Made is_hot and is_sharp object procs, not global procs. Added sharpness vars for objects. Things use these procs OOP now.
Made all kitchen knives inherit from utensil/knife. This also fixes an issue with plastic knives, #2863.
Forks now work with all food properly. Fuck oldcode.
Made some procs macros, moved a maths proc, shrunk unsorted.dm a little.
Removed a redundant get_turf_loc proc that was just get_turf.
Added general procs for wielding and unwielding.
Made code more OOP.
Any item can now be twohanded, and twohanding is now done by holding an item in one hand and clicking it with the other.
You can switch hands while wielding now, which is only useful in dropping the offhand to stop wielding.
Need to fix: gibtonite carrying doesn't want to work properly.
- Renamed drainratio to drain_ratio. Mostly a type case thing, also
forced me to modify the admin verb debug code
- Radiation collectors now drain five times as fast. Still more
practical than the AME, but every now and then someone will have to haul
their lazy fucking ass to the Engine to refill the plasma tanks. If you
want constant power, use the Solars
- Radiation collectors produce TEN times less power. A fully set
Singularity Engine used to produce 3 million W, will now produce 300 000
W. Supermatter Engine goes from 30 million W to 3 million W. Grid power
weight is usually 25 000 W, so it sure as hell should be enough to power
everything and top the SMES
This effectively means three things :
- Engineers now have to check five times as often on the radiation
collectors. Since those currently drain in a lucridiously long time,
this doesn't really ruin everything.
- You'll now have to try really hard to make electric shocks lethal if
the Engine is wired to the grid. The Supermatter Engine should still
output enough and the Singularity Engine might yield a crit, but no more
instant kills unless someone goes overboard with the plasma tanks
- Scrubbing the plasma tanks, then cooling the plasma canister before
using it is a pretty smart way to make tanks last longer and produce
more. ATMOSPHERICS!
- Ammo_magazine is now ammo_storage into boxes, magazines, or speedloaders
- Added a speedloader for traitors and ammo boxes for the detective
- Automatics now burst-fire, which shoots fast but has longer cooldown
- Box ammo transfers have a do-after, so there's a reason to use speedloaders
- Magazines now work properly, no more empty_magazine shit
- Map changes as well
- Fully tested on all projectile types, seems to work fine
Fix adminbus toggling genes on to cause all other genes to manifest - added genemutcheck proc and domutation proc to handle the changes.
Added a global list of gene datums that match the order of the randomized blocks in genetics to allow for easy lookup based on blocks and allows single gene checking to work.