Commit Graph

16590 Commits

Author SHA1 Message Date
SkyratBot
3311ff6300 [MIRROR] March into Mapness - Moon Base 19 [MDB IGNORE] (#20753)
* March into Mapness - Moon Base 19 (#74067)

* March into Mapness - Moon Base 19

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2023-04-25 01:34:17 +01:00
SkyratBot
3ea41bd891 [MIRROR] Restores ability for borgs to adjust reflector angles [MDB IGNORE] (#20722)
* Restores ability for borgs to adjust reflector angles (#74913)

## About The Pull Request
Adds an override for `attack_robot()` on reflectors, which is called
when a borg clicks on an object with no tool selected. Only allows
rotating if the borg is adjacent to the reflector.
## Why It's Good For The Game
This was an undocumented change of #74800, and I assume unintended. In
any case, the inability to adjust reflectors somewhat restricts engineer
borgs' ability to engineer.
## Changelog
🆑
fix: Restores ability for borgs to adjust reflector angles. This is now
a left-click with nothing selected, similar to humans' left-click with
an empty hand.
/🆑

* Restores ability for borgs to adjust reflector angles

---------

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2023-04-24 04:12:03 +01:00
SkyratBot
86f71ee634 [MIRROR] Makes burning items actually hot [MDB IGNORE] (#20684)
* Makes burning items actually hot (#74874)

## About The Pull Request

Simply put, unless overriden, items with the ON_FIRE flag will always be
at least 150º C (491,15 kelvin).
I didn't want to pack this change with
https://github.com/tgstation/tgstation/pull/74803 because I feel this
might have some weird unintended consequences, maybe.

## Why It's Good For The Game

Emergent gameplay like lighting a cigarette with a burning piece of
paper, I guess.

## Changelog

🆑
add: Burning items are now actually considered to be at a minimum, 150
degrees celsius by the game.
/🆑

---------

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

* Makes burning items actually hot

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-04-21 16:18:19 -07:00
SkyratBot
a5e70e9122 [MIRROR] Audio File Cleanup [MDB IGNORE] (#20675)
* Audio File Cleanup (#74863)

## About The Pull Request
Removes a bunch of sound files that we don't use and moves some sound
files into better locations. I'm hoping to get an archive repo for
sounds going, much like the
[map_depot](https://github.com/tgstation/map_depot) and
[SS13-sprites](https://github.com/tgstation/SS13-sprites).

EDIT: The old sound files are being moved here:
https://github.com/tgstation/SS13-sounds

Also increased the volume of the clownana rustle sound and clipped off
some dead air from shockwave_explosion

## Why It's Good For The Game
Removes a total of 1.95MB worth of unused sound files from the codebase.

## Changelog
🆑 Tattle
soundadd: increased the volume of the clownana rustle
/🆑

---------

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

* Audio File Cleanup

* Fixes the missing sound files ;)

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-04-21 17:22:11 -04:00
SkyratBot
59b73c3d65 [MIRROR] Cleans up thermite component code [MDB IGNORE] (#20686)
* Cleans up thermite component code (#74825)

## About The Pull Request

Nothing too interesting to be quite honest, just cleans up the thermite
component code a bit because it was a bit weird.

## Why It's Good For The Game

This probably fixes a few rare bugs where the thermite overlay
disappears due to an update_icon call. Slightly neater code.
Also, adds an examine message to thermite walls because small QoL stuff
is neat.

## Changelog

🆑
qol: Thermited walls now get an examine message telling you they are, in
fact, thermited.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Cleans up thermite component code

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-04-21 17:21:21 -04:00
SkyratBot
e6b5799c9b [MIRROR] Stops the base random poster spawner from spawning traitor posters [MDB IGNORE] (#20678)
* Stops the base random poster spawner from spawning traitor posters (#74868)

## About The Pull Request

When the syndicate posters were added, they were intended to be a
traitor objective. To quote from the original PR:

>"If you start seeing red posters then you know there are traitors
somewhere."

As an unintended consequence of how poster randomization works however
they are able to spawn from the base random poster mapping object,
defeating the purpose. They should only be able to be placed by actual
player traitors (or a deliberate mapping decision).

This PR just removes them from the pool of posters to select from when
using `/obj/structure/sign/poster/random`. You can still use
`/obj/structure/sign/poster/traitor/random` to spawn random traitor
posters both when mapping or ingame via commands.

This will close https://github.com/Skyrat-SS13/Skyrat-tg/issues/17956.

## Why It's Good For The Game

More control over mapping poster placement.

## Changelog

🆑
fix: traitor objective posters will no longer be able to spawn from
general random poster spawners.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Stops the base random poster spawner from spawning traitor posters

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-04-21 03:53:26 +01:00
SkyratBot
1a0cdfac66 [MIRROR] Hologram Touchup (Init savings edition) [MDB IGNORE] (#20638)
* Hologram Touchup (Init savings edition)

* Update hologram.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 03:53:09 +01:00
SkyratBot
8cb96fad58 [MIRROR] Fixes body purist headrevs from getting mad at their implant by making them unaware of it [MDB IGNORE] (#20616)
* Fixes body purist headrevs from getting mad at their implant by making them unaware of it

* Update surgery.dm

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 03:53:01 +01:00
SkyratBot
fe47d6ba35 [MIRROR] Refactors sheet crafting to better support directional construction [MDB IGNORE] (#20594)
* Refactors sheet crafting to better support directional construction (#74572)

## About The Pull Request

0426f7ddba/code/game/objects/items/stacks/stack.dm (L449)

Ok, but can we not?

This PR refactors sheet crafting to generalize all the cases that were
previously locked behind grille/window type checks and such. In their
stead there are bitflags that can be set to achieve certain behaviors.

All the behavior from before should be preserved, but now it can be
extended to other items. E.g. if you want a railing that can be crafted
underneath directional windows, or an item that behaves like a grille
does--it's just a matter of setting the right obj_flags for it now.

This makes it very simple and painless to add new recipes that use
directional crafting! It's all modular now.

<details><summary>Details</summary>

---

### What I've done:

-Eliminated all the type checks, instead it will now be handled by
object flags and recipe vars, making for a much more configurable
system.

-Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and
`IGNORE_DENSITY`.
-Additionally, I renamed the existing flag `NO_BUILD` to
`BLOCKS_CONSTRUCTION`.

-Changes the proc `valid_window_location` to `valid_build_direction`,
and makes it work for things other than windows.

-Removed a deprecated `window_checks` var from the stack_recipe datum.
-Added three more vars to the stack_recipe datum: `check_direction` and
`check_density`, `is_fulltile`

-Decoupled `on_solid_ground` from the object density check. Now you can
set those separately, allowing you to make recipes that forbid/allow
building things over other things while in space.

---

### What the new flags do:

`BLOCKS_CONSTRUCTION` works as before---prevents objects from being
built on the object. I felt that the previous name was not descriptive
enough, you should know exactly what it does just from looking at the
name.
_example: dna scanner_

`BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent
objects from being built on it when their directions are the same.
_example: directional windows, windoors, railings_

`IGNORE_DENSITY` -- setting this on an object will cause its density to
be ignored when performing the construction density check. This could
have other potential uses as well in the future.
_example: grilles, directional windows, tables_

These three flags cover all the bases for the types of items that are
currently craftable, so there is no more need for any type checking or
weird snowflake window checks. Simply set the appropriate flag and it'll
work as you would expect.

---

### What the recipe vars do:
`check_direction` tells the recipe to check if there's something in that
direction with the `BLOCKS_CONSTRUCTION_DIR` flag set.

`check_density` tells the recipe to run the density check when set. This
is true by default. There are very few items in the game that currently
have this set to false--namely grilles. Setting this to false will make
it so that the object can be constructed regardless of what is in that
tile (unless `one_per_turf` is also set, which will make it so that you
can't craft the same thing twice in the same turf).

`is_fulltile` is used for fulltile windows, but it doesn't necessarily
have to be--you can give this to any recipe and it will adopt the same
properties as that of the fulltile window. Basically they have a special
case where they shouldn't be able to be built over directional
constructions, where normally things would be able to be. Setting this
makes check_direction true as well.

---

### In summary:

Sheet crafting still works just as it did before. But the backend of it
has gotten a glow up and will be able to more easily support new
behaviors.

</details>

## Why It's Good For The Game

This makes the crafting system much more flexible to add recipes to, and
will prevent bad code practices of stacking more conditionals down the
line whenever someone wants to add an item that behaves like grilles or
directional windows in how they are constructed.

It had to be done. Those window checks were a mess.

## Changelog

🆑
qol: added fifty stack versions of remaining glass sheet stacks for ease
of debugging
refactor: refactored sheet crafting to better support directional
constructions that aren't windows
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Refactors sheet crafting to better support directional construction

* fex

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/20636

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 02:14:10 +01:00
SkyratBot
d6e02a634e [MIRROR] Adds a Material Stack manipulation apparatus for Engineer Cyborgs, replaces the R-Glass tool [MDB IGNORE] (#20578)
* Adds a Material Stack manipulation apparatus for Engineer Cyborgs, replaces the R-Glass tool (#74297)

## About The Pull Request
- Adds a new apparatus for Engineer Cyborgs that can pick up and
manipulate material sheet stacks. Once holding a stack, interactions are
passed to the stack.
- Sheets in the new apparatus will always show as single sheets while
held, regardless of the actual count.
- Removes the R-Glass tool from Engineer Cyborgs.
- Sabotage borgs have the same changes
## Why It's Good For The Game
Allows Engiborgs to repair or build with various materials, without
(further) destroying the concept of material economy.

The R-Glass tool, in my experience, is generally unused, as the RCD can
create R-Windows and that's the main use for the sheets. So the tool has
been removed to keep the Engineer Borg Toolkit from exploding. The new
tool can also pick up R-Glass, if a need for it arises.
## Changelog
🆑
balance: Engineer Borgs now have a tool to manipulate material stacks
(and also tile stacks). This replaces the R-Glass tool.
/🆑
Pictured: Apparatus carrying titanium.

![image](https://user-images.githubusercontent.com/37497534/228021045-0f5a6c76-9caa-47de-ad0a-d20e7e1f4eb2.png)

* Adds a Material Stack manipulation apparatus for Engineer Cyborgs, replaces the R-Glass tool

* fex

---------

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 02:12:00 +01:00
SkyratBot
fcfcc2f9d9 [MIRROR] Implanted foreign bodyparts will resist being removed on species change [MDB IGNORE] (#20555)
* Implanted foreign bodyparts will resist being removed on species change (#74701)

## About The Pull Request

Title.
Also, to make bodypart code slightly nicer, I retooled some variables to
be part of a new bitfield called bodypart_flags.

## Why It's Good For The Game

We've been trying to move away from the species datum for limb stuff
precisely because of funny shenanigans like this, no?

## Changelog

🆑
refactor: Implanted foreign limbs will no longer be wiped by species
change.
/🆑

* Implanted foreign bodyparts will resist being removed on species change

* fex

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 01:57:46 +01:00
SkyratBot
dad84df983 [MIRROR] Makes a whole bunch of wooden objects flammable [MDB IGNORE] (#20670)
* Makes a whole bunch of wooden objects flammable (#74827)

## About The Pull Request

This whole PR started because I realized that baseball bats are not
actually flammable which I found weird, then I looked at a whole bunch
of other stuff that really should be flammable but also isn't.

## Why It's Good For The Game

Makes wooden objects behave slightly more consistently? Honestly, most
of these seem like oversights to me.

## Changelog

🆑
balance: The following structures are now flammable: Picture frame,
fermenting barrel, drying rack, sandals, painting frames, paintings,
spirit board, notice board, dresser, displaycase chassis, wooden
barricade
balance: The following items are now flammable: Baseball bat, rolling
pin, mortar, coffee condiments display, sandals, wooden hatchet, gohei,
popsicle stick, rifle stock
/🆑

* Makes a whole bunch of wooden objects flammable

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
2023-04-21 01:42:34 +01:00
SkyratBot
1a57ac1f06 [MIRROR] fixes all the issues with gondola mutants + small rat spell check [MDB IGNORE] (#20650)
* fixes all the issues with gondola mutants + small rat spell check (#74837)

## About The Pull Request

list of fixes:
- dna infusers got a random check for the dna infuser to be open when
adding what you're infusing from. i made it intentional that they don't
require this for the infusion items, and it just seems to confuse people
so i'm reverting
- gondola martial art works again, the martial arts help proc literally
never worked GUHHHH
- gondola now correctly can't pick up items they're not able to hold
- adds a missing period to a rat organ examine
- small code cleanup in the species grab proc

## Why It's Good For The Game

feeexes

## Changelog
🆑
qol: made dna infusers less confusing to use by removing the "must be
opened" check
fix: fixed up gondola mutants and how to obtain them
/🆑

* fixes all the issues with gondola mutants + small rat spell check

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2023-04-20 02:24:47 +01:00
SkyratBot
35553d2a2b [MIRROR] Fix med analyzer sometimes cutting off the top of the health report [MDB IGNORE] (#20648)
* Fix med analyzer sometimes cutting off the top of the health report (#74833)

This text should be concatenated to the health report, not replace it
## About The Pull Request
Fixes a simple bug/oversight in the health analyzer code

## Why It's Good For The Game
It makes a thing work properly.

## Changelog
:cl:iain0
fix: Fixes an error in health analyzers which would cut off the top of
the health scan if the player was deaf.
/🆑

* Fix med analyzer sometimes cutting off the top of the health report

---------

Co-authored-by: Iain Price <github@predestined.net>
2023-04-20 02:24:20 +01:00
SkyratBot
8f4f46cad9 [MIRROR] New Space Ruin: The All-American Diner! [MDB IGNORE] (#20642)
* New Space Ruin: The All-American Diner! (#74460)

* New Space Ruin: The All-American Diner!

---------

Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com>
2023-04-20 02:24:01 +01:00
SkyratBot
1b71f3027a [MIRROR] Rolling table gets rolling sound [MDB IGNORE] (#20637)
* Rolling table gets rolling sound (#74805)

## About The Pull Request
I realized while working on another project, that the rolling table does
not play the rolling sound when it's moved. Absolutely criminal. I took
it upon myself to right this wrong. And not just because it will go
great with said project I'm working on. I swear.
## Why It's Good For The Game
Makes the visuals of the table moving work with the audio of the table
moving, instead of wondering due to the rarity of the rolling table
'Huh, is the table bugged?' if they haven't noticed the table name.
## Changelog
🆑
fix: The rolling table actually plays the rolling sound, as the lord
intended.
/🆑

* Rolling table gets rolling sound

---------

Co-authored-by: Dawnseer <126404225+Dawnseer@users.noreply.github.com>
2023-04-18 18:30:40 -07:00
SkyratBot
83382bf1f0 [MIRROR] Removes network ID and some minor other things [MDB IGNORE] (#20629)
* Removes network ID and some minor other things

* Update thelizardsgas.dmm

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-04-18 15:57:55 -07:00
SkyratBot
684d51a391 [MIRROR] Ports cool tgui menu for reflectors from Aether. [MDB IGNORE] (#20635)
* Ports cool tgui menu for reflectors from Aether. (#74800)

* Ports cool tgui menu for reflectors from Aether.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
2023-04-18 15:57:37 -07:00
SkyratBot
2f27f9dec1 [MIRROR] Let there be (held) light! Adds directional flashlight sprites, and many new inhand icons for various light objects [MDB IGNORE] (#20624)
* Let there be (held) light! Adds directional flashlight sprites, and many new inhand icons for various light objects

* fixes

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-04-17 23:51:57 -07:00
SkyratBot
0a1fbbd258 [MIRROR] Turns loomable component into a bespoke element [MDB IGNORE] (#20618)
* Turns loomable component into a bespoke element (#74685)

## About The Pull Request

Thought https://github.com/tgstation/tgstation/pull/74552 was good?

YOU WON'T BE READY FOR THIS ONE...

## Why It's Good For The Game

free miniscule amount of performance by getting rid of some silly
component datums

## Changelog

player dont care

---------

Co-authored-by: san7890 <the@ san7890.com>

* Turns loomable component into a bespoke element

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-04-17 21:52:01 -07:00
SkyratBot
c325783977 [MIRROR] a borg who's somehow immune to flashes will no longer still be disabled by laser pointers [MDB IGNORE] (#20622)
* a borg who's somehow immune to flashes will no longer still be disabled by laser pointers (#74596)

## About The Pull Request

Resolves an extreme edge case where if (via adminbus or a downstream's
changes) a borg is somehow immune to being flashed, a laser pointer
would still be able to blind them.

## Why It's Good For The Game

Aerial rodent made its ninja cyborgs flashproof, but they're not laser
pointer-proof due to this bug. I figured that fixing this bug upstream
would be best, in case some insane /tg/ admin (or coder 😳) attempts to
flashproof a borg at some point in the distant future.

## Changelog

🆑 ATHATH
fix: Laser pointers will no longer disable borgs that have somehow been
made immune to flashes.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>

* a borg who's somehow immune to flashes will no longer still be disabled by laser pointers

---------

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
2023-04-17 21:50:28 -07:00
SkyratBot
0d5e4e4ec9 [MIRROR] Basic pollen-particles for plants pollenating. [MDB IGNORE] (#20592)
* Basic pollen-particles for plants pollenating. (#74675)

Legally endorsed nightcode 👍

## About The Pull Request

When 2 plants are adjacent to each other, they will begin to
cross-pollenate, sharing their potency, instability, and yield values
between the two. This has been in the game since #50001 , however we
never added a more clear visual tell that cross-pollenation exists.
Thanks to the magic of *barticles*, now you can!

![image](https://user-images.githubusercontent.com/41715314/231359363-07c7f354-d2f6-4d5e-8b59-5f968781135f.png)
_pictured: wheat and tomatoes pollenating_

Adds a simple particle effect, largely lifted from bonfires, that
indicates that two plants are sharing stats at minimum.

## Why It's Good For The Game

Following discussion from #74621, it was decided we needed and preferred
a more visual cue to the mechanic. As a general point I think that's a
longer term fix to the issue, and this adds more visual clarity to an
otherwise arcane mechanic (heh).

Looking for feedback on how to improve the look of the particles but for
fast nightcode I think I did okay for a first try

## Changelog

🆑
imageadd: Hydroponics trays now have pollen particles that they generate
when they share stats and chems. Non-allergenic!
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Basic pollen-particles for plants pollenating.

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-04-17 17:53:30 +01:00
SkyratBot
156f9e33ec [MIRROR] Fixes eigen lockers bypassing TP protection [MDB IGNORE] (#20609)
* Fixes eigen lockers bypassing TP protection (#74722)

## About The Pull Request
Fixes eigenlockers bypassing teleport protections.

![image](https://user-images.githubusercontent.com/41448081/231939450-42287185-48f4-4a3b-ac7a-38adc0600633.png)

Tested w/ one and multiple lockers, prevents entering or exiting from a
tp-prot eigenlocker

## Why It's Good For The Game
This came up in an away mission designed to be a "one-way-trip", the
only exit being at the very end of the away mission. However, people are
able to bypass this with eigenlockers, thanks to them performing no
teleportation checks, which I believe is an oversight.

## Changelog
🆑
fix: Eigenstasium lockers no longer bypass teleport protection
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>

* Fixes eigen lockers bypassing TP protection

---------

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-04-17 17:52:43 +01:00
SkyratBot
9ae6656365 [MIRROR] [No GBP]Fixes runtimes when deconstructing floor tiles with RTD [MDB IGNORE] (#20612)
* [No GBP]Fixes runtimes when deconstructing floor tiles with RTD (#74767)

## About The Pull Request
Fixes this
![Screenshot
(161)](https://user-images.githubusercontent.com/110812394/232286754-cde879e1-4593-4104-9392-2cc80b845334.png)
Caused by this
![Screenshot
(162)](https://user-images.githubusercontent.com/110812394/232286901-d16b055e-32e0-4ed9-9caf-35bb229ae62e.png)

Since the RTD deconstructs i.e. QDEL the floor tile, the animation
effect tried to add a timer to QDEL itself on the deleted floor tile
causing the runtime.

## Changelog
🆑
fix: RTD animation effect adding a timer on deleted floor tiles.
/🆑

---------

Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>

* [No GBP]Fixes runtimes when deconstructing floor tiles with RTD

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
2023-04-17 17:52:15 +01:00
SkyratBot
9cee4ee779 [MIRROR] Optimizes particle holders [MDB IGNORE] (#20599)
* Optimizes particle holders (#74524)

## About The Pull Request

It isn't really an issue now, but these will be used more in future, so
let's start off strong.

There's a lot of work going on here that doesn't really need to be
happening, mostly off not knowing a trickTM.

Biggest one is vis_locs and vis_contents are linked lists, being in one
requires being in another. Atoms clear out their vis_locs on Destroy, so
we do not need to "own" references to things that have us in their
vis_contents.

This combined with knowing our old loc's loc off Moved made the use of
weakrefs here unneeded. Similarly, atoms inside atom movables qdel on
when the upper layer is deleted, so most cases of the qdeleting signal
were unneeded.

Also, we only cared about movement if we were an item (speaking of
which, I swapped out the isitem stuff with a flag that gets passed into
the new() call)

## Why It's Good For The Game

Speed

* Optimizes particle holders

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-04-16 23:59:20 +01:00
SkyratBot
db37525763 [MIRROR] North Star Merge Plaque and Requests Console for QM [NO GBP] [MDB IGNORE] (#20605)
* North Star Merge Plaque and Requests Console for QM [NO GBP] (#74712)

* North Star Merge Plaque and Requests Console for QM [NO GBP]

---------

Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
2023-04-16 23:58:30 +01:00
SkyratBot
5c4e2b72fe [MIRROR] Fixes slapper not having an icon. [MDB IGNORE] (#20590)
* Fixes slapper not having an icon. (#74716)

## About The Pull Request
I think @ vinylspiders forgot to change it in his latex balloons pr so
now it's broken.
## Why It's Good For The Game
Slap
## Changelog
🆑
fix: slapper is visible in-hand again.
/🆑

* Fixes slapper not having an icon.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
2023-04-16 15:18:35 +02:00
SkyratBot
f97afbd66d [MIRROR] Fixes spoon overlay not updating every time [MDB IGNORE] (#20570)
* Fixes spoon overlay not updating every time (#74687)

## About The Pull Request

After bludgeoning myself one too many times with a spoon, here we are.

The spoon overlay wasn't updating to reflect that soup had been
consumed, which led to trying to eat it again and then pain.

Why do spoons hurt so much?

## Why It's Good For The Game

Less spoon related injuries.

## Changelog

🆑
fix: spoon overlays will now update when you eat from them to reflect
that food = gone. it really is gone, you can stop beating yourself with
the spoon. oh god please stop--
/🆑

* Fixes spoon overlay not updating every time

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-04-15 02:10:28 -07:00
SkyratBot
fe57bdef58 [MIRROR] [NO GBP]Type cast, Var names, UI refactors for RCD stuff [MDB IGNORE] (#20568)
* [NO GBP]Type cast, Var names, UI refactors for RCD stuff (#74660)

## About The Pull Request
Was requested in #74592

- Properly type casts the target into `turf/open/space` for mecha rcd
plating action,
- Removes single variable names throughout
- uses datum/ui component to get user for to_chat() instead of usr

## Changelog
🆑
refactor: correctly type casts the turf into open type for the rcd mecha
plating action
refactor: removes single letter variable names
refactor: uses datum/ui component to get user for to_chat() instead of
usr
/🆑

* [NO GBP]Type cast, Var names, UI refactors for RCD stuff

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-04-14 20:34:35 -07:00
SkyratBot
7463f2e2d1 [MIRROR] The North Star Expeditionary Vessel - A Second Wind [MDB IGNORE] (#20535)
* The North Star Expeditionary Vessel - A Second Wind (#74371)

## About The Pull Request
A new map for TGstation, in the works! It has 4 fucking Z levels, a
massive expansive maintenance with unique designs, and some unique code
features in the works.

To Do:
- [x] Update the Map to Modern TG
- [x] Local Tests
- [x] Work on Map Optimizations
- [x] Run Live Tests

Fikou has greatly helped with creating an important flavour aspect of
this map, Trek Uniforms on anyone who joins! See the forum thread for
more. This includes the framework for innate station traits, station
traits loaded as long as it's in a map's json

Here's the forum dev thread there are screenshots there.
https://tgstation13.org/phpBB/viewtopic.php?p=657252#p657252

### Mapping March
Ckey to receive rewards: Cheshify

## Why It's Good For The Game
So, this is the North Star. An effort taking multiple mappers and of 9~
months of hard work. This map was not initially designed for TGstation,
but always designed for TGstation code. The process of retooling the map
for TGstation was an absolute joy and I feel like the map definitely has
it's niche as a massive and unique experience for it's players.

I adore this map, it's gorgeous, has a unique aesthetic, and a number of
very funny interactions with multi-Z. The PR comes packed with unique
mechanics for future mappers (innate station traits!), a number of
map-fitting shuttles, and a fun spacefaring uniform gimmick for the
crew.

**This is my second attempt at bringing this map into rotation. It was
initially closed due to concerns about maptick and performance, as I
wasn't willing to push for a map to be added to the repository if it
didn't function to my own standards. I've been informed by a number of
coders far better than I that optimizations are arriving and enroute, so
I think it's time to dust her off and set sail for another journey.**

**Quick Disclaimer: Due to some design decisions disagreed upon by the
headcoder team and myself, the map will not be featuring unique
roundstart uniforms, and despite my design intentions, the innate
station trait features will be shelved for now.**

## Changelog
🆑 Cheshify, Fikou, Blue-Berry, Zytolg, InfiniteGalaxies, Striders,
Sylphet, Riggle, Soal, Andry, Crit, Deranging, and Pumpkin0.
add: Nanotrasen's Newest Exploratory Vessel is now available! Meet the
North Star!
add: More landmines, and a landmine random spawner.
add: energy barriers now have a regenerative subtype, fit for permanent
installations.
code: Raised the number of possible level render to 4, check your
preferences if needed to be reduced.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* The North Star Expeditionary Vessel - A Second Wind

---------

Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-15 00:00:17 +01:00
SkyratBot
70e67bcfc9 [MIRROR] Add contextual screentips, balloon alerts, and examine hints to lockers [MDB IGNORE] (#20563)
* Add contextual screentips, balloon alerts, and examine hints to lockers (#74681)

## About The Pull Request
Gives lockers screentips, more balloon alerts, and examine hints to make
interactions more obvious.

## Why It's Good For The Game
Quality of life is good.

## Changelog
🆑
qol: Add contextual screentips, balloon alerts, and examine hints to
lockers
/🆑

* Add contextual screentips, balloon alerts, and examine hints to lockers

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
2023-04-14 23:48:17 +01:00
SkyratBot
6b33a5e272 [MIRROR] Adds a pie-flavored pie [MDB IGNORE] (#20562)
* Adds a pie-flavored pie (#74683)

## About The Pull Request

adds pie-flavored pie
made from two pies

## Why It's Good For The Game

pie

![yup](https://user-images.githubusercontent.com/60118990/231530225-cd8eefa7-962a-421f-be16-a67bdb2aa23c.png)
p.s. please open the bunker and free me from tom fulp's dungeon please
god

## Changelog

🆑
add: adds pie-flavored pie
/🆑

* Adds a pie-flavored pie

---------

Co-authored-by: LostObject <60118990+jimmyoofsalot@users.noreply.github.com>
2023-04-14 23:47:59 +01:00
SkyratBot
099c1dc555 [MIRROR] Gives nuke ops health analyzers back! [MDB IGNORE] (#20560)
* Gives nuke ops health analyzers back! (#74695)

## About The Pull Request

Gives nuke ops three free health analyzers in their shuttle, advanced
health analyzers in both medic kits, and a bonus health analyzer MODule
in the premium medical kit.
## Why It's Good For The Game

Nuke ops had these until, most likely, base medkits lost their scanners,
and nobody has really noticed or cared about it until now. While they
aren't obligatory, they are nice to have and especially useful if the
patient is suffering non-standard symptoms. Given that there is
absolutely no way to actually scan someone's health in the Infiltrator
shuttle, having some for free is a _must_ else you are just left
confused as you slowly die. You *can* buy the radioactive microlaser,
but that's a crapshoot, it costs 4 TC, nobody does it and it shouldn't
even be purchasable tbh, and there's the risk of irradiating your
teammate.

Combat medic kits get advanced health analyzers because, well, they're
medics and they NEED a way to diagnose patients, and the premium kit
gets both an advanced analyzer and a module so the medic can choose
whichever is most comfortable for them.
## Changelog
🆑
qol: Gives nuke ops three free health analyzers in their shuttle,
advanced health analyzers in both medic kits, and a bonus health
analyzer MODule in the premium medical kit.
/🆑

* Gives nuke ops health analyzers back!

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-04-14 23:47:46 +01:00
SkyratBot
6c793f8855 [MIRROR] Adds Clever DNA Injector for Admin Use [MDB IGNORE] (#20556)
* Adds Clever DNA Injector for Admin Use (#74691)

Makes DNA injector for clever for admin use.

## About The Pull Request

When the Clever mutation was made, an injector for it was never added to
the dna_injector file. This means that admins didn't have a way to spawn
this item in. Well, now they do. Added an anticlever one to remove it as
well for good measure.

## Why It's Good For The Game

Not that big of a deal, you could use the mutation as a gene man without
this, but adding more items to spawn in as an admin can't be a bad
thing. Additionally, as Clever is a mutation that does some pretty
unique things, so it actually seems like one that might theoretically be
a bit more useful to have in the toolbelt then some of its counterparts.

## Changelog

🆑
admin: Added clever DNA injector to admin spawn options.
fix: Added clever DNA injector.
/🆑

* Adds Clever DNA Injector for Admin Use

---------

Co-authored-by: Sneeker134 <53362182+Sneeker134@users.noreply.github.com>
2023-04-14 23:47:02 +01:00
SkyratBot
327ebcb31c [MIRROR] Reworks burning objects to be a component [MDB IGNORE] (#20543)
* Reworks burning objects to be a component (#74688)

## About The Pull Request

Title.

## Why It's Good For The Game

Simply put, allows for atoms which are not /obj but use atom_integrity
to burn up too, which is nice and good.
But also, it allows for neat behavior like burning particle effects
(only structures use that right now to spawn smoke)

![image](https://user-images.githubusercontent.com/82850673/231595051-2a8d0574-33cc-4cd9-9d61-65566decf4ef.png)

## Changelog

🆑
add: Burning structures spawn smoke particles. Sick.
/🆑

---------

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

* Reworks burning objects to be a component

* modular

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-04-14 23:44:14 +01:00
Tom
f02b08b9c6 latexbalon (#20547) 2023-04-14 23:42:43 +01:00
SkyratBot
06fcf9d4ec [MIRROR] Monkeys no longer drop items taken from storage onto the ground. [MDB IGNORE] (#20541)
* Monkeys no longer drop items taken from storage onto the ground. (#74689)

Fixes #74313.

## About The Pull Request

During a refactor to storage in #73761 , they forgot to add a check to
loc.atom_storage in attack_paw to mirror the check made in attack_hand.
This meant that monkeys and other mobs that used attack_paw always
dropped items taken from storage onto the ground. Now, the code to check
if they should go into your hand instead is properly checked.

## Why It's Good For The Game

Bugs are bad mkay

## Changelog

🆑
fix: Monkeys and some other mobs no longer drop items they've grabbed
from storage onto the ground.
/🆑

* Monkeys no longer drop items taken from storage onto the ground.

---------

Co-authored-by: Sneeker134 <53362182+Sneeker134@users.noreply.github.com>
2023-04-14 14:17:16 +01:00
SkyratBot
9593369b50 [MIRROR] New Crate Visuals [MDB IGNORE] (#20517)
* New Crate Visuals (#74636)

## About The Pull Request

Adds several new crate visuals. Adds a new lid overlay for several
crates. Re-names and re-designs bubblegum chest.

![image](https://user-images.githubusercontent.com/28636915/231009153-3abdc29b-1f47-4b7a-8725-97082b92b510.png)

![image](https://user-images.githubusercontent.com/28636915/231009170-40240220-45ed-4f9d-92b7-7925231a298b.png)

## Why It's Good For The Game

New crate visuals and lids not magically disappearing is cool.

## Changelog
🆑
add: New Lids for several crates.
imageadd: Several new Crate Visuals.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@ gmail.com>

* New Crate Visuals

---------

Co-authored-by: Mey-Ha-Zah <tomboxallghss@gmail.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
2023-04-13 04:31:35 +01:00
SkyratBot
9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
SkyratBot
6ee8dbb9c7 [MIRROR] Code clean-up & refactor for all RCD related & like devices. [MDB IGNORE] (#20394)
* Code clean-up & refactor for all RCD related & like devices. (#74527)

## About The Pull Request

1. Debloats the RCD.dm file i.e. renames it to RHD[Rapid handheld device
the base for all rcd like devices] and moves its subtypes into their
respective files
`/obj/item/construction/rcd` moved to RCD.dm
`/obj/item/construction/rld` moved to RLD.dm
`/obj/item/construction/plumbing` moved to RPLD.dm
`/obj/item/construction/rtd` stays in RTD.dm
Other rcd like device i.e. RPD, RFC, RWD, along with the above mentioned
files are now all moved into 1 folder called "rcd"
majority of the `to_chat()` are now replaced with `balloon_alert()` to
reduce spam

2. Adds early returns, optimizes & adds extra resource sanity checks
before and after the `do_after()` proc for the RLD. RLD silo links now
works again.
- RLD now uses an ammo bar just like the RCD for updating only its
overlays & not its entire icon state, it also has a blinking yellow icon
state when low on ammo
- Remove unused empty blinking yellow icon state for plumbing RCD.
nobody designed the ammo bars for them so having`has_ammobar = TRUE`
caused the unit tests to fail

4. Adds extra structure placement & resource sanity checks for RCD, RTD
& Plumbing RCD before & after the `do_after()` proc
  RCD Patches
- removes unused vars window_type & window_glass, these can be infered
from window_type directly
- removes furnish type & cost and let the rcd_vals() proc decide those
for consistency
- copies the rcd stuff from turf/floor to turf/open/misc with some
exceptions, It wasen't updated in a long time
- rcd vals i.e. cost & delay for window types are set for each
directional, full-tile, reinforced types. These all used constant values
& now they are adjusted accordingly

   RTD patches
      - Fixes #74526 RTD can lay floor tiles on all types of plating's
- The cost of deconstructing tiles was not calculated correctly i.e. it
always used the cost of the selected design & not the cost of the actual
floor type we are trying to deconstruct
- The construction & deconstruction time was constant & very fast for
all tile types, now the delay is adjusted based on the cost of the type
of tile in question
- RTD now has a blinking yellow empty icon state just like the RCD when
low on ammo

6. Fixes #73479 RCL now updates its pipe cleaning coil appearance when
changing colours & selecting white colour no longer yields a random coil
colour

7. makes sure `useResource() ` actually succeeds before doing any
action. The return value of this proc was not previously checked for
some devices

## Why It's Good For The Game
1. rcd like devices all moved into 1 folder for better organization
2. splits the original RCD.dm file into more logical & manageable files
for better maintainability
3. removes unused code & adds some extra sanity checks for everything
4. adds missing sprites for RLD & RTD

## Changelog
🆑
code: RCD & all its subtypes and other devices like it[RTD, RLD,
Plumbing RCD, RWD, RFC, RPD] now moved into 1 folder, removes unused
vars
refactor: RCD window type cost & delay are set based on the window type
selected.
refactor: RLD, RCD & plumbing RCD now has extra resource & target
placement sanity checks, optimizes RLD and code readability.
refactor: RTD now sets the correct delay with the cost of the tile type
currently being constructed/deconstructed taken into account
refactor: large majority of to_chat() replaced with balloon alerts
fix: RLD silo link now works again
fix: RTD can place tiles on any subtype of plating
fix: RCL now lays the correct colour of pipe cleaner when its colour is
changed
imageadd: empty blinking yellow icon states for RTD & RLD & an ammo bar
for RLD
/🆑

* Code clean-up & refactor for all RCD related & like devices.

* Update RHD.dm

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:29:46 +01:00
SkyratBot
a322737856 [MIRROR] Final Patches for RCD related devices. [MDB IGNORE] (#20491)
* Final Patches for RCD related devices.

* Update wall_mounted.dm

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-04-12 20:11:31 +01:00
SkyratBot
5d66a77c49 [MIRROR] Refactors Navigational Beacons [MDB IGNORE] (#20471)
* Refactors Navigational Beacons

* Update all_nodes.dm

---------

Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:11:00 +01:00
SkyratBot
1afaf1562a [MIRROR] [MDB IGNORE] UpdatePaths to convert directional pane windows to their proper subtypes, also creates the /south spawner for consistency [MDB IGNORE] (#20463)
* [MDB IGNORE] UpdatePaths to convert directional pane windows to their proper subtypes, also creates the /south spawner for consistency

* wew

---------

Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:08:08 +01:00
SkyratBot
3a5a1d4058 [MIRROR] Imports and Contraband: Different! Cargo crates without locks! MEAT! [MDB IGNORE] (#20423)
* Imports and Contraband: Different! Cargo crates without locks! MEAT!

* helping make 20423 a little more mergeable (commits to a nonmaster branch) (#20434)

* regal condor my beloved

* damn ok

---------

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

* [merges to pr 20423, get this first] more nitpicks in regards to the imports pr (#20497)

missed mirror and a nitpick i forgot

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

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:03:30 +01:00
SkyratBot
fe8fc4d010 [MIRROR] Split weapons_and_items.dmi icons into their own categories [MDB IGNORE] (#20360)
* Split weapons_and_items.dmi icons into their own categories

* update modular

* I hate the dme

* random ass define removal fix

* missing icons fix

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 19:53:43 +01:00
SkyratBot
fb421eba00 [MIRROR] New judge robe and powdered wig [MDB IGNORE] (#20504)
* New judge robe and powdered wig (#74458)

Also now judge robe doesn't hide jumpsuit.
## About The Pull Request
_Yes I know that I opened 3 sprite PRs in a row, what are you gonna do?
Kill me?_

Changes the old judge robe sprite to a new one based on the chaplain's
follower robe.
![judge robe
up](https://user-images.githubusercontent.com/42353186/229351492-4c740c22-3332-4dd2-b082-1081476ce967.png)
![judge robe
down](https://user-images.githubusercontent.com/42353186/229351493-c823d167-2d27-4a07-9653-06ddf8ea0bb4.png)
![judge robe
left](https://user-images.githubusercontent.com/42353186/229351495-10db840f-b4a0-4c95-a0ed-fc5840576686.png)
![judge robe
right](https://user-images.githubusercontent.com/42353186/229351496-fedf8c36-0433-4a64-8426-cc4e684908f8.png)

Changes the old powdered rig sprite to a better thicker one:
![wig
up](https://user-images.githubusercontent.com/42353186/229351519-d4a72bff-db9a-4dfd-aab1-4dc31599bf81.png)
![wig
down](https://user-images.githubusercontent.com/42353186/229351520-78c55ee9-cba7-4c7a-99c2-f3215a1950f0.png)
![wig
left](https://user-images.githubusercontent.com/42353186/229351523-46b46614-8563-45e1-97c5-4a8cf2af6d83.png)
![wig
right](https://user-images.githubusercontent.com/42353186/229351524-96c68b08-f874-47e7-99da-d136d3b6c0fb.png)

Now in the courtroom locker, an executive suit and lace-up shoes
(instead of brown ones) spawn, as those fit really well with the new
judge's robe, as now the judge's robe doesn't delete jumpsuits sprite
when worn.
## Why It's Good For The Game

Replacing ancient sprites is always good, especially if they looked
"Meh".
There is some examples of how new judge robes look on the most prevalent
types of judges:

Captain judge.
![judge
captain](https://user-images.githubusercontent.com/42353186/229351760-a8f448d4-e2df-4bab-b1eb-c78a29189cab.png)

HOP judge.
![judge
hop](https://user-images.githubusercontent.com/42353186/229351761-1fc253b2-5202-4c12-94ef-3dcd68173d4f.png)

Assistant judge.
![judge
assistant](https://user-images.githubusercontent.com/42353186/229351763-6c10fc14-3c4f-45f8-9b3a-e4720ac78119.png)

Judge in the executive suit with red tie (just to show how they look)
![judge
judge](https://user-images.githubusercontent.com/42353186/229351765-f7277e0d-e4a9-410d-a4a9-a39621be788d.png)

So now you can yell "ORDER, ORDER!" while not wearing piece of clothing
straight from 2012.
## Changelog
🆑 DrDiasyl aka DrTuxedo#0931
imageadd: Judge robe and powdered wig got new sprites!
/🆑

* New judge robe and powdered wig

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
2023-04-12 16:35:50 +00:00
SkyratBot
e5fdc7e4ab [MIRROR] Syndie Tele Leaves Behind Evidence [MDB IGNORE] (#20503)
* Syndie Tele Leaves Behind Evidence (#74606)

## About The Pull Request
~~Experimental syndicate teleporter now leaves behind 'bluespace
residue' as evidence at start and end locations, contains fingerprints
and fibres of the teleporting dude~~
Experimental syndicate teleporter now makes you bleed 10 units and
leaves blood splatters at teleport start and end points
## Why It's Good For The Game

![blood2](https://user-images.githubusercontent.com/46101244/230963988-7c36c265-2b0c-4fb2-b64e-189cfe9b9cea.png)

![blood](https://user-images.githubusercontent.com/46101244/230963994-d0ebaa24-e378-4eb2-916b-5663cbf40b72.png)

Can find out who has been using syndie teles (as long as they don't
clean up the mess), also gives a downside to constant teleportation and
makes it so you can't keep it up forever

## Changelog
🆑
balance: Experimental syndicate teleporter's teleportation is no longer
perfect, it will cause the user to bleed a little. Luckily the detective
can scan the blood and find out who the big bad is, as long as he's
quick.
/🆑

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Co-authored-by: san7890 <the@ san7890.com>

* Syndie Tele Leaves Behind Evidence

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Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-04-12 16:24:57 +00:00
SkyratBot
8f11ad41b0 [MIRROR] Makes uprooting and digging out plants use tool_behaviour instead of just typepath of shovel. [MDB IGNORE] (#20494)
* Makes uprooting and digging out plants use tool_behaviour instead of just typepath of shovel. (#74630)

## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/74564.

You can now uproot plants with any item that has TOOL_SHOVEL flag
instead of just item/shovel. So you can use trench tool for this
purpose.
And the same with digging out plants. It was originally limited to just
spade shovel, which is rather strange considering that there is bone
shovel recipe and one of it's ingridients is spade.

Changed icon of omnitool's shovel because spade won't be the only shovel
used for uprooting plants.

Also removed a bunch of code and it didn't affect anything in my tests
so I'm assuming it was unused and completely useless.
Maybe i'm not right and it affects something tho.
## Why It's Good For The Game
Trench tool can be used as a normal shovel.
## Changelog
🆑
fix: You can now uproot and dig out plants with any shovel and not just
spade.
/🆑

* Makes uprooting and digging out plants use tool_behaviour instead of just typepath of shovel.

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Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
2023-04-12 04:10:38 +01:00
SkyratBot
ba88487b5c [MIRROR] Labels security equipment as being lethal, nonlethal, less-than-lethal or highly destructive. [MDB IGNORE] (#20487)
* Labels security equipment as being lethal, nonlethal, less-than-lethal or highly destructive.

* skyrat edits

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Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-04-11 20:07:06 -07:00
SkyratBot
bd086d8a9d [MIRROR] cleans up the light replacer's redundant Emag() proc [MDB IGNORE] (#20484)
* cleans up the light replacer's redundant Emag() proc (#74628)

🆑 ShizCalev
code: Vareditting a light replacer's emagged status will now properly
update the item's name / appearance.
/🆑

No behavior change aside from varedits updating the item's appearance
properly.

* cleans up the light replacer's redundant Emag() proc

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Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2023-04-11 13:01:17 +01:00