Fixes showers not being processed correctly, especially for mobs. (processing will a bit more intensive unfortunately)
Fixes showers not cleaning bloody human hands.
Remove the now unused checkeyes() proc.
The Bioterror Chem Sprayer is a fun idea on paper, but the reagents in it are kinda shit. It's one of the least bought items because it's pretty useless.
It now has the following reagents:
Sodium Thiopental, for stamina and knockout
Coniine, for Toxin and Oxygen
Venom, for scaling Toxin, Brute, and Histamine Decay
Condensed Capsaicin, for an instant stun on application
Initropidril, for the heart attacks
Polonium, for the severe radiation
All in all, this should make the Bioterror sprayer actually worth the points investment, and make it more fun to use as an operative.
- Moved to a variable lighting system with five lighting levels
- Added sprites for brightly lit borgies, and for the buttons by xxalpha
- Added a power drain system
- Removed a now obsolete check for flashlight item in borg inventories.
* Changelings now regenerate chemicals while dead, up to half and ONLY HALF of their maximum storage (taking into account their storage upgrades, if applicable)
* Changelings now repair geneticdamage while dead, with the lowest value they can be taken to being 50, this number is arbitrary but was based on half the value at which fakedeath stops working for too much geneticdamage
* Changeling fakedeath timer is now halved, down from 80 seconds (1 minute 20 seconds) to 40 seconds.
Moved last_bumped var from movable to living.
Renamed /obj/machinery/field/proc/bump to bump_field() to avoid confusion with Bump(). Same thing with /obj/effect/mine/Bumped() -> triggermine().
Fixes sprite when hunter leaps into a wall. 10428
Removed some commented code here and there.
Remove allow_spin var, throw_at now uses a spin argument for that.
Throwpass atom var is no longer used to check whether thrown stuff can pass stuff (now using CanPass() proc like everything else), the var is still used for some adjacency click check.
A thrown mob hitting another mob now produces a sound; also thrown mob and target one no longer swap places even on help intent.
A thrown mob now is lightly hurt (and weakened) if he hits a wall/mob/dense object. Nerf the damage when thrown mob hit wall.(20 -> 10)
Thrown obj/mob no longer bounces off wall unless it's no grav. Heavy thrown items now push an unanchored obj/mob target.
Fixes losing all momentum when getting out of a thrown closet. 6569
A lot of work on throw_at, throw_impact, and hitby to make the code more OOP. Thrown items no longer collide with border items on the side. 10479
Fixes the killer crusher. 10507
- procqueue: You can now schedule procs to be executed at some point in the future.
- Crew monitoring: see issue #10498
- html_interface: fix for Nanotrasen-style windows, refactor Javascript files and move them in their own folder
- Includes changelog entry for the crew monitoring changes.
Topics are no longer limited to once per 2ds per client.
This massively improves responsiveness by no dropping clicks when trying to browse thru menus.
Anything that could cause lag or otherwise be limited should do that in its own topic, not blog down the rest
Please let me know if you can think of anything that should be limited in this PR otherwise, i say we find out by field testing.
Players can join a queue that will notify them with a message and sound when a slot becomes available. First come first serve.
Players have approximately 20 seconds to join after the notification. Failure to join in that window removes them from the queue, to remove AFKers.
I haven't tested the code yet but it's basically done.