Makes another set of config options for which rounds types, if any, use the midround antagonist (mulligan) system. Keep in mind this is by definition a subset of round with continuous set. Again this feature is only present for the roundtypes where I KNOW it works properly, other modes can't use midround antags.
The check antagonist screen will show how the game will behave when all the antagonists die, and it can be changed on the fly by admins, the four possible states are:
End on antagonist death (noncontinuous rounds)
Continue if antagonists die (unsupported continuous by default round)
Continue if antagonists die, creating replacement antagonists (continuous, using midround antags)
Continue if antagonists die, not creating new antagonists (continuous, not using midround antags)
When rounds prepare to mulligan admins will additionally get the option to just keep the round going without any automatically created antags in case they want to run their own shinanagans instead. They can also as before choose to end the round.
* Changes Spraycans and lipstick to use a fully tintable overlay.
* Lipstick now comes in more colors and (codewise) can be changed with one var.
* Spraycans now color the face overlay correctly, racism for everyone!
Omnizine blobs inject omnizine on hit, which initially HELPS mobs fighting it, but if they aren't careful in how often the blob hits them, they can rapidly fall into a very painful and hard to treat overdose. Three hits will inflict a heavy damage over time effect, more than that will inevitably cause death without treatment. They're a pleasent light lavender color.
Morphine blobs inject morphine on hit, which will keep mobs from slowing down but eventually will make them fall asleep. One hit will force a very small sleep after a while of fighting, multiple hits will forces longer sleeping after the same delay and overdose mechanics that make people drop held items and do minor tox damage. They're gunmetal grey.
Space Drugs will inject space drugs on hit, which makes mobs stumble around and make backing off from the blob more difficult. It also does minor on hit toxin damage. It's a weedy green.
Adding more blob chems makes any one chem type rarer, so I feel like this is one of the more fun ways the strength of some blob chems can be mitigated.
Adds a fourth mob size "MOB_SIZE_TINY" to differentiate corgi size and mouse size. (used in bear trap code)
Rewrites beartrap/Crossed() to have less istype checks.
Adds a flying var to simple animals (used in bear trap code)
Makes pulling update in living/life.dm() to fix pulling not stopping when you're incapacitated.
Now if you have a breath mask on your face, but lowered, and decide to start running on internals, you will automatically adjust the mask back on your face!
Fixes bear not being able to attack you when it's AI is asleep and awaken by finding you as target.
Fixes many hostile animals not having their own attack verb text or attack sound.
Fixes goat moving even when pulled.
GiveTarget() is now called by FindTarget (because it was always called after every instances of FindTarget, and this solves the lack of retaliation).