* Added in a neckslot. Moved some tie items over to said neckslot.
* Changng some stuff to fix the new neckslot items.
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* Altered comment to say that the old tie system is being kept as-is due to armbands and such instead of just avoiding conflicts.
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* Changed the number for this.
* Fixed jaws of life not having a category, thus they only would show up when searched.
Replaces typesof(path) - path with subtypesof(path) in obvious places. I was a bit conservative, there's probably a few more places that could use this.
be_special and antag defines are no longer limited to 16 values (1 - 32768) by being changed from a bitfield to a list, an appropriate block of code exists to automatically update bitfield versions to the new list format. the list format allows us to have (functionally) infinite antag types.
- Fixed bugs with monkeyize/humanize: 7803 (humanized monkey nobloodtype)
- Fixes 9298 monkeyed ling have troubles humanizing themself (already fixed?)
- Fixes despawning clothes when monkeyizing. 11855
- Replaced check_dna_integrity proc by simpler has_dna proc when required.
- created set_species() proc
- fixed space retrovirus not transfering SE (despite having a domutcheck()). Still need to check if it needs a name = real_name.
- I renamed mecha/var/dna to dna_lock to avoid confusion
- I renamed an armor var in a species proc to armor_block to avoid confusion with species/var/armor.
- I removed many if(dna) checks in lots of files.
- I removed duplicate defense procs between human/proc/X and dna.species/proc/X since dna is now always set.
- Anatomic panacea from changeling removes alien embryo correctly. 6247
- Fixes runtime when trying to put dna-less brain mmi into a dnalocked mech.
- Removed carbon/var/list/features, we now only have dna.features and prefs.features
- Remove hulk mutation from lizards and other species (Fixed 6413); only real humans can acquire hulk. (less work on sprites for each ones, fixes lizard tail not in hulk color)
- Fixes cloning not setting up correctly dna UE and dna.real_name
- I fixed the issue with sucked+cloned ling being unable to absorb
- I fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- I added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.
- Fixes cloning not setting up correctly dna UE and dna.real_name
- Fixed the issue with sucked+cloned ling being unable to absorb
- Fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- Added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.
* Changelings now have a chance to roll a special team objective (only 1 at the moment) the chance is 20*number_of_lings
* Changelings have no chance to roll a "backstab" (Ling vs Ling) objective if they have a team objective
* Debrain objective has been removed (it still exists, but is not handed out) as it's basically broken
* Engorged glands stats are now the default, engorged glands still functions as normal, adding 25 chem cap and doubling production
* Armblades may now break open powered doors after a 10 second wait (With progress bar)
* Changelings can now purchase Chameleon skin, which allows them to toggle on or off the genetics mutation "Chameleon skin" which slowly makes them invisible while stood still
* Minor adjustments to mimic voice text to line up with changes to chem stats
* Changelings now regenerate chemicals while dead, up to half and ONLY HALF of their maximum storage (taking into account their storage upgrades, if applicable)
* Changelings now repair geneticdamage while dead, with the lowest value they can be taken to being 50, this number is arbitrary but was based on half the value at which fakedeath stops working for too much geneticdamage
* Changeling fakedeath timer is now halved, down from 80 seconds (1 minute 20 seconds) to 40 seconds.
Players who would otherwise qualify to play as an implanted job will spawn as the most wanted not implanted job they qualify for if they are an onstation antagonist. If they don't qualify for any job in this way depending on preferences they will either spawn as an assistant or a random job (which also makes sure they don't end up in an incompatible job).
Note this doesn't impact late join antagonists or mulligan antagonists. Roundstart only.