can_start() no longer attempts to rebuild the antag candidate lists but
instead reads the existing lists that are now built in pre_setup()
Also fixes an inverted check that was preventing antags from spawning.
Antagonists are again drafted in attempt_spawn() and all players in the pending list will be spawned (provided they pass sanity checks).
Instead, attempt_spawn() is called in either pre_setup() or post_setup() depending on if the ANTAG_OVERRIDE_JOB flag is set. And all antags have
their spawning finalized in post_setup().
In addition, if game mode setup fails, all pending antagonist players have their special roles cleared.
Adds sprites for the stealth rig, so that people don't mix it up with
the ninja. Helmet is different (based on swat mask and NVGs), everything
else is a copy of the ninja suit.
Antag types with ANTAG_OVERRIDE_JOB are finalized before jobs are handed out, based on the idea that something which replaces a player's job should not need to depend on their assigned job in any way.
Moves the selection of pending antags outside of can_start().
Fixes issue with antag distribution that occurs when a player is a candidate for multiple antagonist types.
Enforced "blood soaked" clots where the clot stage was also a bleeding
stage, adjusted the thresholds for gaping_big and massive wounds to be
more even.
max_bleeding_stage no longer switches itself around in New().
Instead, the value given refers directly to the index of the maximum
bleeding stage.
Should also make wound datums more friendly to initial(), if that's ever
needed.
Without the clot stages the jump between the next two stages was
abnormally large, and the values given for max_bleeding_stage did not make
much sense.
The max_bleeding_stage given to /datum/wound/cut/flesh led to
"Doctor places a bandaid on Patient's flesh wound." Also fixed the
bleeding stage for stumps, so that "bloody stump" counts as a bleeding
stage.
- Adjusts layer defines.
- Screen Layer (UI) is now 22. That should mean i will be above all else. This also prevents laser fire from overlapping the UI.
- Obfuscation Layer (AI's "cameraless zones") is now 21. That makes it above laser fire effects, fixing #10357
- Changes some hardcoded frequency numbers i used to use proper constants.
- Fixes non-common channels not working due to signal not getting to the server.