Fixes current_cycle being incremented twice for certain reagents.
Fixes flash never working for /datum/effect/effect/system/reagents_explosion because of a typo.
Readding nitroglycerin reagent, it can now be stabilized with stabilizing agent and can explodes when exposed to 474K (like blackpowder).
Readjusted black powder explosion: no more flash (like nitroglycerin), tweaked the values a bit to not nerf blackpowder explosion.
Adding changelog.
Fixes clf3 making floor with no sprite when burning a wall.
clf3 now burns tiles and platings if it can't destroy them.
Fixes a tiny mistake in consumable/ethanol.
All reagents are back to being metabolized every tick. I adjusted the goon chem so their effects aren't changed too much.
Removing some probability and randomness from goon chem effects to make it more predictable.
Adding overdose to space drug.
Making a drug reagent category.
Changed check_ear_prot() for carbons: alien are now immune, and monkey checks their head for ear protection.
Changed flashpowder flashing code and blackpowder explosion code to use already existing procs.
Moved chemical_mob_spawn and goon_vortex procs to /datum/chemical_reaction/
Fixes double overdose message for sugar.
Remove the "if(!M) M = holder.my_atom" at the beginning of a lot of on_mob_life procs, you already can't call on_mob_life if M is null
(Chemistry-Holder.dm).
Moved random_color_list to datum/reagent/colorful_reagent
Nerfed healing power of stimulant. Buffed ephedrine a bit.
Fixes some goon chem on_reaction() proc leaving resulting chem behind when they shouldn't.
Removes Life, nitroglycerin and Corgium reagents. They're now only a chemical reaction.
Moved grenade launcher and syringe gun from reagents module folder to gun folder.
Added a message for the ghost when someone is trying to revive its corpse with strange reagent. (like defib)
Fixes Frost oil and other consumable reagents using current_cycle var.
Fixes runtime where during metabolization a reagent removes another then the latter still calls on_mob_life().
* Fixes humans without glands getting added to experiment history
* Makes science tool marking more intuitive (Just one click to mark anything now)
* Adds small storage space
* Adds Advanced Baton - Stun,Sleep,Cuff in one tool
* Makes console landmarks search for nearby machine/pad instead of spawning them next to it for mappers
* Fixes only one team spawning
* Fixes roundend report
* Fixes adding more teams to the round
This could be used to spam admins, without them having any way to stop it, and as tobba has informed me, isbanned() is called before byond does much validation on the data (like checking that the claimed username exist or validating that they own it), leaving these notices vulnerable to html injection
This caused issues with mobs like borgs and simple mobs where they would be unable to move if admins put another ckey in the mob after they ghosted but there would be no clear indication as to why they couldn't move and in some cases, no way to un-rest without further admin intervention.
- Malf AI, for 30 CPU, can hack into a mech and gain control of it.
- This strategy is permanent. Once installed, there is no escape.
Period. The mech dies, so does the AI.