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 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.
Fixes alien humanoid custom pixel shift being reset by life(). Refactors how pixel reinitialisation (when standing or lying or during animations) is done. Adding get_standard_pixel_y_offset() proc (and same for x), removing lying_pixel_y_offset var from all mobs, adding custom_pixel_x_offset (and y) so Wjohnston can play with his aliens.
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.
Head slugs can now vent crawl (they're so tiny why didn't they already have this?)
Head slugs can stumble around for 10 seconds after they lay their egg so they don't die super obviously right next to their infected corpse
This functions the same way as editing the ckey in vv, and has the same permission checks
It requires the admin also be a ghost to avoid conflicts with other drag drop code.
Remove alloweat var from masks, remove MASKCOVERSMOUTH flag from mime and clown masks so you can still eat through them.
Some adjustments in surgery checks for bodyparts covered.
Fixes a runtime in weapon/energy attack_verb.
Humans can now CPR monkeys.
Slight changes to CPR code.
Fixes runtime with drones trying to do CPR.
Rewrites /obj/item/weapon/reagent_containers/proc/canconsume to be less shitty.
Adds an is_mouth_covered() proc to carbons to check for mask and headgear with MASKCOVERSMOUTH or HEADCOVERSMOUTH, with argument to restrict the check to only mask or only head.