Fixes#4903, one check was accidentally not.
Fixes#4385, C4 is now removed from overlays regardless of success.
Fixes#4902, throwing an offhand now makes you throw the main hand instead.
Fixes#4914, Ian now checks for Adjacency before tucking in.
Tries #5112, spell objects should now remove refs properly.
Fixes#5121, all put_in_hand code now checks that the item can be held.
Fixes#5151, designs with no materials now make their own again.
Fixes#5199, money bags now use cointype instead of stupid path code.
Fixes#5208, the dropped cable coil after a shock is now only 1 long.
Fixes#5278, now only mapped telesci consoles start with a cell.
Fixes#5306, coins on a string are now no longer placed into the coinbox if pulled out.
Fixes#5367, MoMMIs can now have their wires fiddled with and can be deconstructed.
pickweight hates decimal places so the weighted chance of everything
gets increased to hundred and chance of balloon bundle gets raised to
one, so the balloon bundle spawns properly but is also the rarest single
bundle.
1. Found the leak of atom/movable/overlay deletions, it was being caused by door/cultify
2. Found the last major source of regular deletions, it was being caused by table/New() deleting any prior tables while cultify intentionally spawned tables on top of the tables
3. Commented out horde because it barely works, it adds little since every is already dead by this point, and it uses over 100% of the cpu of any server to run even normally.
Beacons use none of the advantages of being a radio, they don't send or receive signals in any portion of their code. The only thing they ever use from their inheritance is the variable name 'frequency' and nothing else.
Therefore I've moved them under obj/item and gave them a list (because of course everywhere in the code used IN WORLD to find them).
Makes mobs gibbed or dusted not force del and also makes the atom/movable/overlays they use for their death animation not force del.
Also removes the call() from client/move because WHY THE FUCK was it there.
vehicles can have their speed changed
all floor tiles have random pixel_x and pixel_y (instead of just metal
tiles)
wheelchair #2
wheelchairs can be ordered for 40 bucks each at cargo
medbay starts with a wheelchairs
fixzes
removes debug stuff
stuff
-rename speed var to movement_delay to be more accurate
-rename getSpeed to getMovementDelay to be more accurate
-vehicles have the same speed as they had before
-aliens and monkeys can use wheelchairs
hope
better way to do it
+ changelog
send help
No, I don't know how to manually fix conflicts on a PR, and this doesn't
make me wanna figure out how it's done
Fuck you too for not even trying when you were working on Endgame @N3X15
Also thanks for fucking up my PR by stealth-merging a fix @Comic
Because Baystation has finally gotten around to it, and because the code
looked simple, I decided to get my hands on porting a system that allows
up to define base_turfs. As a bonus, it also defines them per Z-level.
So if you wanted, you could have a space station, and a Z-level on a
map-spanning asteroid, and then an away mission on land, all in the same
file
Note that you can modify it mid-round via a DEBUG flag verb, it will
however only affect destroyed turfs (it won't change space, which I
suppose is intentional)
Tested were destroying walls and floors and even dropping a bomb in the
middle of Medbay
Not tested were more finicky conditions like the Singularity or
buildmode. I simply replaced all ChangeTurf() instructions that pointed
to space, because that is how Baystation implemented it
Only problem with this is that it doesn't work on a per-map basis, so
unless some wizardry is done on that code, it'll be hard to get anything
interesting going with it
Discussions go below. Since this is pure code refactor, I doubt there'll
be much up to debate
- Old PR over at #5192
- Older PR over at #5167
Example picture (with the current code, there would be no lattices over
the sand) :
