* adds (and improves existing) documentation for weldingtool.dm (#66500)
* add welding tool docs
* fuck
* SHIT
* kylerace is making me do work for my gbp
* fuck
* adds (and improves existing) documentation for weldingtool.dm
Co-authored-by: magatsuchi <88991542+magatsuchi@users.noreply.github.com>
* Printable N-Spects (#66510)
Makes N-Spects printable (unlocked with Basic Security Equipment) and removes the line in their description about them being hard to replace.
* Printable N-Spects
Co-authored-by: Spock <zacharysdf@gmail.com>
* updateDialog and updateUsrDialog cleanup (#66494)
This PR focuses on cleaning up two procs - updateDialog and updateUsrDialog. Both of which are/were used updating for old HTML UIs. As these UIs got converted to TGUI over time, these old code fragments started to pile up, often due to coders simply overlooking them. This resulted in them being dead code doing nothing when called, or randomly opening up windows when they shouldnt, for example when a vending machine is screwdrivered and UI cannot even be interacted with.
However, there were also some desirable uses - like opening a window when an ID is inserted into civilian bounty console, which you are then gonna obviously use to pick a bounty. I kept these uses and replaced them with proper ui_interact, so they now always work, instead of them working only when you had them set as a currently used machine on mob. The list of these changes is:
Civilian Bounty Console will now always bring up its UI when you insert the ID.
Air Alarm and APC will now always bring up its UI when you unlock their controls.
Portable Chem Mixer, Chem Dispenser, Chem Heater, Improvised Chem Heater, Chem Spectometer and Chem Master will now always bring up their UI when you add or replace beaker to them.
Two old /Topic calls were cleaned up as well, as they were no longer relevant.
Removes dead or outdated code, adds sensible UX when working with certain UIs.
* updateDialog and updateUsrDialog cleanup
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
* Adds a scope component, removes old zooming and adds sniper marksman ammo. (#66218)
Removes the old sniper rifle zoom, replaces it with a scope component. the scope activates on right click and lets your camera follow your mouse.
https://streamable.com/2c63u4 (due to byond rounding some shots were weirdly missed in that video, its fixed now)
Also adds sniper marksman ammo to the nukie uplink. It does slightly less damage, but it is hitscan and has one guaranteed ricochet shot, so you can shoot a wall and it could still hit someone.
* Adds a scope component, removes old zooming and adds sniper marksman ammo.
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Removes an unneded istype in A* pathfinding (#66450)
* Removes an unneded istype in pathfinding procs
* Removes an unneded istype in A* pathfinding
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* unit test for /obj/item/stack singular_name (#66378)
Checks if all non-blacklisted stack items have singular_name set, because apparently that's pretty important
Gives it to a few ones that didn't
* unit test for /obj/item/stack singular_name
* fix
Co-authored-by: capsaicin <84609863+capsaicinz@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Kills research scanner toggle, moves functionality to examine_more. Improves research scanner code and fixes a modsuit bug. (#66415)
* FINALLY. I'VE KILLED IT. I CAN LIVE MY LIFE NOW.
I hate the fucking Toggle Research Scanner action button so god damn much. Why the fuck would I ever not want this to be on? Why do you think I'm wearing the fucking goggles? That stupid button is so annoying to use. Even if I'm NOT using the research scanner aspect of the goggles, that little shit floats there, taking up space on my screen, taunting me.
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Kills research scanner toggle, moves functionality to examine_more. Improves research scanner code and fixes a modsuit bug.
Co-authored-by: Vladin Heir <44104681+VladinXXV@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Converts drugginess to status effect, striking another var processed on life() (#66331)
* Changes drugginess to an effect
* Missed some changes
* Removed
* Converts drugginess to status effect, striking another var processed on life()
* wew
* 0
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* AI Lawset DLC - Ten Commandments (#66134)
* Add 10 commandments AI lawset
* Add silicon bible quote
* Remove backslash syntax bloat
* Change 10 commandment lawset to be explicit
* Add ten commandments lawset to config
* AI Lawset DLC - Ten Commandments
Co-authored-by: Tim <timothymtorres@gmail.com>
* Fixes The Lizard's Gas Posters Showing Up On-Station (#66328)
Hey there,
There's been a bug the last four months where the posters made for The Lizard's Gas would show up in random poster spawners. I was aware of it within days of its first sighting, but I elected not to fix it because I thought it was cute with the implication that the crew was going to the gas station and looting the posters, bringing it back to station. Anyways, I've been told to change it, but that's fine. I just turn it into a "fluff" subtype, which shouldn't show up on station or in consoles any more. Very epic.
* Fixes The Lizard's Gas Posters Showing Up On-Station
Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>
* Super Thief Health Update: Disables Hoarder, Adds All Access Fan, Rarely Thief Hideouts in Maint (#66123)
Disables hoarder. Before there was a 30% chance to roll hoarder, moved 20% to thief and 10% to a new theme called All Access Fan.
Adds the All Access Fan, who has the goal to steal 6 to 10 unique roundstart IDs. That means the ones you were given when you join the shift!
When the first thief is created, there is a 20% chance of a thieves guild being chosen. This is an abandoned room in maintenance all thieves know of, for meeting up. Thieves get a big mood boost from hanging out there!
* Super Thief Health Update: Disables Hoarder, Adds All Access Fan, Rarely Thief Hideouts in Maint
* Update _job.dm
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Moves more chem machine eject beaker shortcuts to right click, allows silicons to use shortcut (#65978)
* Moves more of the alt-click functionality for ejecting beakers from chem machines over to right click
* Allows silicons to use right-click to eject beakers
* Removes the range requirement for cyborgs to be next to the machine to right-click eject (They can eject the beaker regardless of range anyway through the UI, just makes it more convenient)
* Fixes a runtime I found while testing happening when right clicking anything while holding an empty beaker holder as a borg
* Moves more chem machine eject beaker shortcuts to right click, allows silicons to use shortcut
Co-authored-by: GoblinBackwards <22856555+GoblinBackwards@users.noreply.github.com>
* buffs the traitor toolbox turret to actually be worth 11tc (#66255)
About The Pull Request
the toolbox turret now has an unique sprite by infraredbaron
it can now be only deployed with a combat wrench (included in the toolbox)
it fires way quicker, with a bit lower power, but faster shots (they dont hit you either)
it has more health and doesnt break from low integrity
it can be repaired with a combat wrench after a few seconds or folded back into toolbox form
adds said toolbox turret to the nukie uplink (nukie version ignores everything with syndicate faction)
https://streamable.com/0i3q07
Why It's Good For The Game
this turret was always really laughable, it costed 11tc while being pretty much worthless
now it should be a bit fun, and for nukies its a nice area denial tool
Changelog
cl Fikou, InfraredBaron
balance: the traitor toolbox turret is now worth something
expansion: nukies can now buy the toolbox turret
imageadd: new sprites for the traitor turret
/cl
* buffs the traitor toolbox turret to actually be worth 11tc
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Add randomized lawsets to AI upload (#66077)
This removes all the current boards and lawsets in the AI upload for all maps and replaces them with:
x1 reset board on the regular table
x1 asimov lawset on the regular table
x3 randomized harmless lawsets (marked green, no barriers, human-friendly lawset)
x3 randomized neutral lawsets (marked blue, windoor barrier, station-friendly lawset)
x3 randomized harmful lawsets (marked red, brigdoor barrier, antag-friendly lawset)
Additionally, I reorganized the AI lawset code and removed an old malfunction lawset code that existed since r4407 but wasn't used anywhere.
* Add randomized lawsets to AI upload
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* NukeOps Firebase Rework (#66149)
Attention Recruit: Welcome to Firebase Balthazord
Here you will lean how to:
-Kill corpo scum
-Kill corpo scum
-Kill corpo scu-
This has been on my docket for months. Ever since gave the Holding Facility a much needed facelift. I have been eyeballing the nukie base, waiting for that stroke of inspiration to hit me. It finally did. Gone are the aging walls of the old encampment. Nukies finally have what well-funded corpo-terrorists always dream of- a home.
It's more than a Home. This is a sweeping rework that is part of a series of reworks to revisit old locations and not only bring them up to date with our current asset roster, but to make them properly belong within the game world. The Nuke-Ops base may ultimately be a tiny chunk of the overall SS13 experience, but I'll be damned if it isn't a defining one. It's also a location that has the capacity to do one thing that I have always wanted to do. Purchase Property. You heard me right, you get to buy rooms now. The newly expanded Nuke-Ops base features, with @ Mothblocks blessing, further expansions that you can purchase from your local Syndicate Uplink. Spend your TC, expand your capabilities, and utilize your expertise in order to create
the most mind-boggling disky heists there are.
Possible expansions to your terrorism suite include:
-Ordinance Lab
-Bio-Terrorism Lab
-Chemical Manufacturing Plant
Definite expansions to your Nuke-Ops Firebase include:
-Crew Bunks
-Lab Wing
-War Table
-Upgraded "Disembarkment" Bay"
* NukeOps Firebase Rework
* Update CentCom_skyrat.dmm
Co-authored-by: Zytolg <33048583+Zytolg@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Refactors speech impeding effects (drunken slurring / suttering) into status effects. Adds heretic slurring in addition to the existing cult slurring. Removes 4 vars from /living in return, which slightly optimizes Life() (wink)
* fex
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* [Ready] Hilbert Research Facility remap feat. tram (#66082)
* reworks hilbert's hotel ruin
* warooio
* you can now run multiple trams on the same z at the same time, trams are linked by id
* fuck
* sure
* you are a simulacra
* FUG
* dock
* [Ready] Hilbert Research Facility remap feat. tram
* Update mapping_fluff.dm
* Update gordon_freeman.dm
* fixes
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Fixes foods triggering allergies when they really shouldn't and makes stuff made using the food processor inherit reagents (#66201)
Removes reduntant medicines from food. These are meds in foods that either have no business being there, or would typically be inherited from one of the ingredients. This allows botany and the chef to work together to make foods safe to consume for everyone. This does NOT touch things like brain burgers, brain cake, arnold pizza, donk pockets, lollipops, and gumballs.
* Fixes foods triggering allergies when they really shouldn't and makes stuff made using the food processor inherit reagents
Co-authored-by: Vladin Heir <44104681+VladinXXV@users.noreply.github.com>
* Adds 3 new Polish foods (#65848)
* Adds 3 new Polish foods
Add pierogies, zurek, and stuffed cabbage to craftable foods
* oopsies editing newlines
* Update misc.dm
* Update soup.dm
* Update misc.dm
* oops forgot the flour in the zurek
* this bit was a bit unnecesary
* Adds 3 new Polish foods
Co-authored-by: MidoriWroth <kodyman@att.net>
* adds a helper for updating one piece of clothing depending on its slot (#66191)
you can now run the proc update_clothing to use the slot_flags of an item to properly update a mob's icons
this is used by spraycans coloring an item, instead of running regenerate_icons
less weighty than regenerate_icons form of updating an item that you dont really know where is.
lets us support modsuits worn on stuff that isnt the back in the future
* adds a helper for updating one piece of clothing depending on its slot
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Makes slapping people trigger gloves of the north star (#66020)
* Rapid slapping when using gloves of the north star
* Correct define value
* Makes slapping people trigger gloves of the north star
Co-authored-by: GoblinBackwards <22856555+GoblinBackwards@users.noreply.github.com>
* Adds Descriptive Names to Sandy Turf Decals (#66110)
It's kinda annoying that they're both called "plating" even though one is the decal and one is the base turf. Let's fix that by adding names.
* Adds Descriptive Names to Sandy Turf Decals
Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>