-makes so that any hat won't stop you from equipping stuff in your ear
-fixes #7279
-fixes a custom item sprite
-fixes mousedrop not unequipping clothing properly
Donk Pockets can now be heated properly in a microwave, they gain additional nutriment, animal protein and healing juice.
Sin-Pockets now heat properly when used in hand, heats instantly, and gives slightly more hyperzine and synaptizine than before.
A curious side-effect I encountered in testing. You have to chew a lot more with the added reagents. But the benefit outweighs the consequence. Also, a traitor ravenously chewing a sin-pocket with a revolver in the other hand, bleeding profusely from everywhere, makes me giggle like a child.
Resolves#6802
Part 1 in the "why my impact wrench no wrench bolt" saga
tl;dr for end users: combitools / impact wrenches now work on everything their non-powered versions do (except mechs and RIGs, tune in next time on dragon ball Z for that)
essentially all this PR does is murder every istype() check possible that could use a helper function instead, most notably many pen checks with ispen(). it also repaths combitools and powerdrills to /obj/item/weapon so they aren't instantly taken out of contention by half of the known attackby() prompts
I already squashed a couple runtimes here and there from the pen changes and it's possible I missed another because pencode is another scourge upon our lives
Changes:
tweak: "Tweaked the hivebot spawnrate and spawn pattern."
bugfix: "Fixed some miscellaneous bugs related to hivebots and added the beacons to the gold slime core blacklist."
This was a bad idea from the start. Using this chemical with smokes creates a lot of tesla bolts that either kills everything in its path or just crashes the server.
Ice now melts at 25C. Other methods to fix the ice-instantly-melting issue didn't end so well ( #6617 et al.) and this seems to be how most baycode implementations handle the problem. If someone has a better solution, please, suggest, and I'll nuke this into the floor. Fixes#6119.
Soda cans (incl. water bottles) can now be re-filled after bursting open from shaking. This also fixes a crash related to putting these cans into chem machines and the like. Fixes#6499.
Robots and silicons can no longer be force-fed. Fixes#5016.
Custom output food from cooking appliances now fits inside storage containers. Fixes#4106.
Custom output food from the oven now causes a 'ding' as with normal cooking. Fixes#3904.
Batter now requires proximity to be applied. Fixes#5724.
Lasagne and doner kebab contents buffed to match the ingredients used in their creation. Fixes#6195.
Asymmetrical accessories can now be flipped! This is done through the attack_self proc (i.e., activating it in your active hand), or a right-click menu if the item already has an attack_self behaviour.
This affects:
Stethoscopes
All medals
All badges
Armbands
Holsters
Machete Holster
Scarves
TCFL ribbons
Shoulder capes
Sleeve patches
Bandoliers
Political pins
Adds autoinhaler and autoinjector to autolathe.
Gives autoinhaler and autoinjector material values (i'm open to suggestions to tweak 'em)
This allows medical to come to cargo to print more of these and hand them out to crew. Good stuff.
If anyone has any other ideas to add more (reasonable!) stuff to autolathes, you know where to contact me.
Fixes service module cyborgs dispensing drinks at the wrong temperature.
Reagents that should be at room temperature will no longer be described as lukewarm.
-adds some skrell items to the loadout
-adds an unique jumpsuit to the jargon consular officer
-adds some new skrell markings
-adds a new sprite for a skrell holy book
-adds a new skrell plant
-adds some new skrell related drinks
How to build machine blueprints!
Use steel sheets like normal, then rotate the frame how you like it using the directional arrow. From here use a Multitool to finalize it and then wire it up like you would before.
Made it so items get their pixel x/y reset on pickup.
Thrown items now also get their pixel placement slightly randomized.
Tweaked the center of mass on a boatload of items to be more accurate to their sprite art.
Replaced a bunch of randomized pixel placement code into a unifying proc; randpixel_xy() that uses an item's randpixel var.
Probably not the most elegant way to do this, but drinks don't have a mix_message anymore (except the ones made with enzyme), so the "The solution begins to bubble" no longer pops up. Their sound upon mixing is also just the default sound for adding a reagent.
this resprites some weapons,
namely the butterfly knife and switchblade to not be comically oversized
(you know, they're...concealable.)
tweaks some other sprites too, like the handles of polearms and the stunbaton
this doesn't change how they look from afar, they're practically the same in glance value
riot shield taken from Eris (and tactical shield is a modified version of that)
made ebarrier use same colors as eshield (this makes more sense, honestly)
-limits how much brain damage black k'ois can cause
-phoron does not hurt people with the black k'ois parasite anymore
-black k'ois plants have their proper name now
-k'ois parasite now gives tech levels
Depends on #6743
Adds Lance fatigues, male and female dresses to the game.
Select equipment verb additions:
Adds Lancer
Adds Lance Medic
Adds Lance Engineer
Adds Lance Operative
Misc changes:
Reworks outfit datum API to allow for belt, accessory contents similar to backpack API. Adds ability to add holstered weapon
Refactors bottle API, cleans it up removing redundancy and duplicated code. Adds ability to define multiple reagents and their volume for the bottle.
Adds Dexalin Plus bottle, Epinephrine bottle, Spaceacilin bottle.
Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
-kois can now infect people by being injected into the bloodstream as well
-vaurca warforms have their own fire overlay now
-fixes a missing error in the warform right arm
Refactors objects.dmi and items.dmi
Adds some more uses to glass jar - now you can use it as a tip jar AND a reagent container!
you can also see reagents inside like a beaker
also improves sprites for wrapping paper and the pocketwatch
This basically makes it easier for future sprite improvements
Adds new flavors of LiquidFood rations based on a list and adjusts the mix to not be overpoweringly chalky. Adding new flavors should be easy, and perhaps could be done for preferred flavors of each species (though note it is all nutriment so Unathi are unaffected). Also sets up a framework for adding flavored variants of other foodstuffs. This should not affect anything other than LiquidFood rations at the moment.
The comments were mostly so I wouldn't get lost, but I just decided to leave them. I screw up something if I don't leave notes.
Some images:
https://puu.sh/Dtjih/9a1d480c33.pnghttps://puu.sh/DtjbU/ee689aceb2.png