Title
Banner sets for Tajaran religions (Suns and Ma'ta'ke) added to loadout
with 2 point cost
Useful for roles like chaplain that wants representation of more members
of the pantheon/ both suns
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Fixed some situations where a null was being set as target.
Repathed the dreaded target_mob variable to last_found_target, and from
mob to atom, as it was not being used only for mobs.
Added procs to set and unset the last_found_target and setup the signals
relative to clear it, and validations.
Thanks to the above, removed a viewscan that was needed to delete
references when mobs die from their attacker.
General QoL of code, DMDocs.
The pregame() proc was shuffled around in init order after the ghostrole
list was implemented into it, so it currently procs before the
ghostroles the list should reference have spawned in. This shifts all of
the 'cosmetic' elements of pregame over to a new welcome proc which is
called much later, so it properly reads out the available ghostroles.
The welcome message should also be a little more visible to users now
that it isn't so early in initialisation.
Current:

With this PR:

Reverts Aurorastation/Aurora.3#20102
The aforementioned PR essentially broke the proc, since the parent proc
doesn't set any return value; this in turn breaks the offhand item from
being deleted when you move a gun from the hand to eg. the backpack,
leaving you with the offhand item occupying the other hand despite you
not holding the gun
Since the fix is essentially a reversion, and since the parent proc
doesn't set any return value so it doesn't make sense to check it, I'm
opening a reversion directly.
**This is up for review.**
- Remaps the Golden Deep ghostrole to be better.
- Includes new uniforms for menial Golden Deep synthetics, and new
Golden Deep voidsuits.
- Includes the clothes dyer, a new item that changes the colour of
recolourable clothing to whatever the user wishes. Adds it exclusively
to the Golden Deep ship, so the merchant can customise their drip as
much as if they were in the loadout, since pretty much all of the newer
GD clothing is recolourable. Works for both the regular colour and the
accent colour.
- Uses submaps for the warehouse.
- A few semi-empty spaces exist right now which will be filled once the
sprites for what's going to go there are complete, particularly in the
great hall.
- The armoury is intended to be pretty strong - it's a cargo freighter
with very valuable cargo, so you have an unusually hard fight to get
said cargo if you board. It contains a laser rifle, a combat shotgun
(with a box of EMP shells, notably, with the idea that the Hoplan should
be particularly good at restraining other synthetics), two energy
glaives, and two pistols intended for the Hoplan. There are also two
machine pistols and two energy carbines, intended for if the Hoplan wish
to arm the rest of the crew.
- Adds the ship to Valley Hale - has the OK from lore, as far as I know.
Resolved some runtimes for mimic turfs on examine.
All examine headers respect the proc signature.
All examine that do not explicitly need not to, passthrough the arglist
to references examine target procs.
It seems rather silly to have a 15% chance of making the situation worse
when operating on vaurca, when there is no equivalent for humans, etc.
Yes, this is a salt PR after the random chance just killed a Ta by
**deleting her phoron tank.**
I could see an argument for keeping it in since incision management
systems have no failure rate, but I don't see those that often,
especially in low pop. I guess it made the round more interesting but..
Replaced the outside turfs with exoplanet ones for the digsite.
Fixed some exoplanet areas not having an exoplanet base turf.
Wrote a unit test for exoplanet areas to ensure they have an exoplanet
base turf.
Removed a snowflake storage code for the light replacer, that was
bypassing the doafter loading inside afterattack.
Fixed multi-stacking light replacing doafter.
Fixes#19508
Fixed grippers icon not displaying the content of the gripper.
Gripper icon now updates when the item content changes (in most
situations?).
Fixes#19592Fixes#19738
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.
Greimorians are no longer the ultimate lifeform and have lost their
mastery over recycling.
This will help with greimorian offsites/odysseys/any time it's not
intended for them to balloon into a singularity.
Adds two new hairstyles, Bobcut, overye and Diagonal Bangs. Humans and
Tajara get these. This is ported from a PR on CMSS13 and has some
preview images there if you'd like to see how it looks.
https://github.com/cmss13-devs/cmss13/pull/7304
All credit to Ansekishokuu. I've only done a straightforward port. In
the case of Tajara, some adjustments were made to better fit for them.
---------
Co-authored-by: WickedCybs <wickedcybs@gmail.com>
### Bug
Fixes#19753
### Changes
The auto refill logic was basically completely missing. I have added the
sink selection to `think()`, the refill action to `UnarmedAttack()` and
some light refactoring.
### Description of the bug
The game is configured to allow three Atmos techs to spawn at
roundstart, there are also three spawn markers in the engineering
breakroom, but at round start only two out of three readied ATs spawn,
one gets thrown back into the lobby.
### Changes implemented
In the job code configuration of the Atmospheric technician the number
of spawn_positions was raised from two to the expected three.
### Testing
I am not aware on how the change can be tested locally. If it is
testable somehow, let me know.
_Edit: ~~lobby~~ breakroom_
Adds a new custom item for Suvek Tokash. A consular mantle of
questionable taste.
Relevant Custom Item App
[here](https://forums.aurorastation.org/topic/21085-tokashs-consular-mantle-trophy-removal)
This is attempt number 2 because the original PR broke when the master's
itemdefines file changed during the PR's waiting period and I wasn't
able to figure out how to make it play nice.