* Adds regenerate_organs proc to carbon and adds it to relevant regeneration code
I simply took the bit from the admin heal and made it into a proc and
added it to the necessary regeneration-related bits of code.
* Adds regenerate organs back to fully heal
For some reason this didn't get included in the previous commit.
* moves regenerate_organs to organ_internal
As suggested. It fits better here, anyways.
* Allows syringes and droppers to show their reagents when examined.
* rearranges my logic
* replaces SEMIOPENCONTAINER with TRANSPARENT
* Silly spelling error fix.
* Moves the defines from flags to container_type to avoid issues with conflicting flags
* changes it back to obj/item/O
* Moves the OPENCONTAINER and TRANSPARENT defines to the reagents.dm
* SSthrowing + callbacks!
Throwing is now a subsystem.
It's low priority, but is a ticker subsystem so is ran before most other subsystems.
To allow for shit to run after the throw finishes, throwing now supports a callback.
A callback datum system was created, conversion of addtimer is planned for another PR.
Throwing now has a limit of 2048 turfs (was 600)
Throwing now ticks every world.tick, and properly converts the speed arg from 1ds to what ever tick_lag is.
Throwing now properly accounts for missed ticks.
Throwing no longer uses sleep.
Throwing should no longer lag since it's not filling the sleep queue up
* Smoother tentacles
* Some improvements
* Missed a spot.
* Makes shit quicker.
Inlines the thrownthing.tick() proc.
Raises missed ticks value
Lowers max dist value
Inlines the two sister overrides for /atom/movable/Moved() because that just seemed like a waste
* >PRs open that use procs i'm removing.
* STOP THE PRESSES!
* throw_at now runs the first throw tick() immediately
This will help some with throwing while running.
* Item throwing now imparts the momentum of the user throwing.
(ie, running in the direction you are throwing makes you throw faster, running away from the direction you are throwing makes you throw the item slower)
* Moves throwing momentum from carbon/throw_item to movable/throw_at.
There are other things that cause a mob to "throw" an item, I figured we keep this universal since thrower is already an arg.
* Explosions throw shit faster.
This was stupid, "Hey, lets set the item's throw_speed to 4 so embedding works, but lets make it throw at the base 2 throw speed for no reason."
* Fixes explosion embedding.
This also acts as a nice example of how to override a callback in an override of throw_at properly.
* icon, icon_state defined twice
* desc defined twice
* desc defined twice
* desc, icon_state defined twice
* icon_state, name defined twice
* item_state defined twice
* gender defined twice
* stop_automated_movement_when_pulled defined twice
* attacktext defined twice
* speak_emote defined twice
* flying defined twice
* item_state defined twice
* speak_chance defined twice
* attack_sound defined twice (x2)
* icon_state, item_state defined twice
* icon_state defined twice
* Revert "desc defined twice"
This reverts commit 18d74f442441078a7d8e8cfaddbef1c4646b6bb9.
* desc defined twice
* Revert "desc defined twice"
This reverts commit e167c0812c94a96dfb3f6888c77cee868cc37c03.
* desc defined twice
* Make energy guns able to use burst fire.
* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.
Syringe gun, energy guns and magic guns can now use burst fire.
* fixing merge conflict shit
* fixing map conflicts
* more map conflict fix
* two tiny fixes.
* tiny tweak
* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm
* map conflict fixes
* Adds new Halloween content
* Removes the delay
* Replaces archaic code
* Atomizes by removing unrelated tweaks
* Conflicts I
* Conflicts III, I think
* Unticks "halloween.dm"
Prevents them from infinite-hitting things by deleting them after they apply hit effects.
Also removes the secondary hit for a 30 brute primary hit instead of attempting to split damage as that's not working well.
Adds hardlight bows and hardlight quivers.
Does 12 brute and 18 burn on hit.
The quivers regenerate one arrow every few seconds and is worn on the back.
Arrows disintegrate on hit and are destroyed after 20 seconds if it is dropped to prevent spam.
ADDED TO UPLINK AT 7 TELECRYSTALS FOR A BOW AND QUIVER. Can be included in surplus crates.
🆑
* This doesn't actually matter, because you're dead forever once it happens...
* is this entire pr chaff for something else
* you'll do it? nah, fuck that I'll do it
All unique traitor steal objective item are now immune to all damage except severity=1 explosion.
Mobs on fire no longer get damage to their worn backpacks, belts, id, pocket stuff, and suit storage.
All backpacks are now nonflammable, and bag oh holding and engineer backpack are now fireproof.
Mob receiving melee attacks now only have its outer layer of clothes damaged, e.g. no damage to jumpsuit when wearing a suit.
Made all hyposprays (not just the CMO's) acid proof.
Made the singularity gen and tesla gen immune to fire.