Using isnum is unreliable for detecting nonstandard formats of already associative lists. Causing them to be overriden with the type cache.
Checking isnull instead will allow us to detect strings, numbers, lists, typepaths, basically everything that we want to check to make sure this isn't already an associative list.
Fixes#10225Fixes#10224
* Highlanders will now receive a full heal if they decapitate another highlander. Highlanders can no longer use machinery, guns, or vehicles. Silicons will now become humans when the highlander button is pressed.
* Fixes stuff.
* Adds string define for "highlander". Puts the code for making a tracker effect into its own proc. All highlanders are now permahulks.
* Plasmamen no longer lose their suits, helmets, tanks, or masks when made into highlanders. Vox no longer lose their tanks or masks.
* Part 2
Pmuch works
* Final part
Adding helpings to properly take charge and remove the spell channeling in certain cases like logout
* Bugfix
* This might be important too
* Addressing comments
* Removing this line
* YOU FUCKING ABSOLUTE MADMAN
* A bit of update
Drop item hotkey removes spell channeling before dropping things
* Converts matter eater to spell channeling system
Message given to dropping spell channeling with drop verb
* Modifying is valid target for matter eater
* Better animated icon
* Adds golems as a proper race.
* Adds golem name file.
* Fixes a couple names.
* Further fixes to names.
* Changes the golem language key from g to p.
* Adds groin states for golems, as well as deformed states for all golem limbs.
* Changes attack verb to "punches." Updates the changelog with more complete information as to the golems' capabilities.
* Adds some extra checks for golems. Golems can now walk over broken glass barefoot without being hurt.
* Fixes new macros.
modify all the maps, replace restaurant with icecream truck
add rewards to ice cream truck and satelite, defines
fix maps
remove cursed satelite of doom
Add hivebot factory to replace haunted satelite. Fix minimaps for good
maploader lighting
woops
Adds clown base
remove exclamation marks
nerd
Adds a ruined R-UST vault.
Remove vaults from z1, fix hivebot factory
Map files are stored in data/logs/saved_maps, as such they can be retried with .getserverlog.
Note: map files exported still need a LOT of cleaning afterwards (literally every turf has redundant variables that might even break things written to them).
changes:
- tweak: Inspired by, but not copypasted from, Gooncode, the NOIR mutation, or any other colour change now fades in and out slowly.
- rscadd: Adds a colour_matrix variable to both simple animals and eye organs
- rscadd: Vox eyes make them colourblind, rendering blue and green undistinguishable. You may avoid this by setting eyes to be mechanical in character preferences.
- rscadd: Ian is now also colourblind in the same respect.
Attacks
talons and magboots
missing icons, legcuff check
meme references, magboot stomping toned down
ops
f
remove magstomp from vox magboots
p
do indows properly
hotkeys, cl
vox can bite silicon
Fix inconsistencies and typos
- Fixes#8170
- Fixes#8167
- Fixes#8156 for realsies
before:
one medical ERT rigsuit helmet would protect you, on its own, for a 8106kpa pressure difference at any pressure
after:
one medical ERT rigsuit helmet would protect you, on its own, for very little pressure difference - it must be combined with a hardsuit to be effective
this also fixes that captain's armour bug because man this code was awful
fixes#8078fixes#8085
also fixes bug where you would go hypothermic if you fell asleep
also balances space suits to be cold resistant until a time comes where space isn't cold
I'm going to fall asleep now but I've remade immovable rod. It's pretty neat now if you throw one at the station.
Things I want to fix before this gets merged.
- It needs a better method for choosing targets and the target should terminate at the end of the zlevel approximately
- Still has some stupid issue where the appearance is all fucked up when it's tearing through the station instead of being like a normal projectile
-Addresses #7158
-removes useless variables heat_protection & cold_protection as these were in 99% of circumstances the exact same as body_parts_covered
-added a new variable, heat_conductivity to all items, determining how fast they conduct heat away from you
-added new procs to humans, sweat() & burn_calories() - Now whenever you use up nutriment, you generate heat, but can also expend nutriment to decrease heat.
-refactored how heat transfer away from humans worked
-added mild hypothermia
-added moderate hypothermia
-added severe hypothermia
-added profound hypothermia
-removed damage from extreme cold
-space is no longer cold to humans (because it isn't, duh.), this does not affect atmos.
-upped pressure damage as space is no longer cold.
-probably a bunch of other stuff:
TODO: Macrowave, balancing of things that use cold to kill.