- fixed the fraction argument in reaction(...., INGESTED, fraction) so the proper amounts of each reagent react, not all of it.
- slight optimization of datum/reagents/reaction()
- small optimization /datum/reagent/proc/reaction_mob
- the smoke's reagents no longer do direct transfer upon crossed()/move() but uses "reagents.reaction( mob, TOUCH)" only.
- fixes no ingesting smoke if it's in the dark.
- removed block gas smoke effect flag from clown mask and other non "actual" gas mask.
- refactor how protection against touched chems being absorbed is done. get_permeability_protection() to get that protection. No more
simple RNG get touched or not, now the amount that touches you depends on your protection and the volume in question.
- changes acid_act to take volume into account.
- chem_smoke now uses process() just like foam, we remove the reaction from crossed() and Move(), it's only done in process() now.
- optimization of effect/smoke, OOP! And now all smoke effects use objprocessing instead of shitty sleep/spawn
- removed mob var/coughedtime.
- add a volume check to item/acid_act(), there's a threshold to be able to melt and then a probability to melt (acidpwr&volume).
- greatly lowered the amount of reagent in the smoke from dead blobspore (so the volume isn't enough for melting)
- human/acid_act(): damage to limbs depends on acidpwr&volume.
- fixes metalfoam not working.
- smoke powder: only one start() call.
- Amound of smoke objects depends on amount of smoke recipe created.
- Adds an argument to add_reagent() to block automatic call of handle_reaction()
- When using reagents/proc/trans_to(), reactions are now only handled after every reagent is transfered and not before.
- Amount of smoke objects depends on amount of smoke reagent created.
- radius of foam reaction depends on amount of foam reagent created.
- The amount of other reagents inside the smoke/foam decides the life expectancy of the effect.
- The amount of reagents in each small smoke cloud/foam cell depends on the amount of other reagents in the initial reaction but also
how much smoke/foam was created (more smoke means dilution of the reagents).
- smoke/foam's reagent reaction on mob decreases the life expectancy of the effect (to avoid reagent duplication)
- The amount of reagent reacting with atoms is less if the life expectancy is high.(to avoid reagent duplication)
- The amount of movement from the smoke now depends on the number of smoke clouds created.
- removing some useless code in chem_grenade/prime().
- When calling human/acid_act(), item acid melting chance lowers after each each successful melt in the list, some of the acid is
"used" to melt that item so the next items have a lower chance to melt (to make melting every clothing harder).
- remove the banned reagent list from sprays, not needed anymore now that acid is nerfed.
- chem_grenade reaction, if there's no reagent left after reaction (smoke/foam/etc, reagents cleared) you don't get the steam effect
and immediate reaction with all atoms around the grenade explosion. (Fixes foam cleaner grenade deleting bloodstains around it as soon
as the grenade explodes, even if the foam hasn't reached the tile yet).
- melted storage items now drop their content instead of deleting everything.
- shotgun/automatic/ will pump itself automatically on firing
- combat shotgun capacity nerfed to 6 rounds
- replaced all instances of the old path with the new one
[c9795d3] Writing and formatting tweaks
[65aae64] Tweaks to messages and notices, formatting, and cleanup. (+2 squashed commit)
Squashed commit:
[995a61b] I guess I should call them for what they are (9mm)
[0f04213] - tweak: "While attempting a Hostile Takeover, gangs do not gain influence. Instead, the takeover timer will be reduced by how many territories they control."
- tweak: "Tommy guns no longer deal stamina damage."
[202c743] Recruitment Pen cooldown is reduced by 10 seconds for every additional member your rival gang has over yours with a minimum of a 5 second cooldown
[c1a3af3] Pen cooldown = 2 minutes
Fixed gang dominators reporting the wrong time on examine() (+4 squashed commit)
Squashed commit:
[78c043e] Pen Cooldown returned to 60 seconds
Spray can cost halved to 5 influence
[4e65dff] - Capped outfits in stock to 10
[1f347a9] Changelog
[615c971] - Added white suits to gang outfits
- Gang outfits are free, but are limited in stock (that replenishes over time) (+2 squashed commit)
Squashed commit:
[1f347a9] Changelog
[615c971] - Added white suits to gang outfits
- Gang outfits are free, but are limited in stock (that replenishes over time) (+2 squashed commit)
Squashed commit:
[202c743] Recruitment Pen cooldown is reduced by 10 seconds for every additional member your rival gang has over yours with a minimum of a 5 second cooldown
[c1a3af3] Pen cooldown = 2 minutes
Fixed gang dominators reporting the wrong time on examine() (+4 squashed commit)
Squashed commit:
[78c043e] Pen Cooldown returned to 60 seconds
Spray can cost halved to 5 influence
[4e65dff] - Capped outfits in stock to 10
[1f347a9] Changelog
[615c971] - Added white suits to gang outfits
- Gang outfits are free, but are limited in stock (that replenishes over time) (+2 squashed commit)
Squashed commit:
[1f347a9] Changelog
[615c971] - Added white suits to gang outfits
- Gang outfits are free, but are limited in stock (that replenishes over time)
Squashed commit:
[acab7ea] - Gang messages distinct between bosses and lieutenants.
- Initial gang points reduced to 25 so they can't buy a pen right away
[140e599] 20 -> 10
[b03fbba] Bulletproof vest + Bugfixes (+1 squashed commits)
Squashed commits:
[b03fbba] Bulletproof vest + Bugfixes
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 surviving suicide
Fixes suicide damage overlays.
Fixes ninja regen "clothes warm" spam message. (moving rad armor check outside of apply_effect)
Fixes ninja smoke bomb count.
Fixes dead shaved corgi
Fixes lipozine still being in code.
Fixes flattening boxes requiring them to have their window opened.
Fixes armor softening message from disarm attack.
Fixes player being forced to play spiders without choosing.