* Fixes attacking humans, paintings and some other stuff with items causing the animation to display incorrectly (#66227)
Fixes#58058 (Fried items have error sprites when attacking, fried and grilled items grill the error sprite)
Attacking humans or other things that have KEEP_TOGETHER (atmos omni tanks, supplypods, paintings) with a deep fried thing will now actually show that thing instead of both that thing and an error sprite.
Attack animations for attacks against those things are no longer black.
* Fixes attacking humans, paintings and some other stuff with items causing the animation to display incorrectly
Co-authored-by: robbertapir <102324362+robbertapir@users.noreply.github.com>
* Refactors firestacks into status effects (#66573)
This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.
Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.
Also changed some related proc names to be snake_case like everything should be.
This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing
* Hud Image Culling By Z Level: Theft edition (#65189)
* makes hud images only apply by z level
* makes some of the atom_hud procs have better names
* fixes warning with the hud_user list and adds better documentation
* better docs for hud_images
* removes TODOs
* docs for hud_list
* adds support for linked z levels so mobs can see lower ones
* fixes merge conflict and shittily makes only shocked airlocks get added
* adds support for setting images in the hud as active and inactive
* gets rid of unatomic spatial grid change
* maybe i should actually try COMPILING my changes
* fixes merge skew and makes it compile again
* fixes huds refusing to remove from users who changed z level
* improves z level and registration logic
* fixes antag huds not appearing
* Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me
* Ensures that hiding a basic appearance also hides the atom's active list too
* Fixes antag huds going poof
Ensures that remove_atom_from_hud will return false if the passed atom
isn't managed by it
This fixes antag huds disappearing randomly, since they assumed that if
the parent call of remove_atom_from_hud returned true, we should delete
ourselves. This is a safe assumption for them to make, since they should
only ever have one atom.
Does kinda bork if we call remove_atom_from_hud in a way that is unsure
if the passed atom is actually in that list. We were forced into doing
this by how atom huds use the qdeleting signal.
* makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list
* fixes mistake with hud_users list being set non associatively (bad)
* as anything in bot path loops
* Fixes merge skew problems
* Makes bot paths non global
This way they can show themselves to only the bot that "owns" them, ya
feel me?
* Fixes huds not showing up sometimes, cleans up some code
Post Kapu's limb refactor, we were calling prepare_huds twice in a human
init call chain. What was happening was this:
call prepare_huds() // Human
I gained a new hud image
I set active hud icons to mirror it
call prepare_huds() // Living
I overwrote the new hud image
I attempted to set active hud icons, which failed because it assumes
this can never happen
*cries*
* Renames add_hud_to_atom to show_to
My hope is this will make understanding hud code a bit easier, by tying
the behavior to a "verb" more closely. Also renamed a few vars
* remove_hud_from_mob -> hide_from
* Nitpicks a few comments
* Whoops/fuck/shit/damn it all/hhhhhhhhhhhh
* Moves check down, improves stack trace a bit
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
* small touch-up
* this should do it
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
* Kills research scanner toggle, moves functionality to examine_more. Improves research scanner code and fixes a modsuit bug. (#66415)
* FINALLY. I'VE KILLED IT. I CAN LIVE MY LIFE NOW.
I hate the fucking Toggle Research Scanner action button so god damn much. Why the fuck would I ever not want this to be on? Why do you think I'm wearing the fucking goggles? That stupid button is so annoying to use. Even if I'm NOT using the research scanner aspect of the goggles, that little shit floats there, taking up space on my screen, taunting me.
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Kills research scanner toggle, moves functionality to examine_more. Improves research scanner code and fixes a modsuit bug.
Co-authored-by: Vladin Heir <44104681+VladinXXV@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* start
* g
* e
* adds stuff orion and tasty suggested
* makes berets WORK
* aughag
* CI fix?
* try 2
* runtime fix?
* agaga
* I fucking hate bluesec
* gghjj
* last bits
* pain
* Fish refactor. (#65785)
Refactors fish into proper paths.
Removes aquarium behaviour intermediary datums.
Moves fish functionality out of aquarium content component.
Fixes flopping animation resetting on dropping.
Simplifies everything. There should be no player facing changes.
The animate signal is kinda weak method of solving the animate queue issue but it seemed least intrusive to me.
Open to any better ideas.
* Fish refactor.
* Update fishing.dm
* Update fishing.dm
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: SkyratBot <skyratcommunity@gmail.com>
* Painting improvement: Added a palette component for spraycans and palette items. (#65577)
* Painting improvement: Added a palette component for spraycans and palettes.
* Painting improvement: Added a palette component for spraycans and palette items.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Prevents harddels when maps are loaded after SSatoms init (#65299)
Hard dels won't occur if an admin loads a template in after SSatoms is initialized
* Prevents harddels from stealing items when maps are loaded after SSatoms init
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Optimized steal item searcher to not search through the entire game world. (#64354)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Optimized steal item searcher to not search through the entire game world.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Fixes big melons losing their size sometimes (#64272)
When I added a drop animation, I forgot that things other then item animations can modify transform
In the spirit of this, I've ensured that other animations maintain the proper scale
* Fixes big melons losing their size sometimes
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Item Pickup Brush-Up (#64095)
* Item Pickup Brush-Up
Moves pickup animation code to items.dm
Removes sleep() from the current pickup animation. This affords it 3 decisecond to animate rather then 1
I believe this was causing the pixel shifting to end early. A 3 decisecond delay is more consistent with the
initial pr, and I think feels better. Maybe 2 tick is better? or 3 tick without any ending lag? not sure.
Adds a drop animation.
Hooks it in to items being removed from a player's hands, or items being transfered to a location. This includes when an item is removed from storage
Pickup animations have always felt somewhat stilted to me, and while I don't want the shake and long leadup included in the initial pr, I'm not even sure you can tell it's happening sometimes as things are now
It's by definition gonna feel a bit different since well, things are changing. I'm open to feedback on the delays here, especilly on the effect for taking things out of your bag. It's not new, but extending the pickup animation by 2 deciseconds really shows it
Lemme know what ya think yeah?
* Adds a random x bias to pickup/drops on the same tile, I think this will help lesson how crummy that can look
Lowers the same tile y shifting significantly, for similar reasons
Adds a Scale(0.7) to the end/start of pickup/drop. I think this makes things look just so much nicer
* Makes pickup scale slightly more before bouncing back to the size drop uses. starts out smaller anyway
* Moves the attack animation to items.dm. Makes it use the attacked atom's plane, which fixes attack animations playing behind mobs. Also makes it offset slightly on the x axis when you're attacking yourself, looks nicer I think
* Item Pickup Brush-Up
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Miscellaneous projectile phasing fixes/tweaks + fixes a typo in the blastcannon projectile. (#63581)
* Fix blastcannon typo. Hopefully fix blastwave phasing.
* Fix projectile phasing on direct target
* Should unspaghetti sniper bullet var definitions
* Makes phasing rounds phase
* Preserve original behavior of sniper rounds
* Miscellaneous projectile phasing fixes/tweaks + fixes a typo in the blastcannon projectile.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* modsuit works with speed potions + ai movement fix + file sortage (#63670)
modsuit examining now tells you about wire panels
fixes being able to remove stuff with the dna lock
fixes 63650
fixes 63633
sorts module files
* modsuit works with speed potions + ai movement fix + file sortage
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* [Ready] MODsuits
* we dont need to add these people as codeowners, goodness gracious
* have to remove this because upstream
* part 1 of these fixes
* EEEE
* Update peacekeeper_clothing.dm
* E
* E
* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"
* E
* Update expeditionary_trooper.dm
* more removal
* nice
* modsuti modstui modusuti
* fixes
* E
* ITS MODsuit not HARDSUIT
* more hardsuit references
* MODSUIT NOT HARSUITEDSA
* Maps
* More ,map
* oop
* e
* oo aa
* 0
* ting tang
* Update modsuit_tailsprites.dm
* hi fikou
* bs tech update
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Re-paths and changes the layer of GAR glasses (#63009)
Re-paths GAR glasses to make them subtypes of each other, where applicable.
Re-names some of the icon states, to make it clearer as to what they are.
Changes the alternate_worn_layer to make them show over hair, rather than under. (Muh reference)
Subtypes good. Being able to see what you're wearing properly also good.
* Re-paths and changes the worn layer of GAR glasses
* Feex
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* yeet
* goddamn fucking trailing newline
* edit: I reread the bounty
* leftover from: I reread the bounty
* *more* leftover from: I reread the bounty
* speedup
* here too
* empty commit for linter reruns
* there
* remembered the newline this time
* okay I forgot that
* Moves vending prices from /atom to /obj/item (#62243)
* Moves 3 vars related to vending machines, from /atom to /obj/item
* Lazily removes some lines in a funky IDE of my choosing.
Removes all instances of custom_price and custom_premium_price within maps to prevent compilation errors due to invalid vars.
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Kat <evesovereign@hotmail.co.uk>
* Monkeys Can Click on Worn Backpacks to Open Them, Killing Ancient Bug (#62125)
Fixes#37518 , which has been in the game for much longer than 3 years. I'd estimate it's been around since monkeys were conceived, with the initial attempt to fix it being back in 2013 (Pull Request #846), over 8 years ago.
Allows monkeys to open worn backpacks instead of needing to drag them onto their sprite. Cause of this is the awful thing that is attack_paw, which is by far one of the greatest evils of our time but I'm not the one to fix that. On a technical level, this PR just adds some of the checks attack_hand does while omitting any balance-changing ones in order to fix this issue.
Do note that due to the nature of this fix, this might fix other monkey item bugs as well or cause unintentional behavior, but I can't think of anything bad coming from this.
* Monkeys Can Click on Worn Backpacks to Open Them, Killing Ancient Bug
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
* tgui Preferences Menu + total rewrite of the preferences backend
* nah, we dont need to ping those people
* trying to remove the funny stuff
* unmodularizing this
* prefs reset
* this may need to be reverted, who knows
* okay, this part
* perhaps
* EEEEEEEEE
* unsanitary
* E
* Stage 1 + loadout system
* more fixes
* E
* I mean, it launches?
* More fixes and reorganisation
* E
* customisation code is spaget.
* disable ERP prefs
* Update erp_preferences.dm
* Update erp_preferences.dm
* E
* Slowly getting there
* It may be time for help :)
* tri...colors... help
* preferences now pass preferences
* Update dna.dm
* Fuck this man
* missing savefile return, set_species works, removed dumb stuff from updateappearance
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224
* https://github.com/tgstation/tgstation/pull/61519
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278
* e
* le butonAZARAK HELLO
* hhh
* Proper recognition where it's due, MrMelbert!
* EEEE
* examine block
* Better gen hit sounds from whitedream
* final loadout touches, more bug fixes im sure to come
* i said there would be bugfixes
* Update LoadoutManager.js
* Missing preferences in the html menu
* LIVE TESTING PHASE BABY
* Update LoadoutManager.js
* EEE
* LAUNCH TEST FIRE
* Update job.dm
* Update new_player.dm
* 50gb DAY ONE PATCH
* EEE
* Update preferences.dm
* buggle fixes
* Update examine.dm
* >LOOC starts on
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* removes gas_transfer_coefficent from clothing as it did nothing (#60922)
it literaly does nothing
* removes gas_transfer_coefficent from clothing as it did nothing
Co-authored-by: AMonkeyThatCodes <20987591+AMonkeyThatCodes@users.noreply.github.com>
* initial
* whoops
* more fixes
* forgot
* frick
* oop
* minor visual fixes
* cleared out-of-date stuff that was asimilated by erp update. ye, sry for that but useroth said i can if i need to
* interface fixes + cleaned trash.
* fixesss
* more fixes
* other interface fix and im dumb
* text and fonts fixes
* mapfixes
* small item fix
* floppa my beloved
* fixme
* yepp
* little addition to vibrator
* more user friendly toys
* hotfix because im dumb
* informing user about stuff happening in their genitals
* Fixed strip menu for new slots
* Vibrating toys now makes constant vibration sounds.
* fucking ton of fixes, i debugged so much stuff i want to die when did i slept last time
* signal vibrator fixes
* i guess its all bugs for now, need testing
* hotfix
* chemicals fixed. other dumb bug fixed too
* feex
* undo
* aight, some text stuff
* repsrited signal vibrator, fixed some dumb bugs. Almost ready for tommorrow pr.
* tried to fix things, need to test
* fixed?
* maybe now its fixed
* we finished here.
* yeah, credits. I forgot them.
* Oh well, resolved the conflict wrong.
* map fixed
* formatting test
* more linter stuff
* did changed that skyrat asked me to
* kinda fixed more stuff
* remove mapchanges
* no magic like kat magic
* please
* further mapchanges removal
* fix
* little fix, because one map supposed to be changed.
* quick structure fixes + balance stuff
* some fixes. remind - fix worn tomorrow.
* ah fuck it, i fixed it now. Who need sleep anyway?
* furnitures are no longer invuln
* fixes poles
* milking machine uses cuffs instead
* makes stuff uses cuffs
* frick
* fix lints
* stuffe
* line
* Forgot to add this little feature
* OKAY FINE I GUESS 10 MINUTES IS TOO MUCH.
* squashed bugs
* minor fix to prevent visual bugs with pillow piles.
* frick
* removed logging
* pref for toys
* tabs
* suggested idea added
* hot fix
* Revert "suggested idea added"
This reverts commit 33796f0abb896b83d02dbefee4e3b62df5f6a5db.
* Revert "hot fix"
This reverts commit bf0bc6330f5897ce2d67bb9571eb818d3a64325b.
* fuck the suggestions, i just want it to work fine
* fuck the suggestions, i just want it to work fine
* truly fixes lints
* balance tweaks + fleshlight fixed
* more balance tweaks
* gasmask fixes. Now it doesn't kill people but still makes them suffer
* fix ball mittens
* dead people tell no tales
* some minor fixes
* grammars
* add messages
* use a new pref
* simple check
* knock-knock. Who? A fix.
* fuck
* fixes vibrators
* hexacrocin now can be cured properly
* fix x_stand
* frick
* FUCK
* fixes everyonr being horny
* fixes pain
* fixes strapon
* stop process
* nymphomania fixed
* fix spam
* fixed heels and quirks
* Dead people shouldn't cum
* Knock-knock. A penis enlarger fix
* use the traits goddamn it
* Nymphomania fix
* Fucking moths can't now chomp vibrators
* Added yes/no check to climax button, also some improvements and multiple messages bugfix
* milking machine balance tweaks, bimbo trauma fix
* milking machine construction messages added
* some fixes
* Revert "Fucking moths can't now chomp vibrators"
This reverts commit 2bf37ca3b0b98c3bbd7bf35626faa7a0be54fcfb.
* little clean up of code, but it still doesn't works properly
* fuck the moths. You can't eat vibrators once more.
* catsuit bug fix
* balance tweaks
* Pillows now made of cloth, not metal.
* pillow fixes
* masochism quick fix
* dumb quickfix, it will break anything, don't panic
* yay now it works again
* nymphomania fix
* clean up
* half of ball mittens fix. For another half buy our DLC just for 2,99$!
* IM COOL I FIXED THE BALL MITTENS! FINALLY!
* prefs now works properly
* pain stuff fixed, i guess. no more arousal by decompression damage.
* lol how did i missed those
* can't buckle fucking cows to milker anymore
* oops
* me cool
* fixed small bug with pillows
* gasmask quick fix
* fix spam
* fixes strapon
* balance stuff.
* fix because im dumb
* fix
* the last fix for this codebomination. I hope this is it.
Co-authored-by: Katherine Kiefer <sterlite2902@gmail.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
* Fixes difficulties with placing lattices on multiz maps. (#60124)
Title. Because of mob and object visuals under open space being able to be hovered over with the cursor and examined and in general acting as entities distint from the turf holding them it tends to be hard or even impossible to build floor and catwalks over these turfs. This PR aims to fix it with a basically simple, more-convenient-than-a-painstaking-refactor and easy to apply element (edit: and proc).
* Fixes difficulties with placing lattices on multiz maps.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Improves item's action button updating code (#60149)
This PR improves item action button updating code by introducing a proc to update all item's associated action buttons, which simplifies the process and reduces code duplication.
I also fixed a relevant bug where a PDA's action button icon did not properly update upon light toggle because it did not force the button update. Forcing the button update is needed in this case due to how light overlay operates, where the button icon state stays the same, so the code thought updating the action button icon was unnecessary.
* Improves item's action button updating code
* Mirror!
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>