Fixes Stuff
- Fixes VV not giving spells properly
- Fixes a garbage collection issue with ventcrawling pipes
- Probably fixes an issue where the is_in_modules check would return true for things NOT in your modules but of the same type Fixes#133
- Makes it so you cant make your view smaller than 1 tile because FUCKKKKKKKKK THATTTTTTTTTTTTTTT
- Makes it so only observers can change their view because new players and corpses dont particularly want/need it Fixes#127
- Moves view check to mob/login from mob/stat
See merge request !160
- Fixes VV not giving spells properly
- Fixes a garbage collection issue with ventcrawling pipes
- Probably fixes an issue where the is_in_modules check would return true for things NOT in your modules but of the same type
- Makes it so you cant make your view smaller than 1 tile because FUCKKKKKKKKK THATTTTTTTTTTTTTTT
- Makes it so only observers can change their view because new players and corpses dont particularly want/need it
- Moves view check to mob/login from mob/stat
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) :

meteor_hit() is a textbook example of snowflake. What you have here is a
proc linked to a single entity (the small meteor) which shouldn't even
have it (ever since I reworked meteors, small meteors explode) that is
present in FIFTY. FUCKING. FILES.
Since an explosion more than clearly does the damage we want done on
meteor impact, it is more than logical to remove it and lighten our code
of obsolete and obscuranting procs
For the handful of times where it isn't possible to straight up remove
it (immovable rod, dust, small meteor), the code was quickly patched by
making it fire ex_act(2), given that small meteors perform
explosion(src.loc, -1, 1, 3, 4, 0)
Doing it quick and dirty because otherwise it's going to cause conflicts
everywhere