Commit Graph

182 Commits

Author SHA1 Message Date
SkyratBot
c1163dff19 [MIRROR] EVEN MORE HARDDEL FIXES (#7017)
* EVEN MORE HARDDEL FIXES (#60228)

Fixes a ton of harddels, sourced from #59996
I think this brings us down to like, ~100 per round from ~200, with only like 20 of those being proper hell failures. I've seen harddel profiles below 1 second of total cost. Feeling good.

See you on the other side

Makes the cryopod control computer into a weakref, never trust bee code
Converts brig door timer internal lists to weakrefs
Fixes a harddel caused by qdeling a motion sensitive camera after it had left its source area, jesus christ why didn't we do this already holy shit
Converts the radio implant ref held by the antenna mutation to weakrefs because it isn't reliably cleaned up, makes the radio implant actually qdel its fucking radio
Removes the target var from the throwing datum, it does literally nothing and just exists to cause harddels, mostly for the singularity
 Fixes a cable harddel sourced from things that try to enter blueprints after smoothing, but before roundstart. IE, shuttles. Removes shuttles from the blueprints
Fixes emmisive blockers being added post qdel
Removes some manual ghosting from cryopods, I initially did this for harddel reasons, but I figured out a better fix for that. I'm now doing it because it's got this really strange logic for like "re-entering the game" that doesn't actually link to what the ghostize proc does. We should remove this at some point
Fixes robot hud objects harddeling due to hanging refs
Fixes buildmode related hanging refs, I'm coming for you admin team
Fixes a few instances of trying to add the forensics component post qdel, hhhhhhhhhhh
Fixes some split personality harddels/weirdness
Replaces a use of disconnect_duct with an init qdel hint, I suspect there's more issues with duct harddels, I've seen some odd logs about ahhh the area_contents list, but we can worry about that later
Makes teleporter targets into weakrefs, properly types them as /atom
Makes frequency devices into weakrefs
Makes cameras remove themselves from camera nets on Destroy
Makes tgui ui datums implement destroy, this means if I ever see one hang a ref to user or whatever, I know there's an error with calling close() properly. I've seen this harddel once, but not after this change so I assume there was some error with close(). IDK maybe this is a papering over? Would have to ask @ stylemistake
I've seen logs of beartraps being in world post del, putting a return there just in case. The same is true of nerf darts, but I haven't really looked into that yet
Makes a shoe's ref to untying alerts a weakref, yes this is needed.
Moves clearing client_in_contents to the Login of the new mob. This prevents doing things like ghosting someone before a mob qdel causing harddels
Fixes a harddel set sourced from adding a status effect to a qdeleted thing. Is this an error? I'm honestly not sure.
Converts bsa code to weakrefs
Converts the partner var of heat exchangers to weakrefs
Converts camera assemblies to weakrefs
Fixes some dumb behavior with ammo casings and assuming you'll be on a turf post Destroy parent call
Fixes? merger related harddels, you were never cleared from your own members list, so origin objects would end up making a new list, creating harddels. Potential input from @ ninjanomnom about the logic
Chasms store a static list of "falling atoms", which only exists for chasms that go somewhere else. This list wasn't being cleared of qdeleted objects, which is what happens when you fall in most chasms. Fixes this, and converts the list to weakrefs.
Fixes some runtimes in both sheet code, and the weather listener element. This is here because runtime spam made testing more of a pain, didn't think it needed its own pr
Fixes colorful reagent harddels sourced from reagents that were qdel'd before roundstart. I'm only like 50% sure this actually got it, but the issue may have been solved by #60174, so eh
Turns the nuke op antag datum's ref to the war button into a weakref
Fixes some holopad code that was not nulling refs all the time
Converts camera bugs to weakrefs, this was the result of the bug being "reworked" like 6 years back without taking the existing ref clearing into account. Whole item needs a redo, but this'll do for now.
Ensures that the both pulling and pullee refs are cleared on Destroy
The crew monitor held all users in a non clearing list, makes that list a weakref because I hate everything

Oh and I removed all sources of gas_mixture qdeletion, I'm kinda unsure on this since it's not technically supported, but any harddels from it might? indicate something going wrong with like, gas passing logic. I'd like @ MrStonedOne's thoughts, since I trust him to call me an idiot if I'm wrong.

<!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. -->

## Why it's not good for the game

I crashed sybil like 10 times to get this data, I'm gonna put it to good use. Don't think you're safe sybilites, I'm coming for you.

* EVEN MORE HARDDEL FIXES

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-07-20 12:59:41 +02:00
Yawet330
482555fe68 [NONMODULAR][BUGFIX]Weapon examines fixed. (#6950)
* Weh!

* ok

Co-authored-by: Yawet330 <memeusniceus@gmail.com>
2021-07-16 12:09:32 +02:00
SkyratBot
114347972a [MIRROR] Adds Ants, Decomposition, and some extras. (#6944)
* Adds Ants, Decomposition, and some extras. (#59634)

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* Adds Ants, Decomposition, and some extras.

Co-authored-by: Wallemations <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
2021-07-16 08:05:37 +01:00
SkyratBot
22a02bc61b [MIRROR] Fixing Energy Gun Weapon Description Runtimes + Miscellaneous Weapon Description Fixes, Take 2 (#6850)
* Fixing Energy Gun Weapon Description Runtimes + Miscellaneous Weapon Description Fixes, Take 2 (#59778)

Fixes a runtime issue cause by the possibility of loaded_projectile being null by changing how projectile stats are obtained on energy weapons, and adds a separate line for energy ammo types that deal stamina damage and regular damage to incorporate both damage types

* Fixing Energy Gun Weapon Description Runtimes + Miscellaneous Weapon Description Fixes, Take 2

Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>
2021-07-12 21:45:06 +01:00
SkyratBot
e53223022a [MIRROR] Fixes a turf signal unregistration I missed, makes the transparent turf element detach (#6813)
* Fixes a turf signal unregistration I missed, makes the transparent turf element detach (#60064)

* Forgot to patch this up, the transparency element both does not detach on parent destroy, and with the new signal changes leads to signals persisting, which is bad and ick. This fixes that

* Fixes a turf signal unregistration I missed, makes the transparent turf element detach

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-07-10 14:08:34 +01:00
SkyratBot
56d4291ef6 [MIRROR] Reverts Entered() passing dir instead of old loc (#6646)
* Reverts Entered() passing dir instead of old loc (#59910)

* Reverts Entered() passing dir instead of old loc

Co-authored-by: Rohesie <rohesie@gmail.com>
2021-07-02 16:42:34 +01:00
SkyratBot
cab78dcf78 [MIRROR] Changes how weather sends sound to players, reduces sound loop overtime (#6627)
* Changes how weather sends sound to players, reduces sound loop overtime (#59284)

* Converts looping sounds from a list of play locations to just the one

* Updates all uses of looping sounds to match the new arg

* Adds an area based sound manager that hooks into looping sounds to drive the actual audio. I'll be using this to redo how weather effects handle sound

* Some structrual stuff to make everything else smoother
Timers now properly return the time left for client based timers
Weather sends global signals when it starts/stops
Looping sounds now use their timerid var for all their sound related timers, not just the main loop

* This is the painful part
Adds an area sound manager component, it handles the logic of moving into new areas potentially creating new
sound loops. We do some extra work to prevent stacking sound loops.
Adds an ash storm listener element that adds a tailored area sound manager to clients on the lavaland z level.
It's removed on logout.
Adds the ash_storm_sounds assoc list, a reference to this is passed into area sound managers, and it's modified
in a manner that doesn't break the reference in ash_storm (This is what I hate)

* Hooks ash storm listener into cliented mobs and possessed objects

* Documents the odd ref stuff, adds an ignore start var to looping sounds, fixes some errors and lint issues

* Applies kyler's review

banging

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* Cleans up some var names, reduces the amount of looping we do in some areas

* Makes the code compile, redoes the movement listener to be more general

* fuck

* We don't need to detach on del if we're just removing signals on detach

* Should? work

* if(direct) memes

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* Changes how weather sends sound to players, reduces sound loop overtime

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
2021-07-01 02:18:04 +01:00
SkyratBot
6be1440ec1 [MIRROR] Jaunting no longer allows you to end up inside a wall (#6573)
* Jaunting no longer allows you to end up inside a wall (#59520)

Jaunting now keeps track of the last five non-blocked tiles you moved across while in the jaunt. Upon exit, it will attempt to deposit you into the last unblocked tile. Should it run out of tiles to try, you will be returned to your starting location. As such, jaunting mobs can no longer end up inside walls or dense objects. Tables, and anything else with the climbable element, are still allowed.

Added support to /turf/proc/is_blocked_turf() to allow ignoring climbable atoms.

Added the TRAIT_CLIMBABLE trait, applied by the climbable element, to accomplish the above.

* Jaunting no longer allows you to end up inside a wall

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2021-06-29 16:45:30 +01:00
SkyratBot
9c861af7b7 [MIRROR] Greyscale Mat Datum Stationary Smooth Tanks (#6544)
* Greyscale Mat Datum Stationary Smooth Tanks

* Update icon_smoothing.dm

Co-authored-by: Emmett Gaines <ninjanomnom@protonmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-27 16:37:32 +01:00
SkyratBot
79c3c379b9 [MIRROR] Fix missing SIGNAL_HANDLER (#6552)
* Fix missing SIGNAL_HANDLER (#59826)

Adds SIGNAL_HANDLER to everywhere that didn't have it that was picked up by dm-lua, which is now ready enough to catch these.

* Fix missing SIGNAL_HANDLER

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-06-27 16:16:04 +01:00
SkyratBot
5326760cb3 [MIRROR] Makes turfs persist their signals, uses this to optimize connect_loc (#6465)
* Makes turfs persist their signals, uses this to optimize connect_loc  (#59608)

* Makes turfs persist signals

* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear

* Converts all uses of connect_loc over to the new patterns

* Adds some comments, actually makes turfs persist signals

* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work

* bro fuck documentation

* Changes from a var to a proc, prevents admemems and idiots

* Extra detail on why we do the copy post qdel

* Makes turfs persist their signals, uses this to optimize connect_loc

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-06-23 04:23:48 +01:00
SkyratBot
d85a02babd [MIRROR] Refactors move procs to support multitle objects (#6423)
* Refactors move procs to support multitle objects

* Update _blob.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-22 22:40:04 +01:00
SkyratBot
a757049411 [MIRROR] Toy Update (#6444)
* Toy Update (#59754)

* code

* sprite part 1

* sprites and mapping

* wa

* fix

* warden figure fix

* warden fix 2

* wahwah

* Update code/game/objects/items/toys.dm

* series

Co-authored-by: tralezab <spamqetuo2@ gmail.com>

* Toy Update

Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: tralezab <spamqetuo2@ gmail.com>
2021-06-22 22:38:42 +01:00
Useroth
873144d8ef Adds a setter for density (#59529) (#6437)
Adds set_density()
Fixes one instance of a duplicate density assignment on an object.
Comments two hacky usages of density which will have to forgo using the setter for now.

Lets us append code to the event of density changing.
Pretty sure this is leading up to some multitile object thing -Lemon

Co-authored-by: Rohesie <rohesie@gmail.com>
2021-06-22 01:24:59 +01:00
SkyratBot
6dde124398 The nth grown food refactor: Changes MOST unique plant effects into special plant genes/traits! Plant Genes+ (#59107) (#6307)
* Auto doc'd much of grown botany food and plant traits and renamed a buncha variables and parameters to match modern contribution guidelines.
* Cleaned up a good bit of plant gene code left over from the prior refactor and modernized some of it.

All plant effects that were once unique to a plant are now un-graftable, un-mutatable, un-shearable plant traits - called IMMUTABLE traits.
The ultimate goal of this PR was to make all of the hidden, arcane traits that are spread through botany's various plants and add a way to figure out they exist in game. Take omega-weed, for example, which has a maximum volume of 420 units.


What does this mean for the enterprising botanist?

In most cases, all the plants should act the same way. None of the immutable traits are graftable from any of the plants, they cannot be sheared off of the plant, and they cannot be mutated randomly from strange seeds or high instability mutations.

Though, in refactoring these traits, two things have been fixed: Novaflower's on hit and Deathnettle's on hit now proc again. If you aren't aware, Novaflowers apply firestacks and Deathnettles paralyze on hit. They've been in an unreachable code segment for a few years now and i'm not sure if they should be "fixed" or not, since I think they don't need any buffs.


A few other things have changed:
* Liquid Contents can no longer be applied to plants with Hypodermic Prickles, and visa-versa. They already didn't work together, but this means you need to go through an extra step to make LC-deathnettles.
* Killer Tomatos no longer have liquid contents. Didn't really make sense, anyways.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2021-06-16 22:40:14 +12:00
SkyratBot
7d1d0e1fad [MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs

* AA

* a

* AAAAAAAAAAAAAAAAAAAAAA

* Update species.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-16 00:24:49 +01:00
SkyratBot
f8042b6306 [MIRROR] Adds Neon Carpet (#6302)
* Adds Neon Carpet (#59140)

Adds a couple varieties of neon carpet.
Makes decals care about their plane in addition to their layer.

* 0

* A

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-15 18:12:49 +01:00
SkyratBot
00519c0c1a [MIRROR] Turns lighting objects into a datum, makes all lighting be performed with an underlay. big maptick fix very good! (#6286)
* Turns lighting objects into a datum, makes all lighting be performed with an underlay. big maptick fix very good!

* Mirror!

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-06-14 18:43:14 +12:00
SkyratBot
6f3b151bb8 [MIRROR] Fixes a bunch of harddels that are sourced from player action (#6252)
* Fixes a bunch of harddels that are sourced from player action

* Mirror!

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-06-11 03:13:33 +01:00
SkyratBot
e592b5173a Add component and element templates (#59101) (#6195)
* Add component and element templates

* Convert compoinent and element templates to markdown files

* Change element example in template to stateless

* Replace element example with gong moving sound

Co-authored-by: Jonathan Rubenstein <jrubcop@gmail.com>
2021-06-09 10:42:38 +12:00
SkyratBot
1c40a1c1da [MIRROR] Improve plastic kitchenware messages and code (#6135)
* Improve plastic kitchenware messages and code (#59398)

* Improve plastic kitchenware messages and code

- When shattering a plastic tool through random chance, the message
  printed will now say the tool has broken, and not whatever you broke
  it on.
- The code for plastic spoons, plastic knives, and plastic forks
  breaking has been refactored into a new "easily_fragmented" element.

* Improve plastic kitchenware messages and code

Co-authored-by: coiax <yellowbounder@gmail.com>
2021-06-05 16:44:51 +12:00
SkyratBot
fbb78302cf [MIRROR] Makes obj_integrity private and only updated through procs (#6125)
* Makes obj_integrity only updated through procs (#59474)

Having things updating integrity directly is just going to cause more problems down the line as more elements and components depend on being notified of integrity changes. It's an easy mistake to make so making it private should deal with the problem.

get_integrity() might be useful in the future but is mainly a side effect of making obj_integrity private as that also disallows reads.

* Makes obj_integrity private and only updated through procs

* Mirror!

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-06-05 16:35:09 +12:00
SkyratBot
0196826791 [MIRROR] Complains about annomalus unregisters, hopefully this helps downline (#6096)
* Unregistering with a list of lists will fail, but not loudly, which causes some really painful errors. Let's make a stack trace for it, and fix the one case I know of (#59434)

* Complains about annomalus unregisters, hopefully this helps downline

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-06-03 15:20:39 +12:00
SkyratBot
6f53c9832f [MIRROR] knee jerk reaction PR (#6012)
* knee jerk reaction PR (#58282)

* knee jerk reaction PR

Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com>
2021-05-28 16:42:10 +01:00
SkyratBot
34147d395f [MIRROR] Fixes embeddable items not embedding (#5990)
* Fixes embeddable items not embedding (#59324)

* Fixes embeddable items not embedding

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-05-27 22:34:38 +01:00
SkyratBot
0a680f877d [MIRROR] Fixes fucked behavior with forced qdels and complex detach elements (#5966)
* Prevents a forced qdel from fucking with things that expect more then one arg from Detach() (#59303)

* Fixes fucked behavior with forced qdels and complex detach elements

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-05-26 15:49:57 +01:00
SkyratBot
54f74233aa [MIRROR] Makes canister leaking and blowing up use a component and element respectively (#5958)
* Makes canister leaking and blowing up use a component and element respectively (#59075)

I want to use this behavior on some other things so into a component and element it goes. Gas leaking is handled by a component so it can process whereas the object breaking and causing an explosion is handled by an element. Some minor changes were made so canisters were more consistent in leaking.

* Makes canister leaking and blowing up use a component and element respectively

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2021-05-26 01:00:43 +01:00
SkyratBot
456f347dfa [MIRROR] USE SIGNAL_HANDLER REEEEEE (#5921)
* use SIGNAL_HANDLER REEEEEE (#59242)

makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did

* USE SIGNAL_HANDLER REEEEEE

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-05-25 03:42:11 +01:00
SkyratBot
e48f368a10 [MIRROR] Fixes some typos on the new weapon stats (#5918)
* Fixes some typos on the new weapon stats (#59276)

fixes some typos on the new stats

* Fixes some typos on the new weapon stats

Co-authored-by: InsaneRed <47158596+InsaneRed@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-25 03:41:52 +01:00
SkyratBot
9e71c36830 [MIRROR] Nanotransen Legal Liability Initiative - Weapon Stats but more RP (#5874)
* Nanotransen Legal Liability Initiative - Weapon Stats but more RP (#58865)

* Weapon Descriptions (And Also Reversion)

Adds support for weapon statistics to be shown as part of examining an item, similar to the tags found on armor. Also, reverts the small changes I made on master because I'm a fucking idiot and made those changes on master.

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

* Nanotransen Legal Liability Initiative - Weapon Stats but more RP

Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-05-23 15:04:50 +01:00
SkyratBot
e155684bb4 [MIRROR] Refactors both taming + egg laying + animal colors into components (#5866)
* Refactors both taming + egg laying + animal colors into components (#58919)

Co-authored-by: Floyd <Floydje123@ hotmail.com>

* Refactors both taming + egg laying + animal colors into components

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Floyd <Floydje123@ hotmail.com>
2021-05-23 04:32:07 +01:00
SkyratBot
da88f8e596 [MIRROR] Gives the hop a trapdoor (#5864)
* Gives the hop a trapdoor (#59081)

* Gives the hop a trapdoor

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-05-23 04:31:51 +01:00
SkyratBot
64c762a9fc [MIRROR] fixes simple_flying element missing ELEMENT_DETACH (#5713)
* fixes simple_flying element missing ELEMENT_DETACH ! (#59096)

* fixes simple_flying element missing ELEMENT_DETACH

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-05-15 19:51:32 +01:00
SkyratBot
bb4aeacfc6 [MIRROR] Componentizes Duffelbag Curse and turns it into an RPGloot modifier (+ curse announcement element) (#5683)
* Componentizes Duffelbag Curse and turns it into an RPGloot modifier (+ curse announcement element) (#59029)

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

* Componentizes Duffelbag Curse and turns it into an RPGloot modifier (+ curse announcement element)

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-05-14 15:38:12 +01:00
SkyratBot
6cd66cac2d [MIRROR] big connect_loc fix. teleporters dont cause runtimes and movables registered to things entering their turf no longer have themselves entering their turf sent to them (#5681)
* big connect_loc fix. teleporters dont cause runtimes and movables registered to things entering their turf no longer have themselves entering their turf sent to them (#59065)

* big connect_loc fix. teleporters dont cause runtimes and movables registered to things entering their turf no longer have themselves entering their turf sent to them

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-05-14 15:37:37 +01:00
SkyratBot
6005b418de [MIRROR] Fixes connect_loc related hard dels (#5657)
* Fixes connect_loc related hard dels (#58945)

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>

* Fixes connect_loc related hard dels

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
2021-05-13 23:28:36 +02:00
SkyratBot
5690023d68 [MIRROR] Hauberoaches will no longer try to squish themselves (#5642)
* roaches will no longer try to step on themselves (#59008)

* Hauberoaches will no longer try to squish themselves

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-05-13 14:23:38 +01:00
SkyratBot
6e8be25fb8 [MIRROR] Removes bad return from processables that broke cooking 🐀 (#5589)
* Removes bad return from processables that broke cooking (#58983)

* Removes bad return from processables that broke cooking 🐀

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-05-10 16:00:43 +01:00
SkyratBot
01a2d62e9e [MIRROR] Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more) (#5586)
* 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>
2021-05-10 15:12:34 +01:00
SkyratBot
ee729f212a [MIRROR] Refactors pet bonuses to be an element (#5535)
* Refactors pet bonuses to be an element (#58912)

* Refactors pet bonuses to be an element

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-05-07 23:54:37 +01:00
SkyratBot
5880be0168 [MIRROR] (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc (#5524)
* (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc

* WHEW THAT WAS EASY

* Update ammo.dm

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-07 22:39:27 +01:00
SkyratBot
692b641f45 [MIRROR] refactors is_flying_animal into simple_flight element (#5523)
* refactors is_flying_animal into simple_flight element (#58914)

* refactors is_flying_animal into simple_flight element

* Update bumbles.dm

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-07 20:53:29 +01:00
SkyratBot
f137503059 [MIRROR] Allow for proper damage / blood spatters on GAGS icons (#5490)
* Allow for proper damage / blood spatters on GAGS icons (#58738)

GAGS-generated clothing can now have proper blood splatters and damage (bets on this breaking some dumb interaction?)

* Allow for proper damage / blood spatters on GAGS icons

Co-authored-by: Celotajs <81999976+celotajstg@users.noreply.github.com>
2021-05-06 15:09:27 +01:00
SkyratBot
7f083e7cb6 [MIRROR] Converts the atmos senstive component over to connect_loc (#5376)
* Converts the atmos senstive component over to connect_loc (#58266)

* Makes all uses of atmos_senstive pass in mapload as context

* Converts atmos senstive to connect_loc, does some general cleanup to the element, and makes it check the state of the tile the thing is on assuming creation didn't happen as a part of map loading

* Updates connect loc to match the new arg list

* Converts the atmos senstive component over to connect_loc

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-05-01 09:44:09 +01:00
SkyratBot
8ca47fe624 [MIRROR] High-danger plants like deathnettles now require botanical gloves to hold instead of any glove type (#5118)
* High-danger plants like deathnettles now require botanical gloves to hold instead of any glove type (#58503)

* High-danger plants like deathnettles now require botanical gloves to hold instead of any glove type

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2021-04-23 13:49:36 +01:00
SkyratBot
ff1ed23942 [MIRROR] Fix connect_loc not reconnecting turf changes (#5040)
* Fixes connect_loc not reconnecting turf changes (#58507)

* Fix connect_loc not reconnecting turf changes

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-04-20 16:28:25 +01:00
SkyratBot
d94b559a0a [MIRROR] Fixes incorrect strip logs leaving out the stripper (#5004)
* fixes incorrect strip name (#58497)

* Fixes incorrect strip logs leaving out the stripper

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-04-18 14:26:21 +01:00
SkyratBot
129f09b657 [MIRROR] Hollowpoints and similar attacks/weapons double existing armor, not add total armor, to the their targets (#4984)
* Hollowpoints and similar attacks/weapons double existing armor, not add total armor, to the their targets (#58114)

* Hollowpoints and similar attacks/weapons double existing armor, not add total armor, to the their targets

* a

* Update tools.dmi

* Update tools.dmi

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-04-17 17:18:04 +01:00
SkyratBot
fa8e5628e6 [MIRROR] Move eyestabbing to an element, rather than as part of core combat code (#4964)
* Move eyestabbing to an element, rather than as part of core combat code

* Update item_attack.dm

* Update item_attack.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-04-17 01:57:45 +01:00
SkyratBot
c0a0c8055c Fixes edge cases revolving who can strip and who can't (#58445) (#4946)
Fixes all simple mobs being able to strip, as well as being able to strip when your hands are blocked (e.g. cuffed).

Fixes #58260.

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-04-16 13:25:55 +02:00