Commit Graph

1419 Commits

Author SHA1 Message Date
SkyratBot
1c524fa584 [MIRROR] filled trashcarts spawn nearby grime when initialized instead of when opened for the first time [MDB IGNORE] (#19550)
* filled trashcarts spawn nearby grime when initialized instead of when opened for the first time (#73608)

## About The Pull Request
Filled trashcarts spawn some trash in them once they are opened for the
first time. But they also spawn grime, and the problem with that is that
grime spawns in a range around the trashcart. So opening the trashcart
for the first time would cause the grime to suddenly pop in around the
cart.

This PR changes it so that the grime is spawned when the filled
trashcart is initialized.
## Why It's Good For The Game
Having trash spawn around the trashcart the moment that you open it is
probably not intended. The grime is probably meant to be there before
the trashcart is opened for the first time.
## Changelog
🆑
fix: filled trashcarts spawn nearby grime when initialized instead of
when opened for the first time
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* filled trashcarts spawn nearby grime when initialized instead of when opened for the first time

---------

Co-authored-by: kawoppi <94711066+kawoppi@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2023-02-26 15:22:15 -05:00
SkyratBot
a2cb8c5c0c [MIRROR] Completely removes do_mob and do_after_mob [MDB IGNORE] (#19126)
* Completely removes do_mob and do_after_mob

* update modular

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-02-19 19:19:50 +00:00
SkyratBot
3fcac8d317 [MIRROR] [NO GBP] Maintainer requested changes to the locker/closet grammar PR [MDB IGNORE] (#19350)
* [NO GBP] Maintainer requested changes to the locker/closet grammar PR

* merge conflict markers

---------

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2023-02-18 15:03:55 -05:00
SkyratBot
7de0538c94 [MIRROR] Fixes freezers locking automatically when closed. [MDB IGNORE] (#19194)
* Fixes freezers locking automatically when closed. (#73253)

## About The Pull Request

Took a little while to figure out what was going on, Freezers override
close() but never return true when they successfully close which results
in the code for locking the freezer being called right after closing it.
## Why It's Good For The Game

Fixes an oversight.
## Changelog
🆑
fix: Freezer no longer lock automatically when closed.
/🆑

* Fixes freezers locking automatically when closed.

---------

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
2023-02-08 02:08:27 +00:00
lessthanthree
8198e578ca [MANUAL MIRROR] Fix a merge skew on armor datums (#19212)
* Fix a merge skew on armor datums (#72909)

And also add a check grep to find it in the future

* fix linters

* damn youuuu

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-02-07 15:20:00 -05:00
SkyratBot
406b6870bd [MIRROR] adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths [MDB IGNORE] (#18785)
* adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths (#72736)

repaths a lot of gloves off /color because they were incredibly stupid
firefighter gear has gotten an update (it doesnt cover hands anymore
though, you need something else)
firefighter helmets no longer hide your mask or glasses

![image](https://user-images.githubusercontent.com/23585223/212542599-c004d0e4-c141-40b4-a1bb-c838f9893c4b.png)
fixed engine goggles starting with darkness vision
to the atmos lockers adds atmospheric gloves, a pair of thick (chunky
fingers) gloves that are fireproof and fire protective, slightly shock
resistant and let you fireman carry people faster.
atmospheric firefighter helmets now are a subtype of welding hardhats,
you can enable a welding visor.
welding hardhats change mode with right click instead of altclick

im not a good spriter but i think this resprite makes them fit nicer
with other engi equipment
lets me firefighter rp

🆑
add: Atmospheric Gloves, thick gloves that are fully fireproof and fire
protective and let you fireman carry people faster.
fix: fixes engine goggles starting with darkness vision
qol: firefighter helmets can now enable a welding visor
qol: welding hardhats change mode with right click instead of altclick
balance: firesuits no longer protect your hands
/🆑

* Makes shit compile

* Updates the digi and snouted stuff to match the new sprites (thanks Halcyon!)

* Fixes a whole ton more issues that popped up

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-01-27 12:15:17 -05:00
Paxilmaniac
22b92efd3c Removes the hop's osprey and gives them their egun back, makes the captain's osprey unsuppressed as god intended (#18656)
youll have to find ammo
2023-01-15 13:46:11 +00:00
Zonespace
8fabd54ad6 Mirrors #72354 (#18654)
* [no gbp] removes all duplicate armor datums (#72354)

closes #72348
Title

My bad

Heres the script I used this time if you want to
```cs
var baseDir = Environment.CurrentDirectory;

var allFiles = Directory.EnumerateFiles($@"{baseDir}\code", "*.dm", SearchOption.AllDirectories).ToList();
var known = new Dictionary<string, List<KeyValuePair<string, int>>>();

foreach (var file in allFiles)
{
	var fileLines = File.ReadAllLines(file);
	for (var i = 0; i < fileLines.Length; i++)
	{
		var line = fileLines[i];
		if (line.StartsWith("/datum/armor/"))
		{
			var armorName = line.Replace("/datum/armor/", "").Trim();
			if (!known.ContainsKey(armorName))
				known[armorName] = new List<KeyValuePair<string, int>>();
			var knownList = known[armorName];
			knownList.Add(new KeyValuePair<string, int>(file, i));
		}
	}
}

Console.WriteLine($"There are {known.Sum(d => d.Value.Count)} duplicate armor datums.");

var duplicates = new Dictionary<string, List<int>>();
foreach (var (_, entries) in known)
{
	var actuals = entries.Skip(1).ToList();
	foreach (var actual in actuals)
	{
		if (!duplicates.ContainsKey(actual.Key))
			duplicates[actual.Key] = new List<int>();
		duplicates[actual.Key].Add(actual.Value);
	}
}

Console.WriteLine($"There are {duplicates.Count} files to update.");

foreach (var (file, idxes) in duplicates)
{
	var fileContents = File.ReadAllLines(file).ToList();
	foreach (var idx in idxes.OrderByDescending(i => i))
	{
		string line;
		do
		{
			line = fileContents[idx];
			fileContents.RemoveAt(idx);
		}
		while (!String.IsNullOrWhiteSpace(line));
	}
	File.WriteAllLines(file, fileContents);
}
```

* modular

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-01-13 18:05:12 -05:00
YakumoChen
ba5403c3ab Makes department guard gear consistent (#18161)
* makes department guard gear consistent

* forgot cuffs

* does it right this time

* Update security.dm

* Update security.dm
2023-01-12 17:16:01 +00:00
SkyratBot
5a18ff0bbb [MIRROR] Completely Culls req_access_txt/req_one_access_txt [MDB IGNORE] (#18458)
* Completely Culls req_access_txt/req_one_access_txt (#72281)

Hey there,

Now that every instance of `req_access` and `req_one_access` is a list
of strings, there is absolutely no reason for
req_access_txt/req_access_one_txt to exist. In fact, any instance where
they were still used in the codebase was very convoluted and was very
broken! Don't worry, I fixed it all out, and life is good.

I also dmdoc the surviving access variables, because those were missing.
I went on the side of caution and made a more verbose documentation with
an example just to have people really grasp this (it took me a while to
actually get it)

I believe that we changed _everything_ over to the
req_access/req_one_access system earlier this year in VV, but the
problem is that _new mappers don't understand the difference between the
two systems_. In fact, the "txt" system is completely redundant since
all it does is transition stuff to the "base" system. So, let's just
completely cull the one that's all but deprecated and ensure this
confusion no longer arises. The whole purpose of "txt" seemed to be to
convert the access, but it's all pointless now that we can just read the
list directly.

I'm also 99% certain that the "access check" on vending machines broke
(and didn't seem to have correct logic in the first place? I
legitimately couldn't find a case where it could fail in testing, so I
changed that up), and that's fixed up now. Let me know if I was clueless
there. I know it's short-circuiting now as opposed to "all must be
true", but it just didn't work.

* Completely Culls req_access_txt/req_one_access_txt

* oh the misery

* makes them use the thing that actually works

* test to see if engineering access is breaking it

* Revert "test to see if engineering access is breaking it"

This reverts commit 3cc2c554ff18f435a51601782e64c76193298db7.

* Fix access checks when req_access is null (#72458)

## About The Pull Request
Fixes #72450 - This seems to be an oversight in some of the access
refactors we've been through recently. When there was an assumption in
`check_access_list()` that `req_access` would always be a list, and that
if it was not something terrible had gone wrong and the door should
default to public access.

With the cleanup of the _txt access vars and the introduction of mapping
access helpers, this assumption is no longer true. `req_access` will be
null when multiple helpers are painted onto the same door, so we need to
handle that properly. Thanks to @MrMelbert for spitting out the attached
fix in mapping general and letting me PR it after testing.

This really needs a suite of unit tests around it. San has helpfully
volunteered to work on that for three hours before getting frustrated.

## Why It's Good For The Game
No more public access to engineering lobby, lathe, etc.


## Changelog
🆑 Vire, MrMelbert
fix: The engineering lobby and lathe are no longer public access
fix: Doors will no longer be treated as public access when they have
multiple accesses set on them
/🆑

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: Vire <66576896+Maurukas@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
2023-01-12 11:43:52 -05:00
Zonespace
1135ac5e2c Mirror #72280 (#18648)
Add lints for idiomatic balloon alert usage (#72280)

Adds lints for `balloon_alert(span_xxx(...))` (which is always wrong),
and balloon alert where the first letter is a capital (which is usually
wrong). Fixes everything that failed them. As a reminder, abbreviations
like "AI" and "GPS" shouldn't be capitalized in a balloon alert.

In cases where this is intentional for flavor (there was one case), you
can `UNLINT` like so:

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-01-12 08:48:06 -05:00
SkyratBot
ae3b1e78a4 [MIRROR] Dogs become tamed when given bones [MDB IGNORE] (#18549)
* Dogs become tamed when given bones

* skew

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2023-01-09 08:38:01 -05:00
SkyratBot
011fefdd81 [MIRROR] Refactors armor into dedicated subtypes [MDB IGNORE] (#18291)
* Refactors armor into dedicated subtypes

* start

* most tg things

* pain (#18584)

* shit

* non-mod changes

* compile

Co-authored-by: John Doe <gamingskeleton3@gmail.com>

* #18291

* compile fix

* ???

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-07 20:06:16 -08:00
SkyratBot
b80abedb59 [MIRROR] refreshes syndi-kits and syndicate surplus crates, introduces shared limited stock [MDB IGNORE] (#18209)
* refreshes syndi-kits and syndicate surplus crates, introduces shared limited stock

* merge conflict

* Surplus balance, Consolidated our surplus crate and the new tg one to just use our stats

* use upstream surplus loot crates

* syndicrate

Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2023-01-07 01:42:14 -05:00
SkyratBot
f1ceee89dd [MIRROR] QM has a garment bag now [MDB IGNORE] (#18258)
* QM has a garment bag now

* Update garment.dm

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-06 17:32:12 +00:00
SkyratBot
d2cac47fba [MIRROR] Alien closets deconstruct into alien alloy [MDB IGNORE] (#18522)
* Alien closets deconstruct into alien alloy (#72452)

## About The Pull Request
The other day I found a rare alien locker in maint, hooray!
Deconstructed it to get the alloy, and was instead met with iron. Booo.
## Why It's Good For The Game
Alien lockers should deconstruct into the mineral used to craft them.
## Changelog
🆑 Tattle
fix: alien closets now deconstruct into alien alloy
/🆑

Co-authored-by: tattle <article.disaster@ gmail.com>

* Alien closets deconstruct into alien alloy

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
2023-01-06 08:29:48 -08:00
SkyratBot
b7f41c74b6 [MIRROR] Locker shoving logging / grammar fixes [MDB IGNORE] (#18217)
* Locker shoving logging / grammar fixes (#72061)

Fixes #72060

🆑 ShizCalev
spellcheck: Corrected some grammar issues with messages displayed when
shoving people into lockers.
admin: Fixed shoving people into a locker not being combat logged
properly.
/🆑

* Locker shoving logging / grammar fixes

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-12-24 21:59:29 -08:00
SkyratBot
43897d9555 [MIRROR] Adds logging for stuffing people in crates/lockers/bodybags [MDB IGNORE] (#18181)
* Adds logging for stuffing people in crates/lockers/bodybags (#72015)

## About The Pull Request

Stuffing people inside of thigs was unlogged, now it is.
## Why It's Good For The Game

Useful for admins so they actually know who hid a corpse in a locker for
example.
## Changelog
🆑
admin: Stuffing people inside lockers is now logged.
/🆑

* Adds logging for stuffing people in crates/lockers/bodybags

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
2022-12-17 03:27:04 +00:00
SkyratBot
fb6c9f7fe3 [MIRROR] Removes ++ and -- in conditionals [MDB IGNORE] (#18108)
* Removes ++ and -- in conditionals (#71925)

* Removes ++ and -- in conditionals

* sad

Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-12-12 18:02:57 -05:00
SkyratBot
3e8d1e750e [MIRROR] Grey Tide event light behavior changes and code tidiness [MDB IGNORE] (#18009)
* Grey Tide event light behavior changes and code tidiness (#71230)

## About The Pull Request

Makes a number of changes to the Grey Tide event, some of which are and
some of which aren't player facing.

Player facing bits:

- The lights will once again turn off when the event ends and the doors
begin opening. Originally, the lights would all shatter when the event
hit, providing a cover of darkness for opportunists to sneak around
under. Unfortunately this would prevent the AI from fixing the doors
until the lights were replaced, leading to headaches and the removal of
this functionality in #43159. Now, the lights are simply turned off at
the APC instead of shattered.
- The lights now flicker at certain intervals as the event is running,
rather than just right at the start.
- Announcement has been slightly modified to indicate that the event
hits more than just airlocks.
- Event runs way faster. Doors open all at once, rather than
one-at-a-time.

And now for the non player-facing bits:

- The filename is now grey_tide.dm instead of prison_break.dm. The event
was effectively re-branded to the Grey Tide event six years ago, but the
filename was unchaged.
- potential_areas is now a part of setup instead of a var on the
round_event.
- Cleans up instances of single-character varnames and stuff not in
snake case.
- The event now checks if it has any valid areas (will it work or not)
at the start, rather than at the end.
- The event now sends a global signal when run, rather than checking
everything in the entire world. It should run faster now.
- Everything that can be affected by the grey tide event now stores its
functionality on a signal handler, including the light flickers

## Why It's Good For The Game

Makes the grey tide event a bit more interesting and easier to take
advantage of. Cleans up the backend code a bit.

## Changelog
🆑 Rhials
balance: The lights will now flicker more frequently before a Grey Tide
event
balance: The lights will now be shut off via the APC when the Grey Tide
event opens up a department.
code: Makes some miscellaneous code improvements to the Grey Tide event
code: Grey tide event runs much faster
code: Renames prison_break.dm to grey_tide.dm
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Grey Tide event light behavior changes and code tidiness

Co-authored-by: Rhials <Datguy33456@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2022-12-09 03:44:51 +00:00
SkyratBot
f12c3ff6c3 [MIRROR] Fixes being able to get to centcomm and move through floors when in mechs/boxes [MDB IGNORE] (#17738)
* Fixes being able to get to centcomm and move through floors when in mechs/boxes (#71486)

## About The Pull Request
Fixes #71484 - Adds a check to the down verb to make sure a z level
exists below before trying to move.
Changes some step() in relay_move procs to use zMove instead if they
have a direction of up/down, as this was causing you to be able to phase
through floors if you were in a cardboard box/mech/etc
## Why It's Good For The Game

![dreamseeker_LuXqZUhvNg](https://user-images.githubusercontent.com/22856555/203672877-6b7da56c-494a-49dc-a8c8-13b15c2133eb.gif)
## Changelog
🆑
fix: Fixed being able to move through floors and get to centcomm when
moving up/down while inside mechs and similar movable objects.
/🆑

* Fixes being able to get to centcomm and move through floors when in mechs/boxes

* update modular

Co-authored-by: GoblinBackwards <22856555+GoblinBackwards@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-12-07 15:44:43 +00:00
SkyratBot
2b800b9a23 [MIRROR] Removes tablets (not PDAs) entirely. [MDB IGNORE] (#17880)
* Removes tablets (not PDAs) entirely.

* contractor changes

* map changes

* Update assistant.dm

* conflicts

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-12-07 01:07:02 +00:00
SkyratBot
cc1d0aa92f [MIRROR] Rename organ decay proc for clarity and add medical roundstart tip [MDB IGNORE] (#17909)
* Rename organ decay proc for clarity and add medical roundstart tip (#71661)

- Add roundstart tip to let new doctors now that morgue trays and
freezers prevent organ decay
- Renamed organ decay proc to be `toggle_organ_decay` instead of
`recursive_organ_check`

* Rename organ decay proc for clarity and add medical roundstart tip

Co-authored-by: Tim <timothymtorres@gmail.com>
2022-12-04 07:26:08 -08:00
Jolly
5de3de0682 [MODULAR] Dept-Sec equipment adjustment (#17589)
* wow!!

* oops

* coma some fucking bitches

* no longer an issue
2022-11-20 22:10:08 -08:00
SkyratBot
fa9d8869e1 [MIRROR] Moves flick_overlay to atom instead of being global [MDB IGNORE] (#17529)
* Moves flick_overlay to atom instead of being global (#71045)

## About The Pull Request
Moves flick_overlay and flick_overlay_view to atom instead of being a
global proc
## Why It's Good For The Game
General performance and syntaxical improvements, makes it easier to
retrieve iconstates
## Changelog
🆑
fix: flick_overlay is an atom proc
/🆑

Co-authored-by: etherware-novice <candy@ notarealaddr.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Moves flick_overlay to atom instead of being global

* modular flick

Co-authored-by: texan-down-under <73374039+etherware-novice@users.noreply.github.com>
Co-authored-by: etherware-novice <candy@ notarealaddr.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-17 17:26:07 -08:00
Zonespace
f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00
SkyratBot
4b6c93f6b9 [MIRROR] Easy's Super Omega "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits. [MDB IGNORE] (#17306)
* Easy's Super Omega  "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits.

* Removed all the conflicts, and started converting all the arms and legs to the proper typepaths

* Actually makes the game compile :)

* Makes the maps compile too!

* Early mirror of #71143 because it's more relevant to us

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-11-11 11:44:49 -05:00
SkyratBot
4b11bc848f [MIRROR] [MDB IGNORE] Clothing var cleanup [MDB IGNORE] (#17329)
* [MDB IGNORE] Clothing var cleanup

* modular changes except sec helmet

* SR maps

* Fixed sec helmet since it was custom toggling anyway, lots of misnamed icon states

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-09 16:53:06 -05:00
SkyratBot
0c6a40910d [MIRROR] Save 0.4s by shaving off a lot of smaller init costs [MDB IGNORE] (#17382)
* Save 0.4s by shaving off a lot of smaller init costs

* update modular

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-11-09 14:52:58 +00:00
SkyratBot
7502ddf9bb [MIRROR] Merges the Export Scanner, Sales Tagger, and Price Tagger into one item. [MDB IGNORE] (#17212)
* Merges the Export Scanner, Sales Tagger, and Price Tagger into one item.

* Update code/game/objects/structures/crates_lockers/closets/secure/cargo.dm

Co-authored-by: coldud13 <coldud13@users.noreply.github.com>

* maps and crates

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: coldud13 <coldud13@users.noreply.github.com>
2022-10-28 22:11:01 -04:00
SkyratBot
097e913e4b [MIRROR] Removes tablet hard drives entirely (HDD & SSD) [MDB IGNORE] (#17164)
* Removes tablet hard drives entirely (HDD & SSD)

* map updates

* changes

* contractor uplink theme

* uplink improvements

* tab

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-10-26 14:09:16 -04:00
SkyratBot
634d9d8199 [MIRROR] Goodie lockbox contents can no longer go missing [MDB IGNORE] (#16928)
* Goodie lockbox contents can no longer go missing

* Update code/game/objects/items/storage/lockbox.dm

Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-10-17 18:57:07 +00:00
SkyratBot
03e5567371 [MIRROR] Sec Resprite Fixes [MDB IGNORE] (#16761)
* Sec Resprite Fixes

* Update code/game/objects/structures/crates_lockers/closets/secure/security.dm

Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>

Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
2022-10-11 18:05:26 +01:00
SkyratBot
3795ed1a6b [MIRROR] [MDB Ignore]Hats DMI split [MDB IGNORE] (#16693)
* [MDB Ignore]Hats DMI split

* e

* STAFE

* e

* e

Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-10-09 23:00:42 +01:00
SkyratBot
1ce3b0ab4a [MIRROR] 1 AM Leather Jackets [MDB IGNORE] (#16677)
* 1 AM Leather Jackets (#70284)

* yeah

* yea

* 1 AM Leather Jackets

* Update loadout_datum_suit.dm

Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-10-09 22:38:37 +01:00
SkyratBot
9bf006d189 [MIRROR] Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) [MDB IGNORE] (#16472)
* Multiz Rework: Human Suffering Edition (Contains PLANE CUBE)

* skyrat changes

* bodyparts merge

* unres door floorlight fix

* Future upstream fix for blindness

* upcoming upstream airlock fix

* fix button emissive

* Fix FOV markings?

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-10-02 23:30:09 -04:00
SkyratBot
1ce77983df [MIRROR] canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE [MDB IGNORE] (#16586)
* canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE

* etes

* eyes

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-10-02 15:54:46 +01:00
SkyratBot
9c15a50069 [MIRROR] Adds Nightcaps (2nd try) [MDB IGNORE] (#16511)
* Adds Nightcaps (2nd try)

* Update code/modules/clothing/head/hat.dm

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-09-28 13:51:21 +01:00
SkyratBot
96f65c791b [MIRROR] SECURITY RESPRITE - DARE. [MDB IGNORE] (#16310)
* SECURITY RESPRITE - DARE.

* [MDB IGNORE][THIS SHOULD BE PR'D TO AN ALREADY OPEN MIRROR] Security Resprite - conflict fixes and modular changes (#16367)

* No Head?

* comemt clena

* boot stuff mostly

* Im done touching this file it makes me sad

* I hate overrides :(

* Kill off the now obsolete vest

* How long has this not even worked for? /mob/ linked in Icon? Why?

* low-key just committed so the PR could re-run checks

* Fixes Blueshift not compiling!

Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-09-25 21:09:40 -04:00
Tom
9548c26905 EM closet adjustment change thing(?) (#16387)
em closet adjustment
2022-09-24 12:16:03 -07:00
SkyratBot
cf71ea7c26 [MIRROR] adds better closet vareditting logic [MDB IGNORE] (#16258)
* adds better closet vareditting logic (#69896)

* adds better closet vareditting logic

* adds better closet vareditting logic

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-09-15 11:31:53 -07:00
SkyratBot
e0df0cc235 [MIRROR] Fixes infinite locker runtime [MDB IGNORE] (#16060)
* Fixes infinite locker runtime (#69663)

* Fixes infinite locker runtime by making their auto-close timer unique.

* Fixes infinite locker runtime

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2022-09-05 12:53:12 +01:00
SkyratBot
68c05634d9 [MIRROR] Closets now initialize their contents on demand (more than 1.6 seconds of init time saved) [MDB IGNORE] (#16037)
* Closets now initialize their contents on demand (more than 1.6 seconds of init time saved)

* conflicts

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-09-04 19:27:43 +01:00
SkyratBot
77c20e53bd [MIRROR] medical/security modsuit updates and modules [MDB IGNORE] (#15953)
* medical/security modsuit updates and modules (#69194)

tweaks the colors on the security modsuit to be lighter, i think i did that on the original pr but it got reverted due to merge conflicts
makes the standard quick carry module have nitrile level carrying instead of latex level
environmental bodybags are now always pressurized
adds medical and security hardlight bags, which are environmental bags you can use to move people through space, security ones can be sinched to prevent escape
adds a medical version of the prisoner capture module, for patient transport, prisoner capture and patient transport now use the medical/security holobags, medical one deploying them faster. when you move too far out of range the holobag dissipates
adds a defibrillator module, extends shock paddles
adds a thread ripper module, this module temporarily rips away the matter of clothing, to allow stuff like injections, surgery, defibrillation etc through it
adds a surgery processor module, essentially a portable surgery computer like borgs have
fixes a bug where you can unwield defibrillator paddles just after starting the do_after to defib onehanded
fixes a bug where the modsuit gps would have a broken name when renamed

* medical/security modsuit updates and modules

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-09-04 12:57:06 +01:00
SkyratBot
e1e4b9292f [MIRROR] bodybags / crates will now be explicit about what is ontop of them if you can't close them due to other bodybags / crates being in the same tile. [MDB IGNORE] (#15993)
* bodybags / crates will now be explicit about what is ontop of them if you can't close them due to other bodybags / crates being in the same tile. (#69545)

bodybags / crates will no longer yell about closets being in the way when trying to close them ontop of other bodybags / crates

* bodybags / crates will now be explicit about what is ontop of them if you can't close them due to other bodybags / crates being in the same tile.

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-09-04 03:43:24 +01:00
SkyratBot
471760e96a [MIRROR] Fixes storage mass transfer being generally broken, adds mass transferring onto griddles [MDB IGNORE] (#15729)
* 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>
2022-09-03 18:01:54 +01:00
SkyratBot
46c268870d [MIRROR] [s] Fixes bluespace bodybags allowing you to delete them when you're inside of them [MDB IGNORE] (#15897)
* [s] Fixes bluespace bodybags allowing you to delete them when you're inside of them (#69529)

Fixes bluespace bodybags allowing you to delete them in the round

* [s] Fixes bluespace bodybags allowing you to delete them when you're inside of them

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-08-28 19:22:31 -04:00
SkyratBot
1b7f17f107 [MIRROR] [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) [MDB IGNORE] (#15801)
* [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1)

* Fixes all the conflicts and all of our modular files using core icon files with broken paths

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-08-28 15:11:04 -04:00
SkyratBot
a8c10d1659 [MIRROR] Converts a shitload of istypes to their more concise macros [MDB IGNORE] (#15702)
Converts a shitload of istypes to their more concise macros

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-27 16:23:44 -04:00
SkyratBot
88c85fe1f7 [MIRROR] [MDB IGNORE] Refactors drinks and fixes a lot of food problems [MDB IGNORE] (#15577)
* [MDB IGNORE] Refactors drinks and fixes a lot of food problems

* [MDB IGNORE] Refactors drinks and fixes a lot of food problems

* forgto 2 commit

* im slowly going insane

* why does find and replace not FIND everything

* hnghnnngh

* h

* l

* a

* a

* so close...

* delta fix

* I thought I committed this already, guess not

* this PR has been the bane of my fucking life

* orange juice

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2022-08-25 03:17:10 +01:00