Commit Graph

63 Commits

Author SHA1 Message Date
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
SyncIt21 7c5ef1cfb8 Removes unused parameter times_fired from mob procs (#94590)
## About The Pull Request
What it says on the tin. `times_fired` is the most unused parameter in
all mob procs. I say most because there were just 2 cases where it was
used
- handling breathing
- handling heartbeat

Besides these 2 cases this parameter did nothing in every proc. Removing
it does 2 things
- Makes those procs more readable as it now has 1 less parameter that
was documented poorly and did nothing
- Makes those procs slightly faster as we are passing 1 less variable to
its parameter call stack

It can easily be substituted with `SSmobs.times_fired` which was its
original value anyways

## Changelog
🆑
code: removes an unused parameter `times_fired` from mob life procs.
Making them function slightly faster
/🆑
2025-12-26 09:51:33 -05:00
Time-Green defa91010a Reverts projectile sneezing :( (#89292)
## About The Pull Request

Reverts #83361

## Why It's Good For The Game

I PR'd the original with the intent of making disease battling more
engaging by adding warnings and sneeze dodging, but this was rejected
and instead we got a very awkward middle ground where no one is happy
and the original PR didnt accomplish what it set out to accomplish. You
can't dodge the sneeze because it's a shotgun spread and invisible :/.
The sneeze catchers are even somewhat buggy and the sneeze warning leads
to extra chat clutter
2025-02-09 18:47:25 -06:00
Time-Green 108880a1e6 Sneeze Rework: Projectile Combat Edition (#83361)
## About The Pull Request
Reworks sneezing. Instead of a range check that checks if you're facing
someone, it is now a skill check


https://github.com/tgstation/tgstation/assets/7501474/c11ffa16-9bd2-4ed1-8022-2094360657bc

All sneezes shoot projectiles, but depends on the virus if they're
infectious. Using the sneeze emote is the only method that doesn't shoot
a sneeze

## Why It's Good For The Game
I think the invisible infection mechanics are unfun. A lot of station
dangers challenge your knowledge and mechanical skill, while viruses are
gotten by being around people in a roleplay game. You can get a round
seriously ruined if you walk past someone with a sneezing virus and
don't immediately rush spaceillin or chemistry, which I don't think is
mechanically interesting.

Now if you get infected, it's a skill issue. Get good and dodge the
sneeze

Note that this is just one method of infection. I didn't touch coughing
and airborne viruses, which do constant area checks and infect everyone
around. I plan to, but not now. I'll probably make coughing do a cone or
something, and ignore the airborne viruses since they can't be modified
and are generally less broken

## Changelog
🆑
balance: You can now dodge sneezes
balance: Infectious simple diseases that use sneezes now infect with
sneezes and have lowered airborn transmission
balance: Damageless attacks, projectiles, hugs etc no longer drain
shields
/🆑

- [x] Make sneezes shoot to your cursor so you can either intentionally
sneeze on people or sneeze away from people if you react fast

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-06-07 13:40:05 -04:00
MrMelbert d4db0b9da8 Fixes the Wizarditis Timestop joke (#81136)
## About The Pull Request

I made it so Wizarditis Timestop just freezes yourself but forgot
timestop makes you immune to timestop.

So now I added some vars to timestop both to fix this and also for
admins to mess around with.

## Changelog

🆑 Melbert
fix: Wizarditis Timestop now has the desired effect. 
admin: Admins can now VV Timestop to make the caster not immune to their
own Timestop. If they really wanted.
/🆑
2024-01-28 23:37:08 +01:00
Higgin e9f12be172 Changes Virology Rather Than Killing It (#79854)
## About The Pull Request
God, alright, here we go. See HackMD here:
https://hackmd.io/@Higgin/HJljdBuNp

Alternative proposal to #79849 addressing the big problems with
virology. ~~If you need a HackMD for it, I'll put one together, but I
made a comment on that PR and can make it pretty simple here.~~ its done

1. Makes viruses eventually self-cure as long as you're alive. If you
can keep somebody from dying, they can develop immunity.
2. Makes it so you can sleep comfortably and be well-fed to slow and
even potentially defeat viruses without a cure.
3. Makes it so more dangerous viruses can start self-curing faster. This
means Space Ebola is going to burn itself out quicker if a person stays
alive from the other effects.
4. Makes spaceacillin helpful in naturally curing viruses, period, but
with declining effectiveness over 100 cycles.
5. Makes it so curing a virus naturally without being well-fed or having
rode it out from the peak may allow you to be reinfected/not have
natural immunity.
6. Makes it so being well-fed is a much stronger protection against
random virus spread.
7. Makes it so bypasses_immunity stuff like fungal TB and heart failure
isn't subject to any of this.
8. Makes it so using ~~antibiotics~~ spaceacillin jesus christ or being
malnourished can make you lose your healing viruses too. Pay attention
to what you put in your body.
9. ** Makes it so blood can ~~transmit resistances again, not just
vaccines. It's been a hot minute, but it used to work like this.~~ blood
now can cure a virus if the donor has a resistance, but it doesn't
confer lasting immunity. You need to overcome the virus yourself, carry
a constant supply of pure blood, or get a vaccine to get a lasting fix.
10. ** makes severity a function of disease stats and all active
symptoms - not just the highest severity of the active symptoms.
11. ** makes it so you can nosell symptoms firing with spaceacillin or
resting down to a minimum chance of cure_chance to avoid symptoms each
cycle, declining over time, over 100 cycles for a given disease.
12. ** makes it so wearing protective equipment prevents you from
spreading respiratory-spread diseases normally - not just on the
cough/sneezing symptoms.
13. ** gives MDs virology access standard, paramedics and coroners
virology access on skeleton crew. virologists also get pharmacy access.
14. ** makes bypasses_immunity advanced diseases always override
non-bypasses_immunity advanced diseases and resist being overridden by
other advanced diseases. Sentient Disease now has bypasses_immunity.
Sentient Disease fans rejoice!
15. ** also gives SD a buffer of extra stealth points so it has a bit
longer to build up instead of almost uniformly getting spotted and dying
early.
16. ** viruses now scale their severity as a function of their max
symptoms. There's a lot more room to get viruses of varying duration and
severity by adding fewer symptoms now - so creating a tradeoff between
stats (and good thresholds) and the duration of your virus.
17. ** a whole bunch of defines to control all of this stuff - most
recently added a multiplier for symptom appearance frequency.

MAJOR UPDATES: REBALANCING TOWARDS 50% LETHALITY

https://docs.google.com/spreadsheets/d/e/2PACX-1vQ8rqMYFsR1mYj_FGzVjTfcnAF7un-VofOByPxcCCQr6lOOF5fhUgZga0oA4Q5-7K4hr7fCV0jFdmd9/pubhtml#
[Viro Rework Rebalance
Tests.pdf](https://github.com/tgstation/tgstation/files/13447208/Viro.Rework.Rebalance.Tests.pdf)

After a shitload of testing, makes some of the most reliable,
transmissible killers into less-reliable threats. See the above graphs
and pictures for demonstrations of exactly how this was tested and done.

## Why It's Good For The Game

It sucks to be hard-stuck to needing chemistry and medical to deal with
viruses that somebody can randomly blast out without a care in the
world, then be left to sit around waiting to die or otherwise be unable
to do anything as the max-level symptoms fire off on repeat.

This should put curing and surviving viruses much more back in the hands
of normal crew without always ending up at the chemistry front window,
although that is still the fastest and most reliable way to get better.

This also nerfs healing viruses a bit, or makes them a bit less
fire-and-forget if you fail to attend to your body. There's more I'd
like to do in the future and potentially some of the other classic
viruses that could use bypasses_immunity added, values tweaked, but for
now - this seems like the best way to preserve virology as a level of
depth and complexity in the game in a way that rewards people doing
intuitive things to counterplay it when used harmfully.

This also puts more of the mid-range bad symptoms into a better place
balance-wise because the worst ones pretty much only fire at max stages.
With the way this works out, you bounce back and forth between the max
stage and lower stages before, over time, trending towards a cure.
Symptoms that provide more significant effects at lower stages now have
a place that isn't totally overshadowed by the killdeath stage 5 ARDS +
junk symptoms virus Dr. Ambatu Popov shat out in five minutes (as long
as you survive the initial run-in with it.)

## Changelog

🆑
balance: most diseases can now be slowed, mitigated, and eventually
cured through being well-fed, resting, and using spaceacillin. Curing
diseases through this way will give you immunity if you experience them
at their peak/maximum and aren't starving/malnourished when they cure.
balance: disease symptoms can be forestalled for up to 100 cycles with a
declining chance of avoiding them over time using rest or spaceacillin.
balance: This does not apply to things like fungal TB; it does apply to
healing viruses if you don't take care of yourself by staying fed and
avoiding spaceacillin.
balance: disease can be cured through direct injection or ingestion of
cured blood. However, curing disease in this way does not provide
lasting immunity. You need to naturally beat the virus or get a vaccine
for that.
balance: Wearing internals or using protective equipment while infected
can limit the spread of respiratory illnesses from yourself to others.
Contact transmission is still possible however.
balance: Medical Doctors now have roundstart virology access. Paramedics
and coroners now get virology access on skeleton shift access.
Virologists now have roundstart pharmacy access.
balance: Sentient Diseases now resist being overridden by other advanced
diseases and can always override other advanced diseases; they also have
an extra bonus on their stealth stat to help make up for early outing
without a bit more testing.
balance: biohazard lockers now also contain a syringe of spaceacillin
(in line with the orderable kit from cargo.)
balance: Virus severity is now also a function of the number of symptoms
out of max your virus has. Experiment with different combinations using
less than six symptoms to make viruses that are deceptively less-obvious
and less quick to self-cure at the tradeoff of stats.
/🆑
2023-12-07 16:45:17 +13:00
Tim e3d68c0236 Robotic organ and disease improvements (#76766)
## About The Pull Request

In the code description for the `ORGAN_ROBOTIC` flag, it says that
robotic organs are not supposed to decay or regenerate health. I went
and fixed this and added some more "robotic" behavior.

New changes for robotic organs:
- No longer heal damage passively
- No longer gain health from revival
- No longer heal in the smart organ fridge
- No longer heal from pluoxium
- Robotic ears no longer heal from ear healing items (earmuffs, etc.)
- Robotic eyes are immune to changeling blind stings
- Robotic eyes no longer heal from occuline

New changes for diseases:
- Some diseases now require an organ to work. A robotic organ will give
immunity to the disease symptom unless the disease has "Inorganic
Biology".
- The transmission methods for diseases require organs to work but
robotic organs are immune. (except inorganic biology) Airborne disease
transmission require lungs. Ingested (drunk or eaten) disease
transmission requires a stomach. Blood (inject or patch) disease
transmission requires a heart.
- Organs removed from a mob that is afflicted with a disease will be
infectious while handling or transplanting it. (again, robotic organs
are immune unless inorganic biology is present) Certain admin spawned or
special diseases are exempt from this transmission method.
- A stomach is required for nebula nausea, gastritium, carpellosis,
metabolic boost, vomit, weight loss, death sandwich poisoning,
- Lungs are required for choking, asphyxiation, cough, cold9, oxygen
restoration, sneezing, flu, cold, spanish flu, tuberculosis
- A liver is required for tissue hydration, plasma fixation, parasitic
infection
- Ears are required for deafness, sensory restoration
- A heart is required for toxolysis, heart failure
- Eyes are required for sensory restoration, hyphema
- A tongue is required for voice change, parrot possession, pierrot
throat
- Wizarditis no longer requires a head (wtf?) to function

## Why It's Good For The Game

Robotic organs should behave as intended. Not naturally healing (like
organic organs) was supposed to be their downside to counteract their
their ability to not decay upon death.

## Changelog

🆑
fix: Fix robotic organs to not gain health passively, from revival,
smart organ fridge, pluxium, occuline, and earmuffs.
add: Some diseases now require the appropriate internal organ to work. A
robotic organ will give immunity to the disease symptom unless the
disease has "Inorganic Biology".
add: Disease transmission methods now require an internal organ to be
successful. Robotic organs give immunity. (except inorganic biology)
Airborne disease transmission require lungs. Ingested (drunk or eaten)
disease transmission requires a stomach. Blood (inject or patch) disease
transmission requires a heart.
add: Organs removed from a mob that is afflicted with a disease will be
infectious while handling or transplanting it. (again, robotic organs
are immune unless inorganic biology is present) Certain admin spawned or
special diseases are exempt from this transmission method.
add: A stomach is required for nebula nausea, gastritium, carpellosis,
metabolic boost, vomit, weight loss, death sandwich poisoning
add: Lungs are required for choking, asphyxiation, cough, cold9, oxygen
restoration, sneezing, flu, cold, spanish flu, tuberculosis
add: A liver is required for tissue hydration, plasma fixation,
parasitic infection
add: Ears are required for deafness, sensory restoration
add: A heart is required for toxolysis, heart failure
add: Eyes are required for sensory restoration, hyphema
add: A tongue is required for voice change, pierrot throat
bal: Remove head requirement for wizarditis disease
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-07-21 11:55:29 +01:00
MrMelbert 6b3e8f4564 Buffs Wizarditis (#76156)
## About The Pull Request

Basically, reworks Wizarditis so you randomly cast real (weakened)
spells instead of just saying random invocations + doing a hardcoded
version of teleport.

Spells include Teleport, Disable Tech (small radius), Mutate, Knock,
Forcewall, Blink, Smoke, Spacetime Distortion (much smaller radius),
Timestop (radius of 1 (haha)), Repulse (small radius), Blind, Lightning
Bolt (weaker bolt), and Swap

Makes anti-magic counter wizarditis, but not cure it. 

Adds some more minor tells that one may be infected. Removes some old
messages in favor of newer ones.

## Why It's Good For The Game

Wizarditis is very lackluster for how difficult it is to obtain. 

Initially this started as de-hardcoding / optimizing the in built
teleport function to use the actual scyar nila, but I realized how easy
it would be to expand this, so I did it.

Because it's funny. 

## Changelog

🆑 Melbert
add: Wizarditis Improved. Those infected will now randomly cast one of
the following (weakened) spells at max stage: Teleport, Disable Tech,
Mutate, Knock, Forcewall, Blink, Smoke, Spacetime Distortion, Timestop,
Repulse, Blind, Lightning Bolt, or Swap
add: A source of antimagic will prevent Wizarditis's ill effects, but
won't cure you.
/🆑
2023-06-24 21:03:53 +02:00
oranges 4c48966ff8 Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects

regexes used

git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
2023-04-11 21:31:07 -07:00
Jeremiah 872e64fb05 Adds spaces around logical operators (#72603)
## About The Pull Request
Part of a prior PR that was closed (#72562). This version does not add
the check in CI.
## Why It's Good For The Game
The work is already done, so I figured why not.
## Changelog
N/A Nothing player facing

Co-authored-by: Jeremiah Snow <jlsnow301@pm.me>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-01-16 16:56:35 -08:00
ShizCalev 4cbdc3a2db Adds more multiz support (#69420)
* Adds more multiz support by making use of ``is_valid_z_level`` instead of simply checking if z is the same.
2022-09-01 00:07:14 -04:00
Fikou a6ae1fb78a removes permeability, rolling it into bio armor (#66742)
refactors our disease code a tiny bit
removes permeability_coefficient variable from clothing, it decided how much stuff like chems or disease passed through your clothes, while BIO armor only decided how much you could spread diseases yourself, making it pretty much laughable
permeability_coefficient is now fully rolled into bio armor, so your bio protecting stuff will now protect you from other biological hazards like blobs
2022-05-08 10:10:54 -07:00
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
TemporalOroboros e2e7ccdbdc /mob/living/proc/Life(delta_time) (#55534)
- Makes `/mob/living/proc/Life` and most related procs use `delta_time`
- Procs that had snowflaked timing systems, such as breathing, addiction, and advanced diseases were left unchanged.
2021-02-19 10:24:20 -05:00
Rohesie 441c3278e9 Various virus fixes (#52899)
* virus fixes

* weird parent call
2020-08-21 22:24:26 +02:00
jdawg1290 62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
spookydonut 8dbf1cf4ec Changes to comply with GitHub TOS
Further changes to comply with the ToS

More ToS cleanup

Bye bye George Melons

Better to be safe than sorry
2020-04-14 21:24:50 +00:00
Emmett Gaines 5481515dff Removes the non bitflag slot defines (#47742)
Removes the non bitflag slot defines
2019-11-17 17:52:11 -08:00
vuonojenmustaturska 6a106bc877 Remove reagent ids and use typepaths where applicable (#44166)
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
2019-05-31 21:57:26 +12:00
XDTM 3f32f8c110 [Ready]Logs when speech is forced by an external factor (#39964)
* Logs when speech is forced by an external factor

* makes say args uniform

* fix
2018-09-03 11:38:16 +02:00
AnturK 52a99c09d6 Uppercase slot defines 2018-04-27 10:38:32 +02:00
Cruix dedf5f5ed9 Disease antagonist (#35988)
* Virus antagonist initial commit

* Updated disease code

* Sentient virus improvements

* Renamed /mob/living/var/viruses to diseases, and /mob/living/var/resistances to disease_resistances

* Added sentient virus event

* Renamed VIRUS defines to DISEASE defines

* Fixed bugs in rewritten disease code

* Fixed advanced disease Copy()

* Finalized disease antagonist

* Made cooldown buttons stop processing if they are removed from an owner.
Made sentient disease active sneeze and cough not available if the host is unconscious.
Made sentient disease menu refresh when adaptations are ready or hosts are added or removed.
Made sentient disease following use movement signals instead of fastprocess.

* Added better icons to sentient disease abilities
2018-03-05 13:55:10 +01:00
XDTM db0c10ea58 Refactors virus spreading (#31066)
* Refactors virus spreading

* Cyberfixes

* Bump to infect

* proper shoe protection

* Split ContractDisease

* Makes virus severity matter

* oops

* Virus severity changes

* defines

* infective_floor --> infective

* Fixes vomit and pulling infection
2017-10-09 14:08:21 +02:00
Firecage ee3e8d2846 merge conflict fix 2017-10-05 11:22:57 +02:00
Firecage 2ae0380fef Does some code standardization/consistency 2017-10-05 11:13:47 +02:00
vuonojenmustaturska 8b54685bd1 Cleanup to various loc assignments and nearby code (#31069)
* Let's hope i didn't break the game

* Requested changes

* missing one

* movetonullspace thing
2017-09-30 09:09:15 -04:00
Jordan Brown af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
Lzimann 5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Cyberboss 3f7f5d4000 Removes/Refactors /mob/unEquip (#22918)
* Part1

* IT COMPILES!!!!

* Fuck wait this was missing from that last

* Update handlabeler.dm

* Update handlabeler.dm

* Fixes n shit

* Fix this

* Fixes #23310

* Fucking @RemieRichards was right

* Fixes devil unEquip

* WTF ARE BITFLAGS?

* THERES THE FUCKING PROBLEM

* Fixes
2017-01-31 09:28:31 +13:00
bgobandit e9544b8bec Fixes spelling and misleading messages (#22512)
* Fixes spelling and shit

* satiates the kor, fixes more typos/grammar issues

* spelling madness

* I'm mad with spelling power
2016-12-29 10:14:01 +13:00
Incoming5643 123426b9c9 Fixes all the occasions where a wizard could find/make sandals and get the nerfed sandals instead of the new ones introduced in #22164 (#22237) 2016-12-17 14:22:46 -05:00
Joan Lung dff4db726a Replaces a bunch of istypes with their proper macros (#20739)
* Replaces a bunch of istypes with their proper macros

* i'm not sure doing a 100+ file changed pr on a whim is something you do when bored
especially if you do it by hand because you never actually learned the regex that would let you automate it

* i'm just... gonna do this, because that check was true a lot and it shouldn't matter
2016-09-30 20:21:08 +02:00
Remie Richards 00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
phil235 68da092009 Dismemberment port from Hippie code, based on RemieRichard's work. Big thanks to RemieRichards and crystalwarrior. 2016-05-05 18:17:51 +02:00
xxalpha 2bd13e700a get_areas_in_range()
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wormhole
2016-02-03 07:10:34 +00:00
Nerd Lord 9455ace7b0 Fixes a few more incurable diseases 2016-01-15 14:23:23 -05:00
Shadowlight213 1691675e9a Fixes wizarditis runtime 2015-10-25 23:50:07 -07:00
xxalpha e82a216447 Changed various instances of range() and orange() to ultra_range(). 2015-10-19 20:04:14 +01:00
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
spasticVerbalizer dd9f0c67b9 Fixed wizarditis message 2015-06-30 16:19:53 +02:00
Remie Richards fa184f5487 Cuts /disease variables from 28 to 23 (includes new ones)
a disease may now have more than one spread type
added "infectivity" variable which replaces a prob(65), defaults to 65
affected_species is now viable_mobtypes, and lists typepaths, this is due to us actually having a species system now so it's confusing
adds defines for a bunch of stuff
2014-10-30 06:21:14 +00:00
phil235 a6a3e1c008 * Medbots will stop detecting viruses undetectable to Health Analyzers or Pandemic machines.
* Medbots will stop considering 100% harmless(beneficial or neutral symptoms) viruses as a disease to cure.
* gives a severity to all standard diseases.
* gives a severity var to symptoms.
* Players with only harmless (beneficial or neutral) viruses don't appear as ill on medical HUD.

Fixes the virus issue.
2014-09-16 19:06:11 +02:00
Firecage 6c7af5eb32 SPANCLASSES!!!!! 2014-08-26 09:52:13 +02:00
Menshin f411ccaad6 * Fixed the update_inv_* functions to actually update the inventory HUD even if the inventory is closed (that should fix items presents in the inventory but invisible).
* Fixed clothes from wizarditis not appearing on character and inventory.
2014-04-01 19:33:38 +02:00
MrPerson 3c58091437 Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel
Hopefully nothing went wrong but you never know.

Conflicts:
	code/FEA/FEA_fire.dm
	code/controllers/supply_shuttle.dm
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/machinery/autolathe.dm
	code/game/machinery/drying_rack.dm
	code/modules/hydroponics/hydroponics.dm
	code/modules/projectiles/projectile/magic.dm
	code/modules/reagents/Chemistry-Recipes.dm
	code/modules/reagents/reagent_dispenser.dm
2014-03-02 21:39:27 -08:00
MrPerson 9eee3e5067 First pass at a qdel() garbage collection system for tgstation
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
2014-02-23 14:55:12 -08:00
AlexanderUlanH 1d6981c2d3 Remove name checks 2014-02-19 17:23:57 -05:00
Miauw 9b8656247c u_equip is now called unEquip PANIC 2014-02-13 20:58:33 +01:00
Miauw b8b57ff4f1 Replaced canremove with NODROP. 2014-02-13 19:52:46 +01:00
Miauw 1307a9e388 Makes NODROP work for carbons, adds sanity checks to u_equip calls. 2014-02-12 21:08:09 +01:00