Don't let the large file size scare you, it's just mostly splitting
stuff into contained sprites and putting them in the correct place.
Anyway, resprites most non-resprited devices in devices.dmi, and puts
them in contained sprites.
Also puts any related /obj/item/device into contained sprites too.
That's basically the long and short of it.
Adds 25 new IPC screens for baselines, most of which are flags of
various nations not already included but with a notable IPC population.
Credit for ipc_himeo (Himean Globe) goes to anthony.albanese on the
discord. @beepbopbeepbop. Thank you.
https://imgur.com/gallery/idris-synthetic-fashion-show-2467-QPz3vU2 for
some examples of the screens (though not all of them)
Silly little addition, does not affect gameplay at all. Liver, lungs,
kidneys, heart, and eyes now have flavor text that shows up when you
examine them.
Adds more drugs (in more varieties) to the maintenance tunnels,
including:
"Smart Pills"
All the cocaine variants, as opposed to just two (available in
individual pills and pill bottles)
Joy (available as a pill and a bottle)
Heroin pill bottle and syringe (not autoinjector, normal syringe)
Krok Juice as an autoinjector
Snowflake as an autoinjector
Raskara dust as a normal syringe and as an inhaler
Pills and pill bottles were also moved into a further random contraband
subtype to make it a little less common to find them and keep the loot
spawns more diverse
i wanted to add red nightshade but the last PR that tried got told to
remove it 😔
**REQUIRES SYNTH LORE TEAM APPROVAL!!!** If accepted, all added blurbs
are placeholders that can be altered as the synth lore team sees fit.
The reasoning regarding this PR is that I think the current in-game
information around Orepit and the available listed options for
citizenship are too confusing for anyone who may be interested in the
origins; humans can either choose Coalition of Colonies or no
citizenship, despite implied statelessness for humans being confusing
for anyone who might read their card or records and Orepit not being
integrated with the broader Coalition. This makes Orepit a separate and
unique citizenship in a similar vein to the format for the Free Tajaran
Council or Elyran Non-citizen Persons. The included important
information blurbs are for clarity of lore developments regarding the
Open Doors memorandum and megacorporate hiring standards for Trinarists.
I understand that I was told by NM that plans will be in the works for
Orepit after the Golden Deep arc and hope this isn't seen as
overstepping or a stopgap measure.

For humans

For IPCs

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
Fixes accessories not showing up on suit items.
Confusingly, accessories used the "_un" uniform suffix - this changes
them to use the "_ac" suffix.
Also moved some files around to their proper place (hair pins and bows
aren't accessories, they're ear slot items, etc.)
Fixes#20361Fixes#20352Fixes#20354
- bugfix: "Fixed PDAs not being automatically updated by the Force
Change Name admin action."
- bugfix: "Announcements from non-Horizon ships drifting into hazards no
longer spawn observer chat. You will only get the announcements if you
are on the same z-level. The Horizon will still send its announcements
globally."
- bugfix: "Offships no longer send newscaster announcements."
- bugfix: "Fixed ling stings not working. Again."
- bugfix: "The robotics core console no longer reverts into a normal R&D
console when disassembled and reassembled."
- bugfix: "The robotics core console now has its own circuit that can be
made through R&D."
- bugfix: "Fixed the message that simple mobs print when they step on a
trap."
- bugfix: "Fixed the foam sword sprite."
- bugfix: "Fixed damaged wall overlays."
- bugfix: "Fixed the INDRA field getting messed up by pointing at it."
- bugfix: "Apple pies now count for the pie bounty."
- bugfix: "Changeling chameleon claws no longer spawn in the warehouse."
- bugfix: "Admin click-drag to possess has been fixed."
- bugfix: "Added a minimum damage threshold to delimb, in order to stops
ridiculously small damage from taking off limbs. The threshold is the
organ's max damage divided by 3."
- bugfix: "The Pull psionic ability no longer pulls anchored objects."
Fixes#17739Fixes#17369Fixes#19535Fixes#19166Fixes#20184Fixes#20165Fixes#20164Fixes#20117Fixes#19961Fixes#20231Fixes#20277Fixes#20346
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Merchant program refactor to remove need to have subtypes, causing less
issues
Minor fixes to Golden Deep ship (gramophone is anchored)
---------
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
What it says on the can; now we can better compensate for processing
spikes by queueing and accounting for verb times (assuming we actually
use this framework to invoke the bulk of them). I have added its use to
some of them, more can be ported as time goes on, eventually everything
but the most trivial ones should go through this.
No player facing changes. Hopefully.
Praise be the omnissiah.
* All the ballistic weapons in the armory now start unloaded. Magazines
and rounds that would've spawned in the weapon now spawns in the ammo
lockers. In effect, two beanbags shells have been added to the armory.
Adds two new Dionae origins for the Viridis, reflecting the recent lore
changes for Hegemony Dionae. The Viridis noble origin comes with a new
accent, Gardensong.
Allows Dionae to be Hegemony consulars as noble Dionae now exist. Also
allows Dionae to take Sinta'Unathi to represent their greater levels of
integration into the Hegemony.
From previous PR:
- Fixes Quick Equip (Thanks, Matt)
- Fixes Loadout Preview, will override uniforms properly now
- Turns shirts into uniform items, so you can attach accessories to them
This also fixes the issue of people spawning in shirtless if they didn't
attach properly to the pants.
Additions:
- Shifts suspenders, leather chaps, and kneepads to be pants
accessories.
(This fixes the issue of accessories staying even without pants, e.g.
assless chaps)
(In future, hip holsters are to be added to this accessory list)
Anyway, that's the long and short of it. Have fun.
---------
Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Added various events to the dcs system in regards to click handling.
Refactored various mouse related procs.
Fixed MUI mask.
Fixed AI jump on double click.
Fixed some runtimes with the click handler system.
Updated the click handler system.
Fixed fireman carry.
Removes the min age of Geras Dionae from 30 to 1. While younger dionae
generally will still be a Coeus, Dionae exposed to extreme amounts of
radiation for a long period of time would grow to a Geras much quicker,
especially Dionae on Moghes.
---------
Signed-off-by: Yonnimer <31339047+Yonnimer@users.noreply.github.com>
🚨 BREAKING NEWS: Our favorite dystopian frogs just got a little
less...Chinese? Down with the Social Score Order, up with the new Social
Compatability Index hyper federalist world.
: )
Also this is a Cerriq Koh memorial pull request.
---------
Signed-off-by: Warbidon <42331812+Warbidon@users.noreply.github.com>
Co-authored-by: Ben <91219575+Ben10083@users.noreply.github.com>
Vaurca consulars of all available citizenships (Zo'ra, C'thur, K'lax,
Biesel, Federation, Hegemony) now consistently spawn with a thermic
blaster on their belt slot, and no other guns.
See title. It's pretty soulful for shuttles, but it's incredibly
irritating for any buildings on exoplanets in which you mess up all the
flooring if you take so much as one step outside.
Enabled new opendream pragmas
Fixed some runtime access check operators (`:`) around the codebase (not
all, some are unfixable as they're used in macros)
No player facing changes (hopefully)
Fixed the APC damage event not working.
APC damage event now has actual damages instead of merely emagging the
APC.
Added APC damage event of level moderate and major to the rotation.

This is intended for future use.
This is a direct port from Paradise, modified to work with our code.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| sound/effects/electheart.ogg | tigercat2000 (Paradise) | CC-BY-SA |
| icons/obj/pipeturbine.dmi |
[PestoVerde322](https://github.com/PestoVerde322) (Beestation) |
CC-BY-SA |
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Changes the name of "tame space carp" to "domesticated space carp", to
reflect what it says in their description.
(i also found out that there was an actual difference between 'tame' and
'domesticated'. the more you know)
admins shouldn't get a log in their chat every single time a mech weapon
is fired (that includes mech KAs, by the way)
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* Added an exosuit compatible ore summoner, capable of pulling ore
directly into an ore box held within the exosuit's clamp. Machinists can
print them at the cost of steel and glass, and the mining mech dropped
from the dropper comes with it equipped.
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.
Added a bunch of flags for passflags on things that were previously
missing them.
Removed snowflake passthrow var, it's a passflag now.
Updated ClickCross and Adjacency code.
It's now possible to interact with things that are adjacent but
otherwise have a machine (or other appropriate items) blocking them, eg.
think of an APC on the wall with a machine in front of it.
**This is up for review**. The theory behind the redesign can be
reviewed in the [feedback
thread](https://forums.aurorastation.org/topic/21474-sccv-intrepid-remap-feedback-thread/),
but for quicknotes:
- Designed to be able to carry more people and more stuff more smoothly.
- Maintains access for xenoarchs, should still be very usable for their
purposes.
- Should avoid chokepoints.
- Adjusts scc air tank airlock variant's pressure, airlock shouldn't go
dry.
- Airlock is 3x3, 9 turfs total. 5/9 regular vent coverage, 3/9 out vent
coverage. Cycles out in roughly 12 ticks in my testing, it seems like
the size isn't slowing it down much.
- Field kitchen crate variant added so you can set up a miniature
kitchen inside the cargo bay. Should cover essentially everything you
need.
- Nixed the RTG parts - I want to keep the storage space as open as
possible and I've never seen them used, the Intrepid practically can
never run out of power.
- For similar storage concerns, three emergency softsuits are now in a
wall ecloset, instead of two inside suit storage units. It's a little
haggard, but it saves two turfs of storage space.
- Atmos is mostly functionally the same as it was. You can no longer
feed into fuel or air from outside, but in my experience this
functionality of the Intrepid has never seen much use anyway. Only other
thing missing is the ability to directly feed air into the main air tank
or the main fuel tank off a canister - can be achieved just by swapping
a regulator/pump around in both cases.
- Medical should be identical.
- The three tile wide hallway is meant to avoid congestion, people can
go in and out of it into the side seating compartments without being
forced into any single tile doorways.
- Navigation console was hard to fit in, ideally I think I'd want to
make a wall-mounted variation so it can be incorporated more easily.

* Bandages now do not disappear as damage heals, instead, a special
Remove Bandages verb must be used to remove bandages. This cannot be
used to re-open wounds for now, and can only be used if the bandage
would've downgraded / disappeared at that point.
* Taking damage on a bandaged limb now removes the bandages.
* Added an exosuit compatible kinetic accelerator, capable of clearing
vast swathes of mineable walls. Machinists can print them at a steep
steel cost, and the mining mech dropped from the dropper comes with it
equipped.
Does exactly what the title says. The specific sound used is the warning
buzzer sound that plays when a delivery chute or disposal unit is about
to release an object.
Full disclosure, I did this because I specifically wanted this. I wanted
to be able to do this.
But, here's my retroactive justification for why it's *needed*:
IPCs do not have a sound emote to express _distress_. Sure, *buzz
exists, but that's more an expression of frustration or anger (the sound
is even called "buzz sigh"). Distress, though? Being caught in a corner
as the mercs with a dominian-army gimmick start blazing gunfire down the
corridor? Sure, you could use *scream, but that's very _human_. Sounding
an alarm? Now that's exactly what a soulless machine would do.