Removes any code associated with obj/item/borg/sight
Adds the necessary unequip to uneq_all for borgs so #6001 is fixed
Removes a duplicate robot_upgrades.dm
Fixes#5573Fixes#5891Fixes#6191
Centralized some code for ventcrawling in ventcrawl.dm
Made passive vents a type to be checked for ventcrawling into
Made hunters able to carry things into vents apparently
Gave contortionist jumpsuit a verb to ventcrawl with for the scrubs who dont know hotkeys
Huds now scale with client view.
Exceptions : pretty sure damageoverlay, darkmask, blurry vision which all have unique sprites and dont use screen locs. To fix those we need to use scale() along with a standardized proc for changing view size.
Shaves off another ~10% of human life() I'd say.
How it works right now:
Makes a new image of the action object from its icon state and icon.
Blends it with the obj/screen button.
For up to 5 objects, every tick.
How it works after I optimized it:
Makes a new image once, sets its appearance to that of the action object (costless)
Since the image's loc is the obj/screen button it requires no blending
Does nothing else because my system isn't shit
- Added a thing to remove screen obj references to logout in addition to being called in destroy instead of relying fully on the reset screen obj proc.
- Moved some hud creation from AI to the hud datums where it should have been, might fix an issue or two
- My teeth still hurt from the dentist
- Adds robot module backgrounds to one of the screen objs that should be removed on logout as well so all screen objs should always be accounted for going in/out
Man you have to be reeeally careful with pooling about this kind of shit.
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.
Patches up another obj/screen leak, this time with robot hud storage. Obj/screen pooling breaks when pooling objects that aren't refreshed by a new hud in mob/login() because all the objects currently on the client.screen are refreshed.
Robot module huds were one example of this thanks to someone *cough* ririchiyo *cough* putting them in new() instead of where all other hud elements are kept.