Hello everybuddy, your number three rated coder-failure here to clean up
some mess. This PR accomplishes some of the more major structural clean
up changes I wanted to do with /obj/ folder, but decided to wait on
until wallening gets merged, and so, time has come. Several things to
still be done, although I know these cleaning PR's are quite a load, so
will wait for this one to get done with first.
## Why It's Good For The Game
Saner spriters, better sprites, less annoyance. Also deleted a whole
load of redundancy this time around, a lot of sprites which existed
simultaniously in two places now got exit their quantum superposition.
## About The Pull Request
Added the subtype vendor which lets admins and coders vend subtypes of a
path
Added the vendor and both varieties of omnitool to runtime station
## Why It's Good For The Game
Better and faster testing environment. Runtimestation is horribly
inefficient rn but this will help a bit
## Changelog
🆑
code: Added the subtype vendor which lets admins and coders vend
subtypes of a path
code: Added the vendor and both varieties of omnitool to runtime station
/🆑
## About The Pull Request
- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`
I have manually tested many of the refactored procs but there was 200+
so it's kinda hard
## Why It's Good For The Game
Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item
This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.
If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`
This does result in some instances of boilerplate as shown here:

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution
~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~
## Changelog
🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
## About The Pull Request
This PR moves random name generation for species onto their languages.
What does this mean?
- For species with a predefined name list, such as Lizards and Moths,
nothing.
- For species without predefined name lists, such as Felinids, their
names will now be randomly generated from their language's syllables.


(In the prefs menu:)

Why?
- Well, we actually had some dead code that did this. All I did was fix
it up and re-enable it.
- Generates some pretty believable in-universe names for various
languages that are lacking name lists. Obviously defined lists would be
preferred, but until they are added, at least.
- Moves some stuff off of species, which is always nice.
- Also hopefully makes it a tad easier to work with name generation.
There's now a standard framework for getting a random name for a mob,
and for getting a random name based on a species.
Misc:
- Adds a generic `species_prototype` global, uses it in a lot of places
in prefs code.
- Makes `GLOB.species_list` init via the global defines
- Deletes Language SS
- Alphabetizes some instances of admin tooling using the list of all
species IDs
- Docs language stuff
- Deletes random_skin_tone, it does pretty much nothin
## Changelog
🆑 Melbert
refactor: Random Name Generation has been refactored. Report any
instances of people having weird (or "Unknown") names.
qol: Felinids, Slimepeople, Podpeople, and some other species without
defined namelists now automatically generate names based on their
primary language(s).
qol: More non-human names can be generated in codewords (and other misc.
areas) than just lizard names.
/🆑
## About The Pull Request
I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.
## Why It's Good For The Game
The device.dmi was kind of a mess.
## Changelog
🆑
/🆑
## About The Pull Request
This takes all the gib related procs:
- `gib()`
- `spawn_gibs()`
- `spill_organs()`
- `spread_bodyparts()`
And adds heavy documentation that communicates what the procs are used
for and how the different bitflags affect them. The difference is
noticeable:
`gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)`
The code is now much more legible which is important considering it's
used in a lot of places!
Another robust change, is that we had several places in the code where
there were double negatives like so:
```
/mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts)
if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!?
// do stuff here
```
This is a mindfuck to untangle. I inverted a lot of these parts so we
don't lose our sanity.
Last thing that was changed was a big `if()` loop in the `spill_organ()`
proc. This was refactored to just be a simple `for` loop with `continue`
statements where we needed to skip enabled bitflags. It's now shorter
and cleaner than before.
The only slight gameplay change this affects is that gibbing a mob now
guarantees to drop all items unless the `DROP_ITEMS` bitflag is
deliberately omitted. Some places like admin gib self, we don't want
this to happen.
## Why It's Good For The Game
Gib code is very old. (~15 years) People kept adding more arguments to
the procs when it should have been a bitflag initially. By doing it this
way, there is more flexibility and readability when it comes to adding
new code in the future.
## Changelog
🆑
refactor: Refactor gib code to be more robust.
qol: Gibbing a mob will result in all items being dropped instead of
getting deleted. There are a few exceptions (like admin gib self) where
this will not take place.
/🆑
## About The Pull Request
replaces all instances of surgical duffels with surgery trays, and all
coroner duffels with morgue surgical trays.
they contain about the same items, with surgical trays/carts also having
bone gel and tape, since their list of holdable items is much more
limited.
the surgery tray is a diagetic storage unit that displays any surgery
tool it's holding in a small, almost world-state esque form on top of
it. it can be carried around by dragging it on to yourself, but it will
slow you down like an unzipped duffel would. it can also be deployed by
activating it, and pulled around, but it will roll noisily in the
process.
currently, all tool tiers are supported - from alien, to advanced, to
cruel, to normal.

here you can see just a few of the possible combinations of tools -
default, default morgue, advanced, and alien. but any combination of
these tools should work together somewhat cleanly, as you can see here:

also adds a medical razor variant, because otherwise they wouldn't fit
with the look of the other tools on the tray, before and after here:

## Why It's Good For The Game
having constantly visible tool storage like this means you don't have to
worry about the one tool you need from the bag being stolen - if it is,
you can see it before an operation starts, and plan around that! it also
gives a little flexibility to mappers - if they'd like a more mobile
cart for their medbay, or if they'd like the somewhat stationary tray.
it also plain looks cool, and isn't quite as clunky as a duffelbag would
be.
## Changelog
🆑
add: adds medical carts and surgery trays
image: gives the surgery razor a unique sprite
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.
## Why It's Good For The Game
Saner spriters = better sprites
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/74564.
You can now uproot plants with any item that has TOOL_SHOVEL flag
instead of just item/shovel. So you can use trench tool for this
purpose.
And the same with digging out plants. It was originally limited to just
spade shovel, which is rather strange considering that there is bone
shovel recipe and one of it's ingridients is spade.
Changed icon of omnitool's shovel because spade won't be the only shovel
used for uprooting plants.
Also removed a bunch of code and it didn't affect anything in my tests
so I'm assuming it was unused and completely useless.
Maybe i'm not right and it affects something tho.
## Why It's Good For The Game
Trench tool can be used as a normal shovel.
## Changelog
🆑
fix: You can now uproot and dig out plants with any shovel and not just
spade.
/🆑
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
About The Pull Request
Shadowpeople
brain now holds their healing properties.
while possible to extract the brain and put them in another species, the burn-in-light downside really makes it a lot more worth it to just stay a shadowperson and enjoy their other benefits than to swap.
Now use burning eyes from nightmares instead of an unsprited nightvision granting eyeball.
surgery.dmi split up
surgery_ui.dmi holds zone selection ui things for research
surgery_tools.dmi holds surgical tools
/organs folder holds organs.dmi, and species specific organ files for flies and shadowpeople
flies don't put in their random organs because of dmi memes, all their UNIQUE organs will be in the .dmi
Why It's Good For The Game
moving behavior onto the organ moves us closer to species as a blueprint, not species as something that magically grants immutable bonuses.
surgery.dmi is poorly described, holds many different things, and conflicts often because of it.
Changelog
cl
add: Shadowpeople now heal from their brains! Their brain-tumor-thingy!
code: split up surgery.dmi
/cl
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
Lets the new blood filter tool be put in medical belts/medical aid kits since those are supposed to hold surgery tools
Lets spray bottles, amputation shears, and surgical tape be put in medical aid kits since it's supposed to hold the same stuff as the medical belt (I didn't add the plumbing stuff to medical aid kits though since chemists don't get them)
Removes bio bag and chem bag from the medical first aid kit since they're too big to go in there anyway
Adds blood filter mode to the debug omnitool since it's supposed to have a mode for every tool define
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.
* Fixes some comments
* Fixes map issue
* Restart lints
* Properly resolves conflicts