* [BOUNTY] Re-adds Contractors
* I hate copy pasted overrides so much. BEGONE
* Fixes the merge conflict. It's still not gonna work, too many proc redefinition
* The sheer amount of overrides
* This is hell
* remove modular copy of spawn_contractor_partner
* part 2 of spawn_contractor_partner oops
* un-duplicate create_contracts proc
* Remove duplicate contract generate and finish_enter
* something to make the linter stop crying
* Receiving
* removes our contractor stuff in favour of parity
* Update SyndicateContractor.tsx
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Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Better feedback on fulton extraction (#79452)
## About The Pull Request
Just playing issues roulette when I came across this gem of old code.
Granted, it's not fully rewritten to perfection, but it should at least
be better. Added feedback for both parties, sounds, documentation, and
swapped references for weakrefs.
Note: It looked like it was trying to put the target around the beacon,
but this didn't seem to be working. Fixed this, so now it places them in
an open spot around the beacon (unless its blocked)
## Why It's Good For The Game
Fixes#35783
Not cool for someone to just zip you up and send you away with no
feedback
The original issue might not even apply since most(?) only work indoors,
but this fixes any case
Might fix a hard del??
## Changelog
🆑
fix: Added feedback for both extractor and extractee while using fulton
extraction packs.
qol: Extraction packs now have better exam text.
/🆑
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Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Better feedback on fulton extraction
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Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Fulton beacons can be renamed and redeployed (#78535)
## About The Pull Request
Lets players rename a deployed fulton beacon with a pen, changing its
name/decription. Also lets players click said beacon with an empty hand
to undeploy it after a short delay, which leaves a ready-to-use fulton
core kit.
## Why It's Good For The Game
Good QoL to let players move their beacons around. Renaming them also
allows players to shorten the name of the beacon, removing guesswork
like _where the fuck is **fulton beacon (666) (Cargo Bay)**_.
## Changelog
🆑
qol: you can undeploy fulton beacons by clicking them with an empty hand
qol: you can rename fulton beacons with a pen
/🆑
* Fulton beacons can be renamed and redeployed
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Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
* Self-used fulton extraction packs autostoring in any back storage (#75763)
## About The Pull Request
when fultoning yourself, adjusts the fulton autobag check from "is there
a backpack on this guy" to "can we try shoving stuff into their
back-slot item's atom storage"
not sure if this is qol, fix, or god forbid balance but let's go with
the maybe least offensive option first
...if it was an oversight can i legally flag this as a fix?
closes#75327
## Why It's Good For The Game
makes the autobagging feature work for other back-mounted storage
options. like MODs.

## Changelog
🆑
qol: Fulton extraction packs (when used on yourself) now automatically
shove themselves into any back-mounted storage, like MODsuit storage
modules.
/🆑
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
* Self-used fulton extraction packs autostoring in any back storage
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Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
* Converts drowsy and eye blur to status effects, striking yet another two carbon level status vars
* merge conflicts
* adjust_eye_blur and set_eye_blur_if_lower
* adjust drowsiness overdoses
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Fixes storage mass transfer being generally broken, adds mass transferring onto griddles (#69084)
* - Fixes storage mass transfer
- Brings some sanity to storage procs
- Implements a griddle feature that never was
* Uncomment this
* Right-click attack fix
* Scoop fix
* Smartfridges use silent
* Restores some lost checks
* Fixes storage implants
* Fixes storage mass transfer being generally broken, adds mass transferring onto griddles
* update modular
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code
* Delete storage.dm
* yippee
* shit
* holy shit i am stupid
* more fixes
* fuck
* woops
* 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>
* Del The World: Unit testing for hard deletes (#59612)
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
* Del The World: Unit testing for hard deletes
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
Adds set_density()
Fixes one instance of a duplicate density assignment on an object.
Comments two hacky usages of density which will have to forgo using the setter for now.
Lets us append code to the event of density changing.
Pretty sure this is leading up to some multitile object thing -Lemon
Co-authored-by: Rohesie <rohesie@gmail.com>
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is
Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
* immobilized (#52578)
Adds an immobilized trait.
Adds procs for several variable changes so we can respond to their events.
Adds some signals for said variables changing.
Need to turn the variation in number of usable legs and arms (get_num_legs() and get_num_arms()) into events we can respond to, but they are pretty annoying to do so. Probably for a different PR.
* Immobilized trait
Co-authored-by: Rohesie <rohesie@gmail.com>
* Converts everything to use setAnchored() + other fixes
* Fixed singulo debug
* singulo again
* forgot to move the vv_edit proc
* caught that this time :)
* changes
* Update code/game/atoms_movable.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
* Adds sorting to most input() lists.
* Sorted some global lists, added more input sorting
* Should now use correct sort everywhere.
* compiles
* Last fixes.
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
* 1/4 done? maybe?
* more
* stuff
* incremental stuff
* stuff
* stuff & things
* mostly done but not yet
* stuffing
* stuffing 2: electric boogaloo
* Git Commit and the Kingdom of the Crystal Skull
* make it actually compile
* found more stuff
* fixes
* fix AI laws appearing out of order
* fix windows
* should be the remaining stuff
* this time for real
* i guess it should compile too
* fix sechuds
About The Pull Request
As title, except a clarification: sounds that play with no source or direction are still stereo due to that the stereo will actually do something and not just be wasted space.
On a technical level, what I actually did was reexport (nearly) every single sound effect to mono 44.1khz sample rate Ogg at quality preset 5. This resulted in some small increases in file size in some places but other than that reduced file size across the board.
A couple of sounds that were wavs for whatever reason were also converted to ogg, this resulted in some code changes to change the referenced sound effect.
Some sounds were also recut. The grille hit and punches in particular are common sounds that had large and noticeable gaps at the beginning.
All of this has resulted in the compiled rsc file going from 102.7 mb to 83.2 mb.
Why It's Good For The Game
Free space with no (effective) drop in quality.
A standard for audio going forward. (that will be inevitably ignored)
Tighter sounds in some places.
Changelog
cl
soundadd: Downmixed every sound to mono. This shouldn't have resulted in any changes in audio, byond downmixes anyways.
soundadd: Recut some sounds. Sounds shouldn't have large silent/noise gaps at the start anymore
/cl
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
* adds signal and modifies each call of afterattack to call it's inherited proc
* uses new macro for sendsignal()
* map fuck
* skip precommithooks
* combine and negate 2 ifs
Plurality, capitalization, punctuation, and item icons have been
improved. Status displays now show the same text on examination that
they do visually. Inducers only show a success message when they
actually succeed.
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.
I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.
Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
* Small fulton fixes
Fixes lack of feedback on connecting to the beacon system
Fixes runtimes caused by using the fulton system with no backpacks
Fixed incorrect the extraction point's description containing an
incorrect linking method
Changed the new to an Initialize
* Removes superfluous null check
* Adds the ability to cancel fulton linking