Commit Graph

6670 Commits

Author SHA1 Message Date
Ryll Ryll
bc2d0629bd Adds shaking soda cans, buffs throwing soda cans at people (#62170)
About The Pull Request

This started out as a joke on discord about buffing the throw damage of soda cans (have you ever had one thrown at you? they hurt!!), that ended up also growing into a feature I've wanted to add for a while- shaking soda cans for pranks!

https://streamable.com/ra7ctd
Note: This PR shows the user getting a positive moodie from a can going off on a wall, that was fixed after the video was recorded

Right clicking on an unopened soda can will shake it and raise its fizziness level, as will throwing soda cans at things. When you go to open a soda can, an RNG check is made based on how fizzy the soda is from being mishandled, with a failed check making the soda spray all over you and give you a negative moodlet (and everyone who sees it happen a milder positive moodlet!)

The throwforce for an unopened can of soda has been set to 12, slightly higher than a standard floortile (10) and equal with toolboxes. As mentioned before, though, every time you throw a soda, its fizziness rises, meaning each throw is more likely to burst it and kill the damage value. This puts it in a perfect spot where it's not worth stocking up on sodas just in case you get into a fight (cause you could just use floortiles, which stack up to 50), but seeing a nearby unopened can of soda and throwing it at your enemy could be an interesting addition to environmental combat.

You can try to detect if a can of soda is fizzed up by examining it twice rapidly. Depending on how fizzed up the soda is, you may be able to detect said levels of fizz, allowing you to ask for another untouched soda.
Why It's Good For The Game

Shake up a soda a whole bunch, give to someone in a crowded room of people, give everyone a positive moodie when the rube opens the can!
Changelog

cl Ryll/Shaps
add: Added shaking soda cans! Take an unopened soda can and right click it in hand to shake it all around, increasing its fizziness.
balance: Having an unopened soda can hucked at you will actually hurt quite a bit, around the level of a toolbox. This also has a chance of bursting the soda can on impact, leaving it useless as a weapon after.
/cl
2021-11-02 15:05:38 +13:00
Mothblocks
0f3c4e51f7 Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.

Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.

Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
2021-11-01 04:20:39 -03:00
John Willard
88d7dbfc10 removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
2021-10-28 19:25:50 -03:00
esainane
d521116acf Refactor /turf/var/intact (#62331)
Turfs have a variable, intact, which conflates three meanings:

    Determining whether there's something that can be pried out, such as directly with a crowbar or indirectly with a tile stack and a crowbar off-hand.
    Determining whether underfloor pieces are visible.
    Determining whether underfloor pieces can be interacted with - by players with tools, through interaction with effects like chemical acid, or foam.

When plating is hit with a stack of tiles, /turf/open/floor/attackby checks whether the turf is intact, and if so, ends the attack chain regardless of whether or not the attempt to hotswap a turf (with a crowbar) is successful or not. However, turfs which want the underfloor to be visible - such as catwalks and glass - set the intact variable to FALSE, and so can be repeatedly placed over one another, as if they were the first tile to be placed over the plating.

This refactors /turf/var/intact into two distinct variables:

    /turf/var/overfloor_placed, for whether or not there is something over plating.
    /turf/var/underfloor_visible, for whether or not the various underfloor pieces should be invisible, visible, or both visible and interactable.

All references to /turf/var/intact have been replaced with an equivalent overfloor_placed or underfloor_visible reference, depending on which check is appropriate. underfloor_accessibility can take one of UNDERFLOOR_HIDDEN, UNDERFLOOR_VISIBLE, or UNDERFLOOR_INTERACTABLE. This prevents cases such as acid foam or tools phasing through glass floors to affect the underfloor pieces underneath, and covers all kinds of unusual, not-wiring-visiblity usage such as Holodeck completeness, Revenant interaction, or station integrity checking.
2021-10-28 19:14:40 -03:00
John Willard
96a3d410a2 Traits given by Elements now have element trait as their source. (#62134)
Hopefully the code is more organized and consistent this way.
2021-10-28 18:39:21 -03:00
MrMelbert
a56de49286 Adds two station traits: Ionic Stormfront and Radioactive Stormfront (#62366)
This PR adds two station traits. Ionic Stormfront and Radioactive Stormfront.

Ionic Stormfront doubles the weight of the ion storm event.
Radioactive Stormfront slightly increases the weight of the radiation storm event (1.5x) and allows multiple radiation storms to occur during a round (+2 max occurrences).
Both are relatively uncommon traits to roll.
Given a lot of random events are occurrences of "nature", (storms, anomalies, meteor showers, etc), I think it makes sense and has decent flavor that occasionally your station may experience certain events more often.

Maybe the station is located in an anomalous region of space and anomalies are coming outta the walls. Maybe it's located in an asteroid belt and meteors pelt the exterior constantly. Who knows! For now, I went with two existing "weather" phenomenon that hit the station, rad and ion storms. Ion storms are usually funny and add variety to silicon players, and radiation storms are neat for antaggy potential but kinda uncommon.
2021-10-28 10:26:58 +01:00
oranges
2afab49681 Revert "Basic ID cards with job trims can now hold higher level accesses to their own departments. (#62275)" (#62368)
This reverts commit 4d15fbc4f0.

"Basic ID cards with job trims can now hold higher level accesses to their own departments. (#62275)"
2021-10-27 22:10:53 +01:00
Fikou
ae0542603b removes some ways of making unvaredited custom callbacks (#62345) 2021-10-26 19:34:39 -04:00
Sealed101
9582e3ff91 Fixes corgi hats stuck to them forever & SAVES HALLOWEEN (#62318)
About The Pull Request

Corgi hats used to resist any attempts at removing them from the corgi wearing said hat. This fixes that.
Also fixes #62297 by giving carved pumpkins and blumpkins their own dog_fashion datums.
Why It's Good For The Game

Corgis are now no longer stuck to wearing one hat. Spookifies Ian for Halloween with two amazing pumpkin hats.
image
Changelog

cl
expansion: Spooky headless corgi spirits have been sighted across the Sector!
fix: fixes hats glued to corgis' heads when dressing corgis up
/cl
2021-10-27 11:57:10 +13:00
Timberpoes
4d15fbc4f0 Basic ID cards with job trims can now hold higher level accesses to their own departments. (#62275) 2021-10-26 13:25:52 -07:00
Y0SH1M4S73R
6f2e9318e0 Fixes DNA UIs and UFs (#62288) 2021-10-26 13:24:41 -07:00
NamelessFairy
1238ce2373 Adds the ability to soft filter words, also fixes some word filter bugs (#62158) 2021-10-26 12:45:36 -07:00
esainane
01c0fe88e2 Attached assemblies can pulse cut wires again (#62326) 2021-10-25 17:54:20 -07:00
ArcaneMusic
8173f07b03 Adds new Insect Habitat Icebox Ruin. (#62181)
* Adds new Insect Habitat Icebox Ruin.

* Converts path to area/ruin/ instead of unpowered
2021-10-25 16:21:43 -07:00
Zytolg
0a9404e69b Beds and Benches: The Aesthetic Revolution [re-PR'd With EOB's Blessing] (#62169)
About The Pull Request

Ever since I saw @EOBGames PR this, I've wanted it. I've needed it. I've been delaying some mapwork FOR this. This is an identical PR to #61689, just updated so that it's not conflicting with anything. I've done everything @Krysonism asked for from last time too. That's right spacemen, double beds are back, and more cursed then ever. Cursed to succeed that is!
Why It's Good For The Game

We. Don't. Have. Benches.
Benches are a hallmark of any public space! You can sit on them, sleep on them, stand on them, even sleep on them! Our stations have a ton of chairs, but chairs don't really communicate public that well. Benches do. As for the beds? Well Inept wants them, and you know what? I respect that.


cl
expansion: Sofas now include the Bench Type. These are buildable with 2 metal plates from the crafting menu.
expansion: Beds can now be rotated (flipped), and include the Double Bed Type. Miners can also make Double Pod Beds to really feel like an Alaskan King.
expansion: Bedsheets to match! Try to share those big blankets with a lizard if you see that they're shivering!
code: Stuff that lets you interact with the benches and beds in-game, so that you too can enjoy being a king.
sprites: Ports the Benches and Double Bed sprites from Skyrat
sprites: Flipped Beds
2021-10-25 21:55:13 +13:00
Seris02
fc36aea489 runtime fix for borgs cryoing with upgrade modules + no more mmi laying around after they cryo, and various other runtime fixes (#62091)
human huds will no longer runtime and die when prefs aren't initalised
SSEconomy will no longer have to deal with pathed jobs inside accounts
Some of the negative/neutral quirks that use the mind have been relegated to last_mind instead for runtime purposes
Mafia saymode will no longer runtime when someone uses it with no current mafia game
Autolathe secondary_attack will no longer runtime/work only because of runtimes
MULTIPLE CHECKS FOR QDELETED STACKS BEFORE ADDING FINGERPRINTS
More player_list client checks
A lazyinitlist for proximity monitors, as they used lazyremove which nulls the list when it hits zero things in it
A check for cigarettes in case temperature exposure causes a reaction that removes all reagents
Catwalks no longer runtime every time someone walks on them
/obj/machinery/atmospherics/components/binary/crystallizer will no longer runtime on secondary_attack if someone can't interact
cyborg models will no longer assume the thing they're inside is a cyborg and runtime when it isn't (cryopods)
When a simplemob falls into nullspace, it will no longer runtime (goliaths falling into chasms and etc)
runtime fix in techweb.dm when using a card without a sanity check
runtime fix with folders when they have nothing in them
runtime fix with glowing eyes when the LAZYADD doesn't get called in regenerate_light_effets() and so doesn't initalise the list
2021-10-22 10:31:07 +01:00
Ghom
f4f1221cf5 Small implant code cleanup. (#62226)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-10-21 11:23:09 -07:00
IndieanaJones
6fedb21394 Lets Player-Controlled Monkeys Make Noise When Using *Screech (#62206)
This PR lets player-controlled monkeys make screeching noises using *screech.

Under the hood, this PR also adds a new proc to emotes called, should_play_sound. What this does by default is the same check run_emote used to do with only_forced_audio, but now that it's in a proc you can override it if you want to. Though, let's be real here, this is only going to get used for this PR because the only reason you'd want to bypass that check is if you're doing something for monkeys. The amount of extremely specific circumstances which even warranted something like this could only stem from some stupid monkey/alien specific crap anyway, BUT JUST IN CASE YOU NEED IT, here it is.

Considering all the screeching AI monkeys do, it's a big shame that currently player monkeys can't do similar. 

Considering that monkeys are valid salad and that AI monkeys already screech a lot anyway, I don't think letting players get in on the fun is a bad idea. If need be, we can just tune up the sound cooldown on *screech but I don't think it's really that abusable to begin with.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-10-20 23:55:32 -07:00
MMMiracles
3216b3c7cb Adds a cool pair of salesman shades to the maintenace loot pile (#62141)
Adds a pair of tinted glasses to the maintenance loot pool that has a unique effect when the wearer is at low sanity. Also adds a signal that sends the sanity amount of a mob every time SetSanity is called.
2021-10-20 13:14:13 -04:00
Sealed101
9d19b9b7de Makes the American sausage a sausage subtype & Advanced roasting stick fixes (#62193)
Makes the American sausage a proper subtype of sausage, which makes it actually edible, apparently. It also makes it stick on the advanced roasting stick!
The advanced roasting stick will no longer try to grill itself over a bonfire with a griddle installed, allowing you to use the actual bonfire for your roasting needs.

There was actually a check that was supposed to limit the amount of times you could roast a sausage to a measly 1. It wasn't actually working. This PR removes that in favor of mad cooks creating these:
2021-10-20 13:08:30 -04:00
Mickyan
37c6f90013 Nearsighted quirk lets you pick the look of the glasses you spawn with (#62145)
expansion: Nearsighter quirk now lets you pick the look of your prescription glasses from the character preference menu
imageadd: Added thin prescription glasses
2021-10-19 17:51:57 -04:00
Ghom
d9f4153a41 clickon signal procs cleanup (fixes inability to examine things in certain situations). (#62180)
Title. The clickon proc calls params2list only after the component signal was sent notwhitstanding clickon comsig procs also needing to access these parameters in order to work properly, which means every one of these comsig procs has its own params2list(params) call. This problem isn't exlusive to these comsig procs. For some reason the params text string is passed down to the melee click chain, afterattack and afterattack_secondary instead of the params/modifiers list... buuut we'll get there later. TL;DR params2list is being called more times than necessary because of a suboptimal old code.

Another issue: Some of these comsig procs ignore parameters such as shift, which is used to examinate things and access popup menus, alt, ctrl and/or middle mouse button. This is the case of the honorbound mutation datum, shy and shy in room components, mechas and the clown car. This is of course also getting fixed.
2021-10-19 13:52:59 +01:00
tralezab
3b1a6a8a78 Adds a (hopefully) comprehensive guide to writing an AI Datum in our repo (#61811)
AI Controllers are pretty difficult to learn if you don't have someone to explain the concepts, I thought I could cut that out by having a handy dandy guide to show people. If we're ever to eventually move all simplemobs onto basic mobs, we need to have a weapon like this to combat the questions.

The more people who understand Datum AI, the better. I remember a few maintainers mentioning that it would be nicer to have more guides in the repo, since it is essentially 9,970 bytes of future review prevention.
2021-10-18 17:36:42 -07:00
Mothblocks
363c3de266 Emagging the communications console now lets you purchase dangerous shuttles. Moves some to this system (including Disco Inferno and the Oh, Hi Daniel) (#62056)
Emagging the shuttle will now let you buy dangerous shuttles (anything marked emag_only).

This includes:

Disco Inferno (which returns, at 10,000 credits)
Oh, Hi Daniel (which returns, at 10,000 credits)
Hyperfractal Gigashuttle (which has been moved over, and now costs 10,000 credits)
Grand Corporate Monastery (which has been moved over, and now costs 18,000 credits)
Purchasing a shuttle while it's emagged will censor your name.

Adding the capability for emag shuttles allows for some fun design space. Previously, shuttles like the Disco Inferno and Oh, Hi Daniel were removed for being grief messes, but now that an antagonist is (in most cases) required to purchase, this now becomes an act of in-game chaos, rather than just grief.

This can also help administrative efforts. Buying grief shuttles presently just makes you valid to the crew, which is tough considering the people who buy this are the ones in command. Now, buying grief shuttles not only requires an emag (which a basic griefer cannot get), but can now be deemed as a traitorous act.
2021-10-19 00:44:36 +01:00
Jordan Brown
e9a7c9a9c6 Airlock improvements, mainly external [MDB IGNORE] (#62161)
You're in space, unauthorized personnel should not be allowed to instantly jump ship, especially if doing so could vent parts of the station. At the same time, we allow self reentry in "man-overboard" scenarios. The aim is to reduce the potential for accidents without reducing crew safety as well as increase the significance of these exterior airlocks. Also makes antags think a bit as they can't simply yeet themselves into space super easily as a braindead getaway tactic.

External airlocks now have a base req_access of ACCESS_EXTERNAL_AIRLOCKS. This is a non-functional change.
Removed airlock's safety_mode var.
Added external airlock's space_dir var. Indicates the direction anyone can enter from, but only those with access can exit to (unless the other side is considered "safe" (breathable, dense, or shuttle docked)). Cyclelinked airlocks share this value.
Created proc/is_safe_turf from proc/find_safe_turf.
Cycle-link operations now happen in proc/open rather than proc/bumpopen which was causing several triggers to be missed (AI activation, prying, etc...).
proc/try_to_activate_door now takes an argument allowing for a bypass of access requirements.
Downstreams, to port this to your maps, check every public access external airlock has the safety_mode var override removed and the outermost airlock should have space_dir set to the hazardous direction number.
2021-10-18 17:36:38 +01:00
Jack LeCroy
4891abd267 Refactor rolling paper to use customizable reagent holder (#61758)
The component can accept dryable items and food items now. Any instance of the component can be set to use dryable items, just like normally food items are used. To add the dryable item, it's the same as with food. You attack with the item in hand. I am currently thinking about more uses for dryable items and also more ways the component can be used.
2021-10-18 11:16:07 +01:00
magatsuchi
5b7a2a31c5 magatsuchi is trying to remove your stray bracket! (#62157)
removes a stray bracket in the stripping message, effectively enhancing user experience by 2000%
2021-10-17 10:39:01 -04:00
IndieanaJones
40cbfd9c08 Make Monkified Affect Person's Name Again (#62127)
This PR re-adds a mechanic lost during the monkey species refactor where the monkified mutation gave the afflicted a generic monkey name as opposed to keeping their original name.
2021-10-16 19:44:56 -04:00
Seris02
5f07d92757 stops the monkey ai from committing 53k runtimes and makes it so they can disposal people again (#62121) 2021-10-16 19:43:17 -04:00
John Willard
87c26e8157 Broken Secways will say it's broken, rather than the component. (#62096)
changes it from
"/datum/component/riding/vehicle/secway sputters and refuses to move!"
to
"The secway sputters and refuses to move!"
2021-10-16 19:40:34 -04:00
esainane
5a1e3b22ba Power generation (collectors, coils, grounding rods) cleanup (#62144)
* Energy collection: Mass rework

Radiation Collectors and Tesla Coils are now subtyles of a common
energy_accumulator type. This type combines common code such as smoothing
output over energy received, computing power output, and handling wire
connections.

Inline calculations using machine energy units are now performed by
common math functions in maths.dm. Rather than reference 0.1,
1 SECONDS is used to make it clear this is to calculate to and from
tickrate dependent units.

Constants which are written in terms of tickrate dependent units are now
written in terms of joules, and use these helpers to convert to and from
these units. With SSmachines.wait / (1 SECONDS) being 2, this usually
means doubling the values of constants which were previously defined in
terms of machine energy units.

* Energy collection: Map path update

> git ls-files | grep dmm | xargs sed -i 's1rad_collector1energy_accumulator/&1g'
> git ls-files | grep dmm | xargs sed -i 's1tesla_coil1energy_accumulator/&1g'
> git ls-files | grep dmm | xargs sed -i 's1grounding_rod1energy_accumulator/&1g'
2021-10-16 19:36:51 -04:00
Seris02
39e841a759 fixes udder gutlunch runtimes (#62034) 2021-10-16 19:28:23 -04:00
GuillaumePrata
4d205d1c12 Gives Atmos tech external access by default (#62126)
Right now Atmos Techs have external airlock access only on skeleton crew.
So on a high pop round if you are the guy that is trying to repair a breach you need to use one of the 3 external airlocks you have access, Arrivals, Departures or Atmos, to move in/out and start repairs instead of being able to use the nearest external airlock to the breach.
This PR changes that.

If repairing the station is annoying/too much effort the players will simply not fix it.
Right now, if you fix a breach on a department and want to go into it to do further repairs, you either need to trap yourself into the breached room, screaming at the AI/hacking your way back into the main department area or walk all the way to one of the 3 airlocks you have access and then follow the hallway back to the department entrance, probably going across multiple external airlocks on your trip.

Or you just put down a holo fan, weld a external wall down and you are back inside the station in 30 seconds with no issues.
The lack of access is mostly a trap for new Atmos Techs.
2021-10-15 22:32:00 -07:00
Ghom
58e65cb5e3 Pets no longer enjoy being shoved around. (#62111) 2021-10-15 17:27:06 -07:00
Seris02
53b83b98aa runtime fixes for old calls of do_teleport (#62026)
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-10-15 16:15:51 -07:00
itseasytosee
f51000f506 Repaths knives to not all be children of the kitchen knife. (#62035)
Basically makes the code less dumb, took a long time. I worked hard to make sure there were no unintended effects (minus the fact you can no longer get spoons from the experimentor). No player-facing effects

I thought it looked weird that all cultist and combat knives were subtypes of the kitchen knives
2021-10-15 15:28:01 -07:00
thatoneplebeian
2a826e7380 Drowsiness refactor (#62104)
Creates two procs in /mob/status_procs for handling drowsiness changes (with check for negative values), and refactors all code to use these procs instead of assigning values to the mob's drowsiness themselves.
2021-10-15 10:15:24 +01:00
Mothblocks
3be6f04b5c Add missing SIGNAL_HANDLERs (#62115)
Add missing SIGNAL_HANDLERs
2021-10-15 07:01:02 +01:00
GuillaumePrata
0ae17ac5fc Improves readability on id_trims/jobs (#61484)
So anyway, I want to buff Atmospherics Technician access with my hard earned GBP, accidentally fell into the refactor rabbit hole and decided I should make things cleaner first...
Just makes things easier to read, now the extra extra_access is added on top of the minimal_access so it is easier to see which jobs have access to what based on the pop/config options.

I wanted to rename a few things on the config but since skeleton crew access is something that admins are talking about I will leave it for later and just improve readability here.

Also, this was a lot of copy pasta, moving things to be in alphabetical order, removing unnecessary ones, I read it 10 times but I might still have lost some access in the pool so scream at me if I dropped something.

Did you know the HoS had access to maints twice? I know command has benefits above the crew but twice the maint access is too much...
Hopefully it will be harder for small mistakes like this to slip by.
2021-10-14 15:29:32 -07:00
Ryll Ryll
b3f176998d Buffs eye contact, adds "Shifty Eyes" quirk (#61711) 2021-10-14 00:19:27 -07:00
Ryll Ryll
bd4f052c64 Fixes errant "the" in visible messages for item stripping (#62049) 2021-10-13 21:21:24 -07:00
Ghilker
95c8e00af7 cleanup _HELPERS/_lists.dm and all the necessary files (#61827)
Bring _HELPERS/_lists.dm to latest standards by:
-Adding proper documentation and fixing existing one
-Giving vars proper names
-Procs now use snake case as per standard (many files that use those procs will be affected)
2021-10-12 14:48:51 +01:00
Fikou
3cee8f53b2 fixes mode switch actions on storage items being broken (#62059)
Checks the wrong variable, changed it so that it now checks the correct variable
2021-10-12 14:34:49 +01:00
MrMelbert
3a2d33afaa Converts the behavior from suit/toggle to component behavior (#61941) 2021-10-11 03:28:29 -07:00
tralezab
3d37916558 Monkey subtree breakup refactor! (#61741)
Splitting up monkey ai into subtrees allows me to make a punpun ai after this pr is merged, makes stopping planning matter for the AI subtrees, and more generic subtrees that can be used by most ais

It also gets rid of bad practices like setting blackboards in the ai controller.
2021-10-10 22:19:33 +01:00
Arkatos1
cac9a9bbc7 thermomachine design icon fix (#61779) 2021-10-09 04:40:39 -07:00
Krysonism
82e9d894fe mini_arachnid (#61860) 2021-10-09 04:32:27 -07:00
LemonInTheDark
e663308b0d Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before. (#61943) 2021-10-09 04:29:33 -07:00
LemonInTheDark
861bf808bc Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes (#61953)
Please don't try and send chat messages if you have nothing to say
Fixes a spurious runtime.
Fixes a runtime caused by my lack of understanding of huds. remove_hud_from is intended for hud watchers, remove_from_hud is intended for hud items. Doesn't really make sense most of the time, and just runtimes out the ass
Fixes a runtime in shapeshifting, restore should not run if the object is not restoring, or if it's deleting. it should run if it's not restoring, and it's not deleted. 4head
Fun fact, if there's two turret control boards they'll override each other. Use weakrefs. Oh also removes a var called cp, nothing good will come of that
Today in: Good lord the stacking machine is an afront to god, we discover that the labor claims console was attempting to act as a console, which of course fails when it comes time to clear it's improperly named var. Disgusting
Attempts to fix potential wound ref hangs in surgeries? maybe?
Fixes a runtime in luminescent stuff I created in my big harddel crusade. owner is a mob, not a species
Fixes a runtime related to headspikes deleting themselves twice. Pain
Fixes hard deletes sourced from the prophet trauma. Good fucking lord this is awful
Offhand item is somehow hard deleting. I have no idea how. Here's hoping signals fixes it, because if it doesn't I'm stumped. It's not a common scenario, but it does happen in spurts that suggest repeated usage
2021-10-09 09:44:21 +01:00
Krysonism
6832084d70 Fixes riding abilities by sharing action buttons (#61854) 2021-10-08 05:06:43 -07:00