* Get fucked, cobbychem.
* Click-Clack
* C u m .
* Update readme.md
* Update oldchem_medicines.dm
* Update oldchem_reactions.dm
* Update code/modules/reagents/reagent_containers/borghydro.dm
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fucking there
* Unga
you people have skin made of tissue paper
Co-authored-by: Gandalf <jzo123@hotmail.com>
* 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>
* 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>
* 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>
* Hauberoach's now properly give correct feedback if you're immune to their headspike. (#55079)
Hauberoaches now give a different, clearer line of dialog when stepped on by a pierce immune carbon mob.
* Hauberoach's now properly give correct feedback if you're immune to their headspike.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* taming improvements (#55086)
tame var is now set to true on the tamed proc, not right before the tamed proc in feeding proc so if an admin atom proc calls tamed the mob is tamed
vatbeast no longer overrides its faction to neutral because it already sets the action to the tamer's
* taming improvements
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Mech Ammo now properly respects ammo for custom materials. (#55095)
Mech code now does a basic check for the amount of remaining ammo to adjust the amount of custom materials of an ammo container based on the remaining ammo against the original amount of ammo.
When the ammo runs out, it's hard-set to 2000 iron as that's the value of the sheet of iron that it gets set to by the end.
* Mech Ammo now properly respects ammo for custom materials.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* recolored skeleton sprites (#55185)
skeletons no longer have eye sprites
i recolored skeleton sprites a bit
* recolored skeleton sprites
Co-authored-by: Fikou <piotrbryla@onet.pl>
* 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>
* Makes swarmers and morphs ghost-visible in the orbit menu (#55191)
Makes Morphs and Swarmers have their own part of the orbit menu, like other visible antagonists. Given pretty much every other ghost-obvious antagonist is, it's more of an oversight that you couldn't.
* Makes swarmers and morphs ghost-visible in the orbit menu
Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
* Fixes incapacitating sleep test failure, general test touch ups. (#55196)
Fixes the random incapacitating sleep test failure
Tests now provide the option to use a custom turf, by default uses plasteel tiles instead of space
Tests now reserve turf instead of just using a corner in CentCom (which had unaccounted for tiles)
* Fixes incapacitating sleep test failure, general test touch ups.
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Updated strip menus (#55094)
Partiallyfixes #34369
Modified xenomorph, monkey, dog, and parrot strip menu UI to be like humanoids'. Also fixed an issue with parrot strip menu where it wouldn't refresh once you removed its headset, and fixed an inconsistency where human handcuff/legcuff removal buttons were different.
* Updated strip menus
Co-authored-by: tattlemothe <66640614+dragomagol@users.noreply.github.com>
* Fixes male underwear/shirts poking through clothes (#55139)
While investigating a strange intermittent issue with skirts and such randomly losing a pixel in the crotch they weren't supposed to, I found another underwear/undershirt issue. Female characters and plural characters with a female bodytype wearing mens underwear and a fitted outfit would have an errant pixel from the undershirt/underwear show through the crotch/armpits where the outfit lost pixels due to fitting. Underwear and undershirts now undergo the same pixel fitting as other clothes to ensure this doesn't happen.
* Fixes male underwear/shirts poking through clothes
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* 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>
* 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>
* Fixes picked up bees, again (#55053)
Bees don't actually have a set icon state, their entire existence is their mutable appearance. This creates problems when something checks for the bee's icon state, like mob_holders. So, this PR sets their icon_state to the corresponding base bee icon on initialization. Visually identical to before, because the overlays / mutable appearance covers it, but their icon_state is no longer null.
* Fixes picked up bees, again
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes an adminPM dead end eating replies (#55127)
If you tried to reply to an admin that had deadminned while you were typing you would get an error and your message was eaten. Now sends to MessageNoRecipient if theres an open ticket, or prints a warning and the message in chat if there isn't.
* Fixes an adminPM dead end eating replies
Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
* 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>
* Fixes forced speech nanite oversight (#55164)
All of the stunning emotes were blacklisted from the forced speech program. However, *faint was not added this to the list, and this is an oversight. This is a simple one line fix to add it to the blacklist.
* Fixes forced speech nanite oversight
Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
* 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>
* Replace tgalert with tgui_alert, a new TGUI-based alert system
* a
* a
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Feex (#55144)
For whatever reason we hardcoded the health value for drills at 200 brute damage before they can gib. 200 brute damage was picked as it was double the max health of /mob/living/carbon/whatever and double the max health was like, the cap on brute damage when someone is really, really, really, really dead.
Enter simplemobs. Their max health is regularly under 100, which means a hardcoded value of 200 brute damage to trigger gibbing effects is bad. Not that it matters anyway, because simplemobs also brute damage cap at maxHealth instead of maxHealth * 2 so the only simplemobs that could be gibbed by mech drills are those with 200 or more health.
This has been changed. Simplemobs now cap out at maxHealth * 2 damage, in line with all other /mob/living while drill code has been changed to check for maxHealth * 2 when gibbing instead of a hardcoded 200.
* Fixes issue with mecha drills failing to gib most simplemobs.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* 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>
* Fixes#55112 - Swapping items no longer eats things (#55122)
Quick swapping items no longer hides them in the mobs contents
* Fixes#55112 - Swapping items no longer eats things
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Prevents mecha drills from stacking do_afters on the same target. (#55145)
* Feex
* Feex 2.0 Feexlectric Feexaloo
* Whitespace purge
* Prevents mecha drills from stacking do_afters on the same target.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* make sure slowdown effects get removed when items are unequipped (#54947)
* Make sure slowdown effects get removed when items are unequipped from a mob
Co-authored-by: Yenwodyah <yenwodyah@gmail.com>
* Detect if ghost reentered the brain (#54975)
* Fix misleading examine messages on the head without body
Co-authored-by: antropod <antropod@gmail.com>
* Fixes tool implant tools being storable in boxes (#54914)
* Moves storing tool implant items to use the drop hotkey rather than a dropped item event
* de-debugging
* Fixes tool implant tools being storable in boxes
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>