* Makes all CanPass procs call parent
* Makes CanPass more extendable and gives the mover a say in the matter
* Replace CanPass with CanAllowThrough to use the new system
Regex replace `(?<!proc)/CanPass\(` => `/CanAllowThrough(`
* Simple optimization pass
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
* welp
* Savages, savages, barely even human.
* Savages, savages, barely even human
* You didn't see this
* h
* bee gone
* FFS, I mixed up my... ugh
* savage
* removed test line
* Turns ashwalkers into antags
* fuck
* hjjg
* fixes stupid
* g
* h2
* Damn...
* There we go?
* If it compiles, we can ship it
* Forgot the actually remove the thingy
There is now a bitflag that controls all the ways a species can be
selected from the different methods of changing species, xeno spawn,
pride mirror, magic mirror etc.
The soviet and capitalist golems are no longer selectable from the pride
or magic mirrors (just the badmin one)
interesting thing I found, androids and synths (including military
synth) are acheivable via xeno extracts!
* Tendrils are now structure based
* Re-adds tendril wipe achievement
neatens up ash walker variables
gets rid of unnecessary variables in hivelord
* Marks spawner children as admin spawned
* adds signal and modifies each call of afterattack to call it's inherited proc
* uses new macro for sendsignal()
* map fuck
* skip precommithooks
* combine and negate 2 ifs
* Remove ZLEVEL_STATION_PRIMARY
* Add Up and Down traits for use by ladders and chasms
* Give map_config creation its own proc
* Combine LoadConfig and ValidateJSON and remove transition_config
* Make space linkage a z-level trait
* Remove ZLEVEL_EMPTY_SPACE
* Update uses of GetFullMapPath
* Handle multi-Z stations and load Lavaland and Reebe at runtime
* Remove unused space maps
* Fix inappropriate z-expansion in map reader, improve logging
* Update comments relating to z-level configuration
* Add Lavaland and Reebe to ALL_MAPS
* It works, but is it worth it?
* bitfield helpers take 1
* Would this work?
* remove dangling debug code
* rebase & fixes
* vv bitfield stuff, reading
* DNM oceans of shitcode DNM
* honk
* honk2
* plonk
* rebase & fix
In addition, makes chasm handling a component, so it could be reused for
chasm-likes which are not quite chasms.
Also fixes a couple of bugs relating to building on top of chasms
occasionally erasing the chasm.
* Initial commit
* Time is a circus
* Send in the clowns
* i broke something
* Revert "i broke something"
This reverts commit 5a29c40d131b39effe9ebcb6c8c1883693baf07f.
* I think it works?
* cleanup
* define reminders
* Fixes tendrils and such
* sentience_act now moves the mob to AI_OFF state
* spawn/sleep removal part 1
* sleep/spawn/src. removal
* fixes type paths in timers
* Fixes some variable passing
* Why do I have to do this 20 times to get it right..?
* Why do I have to do this 21 times to get it right..?
* Update suicide.dm
* Update software.dm
* Update paper.dm
* Update cable.dm
* Update ninjaDrainAct.dm
* Update hypospray.dm
* Update vocal_cords.dm
* Update touch_attacks.dm
* Update revenant_abilities.dm
* woops
* Update revenant_abilities.dm
* Adds collapsing tiles
* Adds the 'falling' variable
* adds checking for kosms
* Changes, chasm works now
* VERY fast tile falling at incredible hihg speed
* stuff!
* removes a weird define
* FALSE
* Rethemes the Necropolis
* clen
* not clever enough, hmm...
* that's a bug. hello, bug.
* no message
* a terrifying Legion room. full of one (1) Legion.
* some tweaks, inside has actual floor type
* tweaks
* Rethemes the ash walker nest to match the necropolis
* fix some issues with the door version
* whoops
* run mapmerge tgm, does not tgm
* whoops
* whoops, all dirs
* tgm
* The bonfire has a grill
* nah just do what ergo wanted
* Rethemes the Necropolis
* clen
* not clever enough, hmm...
* that's a bug. hello, bug.
* no message
* a terrifying Legion room. full of one (1) Legion.
* some tweaks, inside has actual floor type
* tweaks
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.
I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.
Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.