* Gives mega arachnid's flesh snare a working sprite and moves restraint sprites to their own file. (#61605)
* Gives mega arachnid's flesh snare a working sprite and moves restraint sprites to their own file.
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* tgui Preferences Menu + total rewrite of the preferences backend
* nah, we dont need to ping those people
* trying to remove the funny stuff
* unmodularizing this
* prefs reset
* this may need to be reverted, who knows
* okay, this part
* perhaps
* EEEEEEEEE
* unsanitary
* E
* Stage 1 + loadout system
* more fixes
* E
* I mean, it launches?
* More fixes and reorganisation
* E
* customisation code is spaget.
* disable ERP prefs
* Update erp_preferences.dm
* Update erp_preferences.dm
* E
* Slowly getting there
* It may be time for help :)
* tri...colors... help
* preferences now pass preferences
* Update dna.dm
* Fuck this man
* missing savefile return, set_species works, removed dumb stuff from updateappearance
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224
* https://github.com/tgstation/tgstation/pull/61519
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278
* e
* le butonAZARAK HELLO
* hhh
* Proper recognition where it's due, MrMelbert!
* EEEE
* examine block
* Better gen hit sounds from whitedream
* final loadout touches, more bug fixes im sure to come
* i said there would be bugfixes
* Update LoadoutManager.js
* Missing preferences in the html menu
* LIVE TESTING PHASE BABY
* Update LoadoutManager.js
* EEE
* LAUNCH TEST FIRE
* Update job.dm
* Update new_player.dm
* 50gb DAY ONE PATCH
* EEE
* Update preferences.dm
* buggle fixes
* Update examine.dm
* >LOOC starts on
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* memories are no longer added if the target isn't aware of them. (#61375)
Fixing an oversight with the memories system. Memories shouldn't be added to people who aren't possibly aware of them.
* memories are no longer added if the target isn't aware of them.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Pushing things by bumping into them now adds fingerprints. (#61507)
Bumping into things to push them didn't add fingerprints. This means that it's possible to push things like fuel tanks without any way to track IC or OOC.
Now when you bump into a movable atom and it successfully gets moved by you, fingerprints get added the same as if you'd grabbed it and pulled it.
* Pushing things by bumping into them now adds fingerprints.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* mega arachnid snare fix (#61550)
This PR fixes the mega arachnid snare projectile.
The trap was never set to armed
* mega arachnid snare fix
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* makes xeno organs use organ_trait (#61549)
One of them used generic traits while the other one didnt use a define at all, they're both traits given by organs, so they should be organ traits.
* Xeno organ traits now use the organ trait source
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Refactors datum AI idle behaviors into datums (#61455)
Co-authored-by: MonkeyThatCodes <monkey>
* Refactors datum AI idle behaviors into datums
Co-authored-by: AMonkeyThatCodes <20987591+AMonkeyThatCodes@users.noreply.github.com>
* Things that love the station may no longer leave the station, even when Dr. Anomaly says they should. (#61335)
Bluespace anomalies detonating Move() things. When something is Move()d, none of the logic in forceMove() or doMove() is called, and thus stationloving things can't tell when they've left the z-level (since that's where the logic for it is).
There are a number of approaches I could have taken: Refactoring anomalies to use different movement code. Refactoring Movement code to send more signals in various scenarios. Refactoring the stationloving component.
I settled on two steps. First, refactoring the component to bring it up to modern code standards. Second, moving the logic for COMSIG_MOVABLE_Z_CHANGED to Moved() so the signal always fires regardless of if Move() or forceMove() or doMove() is used, with an optional var for whether the z-change is communicated to contents. This means the ore box was changed to actually send the signal instead of just returning with no parent call or signal sent. Stationloving ore boxes when?
stationloving procs no longer call SIGNAL_HANDLERs directly. Var names are now more descriptive. Things are renamed and documented. At least for the parts of the code I know.
Probably some other code cleanups.
* Things that love the station may no longer leave the station, even when Dr. Anomaly says they should.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fixes logging with Say not showing up as forced if whispered. (#61505)
Until now, if a mob is forced to say something it won't show up as such in game logs if whispered, common if the mob is in critical condition for example.
Fixes logging for administrators, if a mob is forced to say something due to an in-game source it should be listed as such in Say logs/game.log which previously did not if it was whispered.
* Fixes logging with say() not showing up as forced if whispered.
Co-authored-by: Pepsilawn <reisenrui@gmail.com>
* You no longer shove yourself into a disposal unit (#61384)
Being shoved into a disposal unit tells you who shoved you in, rather than saying you shoved yourself.
* You are no longer told you've shoved yourself into a disposal unit.
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Ghoster? I barely knew her! (#61413)
Right now, if you try to enter any mob/posibrain as a ghost and instead of clicking "yes" you click the x icon, it'll make you possess the mob anyways, even though you didn't want it to. This fixes that.
Also, you could just ghost as a posibrain and calmly get back in it with no repercussions, this also fixes that by making you not able to re-enter a posibrain after you left it.
* Fixes an issue in which pressing x while trying to enter a mob as a ghost would make you enter said mob, and disables re-entering into a posibrain.
Co-authored-by: TheSmallBlue <ilanmori@hotmail.com>
* Fix documentation in emote.dm (#61438)
Changes documentation in emote.dm to go with dmdoc format
* Fix documentation in modules/mob/emote.dm
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
* Tom shock immunity is innate instead of species trait (#61408)
This is not a /datum/species granted trait and since those also get treated differently this might avoid bugs
* Tom shock immunity is innate instead of species trait
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* observe button uses alert instead of tg alert (#61404)
observe button uses alert instead of tg alert
if your tgui is broken you literally cant join the game other than spawning as a job and ghosting out, id say its a critical enough button to keep as old alert
* observe button uses alert instead of tgui alert
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Fixes some problems with the stargazer slime link and an oversight shared with the mansus link. (#60966)
See #60870. For consistency, I also fixed a small oversight with mindshield implants not retroactively working against slime or mansus links. Furthermore, I renamed some variables accordingly to the guidelines. On top of that, another issue with being mindshield, protected against magic and/or dead as stargazer has been fixed (see cl).
EDIT: Somehow I haven't notice until now, but someone else seems to have already made a PR (#60960) to fix the aforementioned issue report (but not the rest). Feel free to merge it first, I'll resolve the conflicts and the cl later.
This also changes the var/obj/target variable on innate actions to be var/datum/target instead.
* Fixes some problems with the stargazer slime link and an oversight shared with the mansus link.
* Update polychromic.dm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton)
* EEEE
* E
* follow the fucking guidelines
* E
* Update CentCom_skyrat.dmm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Species shouldcallparent on gain/loss (#61407)
These have signals and thus should have this
* Species shouldcallparent on gain/loss
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* Revert "Revert "[MIRROR] Refactor area and turf lighting (#7775)" (#7902)"
This reverts commit 64c4c52d12.
* This should probably fix it
* I love linters
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* restore removed individual logs and place them under LOG_VICTIM category (#61256)
it turns out that admins use the removed information in #61179 for faster live in-round logging, I've restored that information under a LOG_VICTIM category that should not interfere with mind-reading and ling absorb text
* restore removed individual logs and place them under LOG_VICTIM category
Co-authored-by: Couls <coul422@gmail.com>
* Rebalances watchers, base damage and status effect (#61223)
fixes#49999
Gives them a bit of base damage that's burn for carbons and brute for borgs so they can still self-repair
Gives them a slowdown on par with hardsuits that lasts just long enough to wear off if you dodge one more shot while under its effects
* Rebalances watchers, making them able to actually damage you
Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
* Fix xenos not taking damage while in crit (#61058)
Fixes#61022
Xenos will now slowly take damage while in crit state.
* Fix xenos not taking damage while in crit
Co-authored-by: Tim <timothymtorres@gmail.com>
* Uncouples the cultist red eye trait examine text from requiring cultist status or a certain eye colour. (#61199)
Renames TRAIT_CULT_EYES to TRAIT_UNNATURAL_RED_GLOWY_EYES.
This trait now always displays a (slightly modified) message about unnatural glowy red eyes regardless of if the person is a cultist and regardless of what their eye colour is.
The examine is decoupled from eye colour because as it turns out, players can select the bloodcult red eye colour as part of character prefs. Anything that gave this trait set the eye colour to red anyway. Because there's now no guarantee the eyes themselves are red with this trait, the examine has been reworded slightly to reinforce that the eyes are merely glowing red and not necessarily are red themselves.
The examine is also decoupled from being a cultist. The trait can be added from multiple sources. Removing the cultist check means other things that want to tread the line of cult paranoia can add it too. Like Chaplain maint sect eyes and admin shennanigans.
This now means that the Chaplain's maint sect night vision eyes actually add the examine flavour text, instead of what they did before which is only add the examine flavour text if the player was a cultist that had bloodcult red coloured eyes. In other words, if they were risen and already had glowy eyes.
* Uncouples the cultist red eye trait examine text from requiring cultist status or a certain eye colour.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Using a soulstone on a construct shell no longer destroys it and the shade if no option is taken. Plus code improvement
* Fixed the merge conflicts.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Replaces bees and hivelord MOUSE_OPACITY_OPAQUE with a component. (#61032)
I have replaced the mouse opacity setting for bees and hivelord, its brood and legion skulls with a component that adds an almost (has to be 1 alpha to catch the click) invisible underlay to its target that doesn't block the entire turf.
The component prevents the underlay from shrinking or expanding above/below certain boundaries when the attached atom transform matrix is vv'd by an admin or if it's a mob being resized.
The component can be added to any atom, though there's no common signal for when objects are resized.
* Replaces bees and hivelord MOUSE_OPACITY_OPAQUE with a component.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Fixes mousetraps causing mice to become invisible when splatted (#61201)
* Fixes mousetraps causing mice to become invisible when splatted
Co-authored-by: aaaa1023 <74441292+aaaa1023@users.noreply.github.com>