* sleepight pupper
* boop
* boom explosion habbon
* wew ladder.
kor tell me the varname cock tobbagan dont just tell me it exists and you dont poin
* bambi in spess
* more shitfuck
* GOD DAMMIT ITS GONNA BE FUCKING HOT AAA
* commit this dick you fucking tub
* GIGANTIC REFACTOR 2.0
* OH YEAH THE CREAM RISES TO THE TOP
* antur
* aaaaaa
* boat
* wew ladder
* bman
* yaaaaaaaaaaaaaaaaaaawwwwwwwwwwwwwwwwwww
* STEEL CORRIDOR
* 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.
* Modifys the Research Requirements for Piercing Syringes
Engineering 7 Material 5 Combat 3 Makes very little sense. It's not an
engineering problem, its a materials problem. Plus, Sci shouldn't need
to track down a vortex anomaly for piercing syringes. This modifies it
to be Mat 7 (diamond sheet level), Engineering 5, Combat 3.
* Adds iron as one of steelcaps reagents
Purely to piss off kevinz
* Revert "Adds iron as one of steelcaps reagents"
This reverts commit 0a79dafc60facaeef24b57c015fdc059374df810.
* Revert "Modifys the Research Requirements for Piercing Syringes"
This reverts commit e43080359b3372048847e5d397fb3e6743fb89a1.
* Revert "Revert "Modifys the Research Requirements for Piercing Syringes""
This reverts commit 506bcf3de45c28697e8e0644941075821a96237d.
* [WIP] Adds multiple upgrades for Medical cyborgs
🆑 coiax
add: Adds upgrades for the medical cyborg!
add: The Hypospray Expanded Synthesiser that adds chemicals to treat
blindness, deafness, brain damage, genetic corruption and drug abuse.
add: The Hypospray High-Strength Synthesiser, containing stronger
versions of drugs to treat brute, burn, oxyloss and toxic damage.
add: The Piercing Hypospray (also applicable to the Standard and
Peacekeeper borgs) that allows a hypospray to pierce thick clothing and
hardsuits.
add: The Defibrillator, giving the medical cyborg an onboard
defibrillator.
/🆑
- [ ] Price the material cost of the boards appropriately
- [ ] Get the defib upgrade working
* Got the defib working
* Adjusted research and costing levels
* Missed a close paren
* Cyborgs have a reset module wire
🆑 coiax
add: Cyborgs now have a reset module wire, that when pulsed, triggers
the cyborg's reset module hardware.
/🆑
Because they can't touch it themselves for software reasons. Now you can
ask random assistants to reset you in a pinch, or do it on the FRONTIER.
* Upgrade ejection, removed reset board
* Speeds up world init.
* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
* (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)
* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)
* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.
* Fixes runtime with atmos backpack water tanks.
* Makes smoothing faster (and fixes turfs smoothing twice at init)
* Makes apcs init faster by replacing some spawns with addtimer
* fix transit turfs.
* Ports AI restorer to modular computars
* mostly done. working on qdel improvments
* undoes testing flag
* undoes gc stuff
* Fixes id card module name
* memes
* 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 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.
🆑
* moves black shoes recipe to be just below grey jumpsuit recipe
adds recipe for fingerless gloves
* added black gloves recipe
* black gloves require 3 rolls of cloth instead of 2
reduced botanist's leather gloves to only need 150 biomass
The var will be used to store the various coloring that happen for the atom so that we can separate paint coloring from color that must be inherent to the atom (an initial color for example), or from certain coloring effect like revenant's blight, mob electrocution's black color, admin edit of the color var, green color from holding the greentext item, etc.
The list has four elements, used for four categories:
ADMIN_COLOUR_PRIORITY for admin varedits and very rate color effect like holding the greentext item (and other effects that should prime over any other potential source of coloring even temporary effects).
TEMPORARY_COLOUR_PRIORITY for short color effects like revenant blight on mob, mob electrocution making you all black for a couple seconds, effects that should be appearing above paint coloring.
WASHABLE_COLOUR_PRIORITY for pretty much all paint coloring like colorful reagent on mobs, coloring turfs with paint, etc.
FIXED_COLOUR_PRIORITY for color inherent to the atom, like a blob's color, any object with a color value given in its definition.
Fixes electocution animation on mob not making the mob all black (with the skeleton overlay blinking over it)
Spray cleaner and soap can now wash paint off mobs, turfs and objects.
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.
I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).
I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.
Fixes some arguments of ex_act in living/ex_act() and other mobs.
* derp and map fixes.
* dem map fixes, man.
* More work on code that use implants, simplified now that we can use the "implants" carbon var.
* some fixes
* more typos and fixes.