* Butter bear attack fixes (#62082)
## About The Pull Request
Butter bears can now attack structures, as they were intended to.
Fugu glanded butter bears can now break down walls, matching the behavior of other fugu glanded mobs.
Butter bears now have a melee_damage_lower of 0 and a melee_damage_upper of 0 instead of a melee_damage_lower of 1 and a melee_damage_upper of 1. Previously, those two variables had no effect on the attacks of butter bears, which always dealt no damage. They now do, meaning that a butter bear wearing bear armor or under the effects of a fugu gland can deal damage with its attacks.
Butter bear attacks are now considered to be blunt instead of sharp for the purposes of wounds.
Fixes https://github.com/tgstation/tgstation/issues/61250.
## Why It's Good For The Game
Butter bears were intended to be able to attack structures, as they were specifically given an obj_damage of 11 (as opposed to the 60 obj_damage of normal bears).
Other fugu glanded mobs can break down walls, the only reason that butter bears couldn't was because their AttackingTarget() code didn't call ..(), which appears to be an oversight.
Other mobs, like Ian, gain the ability to deal damage with their attacks if their melee damage variables are nonzeroes, and butter bears have no reason to be an exception.
Butter bears made of butter and their (lethal) attacks use a slapping sound, so their attacks should be considered to be blunt instead of sharp.
This PR has been tested on a private server.
* Butter bear attack fixes
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* adds no float trait to megafauna that dont float (#62174)
adds no float animation trait to bubblegum, blood drunk miner, demonic frost miner, wendigo as they dont float
adds no float animation trait to clockwork defender as he has his own animation so it looks weird when thats combined with the animation from the floating
* adds no float trait to megafauna that dont float
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* it compiles \o/
* And now it actually works
* fixes flavor texts
* requested change, tested and working
Co-authored-by: Ranged <nickvanderkroon@gmail.com>
* fixes robots looking for the no xray z level trait twice (#62155)
i moved the check but i forgot to delete it
* fixes robots looking for the no xray z level trait twice
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Prevent aghosted admins from being forcibly dragged back to their body when being defibbed (#62048)
Aghosted admins won't be forcibly dragged back to their body when being defibbed.
* Prevent aghosted admins from being forcibly dragged back to their body when being defibbed
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Fixes an old one line PR that was supposed to fix something but actually didn't. (#62020)
In #61595, I forgot that `mind.transfer_to()` sets the mind variable of the current mob to null. So i'm moving that `mind.name = new_xeno.real_name` statement above the proc call.
* Fixes the mind.name of evolved aliens not being updated (for real this time)
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* use your custom character as an AI hologram (#62101)
don't mind the slightly different sprites, not included in the PR
adds a new option to the change hologram command in AI commands, allowing you to now select a "custom character" option. this option allows you to either use another station member as a hologram, or use the currently selected character slot as a hologram (will use the preview of the highest job priority. set to assistant to have your loadout used as appearance.)
* use your custom character as an AI hologram
Co-authored-by: magatsuchi <88991542+magatsuchi@users.noreply.github.com>
* Fixed hand grabbing messages appearing when they shouldn't
* Fixing conflicts whilst also making the code better
Co-authored-by: Seth Scherer <supernovaa41@protonmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* 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.
* Drowsiness refactor
* Fixing more stuff in our code
Co-authored-by: thatoneplebeian <67017991+thatoneplebeian@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes the on fire overlay for monkeys. (#62110)
Monkeys were receiving the "Standing" overlay when ablaze, which is meant for human mobs.
* Fixes the on fire overlay for monkeys.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* The monkey portrait decoration is now a set of random pictures that also act as persistent photo frames. Every station map gets one.
* mirrors changes
* Update mothership_astrum.dmm
* Update BlueShift.dmm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Kat <evesovereign@hotmail.co.uk>
* initial commit
* whoops hahah you don't need that comment
* species check on the prefs menu
* species check actually works now, podpeople quirks
* goof was right
* 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
* Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes
* Update turret_id_system.dm
* Update turret_id_system.dm
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* no more regal rat runtimes, and, cheeeeeeeeeeeese can now be eaten by it (#62032)
* no more regal rat runtimes, and, cheeeeeeeeeeeese can now be eaten by it
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
* Syringe injection failure messages now show correct body part (#62044)
* Makes injection failure message actually display correct body part
* Move get_bodypart out of or
* Syringe injection failure messages now show correct body part
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* better fix for some runtimes with clients in player_list (maybe) (#62028)
* better fix for some runtimes with clients in player_list (maybe)
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
* Fixes ability to extract DNA of species that has no DNA (#61928)
Co-authored-by: Colovorat <lolqwert569@ gmail.com>
* Fixes ability to extract DNA of species that has no DNA
Co-authored-by: Colovorat <35225170+Colovorat@users.noreply.github.com>
Co-authored-by: Colovorat <lolqwert569@ gmail.com>
* secret gateway update (#62003)
admins are now notified about a secret gateway load failing, also logs this
secret z levels are protected from incorporeal movement
fixes unpowered ruin areas being powered
adds a bunch of new areas for secret gateways, since var edited areas probably arent a good idea its good to have a few presets
adds cordon turfs and areas, ingame they just look like the z level border, they are completely indestructible, you cant pass them, and if you somehow do, the cordon area kills you (idea from goon but the code and sprites are mine)
adds a z level injector mapping trait, injects a z level trait into the z level its placed on, if you want to add something like ash storms or whatever to your map
adds an anti xray z level trait, you can optionally add this with the z level injector to protect your map against any xray or whatever
* secret gateway update
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Commenting out old code
Potentially this part should be gone too, to make the module function properly. Testing to see if it works.
* Update .gitignore
* Revert "Update .gitignore"
This reverts commit 198edd50688db3e3b5db8546f474cd0d1ef097b8.
* Cleaning up a bit after myself
Now that I know this works, fixed up some extra spacing we don't need.
* Allows emagged and syndicate borgs to self-detonate (#61915)
Once upon a time, when borgs could access machines from any distance once the window was open, borgs could self-detonate as a combat strategy. At some point, machine access for borgs was confined to being nearby the device, which removed self-detonation (except when near the console) as a side effect. This PR re-adds the ability for emagged and syndicate borgs by placing a confirm-type button into their RoboTact app (Actions section, under the Status tab).
Stunned or locked borgs cannot self-destruct.
Additionally, logging for borg detonations has been moved out of the robot console and into the borg self_destruct() proc, to avoid duplicate code, and emagged borgs now have their tablet theme and icon changed to syndicate versions.
* Allows emagged and syndicate borgs to self-detonate
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
* Replaces the Mafia button with the Minigames button. Adds tgui panels for selecting minigames and for CTF (#61638)
This PR replaces the Mafia button on the observer HUD with a minigames button that allows you to access both CTF and Mafia.
It also adds a CTF menu that allows you to view current scores, players needed to start a game, and joining a ctf game without needing to move to the spawner.
Co-authored-by: Jared-Fogle <35135081+Mothblocks@ users.noreply.github.com>
* Replaces the Mafia button with the Minigames button. Adds tgui panels for selecting minigames and for CTF
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Mothblocks@ users.noreply.github.com>
* removes duplicate cell line (#61858)
Because the shark cell line was created before we made the dedicated add_cell_sample proc for adding cell samples to mobs, it accidentally ended up with two of the same type for sample.
This made space shark biopsy samples useless, because they would contain two of the same cell line and always fail when completed.
This has been addressed.
* Cytology Fix 4: Removes duplicate shark sample on space sharks.
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>