* Adds The Hand of Midas, an ancient Egyptian gun. (#78699)
## About The Pull Request
Adds the Hand of Midas (HoM), a weapon for pirate captains.
This matchlock pistol is powered by gold rather than gunpowder.
If you hit someone with it, they will be afflicted with Midas Blight for
a duration of time that scales with how much gold is in your gun.
Midas Blight will slowly turn their blood into gold, and slow them down
depending on how much blood is in their system.
If you right-click on someone with the HoM, it will siphon all gold from
their bloodstream and recharge the gun, curing them of Midas Blight in
the process if they still have it.
The amount of gold you can get from people is meant to be ~1.5x as much
as you fired into them in the first place, if you get your timing right.
This way you can exponentially scale the power of your weapon if you can
hit your shots, with a limit of 30 Seconds on the Blight timer.
The siphon has a range of 2 meters, and if you miss a shot you can input
a gold coin into the gun to refill it with the same weak shot you
started with.
It's a little hard to explain in text so here's some video examples:
https://github.com/tgstation/tgstation/assets/66052067/d49238fc-beb2-4ba9-be0c-83e8a701c995https://github.com/tgstation/tgstation/assets/66052067/34dc23e7-2b88-4ee9-bb1e-c8067a491975https://github.com/tgstation/tgstation/assets/66052067/68a07426-ba6c-43a7-8228-132fc4b02b83
## Why It's Good For The Game
Honestly I just had the idea for the gun and thought it would be really
cool lmao.
Also because Barrel Behind the Door is one of the funniest YuGiOh cards,
the censored design is TOO GOOD.

## Changelog
🆑 Wallem
add: Adds The Hand of Midas, an ancient Egyptian matchlock pistol.
/🆑
* Adds The Hand of Midas, an ancient Egyptian gun.
---------
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Gravity still needs a rewrite but at least it's a speed modification now.
EDIT: And now it's the last one, goodbye movement_delay()!
cl ninjanomnom
fix: Gravity slowdown applies to all mobs instead of just humanoids
tweak: If you're floating in high gravity somehow you're no longer slowed down
/cl
* Migrates grab move delay to a movemod
Doesn't work until all grab state changes are hooked in
* Replaces grab_state sets with proc
`\bgrab_state\s*?=\s*?(\w+)` => `setGrabState($1)`
Check over the results, this will catch a couple false positives
* Catches a missed increment and fixes a bug
* slowdown burn damage healing
Heals burn damage by the amount of slowdown you have. Every damage over 40 / 25 basically
* small indentation fix
* Update cat2_medicine_reagents.dm
* fixed undefines
* Update medical.dm
* adds sanity slowdown healing
more insane, more healing
* slowdown healing
* Update cat2_medicine_reagents.dm
* Update cat2_medicine_reagents.dm
* Update cat2_medicine_reagents.dm
* Update cat2_medicine_reagents.dm
* oops what an idiot i am
* design changes
* Update cat2_medicine_reagents.dm
* oops
* organ damage at the end of use
* merge conflict fix#1
* stomach damage from 2 to 0.5
* Update cat2_medicine_reagents.dm
* Update cat2_medicine_reagents.dm
* Fuck Git pushing and Fuck Git pulling
PR machine broke, had to resubmit
* Update food_reagents.dm
* Major fixes and error fixes for nemvar
* fixed a missing type path part
* expanded scope of protection while increasing protection needed
* spacing error
* adds new variable, pepperproof to check for immunity to pepperspray
* adds another protection variable EYESPEPPERPROOF
* Revert "adds another protection variable EYESPEPPERPROOF"
This reverts commit b9f3682f7c47a157008d565620f8cdcffece145a.
* fixes and reverts to better and easier time
* small formatting fixes
* null checking
* Update living_defense.dm
About The Pull Request
It adds a shrink ray that has 5 shots, can be recharged, has unique (coder)sprites, and has a cool sound
Shoot a thing with the shrink ray to make it small. Anything can be shrunk except floors
Shrunken things grow back after a couple seconds, might adjust this
Small things will not block vision and can be walked over (this includes walls)
Small people won't fit into their clothes and will drop all their stuff (or rather, their stuff will drop off of them). They also can't move very fast, and take 2x damage while shrunk.
Preview video here
Why It's Good For The Game
It's really goddamn cool
Changelog
cl PKPenguin321, Fury McFlurry
add: A shrink ray for abductors that they can buy at their console for 2 experiment points. Anything can be shrunken, and shrunken things can be walked over/seen past (for example, you can shrink a wall and then walk around it). If a human is shrunk, they will drop all of their belongings, move slower, and take 2x damage.
imageadd: Shrink ray sprites by Fury McFlurry. Thank you!
/cl
I intend to add it as a thing abductors can purchase but am putting it up now for code review and if anybody has any other ideas on good thematically fitting places to put it.
About The Pull Request
Dragging prone mobs (resting, knocked down, stunned, dead, in crit, etc) that aren't buckled to anything slows you down.
You can fireman carry by aggressive grabbing then click dragging onto yourself. This causes a slight speed penalty that is lower than dragging.
Why It's Good For The Game
Prevents the classic "stun and beat the shit out of while zipping off" which is obnoxious and I don't think anybody likes besides the people who do it.
Makes it so if you feel like being a cunt you can rest while being arrested to make you a pain to take back.
Makes it harder to steal bodies and move away before anybody can properly react, but makes dragging bodies riskier at the same time
Fireman carrying adds an element of risk reward, it takes a little while of standing still to pick them up and also slows you down slightly. More useful to move someone a long distance out of a relatively safe area than a quick pull away.
Changelog
cl
add: fireman carrying. Aggressive grab then click drag onto yourself.
tweak: pulling prone mobs slows you down.
tweak: carrying another human slows you down.
tweak: pacifists can aggressive grab.
/cl
The War on Stun Based Combat Phase II
About The Pull Request
A massive change in gameplay that affects more than just disarm. Hopefully in an interesting way.
There's two parts to this, part 1 is that disarm's functionality has been entirely stripped out and replaced with essentially a new purpose: Shoving.
Shoving is the new action that occurs when clicking on people while in the disarm intent.
Shoving someone pushes them one tile away from you. If there is otherwise nothing blocking them, they are slowed down very slightly for 3 seconds. If you shove someone again while they are slowed, it knocks ranged weapons out of their active hand. I'm not sure about this part and may buff or remove it depending on how it works in practice.
If the blocking tile has a table on it, they're pushed onto it knocking them over for 3 seconds. If it has another human on it, it knocks them both over, the collateral victim for 1 second instead of 3. If the tile is otherwise blocked besides them, it knocks them down for 3 seconds. All knockdowns cause you to drop items, and do not stun at all and can be immediately crawled away from.
However, once knocked down, if you are shoved again it paralyzes for 4 seconds. This is the same length as the old disarm push. It cannot be chained or extended, shoving them again while they're paralyzed does not extend the length of the paralyze. Once it ends, the person will be up and moving.
Now you might be thinking, why would I want to shove someone unless they're against a wall?
Here's part 2:
Moving into someone in a hostile intent no longer pushes them. They'll stay where they are and your movement is blocked. If you want to get someone out of the way, you need to shove them.
Why It's Good For The Game
Changes a previously RNG based mechanic that was basically just spammed until you got that lucky "I win" roll into a positioning based utility that has a point to use in many situations. Livens up simple melee combat and makes fighting in confined areas more lively and unpredictable. Introduces some new epic gamer strats, I've been playing around and it's pretty fun.
Also why not try something really crazy and see what happens? If it's shit it can be reverted :^)
Changelog
Special thanks to whoneedsspace, the inventor of the singlecap, for deshitcodifying this hard.
cl
add: Disarm has been reworked, instead of an rng based system instead it pushes people away from you. If their movement is blocked it knocks them over. Shoving someone twice quickly will knock ranged weapons out of their hands.
del: Moving into humans while in a hostile intent no longer pushes them.
tweak: Passive grabs need to be resisted out of while on the ground, and can't be directly crawled out of
/cl
Meant to be part of #42864 , but got a little big so I'll add it to wichever gets merged last.
[Snailcrawl demonstration](https://youtu.be/IL7WFpfRo4c)
PROS
- Gets snailcrawl, wich makes them greatly faster and gives them a lube trail
- Their blood is spacelube
- They get a cool armored nodrop snail shell
- They don't slip
CONS
- Very slow
- Punch is pathetic
- Tttaaalllkkk llliiikkkeee ttthhhiiisss
- Extremely vulnerable to salt
- Can't wear glasses
Adds gastrolisis, wich is pretty much [this](https://www.youtube.com/watch?v=lFbPi8o0OEU) spongebob episode where they slowly turn into snails
You can also get gastrolisis by random_reagent_id, so maintpills and botany
🆑
add: Adds snailpeople as a rare genetics accident.
sprite: Snailshell sprites by nickvr628
/🆑
Snailshell sprites by @nickvr628
Why: It's a silly gimmicky race and it's a rare occurence. Also extremely highly requested for some reason
🆑 coiax
fix: Fixed slaughter demons not getting a speed boost when exiting a
pool of blood. Fixed slaughter demon giblets not being visible.
/🆑
- Also switches some spawn() to timers, and got rid of a var on
slaughter demon previously tracking speed boosting.
* Die of fate tweaks and fixes
🆑 coiax
fix: Rolling a 6 with a die of fate now reduces your speed as intended.
fix: Rolling an 8 with a die of fate will cause the explosion to be
around the roller, not the die.
tweak: Die of fate effects now make loud visible messages so it's
obvious what has happened.
admin: Dice can now be "totally rigged" with admin edits to
unconditionally always roll a certain value, rather than just some of
the time. A new "cursed die of fate" has been added to demonstrate this
effect.
/🆑
- new proc `do_smoke` that does basic smoke effects, to avoid the same
pattern for making smoke effects.
- Dice rigging has been split into two vars, "rigged" for the severity
of the rigging (not rigged, basically rigged, totally rigged), and
rigged_value for the value it's trying to rig to.
* Stealth die of fates
* Code review II?
This allows us to more easily keep track of speed modifiers which only affect certain move modes. Also cleans up a small bit of movespeed and mood code while I'm at it.
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
In preparation of pixel movement, I want to refactor our slowdown system to something more modular, and something that doesn't require /quite/ as many proccalls/calculations a tick. The way this works is intended to only have things recalculate when it's necessary, rather than calling it every move.
However, I've left movement_delay() in, as without completely redoing a lot of code it's not /quite/ ready at this point to tear it out completely, but I'm hoping everything can be transitioned over to this system later.