If you were below 0 or above 125 sanity, the action speed multiplier
wouldn't come into play. Now it does. Also prevents sanity from
constantly going overboard and being reeled in all of the time.
hear_intercept is removed in favor of having the things that care register for the COMSIG_MOVABLE_HEAR signal instead.
The signal has been changed to be like the speech one with an args list.
Nanite datums no longer register for the hearing signal just in case, only the voice sensor nanite program does.
Dead code has been removed from to_chat, the savefile/sound checks being just-in-case boilerplate checks made during the conversion to to_chat, the replacetexts sidestepping a byond bug that was fixed in 512.1420.
* adds small sprites for many of the large megafauna
moves fireball target code back to drake file
changes the speed of every megafauna mob to its move to delay so player controlled ones have the same speed
adds action abilities to each megafauna so players can select the type of attack they want
refactors pretty much all of the megafauna code to be simpler to edit and easier to read as well as have some consistency in where stuff like initialize goes
lesser ash drake now inherits alt click on instead of normal ash drake having it
hierophant no longer blinks on alt click as well
removes pointless check in legion code for ranged timer delay as the proc that calls openfire already checks that
adds icon for new bubblegum blood tracks
bubblegum blood no longer leaves footstep trails as it caused massive lag when many blood tiles were run over in a fight as well as being way too excessive
* fixes a megafauna bug where they could not attack while in space
megafauna can now move through space normally as they would anywhere else
bubblegum no longer runs from corpses and people dying
* fix the weird line errors
* lots of sins have been cleansed (0 = false 1 = true)
switch cases for player attack selection
bubblegum has been bug fixed a bit (steps can be blood warped to, adds blood warp ability)
bubblegum now has some slight additions to its attacks to keep the fight faster paced
bubblegums enrage mode now lasts longer and makes him move faster
legion now has their speed changed properly when they charge (wow this is an old fucking bug like old old)
bubblegum now tries to be aggressive towards people that are laying down (no more resting under bubblegum charges without consequences)
bubblegum now spawns slaughterlings when he devours targets
* fine tunes new bubblegum attacks and replaces some is_procs with defines
* fixes stupid snowflake stuff in bdm code
specifies in defines for bubblegum
lots of sleep_check_death now to avoid stupid stuff
removes need for hierophant_dying var as well as combines all the blast procs into one since they were so similar
About The Pull Request
Dragging prone mobs (resting, knocked down, stunned, dead, in crit, etc) that aren't buckled to anything slows you down.
You can fireman carry by aggressive grabbing then click dragging onto yourself. This causes a slight speed penalty that is lower than dragging.
Why It's Good For The Game
Prevents the classic "stun and beat the shit out of while zipping off" which is obnoxious and I don't think anybody likes besides the people who do it.
Makes it so if you feel like being a cunt you can rest while being arrested to make you a pain to take back.
Makes it harder to steal bodies and move away before anybody can properly react, but makes dragging bodies riskier at the same time
Fireman carrying adds an element of risk reward, it takes a little while of standing still to pick them up and also slows you down slightly. More useful to move someone a long distance out of a relatively safe area than a quick pull away.
Changelog
cl
add: fireman carrying. Aggressive grab then click drag onto yourself.
tweak: pulling prone mobs slows you down.
tweak: carrying another human slows you down.
tweak: pacifists can aggressive grab.
/cl
About The Pull Request
This PR removes speech message and span hooks from dna, mutations, pierrot throat disease, species, tongues, masks, hats, held items, brain traumas and a carbon proc overload handling tonguelessness.
Tonguelessness is now handled by tongue removal registering for the speech signal and the hook being deregistered by having a tongue put in.
Also cleans up some /atom/movable/proc/get_spans() overloads that called the empty parent or overloaded the parent to do the exact same thing as the parent proc did.
Also cleans up calls to radio.talk_into() where the caller would often, as a result of copypasta, provide the proc with fresh copies of the proc's default values for proc args, and makes say_quote() better by giving it a default spans value so that none of the callers have to provide the same default one.
Why It's Good For The Game
Changelog
cl Naksu
code: Cleaned up saycode
/cl
* start with this
* oh man this looks so good
* hats are dead
* /obj/item/proc/speechModification is dead
* brain traumas and get_held_item_speechspans() are dead
* these should be static
* unfortunately we still need this
* /mob/living/carbon/treat_message(message) is kill
* clean up get_spans()
* dunk get_spans, modifies_speech for brain traumas, some superfluous static stuff
* move stuff around
* return values
About The Pull Request
Stamina damage no longer stacks with regular damage.
Stamina regen is paused for 10 seconds every time you take stamina damage
Stamina damage is purged if stamina regen resumes after you enter stamcrit
changes to make this work:
disablers knocked down to 30
punch damage changed to full raw, 1.5x stamina.
flesh-eating symptom deals 2x stamina damage
CQC unchanged
Bostaff manually stacks
Energised jelly blob deals full stamina damage
Pressurised slime blob deals full stamina damage
Blood boil deals 1.5x stamina damage to servants of ratvar (why do I bother?)
Revenant blight now deals 20 stamina damage
Space carp no longer deal stamina damage, but deal 20 brute.
Enchanted bullets deal 20 brute damage
Beanbags reduced to 55 stamina damage
Rubbershot damage untouched
Ebow stamina damage increased to 60
bone hurting juice deals 7.5 stamina damage per tick, down from 15
Why It's Good For The Game
Stamina damage not stacking with regular damage is meant to make disablers less good as a weapon for all-out firefights, but remain good for arresting criminals as a sec squad.
The stamina regen pause allows for chemicals that deal stamina damage to be effective even if they don't only target one body part (as in #43924), and gets rid of the counterintuitive speedy regeneration if multiple bodyparts are damaged. It also makes stamina damage calculations more straightforward - currently 4 damage/tick to the chest is really 1, and adding 25% more damage to the chem deals 100% more damage per tick.
The stamina purge is to make stamcrit less of a confirmed win - several times as sec officer I've succumbed to poison, run out of charge, etc only for the rest of sec to arrive before the perp awakes from his 3 hour sleep. Stamina damage is fully purged to make keeping someone down require more attention, since under the current system even if they somehow get up they'll be so slow it'll be trivial to put them down again. Basically, makes handcuffs more useful again.
Changelog
cl
add: stamina damage now pauses natural stamina regen for 10 seconds
add: stamina regenerates fully when it can.
balance: disabler damage reduced
tweak: stamina damage no longer stacks with normal damage for the purposes of damage slowdown and crit
balance: many sources of stamina damage have been adjusted, check PR for details
/cl
* knockback component can now be reversed, has projectile and gun handling, and hostile simplemob handling
adds signals for hostile mobs attacking, altering projectiles before firing, and for when projectiles successfully hit their target
moves knockback handling to a general proc
adds ishelpers for guns and projectiles
* no more weird projectile handling it can just not apply the effect if the component somehow goes away
lifesteal actually works now instead of being a blank file, applies a flat healing effect when you hit something
* fixes up comsig stuff
adds new components to the fantasy prefix and suffix
knockback now handles throwing anchored objects
lifesteal now properly heals the target with projectiel weapons
adds summoning component to handle mob summoning with item attacking and such
adds fired_from variable to handle what a projectile was fired_from, firer would be the mob that fired and fired_from would be the gun, in the case of an autoturret, fired_from and firer would be the same
adds shrapnel component, fires projectiles around a fired projectile when it hits
adds igniter component to set attacked mobs on fire
* no more shrapnel on items that can't use it
summoning items now summon at least one mob maximum
adds specific weighted projectile types for shrapnel to prevent broken options being picked
removes the reverse var from knockback component and instead just handles negative thrown turf
About The Pull Request
Reagents' TOUCH reactions are very stupid game design wise and do not account impermeability by default unlike VAPOR, yet both are pretty much interchangeably used.
But not going to fix it today and debate how features and gameplay mechanics branched off this crooked fallacy should be adjusted. So forgive me for lines 134 and 135.
Nevertheless this should stop splashed frying oil from bypassing bio impermeability and thus every sort of protection. Plus message spam reduction.
Also slighty raised the damage cap of sizzling cooking oil to partially counter the mild bio protection gained from the average crewmember's attire.
Why It's Good For The Game
I have used the pneumatic cannon deepfrying meme before, it requires some time and welding spamclicking, but it's pretty much a victory against anyone if the shots hit.
Changelog
cl
fix: Fixes splashed cooking oil bypassing any sort of mob impermeability. Also cut off message/sound spam from being repeatedly splashed within a minimal delay.
balance: Upped the cooking oil damage cap from 35 to 38 to account the mild bio protection of the average crewmember's attire. Also made hot deep fryer swirlies account the user's head covering gear's impermeability.
refactor: Standarized monkeys/humans get_permeability_coefficient().
/cl
About The Pull Request
Purification of a soulstone (hitting it with a bible as noncult) no longer destroys the stone, and releases a spirit. Instead, it purifies the stone, which is crew friendly and has a new sprite. Said stones can be placed into construct shells to create purified angelic constructs, which are easily distinguishable from cult/wizard constructs.
Why It's Good For The Game
Crew finding and using construct shells to create stealthy anti-cult constructs sucks. This PR would get rid of this shitty gameplay, and adds some new flavor to the whole cult/anti-cult dynamic.
Changelog
cl weeeeesoda
add: You can now purify soulstones! This can be done by any crew member using a bible on one.
add: Purified constructs can be created by using a purifed soulstone on a construct shell. Amongst their normal abilities, purified constructs can dispel cult runes by clicking on them.
del: Ability to place chaplains soulstone or mining soulstones in construct shells
imageadd: angelplasm, angelic sprites, purifed sprites
/cl
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
* Removes repeated line
* Description change for clothing items that can only store specific items
* Get all children of can_hold listed items.
* can_hold only needs the top most item, child items are dealt automatically
* cant_hold related change
* Text change
* Moves the item check to the line above, and removes the current.
* Same changes, but to belt/wallet code.
* Change to using signals instead
* Generic signal on datum/topic
* Cache typecache, and small signal change
* Small argument tweaks and remove unneeded lists
* Change to proc
* Change call can_holds/cant_holds to use new proc
* initial, and cleaned up display code
* Null check
About The Pull Request
Was fairly shocked to find out hiveminds never took tinfoil hat protection in account, so decided to implement the factor in the game mode. Might have overdone it and probably erroneously changed a couple logics while getting rid of some really indented passages that could easily early return.
So what's said on the tin, this is lot more preferable than clunky is_type() checks on headwear anyway.
Also expanded tinfoil protection to hivemind and (non-revenant) telepathy.
Why It's Good For The Game
Let us remember the "purpose" of tinfoil hats.
Changelog
cl
code: Merged tinfoil hat kind of protection into the anti_magic component.
add: Tinfoil hats can also be warped up from excessive dampening of mindray/though control/psicotronic anomalies, or by simply being microwaved in an oven, and become useless.
add: Immortality Talisman and Paranormal Hardsuit helmets now come with tinfoil protection too (minus the paranoia and limited charges).
balance: Rebalanced many hivemind effects to be dampened/delayed by tinfoil shielding. Bruteforced Assimilate Vessel, One mind and Awake Vessel abilities will consume more tinfoil charges compared to others.
balance: Genetics/Slime/Alien Telepathy and Slime Link are now stopped by tinfoil protection.
/cl