Standard examination was in an examine box. This makes it so fluff
examines are also in a box.
Fixes#18438
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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 surgery code from hijacking any attempt to use an item while
someone is on a bed. Rather than checking for a few allowed items, it
will now check for if the tool is meant for surgery, and only say "You
don't know what you can do" if so.
Minor refactor of the APC file, turned biteshifts into the BITFLAG
macro, reordering.
Added APCs maplints.
Fixed maps to pass the maplints.
APCs now draw time-constant power.
Removed power objects handling code, only the powersink existed that
used it.
Refactored powersink to use the processing subsystem, made it
time-constant, DMDoc'd.
Made powersinks drain power from an APC faster.
Improved / refactored some code, particularly around RFD.
Added the ability for mining RFD to build the mining train engine and
carts.
Removed the RFD, carts and engine from the mining vendor.
Added the RFD as a roundstart printable protolathe design.
Made the mining vendor list a GLOB variable.
Resolved a runtime on vehicles trying to turn on without a cell being
present.
Mining vendor pizzas now have a random pizza subtype.
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>
Added telefreedom implants, including a box with (almost) everything you
need to make them work for 4 people, and added it to the uplink.
Fixed implanters not taking the implant and dropping it to the ground
when hit by one (while keeping it referenced).
as title, blueprints have regained their lost functionality of
displaying airlock & vending wire layouts. outpost blueprints don't have
this functionality
A significant amount of influence was taken from
https://github.com/Baystation12/Baystation12/pull/33255, however adapted
to Aurora. Key things to note is the port of the newer alpha settings
from /tg/, among other improvements.
The ancient holographic and screen overlay code has been purged. This is
now handled with emissives, while holograms are handled with filters as
well.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Fixes being unable to access the Intrepid's copilot chairs, outside of
climbing over the back of them.
This was due to the window present on their tile not checking for
density, despite being specifically modified to allow passage.
* Adds one extra slot to the xenoarchaeology belt, making it a nice
round number of ten.
* Adds investigation tools to the security belt, like cameras,
recorders, and clipboards. Also crowbars.
Revival of #17075. Adds roller bed racks which can hold 4 collapsed beds
for organisation. Replaces the beds that spawn on the medical bay tables
with racks of the corresponding amounts.
Adds 14 new food dishes including
-pigs in a blanket
-alfajores
-grilled peppers
-meat stuffed peppers
-rice stuffed peppers
-peanut butter pita
-omelette pita
-paneer gadpathur
-konaqu
-schnitzel
-schnitzel pita
-cozmo cubes
-nakarka cheese
-nakarka burger
and 1 drink: ne'miik (which is vaurcan milk)
I suspect I mightve screwed something up while merging there are
supposed to be no changes to aurora.dmi so if anyone wants to help me
figure out how to undo that your help would be welcome!
---------
Signed-off-by: tomixcomics <tomi.lifelesslosers@gmail.com>
Co-authored-by: Sparky. <ben.polwart@gmail.com>

Adds four new weapons from the United Syndicates and the Federal
Technocracy.
Himeo has received two new guns based on the plasma cutter; the Guthrie
assault blaster and the Sabo-Tabby heavy blaster pistol. Both use a
hydrogen cell 'magazine' to mimic the more advanced, more accurate
Zavodskoi blasters on the market.
Galatea, likewise, has received the O61-B laser rifle pack set, an
export model of their own O61 Infantry Laser Rifle, and a gauss 'nitro
express' rifle, which fires tungsten slugs. Attempting to fire the O61
without a Galatean implant will result in consequences.
All sprites are my own handiwork, and all credit for the laser pack goes
to Alberyk for his work on the gatling gun. Matt and Schwann also
provided a great deal of help.
Sorts the various .TXTs of the game (currently so far the lore radio
stations as well as the "verse books" (Biesel constitution, religious
scriptures, etc)) to a master `texts` file in Aurora's root directory.
Should help with config issues as well as consolidate all the texts in
one place, especially for use in future endeavors where bits of text
like these need to be made.
Should theoretically fix#19060. If it doesn't then, well, I'm stumped.
Outpost blueprints will now attempt to set z-levels when used if the
z-level list is empty. Previously, if mapped in on pretty much anything
other than an exoplanet ruin, they would initialize before the exoplanet
z-levels were created and fail to register the z-levels.
They will also only display a planet's randomly generated name rather
than the full version with the planet type - e.g "Johnson-Zeta" rather
than "Johnson-Zeta, a barren exoplanet".
Allows you to alt-click rotate bar stools. I'm tentatively calling this
a bugfix because they're *already* directional, but can only be rotated
my moving them.
Our SSOverlays system is outdated, and is likely the cause of many of
the issues seen in #18895. It has also been linked to a massive server
performance decrease.
This brings an updated system from Baystation, hopefully with speed
increases.
Should be testmerged, ideally with #18895.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Fixed some latejoin spawnpoints that were not working (eg. borgs).
Runtime map now uses proper spawnpoints instead of forced ones.
Moved and DMDoc'd force spawnpoints.
After a quick testmerge (because I don't trust spawnpoints at all), this
should be good to go in
Various adjustments and fixes to TCAF Corvette, alongside fixing
Deployable Turret.
**This does not fix the issue regarding telecomms(#19033), if someone
knows the cause, contact me.**
---------
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>