Yet Another PR To Fix Various CI Failures (#14420)
* Fixed mech CI not working (thanks safeties) * Fixes consistent jumpsuits not working for the prefs menu * Oops forgot to commit this * We lost this from #10050, now they're grey again * Fixes point-blank ballistic shots, fixing mech CI that way * Adds the screenshot icons for our antags * Adds a bunch of screenshots for all of our species (yes they're ugly but we'll fix them later) * I Love Merge Conflict Markers
@@ -31342,25 +31342,6 @@
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/turf/open/floor/iron,
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/area/station/hallway/primary/central/fore)
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"iEV" = (
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/obj/structure/table/wood,
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/obj/item/reagent_containers/food/drinks/drinkingglass/shotglass{
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pixel_x = -3;
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pixel_y = 15
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},
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/obj/item/reagent_containers/food/drinks/drinkingglass/shotglass{
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pixel_x = -6;
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pixel_y = 3
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},
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/obj/item/reagent_containers/food/drinks/bottle/beer{
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desc = "Whatever it is, it reeks of foul, putrid froth.";
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list_reagents = list(/datum/reagent/consumable/ethanol/bacchus_blessing = 15);
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name = "Delta-Down";
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pixel_x = 5;
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pixel_y = 5
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},
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/obj{
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name = "---Merge conflict marker---"
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},
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/obj/item/reagent_containers/food/drinks/drinkingglass/shotglass{
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pixel_x = -6;
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pixel_y = 3
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@@ -43,7 +43,7 @@ Assistant
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id_trim = /datum/id_trim/job/assistant
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uniform = /obj/item/clothing/under/color/random
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/* SKYRAT EDIT REMOVAL - THIS OVERRIDES CLOTHING LOADOUTS
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/datum/outfit/job/assistant/pre_equip(mob/living/carbon/human/target)
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..()
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give_jumpsuit(target)
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@@ -58,17 +58,22 @@ Assistant
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var/index = (jumpsuit_number % GLOB.colored_assistant.jumpsuits.len) + 1
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// SKYRAT EDIT - Loadouts (we don't want jumpsuits to override the person's loadout item)
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if(modified_outfit_slots & ITEM_SLOT_ICLOTHING)
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return
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// SKYRAT EDIT END
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//We don't cache these, because they can delete on init
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//Too fragile, better to just eat the cost
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if (target.jumpsuit_style == PREF_SUIT)
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uniform = GLOB.colored_assistant.jumpsuits[index]
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else
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uniform = GLOB.colored_assistant.jumpskirts[index]
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*/
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/datum/outfit/job/assistant/consistent
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name = "Assistant - Consistent"
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/* SKYRAT EDIT REMOVAL
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/datum/outfit/job/assistant/consistent/give_jumpsuit(mob/living/carbon/human/target)
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uniform = /obj/item/clothing/under/color/grey
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@@ -77,8 +82,9 @@ Assistant
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// This outfit is used by the assets SS, which is ran before the atoms SS
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if (SSatoms.initialized == INITIALIZATION_INSSATOMS)
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H.w_uniform?.update_greyscale()
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H.update_inv_w_uniform()
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*/
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/proc/get_configured_colored_assistant_type()
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return CONFIG_GET(flag/grey_assistants) ? /datum/colored_assistant/grey : /datum/colored_assistant/random
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@@ -683,7 +683,7 @@
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AddElement(/datum/element/embed, projectile_payload = shrapnel_type)
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if(!log_override && firer && original)
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log_combat(firer, original, "fired at", src, "from [get_area_name(src, TRUE)]")
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if(direct_target && (get_dist(direct_target, get_turf(src)) <= 1)) // point blank shots
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if(direct_target && (get_dist(direct_target, get_turf(fired_from)) <= 1)) // point blank shots // SKYRAT EDIT - ORIGINAL: if(direct_target && (get_dist(direct_target, get_turf(src)) <= 1))
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process_hit(get_turf(direct_target), direct_target)
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if(QDELETED(src))
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return
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@@ -30,6 +30,7 @@
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// Get a sample laser weapon.
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// The captain's laser gun here is chosen primarily because it deals more damage than normal lasers.
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var/obj/item/gun/energy/laser/dummy_laser = allocate(/obj/item/gun/energy/laser/captain)
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dummy_laser.safety = FALSE // SKYRAT EDIT - Safeties on guns make them impossible to shoot :)
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var/obj/item/ammo_casing/laser_ammo = dummy_laser.ammo_type[1]
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var/obj/projectile/beam/laser_fired = initial(laser_ammo.projectile_type)
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var/expected_laser_damage = round(dummy_laser.projectile_damage_multiplier * initial(laser_fired.damage) * (1 - expected_laser_armor / 100), DAMAGE_PRECISION)
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@@ -37,6 +38,7 @@
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// Get a sample ballistic weapon.
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// The syndicate .357 here is chosen because it does a lot of damage.
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var/obj/item/gun/ballistic/dummy_gun = allocate(/obj/item/gun/ballistic/revolver)
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dummy_gun.safety = FALSE // SKYRAT EDIT - Safeties on guns make them impossible to shoot :)
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var/obj/item/ammo_casing/ballistic_ammo = dummy_gun.magazine.ammo_type
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var/obj/projectile/bullet_fired = initial(ballistic_ammo.projectile_type)
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var/expected_bullet_damage = round(dummy_gun.projectile_damage_multiplier * initial(bullet_fired.damage) * (1 - expected_bullet_armor / 100), DAMAGE_PRECISION)
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@@ -0,0 +1,3 @@
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/datum/outfit
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/// Bitflag-based variable to store which parts of the uniform have been modified by the loadout, to avoid them being overriden again.
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var/modified_outfit_slots = NONE
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@@ -24,6 +24,7 @@ GLOBAL_LIST_INIT(loadout_miscunders, generate_loadout_items(/datum/loadout_item/
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outfit.uniform = item_path
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else
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outfit.uniform = item_path
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outfit.modified_outfit_slots |= ITEM_SLOT_ICLOTHING
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/*
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* JUMPSUITS
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@@ -4627,6 +4627,7 @@
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#include "modular_skyrat\master_files\code\datums\ai_laws.dm"
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#include "modular_skyrat\master_files\code\datums\emotes.dm"
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#include "modular_skyrat\master_files\code\datums\ert.dm"
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#include "modular_skyrat\master_files\code\datums\outfits.dm"
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#include "modular_skyrat\master_files\code\datums\components\fullauto.dm"
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#include "modular_skyrat\master_files\code\datums\components\shielded_suit.dm"
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#include "modular_skyrat\master_files\code\datums\id_trim\jobs.dm"
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