This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects
regexes used
git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
## About The Pull Request
gives the Regal Condor UNIQUE_RENAME. unrelated note: 140 characters is
kinda short for customizable descriptions on guns. i kind of want to
change that. maybe 280 characters? 300? that's for another PR though
## Why It's Good For The Game
if you're gonna make the Ansem 2, you might as well get to give it
stupid names when you inevitably have to shoot someone in the face with
it
## Changelog
🆑
add: The Regal Condor can now have its name and description changed via
pen, like the detective's revolver.
/🆑
## About The Pull Request
Labels a few bits of security equipment as lethal, nonlethal,
less-than-lethal or highly destructive (in the case of ion carbines or
flamethrowers). For shotgun shell boxes, ammo boxes and weapon crafting
kits, it clarifies this in the name. For printable individual ammo, it
clarifies this in the print name.
## Why It's Good For The Game
[This
thread](https://tgstation13.org/phpBB/viewtopic.php?p=676311#p676311)
reminded me that I've seen a lot of confusion about various pieces of
security equipment and what exactly the distinction is between lethal,
nonlethal and less-lethal actually is. People actively use a lot of
less-lethal equipment while thinking that it is nonlethal. It isn't. You
absolutely can kill someone with rubber shot and beanbags, and the AI
will get up in your grill about it.
The same can be said about weapons such as the energy crossbow. I saw
one person flabbergasted that by repeatedly shooting someone with it,
they killed their prisoner with toxin damage. While the weapon is mostly
stamina damage, it still deals a hefty amount of toxin damage, so
shouldn't be used necessarily in place of a disabler or baton. Equally,
I've seen some people using temperature guns recklessly and finding out
far too late that they've murdered a lizardperson by shooting them once,
or wondering why the AI is angry at them for using it when it doesn't
_seemingly_ cause damage immediately. This has resulted in
administrative issues.
We can't assume our players know these distinctions before utilizing
this equipment, so having some helpful gear titles will hopefully inform
them before they walk into these problems.
## Changelog
🆑
qol: Clarifies in various names and descriptions whether security
equipment is lethal, nonlethal, less-than-lethal or destructive.
/🆑
## About The Pull Request
I noticed in a round that someone fired a honkmother staff at a guy
riding a cyborg and it reported hitting them 374 times (with no effect).
Running it on local it seems like this proc was infinitely recursing
because after validating its targets it would return the mob the target
was buckled to, rather than the mob we actually validated, and then just
do that over and over again.
I made it not do that.
Now if you shoot someone riding a cyborg with a honk staff they will
fall of, as god intended.
Also now if you shoot a pair of people who are riding piggyback with
penetrator rounds, it will do what the name says and shoot both of them.
## Why It's Good For The Game
Rutimes bad. Throwing people around with bananas good. Shooting a hole
through two guys at a time, also good.
## Changelog
🆑
fix: You can no longer escape the wrath of the honkmother by climbing
onto a cyborg.
fix: Shooting a pair of piggybacked players with a penetrator round will
penetrate both players.
/🆑
## About The Pull Request
### **Cargo Black Market goods should stay in cargo's hands**
#### New Cargo Console Category: Imports
This category is explicitly the non-departmental category beyond simply
having a Misc category. It is meant for material that nobody is meant to
be buying for their departments, and mostly for the odd-ball crates that
might show up. It also allows us to maintain contraband as exactly that;
contraband that the departments shouldn't have access too whatsoever. If
someone is buying from this category, they probably intend to be a
cheeky fuck.
<details>
<summary>The New Changes</summary>
#### Baseline Imports
MEAT: MEAT (meat backpack you can eat)
<details>
<summary>MEAT</summary>


</details>
Duct Spiders: They're adorable and cause a mess, but that doesn't stop
Nanotrasen from importing them from the Australicus sector to your
station!
Stack of 50 Bamboo Cuttings: Pretty expensive and kind of a premium.
Allows for those people looking to make bamboo decorations without
hoping botany exists, and are at least willing to pay. Also lets them
make horribly dangerous stuff with bamboo, of course.
A Single Sheet of Bananium: The problems this will cause I think speak
for themselves. (mostly due to a clown fruitlessly attempting to make
something actually disruptive while bankrupting cargo)
Natural Fish Bait: It isn't cheating, it's homemade. (Really good bait
but expensive and obviously drugs)
A dumpster...: A corpse in a dumpster, doesn't get more complicated than
that. Useful for corpse reasons.
Made using some code I borrowed from over here!
https://github.com/lizardqueenlexi/orbstation/pull/354
#### Contraband Imports
Foam Force Pistols: Same as it ever was with a price reduction. I
brought it down because riot darts are like 8 bullets a clip, and do
less damage than a disabler using riot darts. It feels like a sidegrade
weapon, and even if it technically is a ballistic weapon, it...isn't
that strong. I think this is pretty safe.
Definitely Not a Duct Spider: It's actually a giant spider in a box. If
you want to waste cargo's money while also sending them a mess to deal
with, this is the crate for you.
Russian Surplus Military Gear Crate: I took this opportunity to futz
with boltaction rifles. There are two kinds of mosin nagant you can get
in this crate. One of them is the good kind (no jamming). The other is
the shit kind (yes jamming), but you get more of them. You can get the
good ammo, or you can get the shit ammo. You'll have to pick through it
a lot more carefully to make sure you know which ones you've received.
Since this dilutes the pool even further, getting a good number of
mosins that aren't trash is even more expensive, and even if you do get
mosins at all, you might still only get the bad ammunition that doesn't
work against actual human threats as well. It also now cannot be
purchased through the security cargo supply console, and as to why they
could in the first place baffles me. Doesn't have a lock anymore
because...it's contraband? Who is locking this stuff?
**Side note: _You can make surplus 7.62 in the autolathe as well. It is
not very good except to fight fauna or naked assistants._**
**Side Side note: _I've killed off the shitty brand_new subtype and
brought peace once more to this land._**
#### Illegal Imports (Emag)
NULL_ENTRY: A journal that suggests how to make a...very interesting
weapon. The Regal Condor. Kind of an evolution on some other ideas I've
had over the years. This one is basically a secret weapon with a few
hurdles to jump through. Very lethal. Very expensive.
**Side note: _For reference, it's effectively 19 TC worth of gear to
make, but there does exist some methods to acquire this more cheaply if
you can get some bits and pieces from world spawns. Given it requires
you to get some pieces of equipment that might require additional
purchases of contraband, and getting into the captain's office to loot a
specific piece of clothing, the stakes more than make up for the
effectiveness._**
Smuggled WT-550 Autorifle Crate: This is basically the same, but you
might have noticed had you recently attempted, like me, to buy these
when you emagged them using a personal account and discovered a tragic
oversight. You couldn't, because they still needed armory access. This
removes that access, because you've already gone to the effort of
getting your hands on an illicit firearm through cargo, and if they
techs somehow miss the fact that you've purchased a WT-550...all the
better for you!
Smuggled WT-550 Ammo Crate: Includes AP and Incendiary!
**Side note: _You can get WT-550 ammo again via the Illegal Technology
node._**
Shocktrooper: Replaces the Special Ops crate. Contains a box of EMPs,
smoke grenades, a couple of gluon grenades and a couple of frag
grenades. Funsies.
Special Ops: The NEW Special Ops crate. Contains a chameleon mask,
jumpsuit and agent card. And a knife.
**Side note: _This is what appears in some cargo loan events._**
Refurbished Mosin Nagant Crate: The actual good mosin nagants. There are
6 of them. But they don't come with spare ammo. Hand them out to your
techs!
</details>
#### New Crates
- MEAT crate - Standard
- Duct Spider crate - Standard
- Giant Hostile Spider crate - Contraband
- 50 sheets of Bamboo crate - Standard
- A single sheet of bananium crate - Standard
- Natural (drugs) fish bait - Standard
- Dumpster with a corpse in it - Standard
- Shocktrooper crate (Grenades) - Emag
- Special Ops crate (Disguise) - Emag - Appears in some cargo loan
events
- Refurbished Mosin Nagant crate - Emag
- Regal Condor construction journal (NULL_ENTRY) - Emag
#### Changed Crates
- Foam Force Pistols (cheaper) - Contraband
- Russian Surplus Crate (less reliable, can't be bought by security
console) - Contraband
- WT-550 crate (more obtainable via personal accounts, thus
incriminating, not armory locked) - Emag
- WT-550 ammo (includes incendiary and AP) - Emag
#### Crates that got moved, unchanged, into Imports
- Foam Force Crate
- Cosa Nostra Crate
- Black Market LTSRBT
- 'Contraband' Crate
- Biker Gang Crate
#### Not crate changes
- You can print Surplus 7.62 (same as normal 7.62 but it sucks against
armor) from hacked autolathes.
- You can get WT-550 ammo from illegal tech.
- Removes the redundant Brand New Mosin subtype
- Fixes a potential exploit with jamming chance on Mosins.
## Why It's Good For The Game
I just think some of the magic of Cargo getting their hands on obviously
dangerous equipment and either hording it for themselves or attempting
to pawn it off was lost in recent times. A lot of this 'black market'
gear, however, suddenly became openly available to the crew anyway. For
_free_. Contraband crates and mafia crates could be purchased via the
Service budget. Security could just stock up en masse on mosins through
their console. And one fairly unfortunate consequence of a few recent
changes has made it nearly impossible to actually get illicit gear in
the first place, even if you did go to the effort of getting the money
for it.
On top of this, most of cargo's goods are pretty safe purchases. There
isn't much that would be considered 'actually a really bad idea to buy'
other than maybe supermatter shards. I wouldn't mind there existing ways
for someone to waste cargo's money while also causing them to have to
clean up the mess.
## Changelog
🆑
balance: A significant overhaul of various illicit and dubiously legal
goods and gadgets available via cargo.
balance: Cargo now has an Import category for all non-departmental
goods. (And black market goods)
balance: Most contraband that already exists has been moved into
Imports.
adds: Includes several new imports of dubious quality. You get what you
pay for.
code: Removes the brand new mosin subtype as it is now defunct.
fix: Fixes potentially exploitative code in the jamming proc. Cleans up
that code while I'm at it.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
## About The Pull Request
As the title, you can change the name and description of thermal
pistols.
Also changes the description a bit so people don't think it's self
charging.
## Why It's Good For The Game
Someone asked me to do this. Also people were sometimes confused about
the description.
## Changelog
🆑
qol: You can rename and change the description of nanite/thermal
pistols.
/🆑
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.
## About The Pull Request
Hey there,
This took a while to do, but here's the gist:
Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.
Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.
Scenarios this PR corrects:
* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*
(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game
If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).
Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.
I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.
(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
## About The Pull Request
### The Rifle:
-The Sniper Rifle is now a bolt action. This replaces the 4 second fire
delay on the sniper rifle. This overall will improve the fire rate if
you're good at racking the bolt, but it will also feel less like you're
in a weird limbo of inaction while using the sniper rifle, since the
fire delay can be quite confusing to players not used to it. This can be
tweaked, like reducing the speed of the racking action, if it seems like
it is too much.
-The scope component now goes up to 50 tiles (or so), which allows you
to gain a significant sightline over an area. The reasoning for this is
simple. The component actually nerfed the overall range of the sniper
rifle's scope, so this should hopefully restore that somewhat. And
having such a huge sightline makes it much easier to utilize the
impressive range of the rifle. Currently, it's really only ideal for
extremely close range fighting.
-The normal sniper rifle, the one that syndicate base scientists get,
can be suppressed. I don't know why it was different.
### The Ammo:
Normal .50 BMG: Does much more object damage, and on top of that deals
additional damage to mechs, but not by much more. Now, when it
dismembers a limb, it also deals its damage to the chest. This ensures
that you didn't straight up lose out on dealing a killing blow because
you took their limb off, and makes the dismemberment property of .50 BMG
a significant upside rather than a immense detriment.
Marksman: Gains a lot of the above benefits, but has much lower range.
Why this nerf? It's actually because of some funny nonsense with how
ricochet works. Which can cause....accidents to happen. To you. Consider
that firing down a straight line and missing could be quite embarrassing
when the bullet has 400 tiles of range.
Soporific: Now called Disruptor ammo. Works as it did before, putting
humans to sleep for 40 seconds (seriously, 40 seconds). Also deals some
stamina damage, if...that's relevant. But now also causes an EMP effect
and a boatload of added damage to both mechs and borgs, allowing it to
be an excellent anti-mech and anti-borg ammo type, as well as scrambling
any pesky suit sensors, energy weapons and so on in an area around the
impact. Useful for support fire.
Incendiary (NEW!): Causes a massive firebomb to go off where it impacts
(no explosion, so this isn't a stun). Also sets the target on fire,
which is always fun. Good for shooting into groups of people with
impunity. Also deals burn damage instead, since I think nukies could use
more methods for direct fire damage.
Surplus (NEW!): It's .50 BMG but it lacks most if not all the upsides.
No armour penetration, no dismemberment, no paralysis. It still deals a
lot of damage to objects, so not a bad option for simply removing
structures from afar. So what's the point in this ammo? You can buy 7
magazines for the price of one. I want to introduce 'Surplus' as an idea
for nukies to invest in if they want to be able to keep shooting but
they're really on a budget, like most non-warop nukies tend to be. This
is definitely subject to change (like a damage decrease on top of
everything else).
Pricing and Capacity: Normal ammo and surplus costs 3 TC. Every special
ammo costs 4 TC. Every special ammo also has the same ammo capacity as
the normal magazine. It's kind of weird how most of the subtypes had 5
shots rather than 6, but then soporific had...3? I don't get it. This
would probably cause a good deal of confusion, especially if you are
swapping ammo types and weren't aware of this particular oddity.
Anyway, 6 shots.
### Minor Addition
Gets rid of the cheap suppressor. It lies to players, tricking them into
thinking this is a low quality suppressor. Newsflash, it isn't. There is
no distinct difference between that suppressor and the normal
suppressor.
## Why It's Good For The Game
The sniper rifle, unfortunately, sucks a lot except for very specific
use cases. It got a big nerf with the scope component in terms of range,
even if the functionality is way cooler. And, at a baseline, there was
some counterintuitive functions attached to it. Dismemberment was cool,
but it also caused a loss in overall damage due to how limbs contribute
to core health. On top of this, the cool ammo types were...not much
better? Penetrator was almost always the best option, even if it lost a
lot of damage as a consequence.
So, what was it good for? X-ray + Penetrator. Pretty much, that's it. It
has some other uses but if I had to be entirely honest, there wasn't
much that other weapon couldn't do as well.
Hopefully this helps things going forward, and I want to mess with this
as well down the line in case its a bit too much of a boost in power.
Absolutely please rip this PR apart.
## Changelog
🆑
balance: Makes the syndicate sniper rifle a bolt-action rifle.
balance: Sniper rifles have a scope range of roughly 50 tiles.
balance: Sniper rifle ammo, if it dismembers your limbs, does damage to
the chest.
balance: All the various syndicate sniper rifle magazines have
consistent casing quantities (6 shots). They also have more consistent
pricing. 3 for normal and a box of surplus, and 4 for every other type.
balance: Reduces the range of Marksman ammo to 50 tiles. Not because it
is strong, but because you might accidentally shoot yourself if you're
not watching where you're shooting. Ricochets are no joke.
add: Replaces Soporific with Disruptor ammo. Works like soporific, but
also EMPS things it hits.
add: Adds Incendiary .50 BMG. Causes a combustion to erupt from the
struck target, as well as setting targets on fire. Great for parties.
add: Adds Surplus .50 BMG. It sucks, but you get a lot of them! Quantity
over quality, baby.
remove: The suppressors in the bundle are of standard quality. The
apparent 'cheap suppressor' that came bundled with the C-20r and sniper
rifle were found to actually be 'fine'. Trust us.
/🆑
## About The Pull Request
Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is
Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A
## Why It's Good For The Game
## Changelog
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
This is a continuation of
https://github.com/tgstation/tgstation/pull/74085 - I announced in the
comments there that this would be my next PR, and this is it.
Removes SSnetwork, ``/datum/ntnet``,
``/datum/component/ntnet_interface``, ``var/network_root_id``, the
network unit test, and a lot of other things related to networks.
- NTNet circuits now check for an Ntnet relay, and uses signals to
operate.
- Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you
can no longer see what ruins exist using it (why should Wirecarp know
that Oldstation spawned? The flavor is that they dont know its there).
- Removed it from MULEbots entirely, I don't think it even did anything
for them? Botkeeper seems to work without it, so it's possibly there
from pre-tgui PDAs.
- Moves assigning random names to a base proc instead of being tied to
network, this is things like random-naming scrubbers/vents. The behavior
hasn't changed at all.
- Makes Ntos work for consoles when relays are down, as the comments
said they're supposed to (because they're wired). I think this was an
accidental change on my part, so this is a revert of that.
## Why It's Good For The Game
Ntnet is ancient code that hasn't given us much that we can't do with
already existing alternatives, we've been slowly moving away from it for
init times, and though a large portion of that was limited to airlocks,
I still don't think this is a system worth keeping around.
It's way too complex to expect feature coders to do anything with it,
and too old with better alternatives for anyone to want to improve any
of it.
## Changelog
🆑
fix: Computers are now properly connected to Ethernet, and can use Ntos
when Relays are down.
refactor: Removes Ntnet and Ntnet interfaces, which was only used by
Ntnet circuits (which now directly checks for a Relay to work) and
MULEbots, which did nothing with it.
balance: Wirecarp no longer tells you what ruins spawned in a round,
instead it's limited to PDA logs, and tells you the source too. This
means the RD can catch someone running illegal programs if they don't
make any attempt at hiding it.
qol: Wirecarp logs is now set to save 300 at once, instead of 100 and
being increased to 300 by the RD during the round. This is pretty
insignificant, since there's no reason to NOT want as many logs as
possible.
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Overrides wound_bonus for the bullet class to be 0 instead of
CANT_WOUND.
## About The Pull Request
The bullet class has wound_bonus 0 instead of CANT_WOUND. This allows
things such as 9mm and 10mm to wound, and probably other things.
## Why It's Good For The Game
Makarovs that used 9mm and some other things just didn't cause any
wounds, and that was sad. Bullets are physical things, so it doesn't
make sense to make them not cause any wounds unless they were overidden.
## Changelog
🆑
balance: 9mm, 10mm, and other stuff can cause wounds.
/🆑
## About The Pull Request
A couple weeks ago I needed a gun that could not under any circumstances
have its firing pin removed for an event, there was a var for
"pin_removable" which didn't actually do this, I've reworked its purpose
to allow admins to edit as firing pin to make it unremovable and renamed
its old functionality to pin_hot_swappable to better clarify what the
var actually did.
Also I've changed the balloon alert for pin swapping to be a single
balloon alert stating the pins have been swapped rather than two, one
for removal and one for replacement.
None of existing firing pins has had to functionality implemented on
them so its admin only for the time being.
## Why It's Good For The Game
Better readability for pin swapping and admins/future coders can make
firing pins unremovable for events/code additions.
## Changelog
🆑
fix: Firing pin swapping's 2 balloon alerts have been replaced with a
single more readable one.
admin: Admins can now edit a pin_removable var on firing pins to render
them unremovable from the weapons they're installed in.
/🆑
## About The Pull Request
- Juggernaut and Rust Walker projectiles were subtyped off of magic,
which is `nodamage`.
- The juggernaut actually had a copy+paste error with their type
`on_hit` which caused none of their special effects on hit ("relative
patching catches this")
- Then I realized projectiles have this var `nodamage` which is, for all
intents and purposes, just `damage > 0`. it's not checked for pacifism,
it's just that. This is dumb. So very dumb, so I removed it.
- There are, however, a few situations which used it in a unique way,
such as the blast wave cannon. This is why I replaced it with a proc,
`is_hostile_projectile`, for certain situations to actually find out if
the projectile is damaging. Projectiles can override this on a per type
basis by default, damaging projectiles = hostile.
- This has a chance to break some things, but I ... kinda doubt it will.
Fixes#73756
## Why It's Good For The Game
Projectiles that act as they should, less dumb vars
## Changelog
🆑 Melbert
fix: Fixes Juggernaut / Rust Walker projectiles doing zero damage
fix: Fixes Juggernaut projectiles not doing bonus damage to nearby
structures
code: Removed projectile nodamage var, replaces it with just checking
for damage
/🆑
## About The Pull Request
As the title might imply:
AMMO_BOX_FULL_EMPTY will now look for sprites with -full and -empty,
rather than -[whatever the max ammo was] and -0
## Why It's Good For The Game
If a magazine is only going to have two states, that being having ammo
and not having ammo, why do I have to fuck with finding the capacity of
the magazine? On the other hand, why should anyone trying to change the
ammo count of a magazine have to fuck with the sprite naming for what
should otherwise just be a change of a var.
## Changelog
🆑
code: AMMO_BOX_FULL_EMPTY now looks for -full and -empty for sprites,
rather than -[max ammo of that magazine] and -0
/🆑
## About The Pull Request
As the title might imply, the increasing percentage chance that a
pipegun misfires and fires at the user has been removed.
## Why It's Good For The Game
The pipegun already has a large number of other downsides, like a 1
round ammo capacity, it being bolt action, the fact it can get dirty and
have the bolt jam, and the 3/4 damage modifier. While these all make
sense and can make for a pretty fun improvised weapon, the chance to
misfire brings it from 'interesting' to 'unusuable in 99% of
situations'.
## Changelog
🆑
balance: The pipegun's chance to misfire and shoot at you rather than
the person you're pointing it at has been removed
/🆑
## About The Pull Request
Quite a lot of mobs had faction defines as a string, which always has a
chance for error. For example, the clown mob spawner had their faction
written as "clown", when the official faction name was "clowns", and a
define existed for it anyways! This PR moves every single string based
factions over here. No references or special role factions. Hopefully I
didn't miss anything.
I also moved a global define used for picking your uplink provider's
flavour to the only file that used it, datum_traitor.dm, and renamed
them a bit to avoid confusion.
I have also noticed that the mimic faction was assigned to the petrified
player with += instead of |=. |= would ensure no duplicate factions, so
I have changed it.
Future improvement:
I have noticed that there is a lot of bloat with factions that contain
only one or two entries (examples: gnomes, floating eyeballs, penguins,
the pet lizards), and some always appear in pairs (vines and plants, the
rare exceptions being killer tomatoes and strange reagent spawned pine
trees), but trimming consolidating them is a matter for a different
time.
## Why It's Good For The Game
Makes assigning factions a bit less error prone.
I can finally remove the ```/// Later all mob factions will be moved
here and their current factions replaced with faction defines.```
comment. Later is NOW.
## Changelog
Nothing player facing
## About The Pull Request
Fixes: #69379
Tried to use these for a thing yesterday and discovered they are full of
bugs.
Fixes include:
Paywall firing pins without a registered owner will no longer put them
inside you when you try to put them into a gun.
If you decline the terms and conditions of the firing pin it no longer
permanently bricks the pin.
Per shot firing pins no longer let you fire them for free by removing
your ID after the first shot (Firing pins are linked to bank accounts
rather than unique users now which afaik was intended just not done)
Per shot firing pins no longer charge you for trying to fire empty guns.
Per shot firing pins no longer charge you for initially acknowledging
they charge you per shot.
## Why It's Good For The Game
Bugfixs a bunch of issues.
## Changelog
🆑
fix: Unregistered paywall firing pins wont vanish when you try to insert
them into a gun
fix: Declining to pay for a paywall firing pin will no longer brick the
firing pin for everyone
fix: paywall firing pins are linked to bank accounts instead of unique
users, so they can't be used for overly elaborate ling checks or letting
people without IDs fire them for free.
fix: Attempting to fire an empty gun with a paywall firing pin will no
longer charge you.
fix: Multi-shot paywall firing pins do not charge you for agreeing to
the initial prompt.
spellcheck: Fixes a spelling mistake in paywall firing pin prompts
code: The owner of a paywall firing pin is now tracked via account
rather than ID, this stops the pin from holding a reference to a deleted
ID if the ID is ever destroyed.
/🆑
This builds on what #69790 did and improved the code even further.
Notable things:
- `Topic()` is a deprecated proc in our codebase (replaced with
Javascript tgui) so it makes sense to rename `canUseTopic` to
`can_perform_action` which is more straightforward in what it does.
- Positional and named arguments have been converted into a easier to
use `action_bitflag`
- The bitflags adds some new checks you can use like: `NEED_GRAVITY |
NEED_LITERACY | NEED_LIGHT` when you want to perform an action.
- Redundant, duplicate, or dead code has been removed.
- Fixes several runtimes where `canUseTopic` was being called without a
proper target (IV drips, gibber, food processor)
- Better documentation for the proc and bitflags with examples
## About The Pull Request
Mech disabler now is works like a shotgun, shooting 5 weak disabler
beams(15 damage, the normal disabler beam has 30). The energy drain is
increased to 100 from 30. Has a cooldown of 1.5 seconds.
The exact numbers(weapon scatter, damage, amount of projectiles) can be
discussed.
## Why It's Good For The Game
When you are trying to nonlethally deal with someone, a normal security
officer with their roundstart available equipment is more effective then
an expensive lategame mech, due to that fact that it is really slow,
cant use stunbattons and even if you manage somehow to stamcrit a person
with a mech disabler you still need some time to get out in order to
handcuff them. So mech disablers are useless, especially compared with
other mech weapons, like rocket launchers and ballistic guns. This PR
makes the mech disabler not trash, so roboticists would have a wider
choice of useful weapons when making a mech.
## Changelog
🆑
balance: Mech disabler now works as a shotgun, shooting 5 weak disabler
beams at one time.
balance: Mech disabler now uses 100 energy instead of 30, and it's
attack cooldown increased to 1.5 seconds instead of 0.8
/🆑
## About The Pull Request
Fixes#73192
Soporific sniper rifle magazines had used the wrong icon, I've fixed
this, I'm also re-purposed an old unused magazine sprite and added a new
one for the other 2 sniper ammo types.
## Why It's Good For The Game
Bug fix + now the alt sniper ammo types have unique sprites.
## Changelog
🆑
fix: Soporific sniper magazines use the correct icon again.
imageadd: Penetrator and Marksman sniper magazines now have icons.
/🆑
## About The Pull Request
This PR elementises two kinds of spider behaviour in preparation for
making them into Basic Mobs, which in turn will solve a bug with
Araneus.
This will probably conflict with my other PR but I'll deal with it.
The Nurse Spider and Flesh Spider healing abilities which were similar
but not _quite_ the same now share the same component.
Also Lightgeists because they also did this.
I'll be honest I think Flesh Spider would be better off with the
"Regenerator" component instead but that would be a balance change so I
can't do that right now.
The Tarantula "slower when not on webs" passive is also now an element.
This will make my third PR (to be opened when these two are merged)
easier.
Also I noticed we were using the same colour for spawning a particle in
a few places so I moved that hash into the colours define file.
ALSO while making this the linter identified that a shitload of procs
were passing `required_bodytype` to `heal_overall_damage` as if it was
`stamina` which probably caused some bugs. Don't know which though!
https://user-images.githubusercontent.com/7483112/217679050-b728ee98-3ba1-4663-bb6b-75295d5f9a6a.mp4
## Why It's Good For The Game
Reduces amount of duplicated code, making it easier to maintain.
Elements can be reused for other things later, like the infuser?
## Changelog
🆑
refactor: Spider healing abilities have been refactored to reuse the
same code rather than reimplement it across two different mobs, it
should work the same as it used to. This is also used by Lightgeists.
fix: Mob biotype on `heal_overall_damage` should be applied more
consistently. This might mean that some things which were previously
healing prosthetic limbs have stopped doing that.
/🆑
## About The Pull Request
Reverse revolver is now named "Syndicate Revolver", same as the normall
syndie revolver.
Fixes https://github.com/tgstation/tgstation/issues/73313
## Why It's Good For The Game
Fix
## Changelog
🆑
fix: Fixes reverse revolver name being different from syndicate revolver
name
/🆑
## About The Pull Request

Changes the really goofy old lux shuttle to a cooler layout with some
additions to make it a luxury and not just
"anti-poor-people protection + food"
Shuttle was made bigger to make it less cramped for the luxury class,
pool was moved to its own room, added an arcade
and a bar corner, has real lasers to shoot poors with (20c each shot),
has fire extinguishers now
Adds a new preopen variant of hardened shutters
Adds a paywall pin subtype for the luxury shuttle, and a laser gun
subtype
Made emag-only at a price of 10000 credits
## Why It's Good For The Game
The old luxury shuttle looked REALLY awful with its pool, was pretty
cramped even in the luxury section and BARELY resembled a luxury..
This luxury shuttle provides luxuries such as a less poorly designed
pool, more space for legs, arcade, to make it resemble a luxury unlike
the old one
## Changelog
🆑
add: Luxury Shuttle is now bigger, and less ugly! Poor people still get
it rough though...
/🆑
## About The Pull Request
This PR refactors netherworld mobs into basic mobs as best as possible.
Also makes some of them run faster when they are getting damaged or deal
more damage. Now the mobs might be able to keep up a little with the
players.
## Why It's Good For The Game
Makes the mobs have better movement and more dynamic movement. Makes the
quality of these mobs better.
## Changelog
🆑
add: Added new damage buffs for netherworld mobs
refactor: Refactors netherworld mobs into basic mobs
/🆑
## About The Pull Request
This is a remake of #70242
Replaces all instances of ``do_mob`` and ``do_after_mob`` with
``do_after``.
## Why It's Good For The Game
All 3 of these are just copy pastes of eachother but some miss some
features (like do_after not checking for target loc change, which helps
towards fixing https://github.com/tgstation/tgstation/issues/66874
though it doesn't because mechs are setting ``do_after`` on the mob in
the mech) and signals only being used on ``do_after``.
## Changelog
🆑
fix: Mechs should now cancel out of drilling when they move.
/🆑
## About The Pull Request
The toy crossbow had its inhand dimensions set incorrectly to 64 causing
the inhand sprites to be offset incorrectly, I've set them to 32.
## Why It's Good For The Game
Bugfix.
## Changelog
🆑
fix: Toy crossbows have had their offset fixed and will now correctly
display in your hand.
/🆑
## About The Pull Request
The detective's TRAC bullets embeds tracking implants into people. This
implants works similarly to the injectable tracking implant, such as
with the Prisoner Console or the Bluespace Locator. However, it has
`allow_teleport` set to false, preventing it from being used on the
teleporter. This has not been communicated in game, unless if you take
out the implant from whoever you shot, and stuck it inside the implanter
pad to read its in detail description.
This PR updates the ammo box and the design datum's description, to make
this clearer.
## Why It's Good For The Game
Closes#73121 , if a future detective examines the box, they will know
not to walk into the teleporter room to set up an ambush.
## Changelog
🆑
spellcheck: Clarifies that TRAC bullets are not teleporter compatible
/🆑
## About The Pull Request
Fixes#72962
The plasma river applies toxins damage to a mob as it transforms
individual limbs into plasmaman ones.
Once all limbs have been transformed, the mob's species changes to
plasmaman.
This currently leads to incurable toxin damage as antitoxin drugs do not
work on plasmamen. Made it so that upon transforming fully, the toxin
damage is cleared.
Also fixed an issue where healing sources that do not have a
required_biotype parameter (e.g. `adjustToxLoss(-5)` vs
`adjustToxLoss(-5, required biotype=whatever)`) will not work on mobs
that do not have the `MOB_ORGANIC` biotype (e.g. plasmamen) due to it
defaulting to `MOB_ORGANIC`. For now those use the `forced` param to
accomplish this.
## Why It's Good For The Game
Incurable damage is no good.
## Changelog
🆑
fix: fixed getting incurable tox damage when fully transformed into a
plasmaman via plasma rivers
fix: fixed rod of asclepius/medibeam etc not being able to heal tox
damage despite not having biotype restrictions
/🆑
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/72651 by changing
reverse revolver sprite to "revolversyndie"
## Why It's Good For The Game
Fixes an issue
## Changelog
🆑
fix: Fixes reverse revolver sprite being swapped to normal revolver
sprite
/🆑
## About The Pull Request
revive of #68760
this time a proc, not an element
this time supports cardboard cutouts
this time supports mob corpses

## Why It's Good For The Game
prevents these icons ever being outdated, they'll always look what they
are supposed to, saves spriting work
## Changelog
🆑 Fikou, a hood by Viro
refactor: humanoid mobs and cardboard cutouts automatically generate
their sprites, they no longer will be outdated
/🆑
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Pull Request
Part of a prior PR that was closed (#72562). This version does not add
the check in CI.
## Why It's Good For The Game
The work is already done, so I figured why not.
## Changelog
N/A Nothing player facing
Co-authored-by: Jeremiah Snow <jlsnow301@pm.me>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
For an unknown period of time, `/obj/item/gun/ballistic` used the wrong
type of sprite for it's `bolt_type`, so anyone trying to make a new gun
and using it as an example wouldn't be able to make it work. Being an
abstract item, it used `BOLT_TYPE_STANDARD` when it had a
`BOLT_TYPE_LOCKING` icon state.
If you spawn it in and look at it, it looks like this.

But if you VV `bolt_bolt` type to `4` ( `BOLT_TYPE_LOCKING`), it looks
correct.

Same with the Mosin, which now has a visible bolt, so you can tell if
it's open or not now!

So basically:
- Changes the Mosin to use the correct bolt type, `BOLT_TYPE_LOCKING`.
- Makes the abstract `/obj/item/gun/ballistic` use the correct type of
sprite. It comes in designer _Debug Purple checkerboard_.

- Adds `bolt_types_explained.md`. As the name implies, this explains in
detail what all the bolt types do, and what you should name the
iconstates for them when you're trying to make a new gun.
- Various comment changes in `ballistic.dm`, and the `combat.dm`
defines.
- De-souls the `boolets` variable name to `bullets` in the ammo counter
proc
- Adds a new parameter `handle_modifications = TRUE` to `sawoff()` When
set to false, it allows you to still use the sawing logic, but bypasses
all the snowflake code for variable changes, and only sets `sawn_off` to
true. This is helpful if you want to allow a weapon to be sawed off, but
don't want your icon forcibly set to `lefthand_file =
'icons/mob/inhands/weapons/guns_lefthand.dmi` or the weight class set to
normal.
## Why It's Good For The Game
Documentation is always good I hear. Also if you're trying to make a new
gun or fix a sprite issue, now you can look at the base type to
understand how it works!
## Changelog
🆑
fix: Mosin Nagant bolt sprites are now visible. It's like 5 pixels so
not a surprise nobody noticed for years.
/🆑
## About The Pull Request
We do two major things here.
First, instead of having every turf need to ask all the turfs in "front"
of it for its blast resistance, we have blast resistance carry back in a
cache, so they only need to ask the one directly in front of them.
Much faster, such wow
The other thing we do is totally remove the idea of "building" a turf's
explosion resistance. Instead, a turf's full resistance is stored on it
at all times.
We use an element to manage objects that want to block explosives, and
that's it simple as.
As an optimization, turfs handle block differently, using a system where
we imply that a turf's own block is just the initial of their
explosive_resistance, unless proven otherwise
This also saves a significant amount of time
To be honest with you, I did this mostly cause I wanted to well make
explosions faster
This doesn't really fufil that. They are faster, but not by much
The bulk of explosion cost comes from actually exploding things, rather
then figuring out what/how to delete.
This code is much faster for larger blastwave sizes, because calculating
protection is constant.
We save maybe 60% of propogate_blastwave, but unfortunately
propogate_blastwave for one maxcap on the top left of icebox's chapel is
only 28ms, so while 11ms is good, it's not everything I could want when
the cost of explosion/fire is 555ms.
I'm happy about it still tho, because doing things like this means I can
expand on how explosive blocking works without needing to make things
seriously expensive in here.
Also it's faster for meme admin explosions and mega burgers
## Why It's Good For The Game
Speeds up explosives slightly, opens the door to better blast resistance
projection
Turns out 72362 created a runtime that put the logs for getting hit by
a projectile into LOG_GAME instead of LOG_ATTACK because LOG_VICTIM
isn't recognized by log_message.
Necessary for #72292 to work effectively, and probably not very useful
out of that context. Split out of its own PR because this is long and
boring.
I want to make sure that we're catching actual mistakes there, and not
just experiencing side effects of how shitty the attack chain is.
## About The Pull Request
So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!
Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.
But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.
It also made it much harder to organize new memories keep it clean for
stuff like downstreams.
So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.
Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.
This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.
To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.
## Why It's Good For The Game
Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?
## Changelog
🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑
## About The Pull Request
The log_message for projectile victims wasn't being logged globally. It
wasn't being logged elsewhere (for cannons at least, presumably for any
non-vehicle non-mob firer), so it should be logged globally here.
## Why It's Good For The Game
Fixes#72336
## Changelog
🆑 Tattle
fix: projectile hits on mobs are logged globally
/🆑
Co-authored-by: tattle <article.disaster@gmail.com>
## About The Pull Request
Well my last PR passed the CI but everything else is still failing and I
want a little tick next to my pull requests.
So I guess I'm whacking moles until everything that 515 doesn't know how
to dispose of is disposed of?
I'll be honest I don't know what change makes this a requirement when it
wasn't before but it seems like a logical thing to be doing.
Unfortunately running this test locally doesn't produce a failure for me
so my only solution is to keep getting the CI to do it and hope that it
doesn't report a false positive again.
## Why It's Good For The Game

## Changelog
Not player facing
neurotoxin now properly moves u
also the alien spit shot by simplemob xenos is now a subtype of normal
because it was fucking stupid
also the nt hud pr broke the hud hand icons so fixes that
## About The Pull Request
See title
Apparently I didn't notice that "default atmospheric tolerance" was
merged while my carp refactor was open, so on live they're not
spaceproof and all die shortly after spawning
Also additionally two things were failing CI tests due to hard deletions
and now don't
## Why It's Good For The Game
They probably shouldn't do that
## Changelog
🆑
fix: Space Carp can now breathe in space
/🆑
## About The Pull Request
Adds `EXPERIMENT_515_QDEL_HARD_REFERENCE`, which will queue to the GC
subsystem using hard references rather than `\ref`. This is only
possible in 515 because of the new `refcount` proc. `\ref` is very very
slow and has some nasty knock on effects, so removing its usages where
possible is good.
This is an explicit opt in define because I want to give us the ability
to test 515 on live while only testing 515 itself, not our experimental
changes. We have a few more of these we want to do so I made a separate
file for them. They're auto-defined in unit tests so we see them with
the alternate test runner. In a perfect world we'd test both on and off,
but eh.
Closes https://github.com/tgstation/dev-cycles-initiative/issues/10
## About The Pull Request
You know the deal by now.
- Drowsiness is now tracked via status effect.
- Eye blue is now tracked via status effect.
In converting these over, cleaned up a bit of code relating to some
other effects. Attempts to unify behavior between some of them, namely
certain biotypes or mob types shouldn't be experiencing certain effects.
## Why It's Good For The Game
More stuff moved to status effects, slightly more cleaner and better to
work with code. Allows for all mobs that can sleep to be able to get
drowsy, too.
## Changelog
🆑 Melbert
refactor: Drowsiness and Blurred Eyes are now tracked via status effect.
/🆑
## About The Pull Request
Wow we're finally here. This turns carp into Basic Mobs instead of
Simple Animals.
They use a variety of behaviours added in previous PRs to act in a
marginally more interesting way than they used to.
But don't worry there's still 2 or 3 PRs to follow this one until I'm
done with space fish.
Changes in this PR:
Carp will try to run away if they get below 50% health, to make use of
their "regenerate if not attacked" component.
Magicarp have different targetting behaviour for spells depending on
their spell;
- Ressurecting Carp will try to ressurect allied mobs.
- Animating Carp will try to animate nearby objects.
- Door-creating Carp will try to turn nearby walls into doors.
You can order Magicarp to cast their spell on something if you happen to
manage to tame one.
The eating element now has support for "getting hurt" when you eat
something. Carp eating can rings and hating it was too soulful not to
continue supporting.
## Why It's Good For The Game
Carp are iconic beasts and I think they should be more interesting.
Also we just want to turn mobs into basic mobs anyway.
## Changelog
🆑
add: Carp will now run away if their health gets low, meaning they may
have a chance to regenerate.
add: Lia will now fight back if attacked instead of letting herself get
killed, watch out!
balance: Magicarp will now aim their spells more intelligently.
add: Tame Magicarp can be ordered to use their spells on things.
refactor: Carp are now "Basic Mobs" instead of "Simple Mobs"
fix: Dehydrated carp no longer give you a bad feeling when they're your
friend and a good feeling when they're going to attack you.
balance: Tamed carp are now friendly only to their tamer rather than
their whole faction, which should make dehydrated carp more active.
Order them to stay or follow you if you want them to behave around your
friends.
/🆑