Made relaymoves uniform in function header and non sleepable.
Improved IPC/borg recharger, made it time constant.
Tweaked client/Move() to avoid a range(), moved a relaymove around to
fix a bug, some minor tweaks.
Fixed IPC/borg recharge station not taking the IPC/Borg in on bump.


changes:
- rscadd: "Adds Synthetic Blood Substitute."
other info:
- ~~shell IPCs have white blood (other IPCs keep their black oil
blood)~~ (removed/reverted on request, shells keep black oil blood, no
change here with this PR)
- organics can optionally pick the SBS blood type to get white blood
- this is intended mainly for heavily augmented organics, and you have
to be have at least 8 augmented organs or limbs
- white blood has no mechanical differences (positive or negative)
represented in game, as it is supposed to still just be blood (but with
potentially better characteristics)
- white blood is incompatible with red blood, both ways, including organ
transplantations
---------
Co-authored-by: DreamySkrell <>
Ported SSThrowing from TG, to handle throwings.
Updated movement system to the latest iteration, made it a datum as per
latest iteration.
Updated pass/hit handling of atoms, introduced pass_flag_self to
determine what atoms allow to pass.
Moved procs and defines around to make them more organized.
- made dionae verb spelling congruent with other verbs
- fixed dionae verbs not updating when switching to a nymph/gestalt
- fixed weird behaviour with breaking off nymphs and documented whatever
the fuck that proc did
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Autohiss/stutter no longer procs twice when using `say :w` to whisper
**PLEASE TESTMERGE THIS BEFORE MERGE**. Say proc is spaghetti so had to
touch alot of things to get this to work.
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
The Vaurca integrated mag-claw augment now mimics magboot functionality
(not slipping, etc) rather than deploying an entire pair of magboots
onto the user. Code shamelessly copied from #18875
From
https://github.com/Citadel-Station-13/Citadel-Station-13-RP/pull/6109
To address the elephant in the room; yes, these are reference hairs. I
think they should get in anyway because they look good, we don't have
enough good hairstyles, and we literally have Vegeta hair titled
'Vegeta' ingame already. I can rename them if you suggest new names, if
that is preferred. I just couldn't think of any.
Accidentally deleted the branch. Oopsies! Old PR:
https://github.com/Aurorastation/Aurora.3/pull/19204
Added some notifications of proximity to the plains tyrant.
Reduced health and auto-brute-healing of the plains tyrant.
Fixed traps pathing so that mobs should now pass in them.
Optimized SA_attackable proc.
Mechs are no longer opaque, this fixes the simplemobs not attacking them
(because the line of sight check fails as the turf they stand on is
opaque if they are opaque too) as well as avoid lighting recomputing on
every step.
---------
Signed-off-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Adds a new augment, available in loadout to non-Vaurca members of the
Ve'katak Phalanx, which can receive Hivenet broadcasts and transmit from
a selection of preset messages. Sprites done by @GMR25
---------
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Co-authored-by: GMR25 <GMR25@users.noreply.github.com>
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
I changed add_antag to add_antag_mind in borer/LateLogin because the
former proc re-created the borer, causing it to drop the src/client
reference. The only notable difference I observe is the antag noise
doesn't play, which could be added manually if needed. Alternative
methods to solve this would be welcome, though. I did have an
alternative method
[here](5d4157588b),
but that only "fixed" the ghost spawner, not admin possession. I also
say "fixed" because that method does not give the post ghost-spawn
message.
Fixes#18600
- The implant check was only checking for objs, which the borer implant
is not. The borer was also erroneously being removed from the implants
list when releasing control back to their host.
Fixes#18281
- This had a few pain points. psi was null, so it made the callback for
activating powers fail. Once that was fixed, it caused many RTEs when
trying to draw the HUD/screen for the powers. Refactoring a few
encoding/decoding procs fixed that.
Fixing these issues fixed borer monkeys not being able to speak TCB,
which is strange because I thought I'd seen a borer monkey speaking TCB
during a round where the psychic bug existed.
Fixes#9621
- For this, I switched rejuvenate to revive. This lets them move, and
also does not kill them again due to brain damage. If it proves to be
too strong, it can be tweaked, but I did want to get brain devouring
working for this PR.
- There's also the jumpstart verb, which seems will never be used with
this revive in place (or even before, with the rejuvenate). I suppose it
can be used if they die again after reviving.
- Should a message be added to the revive given during the devouring
process? Jumpstart gives one:
`visible_message(SPAN_WARNING("With a hideous, rattling moan, [src]
shudders back to life!"))`
Fixes#9523
Also fixes borers not being able to infest someone they are being held
by.
Existing Issues not addressed by this PR:
- Infesting a monkey does not give you the monkey's health HUD (because
it doesn't exist?). Assuming and releasing control will show it, though.
- Borer antag overlay icons on Mobs seems inconsistent. potentially due
to testing methods with clientless mobs
- Borers cannot use psychic lance while being held
- Psi aura on first receiving powers. Equip first ability and drop to
fix.
---------
Signed-off-by: AlaunusLux <89751433+AlaunusLux@users.noreply.github.com>
Fixed srom not working properly.
Fixed a runtime with translators implants.
Aligned runechat correctly in srom mobs.
Turned the srom entry points into a GLOB list.
Fixes#19207
Standard examination was in an examine box. This makes it so fluff
examines are also in a box.
Fixes#18438
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Cleaned up the examination code a bit, added signal for atom
examination, DMDoc'd, SDMM headers.
Refactored mech missing parts code to be included in the examination.
Moved atom examine code to a separate file.
Fixes Clip-On Radios layering under head items when on ear slots. Also
fixed the flipped sprites being one pixel closer to the centre, due to
asymmetry.
Refactored fire_act() to be in line with TG version, removed useless
parameter, added signal, made non sleepable and forced to call parent.
Added atom_act.dm file for the various *_act procs.
Takes on feedback from the implementation of the previous alcoholism
overhaul, and applies fixes to it to make things better, generally.
- Fixed up alcohol and butanol affect_ingest() to improve the logic
flow, and fix bugs where Unathi were able to drink alcohol without being
poisoned. Non-Unathi are now no longer intoxicated by butanol, as well.
- Better intoxication messages.
- Generally buffed intoxication resistances for Unathi, Tajara, and
Skrell, to compensate for recent changes to intoxication potency. Unathi
are MUCH more resistant to intoxication now (total resistance increased
from 0.4 to 0.8, which is slightly less than Tajara now) however they
can no longer drink alcohol at all without getting poisoned.
- Alcohol poisoning now does not kill by giving you liver damage and
MSOF, but by suppressing, and eventually stopping breathing.
- Ethylredoxrazine now prevents people from falling into comas from
alcohol toxicity alltogether.
- Vomiting from being intoxicated now happens much less often.
- Being drunk enough to cause vomiting now has a pulsing message to go
along with other drunkeness messages.
- You can now correctly black out or fall into an alcoholic coma while
buckled to a bed or laying down.
---------
Signed-off-by: Crosarius <30341877+Crosarius@users.noreply.github.com>
This allows certain alien species (Currently Vaurcae, IPCs and Dionae)
to sleep while standing, and gives them a verb to let them choose to
sleep indefinitely.
It also adds custom messages for enter sleep and examining, as well as
changing the snoring emote for the above aliens too.
---------
Signed-off-by: Sparky. <ben.polwart@gmail.com>
Co-authored-by: Llywelwyn <82828093+Llywelwyn@users.noreply.github.com>
This PR creates a new subtype of meat, "moghresian meat", specific to
animals which are located in Uueoa-Esa.
It also adds "synthetic" blood to the biogenerator, for use in the many
recipes which require blood (I did this because it's actually impossible
to get blood from cows, chickens, etc - turns out you can't draw blood
frim simplemobs, and people have been either using their own blood, or
making monkey cubes and drawing blood from them, which is WEIRD.
Mechanically the "synthetic" blood is just generic blood. I have no idea
if vampires can abuse this, but it should be no different from them
making monkey cubes in the biogenerator and eating them, so... hopefully
that's ok?)
~I have also done a once-over on the reagent values of all the food in
the Unathi foods dm, and fixed the reagent value for them. Some foods
had far fewer reagents than their constituent ingredients, which
bothered me. I also fixed their flavours so you get nicer messages
instead of "some sort of protein"
I noticed that this food reagent issue is actually prevalent in ALL the
food .DMs. A good example of this is Black Eye Gumbo, which has no
reagents listed. It can be eaten in a single bite and tastes like
nothing, and cannot be ground. I think that some people have added foods
under the impression that the reagents of the ingredients are added by
the cooking process, when this doesn't actually seem to be the case. I
fixed this just for the Unathi foods, but I don't have the time to go
through them all.~
EDIT: Turns out the reagent thing was a red-herring caused by
adminspawning food. Fixed now!
* Tweaked some messages to be based on time since last message, instead
of being based on probability. This includes low blood messages,
infected liver messages, fever messages, and some drug messages.
This is a simple value change that makes the "they are absolutely tiny
compared to you!" and "they tower over you!" messages appear at 50 cm
height difference, instead of 100 cm height difference.
This will make it mechanically possible to actually get these messages
outside of edge cases like Vaurca Bulwarks or Breeders or max-height
G2s. Now tall Unathi will be able to tower over shorter Humans, Skrell,
etc. Previously, this was impossible due to the difference between the
minimum heights for Skrell, Humans, etc and the maximum heights for
Unathi, etc being less than 100.