Commit Graph

32968 Commits

Author SHA1 Message Date
SkyratBot
38b8791e27 [MIRROR] Fixes issue with mecha drills failing to gib most simplemobs. (#1837)
* Feex (#55144)

For whatever reason we hardcoded the health value for drills at 200 brute damage before they can gib. 200 brute damage was picked as it was double the max health of /mob/living/carbon/whatever and double the max health was like, the cap on brute damage when someone is really, really, really, really dead.

Enter simplemobs. Their max health is regularly under 100, which means a hardcoded value of 200 brute damage to trigger gibbing effects is bad. Not that it matters anyway, because simplemobs also brute damage cap at maxHealth instead of maxHealth * 2 so the only simplemobs that could be gibbed by mech drills are those with 200 or more health.

This has been changed. Simplemobs now cap out at maxHealth * 2 damage, in line with all other /mob/living while drill code has been changed to check for maxHealth * 2 when gibbing instead of a hardcoded 200.

* Fixes issue with mecha drills failing to gib most simplemobs.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-11-26 00:18:57 +00:00
Azarak
307229bf3b aaa (#1827) 2020-11-25 13:29:42 +00:00
SkyratBot
e6879819ea [MIRROR] CanUseTopic() refactor. (#1829)
* CanUseTopic() refactor. (#54747)

* CanUseTopic() refactor.

* Forgot about default_can_use_topic. Tested and working.

* Update bin.dm

* no-nonsense.

* CanUseTopic() refactor.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-25 13:56:56 +01:00
SkyratBot
a25041431b [MIRROR] Humans have more complicated body temperatures (#1825)
* Humans have more complicated body temperatures (#54550)

This changes how carbon/humans stabilize body temperature, and changes how damage and wounds are applied based on temperature.

Humans now have a core body temperature along with body temperature. The core temperature is used for natural stabilization and what viruses like fever and shivers target by raising or lowing the core temperature of the mob.
The standard body temperature still exists and acts exactly the same for most items at this time but is now treated as surface temperature in humans.

Damage from body temperature for humans is now based on the core temperature instead of body temperature now.
Humans will now receive burn wounds when the body (surface) temperature is to high for to long.

This causes you to see alerts for the area temperature before you take damage in most cases improving visibility of dangerous situations.

* Humans have more complicated body temperatures

Co-authored-by: NightRed <nightred@gmail.com>
2020-11-25 13:56:04 +01:00
SkyratBot
65368300d2 [MIRROR] Refactors Pastries into newfood. (#1824)
* Refactors Pastries into newfood. (#54996)

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Floyd <Floydje123@ hotmail.com>

* Refactors Pastries into newfood.

* Update collars.dm

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Floyd <Floydje123@ hotmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-25 01:02:00 +00:00
SkyratBot
2a0cc258ee [MIRROR] Fixes #55112 - Swapping items no longer eats things (#1823)
* Fixes #55112 - Swapping items no longer eats things (#55122)

Quick swapping items no longer hides them in the mobs contents

* Fixes #55112 - Swapping items no longer eats things

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-11-25 00:01:00 +00:00
SkyratBot
d6c12e331d [MIRROR] Fixes lightbulb injections (#1821)
* Fixes lightbulb injections (#55132)

Co-authored-by: itseasytosee <55666666+itseasytosee@ users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* Fixes lightbulb injections

Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
Co-authored-by: itseasytosee <55666666+itseasytosee@ users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
2020-11-25 00:00:09 +00:00
SkyratBot
ed9698068b [MIRROR] tgui: Safe (#1818)
* tgui: Safe

* 0

* Update tgui.bundle.js

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-24 23:59:06 +00:00
SkyratBot
fde1463b4b [MIRROR] Prevents mecha drills from stacking do_afters on the same target. (#1817)
* Prevents mecha drills from stacking do_afters on the same target. (#55145)

* Feex

* Feex 2.0 Feexlectric Feexaloo

* Whitespace purge

* Prevents mecha drills from stacking do_afters on the same target.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-11-24 17:26:06 +00:00
SkyratBot
550ba54c0c [MIRROR] Make sure slowdown effects get removed when items are unequipped from a mob (#1813)
* make sure slowdown effects get removed when items are unequipped (#54947)

* Make sure slowdown effects get removed when items are unequipped from a mob

Co-authored-by: Yenwodyah <yenwodyah@gmail.com>
2020-11-24 11:37:57 +01:00
SkyratBot
6a83de709c [MIRROR] Fix misleading examine messages on the head without body (#1811)
* Detect if ghost reentered the brain (#54975)

* Fix misleading examine messages on the head without body

Co-authored-by: antropod <antropod@gmail.com>
2020-11-24 11:37:08 +01:00
SkyratBot
7e9a03c216 [MIRROR] Fixes a xenobio megafauna duplication bug (#1810)
* This makes me sad (#55007)

* Fixes a xenobio megafauna duplication bug

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
2020-11-24 11:36:06 +01:00
SkyratBot
c226571f01 [MIRROR] Makes APCs not cause runtimes when placed in space (#1809)
* Makes APCs not cause runtimes when placed in space (#55045)

* Makes APCs not cause runtimes when placed in space

Co-authored-by: Bond <58570888+TheBonded@users.noreply.github.com>
2020-11-24 11:35:44 +01:00
SkyratBot
a6895181f2 [MIRROR] Fixes tool implant tools being storable in boxes (#1808)
* Fixes tool implant tools being storable in boxes (#54914)

* Moves storing tool implant items to use the drop hotkey rather than a dropped item event

* de-debugging

* Fixes tool implant tools being storable in boxes

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2020-11-24 11:35:16 +01:00
SkyratBot
ad7afffbbb [MIRROR] Fixing the point emote being both usable and unusable (#1807)
* Fixing the point emote being both usable and unusable (#55063)

* Fixing the point emote being both usable and unusable

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-24 11:34:27 +01:00
SkyratBot
6b067692e6 [MIRROR] Fixes missing sprites for support holoparasite bluespace beacon (#1806)
* one character fix (#55067)

* Fixes missing sprites for support holoparasite bluespace beacon

Co-authored-by: prodirus <44090982+prodirus@users.noreply.github.com>
2020-11-24 11:33:57 +01:00
SkyratBot
30dc54b938 [MIRROR] Revenge of UNIQUE_RENAME respects labels (#1804)
* UNIQUE_RENAME respects labels (#55121)

* Revenge of UNIQUE_RENAME respects labels

Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
2020-11-24 11:33:08 +01:00
SkyratBot
e52038974a [MIRROR] Foam darts and other unembeddable bullets will no longer leave ghost shrapnel (#1796)
* Foam darts and other unembeddable bullets will no longer leave ghost shrapnel (#54994)

Projectiles are assigned the ability to try embedding by the presence of a shrapnel_type variable being set on them, whether or not they actually have a set of embedding stats in their embedding var. By default, children of /obj/projectile/bullet have a shrapnel type set to a generic embedded bullet item, including things like foam darts and lollypop projectiles which shouldn't be able to embed (and certainly not embed as a bullet). While they had their embedding vars set to null, they still had their shrapnel_type set to the embedded bullet type, meaning shooting a person with a dart gun or whatever would leave a failed shrapnel item on the ground where they weren't supposed to.

This fixes that by requiring both a defined shrapnel_type AND a defined embedding var for the embedding stats. Any projectiles without both won't be able to try embedding. I also manually put 'shrapnel_type = null' on any bullet subtypes with embedding = null just to be safe and for consistency.

* Foam darts and other unembeddable bullets will no longer leave ghost shrapnel

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-11-24 08:34:46 +00:00
SkyratBot
b7fd99428b [MIRROR] shuttle catastrophe now cant trigger if it already happened (#1795)
* shuttle catastrophe now cant trigger if it already happened (#55114)

Shuttle catastrophe now cant trigger if it already happened

* shuttle catastrophe now cant trigger if it already happened

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-11-23 22:35:58 +00:00
SkyratBot
7d653f1f6b [MIRROR] Moves grown food to newfood (#1794)
* Moves grown food to newfood (#55040)

Moves grown food to newfood
Gives trash element support for callbacks for item creation override

* Moves grown food to newfood

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-11-23 22:35:35 +00:00
SkyratBot
89763e5afe [MIRROR] Reload verbs when the client goes into a new mob (#1793)
* Reload verbs when the client goes into a new mob (#55106)

Try this experiment at home:

    1.Ctrl shift click your ghost
    2.Notice that you still have the Ghost tabs, and you don't see OOC > Ghost, uh oh.

This happens for more than ctrl-shift-clicking, it happens a lot with event mobs.

This reloads verbs on /mob/Login, aka when the client goes into a new mob (or when they reconnect).

* Reload verbs when the client goes into a new mob

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-11-23 22:34:51 +00:00
SkyratBot
454ac0fdb4 [MIRROR] Hygienebots de/construct and behave like the other simplebots. (#1792)
* Hygienebots de/construct and behave like the other simplebots. (#55089)

Adds simple deconstruct steps to the hygiene bot assembly, as well as adds a simple crafting menu option to craft one.
Also, corrects an issue with hygienebots not needing to be opened in order to be emagged. They now need to be emagged to be opened with a screwdriver, then emag the open panel in order to emag the robot, just like every other robot.

* Hygienebots de/construct and behave like the other simplebots.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-23 22:34:22 +00:00
SkyratBot
68f0873a86 [MIRROR] Fixes cryogenics infinite gas deletion (#1791)
* Fixes cryogenics infinite gas deletion (#55068)

* cryo fixes and cleanup

Move magic numbers to defines
Fixes cryo deleting 100L of gas each time it transfers
Remove unneeded/unused variables
Moves gas all gas consumption to process_atmos
delta_time in process_atmos

* simplify consume_gas

* Fixes cryogenics infinite gas deletion

Co-authored-by: Maurukas <66576896+Maurukas@users.noreply.github.com>
2020-11-23 22:33:59 +00:00
Gandalf
4331050876 Aliens no longer gib [NON-MODULAR] (#1714)
* Update alien_embryo.dm

* Update alien_embryo.dm

* Some other minor bugfixes

* Update alien_embryo.dm

* Update alien_embryo.dm

* Update code/modules/mob/living/carbon/alien/special/alien_embryo.dm

Co-authored-by: Azarak <azarak10@gmail.com>

* Update alien_embryo.dm

* Update alien_embryo.dm

* Update alien_embryo.dm

Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-23 21:56:24 +01:00
SkyratBot
1e040f5f1e [MIRROR] Makes it so living crate creatures can pass plastic flaps as god intended. (#1788)
* Makes it so living crate creatures can pass plastic flaps as god intended. (#55088)

* Makes it so living crate creatures can pass plastic flaps as god intended.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-23 20:46:15 +00:00
Gandalf
8bd4600302 Update emote.dm (#1789) 2020-11-23 21:22:37 +01:00
uomo
6912895247 Fixes and cleanup for logging. (#1735)
* Fixes and a little cleanup.

* False by default.

* Apply suggestions from code review

Co-authored-by: Azarak <azarak10@gmail.com>

* Modularization and comments.

* #include

Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-23 20:27:59 +01:00
SkyratBot
3f22ac0cee [MIRROR] Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co. (#1784)
* Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co. (#54783)

* Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-23 18:29:54 +00:00
SkyratBot
3d3dfdc80a [MIRROR] Cell chargers now pull from the grid's surplus rather than their room's APC cell (#1782)
* Cell chargers now pull from the grid's surplus rather than their room's APC cell (#54989)

About The Pull Request

As the title says.

    Creates a new proc, use_power_from_net() that attempts to pull power from the grid (by adding the amount needed to the APC's powernet load), and returns the amount gathered if there was enough surplus to do so. This bypasses the APC's internal cell for power drawn this way.

    Changes cell chargers to use this new proc for charging a cell. The charger machine still uses some power from the APC, set to 1% of it's max cell charging rate, for machine-related power costs. I'm not deadset on that number, I just needed to start with something. To be clear, this 1% is to simulate running the cell charger's circuitry; all of the power for the cell it's charging is 1-to-1 coming from the powernet.

    This does not subvert the original PR's purpose; cells are still drawing as much power from the grid as they charge with.

Why It's Good For The Game

Fixes cell chargers breaking rooms after the prior cell charger fix. The load is now on the grid, and it being surplus means that it (probably) won't actually powersink anything.

Fixes #54919 by taking a different approach that entirely avoids the issue.

* Cell chargers now pull from the grid's surplus rather than their room's APC cell

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2020-11-23 13:34:33 +01:00
SkyratBot
88574292f8 [MIRROR] Fixes photo frames appearing empty (#1779)
* Fixes photo frames appearing empty (#55083)

* Fixes photo frames appearing empty

Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
2020-11-23 09:17:19 +01:00
SkyratBot
82e743fa55 [MIRROR] Fixes paystands sending signals when attached with a signaler. (#1778)
* Fixes paystands sending signals when attached with a signaler. (#55092)

Corrects how paystand's interact with their signalers by actually using the correct proc, and signaling out of the machine.
Not much else to say here.

* Fixes paystands sending signals when attached with a signaler.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-23 00:33:34 +00:00
SkyratBot
742559ebde [MIRROR] Properly differentiates the nanodrug and nanomed vending machines. (#1776)
* Properly differentiates the nanodrug and nanomed vending machines. (#55069)

This repaths the nanodrug and nanomed vending machines, as well as visually tweaks the nanodrug vending machine from the nanomed vending machine, in order to
A) Fix the correct vending refills working on the correct vending machines.
B) Not make 2 different vending machines with different contents sell look identical.

Allows for visual clarity between 2 distinct, different vending machines. I got lazy and didn't do it the first time, and now they've been confusing players, apparently.
Additionally, makes them actually deconstruct able and constructible as a result of the fix to the circuit board.

* Properly differentiates the nanodrug and nanomed vending machines.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-22 22:36:11 +00:00
SkyratBot
40015ba64d [MIRROR] Minor refactor to signal handlers to remove potential sleeps (#1777)
* Minor refactor to signal handlers to remove potential sleeps (#54649)

About The Pull Request

These are legacy sleepers, the remaining 12 are non-trivial to fix.

* Minor refactor to signal handlers to remove potential sleeps

Co-authored-by: spookydonut <github@spooksoftware.com>
2020-11-22 22:35:37 +00:00
SkyratBot
3345b398fa [MIRROR] Fixing the arena shuttle not being unlockable if medals are disabled. (#1775)
* Fixing the arena shuttle being unbuyable if medals are disabled. (#55066)

 Fixed the arena shuttle not being unlockable if medals are disabled.

* Fixing the arena shuttle not being unlockable if medals are disabled.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-22 18:23:38 +00:00
SkyratBot
99a6ff6262 [MIRROR] Ghosts can no longer empty gibbers (#1774)
* ghosts can no longer empty the gibber (#55021)

Ghosts could use the right click menu to empty a gibber. This removes that.

* Ghosts can no longer empty gibbers

Co-authored-by: tattlemothe <66640614+dragomagol@users.noreply.github.com>
2020-11-22 18:23:25 +00:00
SkyratBot
51fa2dfd84 [MIRROR] Fix nearsighted glasses being able to be neutered with quick swap (#1772)
* Fix nearsighted glasses being able to be neutered with quick swap (#54916)

You can no longer quick swap another pair of glasses with nearsighted to see perfectly.

Currently you can:

    Choose nearsighted
    Quick swap to another pair of glasses
    See perfectly

This wasn't fixed by Shaps' changes since those call dropped, which do not run through unequip code.
I know one of you is abusing this, show yourself!

* Fix nearsighted glasses being able to be neutered with quick swap

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-11-22 18:22:17 +00:00
SkyratBot
aacccc22d0 [MIRROR] Cache values in TEST_ASSERT_EQUAL and TEST_ASSERT_NOTEQUAL (#1771)
* Cache values in TEST_ASSERT_EQUAL and TEST_ASSERT_NOTEQUAL (#55074)

Previously if a comparison assertion failed, it would re-evaluate the a and b parameters, which could lead to confusing output if the values passed are not fixed or are impure.

* Cache values in TEST_ASSERT_EQUAL and TEST_ASSERT_NOTEQUAL

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-11-22 18:21:56 +00:00
SkyratBot
79bda46b49 [MIRROR] You may now correctly harvest replica pod seeds when the hydroponics tray has no power. (#1770)
* Typo fix and bug fix (#55075)

Replica pods were calling CanUse as opposed to canUseTopic when harvesting seeds, and since CanUse hinges on the machinery being usable and powered, it was preventing the harvesting of replica pods when depowered as expected. The only thing that should be needed for harvesting trays should pretty exclusively be the standard level of adjacency.
also corrects a line of spelling.

Fixes a bug, corrects some grammar. Makes the world a better place.

* You may now correctly harvest replica pod seeds when the hydroponics tray has no power.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-22 18:21:41 +00:00
SkyratBot
07bf94a7c4 [MIRROR] Graveyard graves now sound like they're being dug open/closed. (#1769)
* Graveyard graves now sound like they're being dug open/closed. (#55080)

* Graveyard graves now sound like they're being dug open/closed.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-22 18:21:26 +00:00
SkyratBot
371dacac0f [MIRROR] Makes the foodcart actually become full (#1768)
* Makes the foodcart actually become full (#55041)

The chef's food cart can no longer store an infinite amount of food stuff.

Oh also foodcarts support newfood now

* Makes the foodcart actually become full

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
2020-11-22 18:21:15 +00:00
SkyratBot
da8886ddbc [MIRROR] moves dough to newfood (#1767)
* moves dough to newfood (#55039)

* moves dough to newfood

* moves dough to newfood

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-11-22 18:21:02 +00:00
SkyratBot
9e321386ad [MIRROR] Adds 'off' icons for nanite machinery (#1760)
* Adds 'off' icons for nanite machinery (#54902)

* Adds 'off' icons for nanite machinery

* overlays

* overlays II

* Adds 'off' icons for nanite machinery

Co-authored-by: XDTM <heliumt@yahoo.it>
2020-11-22 02:21:50 +00:00
Gandalf
907f14f244 Old PB system [SEMI-MODULAR] (#1616)
* yes

* aaaaaa

* Update panicbunker.dm
2020-11-21 17:25:36 +01:00
Gandalf
527cc49a3b Various changes to chat [NON-MODULAR] (#1750)
* Various changes to chat

* Update statpanel.dm
2020-11-21 17:25:00 +01:00
SkyratBot
7570fa440b [MIRROR] Fixing addictions not going away on no-metabolism trait gain. (#1756)
* Fixing addictions not going away on no-metabolism trait gain. (#54797)

Also addiction_list is null by default, considering the wide majority of reagent holders don't even get addicted to stuff.

* Fixing addictions not going away on no-metabolism trait gain.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-21 16:21:50 +00:00
SkyratBot
8158c64115 [MIRROR] minor material_container args/vars refactor and Mk-honk shoes peeve. (#1755)
* minor material_container args/vars refactor and Mk-honk shoes peeve. (#54863)

My original intention was just fixing an issue with the Mk-honk banana shoes but, considering I didn't want to add two new variables to a component with already lot of args and lengthy AddComponent() calls in term of text, I had to merge some TRUE/FALSE variable/args into the breakdown_flags bitfield (now named mat_container_flags) in the process.

* minor material_container args/vars refactor and Mk-honk shoes peeve.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-21 16:20:29 +00:00
SkyratBot
04739953af [MIRROR] Machines no longer dump out their component_parts when qdel'd. (#1754)
* Machines no longer dump out their component_parts when qdel'd. (#55026)

Machines no longer vomit out their component parts when qdel'd and instead only vomit out their actual inventory contents.

Doing this uncovered another issue - Random vending machines will return INITIALIZE_HINT_QDEL and then attempt to qdel their circuits, which are still type paths and not initialised atoms yet (circuit was previously nulled by dump_contents, but this no longer happens in dump_inventory_contents). These circuits have been set to null appropriately.

* Machines no longer dump out their component_parts when qdel'd.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-11-21 16:20:16 +00:00
Gandalf
4505e709f1 Ports cloning [WIP] [DNM] (#151)
* Ports cloning

Yes

* MODULAR NEXT

* Research

* Update tgstation.dme

* horrors!

* Update poll_ignore.dm

* REST WELL

* go to hell travis

* fuck

* Merge branch 'master' into cloning

* aaaaaaaa

* Update cloning.dm

* aa

* fixed

* aaa

* Update exp_cloner.dm

Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-21 07:33:16 +01:00
SkyratBot
e3138a737e [MIRROR] Fixes Crucible Soul potion making you permanently phase through all matter and Void storm breaking after dying. (#1753)
* Fixes Crucible Soul potion making you permanently phase through all matter and Void storm breaking after dying. (#55050)

Someone changed /obj/screen/alert to be /atom/movable/screen/alert and it caused this problem.
Also fixes the issue with void storm breaking if someone dies and gets revived.

* Fixes Crucible Soul potion making you permanently phase through all matter and Void storm breaking after dying.

Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
2020-11-21 07:31:44 +01:00
SkyratBot
8e554e846d [MIRROR] Unit tests for heretic knowledge (#1751)
* Unit tests for heretic knowledge (#55022)

* Unit tests for heretic knowledge

Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
2020-11-21 07:31:04 +01:00