a disease may now have more than one spread type
added "infectivity" variable which replaces a prob(65), defaults to 65
affected_species is now viable_mobtypes, and lists typepaths, this is due to us actually having a species system now so it's confusing
adds defines for a bunch of stuff
Now eye prot needed to repair bot/borg/mecha
fix bug where you're repairing despite weldingtool being off
Fixes the amount of fuel used per repair to 1 for bot/borg/mecha
Adding message when not enough fuel during borg/mecha repair.
Fuel not used when repair attempt on borg/mecha is canceled (no damage or welder off).
For bot/borg/mecha, now using notice span class for all repair messages and visible message instead of << . All cancel messages uses warning span class.
- Corrects the logic for when the AI can speak on its radio.
- Added a missing "-" to the radio instructions.
- Removed an unneeded feedback line for toggling the AI's radio via
intellicard.
Removes a version of atom/movable/Move() that was in mob_movement.dm.
New proc called newtonian_move() that's called as a result of things like shooting a gun or spraying a fire extinguisher and as part of atom/movable/Move().
It pushes src if it's not under gravity and gives the object a chance to stop itself.
As a result, inertial_drift() is kill.
Moved Process_Spacemove() out to atom/movable. It does the same thing, it's called whenever a drift is attempted and stops the drift if it returns 1. Default check is to look for nearby lattices to make dragging shit around the station less annoying. Mobs still call it in Client/Move()
The mob version of Process_Spacemove() will shove non-anchored nearby objects out of the way if you try to move like that. For example if you're free-floating in space next to a closet and try to move right, the closet will drift off to the left.
Mechs call their occupant's version of Process_Spacemove() so mining with a mech isn't retarded. The pussy wagon does the same thing and thus no longer works like a jetpack. Will it be making a comeback?!?! (no)
Any move will attempt to keep dragging your pulled object, not just ones initiated by the client. Should make space wind a little less annoying. Was needed to make drifting not break your drags.
Mechs drift correctly without any special snowflake crap.
Spaceslipping is gone because fuck that shit
Space movement is now slow instead of fast. Having a jetpack helps go faster but even that's slower than current. Hopefully means nuke ops can see each other as they move to the station instead of losing sight of each other instantly. Having your hands full makes spacemovement even slower.
You can drift in office chairs and drag mobs in beds or the bed itself. Currently drifting diagonally while in an office chair is bugged and I need help to solve it. It winds up in cardinal movement instead of a diagonal one.
Changes up the jetpacking effects system to cause fewer errant ion trails but it's still awful code. In hindsight I shouldn't have bothered but here we go.
- The AI now has its own built in radio headset!
- The headset receives all department channels, including AI Private.
- AI Private can be accessed using :o, .o, #o, :O, .O, and #O.
- Carding an AI will automatically disable the AI's ability to transmit
on its radio.
*The AI's radio transmission ability can be toggled via the InteliCard's
interface
- Added instructions to newly spawned AIs such that they know how to use
their radio.