Refactored the attack proc signature.
Added signals and components for the attack proc.
Added signals and components for the attackby proc.
Adjusted some leftover attackby procs signatures.
Added grep test to ensure people don't keep adding attack/attackby procs
with the wrong signature.
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
Trying to bring both in line with this PR:
https://github.com/Aurorastation/Aurora.3/pull/18708
Maglights have the same force as binoculars, multitools, etc - other
formerly 5-force items. They are still outclassed by crowbars and guns
in melee, so they shouldn't revert to being the default weapon of
choice.
Energy weapons were not buffed in the above PR, so I've simply adjusted
active_force by the formula above.
Our SSOverlays system is outdated, and is likely the cause of many of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>
* Added Lead and Aluminium as new materials, and added them and Plastic to the Autolathe
* Fix Spaceman.dmm lint
* CL
* Remove bad merge
* Mapped in Aluminium and Plastic to operations, mapped in Aluminium for Engineering
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* Initial commit of new drugs
Start on caromeg and oracle
Further work on caromeg
Fix nicotine and caromeg
Begin populating map
Designer cocaine effects
Weaken heroin, Joy now causes genetic damage
Added an artificial alternative to morphine, tramarine, that can be used in its place.
Nerf new opioids, fix tramaline recipe
Added special mentholated adhomian cigarettes, for NKA cigarettes
General fixes
Fix recipe pathing
Add coca leaves, cocaine recipes, and coca drinks
Update Chemistry-Reagents-Medicine.dm
Null name for abstract drug class
Remove abstract_class from reagents (shouldn't be used there)
* Oracle sprites by Wezzy
* .
* Begin resolving issues from code review
* Remove all per-player data from drug singletons
* Resolve Arrow's code review
* Apply suggestions from code review
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Update code/modules/hydroponics/seed_datums/smokables.dm
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
* Removed coca plants from the standard garden and hydroponics vendors (they remain as contraband and in the xenobotany garden)
* Fix merge conflict errors caused by snack PR
---------
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* i alone am the honoured one
* THROUGHOUT HEAVEN AND EARTH I ALONE AM THE HONOURED ONE
* hollow point
* nanana
* ssss
* tgsay final touches
* stuff
* tgui inputs
* help
* carpal tunnel syndrome
* ffff
* again and again and again and again
* hehehehe
* dsada
* readd sanitize
* whoops
* dsad
* nah fuck that
* sd
* fix
* ow
* remove prefs for testmerging
* oops
* oops 2
* fix that
* f
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Co-authored-by: Matt Atlas <liermattia@gmail.com>
* init
* map work
* mappin
* map
* random/tool(box)/icon_state fix
* mappin
* a
* b
* aa
* trashbin filled
* boozeomat/abandoned
* foodheater/abandoned
* areas
* map
* areas etc
* a
* a
* a
* aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
* light
* a
* b
* a?
* aaaaaaaa
* changelog
* broken light, off lamp
* madness
* a
* aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
* a
* uhhh
* I am becoming insane
* hangars, how do they work?
* lattices
* light/spot/weak begone
* game note
---------
Co-authored-by: DreamySkrell <>
* Flashlight Fixes
* lantern small + grammar fix
also did other cases of missing \the or whatever whilst at it
* numbers
* cl
this sucked to write
* cl but better
* use SPAN_WHATEVER whilst we're here
* if i didnt link my github to employers i would write a bad word here
i missed a bracket
---------
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
* part 1 abloobloobloo
* BY GOD IT WORKS
* Moghes and konyang plus fucking everything else
* jupiter and biesel woohoo
* tweaks and feedback. places CIC and scuttler
* changelog and fixes
* life is agony
* about done
* arrow's changes
* fixes some shit
* Made several improvements to flashlights, and added a sprite for device cells
* CL
* Added lathe recipes, and made eCigs use device power cells
* Add another entry to CL
* Fix nested cell
* Added `desc_info` to all flashlights, to teach the player about removing the cells and turning them on.
* Update code/game/objects/items/devices/lighting/lamp.dm
* More cleanup
* Allow Flashlights to use rechargers
* Apply suggestions from code review
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
* Update flare.dm
* Update flashlight.dm
Fix broken code review suggestion
* Update flare.dm
Ditto
---------
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
As a continuation of #9389
As a bonus, any drugs that mentioned their IRL counterpart in their description now describe their predecessor as ancient, and the new ones as modern. The biggest difference here is just the Antihistamine which was given a full new name. They're similar enough that they'll be recognized (most of them) but different enough for us to call our own and not care what the real medicines are/do since these are our sci-fantasy versions just inspired by them.
Converts reagents to use typepaths instead of IDs.
Centralises reagent spawning in a lot of places to use reagents_to_add instead of a variety of custom methods or initialise overrides.