Replaces for(mob in oviewers) show_message() with visible_message() when possible.
Fixes the absolute pathing in Ninja code.
Fixes facehugger attack messages being bold red for third party (only the first leap message will stay bold red for third party, for better visibility)
Standardizes vomiting message
Fixes mech occupant not receiving any attack messages when the mech is attacked.
- Added constructible Phazon parts and circuits to R&D machines
- Added a Phazon construction path
- Nerfed the Phazon greatly
> equip slots down to 3 from 4
> step_in up to 2 from 1
> toxin punch damage greatly nerfed (from ~80 tox damage to ~20 per hit)
> research levels required increased (materials 7, bluespace 6, power 6, emp 6, data 5)
> research levels from parts reduced
- Fluffed out the Phazon in general (sounds, descriptions)
- Grammar fixes to mecha construction process - added a bunch of missing periods and articles
- Changed Durand construction to require a super capacitor and phasic scanner instead of advanced ones
- Buffed the exosuit extinguisher (now has 1000 water instead of 200)
- Buffed the exosuit plasma generator (now consumes fuel at half the speed and doesn't burn through masses of plasma in minutes)
- Moved the cable layer tool from medical_tools.dm to tools.dm (why even)
- Buffed Ripley's default armour (brute from 20% to 40%, bomb protection 80% instead of none)
- All Ripley variants now have the same lights_power 7 (from Default Ripley's 6, and Death Ripley's 60 which basically created a fully lit square around it)
- The default Ripley can now be augmented with goliath armour plates, up to 70% brute protection (plates drop if Ripley is killed)
- Goliath-plated Ripleys get a different sprite and examine-description
-Removed check for infrared beams. (it checked each time that anything moved)
-Removed 'movement_disabled' check, the verb is also completely removed.
For space Entered() turfs:
-Removed check for meteor
Now meteors and immovable rods will use the same proc to determinate their start and finish, while moving they'll check in which z level they are, deleting themselves if they leave it.
-Removed spawn() to move objects being pulled between z levels
Replaced the step() from mob pulling movement code and replaced them with Move()
For asteroid Entered turfs:
-Removed check for mining cyborgs, now it will be next to the janitor borg check to clean the floor.
Mecha code got a small clean, removing the Entered() calls from there.
adds 3 new types of shotgun ammo. make them by crafting the special shell in RND, and then using table-crafting to make the unique ammo.dmi
meteorshot, made with compressed matter cartridges
pulse slugs, shotgun rounds with the properties of a laser weapon.
dragonsbreath rounds, area-of-effect flame weapons.
renames ammunition/bullets.dm to ammunition/ammo_casings.dm, which is more accurate
splits RND designs up into their own files
Added in a check to see if the mech a player is trying to enter has a health value greater than 0. This fixes a bug whereby if a player is entering a mech as it is destroyed, their mob gets deleted and the player loses connection to the server. Reconnecting to the server allows this player to rejoin the game, but as a new person.
Mechs delete correctly, and delete their special looping iterator datums just for good measure. Also now sanity check them because now they can be null.
Fixes#4067 hopefully. This issue is impossible to repro alone and even then it's one-in-a-million, but I've removed a bunch of spawn()s that only served to create a window one can jump inside between the mech running the deletion proc and actually running Destroy() and setting loc = null. I've also added two safeguards to make sure it doesn't happen in the future. Can't enter a deleted mech and getting deleted kicks anyone inside out just to be sure.
Removed the super pointless obj/mecha/proc/destroy(). Even when this was written, it should have just been in Del()!