## About The Pull Request
So I saw someone was adding a limping quirk in
https://github.com/tgstation/tgstation/pull/96200 and I had tried to do
the same back in https://github.com/tgstation/tgstation/pull/71470 a few
years ago. The codebase has evolved enough to support this behavior that
was not present initially during my first attempt. One of the big
features of my old PR was to add cane-like behavior to a bunch of other
pole objects.
This PR introduces a new modular `/datum/component/walking_aid`
component, moving canes/crutches away from hardcoded object behavior.
This component is now attached to the following items:
- Brooms
- Mops
- Staves
- Scythes
- Spears
- Canes
- Crutches
There are also some notable changes I made to how things work, detailed
below:
- Walking aid objects must be held on the same side as the affected leg
(if your right leg is missing, you need to be holding crutches on your
right arm)
- Objects lose their ability as a walking aid while being wielded with
two hands (ex. spears)
- Limping/Limbless are now both affected by a walking aid, where before
only crutches helped assist limbless mobs
- "Walking Aid" examine tag when the walking aid object is examined
All walking aids (except crutches) reduce limbless slowdown by 40%, and
completely ignore any limping penalties. Crutches reduce the limbless
slowdown by 60% and are much faster.
## Why It's Good For The Game
1. Mah Immersion
2. More modular code
3. Examine tags are peak
4. Assistants can now justify carrying spears as medical equipment
5. Cane/Poles should help with limblessness, but not as helpful as
crutches
While I wanted pole items to offer mobility support, they needed to
remain less effective than dedicated medical crutches. During testing, I
found that a 40% reduction is the point where the benefit becomes
noticeable.
## Changelog
🆑
add: Pole objects like mops, brooms, staves, scythes, and spears can now
be held in a hand to act as walking aids, mitigating limping from
fractures and reducing missing-leg slowdowns.
balance: Walking aids must be held in the hand on the same side as the
injured or missing leg to provide support, and lose their effectiveness
if actively wielded with two hands.
balance: Objects with the walking aid reduce limbless slowdown by 40%,
while dedicated medical crutches reduce it by 60%.
refactor: Refactor cane and crutch code logic into a modular walking aid
component
/🆑
## About The Pull Request
this translates some various
- `FLOOR(x, 1)` -> `floor(x)`
- `CEILING(x, 1)` -> `ceil(x)`
- `SIGN(x)` define is gone, just uses the native BYOND `sign()` now.
Also, the `MODULUS` define is just a wrapper for the [BYOND `%%`
operator](https://ref.harry.live/operator/modulomodulo) now.
would be nice if someone double checked to make sure there's no
potential subtle oddities resulting from this.
## Why It's Good For The Game
These procs presumably did not exist whenever the defines were written -
and they are BYOND builtins, meaning it will just be, say, one `sign`
instruction, instead of two comparisons and a subtraction.
## Changelog
no player-facing changes
## About The Pull Request
Removes Object tab, which didn't work as it required a whole reload of
your verbs to update to what verbs would show up in it (which is very
hard to actually trigger as a player), but leaves the verbs that had
them show in the dropdown menu.
Removes the Point-To and Examine verbs from the Stat panel, now it's
commandbar only. Originally only did Point-To, but because the stat
panel sorts itself by the category of the item, then the order of the
name, I had to remove Examine's category so it would remain sorted the
same.
bruuuuuh
<img width="1259" height="985" alt="image"
src="https://github.com/user-attachments/assets/ea89db24-fafd-41d6-939e-4dbc7bbf3828"
/>
<img width="309" height="244" alt="image"
src="https://github.com/user-attachments/assets/3b8d9c52-056b-44ce-8ee8-051439a2fa51"
/>
Removes Server tab for players (not Admins) by moving Show Map Vote
Tallies to the OOC tab, as that was the only verb there.
Activate Held Object has been moved to IC since it's a roundstart verb,
I thought I should leave it be (do we have numbers on how many people
use these? Why would someone use the verb over clicking on the item
in-game or Z? Should I remove this too?).
Admin's Object Possession verbs are now in Admin Fun instead of Object.
Player stat panel
<img width="299" height="194" alt="image"
src="https://github.com/user-attachments/assets/8a3c9ad0-514a-44c5-b023-f71e57de4758"
/>
Admin stat panel
<img width="581" height="224" alt="image"
src="https://github.com/user-attachments/assets/7232485f-af41-469e-abfd-fce066816eec"
/>
<img width="624" height="297" alt="image"
src="https://github.com/user-attachments/assets/6eb540be-4912-44f6-be36-5fe3a74b7f19"
/>
## Why It's Good For The Game
We have 2 tabs that exists for a total of 3 procs, 2 of them fit
elsewhere and the last one doesn't work at all. Most verbs here don't
show up in the stat panel at all for the vast majority of players due to
the stat panel not actually loading them in when it's available, which
to me shows that it's a feature that isn't really cared about anyways.
It also helps newer players because there's less tabs to navigate and
less verbs to sift through, we have a ton of verbs that basically don't
need to exist and they only exist to make looking for the important
verbs a larger hassle.
## Changelog
🆑
del: Deleted Object tab, and Server tab for players. Activate Held
Object verb is now in the IC tab. Examine and Point To was removed from
the stat panel.
admin: Object possession verbs have been moved to Admin Fun.
/🆑
## About The Pull Request
1. Adds stasis bodybags, unlocked with cryogenics tech
These bodybags are portable forms of stasis. However, they wear down
with use, only being able to keep someone in stasis for about 2, 3
minutes before falling apart.
Bodyparts and organs put in the bodybag are also frozen, allowing you to
maintain parts of gibbed people.
You can med scan through the walls of the stasis bag as well. Also you
can med scan through holographics bodybags.
2. Adds triage cards to the medical vendor
Triage cards are small pieces of paper you can write on and stick to
people. They're color coded according to severity, and are intended to
be used in mass casualty events for prioritizing patients.
3. You can pin paper to bodybags
You can pin a sheet of paper to bodybags that people can read, be it
autopsy or whatever.
4. Updates paper interaction code slightly
We have new procs for allowing interactions rather that snowflakes
5. Other forms of stasis apply tumor suppression
Oversight?
## Why It's Good For The Game
I made these a while back to just give medical doctors a few more tools
to play around with beyond the meta tools. Just to get more immersed
into the larp.
Otherwise, stasis bodybags gives Paramedics a tangible upgrade(if you
can call it that), offering a safer way to retrieve patients
## Changelog
🆑 Melbert
add: Adds stasis bodybags, unlocked with cryo tech. They put its
occupants (organ or mobs) in stasis, but wear down over time.
add: Adds triage cards to the medical vendor, a flavor item docs can use
during mass casualty events.
qol: You can pin papers to closed bodybags. Keep organized with your
autopsies.
qol: You can interact with papers in folders and on clipboards
qol: All forms of stasis stop brain tumors
/🆑
## About The Pull Request
Hello hello the evil folder mover goat is back, i will destroy years
worth of muscle memory.
Items is an folder alot of stuff that really didn't get a spefific
location.
Items/Weaponry Contains
Shields.dm
Items/Weaponry/Melee Contains (Most of the extra dm files come from me
splitting misc/weaponry.dm into its own categories killing offf
weaponry.dm in its whole)
baseball_bat.dm, baton.dm, chainofcommand.dm, chainsaw.dm, claymore.dm,
dualsaber.dm, energy.dm
fireaxe.dm, high_frequency_blade.dm, his_grace.dm, katana.dm, knives.dm,
misc.dm, powerfist.dm, sabre.dm
soulscythe.dm, spear.dm, supermatter_sword.dm.
Items/weaponry/ranged Contains
flamethrower.dm, pnuematic_cannon.dm, throwing_star.dm
items/tools Contains
control_wand.dm, extinguisher.dm, inducer.dm, spess_knife.dm,
theft_tools.dm
items/tools/engineering Contains
airlock_painter.dm, decal_painter.dm, paintable_decals.dm, crowbar.dm,
screwdriver.dm, weldingtool.dm
wirebbrush.dm, wirecutters.dm, wrench.dm
items/tools/janitorial Contains
broom.dm, janitor_key.dm
items/tools/medical Contains
bodybag.dm, cane.dm, defib.dm, reflex_hammer.dm
boxcutter.dm is merged into knives.dm
Kitchen.dm renamed into kitchen utensils and moved into food and drinks
module
surgery_tray.dm moved into surgery module
banhammer/extendo hand moved from weaponry into toys.dm
balloon mallet moved into clown_items.dm
ectoplasm moved from weaponry.dm into soulstone.dm (since thats the
resulting residue when a shade dies, and not really a weapon)
## Why It's Good For The Game
So things are way easier to navigate
## Changelog