* Changes a sentence written in first person to second person (#58789)
* Changes a sentence written in first person to second person
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
* Fixes gunboots shooting the wearer (#58651)
For whatever reason, gunboots could immediately shoot the person wearing them when they fired. This obviously isn't ideal, so this fixes that. Once the bullet has ricocheted off something, of course, they're once again fair game to be hit. This also kills the projectile_shooter component because it was pointless
Fixes: #58242 (Bullets fired from gunboots hit the wearer)
As if the trail of people trying to kill you for wearing this isn't bad enough, you don't need the shoes themselves doing you in
* Fixes gunboots shooting the wearer
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* The shivering symptom now actually chills you like it says it does instead of heating you up (#58181)
* ice ice baby
* broader species compatibility
* are you HAPPY NOW?
* should make the code compile
* Apply suggestions from code review
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* The shivering symptom now actually chills you like it says it does instead of heating you up
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* woops (#58757)
I was an idiot in #57797 and forgot to make the rune wizards can buy to add shield charges to their shielded hardsuits actually delete after being used, allowing you to use one rune infinitely. Oops! This PR fixes that.
No more invincible wizards
* Fixes infinite wiz shielded hardsuit charges
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Make mindbreaker cure RDS (#58671)
Currently, mindbreaker toxin is supposed to suppress hallucinations, but the reagent itself still applies hallucination to the user which is counted towards handling hallucinations before it gets purged by the quirk.
It's annoying that the one thing advertised that should fix hallucinations with RDS doesn't work.
* Fix mindbreaker toxin not completely stopping Reality Dissociation Syndrome
Co-authored-by: Urumasi <Urumasi@email.cz>
* Add Show Hiddenprints action to VV on atoms (#58657)
This displays the hiddenprint log from /datum/component/forensics in a simple to view form, sorted by last touch. I didn't make it fancy, it's very bare bones.
I could have refactored hiddenprints to use lists in lists, which would make getting data out a lot easier, but I worry about the additional memory overhead on every atom that gets touched, so I left it as strings in lists. I did reformat it a little bit, however, to make it simpler to sort, and it looks a little nicer. Namely moving the timestamp in front of the name.
It can help a lot in admin investigations on whodunnit. Right now they have to look at the forensics component, and that's if they even know about it. This way it is discoverable by using the VV tool.
* Add Show Hiddenprints action to VV on atoms
Co-authored-by: Jonathan Rubenstein <jrubcop@gmail.com>
* Fixes GAGS generated icons having no width or height value (#58567)
* Fixes GAGS generated icons having no width or height value
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* Full Auto Update: no crit firing, no spamclicking, more autofire, more balance
* aaa
* Update fullauto.dm
* aaaaa
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* High-danger plants like deathnettles now require botanical gloves to hold instead of any glove type (#58503)
* High-danger plants like deathnettles now require botanical gloves to hold instead of any glove type
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Renames GAS to GAGS (#58488)
* Renames GAS to GAGS
* Adds a hypen to Auto-Generated
Co-authored-by: Fikou <piotrbryla@ onet.pl>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
* Renames GAS to GAGS
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
* Converts screwdrivers to GAS (#58453)
* Basic GAS setup
* Compile fix
* Fixes, inhands, belt icons
* New procs
* New version of GAGS
* Inhand for subtypes
* Typo fix
* Converts screwdrivers to GAS
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
* Accidentally swapped the two (#58515)
* Swaps the layer and result columns in the greyscale debug menu
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* Fixes pop restricted uplink items not properly unlocking (#58542)
Makes it so if you become a traitor when specific items are pop locked, they will update accordingly as the population increases.
* Fixes pop restricted uplink items not properly unlocking
Co-authored-by: Seth Scherer <supernovaa41@protonmail.com>
* Adds icon state configuration to GAS (#58487)
Relatively simple change that allows you to specify icon states in greyscale config so as to allow generating icon files with multiple states. This is a requisite for GAS to work with icon smoothing.
Also a couple bits of additional warnings and documentation.
* Adds icon state configuration to GAS
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* Hollowpoints and similar attacks/weapons double existing armor, not add total armor, to the their targets (#58114)
* Hollowpoints and similar attacks/weapons double existing armor, not add total armor, to the their targets
* a
* Update tools.dmi
* Update tools.dmi
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Fixes all simple mobs being able to strip, as well as being able to strip when your hands are blocked (e.g. cuffed).
Fixes#58260.
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Renews Maintenance Drones
* And these have conflicts too, but you can't see them
* Skyrat Map Updates (Adding Supermatter Room Area)
Co-authored-by: Jonathan Rubenstein <jrubcop@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Makes the GAS system only update the icon when it has changed (#58337)
* Makes the GAS system only update the icon when it has changed
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* Teensy tiny improvements for freerunning (#58187)
Since climb_time is multiplied by 0.8, climb_stun should also be. Not much point in taking it if whoever is chasing you can still arrive with you stunned on the table and simply pull you off it. If this is too much taken off in total, in my opinion, the stun time should be adjusted, rather than the climb time.
Also reduces the ZImpactDamage knockdown multiplier. Right now both with freerunning and without you get knocked down the same amount, now with it you're actually better at catching yourself on those z level falls and so suffer less of a knockdown.
* Teensy tiny improvements for freerunning
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
* Nerfs addiction withdrawal time (#58172)
Currently takes 1 second before withdrawal starts, which is enough to start withdrawal while still using the drug. I changed it to 1 minute before you need your fix again (old addiction was 30 seconds but could be microdosed).
Also buffed junkie pills to 3u and nerfed addiction requirement to 1u, from 2u (effctively still 2u since addiction tends to check after the 2u has already been metabolized).
Also clears disgust from opiods after quenching your addiction, because otherwise you're gonna spent the next 20 minutes being vomitlocked in place
* Nerfs addiction withdrawal time
Co-authored-by: Time-Green <timkoster1@hotmail.com>
* refactors pods, new helper for spawning items from pods through code (#58222)
* refactors pods, new helper for spawning items from pods through code
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Refactor /obj/item/food/chewable into a chewable element (#58243)
* Refactor /obj/item/food/chewable into a chewable component
* Element, always process
* Refactor /obj/item/food/chewable into a chewable element
* Update maint_loot_trash.dm
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Gives the slippery component a default whitelist of allowed slots (#58267)
* Gives the slippery component a default whitelist of allowed slots
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>