Commit Graph

13889 Commits

Author SHA1 Message Date
Azarak
ecdb48d0c8 Duffelbags now slow you down less (#1914)
* Update backpack.dm

* Update backpack.dm
2020-11-28 21:12:59 +00:00
SkyratBot
f969ce5e59 [MIRROR] Fixing robot upgrades not being removed from lists all times. (#1906)
* Fixing robot upgrades sometimes not being removed from lists. (#54842)

* Fixing robot upgrades not being removed from lists all times.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-28 13:03:13 +01:00
SkyratBot
03d99de80c [MIRROR] Fixes Issues Regarding Finding Spider and Swarmer Spawns (#1905)
* Fixes Issues Regarding Finding Spider and Swarmer Spawns (#55054)

This PR fixes the issue where people couldn't teleport to spider egg clusters using the notification.

It also adds both the swarmer beacon and spider egg clusters to the ghost orbit menu. This should make it easier to find instances of both in cases where a player might miss the initial notification.

* Fixes Issues Regarding Finding Spider and Swarmer Spawns

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
2020-11-28 13:02:10 +01:00
SkyratBot
a92fdde30e [MIRROR] Remove duplicate definitions of /obj/effect/ex_act, explicitly noop it (#1904)
* Remove duplicate definitions of /obj/effect/ex_act, explicitly noop it (#55076)

/obj/effect/ex_act had several different re-definitions to make it a noop. The original definition would randomly delete it, which is bad news when a lot of /obj/effects are just that--effects, that shouldn't be blown up.

The ones that actually do want to be blown up (like decals) already have their own implementations. The one in place was never ran, and nobody had problems with it.

* Remove duplicate definitions of /obj/effect/ex_act, explicitly noop it

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-11-28 12:59:11 +01:00
SkyratBot
64c0ecb13f [MIRROR] Changes grenade proc names to be more clear (#1897)
* Changes grenade proc names to be more clear (#55181)

Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().

* Changes grenade proc names to be more clear

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-11-28 12:55:30 +01:00
SkyratBot
f4f8f79210 [MIRROR] Fixes improvised jetpacks working as infinite one tick boosters (#1893)
* Fixes improvised jetpacks working as infinite one tick boosters (#55202)

Fixes improvised jetpacks working as infinite one tick boosters
allow_thrust is used as a check when the jetpack is toggled on to see if it should be allowed to turn on. This line needs to return the parent call instead of presuming it passes.

* Fixes improvised jetpacks working as infinite one tick boosters

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-11-28 12:54:07 +01:00
SkyratBot
03583210d8 [MIRROR] Fixes Improvised Jetpack (+New custom icons) (#1869)
* Fixes Improvised Jetpack (+New custom icons) (#55177)

This fixes the improvised jetpack, which currently cannot be activated.
Fixed [#50396](https://github.com/tgstation/tgstation/issues/50396)

The code change was very minor and everything seems to work properly now.
Bonus: New custom icons for this item, better representing what it most likely would look like

* Fixes Improvised Jetpack (+New custom icons)

Co-authored-by: LordVollkorn <66637090+LordVollkorn@users.noreply.github.com>
2020-11-27 07:51:57 +00:00
SkyratBot
18bdebef43 Merge type variable fixes and unit test (#1867)
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-27 07:46:43 +00:00
SkyratBot
f6d60b49f4 [MIRROR] Removes a source of ian harddels, restores soul (#1871)
* Removes a source of ian harddels, keeps mcgruffs bed discription from getting overwritten at roundstart, moves the bed claiming feature to just the dogbed typepath, none of the subtypes, this applies to buckling too (#55158)

Removes a source of ian harddels, keeps mcgruff's bed description from getting overwritten at roundstart, moves the bed claiming feature to just the dogbed typepath, blacklisting subtypes. This applies to buckling too.

This means that a dogbed can only ever belong to one dog. Fuck you.
Remake of #54892, github doesn't like force pushes, not sure why

* Removes a source of ian harddels, restores soul

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-11-27 07:45:11 +00:00
SkyratBot
7c3d54d43c [MIRROR] Fixes cleric mace handles (#1870)
* Fixes cleric mace handles (#55163)

* Fixes cleric mace handles

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-11-27 07:45:04 +00:00
SkyratBot
3bf844af89 [MIRROR] Fixes cyborgs in general replenishing stack modules from external sources (#1846)
* Fixes cyborgs in general replenishing stack modules from external sources (#54935)

* Cyborg stack fix

- Makes cyborgs capable of recycling floor tiles again

* Touches up module code

- Makes module code slightly more OOP-compliant
- Speeds up module creation by an imperceptable amount
- Reworks how borg modules handle stacks

* Fixes cyborgs in general replenishing stack modules from external sources

* Update robot_modules.dm

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-27 07:28:50 +00:00
SkyratBot
888d5d015e [MIRROR] Fixes some food item sizes (#1863)
* Fixes some food item sizes (#55174)

* Fixes some food item sizes

Co-authored-by: NightRed <nightred@gmail.com>
2020-11-26 23:19:43 +00:00
SkyratBot
f6044946d7 [MIRROR] Accidental Consumption post-food refactor cleanup (#1856)
* Accidental Consumption post-food refactor cleanup (#55152)

    Renames a bunch of vars to be more descriptive
    Removes old references to snacks
    Updates some code slightly

* Accidental Consumption post-food refactor cleanup

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2020-11-26 23:18:09 +00:00
SkyratBot
d4100f9387 [MIRROR] Fixing non-wiz phased mobs. (#1854)
* Fixing non wiz phased mobs. (#55162)

Wrong proc path, also qdel ref issue for shadow walk holder.
This will close #55141 and close #55142
fix: Nightmares and some other critters no longer delete themselves once they stop phasing.

* Fixing non-wiz phased mobs.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-26 23:17:51 +00:00
SkyratBot
e6879819ea [MIRROR] CanUseTopic() refactor. (#1829)
* CanUseTopic() refactor. (#54747)

* CanUseTopic() refactor.

* Forgot about default_can_use_topic. Tested and working.

* Update bin.dm

* no-nonsense.

* CanUseTopic() refactor.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-25 13:56:56 +01:00
SkyratBot
384d439381 [MIRROR] Fixes chem and addiction scans, null checks for addiction_list (#1826)
* Fixes chem and addiction scans, null checks for addiction_list (#55105)

So #54797 changed addiction_list to instantiate as a null instead of a list. Turns out a few things relied on the list existing!
Things like health analyser/medical kiosk chem and addiction scans broke, and smokers would no longer get addicted!
Made a few places check if addiction_list is null before continuing.

(Lemon's note, refactored some code to make it cleaner/removed some unneeded loop typechecks)

* Fixes chem and addiction scans, null checks for addiction_list

Co-authored-by: prodirus <44090982+prodirus@users.noreply.github.com>
2020-11-25 13:56:15 +01:00
SkyratBot
a25041431b [MIRROR] Humans have more complicated body temperatures (#1825)
* Humans have more complicated body temperatures (#54550)

This changes how carbon/humans stabilize body temperature, and changes how damage and wounds are applied based on temperature.

Humans now have a core body temperature along with body temperature. The core temperature is used for natural stabilization and what viruses like fever and shivers target by raising or lowing the core temperature of the mob.
The standard body temperature still exists and acts exactly the same for most items at this time but is now treated as surface temperature in humans.

Damage from body temperature for humans is now based on the core temperature instead of body temperature now.
Humans will now receive burn wounds when the body (surface) temperature is to high for to long.

This causes you to see alerts for the area temperature before you take damage in most cases improving visibility of dangerous situations.

* Humans have more complicated body temperatures

Co-authored-by: NightRed <nightred@gmail.com>
2020-11-25 13:56:04 +01:00
SkyratBot
65368300d2 [MIRROR] Refactors Pastries into newfood. (#1824)
* Refactors Pastries into newfood. (#54996)

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Floyd <Floydje123@ hotmail.com>

* Refactors Pastries into newfood.

* Update collars.dm

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Floyd <Floydje123@ hotmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-25 01:02:00 +00:00
SkyratBot
ed9698068b [MIRROR] tgui: Safe (#1818)
* tgui: Safe

* 0

* Update tgui.bundle.js

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-24 23:59:06 +00:00
SkyratBot
02a713f379 [MIRROR] Fixes PDA bombing have equal chances to work on PDAs without manifest access vs PDAs with it (#1812)
* Fixes PDA bombing have equal chances to work on PDAs without manifest access vs PDAs with it (#55036)

* Makes extra difficulty actually work

0

* Actually fixes it as of what Fikou suggested

* no space, sorry

Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>

Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>

* Fixes PDA bombing have equal chances to work on PDAs without manifest access vs PDAs with it

Co-authored-by: Bond <58570888+TheBonded@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
2020-11-24 11:37:40 +01:00
SkyratBot
87976343b7 [MIRROR] Fixes flat dough element bug (#1803)
* path funeneee (#55119)

* Fixes flat dough element bug

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
2020-11-24 11:32:40 +01:00
SkyratBot
e52038974a [MIRROR] Foam darts and other unembeddable bullets will no longer leave ghost shrapnel (#1796)
* Foam darts and other unembeddable bullets will no longer leave ghost shrapnel (#54994)

Projectiles are assigned the ability to try embedding by the presence of a shrapnel_type variable being set on them, whether or not they actually have a set of embedding stats in their embedding var. By default, children of /obj/projectile/bullet have a shrapnel type set to a generic embedded bullet item, including things like foam darts and lollypop projectiles which shouldn't be able to embed (and certainly not embed as a bullet). While they had their embedding vars set to null, they still had their shrapnel_type set to the embedded bullet type, meaning shooting a person with a dart gun or whatever would leave a failed shrapnel item on the ground where they weren't supposed to.

This fixes that by requiring both a defined shrapnel_type AND a defined embedding var for the embedding stats. Any projectiles without both won't be able to try embedding. I also manually put 'shrapnel_type = null' on any bullet subtypes with embedding = null just to be safe and for consistency.

* Foam darts and other unembeddable bullets will no longer leave ghost shrapnel

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-11-24 08:34:46 +00:00
SkyratBot
7d653f1f6b [MIRROR] Moves grown food to newfood (#1794)
* Moves grown food to newfood (#55040)

Moves grown food to newfood
Gives trash element support for callbacks for item creation override

* Moves grown food to newfood

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-11-23 22:35:35 +00:00
SkyratBot
1e040f5f1e [MIRROR] Makes it so living crate creatures can pass plastic flaps as god intended. (#1788)
* Makes it so living crate creatures can pass plastic flaps as god intended. (#55088)

* Makes it so living crate creatures can pass plastic flaps as god intended.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-23 20:46:15 +00:00
SkyratBot
3f22ac0cee [MIRROR] Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co. (#1784)
* Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co. (#54783)

* Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-23 18:29:54 +00:00
SkyratBot
aba49c29de [MIRROR] Lockers, Bluespace Bodybags, and all their subtypes, now properly prevent you from access internal, sub-level boxes storages. (#1780)
* Salt the earth of these god damn gym lockers (#55081)

* Lockers, Bluespace Bodybags, and all their subtypes, now properly prevent you from access internal, sub-level boxes storages.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-23 09:17:48 +01:00
SkyratBot
742559ebde [MIRROR] Properly differentiates the nanodrug and nanomed vending machines. (#1776)
* Properly differentiates the nanodrug and nanomed vending machines. (#55069)

This repaths the nanodrug and nanomed vending machines, as well as visually tweaks the nanodrug vending machine from the nanomed vending machine, in order to
A) Fix the correct vending refills working on the correct vending machines.
B) Not make 2 different vending machines with different contents sell look identical.

Allows for visual clarity between 2 distinct, different vending machines. I got lazy and didn't do it the first time, and now they've been confusing players, apparently.
Additionally, makes them actually deconstruct able and constructible as a result of the fix to the circuit board.

* Properly differentiates the nanodrug and nanomed vending machines.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-22 22:36:11 +00:00
SkyratBot
40015ba64d [MIRROR] Minor refactor to signal handlers to remove potential sleeps (#1777)
* Minor refactor to signal handlers to remove potential sleeps (#54649)

About The Pull Request

These are legacy sleepers, the remaining 12 are non-trivial to fix.

* Minor refactor to signal handlers to remove potential sleeps

Co-authored-by: spookydonut <github@spooksoftware.com>
2020-11-22 22:35:37 +00:00
SkyratBot
da8886ddbc [MIRROR] moves dough to newfood (#1767)
* moves dough to newfood (#55039)

* moves dough to newfood

* moves dough to newfood

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-11-22 18:21:02 +00:00
SkyratBot
3967da22e1 [MIRROR] Fixing a 18.18% chance of gibs streaking 50 tiles away. (#1745)
* Fixing a 18.18% chance of gibs streaking 50 tiles away. (#55035)

* Fixing a 18.18% chance of gibs streaking too far away.

* ascended bug, not a new feature. :rolleyes:

* Fixing a 18.18% chance of gibs streaking 50 tiles away.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-20 12:12:55 +01:00
SkyratBot
90373657be [MIRROR] AIs can now select portraits as their display (#1739)
* AIs can now select portraits as their display

* a

* Update tgui.bundle.js

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-20 11:19:18 +01:00
SkyratBot
6b98d55573 [MIRROR] Makes ladders craftable (#1736)
* Makes ladders craftable (#54485)

* Makes ladders craftable

Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com>
2020-11-19 23:58:30 +00:00
SkyratBot
6ee9837409 [MIRROR] [WIP] Remove fusion from reactions, add hypertorus fusion machinery (#1719)
* [WIP] Remove fusion from reactions, add hypertorus fusion machinery

* a

* Merge branch 'master' into upstream-merge-54379

* Update tgui.bundle.js

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-19 07:27:51 +01:00
SkyratBot
89a8cb991a [MIRROR] moves misc food to newfood code (#1725)
* moves misc food to newfood code (#54788)

misc food is now using newfood code

* moves misc food to newfood code

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-11-19 07:21:23 +01:00
SkyratBot
d9606e5d0a [MIRROR] Scalpel can now cut pizza. (#1724)
* Scalpel can now cut pizza. (#55012)

Enables scalpel tools to cut pizza. Consolidated a bunch of pizza-specific `MakeProcessable` proc defines that were just copy+pastes of each other.

* Scalpel can now cut pizza.

Co-authored-by: Josh <josh@jaw.sh>
2020-11-19 07:20:56 +01:00
SkyratBot
4dc077b884 [MIRROR] Food processors and microwaves now respect food trays (#1716)
* Food processors and microwaves now respect food trays (#54927)

Really it's a bandaid as it would be better to wait until the refactor is done, but it turned out to be a rather easy fix.
Food trays may now once again mass insert both new and old food into the microwaves and food processors.

Prevents any manual handing when cooking large quantities of food at once.
Also, you get the switch gathering mode button when being given the serving tray again.

* Food processors and microwaves now respect food trays

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-19 06:45:07 +01:00
SkyratBot
9c5041509a [MIRROR] Spraycans now consume charges in the right order when spraying graffiti. (#1712)
* Spraycans now consume charges in the right order when spraying graffiti.  (#54929)

Spraycans now check the cost of placing down a new spray before performing the do_after countdown, then uses the charge immediately after the do_after is completed.

Spraycans should check and only use a charge AFTER their cooldown timer is complete.

* Spraycans now consume charges in the right order when spraying graffiti.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-17 21:28:05 +00:00
SkyratBot
964adb7828 [MIRROR] Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now (#1709)
* Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now (#54922)

* Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-11-17 00:50:36 +01:00
SkyratBot
1c065882f7 [MIRROR] [ready] Reverts metabolism on stomachs, keep them as important to eating (#1690)
* Reverts metabolism on stomachs, keep them as important to eating (#54632)

* [ready] Reverts metabolism on stomachs, keep them as important to eating

* Merge branch 'master' into upstream-merge-54632

* Update food_reagents.dm

* Update alcohol_reagents.dm

Co-authored-by: NightRed <nightred@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-15 06:47:17 +01:00
SkyratBot
c0cdf25886 [MIRROR] Arconomy: Amputating the Invisible Hand of Income. (#1687)
* Arconomy: Amputating the Invisible Hand of Income.

* Update tgui.bundle.js

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-14 21:52:07 +01:00
SkyratBot
9e88359f04 [MIRROR] Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#1686)
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#54715)

* The Re-pricening

* Rewritten and adjusted for paycheck defines.

* I made the map changes finally.

* And the refills too.

* "OH YEAH REPLACING IT ALL WITH DEFINES AND SCALING IT THE EXCEL DOCUMENT WILL BE EASY, ARCANE!!!"

* And the premium ones too.

* Accidently spoiled a future pr due to dme bleedover

* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-14 21:49:11 +01:00
SkyratBot
6733d6debb [MIRROR] fixes the flags of some shocks (#1685)
* fixes the flags of some shocks (#54906)

## About The Pull Request

The shocks from the shock touch mutation now ignore insulated gloves, because you're touching your victim's body, not giving them a handshake.

The shocks from punching charged energy fields (special holosigns from emagged cyborgs) now DON'T ignore insulated gloves, because you're literally punching them with your hand.

The shocks from running into charged energy fields now DON'T ignore insulated gloves, to be consistent with things like electrified doors.

The shocks from the on_mob_life() effect of liquid electricity now ignore insulated gloves, like the shocks from the on_mob_life() effect of teslium do (thanks for pointing this out, Angustmeta!).

## Why It's Good For The Game

Logical sense and consistency in what forms of protection shocks check for are good things, I think.

* fixes the flags of some shocks

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-11-14 21:33:12 +01:00
SkyratBot
5adb2790a0 [MIRROR] Spider Rework (#1667)
* Spider Rework

* Update giant_spider.dm

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-11 18:32:13 +01:00
SkyratBot
e768cef297 [MIRROR] /obj/screen --> /atom/movable/screen (#1646)
* /obj/screen --> /atom/movable/screen

* Update storage.dm

* Update radial.dm

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-11 04:12:50 +01:00
SkyratBot
bfaa5be1c0 [MIRROR] Pies are now refactored for new foods. (#1677)
* Pies are now refactored for new foods. (#54751)

Moves over pies to the newfood typepaths, as well as the few select pie slices.

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* Pies are now refactored for new foods.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
2020-11-11 02:55:01 +00:00
SkyratBot
eedf2362cc [MIRROR] Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'. (#1674)
* Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'. (#54665)

The PR aims to allow advanced tool users to be defined by traits rather than a hardcoded proc.
Also necessary for the CanUseTopic refactor I'm working on, which will be PRed separately for atomization purposes.
This PR also fixes an inconsistency with can_hold_items (since monkeys can actually hold items).

* Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-11 02:52:32 +00:00
SkyratBot
47febd0ae5 [MIRROR] Beauty component improvements. Two new fantasy component prefixes (#1673)
* Beauty component improvements. Two new fantasy component prefixes (#54622)

Title. Changed the component backend code slightly to allow a single component to hold the total score instead of spawning new components. This should fix cases, such as material stacks without the MATERIAL_NO_EFFECTS flag, where multiple set_costum_materials calls can be made and new beauty components spawned.

* Beauty component improvements. Two new fantasy component prefixes

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-11 02:52:18 +00:00
SkyratBot
186f4bd4c2 [MIRROR] Fixes a few bugs with greyscale stacks. (#1670)
* Fixes a few bugs with greyscale stacks. (#54858)

    Fixes greyscale floor tiles merging regardless of their materials.
    Fixes greyscale floor tiles voiding materials when splitting the stack.
    Fixes greyscale floor tile stacks being created with no mats_per_unit and only enough custom materials for a single unit.
    Fixes greyscale tile flooring being created with the wrong amount of materials.
    Fixes greyscale tile flooring not producing floor tiles/producing floor tiles with 0 units.

* Fixes a few bugs with greyscale stacks.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-11-11 02:51:23 +00:00
SkyratBot
8db24d79e6 [MIRROR] Fix royal alien pixel offset, change getter to variable (#1641)
* Fix royal alien pixel offset, change getter to variable (#54706)

Fixed a bug where royal aliens would have their base pixel offset applied twice, making them off-center (https://i.imgur.com/BtspaM0.png)

Changed the mob/living procs get_standard_pixel_x_offset() and get_standard_pixel_y_offset() to variables (body_position_pixel_x_offset and body_position_pixel_y_offset), to match the contribution guidelines.

Also corrected a few random things that weren't using base pixels but should have been.

* Fix royal alien pixel offset, change getter to variable

* Update pixel_shift.dm

Co-authored-by: Yenwodyah <yenwodyah@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-11 02:47:05 +00:00
SkyratBot
2ff5f9b259 [MIRROR] Move death(), gib(), and dust() from /mob to /mob/living (#1634)
* Move death(), gib(), and dust() from /mob to /mob/living

* a

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-10 22:01:47 +01:00