* Switches out the three billion args of electrocute act for flags
* Adds autodoc to electrocute flags, sets the boolean I removed and tries to fix the ed209 file
* tries to fix ed209 again
* Fixes 209 hopefully
* Finally fixes that darn file
* one final one to fix the diff
* Or i guess i'll just do it myself
* Fixes and refactor
-Refactors the turret to use flags instead of a large number of boolean variables
-The variables "check_records" and "criminals" had the same general function but "criminals" didn't actually do anything. So it has been essentially removed
-Removed a redundant check in process() for whether the turret should shoot a Head. This would only run the check if the target was assessed to be a threat and would then immediately discard the target. Instead the target is now discarded in assess_perp() which has also had a couple changes detailed in this commit.
-Adjusted the "shoot Heads" check in assess_perp() so that it actually checks the ID assignment, as before it was using the ID name.
-Adjusted the "shoot Heads" check in assess_perp() so that if its set to not shoot Heads it will always return 0 for a Head ID. This is opposed to before where it would only check if it is also shooting those without mindshields.
-AI turrets are set to shoot Heads
* Complete merge and fix turretid
-Fix merge issues that called old variables
-Fixed bug where the "shoot cyborgs" button on turretid's didn't actually do anything
-The turretid's button text for switching shooting borgs was the wrong way around
* Redundant cyborg check
-The check inside assess_perp() for whether the turret should fire upon a borg will never be reached. assess_perp() is only ever called with humans. There is already a separate check in process() for borgs, though that doesn't work due to factions.
* Shifted borg attack check
-Because of the order of checks borgs would never be fired upon. This commit just shifts the check above the faction check, which is what was causing the prior issues.
* Shifted Head shooting from turretid to turret
-Shifted assignment of TURRET_FLAG_SHOOT_BORGS to the turret ../porta_turret/ai type and away from the turretid thing
* Grammar change
-Had the "Yes" and "No" the wrong way roun
* 🦀UGLY DEFINES ARE GONE🦀
* AnturK's requested cleanup
- Renamed TURRET_FLAG_BEEN_ATTACKED to TURRET_FLAG_SHOOT_ALL_REACT
- Using if(prob(X)) instead of pick(X,Y, ...) for EMP effects
- Improved an if by moving the most costly check to the back
Why It's Good For The Game
No crashes
Changelog
cl
fix: A universal issue was detected with the interactions of cyborgs and ore redemption machines and we had to block it out with bluespace technology. It was only with claiming points all other functions remain available.
/cl
About The Pull Request
fixes#46621
Hopefully stops 'gas_mixture/immutable's from having their temperature changed without being immediately reset. Stops space from heating up and messing up the supermatter.
Why It's Good For The Game
hot space bad
Changelog
cl
fix: Space can no longer get hot. In particular, doing fusion near space tiles won't wreck the SM.
/cl
* bye
* reaction
* totally a feature
* b
* dark purple
* haha don't worry im just going to not test num 2 define haha
* comment
* > static'ing a list that is 1 in a million
* Update code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
* amp healing
* thing to bin
* Makes plastitanium windows children of reinforced windows.
* Unanchored variety isn't fully tooled in now.
* Path moved to plasma/reinforced/plastitanium
* Fixes a blunder about neglecting a mapping path change.