broken by mech punch and simple mobs.
* Adds changelong
* usr to user
* Gun sound updates
Grenade Launcher sound source:
https://freesound.org/people/LeMudCrab/sounds/163458/
* Actually, this is a better way to handle this.
* Fixed accidental inconsistent indentation
* Renames shotgun.ogg to Gunshot_shotgun.ogg
Also actually changes the file names like I was supposed to last night.
* *peers* Didn't I just fix this shit?
* Actually fixes the missing files this time
* Update audible_deception.dm
* Changed tungsten core projectile sound by request
* Actually no this line is stupid and makes me angry
Simplifies dumb code that was badly copypasted.
Also fixed missing D'eagle fire_sound
* Smarter code
Less copypasta, more runtimes prevented in case somebody decides to make
a soundless gun whether done intentionally or not.
* Update gun.dm