12/21 modernizations from TG live (#103)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
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@@ -11,7 +11,6 @@
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var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak
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var/obj/screen/hands = null
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/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
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A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
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The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
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@@ -30,16 +29,16 @@
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var/attack_log = list( )
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var/obj/machinery/machine = null
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var/other_mobs = null
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var/memory = ""
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var/disabilities = 0 //Carbon
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var/movement_type = GROUND //Incase you have multiple types, you automatically use the most useful one. IE: Skating on ice, flippers on water, flying over chasm/space, etc.
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var/atom/movable/pulling = null
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var/grab_state = 0
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var/flavor_text = ""
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var/next_move = null
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var/notransform = null //Carbon
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var/hand = null
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var/eye_blind = 0 //Carbon
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var/eye_blurry = 0 //Carbon
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var/ear_deaf = 0 //Carbon
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@@ -63,7 +62,6 @@
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var/timeofdeath = 0//Living
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var/cpr_time = 1//Carbon
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var/bodytemperature = 310.055 //98.7 F
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var/drowsyness = 0//Carbon
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var/dizziness = 0//Carbon
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@@ -76,12 +74,16 @@
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var/stunned = 0
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var/weakened = 0
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var/losebreath = 0//Carbon
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var/a_intent = "help"//Living
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var/m_intent = "run"//Living
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var/a_intent = INTENT_HELP//Living
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var/m_intent = MOVE_INTENT_RUN//Living
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var/lastKnownIP = null
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var/atom/movable/buckled = null//Living
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var/obj/item/l_hand = null//Living
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var/obj/item/r_hand = null//Living
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//Hands
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var/active_hand_index = 1
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var/list/held_items = list(null, null) //len = number of hands, eg: 2 nulls is 2 empty hands, 1 item and 1 null is 1 full hand and 1 empty hand.
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//held_items[active_hand_index] is the actively held item, but please use get_active_held_item() instead, because OOP
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var/obj/item/weapon/storage/s_active = null//Carbon
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var/see_override = 0 //0 for no override, sets see_invisible = see_override in mob life process
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@@ -142,4 +144,6 @@
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var/list/permanent_huds = list()
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var/resize = 1 //Badminnery resize
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var/resize = 1 //Badminnery resize
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var/list/observers = null //The list of people observing this mob.
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