This makes candles, matches, and cigarettes burn for longer than they
currently do. Matches burn for twice as long, candles for about +1/3 as
long, and cigarettes around twice as long.
Code note: I don't see any problems with this for matches and candles,
but there's a comment in the current code warning strictly not to lower
the smokable burn_rate below 0.01, see the changes. I haven't been able
to hunt down exactly why this is, and it seems like the burn_rate for
the parent type was already lowered down to 0.006 a few years ago by a
previous PR intended to extend cigarette burn times. From what I can
tell reagents are still being absorbed below 0.01 by having the
cigarette on your mask slot, so if there is a serious issue with this it
can be removed under review, but I'm not certain what it would be. I've
removed every subtype modification to burn_rate, which seems to have
been left a setting substantially higher than the parent, causing pipes
and cigars in live to seem to burn out very quickly - like in a little
over a minute.
The removed `qdel` seemed extraneous from what I could gather. There may
be a niche instance that the `qdel` caught, but from what I read of the
code and testing it, the `qdel`s in `activate()` and `small_countdown()`
are sufficient. I could have put it behind an if statement, and still
could, but it looked messy and seemed unnecessary.
I have some small gripe with `DROPLIMB_BLUNT` somehow not causing injury
or a bleeding wound. If someone gets their hand hit so hard with a
baseball bat that they no longer have their hand, I doubt it would be
bloodless. I struggle to think of a scenario where the loss of a limb
does not involve heavy bleeding.
Anyway, I settled for changing it to a `DROPLIMB_EDGE.` I was
considering adding an instant bloodloss (5-10% depending on which limb
was exploded), but that felt a bit much.
Additionally, I would like to make the change from `_BLUNT` to `_EDGE`
for [Greimorian egg-bursting limb
loss](5e69bf50bc/code/game/objects/effects/spiders.dm (L322)),
but I worried it would muddle this PR too much.
Below image shows what a health analyzer scan prints with the new
`_EDGE` limb loss. When `_BLUNT` there is simply no wound, bleeding, or
pain.

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.
Unfortunately most of the map is kind of unplayable or not mapped in
mind with stairs being untraversable for roller beds or wheelchairs.
Remapping every map to work with this mechanic is also not something I
am interested in.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Fixed a runtime with crates animation when closing.
Updated closets door animation code, renamed one var to be more clear,
some minor DMDoc, moved some procs around.
This reduces the explosion radius of standstills. Currently, standstill
landmines blow a hole in the ship so large that it can take engineering
an extremely long time to fix it, even with full staffing. If a
standstill goes off inside service, for instance, nobody is using
service for a very large portion of the round, if ever - between the
venting, the broken floors, walling, windows, furniture, and machines. I
think it'd benefit as a tool without its users having to worry about the
insane blast radius disrupting more than they intended.
This reduces the heavy and light impact ranges, so they'll do less
structural damage, but maintains their devastation range - so, if you're
caught at the epicentre of the blast, you should still be about as
immediately critical as before. Lethality shouldn't be strongly
influenced, just structural damage. The blast radius is still large
enough that, in my testing, it's impossible to fully escape the blast.
Current blast radius:

PR blast radius:

Changes the sink/reagent dispenser (i.e. water tanks)' filling system to
be intent-based rather than opening a window every time. Should make
filling/emptying containers at least 10x quicker. :)
Use **HELP** intent to fill from a container. Any other intent (i.e.
HARM) will have you try to empty the container into the dispenser/sink
instead.
Additional examination info has been added to both the sink and reagent
dispensers to give such information.
-Adds 12 new food dishes to the game (4 Unathi dishes, 2 Galatean, 1
Tretian, 5 misc.) including some requested dishes such as unathi
desserts and fettucini alfredo. Expands the use of Nakarka
-fixes bug where konaqu wasn't displaying right in the codex
-fixes phrasing on nakarka cheese wheels to be more in line with how
Vaucra talk
-fixes incorrectly named muffin types
---------
Signed-off-by: tomixcomics <tomi.lifelesslosers@gmail.com>
Co-authored-by: Pirouette <57296132+listerla@users.noreply.github.com>
Refactored portals, improved handling.
Telescience console can now target overmap zlevels, provided deep scan
is not enabled and the contact is completely scanned.
Telescience portals now properly delete when the timer expires.
Greatly increased power usage for the telescience portals, especially if
aiming outside targets.
Refactored telescience console backend.
Added various DMDocs.
* Most hivebots now create sparks when they teleport in, instead of
smoke. The smokescreen created by beacons remain.
* Smoke now renders over mobs again.
* Barricades will now send a chat message if you can't climb them due to
there being barbed wire.
* Fixed barbed wire overlays not appearing on barricades.
* Animal traps now work based off mob size, instead of having a specific
mapped in list for animals it can or cannot capture.
* Added new examine text to traps that help explain how to use them.
* Added a verb to deploy / undeploy traps.
* Tweaked a couple interactions with traps, mechanically and
grammatically.
* Fixed a lot of bugs and issues with traps.
- [x] Finish looking over the file and removing the bad.
- [x] Clear out the TO-DO's I left in the file.
- [x] Add ability to examine the item to figure out how to use the item.
- [x] Test changes.
This re-adds the Anomalist alt-title for Xenoarchaeologist, alongside
some uniforms for them (They're just Xenoarch radios and uniforms which
are renamed to say "Anomalist")
The justification for this is that Xenoarchaeology and Anomaly research
are pretty distinct mechanically and lorewise. This isn't to say
necessarily that a Xenoarchaeologist is incapable of doing research on
anomalies or vise versa, and I don't want to tell people that they
can't!
However, I would like to have a way for Science characters with
specialisations in anomaly research to be able to distinguish themselves
from Xenoarchaeology, because their field wouldn't really have much to
do with doing anthropological research or fossils or archaeology,
really.
Refactored Life() to receive seconds per tick and times fired as
parameters.
Life() now cannot be slept in, turned various sleepings into async calls
procs.
Optimized mob AI subsystems, gave them new priorities levels and flags.
Grab upgrades are now elaborated asynchronously, tweaked them to avoid
stacking multiple upgrades.
Fixed plains tyrants keeping sending messages about stomping even if
dead.
Removed the gelf logging infrastructure.
Refactored the various logging procs to be a direct call in light of the
above.
Removed ancilliary UDP related things.
Splits the current survey probes into two types: Atmosphere and Ground,
as well as adding a Geomagnetic variant. Replaces some of the currently
mapped in atmosphere probes with the two other types.
As titled. It sets the idea that the cubed animals aren't exactly the
same as their regular counterparts. This might be something for lore to
decide though, not me. So this PR should probably stay up for a bit.
For those too scared of clicking the "files changed" section. The
description is as follows.
"The manufacture of a cubed animal produces subjects that are similar
but have marked differences compared to their ordinary cousins. Higher
brain functions are all but destroyed and the life expectancy of the
cubed animal is greatly reduced, with most expiring only a few days
after introduction with water."
---------
Co-authored-by: WickedCybs <wickedcybs@gmail.com>
Resprites various IDs that used the original Nanotrasen ID despite being
separate organizations. Complete changes are:
-Resprited guest pass
--Fixed description to specify we are on a ship now
-Resprited Legion ID
-Resprited Centcom and CCIA ID
-3 new IDs for Command (silver stripe), Bridge Crew (no stripe), and
Captain (gold stripe)
All sprites are either made by myself, or modification of existing ID
sprites.

- bugfix: "Fixed tents not allowing assembly/disassembly by someone who
was interrupted."
- bugfix: "Fixed tents having invisible walls inside of them."
- bugfix: "Fixed ghosts being unable to see inside tents."
- bugfix: "Fixed tent sprites to be 3/4th compliant."
- bugfix: "Fixed tent roofs not disappering when you disassemble one you
are inside of."
- bugfix: "Fixed tent canvas not having a description."
- bugfix: "Fixed pre-fabricated tents not being disassembleable."
* Puts all the items that were manually mapped into head of staff
lockers into the code. Also deletes some dupe items (why do I have two
megaphones, etc)
* Also very minorly changes the CMO office after I deleted the rack with
a stethoscope, medbelt, and medHUD on it.
---------
Co-authored-by: La Villa Strangiato <mangodeity@gmail.com~>
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.
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.
Adds tents, in two variants (A larger and smaller one). These utilise a
new large structure framework allowing a single item to spawn multiple
structures (The parts of the tent) in the correct places. The tents
count as inside, so can be used to shelter from weather. Tents have
roofs which become semi-transparent when entered. There are also
mappable effects which generate a tent at round start for mapping.
Adds sleeping bags, which can be attached to the outside of bags for
easy carrying. Ideally this would be an accessories interaction, but
backpacks aren't clothing and converting them to be such is outside of
the scope of this PR.
Adds foldable tables, for setting up on expeditions.
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.
- rscadd: "Adds Sedantis Water to the Zo'ra Soda vendor."
- rscadd: "Adds Skye'mok in a V'krexi organ to the Booze-o-Mat"
- rscdel: "Adds a new sprite for the Flagsdale Mule drink."
Basically, you get vendored the organ in a wrapper, you open the wrapper
and pull the organ (which is in-code the bottle) out.
---------
Signed-off-by: senorsapo <70925284+senorsapo@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>