Fixes#3742 - someone unfucked the fix again.
Resolves#3740 and resolves#3739.
Fixes#1558 - a 10 month long meme is dead.
Resolves#3720 by making robo-eyes immune only to the eye stinging effects of pepperspray. Let there be equality amongst the synths.
Fixes#3676 - tested, shouldn't break. It was double-calling set_death_timer.
Fixes#3672 and fixes#3658 - that was my bad on not noticing the diff around hologram.icon = icon vs add_overlay(icon).
Fixes#3762 - I'm surprised this didn't fuck over more.
Ports Baystation12/Baystation12#12658
Changing how the calculation of armor works , instead of just being a check if it is protected fully, half or nothing. Making armor more reliable and less rng dependant.
Also, uranium meteors will irradiate nearby people when they explode.
Fix the most common RTs from Sunday's testing.
Also works on orebags. Limits their capacity to 200, as anything higher than that breaks the fancy inventory system something awful. Maybe I should write a UT to test and confirm this. Expanding: I don't think TICK_CHECK in inventory procs is a good idea, without fully implementing a non-fancy storage subclass. Non-fancy would just be speedy without all of the fancy inventory orientation bullshit. But CBA to do that now and I'm not sure if it's worth it for the edgecase of drone satchels atm.
Removes:
sleep in floorbot/Life() (Fixes#2578)
sleep in medbot/Life()
sleep in farmbot/Life()
a sleep in Diona specific proc chains, which sneaked into human/Life()
a sleep in coldingtons/activate, which sneaked into human/Life()
sleep in bear/misc_command (uncertain if this was ever called in Life(), but hey!)
sleep in corgi/*/Life
This covers all debug references I could find on graylog from the past 30 days.
Refactors:
Removes Nanako-style comments from diona_base.dm which break formatting in VSCode and Github
Swaps diona_base.dm to use to_chat over <<
changes:
Machinery now uses machinery_process() instead of process(), allowing machines to be put into SSprocessing-style lists in addition to the machinery list.
Automatic power calculations now involve less proc-calls.
Merges the NanoUI subsystem with Nanomanager, as well as cleans up some nanomanager code.
Most of the files in this commit are changed as a result of removing the nanomanager global in favor of the SSnanoui global.
changes:
Machines' process() has been separated from auto_use_power().
Lights no longer process() and instead use auto_use_power() for power calculations.
Computers that didn't really need to process() no longer process().
Airlocks now use the scheduler to auto-close instead of process()ing.
Fixed a bug where clicking on an AI Status display to set its status did not work.
-fix #1217
-fix being unable to put the tactical pistol into belts/holsters, also remove needless code from it
-fix the scout rifle not accepting other magazines
-fix the hardsuit nutriment being useless and just dealing minor toxin damage
-fix missing tactical masks and tapes from unathi and tajaran sprites
-fix tapes cuffs, blinders and etc not updating when equiped to said mob
-some extra tweaks to the hud code
Fixes radiation so species' radiation_mod values are actually applied.
Refactored radiation application to use proc apply_radiation() instead of directly modifying the variable.
Ports Apollo's infraction's system, creating a permanent criminal record for every character. Every minor or medium infraction accrued over the course of a round is added to the character's permanent security record which is available at vanilla records councils. Antagonists are automatically exempt from this process, and players can exercise control over what charges they consider canon or not.
Brigging a person is now dependent on the criminal sentencing computer, which reads a person's ID and applies a brig timer automatically for the charges selected. Personnel without ID's will have to be brigged manually.
Fixes all the snowflake guns unique to our codebase with multiple firemodes so that they now actually behave correctly. Fixes a few bugs relating to computers, and updates modular_computers to use holoscreens.
Fixes#531Fixes#276
`/mob/living/proc/revive` now also sets `mob/var/suiciding` to false. This is to stop rejuvinated/ling revived mobs from dying again after being brought back.
Fixes#92Fixes#479Fixes#157Fixes#533Fixes#486Fixes#528
The Vampire gamemode, as ported right now. The gamemode is in, as well
as creating a vampire through the traitor panel. All abilities seem to
function, unable to test enthrall however (though I have a feeling it
will have to be redone). Enthralling someone without a CKey will give
you the correct response, however.
Any abilities having to do with lums will need to be redone. Vamphud as
well.
If looking over this and pointing out errors/fixing is faster than
simply porting it yourself, then feel free to do so!
Now if virus can infect lesser/greater form of specie, it can infect its counterpart.
Also made viruses affect only joinable species to lessen a chance of spawning a virus that they can't work on (e.g. slime-affecting viruses that can't be injected into monkeys). As a side-effect viro reports are a little less inane listing all the species crewmembers aren't supposed to know about like xenomorphs and Shadows.