Fixes the mysteries of reviving simple animals in the least intrusive manner I could think of
Removes player_controlled because ckeys did much the same thing
Uses update_canmove() instead of hardseting it
One last Bugfix: Simple animals generated with no real_name will use their initial name as their real name so that transformed antags will not get a "(survived as )" because the thing they turned into didn't have a real_name set.
* Reduced a lot of duplicated code in the party alarm.
* Added a shield range variable for the anti-breach shield generators.
* Changed the shield range to 4, making them more useful.
* Fixed a bug with the deployed_shields list not being cleared after the shields are down.
* Fixed a runtime with shake_camera()
* Fixed the grabbed_by list not being emptied when the grab is deleted.
* Removed duplicated use of grabbed_by.
* Undef'd defines which are only used in a single file.
bugfix: gives notransform to etheral jaunting based on an observed edge case where a wizard was staff of changed while starting a jaunt and got stuck in bluespace for the rest of the round
meta: modified revive() so I could remove all that horrible snowflake I introduced to let reviving simple mobs come back
Bugfix: Dead player mice won't be converted to items so they can still be revived.
Bugfix: Players playing chicks won't die by developing into chickens anymore
Bugfix: Fixes an edge case where a poor soul struck by multiple polymorphing shots at once ends up in a state where they can't move.
Feature: Renames the wand of resurrection to the wand of healing to drive home the fact that it does the same things the staff of healing can do
Balancing: Gives the wand of healing more shots. 10, 5, 5, 4 up from 3, 2, 2, 1
All the logging i have found in the code was changed to use the
proc(maybe i missed something)
Killed all runtimes found so far
Proc now handles all the checks, no need to add checks in the body of
object
Added helper proc for general logging, replaced some logging with this
proc
Pulling now leaves fingerprints
Judging by the opinions in the thread will add some more
logging/fingerprints
The pen/hypo/borghypo doesn't give a poke message when it fails to inject someone wearing protective gear.
Fixed a typo.
Reworded the can_inject() error message for humans so it makes sense with a normal pen.
Made the combat hypo (nuke ops item) ignore protective gear, to allow syndies to heal their comrades.
Let me know if I missed an item or if you don't think an item should have the flag.
* Cleaned up a bit of the gun code.
* Fixed an issue with shotgun darts not working in barrel shotguns.
* Made the on_hit() have a zone, will be used for syringe guns in another PR.
* Removed the unused sleepy pen.
* Changed /obj/item/weapon/gun/projectile/shotgun/pump/sc_pump to /obj/item/weapon/gun/projectile/shotgun/sc_pump, there was no /pump/ anywhere else.
* Shotgun darts will follow the new flag.
* Shotgun darts are now open containers, and I removed the snowflake check for them in syringes.
* Added logging for reagents in any projectile.