You can imagine them as 8-second-resist office chairs that the mob is buckled to now. You can pull them around in the net, too, since it's baaaasically like an office chair now. They can't pull themselves around like office chairs while in the net, though. Because that'd be hax. You can click them (or resist) to start tearing them up (same from the outside).
Also keep in mind the mob inside can still wreck anyone adjacent (or shoot you). That's how it was before, too. So you can't really run up and drag them to prevent escape without them punching you (shouldn't you be roleplaying all this anyway?). Switching hands interrupts the resist so no reloading, getting other weapons, using PDA etc while resisting.
Also got rid of this SUPER SNOWFLAKE VARIABLE on all mobs used literally only by energy nets.
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.
Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.
The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
Replaced some attack() overrides with apply_hit_effect() or other attack
procs where appropriate.
Removed the attack() override from reagent_containers.
Conflicts:
code/game/objects/items/weapons/clown_items.dm
code/game/objects/items/weapons/material/kitchen.dm
code/game/objects/items/weapons/stunbaton.dm
code/modules/mob/living/carbon/human/human_defense.dm
code/modules/mob/living/carbon/human/species/xenomorphs/alien_facehugger.dm
code/modules/mob/living/simple_animal/friendly/spiderbot.dm
code/modules/mob/living/simple_animal/simple_animal.dm
Remains of player blob axed.
blob_act() axed. Blob now has an arbitary set of things it can attack.
It will flow over everything else. Blob has an awful tendency to destroy
non-craftables.
Will test more tomorrow.
Blob will now attack mechs.
Fixes#8106.
Fixes#10705.
Replaced some attack() overrides with apply_hit_effect() or other attack
procs where appropriate.
Removed the attack() override from reagent_containers.
Merges the two meteor events into one, and now takes severity into consideration instead.
Including the basic meteors there are also new types ranging from flaming to radioactive which may drop appropriate types of ore.
Generalized all ninja power and gear code to work with new rig system.
Added shurikens, weapon mount, more work on deployable items.
Readded energy nets and energy blades.
Grenade launcher/charge stuff, interface stuff.
Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files.
Refactored the energy net and teleportation proc.
Totally rewrote AI core/intellicard transfer procs.
Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process.
Updated map paths to use voidsuits.
Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use.
Added rigsuit verbs, added voice changer.
Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets.
Added drain_power() procs to vulnerable machinery.
Reimplemented data theft.
Added suit maluses for losing your cell while wearing one.
Transitioned the rig suits to a back-mounted item that also controls a chestpiece.
Converted rig module to a storage item, convert ERT voidsuits to hardsuits.
I got about half-way through changing these when SuperSayu came up and said he fixed this a while ago but never posted the fix. So technically half of these were fixed by me and half by him. Credit to both of us!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5564 316c924e-a436-60f5-8080-3fe189b3f50e
Credit goes to CodenameB and Spike68 for the original proposed commit. Althought it ended up changing, this commit still uses all of their suicide messages. Thanks to carn for pseudo-coding the base of the system that I ended up using to implement this.
The suicide verb checks the item in your active hand and calls that item's suicide_act(). (/obj/item/proc/suicide_act(mob/user)) The proc displays the suicide message to any viewers and returns a damage type. The suicide verb then applies 175 damage to the mob divided by the number of damage types. If the proc returns null (meaning that the item does not have a suicide_act() defined) the regular suicide occurs.
To any coder wanting to add items to this:
- You MUST return one or more damage types. "return (BRUTELOSS|FIRELOSS)" for example.
- Please do not manually type in the item's name; use [src] to refrence an it instead. It'll save time down the road if an item gets renamed. It also helps handle any child of that item without copy/pasting the proc to each child.
- Please do not use 'usr' for anything.
Parrots can now see which item they are holding onto in the stat panel.
The toy crossbow should once again work properly. Fixes Issue 1227.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5468 316c924e-a436-60f5-8080-3fe189b3f50e
Removed defines/obj/toy.dm and moved the defines down to objects/items/toys.dm
Moved a big chunk of defines out of defines/obj/weapon.dm and into their respective .dm files.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5441 316c924e-a436-60f5-8080-3fe189b3f50e