* Removes some useless vars
Removes a bunch of vars, or demotes them to more specific typepaths than /atom when they are used just a few times or no times at all.
* Another one boyos
* Remove another var in favor of a global list
* Make ashtype a proc, since its only used in 4 places and is completely static
* NEVER USED
* Demote to /atom/movable
* Demote to /atom/movable, again
* Makes on_MOVEd be on /atom/movable
* Removes unusued /turf var
* Unusued on /atom, demote to /atom/movable
* Removes unused turf var
* Makes materials and starting materials /atom/movable
* Fixes#11582
* Fixes#11465
* Fixes#10308
* Fixes#9756
* Fixes#9314
* Fixes#9506
* Removed my dumbfuck copypaste and cleared up more runtimes in throwing foods.
* Fixed camera naming and blueprint runtimes.
Inertia was causing objects to overshoot their airflow destination. By checking if things can spacemove, we will know if they are already undergoing inertial movement and therefore we can stop them from being airflow pushed further.
Works pretty well from my testing.
* NO MORE HALF MEASURES, CLUSTER
* NO MORE HALF MEASURES, CLUSTER
* bugfixes
* bugfixes
* final bugfixes before the final testing
* we have clearance for lift-off, captain.
* PLANES
* whoops
* bugfixes
* adds dummy noir obj/screen
* I.plane = initial(I.plane) + assorted bugfixes
* fixed bugs and did a thing with lasers & tasers
* thanks for using a define up there it's really useful and maintainable.
Refactors stripcode, the oldest, crappiest, and most bizarre code I have ever seen
* Takes strippingcode behind the shed, shoots it
* Takes inventorycode out to the Nevada Desert, nukes it
* Removes Hitler
* Does the thing
* Still need to test this
* tested
* hand refactor (COMPILES)
* Works pretty much
* Test martians
* Martians
* Fix human UI
* Fix find_organ_by_grasp_index() returning arms
* CL + tweaks
* Last fixes
* a
* Better CL
* Fix weird issue!
* Fix virologist job
* Resolves a very important issue
* I thought I had already fixed this
oh well
* Fix grabs
* Shat
* Initial Commit
All CanPass replaced with cross, all CheckExit replaced with uncross
* Commit #2
Cross() argment turf/target now has a standard value of src.loc, the basis for this is the fact that Cross() should technically only be called with a default value by Move() code when moving to a new turf thus everything on it the target turf should be the src.loc
* Commit #3
All move code has now been unhacked, all of it is functional except for border objects which still retain none of their original functionality
* Commit #2
Cross() argment turf/target now has a standard value of src.loc, the basis for this is the fact that Cross() should technically only be called with a default value by Move() code when moving to a new turf thus everything on it the target turf should be the src.loc
* Commit #2
Cross() argment turf/target now has a standard value of src.loc, the basis for this is the fact that Cross() should technically only be called with a default value by Move() code when moving to a new turf thus everything on it the target turf should be the src.loc (reverted from commit fdee8c8b687a4d1f305bdc5f5e1a59ebeacb4702)
* Fuck me
* Okay Redo
* Hello, I am finished
Jaunt with a low enough cooldown would allow you to double cast jaunt making it flip the fuck out, so instead your spells are now silenced during jaunt. Your click and attack delayers as a jaunter are now delayed until the end of the jaunting session.
Airflow now checks for flags & invulnerable, which is the flag that is meant to prevent effects from occurring to that atom. This should fix an issue I've been seeing since hellish ZAS was recently turned on from virtualhearers and jaunters being blown into things.
Also fixed another reported bug that huds would report on invisible people, they lacked the see_invisible check that mechs had.