Commit Graph
925 Commits
Author SHA1 Message Date
Roxy 71faa643bf Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 2025-11-12 16:44:13 -05:00
b08cb86bd6 Spaceproof plasmaman EVA suits from cargo can have their extinguisher properly refueled (#93812)
## About The Pull Request

Refueling them now gives them 10 charges like it's supposed to. You cant
reduce it's charges by refueling it now

## Why It's Good For The Game

Fix bug

## Changelog
🆑 Cat
fix: Plasmaman EVA suits from cargo can have their extinguisher refueled
fully now
/🆑

---------

Co-authored-by: John Doe <markkavalerov87@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-11-07 14:27:26 +01:00
Roxy d0ca474789 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 2025-11-05 19:43:07 -05:00
Aliceee2chandGitHub 1513f779ad Repaths oxygen jetpacks and "removes" fake empty jetpack (#93676)
## About The Pull Request

removes oxygen jetpack subtype and makes empty jetpack actual oxygen

## Why It's Good For The Game

because our empty jetpack wasnt actually empty and we infact had two
oxygen jetpacks?

## Changelog

N/A
2025-11-01 13:40:04 +01:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
Xander3359andGitHub bbe729aef7 Converts more attackby's to interactions (#93106)
## About The Pull Request
Converts the following:
- Medical Kiosk
- Implant case
- Flamethrower
- Chemical implant case
- Pappercutter

Also I've looked at some alt click procs and adjusted some of their
returns
2025-10-12 22:40:42 -05:00
Thunder12345andnevimer 20118ad747 Converts a bunch of time/delay vars to use time defines (#92495)
## About The Pull Request

Converts as many time vars expressed in deciseconds as I could find to
use time defines.

## Why It's Good For The Game

Makes these values neater and more readable.

## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
# Conflicts:
#	code/modules/clothing/head/hat.dm
#	code/modules/clothing/shoes/boots.dm
#	code/modules/clothing/suits/utility.dm
2025-08-19 22:38:55 -04:00
Thunder12345andGitHub 260960d6f4 Converts a bunch of time/delay vars to use time defines (#92495)
## About The Pull Request

Converts as many time vars expressed in deciseconds as I could find to
use time defines.

## Why It's Good For The Game

Makes these values neater and more readable.

## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
2025-08-12 18:30:25 -04:00
SmArtKarandRoxy d858a64a78 Converts plasmaman limbs to bodypart effects instead of components (#91639)
## About The Pull Request

Removes self_ignition component and replaces it with a more performant
and cleaner bodypart effect system.
Additionally, fixes two issues where plasmamen would sometimes still be
set on fire/be affected by fire damage even when sealed, and where they
could have exposed hands but not get set ablaze.

- Closes #89277

## Why It's Good For The Game

self_ignition component is per-limb and thus causes plasmamen to tick
six times as much going through all of their equipment. This is plain
better.

## Changelog
🆑
fix: Plasmamen no longer should get perpetually stuck ablaze in rare
edge case scenarios
fix: Plasmamen need to wear gloves once again
code: Updated plasmamen limb tracking/effects to be more performant
/🆑
2025-06-15 15:55:02 -04:00
SmArtKarandGitHub 5a7da7aeb8 Converts plasmaman limbs to bodypart effects instead of components (#91639)
## About The Pull Request

Removes self_ignition component and replaces it with a more performant
and cleaner bodypart effect system.
Additionally, fixes two issues where plasmamen would sometimes still be
set on fire/be affected by fire damage even when sealed, and where they
could have exposed hands but not get set ablaze.

- Closes #89277

## Why It's Good For The Game

self_ignition component is per-limb and thus causes plasmamen to tick
six times as much going through all of their equipment. This is plain
better.

## Changelog
🆑
fix: Plasmamen no longer should get perpetually stuck ablaze in rare
edge case scenarios
fix: Plasmamen need to wear gloves once again
code: Updated plasmamen limb tracking/effects to be more performant
/🆑
2025-06-15 09:57:27 +02:00
BloopandRoxy c906b85d30 Audits wash/cleaning signals + refactors wash() to ensure no needless mob updates occur (#91259)
## About The Pull Request

This has the potential to create a lot of needless mob updates which is
not great. Now should only update a mob's clothing if it was actually
washed.

This PR

1) ensures that all wash() procs return a bitflag.
2) ensures that `wash()` proccalls which result in expensive operations
like icon updates only do so when it is necessary

## Why It's Good For The Game

Updating mob sprites is expensive, and doing it when nothing has been
changed is bad.

## Changelog

Nothing really player facing
2025-06-05 20:05:19 -04:00
BloopandGitHub 2bae025bfe Audits wash/cleaning signals + refactors wash() to ensure no needless mob updates occur (#91259)
## About The Pull Request

This has the potential to create a lot of needless mob updates which is
not great. Now should only update a mob's clothing if it was actually
washed.

This PR

1) ensures that all wash() procs return a bitflag.
2) ensures that `wash()` proccalls which result in expensive operations
like icon updates only do so when it is necessary

## Why It's Good For The Game

Updating mob sprites is expensive, and doing it when nothing has been
changed is bad.

## Changelog

Nothing really player facing
2025-06-02 18:54:53 +00:00
655b66bdd0 Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.

What this PR does:

- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.

![FOuGL6ofxC](https://github.com/user-attachments/assets/e5414971-7f13-4883-9f7f-a8a212b46fe8)

<details><summary>Mappers rejoice!</summary>

![StrongDMM_1oeMSoRHXT](https://github.com/user-attachments/assets/83dcfe4c-31be-4953-98f3-dff90268bbc4)

![StrongDMM_uyqu3CggPn](https://github.com/user-attachments/assets/7896f99e-2656-40e1-a9da-3a513882365a)

</details>

<details><summary>Uses iconforge so it does not take up much time during
init</summary>

![dreamdaemon_u4Md3Dqwge](https://github.com/user-attachments/assets/17baaff8-5d5e-4a4d-ba8f-9dd548024155)

</details>

---

this still applies:

Note for Spriters:

After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.

Note for Server Operators:

In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt

No more error icons in SDMM and loadout.

🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-05-29 16:14:43 -04:00
cb51a652a9 Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request

Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.

What this PR does:

- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.


![FOuGL6ofxC](https://github.com/user-attachments/assets/e5414971-7f13-4883-9f7f-a8a212b46fe8)

<details><summary>Mappers rejoice!</summary>


![StrongDMM_1oeMSoRHXT](https://github.com/user-attachments/assets/83dcfe4c-31be-4953-98f3-dff90268bbc4)


![StrongDMM_uyqu3CggPn](https://github.com/user-attachments/assets/7896f99e-2656-40e1-a9da-3a513882365a)

</details>

<details><summary>Uses iconforge so it does not take up much time during
init</summary>


![dreamdaemon_u4Md3Dqwge](https://github.com/user-attachments/assets/17baaff8-5d5e-4a4d-ba8f-9dd548024155)

</details>

---

### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:

Note for Spriters:

After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.

Note for Server Operators:

In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt


## Why It's Good For The Game

No more error icons in SDMM and loadout.

## Changelog

🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-05-24 15:21:02 -07:00
SmArtKarandRoxy 6561e2c0cc [NO GBP] Fixes space suit helmets still having slowdown (#91202)
## About The Pull Request

I'm stupid and in #89610 gave suits their second half of the slowdown
back but forgot to remove it from the helmets.

Closes #91006
Closes #89765

## Why It's Good For The Game
## Changelog
🆑
fix: Fixed space suit helmets slowing you down
/🆑
2025-05-22 21:31:02 -04:00
MrMelbertandRoxy bc2215667f Re-refactors batons / Refactors attack chain force modifiers (#90809)
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-22 21:30:07 -04:00
SmArtKarandGitHub d28a8581e4 [NO GBP] Fixes space suit helmets still having slowdown (#91202)
## About The Pull Request

I'm stupid and in #89610 gave suits their second half of the slowdown
back but forgot to remove it from the helmets.

Closes #91006
Closes #89765

## Why It's Good For The Game
## Changelog
🆑
fix: Fixed space suit helmets slowing you down
/🆑
2025-05-20 12:11:07 +03:00
MrMelbertandGitHub 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00
GhomandShadow-Quill 11d82b7995 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

Improving old code. And I want to be able to pet mobroaches while
holding them too.

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-29 18:22:44 -06:00
075d966320 Added additional layers to hairstyles (#90275)
## About The Pull Request

Added two new "layers" to hairstyles. The first draws on the normal hair
layer but resists being affected by hair masks unless a piece of
clothing really insists that it must mask it. The second draws on top of
the headwear layer and will ignore all hair masking, but will disappear
entirely if a piece of clothing covers the part of the head that
hairpiece originates from.

Each of these "Layers" (called "hair appendages" in the code) is
associated with a part of the head that it comes off of (left side,
rear, right side, etc.), which pieces of clothing can cover to prevent
those parts from being shown. For example, a Beret will allow a ponytail
to sprout off the back of a person's head and ignore the normal hair
mask, but a winter coat hood covers every part of the head except the
front, so it will hide the ponytail completely.

## Costs

Hairstyles that use this system require some extra icon blending, but
each hairstyle will cache the result of each blend whenever a new hair
mask is applied, so the extra cost only happens once. The cache will
also be used on hairstyles that don't utilize the additional layers, so
we should end up with less total icon blending over the course of a
round than we currently have.

Adds a new sprite layer, OUTER_HAIR_LAYER, to humans.

Changes hair masks from strings specifying an icon state to datums with
an icon state and a bitfield storing which parts of the head the
headware that uses them cover. The singletons for these datums are
stored in the SSaccessories subsystem.

Any hairstyle that uses this system will need 1-2 more icon states in
the human_face.dmi file. I currently have 32 hairstyles marked that
could reasonably use this system, about half of which use both
additional icon states.

## Images

Old system:

![before1](https://github.com/user-attachments/assets/c8e5827b-751f-4809-b7a4-d30a3b2aaa70)

New system:

![after1](https://github.com/user-attachments/assets/b25ca6e3-f5cd-4385-822e-29604a7d39ba)

![after2](https://github.com/user-attachments/assets/0b0c8007-42d5-42bd-a9b4-6bf7a7e1264e)

The new system is currently only implemented on the "Ponytail (High)"
hairstyle for demonstration and testing. I have a branch with the same
update for most similar hairstyles I can push if this is merged.

## Why It's Good For The Game

Hair masks are okay but they look really bad with some hairstyles. This
allows people who really care about their character's look to make their
hairstyles work with their favorite hats.

Potential for fixing #88886

## Changelog

🆑
add: Added a system to create hairstyles with multiple layers to allow
better interaction with hats and helmets
image: Added additional sprite layers to the Ponytail (High) hairstyle
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-04-29 17:41:06 -06:00
GhomandGitHub 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
6a9ee3b1c6 Added additional layers to hairstyles (#90275)
## About The Pull Request

Added two new "layers" to hairstyles. The first draws on the normal hair
layer but resists being affected by hair masks unless a piece of
clothing really insists that it must mask it. The second draws on top of
the headwear layer and will ignore all hair masking, but will disappear
entirely if a piece of clothing covers the part of the head that
hairpiece originates from.

Each of these "Layers" (called "hair appendages" in the code) is
associated with a part of the head that it comes off of (left side,
rear, right side, etc.), which pieces of clothing can cover to prevent
those parts from being shown. For example, a Beret will allow a ponytail
to sprout off the back of a person's head and ignore the normal hair
mask, but a winter coat hood covers every part of the head except the
front, so it will hide the ponytail completely.

## Costs

Hairstyles that use this system require some extra icon blending, but
each hairstyle will cache the result of each blend whenever a new hair
mask is applied, so the extra cost only happens once. The cache will
also be used on hairstyles that don't utilize the additional layers, so
we should end up with less total icon blending over the course of a
round than we currently have.

Adds a new sprite layer, OUTER_HAIR_LAYER, to humans.

Changes hair masks from strings specifying an icon state to datums with
an icon state and a bitfield storing which parts of the head the
headware that uses them cover. The singletons for these datums are
stored in the SSaccessories subsystem.

Any hairstyle that uses this system will need 1-2 more icon states in
the human_face.dmi file. I currently have 32 hairstyles marked that
could reasonably use this system, about half of which use both
additional icon states.

## Images

Old system:

![before1](https://github.com/user-attachments/assets/c8e5827b-751f-4809-b7a4-d30a3b2aaa70)

New system:

![after1](https://github.com/user-attachments/assets/b25ca6e3-f5cd-4385-822e-29604a7d39ba)

![after2](https://github.com/user-attachments/assets/0b0c8007-42d5-42bd-a9b4-6bf7a7e1264e)

The new system is currently only implemented on the "Ponytail (High)"
hairstyle for demonstration and testing. I have a branch with the same
update for most similar hairstyles I can push if this is merged.

## Why It's Good For The Game

Hair masks are okay but they look really bad with some hairstyles. This
allows people who really care about their character's look to make their
hairstyles work with their favorite hats.

Potential for fixing #88886

## Changelog

🆑
add: Added a system to create hairstyles with multiple layers to allow
better interaction with hats and helmets
image: Added additional sprite layers to the Ponytail (High) hairstyle
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-04-06 19:50:50 +00:00
SmArtKarandGitHub 431bf75d53 Color Code Audition: Human rendering hates me (#89702)
## About The Pull Request

This trainwreck of a PR is (hopefully) a final solution to all rendering
jank stemming from the new filter-based coloring system. I went over
every single instance of RESET_COLOR, either adding KEEP_APART or
rewriting them entirely so they render properly. I've also fixed blood
rendering issues by utilizing alpha filters and adding an abstract
"holder" appearance for worn items, which holds blood overlays on worn
clothing as to avoid coloring it. I've also fixed horrible
inconsistencies with atmos pipe coloring as a result (of getting sucked
down that rabbit hole) and converted all uses of COLOR_VERY_LIGHT_GRAY
in atmos code to ATMOS_COLOR_OMNI to avoid confusion.

MODsuit modules still get colored into MOD unit's color, need to
refactor their rendering for this.

Closes #88989
Closes #87526
Closes #89837

## Changelog
🆑
refactor: Audited all remaining coloring code - among noticeable
changes, blood should no longer get colored or "leak out" of item
bounds, atmos pipes no longer color weirdly and repairbots are white
again.
/🆑
2025-03-24 15:05:33 +01:00
SmArtKarandRoxy c7262769c3 [NO GBP] Brings back missing space suit slowdown (#89610)
## About The Pull Request

#89497 reverted the change from #85704 and moved the slowdown from
helmets back to the space suits... except on the actual EVA suit, and it
slipped past the reviews.

## Why It's Good For The Game

Missed in the original PR

## Changelog
🆑
balance: Gave space suits back half of their missing slowdown due to an
oversight in a prior change.
/🆑
2025-03-12 16:43:07 -04:00
SmArtKarandRoxy e94abd14e4 Replaces slowdown/FOV on space suits, rad/bio/bomb helmets with the new dirt component (#89497)
## About The Pull Request
#87102 introduced a new clothing dirt component, which increases tint
when you get spraypainted. This PR expands it to work when you are
spraypainted and applies it to space helmets, gas masks and rad/bomb/bio
helmets, and gives all items a fancy overlay when
spraypainted/peppersprayed.


![dreamseeker_AJf0C79SRv](https://github.com/user-attachments/assets/1e92806a-7f8f-4952-9dfe-7938b18fa2d2)

![image](https://github.com/user-attachments/assets/f4226e64-32a2-4655-8230-e0d338bc43cb)

Spraypainting a person wearing an item with this component randomly
applies 2-3 levels of tint, potentially blinding them until they wash
their helmet or mask.

Additionally, driscoll mask has lost its eye covering, and welding gas
mask gained it - doesn't make sense for former to have it, and for
latter to be missing it.

## Why It's Good For The Game

Bomb suits and bio hoods are already extremely weak, while rad suits are
super situational when there are MODsuits with none of the downsides. 90
degree FOV is extremely punishing and makes them essentially unusable.
Space helmet slowdown was added because they gave pepperspray protection
with no downside, which this PR brings, so there's no reason to keep it
around considering how bad slowdown feels in our game.

Also spraypainting someone's visor is just extremely funny to me.

## Changelog
🆑
balance: Space helmets and bio/bomb/rad hoods have lost their
slowdown/FOV respectively, but now can have their visor covered by
spraypaint or pepper spray.
balance: Driscoll mask no longer protects your eyes, unlike welding gas
mask which received said protection.
/🆑
2025-03-12 16:35:25 -04:00
SmArtKarandGitHub a3150b1595 [NO GBP] Brings back missing space suit slowdown (#89610)
## About The Pull Request

#89497 reverted the change from #85704 and moved the slowdown from
helmets back to the space suits... except on the actual EVA suit, and it
slipped past the reviews.

## Why It's Good For The Game

Missed in the original PR

## Changelog
🆑
balance: Gave space suits back half of their missing slowdown due to an
oversight in a prior change.
/🆑
2025-02-22 14:54:38 +01:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
SmArtKarandGitHub 67143afff1 Replaces slowdown/FOV on space suits, rad/bio/bomb helmets with the new dirt component (#89497)
## About The Pull Request
#87102 introduced a new clothing dirt component, which increases tint
when you get spraypainted. This PR expands it to work when you are
spraypainted and applies it to space helmets, gas masks and rad/bomb/bio
helmets, and gives all items a fancy overlay when
spraypainted/peppersprayed.


![dreamseeker_AJf0C79SRv](https://github.com/user-attachments/assets/1e92806a-7f8f-4952-9dfe-7938b18fa2d2)

![image](https://github.com/user-attachments/assets/f4226e64-32a2-4655-8230-e0d338bc43cb)

Spraypainting a person wearing an item with this component randomly
applies 2-3 levels of tint, potentially blinding them until they wash
their helmet or mask.

Additionally, driscoll mask has lost its eye covering, and welding gas
mask gained it - doesn't make sense for former to have it, and for
latter to be missing it.

## Why It's Good For The Game

Bomb suits and bio hoods are already extremely weak, while rad suits are
super situational when there are MODsuits with none of the downsides. 90
degree FOV is extremely punishing and makes them essentially unusable.
Space helmet slowdown was added because they gave pepperspray protection
with no downside, which this PR brings, so there's no reason to keep it
around considering how bad slowdown feels in our game.

Also spraypainting someone's visor is just extremely funny to me.

## Changelog
🆑
balance: Space helmets and bio/bomb/rad hoods have lost their
slowdown/FOV respectively, but now can have their visor covered by
spraypaint or pepper spray.
balance: Driscoll mask no longer protects your eyes, unlike welding gas
mask which received said protection.
/🆑
2025-02-17 21:40:54 +11:00
Penelope HazeandGitHub 4c2a76ede3 Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to
variable names, but only the really egregious ones like "concious".
2025-01-28 22:16:16 +01:00
grungussussandGitHub 6f54d6ceac Beret hat masking (#88656)
## About The Pull Request


https://github.com/user-attachments/assets/f54acfe0-107b-44ad-b5f1-bfd8f16387e6
## Why It's Good For The Game
looks nice
## Changelog
🆑 grungussuss
image: added hat masking for berets
/🆑
2024-12-26 11:15:40 +01:00
HookieandGitHub b5a8393578 Fix Syndicate Spacesuit Names (#88697)
## About The Pull Request

Fixes the names of the engineering and medical syndicate space helmets
referring to them as a generic 'black space helmet', despite being
separate items, and fixes the medical syndicate space suit inexplicably
being called a 'green space suit' despite objectively not being green.

Naming schemes follow the only-correctly-named Black Engineering Space
Suit's naming pattern.

## Why It's Good For The Game

Accurate labels and consistent naming schemes are good and prevent
confusion among players. Also, I'm making a downstream PR that involves
these, and if I see a black and white spacesuit called 'green spacesuit'
one more time, I'm going to commit a felony.

## Changelog

🆑
fix: The Syndicate Medical Space Suit is no longer labelled a 'green
space suit' despite being a noticeably non-green color.
fix: Syndicate Medical and Engineering space helmets now display
themselves as such.
/🆑
2024-12-25 19:43:27 +01:00
Timandlessthanthree e17b3d7299 Add screentips to envirosuit helmets (#87285) 2024-12-01 22:06:38 -08:00
carlarctgandGitHub f198a55364 Added 'loose hat' functionality to the hat stabilizing component, used in modsuist (#88030)
## About The Pull Request

You can now wear a hat on any modsuit, even w/o the stabilizing module.

However:
- It will always sit slightly askew, at an angle.
- Involuntarily falling to the ground for any reason will cause the hat
to fall to the ground.
- Being thrown, slapped, or slipped will send it flying off.

Added the Atrocinator, Hat Stabilizer, and Tanning modules to the black
market.

Added the loose hat component to bio/bomb/rad hoods and space helmets.

## Why It's Good For The Game

> You can now wear a hat on any modsuit, even w/o the stabilizing
module.

I think the notion of, say, the Head of Security putting his cap on his
modsuit and then being slipped by the clown, who then steals the cap, is
really funny.


https://github.com/user-attachments/assets/3ad8a74d-0cb8-4118-8beb-d2ce9c76b358

The module is fairly rare and sometimes I just want to wear a silly hat
alongside the modsuit without badgering the captain for his hat module.
The downsides are rather plentiful so it's not like the hat module is
made irrelevant - if anything it makes it more notable.

This will add a bunch of enjoyable silliness to rounds, so I think it's
worth it.

> Added the Atrocinator, Hat Stabilizer, and Tanning modules to the
black market.

> Added the loose hat component to bio/bomb/rad hoods and space helmets.

It sucks losing your iconic drip when you need to venture out to space
for whichever reason - this lets you keep it without taking up space in
your bag, while having the throw downside.

They just feel perfect for the vibes of the black market. More
miscellaneous completely useless fancy stuff that has exorbitant prices
please!

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: You can now wear a hat on any modsuit, even w/o the stabilizing
module. But it may easily fall off...
add: Added the Atrocinator, Hat Stabilizer, and Tanning modules to the
black market.
add: Added the loose hat component to bio/bomb/rad hoods and space
helmets.
/🆑

~~I'm having a bit of an issue. Somewhere I fugged up and now the worn
overlay on the mod helmet sprite doesn't work properly...~~ Turns out
that code was never used and nonfunctional to begin with so I removed it
entirely yay
2024-11-29 01:28:09 +01:00
grungussussandGitHub 2289c61776 welding hats play the visor up/down sfx instead of MOD hiss (#87920) 2024-11-17 02:55:38 +02:00
grungussussandlessthanthree d5c9cbfe99 Helmet and visor sounds (#87165) 2024-11-16 00:38:51 -08:00
cd8aae5100 General maintenance for inducer (#86929)
## About The Pull Request
**1. Qol** 
- Adds examines & screentips for screwdriver act, inserting & removing
cell

**2. Code Improvements**
 - Autodocs & removes some unused/redundant vars
 - Corrects return values of `screwdriver_act()`
 
**3. Fixes**
- Fixes #85408. Charging is consistent with cell rating & scales for
higher tier cells
- Syndicate inducers now uses super batteries not cells so they have
higher charge
 
**4. Refactor**
- Moved attack chain to `item_interaction()` & `interact_with_atom()` &
removes a lot of procs to merge with this new attack chain
 

## Changelog
🆑
qol: adds extra examines & screentips for inducer
fix: inducer charging rate scales with cell rating
fix: syndicate inducers now have correct charge & batteries installed
refactor: inducer attack chain has been improved & redundant vars/procs
have been removed, report bugs on github
/🆑

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-11 00:43:40 -08:00
John WillardandMajkl-J 1f0180f3fe human AIs get space suits if the room is inhospitable (also can leave the sat) (#86953)
## About The Pull Request

Alternative to https://github.com/tgstation/tgstation/pull/86949

Gives Human AI a space suit if they spawn in a room inhospitable to
them. I also made the 2 tiles the AI spawns in cold to match the
exterior of the windoor, so this effect actually kicks in.

I also removed their hazardous area component, so they can move at full
speed, use ladders, vehicles, etc.

Lastly, anytime you spawn with a space suit I made it automatically turn
itself on, which is only for ghost roles currently. Now if you spawn in
bad temperature, you won't have to rush to flip it on before you start
freezing.

## Why It's Good For The Game

Doesn't require mapping changes for a station trait and allows for
unique types of AI Sats without having to make accommodations for human
AI each time.

Hazardous area was originally added as they were being compared to an
immovable object, which now I think is a little silly. When thinking of
a human versus an AI, the first thought is that humans can move around
and touch things, this arbitrary limit was not only annoying, but also
terrible on multi-z maps where it blocked things like access to ladders
if it wasn't directly in the AI sat's room.

## Changelog

🆑
balance: Human AIs spawn with a space suit on Wawastation.
balance: Human AIs no longer have slowdown and a ton of restrictions
such as ladders when outside of the satellite.
qol: Spawning in with a space suit now has its thermal regulation on by
default.
/🆑
2024-11-11 00:43:39 -08:00
SmArtKarandGitHub 3d8ffe973d [NO GBP] Fixes pressure-proof clothing not preventing plasmamen self-combustion (#87598)
## About The Pull Request

Closes #87515

## Changelog
🆑
fix: Fixed pressure-proof clothing not preventing plasmamen
self-combustion
/🆑
2024-11-01 17:54:05 +01:00
Majkl-J e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00
592353088e Refactors hat stabilizers into a component shared with plasmamen helmets (#87305)
## About The Pull Request

Hat stabilization is now a component shared between MODsuits and
plasmaman helmets, only change this results in is attached helmets
applying their visor flags to plasmaman helmets (like it was with
MODsuits), but that should not have any impact envirohelms already cover
your face

## Why It's Good For The Game

Less copypasted code and maybe some day we can get hat stands.

## Changelog
🆑
refactor: Refactored hat stabilizers into a component shared with
plasmaman helmets
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2024-10-23 20:32:01 +02:00
TimandGitHub cbed2a1775 Add screentips to envirosuit helmets (#87285) 2024-10-19 13:33:37 +02:00
grungussussandGitHub a76084be45 Helmet and visor sounds (#87165) 2024-10-13 16:43:53 +02:00
SmArtKarandGitHub 91e14ba363 Plasmaman Species Refactor | Jesus Christ This Hurts Edition (#87086)
## About The Pull Request
Completely refactors plasmaman code by moving their self-ignition code
to limbs via a component and making suits handle their extinguishing
code by themselves. This means that if someone gets a plasmaman limb
attached to them, they'll need to seal it off from oxygen or it will
ignite!

## Why It's Good For The Game

Plasmaman code is really bad and we've been trying to move away from
species specific code and make them just limb and organ containers
Closes #52649

## Changelog
🆑
fix: Plasmaman space suit internal extinguisher works and can be
refilled now
refactor: Refactored plasmamen self-ignition to be limb-side instead of
being handled by their species
/🆑
2024-10-12 12:55:33 +02:00
35d008dfab General maintenance for inducer (#86929)
## About The Pull Request
**1. Qol** 
- Adds examines & screentips for screwdriver act, inserting & removing
cell

**2. Code Improvements**
 - Autodocs & removes some unused/redundant vars
 - Corrects return values of `screwdriver_act()`
 
**3. Fixes**
- Fixes #85408. Charging is consistent with cell rating & scales for
higher tier cells
- Syndicate inducers now uses super batteries not cells so they have
higher charge
 
**4. Refactor**
- Moved attack chain to `item_interaction()` & `interact_with_atom()` &
removes a lot of procs to merge with this new attack chain
 

## Changelog
🆑
qol: adds extra examines & screentips for inducer
fix: inducer charging rate scales with cell rating
fix: syndicate inducers now have correct charge & batteries installed
refactor: inducer attack chain has been improved & redundant vars/procs
have been removed, report bugs on github
/🆑

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-10-06 18:27:40 +00:00
John WillardandGitHub 20313f6cbc human AIs get space suits if the room is inhospitable (also can leave the sat) (#86953)
## About The Pull Request

Alternative to https://github.com/tgstation/tgstation/pull/86949

Gives Human AI a space suit if they spawn in a room inhospitable to
them. I also made the 2 tiles the AI spawns in cold to match the
exterior of the windoor, so this effect actually kicks in.

I also removed their hazardous area component, so they can move at full
speed, use ladders, vehicles, etc.

Lastly, anytime you spawn with a space suit I made it automatically turn
itself on, which is only for ghost roles currently. Now if you spawn in
bad temperature, you won't have to rush to flip it on before you start
freezing.

## Why It's Good For The Game

Doesn't require mapping changes for a station trait and allows for
unique types of AI Sats without having to make accommodations for human
AI each time.

Hazardous area was originally added as they were being compared to an
immovable object, which now I think is a little silly. When thinking of
a human versus an AI, the first thought is that humans can move around
and touch things, this arbitrary limit was not only annoying, but also
terrible on multi-z maps where it blocked things like access to ladders
if it wasn't directly in the AI sat's room.

## Changelog

🆑
balance: Human AIs spawn with a space suit on Wawastation.
balance: Human AIs no longer have slowdown and a ton of restrictions
such as ladders when outside of the satellite.
qol: Spawning in with a space suit now has its thermal regulation on by
default.
/🆑
2024-10-06 18:55:18 +02:00
grungussussandGitHub 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
LikteerandGitHub 68e40dfd90 Fixes spacesuit slowdown applying to plasmamen helmets (#86783)
#85855 without the extra balance changes, just the fix.
## About The Pull Request
When slowdown was split between spacesuit helmets and suits (idk why
exactly)
it accidentally applied the slowdown to plasmamen enviro helmets.
The ones they wear by default and really need to live.
## Why It's Good For The Game
All plasmamen had an extra slowdown applied to them ever since the PR.
There were attempts to fix it, like the one mentioned at the start, but
it included some questionable extra check that seemingly lead to it
going stale and closing.

I really want the fix to happen, because I'm one of the 5 people who
play plasmamen.
## Changelog
🆑
fix: Plasmamen envirohelmets no longer erroneously apply a slowdown.
/🆑
2024-09-21 15:09:23 +02:00
GhomandGitHub ba4fa8fe07 What you wear and on what chair you sit on can now influence fishing difficulty (#86646)
## About The Pull Request
A foreword, I had to refactor a few bits of shitcode my past self added
first. For context, the "gone fishing" and "actively fishing" traits
only had one source, which is the fishing challenge itself, ad there was
no way to access the challenge from outside its code, except for a few
weakrefs which were being used as sources for the aforementioned traits
(the shitcode in a nutshell). There were also a few signals that I
didn't like because they were being sent to the harder-to-access
challenge datum rather than the user. So I scrapped the traits for a
couple signals to send to the user, then added a global list as a mean
to easily access the challenge datum, and lastly changed the code to
accomodate the titled feature (and allow the challenge to recalculate
its difficulty DURING the minigame phase)

Moving on to the actual feature: I've added a component that can be
added to objects on which mobs can be buckled to or items. When equipped
in the right slots or buckled to, the object will adjust the difficulty
of current and future fishing challenges by a certain amount (more often
than not positive, but there're many exceptions) as long as the object
isn't equipped or the user is unbuckled.

I've been having some fun adding component to a ton of clothes in the
game as well as chairs. Way too many objects to enumerate, so I'll give
you the general idea:
- each carp-themed article provides a slight positive modifier (easier)
- some (not all) doctor-related garbs provide a marginal positive
modifier each (fish doctor jokes)
- floortile camo clothes have positive modifiers
- Tuxedo, laceups, gowns provide negative modifier (more difficult)
- utility garbs such as bio/bomb/rad hoods and suits are quite bad. Riot
armor too.
- boxing gloves are very, very bad. Insulated gloves and haul gauntlets
are also very bad, to a lesser degree.
- **tackle** gloves are good. (pun intended)
- wizard garbs are good, because wizards are good at casting. (also a
pun)
- magboots slightly bad. Space suits bad.
- Blindfolds and welding protection are also bad. Gas masks marginally
bad.
- Pirate attire is nice to have. (I just vibed a little on this one)
- plastic chairs are quite versatile because they can be carried around,
but the mime chair is the best, followed by ratvarian chairs.
- Fishing toolboxes, analyzers and the fish catalog are a plus, because
they can be held.
- And the fishing hat, obviously (not as great as you'd think)

Some of these may be subject to change depending on what people say.

## Why It's Good For The Game
A hundred lines of fishing challenge code made ever-so-slightly less
awful, and a way to modify fishing diffculty beside skills and bait.

## Changelog

🆑
add: Your current clothes and what chair you sit on can now influence
the difficulty of fishing minigames. Having a bare minimum of fishing
skill will let you distinguish which objects can help and which won't,
so keep an eye out. Holding fishing toolboxes, fish analyzers or fish
catalogs can also help.
/🆑
2024-09-17 22:33:04 +00:00
e61afc4318 New Syndicate Stealth MODule: Wraith. (#86449)
## About The Pull Request

Introduces a new MODule in the uplink, makes the user transperent and
grants the ability to siphon light sources to recharge your suit.

Ingame demonstration: https://www.youtube.com/watch?v=bhXNOAMDy4U

## Why It's Good For The Game

I've been playing a ton of Splinter Cell and Intravenous recently and
this random idea popped in my head.

"Wouldn't it be cool if traitors could blend in the darkness to get a
jump on their opponents?"

Also unrelated

"Wouldn't it be cool if tots had a tool to recharge their suit that
didn't involve sitting in a pod for 10 minutes?"

This PR introduces a new module to the uplink, the Wraith.

It comes with a passive and active component.

Passively it works exactly like the crew version of the cloaking module
with just a couple of differences.

1) Doesn't need to be manually activated, if you lose the cloak it's
regained after 5 seconds.

2) Lower stealth alpha value( how trasperent you are basically),
slightly less visible than the crew version, not as good the ninja
module however , I tuned it just enough so that you are more or less
undetectable in the dark.

The active component of the module lets you destroy stationary lights to
recharge your suit power, if used on handheld or borg lights it turns
them off for a minute.

**Why do we need this module when we already have the stealth implant
and the chameleon projector?**

I can think of a few reasons.

1) MODsuits were designed to be customizible, traitor suits range
between 6 to 16 TC, having to invest in a 7-8 TC item after you already
bought a suit is fairly expensive.

2) This MODule would be a better fit for ambushes, as it doesn't have
the *uncloaking* delay of its counterparts.

It is however considerably worse if you get caught, as the cloak is
disrupted on bump or damage.

3) It has better interactions with the sandbox.

Lights can go out for many reasons, maybe it’s just a power outage, or
some assistant broke it, or maybe it was anightmare.

 It leaves room for plausible deniability, adding to the paranoia.

It's also not complete invisibility, if you want to stay undetected you
need to lurk in the darkness, you might expand your domain, at the cost
of the crew eventually wising up to your shaeneningans.

Lastly, since the active component of the module uses the same proc of
the saboteur handgun, I've updated the code to be a generic proc rather
than a signal, to make it easier to reuse in the future.

Item desc provided by NecromancerAnne.

Module sprite made by Orcacora.

## Changelog

🆑
add: The Wraith Cloaking Module is now available in the uplink, costs 3
TC.
code: the saboteur handgun now uses a  generic proc rather than a signal
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-12 17:51:09 +00:00