Virus2 has been effectively removed from the code as it was not actually used
and was causing some runtimes.
The PA is now properly affected by meteors/blobs/bombs. r2903
Cleaned up part of the door code and moved some defines to their proper files.
Firelocks can now be welded open and now shows the welded overlay properly.
Borgs can now properly mess with door wiring. r2895
runtime to prevent mobs from ever being weakened and stunned by
tasers/batons/electrified doors.
Xenos are immune to stunning and weakening. This basically means you cannot run
up to a xeno and shoot them with a taser and game over. This makes them a lot
more dangerous. To compensate, I've added in a xeno-exclusive variable
controlling movement delay addition. When a xeno is stunned, its movement speed
goes down. The speed is recovered in the life() proc.
Modifications to critter.dmi (manhacks). Added a new lighting icon, floor
lights. Possible implementation later. r2886
organstructure soon and needed to clean the workspace.
mob_cleanup.dm will hold procs that are dirty and need to be written in a
cleaner matter. (No insult to original writers) r2885
Remember if your scrolling though the list and something is unchecked it should
almost certainly be checked.
Simple animals moved over to the actual mob code area and out of the defines. r2868
Also added a bunch of files I forgot.
You need to swipe and ID to lock an emitter,
PDAs will no longer have a popup when you attempt to put an ID into them.
PDAs have an Update Info button just below the ID slot when an ID is in it. r2867
The PA can no longer be remotely controlled by humans and cyborgs can only
control it if they are nearby.
The spawn PA can now be taken apart.
FireAx/Extinguisher closets got their own files.
Food closets are now with their defines.
Freezer closet/crates override return_air() to cooldown the contents.
The var isinfreezer has been eliminated.
The old player panel has been readded as an alt for the new one, it may be found
under the Player Panel verb.
The new player panel may be accessed by the Player Panel-New verb.
Crates.dm moved from the storage folder as it is not a storage object.
Fixed Issue 227 about the PA shooting when it should not be. r2851
projectiles (because it would never wear off)
On the other hand, simple animals now take damage from harmful projectiles
(bullets, lasers). Because of their low amount of health and lack of armour,
this means lasers kill most animals in a single shot (I might need to give them
some sort of damage reduction so that poor Ian doesn't get killed in one shot
every round). r2848
and min/max damage of the attack with vars)
Simple mobs who attempt to attack and have a max damage of 0 (which is the
default) will emote a friendly gesture towards the target, the default being
"nuzzles" though also editable via vars.
Added the Shade simple mob (and some temporary sprites) which is the first
simple mob capable of attacking. It was mostly for test purposes, but will
probably end up becoming a feature of soul stones later on.
Note: Simple animals still cannot interact with other simple animals, critters,
mechs, cyborgs, aliens, monkeys etc etc, only humans at this point. r2808
* + You now take severe brute damage in environments over 750kPA. A new HUD icon warns you when it's above 500kPA. Space suits block this.
* > Welding fuel tanks explode when shot.
* > Riot shields prevent you from being pushed.
* > People cannot be shoved when being pulled and handcuffed.
* > The internals button on the hud now works for tanks in almost any area, such as your pocket.
* > No more popups when you insert your ID into your PDA. There's a link in the PDA menu to update info.
* - Removed photo system from ID's as it doesn't work.
New Objective system (WIPish), as well as fixes for #747, #734, #733, as well as fixing the portalathe, and moving the be_syndicate var up to the client.