* Converts drunkness and dizziness to status effects. Refactors status effect examine text (and, subsequently, stabilized black extracts). (#66340)
* Refactors dizziness into a status effect
* Refactors the dizziness setter to use the new kind
* Drunkness.
- Should drunk continue to work off of a magic value or be swapped to duration? I've not yet decided: For understandability it's preferabale for "drunk" to use a timer (they are drunk for 3 more minutes), but both adding drunk and decreasing drunk currently use weird calculations which would be difficult to carry over.
- Ballmer is a liver trait
* Dizzy was a setter, not an adjuster
* Does all the drunk effects over
- refactors examine text fully
- refactors stabilized blacks because of this
* Removed
* repaths, fixes some issues
* Minor fixes
* Some erroneous changes
* Fixes some dizziness errors
* Consistency thing
* Warning
* Undoes this change, I dont like its implementation
* max_duration
* Max amount
* Should be a negative
* max duration
* drunk doesn't tick on death
* Rework dizziness strength
* Erroneous dizzy change
* Fixes return type
* this should do it?
* well, one more
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Makes smoke and foam attempt to fill the available space.
* wew
* reset
* Revert "reset"
This reverts commit 75be4f934504793ceb5c9bf2f3774dc24517df5a.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes orbitting planted C4s (#66011)
Ghosts would be notified to orbit planted c4s, however this would break if a c4 is planted on floors/walls since you cant orbit these.
* Fixes orbitting planted C4s
Co-authored-by: SMOSMOSMOSMOSMO <95004236+SmoSmoSmoSmok@users.noreply.github.com>
* Bugfix: Proximity sensor inside chemical grenades (#65607)
* Bugfix: Proximity sensor inside a chem nade
* When assembling the nade, not when modifying the timer
* Bugfix: Proximity sensor inside chemical grenades
Co-authored-by: LordVollkorn <66637090+LordVollkorn@users.noreply.github.com>
* Makes clusterbuster segments actually initialize and prime (#65247)
* Makes clusterbuster segments actually initialize and prime
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Fixes grenades being unable to be reset (#64730)
* Fixes grenades being unable to be reset
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins. (#64643)
* Makes used grenades slightly more obvious.
Adds a variable to tell whether a grenade can't detonate properly.
Examining can be used to tell if the grenade has already been used.
A flag on it is set when the grenade detonates so that used grenades can't be reused until it's reset.
It also prevents spamming admins with grenade primed messages since there's no point if the grenade won't work.
* Changes dud var to dud flags.
Changes the name of the dud var to dud_flags to clarify that it is a set of bitfields.
Changes the default value of the dud var to NONE also to clarify that it is a set of bitfields.
Changes the documentation for the dud var to clarify that it is a set of bitfields.
* Fixes eternally armed dud grenades.
Makes the grenades reset their appearance if they reach the end of their fuse while a dud.
Prevents chemical grenades from staying in the 'i am armed' visual state forever.
* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Makes sure COMSIG_ATOM_EX_ACT is always called. (#63685)
Creates a wrapper macro for ex_act() and moves the signal and contents explosion calls to there. This way we can ensure the signal is always fired. Also desnowflakes reagents responding to explosions.
Ensures that a signal is always called when the attendant proc is called.
* Makes sure COMSIG_ATOM_EX_ACT is always called.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Pacifists can no longer attach c4 to other living creatures. (#62903)
* Pacifists can no longer attach c4 to other living creatures.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.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>
* 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>
* Healium crystal changes (#60477)
Healium crystals now straight up fix the air in a room instead of giving an undetermined amount of gas
Area fixed is now a 7x7
Changed the recipe to no longer require freon but O2 instead
* Healium crystal changes
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Crystal foam - crystallizer new recipe (#60535)
Adds crystal foam, a crystal grenade made in the crystallizer from CO2, N2O and H2O. When used it will release a big foamed area that will close any breaches, similar to the smart foam grenade.
* Crystal foam - crystallizer new recipe
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Rework C4 suicide phrases to be on the antagonist datum; add more phrases (#60029)
Fun fact. Did you know the C4 has special suicideverb phrases for most antagonists? That is, most antagonists. This adds a bunch in because someone noticed Heretic didn't have one special, and I noted quite a few minor antagonists didn't either.
The suicide cry phrases are now on the antag datum instead of in the if/else chain.
* C4 suicide phrases, but it's on the datum now
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes some fucked Destroy()s (#58973)
Some stuff was failing to return qdel hints, might as well sweep that upppppp
(Hey mothblocks I know you're reading this, we should really lint for this, but don't push yourself over it I
know you're busy as it is)
* Fixes some fucked Destroy()s
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Improves c-4 code readability (#58976)
I looked up the c4 code the other day to learn about how x-4 was directional now and found out the code is full of variables that were mostly "M" or "AM" or "UM" that made reading it real hard so I made my own vars to make it a little better looking
* Improves c-4 code readability
Co-authored-by: YakumoChen <king_yoshi42@yahoo.com>
* Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more) (#58882)
* Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more)
* AAAAAAAA
* Update spellbook.dm
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Changes mentions of °K as it doesn't use degrees (#58739)
The Kelvin scale doesn't use degrees as it's an absolute scale, so chem grenades now just show Kelvin instead of Kelvin degrees
* Changes mentions of °K as it doesn't use degrees
Co-authored-by: Urumasi <Urumasi@email.cz>
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>