Commit Graph
1265 Commits
Author SHA1 Message Date
e768cef297 [MIRROR] /obj/screen --> /atom/movable/screen (#1646)
* /obj/screen --> /atom/movable/screen

* Update storage.dm

* Update radial.dm

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-11 04:12:50 +01:00
eedf2362cc [MIRROR] Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'. (#1674)
* Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'. (#54665)

The PR aims to allow advanced tool users to be defined by traits rather than a hardcoded proc.
Also necessary for the CanUseTopic refactor I'm working on, which will be PRed separately for atomization purposes.
This PR also fixes an inconsistency with can_hold_items (since monkeys can actually hold items).

* Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-11 02:52:32 +00:00
2b51110471 [MIRROR] radial menus ignore the anchor's alpha, color and transform now. (#1662)
* radial menus ignore the anchor's alpha, color and transform now. (#54870)

* radial menus ignore the anchor's alpha, color and transform now.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-11 02:50:22 +00:00
03d81cfb75 [MIRROR] Fixes the attack chain (#1520)
* Fixes the attack chain

* a

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-31 15:58:00 +01:00
cb880bb359 [MIRROR] Adds layer switching with mouse wheel to the RPD. (#1491)
* Adds layer switching with mouse wheel to the RPD. (#54458)

Adds a signal that gets sent to items in currently active hand on mouse scroll
and makes RPD listen to this and change the piping layer accordingly.

* Adds layer switching with mouse wheel to the RPD.

Co-authored-by: TheChosenEvilOne <34602646+TheChosenEvilOne@users.noreply.github.com>
2020-10-27 09:09:25 +00:00
b3d0512b47 [MIRROR] Adds 👏 High 👏 Fives 👏 (#1445)
* Adds 👏 High 👏 Fives 👏 (#54516)

This PR lets you post up for high-fives with your buds so you can slap some skin and show off how well you vibe together. To initiate a high-five, simply stand next to another person with a slapper (the *slap emote one) in hand, and hit the offer item button (default G) to let the people adjacent to you know you're available. They'll get an alert that you're offering a high-five, and clicking it will follow through and award you both a small positive moodlet, or they can just walk away and leave you hanging, earning you a negative moodlet.

Is a high-five not enough to show the world how tight your crew is? Double the fun! If whoever initiates the high-five has a slapper in both hands, and the taker has two hands free, you'll go for the mythical high-ten for a louder slap and extra emphasis! Woo!

* Adds 👏 High 👏 Fives 👏

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-10-24 01:05:55 +01:00
991c7c6306 [MIRROR] Adds a runechat plane to fix the issues related to the chat messages (#1428)
* Adds a runechat plane to fix the issues related to the chat messages (#54522)

Previously your chat messages would be obstructed by the blackness of blocked turfs, aswell as dark lighting and some other effects. This fixes that
It still has backdrop ambient occlusion like it used to.

* Adds a runechat plane to fix the issues related to the chat messages

Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-22 23:03:03 +01:00
6ecaa9a994 [MIRROR] Standardizes attack chain signal returns and fixes a tk bug (#1409)
* Standardizes attack chain signal returns and fixes a tk bug (#54475)

The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.

In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.

Additionally, fixed a tk bug reported by @ Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack

Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.

Also cleaned some code here and there.

* Standardizes attack chain signal returns and fixes a tk bug

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-21 07:39:32 +02:00
d1315d9474 [MIRROR] Audio falloff re-work, and increased audio range. (#1406)
* Audio falloff re-work, and increased audio range.

* a

* a

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-21 07:36:31 +02:00
28472fa8f3 [MIRROR] Moves screen objects from mob to hud (#1336)
* Moves screen objects from mob to hud (#54400)

This moves screen images from icons/mob to icons/hud
Makes more sense and it is easier to find

* Moves screen objects from mob to hud

* Update radial.dm

Co-authored-by: nicbn <nicolas.nattis@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-16 03:37:54 +02:00
MLGTASTICaandGitHub ed689a2069 Ports AI/Cyborg QoL updates, Allows AI to examine and adds more QoL features. (#1167)
* Update ai.dm

* Update cyborg.dm

* travis

* Revert

* spacing

* Update ai.dm

* Update cyborg.dm

* Update cyborg.dm

* Create Silicon_QoL

* Add files via upload

* Delete Silicon_QoL

* Update _onclick.dm

* Update _onclick.dm

* Create readme.dm

* Update readme.dm

* Rename readme.dm to readme.md

* Update ai.dm
2020-10-14 00:11:18 +01:00
b8d9874c27 [MIRROR] Converts all A && A.B into A?.B (#1292)
* Converts A && A.B into A?.B (#54342)

Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.

* Converts all A && A.B into A?.B

Co-authored-by: ZeWaka <zewakagamer@gmail.com>
2020-10-13 23:19:25 +02:00
79035bbebe [MIRROR] Enables a click cooldown on throws (#1272)
* Enables a click cooldown on throws (#54331)

* Enables a click cooldown on throws

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-12 23:23:47 +02:00
970a2b03d6 [MIRROR] Mobility refactor: no more update_mobility() (#1233)
* Mobility refactor: no more update_mobility()

* Update robot.dm

Fixes robots.

* megadumb

* Update robot.dm

* weh

* Update gunpoint_datum.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-10 02:31:35 +02:00
ec5324bc1a [MIRROR] [READY] Highlander mode now includes silicons (#1122)
* Merge pull request #53702 from zxaber/kiltborg

[READY] Highlander mode now includes silicons

* [READY] Highlander mode now includes silicons

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
2020-10-02 19:10:58 +02:00
9be3a7b8f6 [MIRROR] Moblity refactor: hands blocked and restrained edition. (#1051)
* Moblity refactor: hands blocked and restrained edition.

* Update carbon_defense.dm

* Update emotes.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-29 13:57:02 +02:00
407dc26fd1 [MIRROR] Prevent inventory HUDs from overlapping multiple overlays (#1042)
* Prevent inventory HUDs from overlapping multiple overlays (#53974)

Currently, when you drag your mouse off an inventory button while holding it down, it'll leave a permanent ghost image (#53950). This is because MouseExited is not being called properly. However, I couldn't reproduce this in a non-SS13 BYOND project, which makes it difficult for me to fix that.

This is a band-aid fix. It'll leave a ghost image, but then the next time you hover over and exit, it'll remove it, making it much less annoying.

* Prevent inventory HUDs from overlapping multiple overlays

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-09-29 12:28:48 +02:00
fd11d35489 [MIRROR] Adds borg tablets, and RoboTact as a borg self-management app (#959)
* tgui: Borg tablets and RoboTact as a borg self-management app (#53373)

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* take one

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* part 2

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* part 3

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* part three I think

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* who even knows what step I'm on anymore

* and another one

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* PR time

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* Forward Progress

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* Merge remote-tracking branch 'upstream/master' into SiliScreen

* more foward progress

* RoboTact

* bad tab

* Improvements all around

Plus some changes to vis_overlay to allow for color

* Lights and things

* borg network card

borg tablets lose networking when borg is locked or has no power

* hud changes

not done yet, but getting close

* better modPC screen button

* updoot

* more useful colors

* linter

* Do I finally get a green ✓

* better law sync catching

* hate linters

Co-authored-by: Changelogs <action@ github.com>

* Adds borg tablets, and RoboTact as a borg self-management app

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
Co-authored-by: Changelogs <action@ github.com>
2020-09-24 20:29:31 +02:00
ec28f27bf8 [MIRROR] Fix broken dmdoc crosslinks (#933)
* Fix broken dmdoc crosslinks

* Update species.dm

Co-authored-by: Tad Hardesty <tad@platymuus.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-23 15:14:45 +02:00
243e224167 [MIRROR] Custom statues and sculpting changes. (#927)
* Custom statues and sculpting changes. (#53154)

### Gameplay changes:
- Spacemen lose their ability to sculpt all minerals into statues barehanded, you need a chisel now.
- You can now create carving blocks out of 5 sheets of most materials.
- Using a chisel on the blocks you can designate what to carve in it (including the preset statues from before).
- Chisels can be printed at autolathe, there's also one in art storage.
### Code changes:
- Squeak component now squeaks on attack_hand for structures.
- Radials now accept atom paths automatically extracting the name with initial.
- Base and rigid stack recipes renamed appropriately.
- Statues now use custom materials.

* Custom statues and sculpting changes.

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2020-09-23 14:42:47 +02:00
7979f4d1b0 [MIRROR] Fully removes devil and affiliated shitcode (#922)
* Fully removes devil and affiliated shitcode (#53612)

Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.

* Fully removes devil and affiliated shitcode

* weh

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-23 10:00:29 +01:00
AzarakandGitHub d3f5d861ef typing indicator (#863) 2020-09-18 17:02:36 +01:00
AzarakandGitHub 786faaaf39 [SEMI-MODULAR] Gunpointing! Similar to bay-aiming (#800)
* Gunpoint!

* Spans

* linter moment

* wah

* weh
2020-09-17 02:18:01 +01:00
d87cbeeba3 [MIRROR] Cyborg inventory runtime fix. (#813)
* Cyborg inventory runtime fix. (#53741)

Following the cyborg inventory refactor, code changed a bit.

Cyborg inventory screens are inited in the HUD, however AI Shells don't generate a HUD until an AI assumes direct control.

Damaging an AI shell before the AI created a HUD in it would cause runtimes as modules disabled and enabled.

To remedy this, we now initialize the core inventory slots on the robit Init() and then update them as necessary in the HUD code later on if an AI ever deigns to grace your shell with their exalted presence instead of asking for it and then never using it.

* Cyborg inventory runtime fix.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-16 01:28:32 +01:00
7c4b7cdb9a [MIRROR] limb disabled refactor (#757)
* limb disabled refactor (#53374)

    Fixes #53219
    Nukes is_disabled()
    Turns several variable value changes into events.
    bodypart_disabled turned into a boolean value.
    BODYPART_DISABLED_WOUND turned into TRAIT_DISABLED_BY_WOUND. Not the cleanest thing out there, but it works.
    Cleans some code and reduces number of updates, as only the extremities have a disabled effect.

* limb disabled refactor

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-09-11 23:21:46 +02:00
cd0d700a85 [MIRROR] Mecha refactor 2020 (#579)
* Mecha refactor 2020

* Update effects.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-02 02:16:51 +02:00
SkyratBotGitHubTiviPlus <TiviPlus>CoulsTiviPlus
ec09510459 Bools and returns super-pr (#53221) (#565)
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>
2020-08-30 05:12:59 +02:00
1c1ce7b055 [MIRROR] Browser Status Panel (#548)
* Browser Status Panel (#53112)

* Browser Status Panel

Co-authored-by: Couls <coul422@gmail.com>
2020-08-29 20:26:27 +01:00
7540337c7a [MIRROR] Adds a succumb alert prompt (#545)
* Adds a succumb alert prompt (#52892)

* Adds a succumb action

* Change from action button to alert to stand out more

* CAN_SUCCUMB macro and early return

* Move updating to set_stat

* Bring back new_stat

* Move to new traits

* Observer check

* Adds a succumb alert prompt

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-27 22:10:25 +02:00
7bbe8ec530 [MIRROR] [READY] Vatgrowing: Third time's the charm (#508)
* Merge pull request #53020 from Qustinnus/fatgrowing

[READY] Vatgrowing: Third time's the charm

* [READY] Vatgrowing: Third time's the charm

Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
2020-08-25 01:36:10 +02:00
3bd294f26f [MIRROR] Defines damage flags. (Hopefully without 50+ commits) (#491)
* Defines damage flags. (#53158)

* Defines damage flags. (Hopefully without 50+ commits)

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-08-24 22:52:31 +02:00
0b65cc596b [MIRROR] Overlay lighting component (#469)
* Overlay lighting component (#52413)

Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.

It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:


This is a BYOND limitation, very well worth it IMO.

🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑

* Overlay lighting component

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-23 20:17:12 +02:00
e65a48e91f [MIRROR] Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#430)
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)

Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.

Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.

This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.

To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.

Requested by @optimumtact.
Changelog

cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl

* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-19 20:17:28 -04:00
49f7becb88 [MIRROR] Personalized combat messages part 2 (#334)
* Personalized combat messages part 2 (#52890)

Adds more "personalized" combat messages for all participants in a fight: the attacker, the victim and the spectators

* Personalized combat messages part 2

* Update misc.dm

Co-authored-by: kingofkosmos <riki.sundberg@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-08-14 23:29:15 +02:00
5b38001017 [MIRROR] Offers will now be retained if the potential taker moves (#250)
* Offers will now be retained if you move (#52799)

* Offers will now be retained if the potential taker moves

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-10 17:28:44 +01:00
392600f9e3 [MIRROR] adds transparent glass hud (#198)
* Adds screen_glass.dmi (#52691)

transparent hud

* adds transparent glass hud

Co-authored-by: Fhaxaris <Chrisamcculler@gmail.com>
2020-08-05 10:09:54 +02:00
4394b6f971 [MIRROR] Adds an atmos debugging tool and excited group visualizer (#185)
* Adds an atmos debugging tool and excited group visualizer (#52395)

* Adds an atmos debugging tool and excited group visualizer

* rebuild moment

* yarn install -> yarn run build

* Sigh

* Fixed UI, did not test, needs a rebuild.

* Proper flexing

* Adds varied colors, improved ui courtusy of stylemistake:

* Fixes a runtime, updates tgui

* added superconductors, cleaned up some shitcode, removed a clashing color

* Woop

* Speed

* rebuild

* Adds a tick count

* begone auto-update

* color defines

* rebuild moment

* color improvements, fixes updating

* adds another preprocesser define to handle showing max shares in the ui

* test of application system?

* patches up some display issues, allows for smooth flowing from one group to another

* overlay-ified

* client testing

* dmi moment

* plane master

* it fucking works

* size change

* passthrough

* rebuild moment

* adresses review concerns, toggles active turf vis on when testing

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Adds an atmos debugging tool and excited group visualizer

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-08-03 16:37:24 +02:00
65b31b16c8 [MIRROR] Adds some user feedback to borgs using modules while buckled to things (#118)
* Adds some user feedback to borgs using modules while buckled to things (#52459)

* user feedback

* c

* Adds some user feedback to borgs using modules while buckled to things

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2020-07-30 00:30:00 +01:00
MrMelbertandSkyratBot 169e6ec24b Fixes another borg runtime + middle click cycling for borgs (#52476)
* zoom

* aight then
2020-07-27 22:16:15 -04:00
AnturKandSkyratBot f81711fb7d Fixes cinematics for widescreen. (#52464) 2020-07-26 13:48:43 -04:00
AzarakandGitHub c61fc99205 Merge pull request #56 from Skyrat-SS13/upstream-merge-51558
[MIRROR] [READY] Swarmer Rework
2020-07-26 01:59:38 +02:00
AzarakandGitHub 25564d3da1 Merge pull request #49 from Skyrat-SS13/upstream-merge-52207
[MIRROR] You can now take off clothes while on stasis
2020-07-26 01:59:07 +02:00
1ceffcefb0 [READY] Swarmer Rework (#51558)
* Move swarmer.dm to the hostile simple mob folder, make changes

* Move swarmer event file to events, make changes

* Update Resource Pricing on Swarmer HUD

* Update traumas.dm

* Update parts.dm to remove deactivated swarmers

* Remove the Swarmer Drone Dispenser

* Remove swarmer.dm from the antagonist file

* Move the swarmer event to the events file

* Add a proper swarmer antagonist file

* Load proper files

* Various Fixes, Implement ATH's Rapid Consumption

* Utilize the Nightmare's Light Level Check on Xeno Spawns For Swarmers, Hopefully Filters Out Bad Spawns

* Update The Pricing In The Descriptions

* Get Rid of That Random Backslash

* Use the Proper Damage Proc for Cyborgs

* Fix the Bug Shiz pointed out

* Update code/modules/mob/living/simple_animal/hostile/swarmer.dm

Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>

* Fix the Swarmer Antagonist File

* Fix the traumas issue

* Update traumas.dm

* Update code/modules/events/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/simple_animal/hostile/swarmer.dm

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* Update code/modules/mob/living/simple_animal/hostile/swarmer.dm

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* Update code/modules/mob/living/simple_animal/hostile/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Upload Swarmers Folder

* Remove the swarmer file from the hostile folder

* Update the swarmer megafauna to work with changes

* Load the seperated swarmer files

* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_act.dm

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* Update code/modules/swarmers/swarmer_act.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Catch-22 Variable

* Update code/modules/events/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer_act.dm

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* Update code/modules/swarmers/swarmer_act.dm

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* Update code/modules/swarmers/swarmer_act.dm

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* Update code/modules/swarmers/swarmer_act.dm

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* Update code/modules/swarmers/swarmer_objs.dm

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* Update code/modules/swarmers/swarmer_act.dm

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* Update code/modules/swarmers/swarmer_objs.dm

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* Update code/modules/swarmers/swarmer_objs.dm

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* Update code/modules/swarmers/swarmer_act.dm

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* Update code/modules/swarmers/swarmer_act.dm

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* Update code/modules/swarmers/swarmer_act.dm

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* Update code/modules/swarmers/swarmer_act.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Fix all the references in the swarmer megafauna file

* Fix method names in the swarmer mob file

* Fix method names in swarmer_act.dm

* Fix Method Names in swarmer hud file

* Update code/modules/swarmers/swarmer_objs.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/swarmers/swarmer_objs.dm

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* Update code/modules/swarmers/swarmer_objs.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer.dm

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* Update code/modules/swarmers/swarmer_act.dm

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* Update code/modules/swarmers/swarmer_act.dm

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* Update code/modules/swarmers/swarmer_act.dm

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* Update code/modules/swarmers/swarmer_act.dm

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* Update code/modules/swarmers/swarmer_act.dm

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* Update code/modules/swarmers/swarmer_act.dm

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* Update code/modules/swarmers/swarmer_act.dm

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* Update code/modules/swarmers/swarmer_act.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Fix the naming issues to let it compile

* Change the Things Rohsie Wanted Changed

* Change CLRF Back To LF

Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-24 02:57:06 -04:00
a97c51b30b [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* pierce the heavens

* starts doing projs

* continue pierce

* before armor

* before sharpness redefine

* rename sharp defines, before further implementation

* finishing undoing atk_type back to sharpness

* neatens up sharpness defines, FALSE -> SHARP_NONE

* more piercing, removes brute damage bleed, bubblegum no longer wound

* starts letting embeds get in on the fun

* half with embed

* work on dismembering

* continued embed work

* more moving bandaging to limbs

* more dismemberment work

* removing embed pierce stuff

* tweaking bullets

* more docs and work on dismemberment

* spans, piercing, guns

* dismemberment and scar fixes

* bee changes

* bullets embedding

* more bullet and dismember work

* dismemberment, surgery, piercing, formaldehyde,

* pleases travis

* pierce smite

* nicer on blood

* Auto stash before rebase of "tgstation/master"

* more neatening

* wounds only consider up to 35 damage, wounds on l6 and 762

* updates hulk

* balance

* defines

* lower slug to 50 brute to accommodate wounds

* adds differentiation for having flesh/bones/both in mobs

* moves scar descs to json, renames organic_state

* excises removed healing skill

* fixes logs, inconsistencies, some balance changes

* untab

* slight compress

* a

* kills pointed global list

* dmdoc

* halfway through roh

* finishes roh review

* okay NOW i finished roh's reviews

* roh roh roh your boat

* gently down the stream

* global lists

* list ops, fix scanner for bone gel improvised fix

* travis moment

* sounds added and moved

* pellet clouds can join the fun fully, slight gun balancing for wounds

* doc moment

* unconflicts myself

* update hulk

* Update code/_onclick/item_attack.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* crying ascii face

* final rohview

* oops

* final final

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-23 22:20:09 -04:00
skoglolandSkyratBot f93e63f7d6 Merge pull request #52207 from Jared-Fogle/stasis-in-dorms-4
You can now take off clothes while on stasis
2020-07-23 12:02:39 -04:00
Ryll-Ryll 1f31064c3e Merge remote-tracking branch 'tgstation/master' into who-named-this-damned-proc 2020-07-16 21:43:14 -04:00
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
Ryll-Ryll 7f15be7f68 Merge branch 'master' into who-named-this-damned-proc 2020-07-11 23:30:49 -04:00
Ryll-Ryll fc0b247738 rename 2020-07-11 23:23:23 -04:00
AnturKandGitHub f4af5ed28c Makes CanReach default to blocking. (#52115) 2020-07-12 04:25:27 +10:00