All radios now have a keyslot var (replacing keyslot1 for headsets).
- recalculateChannels() proc moved to radios instead of just headsets.
- Removed the duplicated recalc proc for borg radios.
- Moved the translate vars to radios as well.
- The syndicate headset subtype has been removed in favor of using the
make_syndie() proc on it instead.
This PR is intended to support #5283 .
- Traitor AIs, when set as a traitor, will be given a new internal radio
calibrated to hear and transmit to the encrypted syndicate frequency.
Since traitors can buy a headset key for getting the Syndicate Channel,
Traitor AIs can get one too, as they cannot purchase their own TC items.
Changing the mech melee attack code to be more object oriented. Creating mech_melee_attack() proc for atom and overidden in its children.
Mechs can now hit windoors with their melee attack. (they can still open them by bumping)
- Adds bots to the Master Controller as their own datum instead of
machines.
- Puts bots into their own global list.
- Processes bots asynchronously so as to not hold up the MC processing
them.
-Firesuit level protection will not entirely protect you from being set on fire. You will gain small amounts of heat while on fire.
-Overhauls the Atmos Water Backpack into a more effective firefighting tool
-Adds a secure ATMOS closet containing said atmos water backpack to the code, but is not on the map as the backpack already exists in the ATMOS hardsuit object at this moment
Moving do_attack_animation() proc to mob/living
Fixing the pixel offset issue from beds especially rollerbed.
Fixing the nograv bouncing stopping because of another animation being used.(lying down, jittering, attack animation)
- Attempts to fix a major screwup in bot movement code that created
artificial lag for the entire Master Controller.
- Fixes floorbots not patrolling or performing certain functions.
- You can now toggle the anchored status on Floorbots manually. They
will still automatically anchor when fixing hull breaches.
Allow me to apologize for taking so long to come up with a fix for this.
I tried several other solutions such as simply removing the sleep(4)
that causes this issue (it results in 'teleportation' movement). Other
times I used spawn() incorrectly, resulting in several race conditions.
And then I tried to give them their own ticker, independent of the MC.
The game lagged and runtimed before it even finished setting up.
Excuses aside, this solution seems to be working so far, but I welcome
any more elegant solutions to fixing this issue.
fixes#5560