Blob Gamemode Revamp
Blob gamemode is back and better than ever.
The blob is selected from be_alien candidates and is controled like a real time strategy game.
Changeling Regeneration now has two steps, so that changelings can decide when to use it rather than popping up after a timer.
Fixed an issue with the chem UI indicator showing up for non-lings.
Re-introduced the concept of a player controlling the blob in an RTS fashion, expanding the blob and building structures such as nodes and factories.
All blobs will try to find ghosts, with the BE_ALIEN flag, to be the blob overmind. Even random event blobs will try to get players to play as the overmind.
Added a /mob/camera that is now being used by the AI eye and the blob overmind. It is a mob that isn't dead but acts as a camera for the player, to be controlled by something like the AI or the blob.
There are now a resource currency for the blob to spend it's points on blob expansion and upgrades.
Added a small blob_act to mechs.
Made all camera mobs max invisibility. Because of this I removed the AI best friend button as it would be not working.
Blob mode will send a normal intercept report.
added a directory of parrot snowflake code
Parrots can now hear from their headsets!
Fixed a problem with parrots not taking damage from simple animals. Rest in peace, robust god.
tweaks parrots a tiny bit, fixes most of the oversights that nodrak pointed out.
fixes a ton of stuff with parrots
and also some stuff with simple animals
parrots now eat crackers
parrots now use attack_animal instead of snowflake attack code
parrots toggle between harmless and aggressive, player parrots can do this with a verb
player parrots can use headsets but cannot hear their headsets.
simple_animals now return after using healing items on them, they will also ignore ointment as simple animals only take brute damage.
- Removes hivebot capitalisation so that they're referred to by the game as "the hivebot" instead of "Hivebot", which is in line with other simple animals, like aliens
Added a special check on move() code, only when you're pulling something. If the loc of what you're pulling is the same after you moved, you'll execute the pulling. Otherwise you'll stop pulling. This is to avoid pushing something that you're pulling and moving it back, looking like you didn't do anything. This was "handled" by the spawn(0) procs.
Reworked cyborg recharge stations, they aren't part of the death() and Bump() procs of cyborgs and they act like lockers. Click them to open them and again to close them. Added a sprite for when it's closed with no occupant inside (it's just the closed sprite with red lights instead of a blinking green light).
* Made the window name be the pointer of the mob, instead of the name, to prevent multiple windows opening when the mob changes name while being stripped.
* Increased the time to empty pockets.
* Split pockets into the left and right pocket slots.
* You can tell if a pocket is empty or full from the strip menu.
The attackby() of flamethrowers can lead to flamethrower_screwdriver() and flamethrower_rods(). Two new procs that handle the creation of a flamethrower.
New object /obj/item/weapon/weldingtool/largetank/cyborg. This new object does nothing on the flamethrower creation procs.
I'm not entirely happy about this.
ghost_form is now saved with other preferences.
Public visibility of memberships is toggable and saved with other preferences.
ooc-colors for admins and members are now sanitized. Bright colours like Yellow, white and baby-blue will be darkened for the sake of legibility.
Related to above - added helper procs to convert between RGB and HSL colour models.
Admins cannot modify var/unlock_content without +DEBUG rights. unlock_content moved from client into prefs.
Player savefile version number updated - this will trigger savefile updates, no data should be lost.