- renamed the eye_stat var to eye_damage.
- mob/on_varedit() added. Manually var editing a mob's eye_blind var properly updates his vision.
- I removed update_vision_overlays(), we now just update the relevant fullscreens instead of all fullscreens whenever one needs to be updated.
- fixed climbing into mecha not giving you mecha sight.
- simplified and removed copypasta from update_tinttotal() (now update_tint() )
- I renamed some vars of datum/hud to be more selfexplanatory
- Moved all datum/hud mob code into the hud folder.
- fixed alien's zone selection button not using the correct sprites.
- I removed the update_hud() proc (that needed to be removed).
- Fixed a typo in /mob/living/carbon/ContractDisease , using "internals" instead of "internal" (very different things)
- Fixed doTeleport() calling Entered() twice on the destination area.
- To reference a mob's selected zone, you now use a direct mob var ("H.zone_selected" instead of "H.zone_sel.selecting")
- mobs lose certain screen objects var ("healths", "zone_sel", "internals", etc) which are now vars of the mob's datum/hud instead.
- the Blind spell is now done via the blind mutation instead of the blind disabilities.
- Give to mobs a version of forceMove(), so the mob is always properly unbuckled, his pull stopped, his vision updated, etc.
- The "user" var of mob/camera/aiEye/remote is renamed to "eye_user" to avoid confusion.
- reset_view() is replaced by reset_perspective(). Now all changes to client.eye and client.perspective are done with this proc.
- I reworked /obj/machinery/computer/security code, changing camera is instantaneous now, as well as cancelling.
- I reworked /obj/machinery/computer/camera_advanced code as well.
- I changed /obj/item/mecha_parts/mecha_equipment/mining_scanner's meson view to be constant instead of by intermittent.
- Fixes not being able to use /obj/item/device/camera_bug while buckled.
- removed admin_forcemove() proc, admin force moving now uses forceMove() simply.
- Removed the client var "adminobs"
- Added var/vision_correction to glasses.
- Added a thermal_overload() proc for glasses, to remove copypasta in emp_act code.
- Remove the hal_crit mob var
- We no longer delete the mob's hud everytime he logs in.
- Added a stat == dead check in mob's metabolize() so we immediately stop metabolizing if one of the chem kills the mob.
- Being inside disposal bin lowers your vision, like wearing a welding helmet.
- removed the remote_view mob var.
- I changed advanced camera EYE, some fixes, removed unnecessary code when the eye moves, now the mob client eye properly follows the camera mob.
- fixes mob var "machine" not being nullified on logout.
- larva/death() was calling two "living_mob_list -= src"
- I made the Blind screen objects into a global_hud instead of giving one to each mob (like damage overlay).
- I untied tint and eye_blind, TINT_BLIND doesn't give you eye_blind=1.
- gave a visual overlay when inside locker (vimpaired)
- when inside disposal/gas pipes you get sight |= (BLIND|SEE_TURFS)
- glasses toggling updates (atmos meson toggle): DONE
- The new adjust procs serve to properly change eye_blind etc and call vision update procs when needed.
- I added an on_unset_machine() proc to handle perspective reset for camera consoles.
- I moved consequences of eye_check fail inside eye_check() procs themselves.
- I fixed vision updates being fucked by forceMove, especially pipe vision.
- I decided that damage overlay not appearing when dead.
- mob's hud_used is no longer deleted on each login()
- I refactored mob huds a bit, creating subtypes for each mob (/datum/hud/human)
- f12's hud toggling is now available to all mobs
- gave borgs a low_power_mode var so unpowered borg do not use stat= UNCONSCIOUS (which made things weird since you were unconscious but not blind)
- Fixed double Area entering when forced teleporting.
- I fixed larva pulling not being broken when cuffing them, and larva not seeing handcuff alert (and they can resist by clicking it)
- I removed pull updates from life() since it onyl checked for puller's incapacitation.
- I renamed camera/deactivate() to toggle_cam() to be more accurate.
- I fixed mmi brain being immortal (by removing the brain and putting it back)
- I simplified mmi brain emp damage.
added more loot
nerfed the spawn rates and health of the spawners
widened the paths of some areas for lava passages
added a medbay area to the first level incase of stupid people not coming prepared
added 2 mining rigsuits, may be difficult to get though
fixed(?) issues with dicklys drilling ladders and basalt floors causing issues
obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
Fixes runtimes with chem grenade calling prime() after being GC'd.
Fixes some hardsuits having "unacidable = 1" twice.
Fixes runtime with alien whisper.
Fixes runtime with check_shields()
Fixes runtime with Venom, Formaldehyde, corn syrup and holy water.
Fixes cult sacrifice soulstoning not working (giving a dead shade).
Also smoke reaction now uses the TOUCH method instead of VAPOR, to differentiate smoke and foam. Mob without internals or gas masks also ingests reagents in the smoke.
Moved nanofrost smoke code to effects/effect_system/effects_smoke.dm
Remove eye stat damage from flashbang's bang() proc (eye damage is already handled in carbon/flash_eyes())
Changed many flash producing effect to affect all carbons instead of only humans.
The experimental weldingtool now produces less light than regular welding tool and can be used safely with only sunglasses.
Fixes metal foam from backpack firefighter watertank.
Fixes nanofrost not freezing shut vent scrubbers.
Atmos backpack watertank now starts full of water.
Change foam layer to Objlayer +0.1 so that it is above foammetalstructure so it doesn't hide the dissolving animation and also above tables.
Buff foam and smoke: smoke/foam contains four times the amount of reagents that was inserted in them, for balancing.
Add a little more smoke clouds for tear gas grenade.
Removed the no longer needed max_lifetime smoke var.
Reagent_dispensers (watertank) now show how much reagents they have left upon examination.
Fixed some code formatting in reagent_dispensers.
Fixes nanofrost temperature lowering effect that wasn't working.
Adjusted reagent volume in blob spore smoke because of the buff.
Change to sorium and ldm: effect varies with created volume.
If you are close to a powerful vortex you are thrown, otherwise you are just moved instead.
Vortex blobs now only make you step if you are far from it when reaction hits, otherwise it throws you. The vortex blob range gets +1 to compensate. Also the range and effect depends on the reagent volume which means lower effect for blobspore smoke.
- Remove show_message argument from blob reagent reaction_mob()'s and remove the if(show_message) send_message(). Now send_message is called directly on each blob strike.
- Changed blob reagent effects to depend on volume so blob spore smoke isn't deadly.
- Breathing smoke now reduces its life expectancy and calls reaction(INGEST) with the accurate amount of reagent.
- Adjusted the effects on mobs of some other reagents.
- Adjusted reagent amounts in chem grenades.