* POLARIS: Attack animations
* POLARIS: Overlay flick system
You can't do this in Byond, unfortunately, so here's some code from /tg/
* Make attack anims a preference
Uses the in-hand item when attacking to draw the icon, or for anything else (simple animals, etc) you can specify an icon to use (all SA default to a 'slashing' animation)
* Fixes text indicator. Works on getting the chat bar to work.
* Getting the text bar to show the typing indicator proved to be impossible.
Seeing as it was cut out 3 years ago for being absolutely broke, I snipped it out of the code.
* Makes the indicator work better
* Polaris initial plane upstream merge
* POLARIS: Fix RIG visors with new plane system, and material scanner VIS_FULLBRIGHT
* POLARIS: Fix GetFlatIcon so that cameras and id pictures don't show the HUD overlays.
* POLARIS: Adds a 'alter values' proc for plane master ease of tweaking
Setting stuff like colorblindness variety and things.
* Remove NIF reference, fix lighting layer define
* Handle effects above lighting plane
* Moved all layer defines to planes+layers.dm
* Fixed overlays that are supposed to be above lighting to use the PLANE_LIGHTING_ABOVE
* Merge: 3000% human/update_icons() speed improvement
* Merge: Avoid ghosts pointing at things
Uses a mob var to determine antag validity instead of typechecks, since I believe this will work out better in the long term. Inheritance can automatically make new mobs we make be invalid by default.
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.
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.
Fixes auto blindness and no click on 510 servers, lessens the lag of
mesons and material scanners, and I suspect the general speed as well.
I only made it work for Polaris (and by extention, to our server, Eros),
and adapted it a bit.
Ported from:
7c2cc890ab
Ghost timer displays immediately upon ghosting. Idle timer displays after 10 minutes of client inactivity. Helpful to know when someone needs to be cryo'd.
`[Disconnected/ghosted 11 minutes ago]` <-- client dropped and probably ain't comin' back.
`[Inactive for 18 minutes]` <-- fell asleep at keyboard