* Revert "May fix the login failure issue on 516 (#37537)"
This reverts commit 6071b0a21e.
* Revert "516 compatibility PR 2: the revenge of Node.js (#37501)"
This reverts commit 875eca8b71.
* surgery delay defined and reduced to 0.2 seconds
* delay changed from 0.2s to 0.1s (same as global click delay)
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Co-authored-by: nervere <sage@lulz>
* Remove code repetition from window altclicks.
* Allow AI to alt-click to view turf contents.
Allows the AI to alt-click objects with no other alt-click interactions
to view the contents of the turf the object is on.
This reflects the behaviour of other mobs, where alt-clicking displays
a list of the turf's contents in the right-hand panel.
* Removes alt-clicking on airlock turfs to electrify airlock as AI
* Change range to 7 here to mirror viewport size.
* clown AI
* more stuff
* more authenticity
* wiz spells
* alt click to change AI state for curtain
* bit better of a curtain
* turrets
* ID setting
* actual update proc
* headset stuff, doors should work now
* headset stuff, doors should work now
* cardborg helmet is wizard garb now
* bracketing
* prompt explaining things
* prompt explaining things
* prompt explaining things
* might help with channels
* might help with channels
* might help with channels
* spell code change for this
* this for now
* so far
* so far
* now maybe
* add this block too
* on second thought no since this works in maint too
* here maybe
* makes more spells work
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Co-authored-by: SECBATON GRIFFON <sage>
Co-authored-by: SECBATON-GRIFFON <kanef9x@protonmail.com>
I have a pet peeve with tackling. When I want to throw a person after grabbing them aggressively, I spamclick the throwing part of it. That's what you do when fighting people in ss13, you click often and click fast. There are so many click delays to things and you want to make sure you get your inputs in there.
But this leads to a problem where you accidentally end up tackling yourself after throwing a guy, I've grown tired of this happening, so here's a one line tweak.
🆑
* tweak: Tackling is now exclusive to disarm intent instead of both disarm intent and grab intent
* Butchering radial menu rework
* Check
* Xeno claw
* Now fully works
* Frog legs, deer head
* Repositionings
* No radial menu for just one thing
* No radial menu for just one thing
* Removing that thing, also alt clicking carbons butchers them now
* Fixed
* Fixed
Co-authored-by: kanef <kanef9x@protonmail.com>
* wip refactor old events
* refactored events
* We're not lazy anymore! I mean we're still are. We just don't call ourselves that. Lazy is the new default option. It's also the only option. God, this took so long.
* Afflictus Emittus and more
* not true anymore
* that is why you don't code past 3am
* cleaning leftovers and fixing shifty issues
* some polishing
* eye candy
* Fixes
* moves the brain component to living-level. Makes some tweaks to NPC AI so they know they're being attacked by something
* that took a lot more than I expected to fix the melee
* adds the weapon throw attack. Fixes where you could only ever have one attack type for your NPC. Fixes a bad usr argument in throw.
* /*DOES NOT WORK*/
Changes mob function so it uses a movement component, rather than it being under the mob component.
Adds the Astar mob movement component.
Adds Receive and Return signal handling. moves get def zone to this system.
* movement through astar now works.
* cleanup of debug
* Damians requested changes
* That doesn't work.
* misc martian fixes
* martians can now pick up smaller mobs like a human, and can check turfs like a human
* can now use player panel on martians
* adds martian language
* missing arguments from u_equip and unequipped
* potentially out of scope changes
* that wasn't how object-oriented programming is supposed to go at all!
* removes carbon check
* martian shield funtimes
* rewrites attacked_by so it's more OOP-friendly
* optimizations and keeping to the standards
You know how when wrenching pipes, if you misclick and hit one you already placed, you can't place pipes for a moment?
Yeah some genius decided that if an attackby is handled it MUST generate a cooldown. Every object that DIDN'T have a cooldown on attackby was literally misusing attackby.
This dumb cooldown is finally removed. There's still cooldowns on attacking and stuff as far as I can tell.
If anything becomes exploitable and spam clickable we can fix that later.
* hand refactor (COMPILES)
* Works pretty much
* Test martians
* Martians
* Fix human UI
* Fix find_organ_by_grasp_index() returning arms
* CL + tweaks
* Last fixes
* a
* Better CL
* Fix weird issue!
* Fix virologist job
* Resolves a very important issue
* I thought I had already fixed this
oh well
* Fix grabs
* Shat
* Fixes players not being able to use their inventory inside a locker, fixes borgs attacking people from inside a locker + other similar shit
* Fix for recharging station part upgrades
If you had multiple spells that could be channeled you could freak the system out by some convoluted combination of using each one.
While it was previously thought to be sane, not intercepting attacks after spells were cast were causing some insane behaviors, (such as picking up food after using matter eater on it), so now a spell being cast successfully will intercept attacks.