Adds a large ash and large molten item decal (for future use)
simplifies decal/cleanable/replace_decal() code a bit.
Changes construction() proc to on_construction() for consistency, same for deconstruction().
Made a deconstruct() proc for machinery and computer (also for future use).
changes exception system to use critical_machine variable on machines.
Tcomms machines and the AI have their areas exempted.
If the PA is assembled, engineering is exempted.
* Pinpointer refactor
* Gives operatives the proper pinpointers
* Improves operative and AI tracking a bit
* Bashing people over minor mistakes is the new thing
* Replaces some more strings with defines
* Makes operative tracking actually functional
* Improves operative tracking
* Conflicts I
* Conflicts III
* Conflicts I
* Conflicts III
* Adds two new tracking modes
* Fixes a grammar error
For example #19279 will cause the roadkill to (incorrectly) kill the
AI's camera mob. Now the AI Life() tick will correctly recognise a dead
camera, and recreate it.
- Also fixes a bug where a hacking-in-progress APC getting its AI
control wire cut would make a message, and then another message when the
timer finished.
- Removed trailing returns, addtimer'd a thing
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
Fixes unscrewing a broken computer only dropping one glass shard instead of two.
Fixes AI holopad, recharger, keycard authentication device, reagent_dispensers reagentgrinder, and APC not being attackable.
Fixes APC cover knockdown being random, it now uses the take_damage() proc, which also allows animals and xenos to knock down the cover of a broken apc.
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.