- The adhomian surgeon garb now offers protection equal to a surgical
gown and surgery mask.
- The adhomian surgeon garb can now be selected by machinists again.
The suit is equal to a surgeon outfit, the headwear part is equal to
wearing a surgical mask and covers the face as it should according to
taj lore.
Resprites 3 Tajaran rifles, expanding them to use a 48x32 canvas, and
brings them in-line with lore as written in terms of weapon design
history. Additionally, adds 6.8mm in the form of the Tajaran Z33
Tamparii cartridge to further separate Tajara and Human history and arms
development.
All weapon sprites are made by me, except the ba and ss sling which was
borrowed from the Dominian rifle sprites. Special thanks to Elorg for
help in making these not look awful.
<details><summary>Z33 Tamparii</summary>
<p>
<img width="331" height="332" alt="image"
src="https://github.com/user-attachments/assets/f9892dc8-9c6d-45c6-8779-3ad3e39abaed"
/>
An old caliber that continues to show its usefulness. The compromise
between weight and firepower, as well as room to change the powder load
has seen the cartridge remain in service across Adhomai.
</p>
</details>
<details><summary>Tsarrayut Rifle (PRA)</summary>
<p>
<img width="572" height="387" alt="image"
src="https://github.com/user-attachments/assets/53327f3b-4b87-415e-8215-b1c2ccc08c9c"
/>
Redesigned to a general magazine-fed rifle. Not meant to be flashy or
cool, simply easy to mass-produce and train conscripts. Additionally,
still takes old bolt action rifle clips.
</p>
</details>
<details><summary>Hotaki Marksman Rifle (ALA)</summary>
<p>
<img width="586" height="400" alt="image"
src="https://github.com/user-attachments/assets/c08986ec-1134-4869-8dc2-36b981a211f9"
/>
Carries many of the same lines and design from the Tsarrayut, especially
in the receiver. However, it was modified to be a bullpup for a longer
barrel. Higher bullet velocity for a similar overall length; perfect for
a marksman harassing down an enemy.
</p>
</details>
<details><summary>Mrrazhak Assault Rifle (ALA)</summary>
<p>
<img width="483" height="332" alt="image"
src="https://github.com/user-attachments/assets/3f0a2885-49bb-418b-b956-4d2f89a60b40"
/>
Pretty much a shortened Hotaki. Intended to have a similar barrel length
to the Tsarrayut, but a shorter overall gun.
</p>
</details>
WIP for the following items:
- [x] Golden Mrrazhak
- [x] Cartridge balancing
- [x] Addition/clean-up with uplink items
- [x] Addition/clean-up with ghost roles
---------
Signed-off-by: CatsinHD <31459154+CatsinHD@users.noreply.github.com>
Signed-off-by: Wildkins <john.wildkins@gmail.com>
Co-authored-by: Wildkins <john.wildkins@gmail.com>
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.
---------
Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
V2 of [previous music playing
PR](https://github.com/Aurorastation/Aurora.3/pull/21466). TLDR no
longer uses the connect_range component for implementation because it
turned out a bit too inflexible for overlapping music players.
Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).
New changelog:
- refactor: "Ported Jukebox's NanoUI interface to TGUI."
- refactor: "Ported Jukebox audio playing functionality to a component."
- refactor: "Sound keys refactored from singletons to datums, along with
larger breakout of sound.dm to allow for easier SFX updates in future."
- code_imp: "Expanded track datums to include track lengths."
- code_imp: "Reorganized music file folders for more intuitive access."
- rscadd: "Earphone status feedback text now includes track length."
- rscadd: "Added autoplay functionality to earphones."
- bugfix: "Fixed earphones' 'Previous Song' verb not sending you to the
end of the playlist when used while the first track is selected."
- bugfix: "Fixed gain adjustment for 'Konyang-1' (-23 dB -> standard
-9.8 dB)."
- bugfix: "Fixed y-offset of audioconsole-running overlay animation to
line up with the actual screen."
---------
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
I don't know what more can I say that the title of the PR didn't.
_Hopefully_ this will inspire someone to play Tajaran consulars more.
From the changelog:
> - imageadd: "Resprited all Tajaran consular clothing."
> - rscadd: "Added a female version of the NKA consular uniform."
> - rscadd: "Added Tajaran consular coats."
> - rscadd: "Added extended descriptions to all Tajaran consular
clothing items."
> - rscdel: "Removed Tajaran consular side caps."
Images, as always, in the details below.
Old (current) sprites on the top, new on the bottom unless stated
otherwise.
<details>
<summary>Things resprited in this PR: </summary>
<details>
<summary>Consular uniforms and hats: </summary>
<img width="1536" height="1024" alt="officering my consular"
src="https://github.com/user-attachments/assets/90cc5ce0-ded8-4ee8-80fc-a459e4b2965f"
/>
Maybe some uniqueness has been lost, but I'm sure the large playerbase
of Tajaran consulars will be able to cope with it.
</details>
<details>
<summary>New consular coats, closed and open variants: </summary>
<img width="1536" height="1024" alt="closed by default"
src="https://github.com/user-attachments/assets/81480c66-e350-4f41-9110-194805299cfd"
/>
</details>
</details>
Short attribution section because it would feel disingenuous without it,
the NKA consular coat _has_ been inspired by sprites from this PR from
Shiptest: https://github.com/shiptest-ss13/Shiptest/pull/2685
And, of course,
Hadii's grace, comrades.
# Summary
This PR introduces colorable high visibility jackets and pants. They are
available in the character loadout.
**[Breaking change]**
Existing high visibility clothing received its own category in the
loadout and breaks current loadouts using said clothing.
The currently worn clothes need to be re-selected from the new group.
## Changes
- Added a colorable version of high visibility jackets and pants.
- Moved existing high visibility clothing to their own selection in the
loadout out of the generic jackets/pants group.
- Fixed a bug that prevents the usage of accents/part-building for
pants.
- Added a dedicated code file for high visibility jackets and pants
along some refactoring.
- Introduced minor protection values for high visibility clothing.
- Removed duplicate jacket emissive sprites and fixed jackets getting
the right pattern for their type.
## PR Notes
Any mapping-tag is due to the changes in the high visibility clothing
type names, no map has been changed aside a global type name
replacement.
## Preview
A combination of colored jacket and pants. Selected was green for the
base color and yellow for the accent color.
<img width="93" height="96" alt="Screenshot 2025-11-30 023923"
src="https://github.com/user-attachments/assets/5162608e-b325-4d8c-8691-9d23ada1641d"
/>
Will say this here on the top, this PR removes all letterman labcoats,
it also does these things:
> - imageadd: "Standardised the sprite of most if not all
standard/corporate labcoats."
> - imageadd: "Colorable labcoats now use the new, standard colorable
palette."
> - imageadd: "Uplifted the sprite of long labcoats."
> - rscdel: "Removed all letterman labcoats and the science labcoat."
Now, to explain each change
> - imageadd: "Standardised the sprite of most if not all
standard/corporate labcoats."
Basically, if the corporation did not have a specified white color on
their wiki page, then their labcoat uses the colorable white palette.
> - imageadd: "Colorable labcoats now use the new, standard colorable
palette."
> - imageadd: "Uplifted the sprite of long labcoats."
Hopefully self-explanatory
> - rscdel: "Removed all letterman labcoats and the science labcoat."
Quite honestly? File bloat, and they did not look all that great, these
are my arguments for their removal. That's about it.
Currently, only Preferences Verbs use subcategories. As a result, all
other Verb tabs are only organized alphabetically, meaning that a single
mechanic (ie. languages) has its governing Verbs scattered rather than
grouped together.
Verb organization by Tab handles broad organization - IC, OOC, Objects,
etc.- highly effectively but requires the user to click-navigate to
other Tabs to access any other verbs.
Verb organization within a Tab can be handled by A.) subcategories and
B.) Verb name prefixes (such as Earphones - *****). The first option is
the clearest and cleanest, but consumes additional vertical space. The
second option conserves vertical space at the cost of visual clarity.
This PR attempts to reorganize Verbs by their Tabs, Subcategories, and
prefixes with the following priorities in mind:
- Minimal disruption; any radical change must be justified (don't move
shit around just for the sake of moving shit around.)
- Verbs which share common functions (such as Languages) should be
grouped together.
- Maintainability. Contributors should not need to memorize an
excessively convoluted Subcategories list; Subcategories must be
intuitive and simple.
- Subcategories should be used judiciously when grouping Verbs to
conserve vertical space. Example: Instead of creating a Subcategory for
Emotes, just rename Audible Emote and Visual Emote to Emote (Audible)
and Emote (Visual).
- Subcategories should highlight uncommon or unusual verbs when
reasonable. Example: There are several animal husbandry-related Verbs,
and because most characters will not have access to those verbs
regularly, we can be less conservative with space (because they'll be
gone most of the time) for the sake of emphasizing their availability.
This PR covers the IC, OOC, and Object Tabs.
Subcategories:
OOC.Chat (Chat functions)
- AOOC
- LOOC
- Devsay (moved from Special Verbs)
- Dsay (moved from Special Verbs)
- OOC
OOC.Debug (Fix shit)
- Fit viewport
- Fix chat
- Refresh TGUI
OOC.Round (Round information)
- Check Gamemode Probability
- Check Round Info
- Custom Event Info
- Vote
IC.Antag (Antag verbs w/o their own tab)
- Invite to the Loyalists
- Invite to the Revolutionaries
- Set Ambition
IC.Critters (More critter stuff than you'd expect there to be)
- Befriend Carp (Previous name 'Become Friends')
- Befriend Cat (Previous name 'Become Friends')
- Befriend Dog
- Befriend Ives
- Name Alien Species
- Name Animal
IC.Language (Language-related stuff)
- Check Default Language
- Check Known Languages
- Set Default Language
IC.Maneuver (Movement, positioning, etc.)
- Adjust walk speed
- Do Pushup
- Face Direction
- Look Down
- Look Up
- Move Downwards
- Move Upwards
- Rest
Object.Equipped (Equipped object stuff, mostly for drip)
- Adjust Badge
- Adjust Bag Straps (Backpacks)
- Adjust Goggles
- Adjust Mask
- Adjust Welding Goggles
- Adjust Welding Mask
- Change Glasses Layer
- Change Pants Layer
- Change Wrist Radio Layer
- Change Wristwear Layer
- Check Time
- Flip Badge
- Flip Belt
- Flip Eyepatch
- Flip Hat
- Flip ID card (ID card)
- Flip Radio (Clip-on radio)
- Flip Wristwear
- Fold Collar
- Lock Antenna(e)
- Point At Watch
- Raise Shroud
- Roll Up Cape Mantle
- Roll Up/Down Jumpsuit
- Roll Up/Down Sleeves
- Switch Belt Layer
- Switch ID Layer
- Switch Lanyard Layer
- Switch Shoe Layer
- Toggle Aviators (Like a dozen variants)
- Toggle Ceremonial Garment Lights
- Toggle Coat Buttons
- Toggle Coat Zipper
- Toggle Hair Coverage (For hats helmets etc)
- Toggle Hair Coverage (FOR BABY CARP!!!!!)
- Toggle Helmet Camera
- Toggle Hood
- Toggle Lyodsuit Mask
- Toggle Poncho Tail Coverage
- Toggle Shirt Buttons
- Toggle Suit Sensors
- Toggle Visor (Pilot helmet)
- Toggle Waistcoat Buttons
- Transform Holoclothing
- Voidsuit - Eject Suit Cooler
- Voidsuit - Eject Tank
- Voidsuit - Toggle Helmet
Object.Held (If you're HOLDING it, its probably relevant to you rn)
- Activate Held Object (Silicons; moved from IC)
- Alter Beacon's Signal (Radio beacon)
- Change Bite Size (Utensils)
- Change Pen Colour
- Choose Colour (Paint sprayer)
- Choose Decal (Paint sprayer)
- Choose Direction (Paint sprayer)
- Choose Preset Colour (Paint sprayer)
- Describe Prototype
- Draw Boot Knife
- Empty Bee Net
- Empty Spray Bottle
- Holster
- Name Gun
- Name Prototype
- Plant Flag (Flags)
- Print Plant Report
- Remove Chopsticks
- Remove Top
- Set Detector High-Bound (Light meter)
- Set Detector Low-Bound (Light meter)
- Set Hailer Message (Hailer)
- Set Timer (Timer igniter)
- Set Valve Pressure (Pneumatic cannon)
- Show Held Item
- Spin Cylinder (Revolvers)
- Switch Verbosity (Health analyzer)
- Toggle Chainsaw Power (Chainsaw)
- Toggle Flashlight Brightness (Flashlights)
- Toggle Gun Safety
- Toggle Hazard Vest
- Toggle Pinpointer Mode (Pinpointer)
- Toggle Mister (Backpack water tank. Goes into/out of hands)
- Twist Cap
- Use Scope
- Wield Pick/Drill
- Wield Two-Handed Weapon (Two-handed weapons)
Object.Cards (I fucking hate cards!!!)
- Deck - Deal
- Deck - Draw
- Deck - Pick
- Hand - Pick
- Turn Hand Into Deck
Object.Earphones (Enough here to separate out)
- Eject Music Cartridge
- Change Volume
- Next Song
- Pause/Unpause
- Play/Stop
- Previous Song
Object.Jetpack (This is probably really important to see quickly)
- Toggle Jetpack
- Toggle Jetpack Stabilization
Object.Tape Recorder (Enough here to separate out)
- Start Recording
- Stop Recording
- Clear Memory
- Playback Memory
- Print Transcript
- Eject Portable Storage
**IC tab example:**
<img width="1061" height="277" alt="Screenshot 2025-08-09 101813"
src="https://github.com/user-attachments/assets/a2afe92d-34fd-4160-bf68-b459a4195e26"
/>
**Objects tab example:**
<img width="1100" height="472" alt="Screenshot 2025-08-09 101807"
src="https://github.com/user-attachments/assets/a36e4c76-594e-4569-93ba-ffcda57e8760"
/>
Progress on DMDocs. PRing progress so far so there's not one mega PR
later with 1500 affected files.
I want my goddamn highlight text on what all these goddamn procs goddamn
do goddamnit. >:(
No actual code change anywhere in this PR, only comments.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.
Almost certainly a candidate for test merge.
Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
In an effort to make the way our sprites are organized make a little bit
more sense, this takes ALL the sprites in `icons/clothing` and moves
them over `icons/obj/item/clothing` or another appropriate file in the
case of non-clothing items.
A lot of these files had to be split since they lumped everything into
the same dmi which had to be changed since people, reasonably, expect to
find a hat in the folder named `hat` and not in the one where we're
supposed to keep uniforms in.
A lot of smaller files were also merged into already existing dmis where
it made sense.
Lastly, all the colourable items kept in `icons/obj/item/clothing` were
updated to the new palette. Those items were:
**Backpacks:**
- GD Sacred Icon
**Belts:**
- Fannypack
**Gloves:**
- Gloves
- Single Glove
**Hats:**
- GD Cowl
- GD Cube Hood
- Furred Crown
- Surgeon Cap
- Kippah
- Plain Hood
**Shoes:**
- Konyanger Gomusin
**Coats:**
- GD Eccentric Coat
**Uniforms:**
- Colourable Dress
- Shortsleeve Dress
- Evening Gown
- Open Shoulder Dress
- Assymetric Dress
- Tea Dress
- Long Sleeve Dress
- Colourable Scrubs
- Colourable Jumpsuit
**JUST BECAUSE IT SAYS "DELETED" IN ICONDIFFBOT DOESN'T MEAN IT'S BEEN
REMOVED. IT CAN BE RENAMED OR MOVED SOMEWHERE ELSE. PLEASE STOP
SPREADING MISINFORMATION THAT I'M DELETING EVERYTHING. JESUS CHRIST.**
- **The only hats removed are from budg's hat bloat (except the newsboy
hat, which has been touched up)**
- Human origin lore hats have been moved to Human - Xenowear. **NOT
REMOVED. MOVED.**
(It was kind of strange anyway they got special treatment. They aren't
restricted in any way, though, so essentially no difference.)
- Vysokan hats all rolled together into one selection.
- Beanies rolled into one selection.
- Miscellaneous, colorable hats rolled into one selection.
- Miscallaneous hats rolled into one selection.
- Dominian consular clothing items moved to be jobspawn items, like
every other consular. (Alt uniform outfits should be out from the
loadout anyway.)
- Pilotka caps, and whatever else they're called are all now named as
sidecaps.
- Renamed the Visegradi Nyakas to ear-flap cap. (I understand the
sentiment of blending lore into stuff, but putting it in the name isn't
helpful. I tried looking up Nyakas and all I'm getting is an obscure
brand of wine.) (Description unchanged.)
- Renamed padded cap to tanker cap.
- Bucket hats rolled together into one selection. (Removed pre-colored
boonies because it's just a clone of recolorabled ones.)
- And anything else I can't remember.
**Please don't spread misinformation after me and send the goon squad
after me.**
**Please just fucking message me and ask. Oh my god.**
---------
Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Creates a new cyborg-specific wet floor sign, cloned from the
pre-existing one. This time, it's not an article of clothing.
Adds a Wet Floor Sign module to the Custodial module for cyborgs.
---------
Signed-off-by: ASmallCuteCat <neofelisnebulosa128@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
This adds a fair bit:
- Splits the Hephaestus security and ERT/military uniform, since the
security uniform's description doesn't really match that of their
private military (and there is the possibility both may meet in a single
round)
- Adds a Hephaestus-colored captain's cap and gloves, which fits with
their current uniform
- Updates the cyclops uniforms to include rolled states.
- Added a Hephaestus physician's uniform and surgical outfit, and mapped
those into the ERT ship.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/clothing/under/uniforms/cyclops_uniforms.dmi (heph_military) |
[Paxilmaniac](https://github.com/Paxilmaniac) (tgstation) | CC-BY-SA 3.0
|
Fixes#15812
Firesuit sprites taken directly from Paradise Station
(https://github.com/ParadiseSS13/Paradise/pull/26671). However, my own
modifications were needed for the emissive sprites, the helmet sprites,
and the atmospheric technician sprites.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/clothing/kit/firefighter.dmi |
[ElorgRHG](https://github.com/ElorgRHG) (Paradise Station) | CC-BY-SA
3.0 |
Look at this exemplary sinta employee, ~~poached~~ given a better chance
at life with our parent guild Hephaestus Industries. Yet, due to the
frigid temperatures of 20C (68F) in their workplace, they are required
to wear a winter coat, but thankfully it is such a good looking one,
right?

Okay, but what if the winter coat looked like this instead?

Now imagine this sinta in colors of other corporations (beside Idris
Incorporated and Zeng-Hu Pharmaceuticals due to ~~institutionalised
sintaphobia~~ very strict hiring practices)
Okay but funny descriptions aside, this PR resprites winter coats,
corporate and departmental, also it adds an alt-click to winter coats to
pull the hood up. Yet I have a caveat to that, I have decided to
standardise these with the corporate/departmental jackets, as such, two
winter coats have been removed, which ones? The Hephaestus alt and
Nanotrasen alt winter coats have been removed.
Also, I forgot that vaurca bulwarks also have winter coat sprites, so I
have not resprited them here, maybe in a follow-up PR sometime later.
_(Inspired, but not 1:1 ported, by:
https://github.com/tgstation/tgstation/pull/72983)_
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Added armor defines
Converted raw strings use to defines
Added UT test to ensure people set the armor var correctly (to a list)
No player facing changes
Refactored mousedrag procs, added signals, some safeguards, did some
cleanups around, renamed them to make a little more sense. Mostly put in
line with TG's code.
Fast clicking and releasing with a drag, depending on the grace period
and how fast it is done, can be counted as clicks, to aid in combat
scenarios where you spamclick.
* You can now ctrl+click on any worn clothing item that has accessories
attached to quickly open the accessory removal radial menu.
* Removing accessories with the radial accessory removal menu will now
reopen that menu until either all the accessories are removed, or you
click the close button.
* Plate Carrier armor accessories will now always render below other
accessories, so you don't need to shuffle everything to layer them
correctly.
### Summary
This PR fixes the missing emissives for the high vis jacket.
Pants and all alt-variations seems to be correct in the first place, the
main jacket had an invalid icon state in the code when adding the
emissives.
Adds several new items to the Dionae loadout:
- Three sets of clothes and two hoods for voidtamers
- A jacket, cloak, two hats, and an undersuit for the ekane
- A narrows hardhat and jacket, as well as a slightly reworked jumpsuit
(made chonk)
- New Eternal Robes, the old ones are remaining for now but may be
reworked in the second wave of items
- Also removed some redundant rokz and serz items and the ships
themselves, these may be reworkedin the future, but for now aren't in
current lore.
More loadout items will ideally be coming soon for each factions in the
coming weeks/months.
---------
Signed-off-by: Yonnimer <31339047+Yonnimer@users.noreply.github.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Changes the slowdown of modular armour:
- The plate accessory slowdown has been changed from 1 to 0.4
- The leg guard accessory slowdown has been changed from 0 to 0.3
- the arm guard accessory slowdown has been changed from 0 to 0.3
When wearing a full set of armour, your slowdown should be equal to 1
which is the current slowdown, taking off the leg and arm guards will
now allow you to move faster at the cost of coverage. This allows better
customisation and gives more incentive to play around with the modular
side of the modular armour system. Note that this slowdown does not
apply to light armour like the standard corporate armour and similar.
- Changes the values of the Heavy Helmet normally given to
mercs/traitors, for some reason it had ballistic armour bullet
protection and riot armour melee protection, this was inconsistent with
the accompanying plate carrier as well as other heavy armour sets.
- Changes the values of the dominian imperial army flak vest to be equal
to corporate security armour and thus in line with other light armour.
- Changes the values of TCAF light carpace's to be in line with
corporate security armour as well.
These changes aim to further distinguish light and heavy armour types
and improve consistency in our modular armour system.
This is a remap of the TCAF Corvette offship, intended to be more
intuitive than the current one.
**This is up for review.**
Notes:
1. The combustion engine isn't the only source of power in the ship,
there's also a portable generator that should be able to produce enough
to keep the ship going.
2. This adds a few clothing and overmap sprites for use in the
ghostrole, credit to Noble for them, and it also consolidates a few of
the existing TCAF assets into a single faction file. It isn't
comprehensive, but it's more organised than it was.
3. The armoury has been diversified a little. It's now composed of two
blaster rifles, one bolt slinger, one combat laser rifle, one pump
shotgun, and one burst rifle, plus the PEAC and six blaster revolvers as
sidearms. The primary intention of the combat laser rifle, pump shotgun,
and burst rifle is to provide a little AP which blasters universally
badly lack, so the ghostrole should be decently competitive against
armour. My hope is it should be roughly as strong as the Coalition
Ranger ship in combat.
4. I'm not totally happy with the hangar, but I'm not satisfied with any
of the docking port designs I've been able to think of, so I'm running
with it for now. I do believe a docking port is generally preferable.
5. Per Trio, species restrictions are tightened a bit on the Decurion to
only cover humans, Skrell, IPCs, and Vaurca Warriors. Liable to be
changed. Vaurca workers have also been excluded from every combatant
ghostrole, playable only as technicians. I'll be prodding at adding
bulwarks too, but they're not currently included due to some fickleness
with giving them appropriate uniforms.
6. The sensors are the strong variant for the shuttle and ship, with the
idea that it should be particularly good at reconnaissance. I doubt
anyone would use the shuttle to scout the sector, but the sensors are
good to throw a bone in that direction.
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.
High risk.
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
Sandstorm damage now respects armor, and will not damage Vaurca and IPCs
as much.
Ponchos, mantles, straw hats, Unathi robes, and hoods now protect
against weather.
Sandstorms can now cause pain and impair vision if a mob's eyes are
unprotected.
Adds protective gear to Wasteland ghostroles who didn't already have it.
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Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Added the gentlemans coat, gentlemans cap, bear pelt hat, and carp
slippers to the loadout menu after being requested for them. I also
deleted the variable from the gentlemans coat that made jumpsuits
invisible, as while it did hide some minor sprite issues, the coat
itself didn't go down far enough for it to not look weird.
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Signed-off-by: Silvore <62766806+Silvore@users.noreply.github.com>
This PR brings back the more accurate title for First Responders, of
Paramedic, to bring it in line with some snippets of the SOP and to be
more accurate to the role itself, as both Security Officers and the rare
and elusive Firefighting Atmospherics Technician can be considered first
responders.
also I just like it better.
Changes any mentions of first responder in gear/access/etc to Paramedic
or PARAMEDIC where applicable.
Adds hive flag shrouds for all three hives, as well as recolorable
clothing, cape accessories for C'thur and K'lax, and probably more!
Credits to anthony.albanese on Discord for the C'thur flag shroud and
the C'thur, LLC cape accessory. The other sprites were done by me.
