Tracking added for AI's and Observers
Instead of calling GetVoice() over and over for everyone that can hear you we're checking a variable that is updated with Life()
removed a bunch of my debug verbs.
Chameleon Glasses, Exosuit, Gloves, Shoes, Hat, Gun, Mask, Backpack, and Gun.
The Gun does 1 damage and can disguise as any gun. As long as you don't fire it people won't notice that it shoots 1 damage rubber bullets.
These new items come in the Chameleon Kit, which replaces and contains the Chameleon Jumpsuit
It's about time somebody did this. It still has the really really annoying/bad brute damage, but it doesn't just knock you on your ass in one hit anymore.
modes that update every 5 ticks won't require clicking the pda 5 times to get a UI window open.
We now check to see if a UI already exists if not we don't check
Before: Every tick each HUD item would recalculate and redo images for every mob in view. For items like the secHUD where we're transversing implants and the various records this gets very expensive.
After: Mobs use their hud_list variable to store varius huditem images, when conditions change for those specific huditem images it updates the specific ones on demand. As a backup every 30 ticks or so the mob will update all of their hud_list.
Also: moved proc/RoundHealth() from 2 seperate locations into __HELPERS/mobs.dm
Conflicts:
code/modules/mob/living/living.dm
Before: Every tick each HUD item would recalculate and redo images for every mob in view. For items like the secHUD where we're transversing implants and the various records this gets very expensive.
After: Mobs use their hud_list variable to store varius huditem images, when conditions change for those specific huditem images it updates the specific ones on demand. As a backup every 30 ticks or so the mob will update all of their hud_list.
Also: moved proc/RoundHealth() from 2 seperate locations into __HELPERS/mobs.dm
The things you can attach to suits should already be determined by the
allowed list, no need to restrict it based off of size if it's in the
allowed items.
Fixes#4538
also found when you tried to weld it it would break the sprite also
made the toggle verb just call the attack_hand proc to remove some items from the locker.