* Make energy guns able to use burst fire.
* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.
Syringe gun, energy guns and magic guns can now use burst fire.
* fixing merge conflict shit
* fixing map conflicts
* more map conflict fix
* two tiny fixes.
* tiny tweak
* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm
* map conflict fixes
* Added in a neckslot. Moved some tie items over to said neckslot.
* Changng some stuff to fix the new neckslot items.
* no message
* Altered comment to say that the old tie system is being kept as-is due to armbands and such instead of just avoiding conflicts.
* no message
* Changed the number for this.
* Fixed jaws of life not having a category, thus they only would show up when searched.
* PubbyStation update
- fix armory grilles
- fix random grille in engi maint
- fix single rod in engineering
- fix atmos space airlock req_access
- fix sci entrance lights
- fix emergency shuttle cargo door
- fix atmos console
- fix port emergency storage area def
- fix ai upload turret positions
- fix airless platings
- revamp medbay
- revamp bar
- revamp floors (science, hydroponics, etc)
- add second o2 port to cryogenics
- add biohazard closet to medbay
- add voice analyzer to tool storage and science
- add blast doors to immigration office
- add cargo access to aux mining base
- add rods to atmos
- add bio/bomb closets to sec equipment room
- add nanomed to emergency shuttle
- add windows to teleporter
- add missing holopads
- add fire extinguishers
- add easel and canvas to art storage
- and more
* Oops
Forgot to add mirrors to theatre.
* FUUUUUUCKK
I forgot to connect the cryo/sleeper APC to the grid.
* Adds PubbyStation
* Update PubbyStation
- Remove floating air alarm in science security
- Add exosuit console to AI sat
- Replace unnecessary atmos r-walls with normal walls.
- Fixed EVA and teleporter shutter button
- Add holopad to AI chamber
- Add scrubbers and vents to science hallway
- Fixed warehouse scrubber
* Fix inaccessible hydroponics tray.
* More minor tweaks
- Simplified atmos design giving more room for activities
- Added a bit more decoration to tech storage
* More fixes
- remove step_x vars
- fix r_wall again in atmos
- add monkey cubes to virology
- add firealarm to mining dock
- moved dorms holopad
- moved toxins scrubber
- moved detective RC console
- moved science air alarm
- added missing air alarm to medbay
* Even more PubbyStation fixes
- fix disposal pipe above botany
- fix hydro/kitchen area defs
- add fire axe to atmos
- fix detective RC console
- fix maint req_access
- fix paper bin in science foyer
- add another monkey cube box to xenobio
- fix engineering only starting with 3 glass
- fix a few turfs having lavaland base turfs
- fix toxins incinerator req_access
- move xenobio RC console
- replace construction area with a miniature aux base building area
- add a second cryo tube
* Yet Another PubbyStation Update (YAPSU)
- make arrivals more robust
- move xenobio fridge
- fix engineering storage camera position
- fix cargo req_access
- add some cameras
- align bridge keycard auth better
- fix AI sat external airlock req_access
- add an extinguisher to emergency shuttle
- edit maint bar fridge to have less stuff but be all access
- add telescreens to engineering
- add wall safe to HoS office replacing secure briefcase
- add firelocks to AI sat
- remove AI windoor but add another layer of airlocks
- add firelocks to engi hallway
- remove second detective RC console (again)
- fix arrivals shuttle vars
- update maint items
* Whoops I forgot some things
- Move air alarms around to make them easier to find
- Add vents/scrubbers to brig office
* Add gloves+masks to medbay.
* More PubbyStation stuff.
- add extinguisher to bar/kitchen
- add extinguisher to dorms
- remove barricade from maint bar
- add a few r_walls to HoS office
- move atmos extinguisher
- fix airless tiles on maint mech bay
- extend maint slightly
Fixes issue with area power alerts, related to many space ruins using the same area and thus having multiple apcs in the same area with some wanting the area to be powered and some unpowered, leading to the area's power state constantly switching (area/procpoweralert() becoming the second most costly proc on the profile).
I fixed it by giving to many space ruins their own area (mostly those who have an APC).
Making a global list var "teleportbeacons" so we don't have to use "in world" to fing all tracking beacons used by teleporters.
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.
I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).
I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.
Fixes some arguments of ex_act in living/ex_act() and other mobs.
* derp and map fixes.
* dem map fixes, man.
* More work on code that use implants, simplified now that we can use the "implants" carbon var.
* some fixes
* more typos and fixes.
Fixed motion alarms instantly triggering and de/un/re/triggering
The relevant changes are in motion.dm and ai_monitored.dm.
Everything else is a replacement of /area/turret_protected -> /area/ai_monitored/turret_protected which is why this PR is a bitch
Fixes an area error that was allowing jaunting from the wizard den after a LOT of creativity.
The radios in the wizards den should work now.
Fixes a rouge airless tile in the den.
Recompiles z2 as a dmm as it was erroring on mapmerge and it was in a very strange form that didn't match up with other dmm formated maps. It looks like everything is ruined, but I assure you everything just swapped around.
* Atmos waste improvements
* Reopen unfiltered to waste, condensed unfiltered output to regular port array
* A step_y = 0 got in there somehow
* Removes left pump and right side modifications. Changes valve to digital.
It's still loud and ear hurting but now it's in tune and shorter. You're welcome. Made for Okand's birthday. Now it maps the abomination as well so people can finally shred without admin help to spawn. The range is now shorter with less notes but it plays all the songs with no issues. Sounds were generated with a digital audio workstation and modified by me a lot.
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.
This PR does three things:
It makes all children of /obj/ use the same damage system.
Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
The armor categories are:
-melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
-bullet
-laser
-energy (used by projectiles like ionrifle, taser, and also by EMPs)
-bio (unused for this, only here because clothes use them when worn)
-rad (same)
-bomb (self-explanatory)
-fire (for fire damage, not for heat damage though)
-acid
For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.
It refactors acid. See #20537.
Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.
It changes some aspect of damage from fires.
All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.
It also does many minor things:
Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
I tweaked a bit how clothes shredding from bombs work.
I made a machine or structure un/anchorable with the wrench, I don't remember which object...
Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
Probably a million things I forgot.
If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm