Adds a missing bracket to the dirtystation stuff. The code once again compiles.
Removes an extra sleeper console from the shuttle that blocked access to the sleepers.
You can now change the link to your github project by modifying config/git_host.txt
Removed config/svndir.txt, as it is no longer needed.
Signed-off-by: carnie <elly1989@rocketmail.com>
Disables the code for fetching SVN-revision info until we can get a Git equivalent working. According to carn var/global/datum/getrev/revdata may be useful to us in the future so it can stay for now. Resolves Issue #65
+ Added Distance_cardinal proc. Should result in slightly more CPU-efficient pathing when used with CardinalTurfsWithAccess, or other adjacent turf procs that do not return diagonals.
+ Changed calls to AStar that used CardinalTurfsWithAccess to use Distance_cardinal instead of Distance
Overall effect: A bit less CPU used during pathing, if a bot has to path around corners. If a bot doesn't have to path around corners, it should be about as fast as before.
Replaced some ifs with a switch statement.
Replaced an uneeded loop through a list (list.Remove() does this anyway)
Signed-off-by: carnie <elly1989@rocketmail.com>
Fixes the bug with effects/glowshroom not glowing when placed.
They don't spread infinitely: The odds of a shroom spreading decreases with each generation. Because they're sane now and not virally-spreading fungal horrors, they've been changed to spread on normal station floors and not just the asteroid.
The spreading glowshrooms acquire the parent's stats, with some mutations.
The delay variable is now based off of production, and goes DOWN with better stats instead of GOING UP.
-Removes unnecessary (copy-pasted) code bits in walking mushroom/killer tomato code in grown.dm
>type mismatches in cigarette/attack()
>mob overlays now update correctly when lighting somebody else's cigarette/cigar/pipe/etc
>removed some copypasta procs (pipe/light(), pipe/attackby() and cigar/attackby())
Signed-off-by: carnie <elly1989@rocketmail.com>
-Reorganizes all the copy-pasted reagents in Chemistry-Reagents.dm. Cuts out about a THOUSAND lines.
-Sleep toxin is made more subtle. No blurry screen, but you might yawn some. Chloral no longer has an instant KO effect, but your vision will become blurry and you'll be unable to run once injected. It is metabolized faster as well.
This should also swap under the carpet (kinda ugh because the problem is still there and it might affect some other things) the problems with the roundstart problems with player's icons on high populated servers.
This should be the first step to reduce the amount of calls on the different icon update procs, but for the moment I'm focusing on more CPU expensive procs.