* Temporarily disables the other VOX options until they're fixed and of better quality
* Locks the voice change behind malf instead
* Now everyone can switch voices again, improves code a lot
* Refactor /turf/var/intact (#62331)
Turfs have a variable, intact, which conflates three meanings:
Determining whether there's something that can be pried out, such as directly with a crowbar or indirectly with a tile stack and a crowbar off-hand.
Determining whether underfloor pieces are visible.
Determining whether underfloor pieces can be interacted with - by players with tools, through interaction with effects like chemical acid, or foam.
When plating is hit with a stack of tiles, /turf/open/floor/attackby checks whether the turf is intact, and if so, ends the attack chain regardless of whether or not the attempt to hotswap a turf (with a crowbar) is successful or not. However, turfs which want the underfloor to be visible - such as catwalks and glass - set the intact variable to FALSE, and so can be repeatedly placed over one another, as if they were the first tile to be placed over the plating.
This refactors /turf/var/intact into two distinct variables:
/turf/var/overfloor_placed, for whether or not there is something over plating.
/turf/var/underfloor_visible, for whether or not the various underfloor pieces should be invisible, visible, or both visible and interactable.
All references to /turf/var/intact have been replaced with an equivalent overfloor_placed or underfloor_visible reference, depending on which check is appropriate. underfloor_accessibility can take one of UNDERFLOOR_HIDDEN, UNDERFLOOR_VISIBLE, or UNDERFLOOR_INTERACTABLE. This prevents cases such as acid foam or tools phasing through glass floors to affect the underfloor pieces underneath, and covers all kinds of unusual, not-wiring-visiblity usage such as Holodeck completeness, Revenant interaction, or station integrity checking.
* Refactor /turf/var/intact
* Thank
Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
* removes double spaces before symbols
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Shooting specific wizard staffs as a non-wizard or non-magician now backfires in different ways. (#62257)
About The Pull Request
If you try using the staff of change, the staff of chaos, the spellblade or the staff of healing as a crewmember, then it'll backfire.
People who can use the staff normally: Apprentices, Wizards, Amateur Magician (from Summon Magic event)
Backfiring is different depending on the staff, each effect is listed below and happens when you try firing the staff.
Staff of change - Wabbajacks the imposter, although they can't become a xeno or a borg.
Staff of chaos - 5% chance to fire the staff at the imposter using it.
Staff of healing - Acts as a medibeam gun to the imposter.
Why It's Good For The Game
Crew getting access to the Staff of Change tends to end in a lot of people becoming xenomorphs or syndicate borgs. It forces the round into a turn for the worse for all antags as xenomorphs have hardstuns, syndicate borgs have emag, greatly improved healing chemicals and powerful weaponary.
Crew getting access to the Staff of Healing results in death being irrelevant. Killing people is no longer a viable tactic as an antagonist because anyone killed, no matter how damaged their body is, can be instantly healed with this staff.
Crew getting access to the Staff of Chaos is like crew getting access to the staff of change and the staff of healing at the same time, only more unpredictable. It's better if they can't reliably use it to get the spells they want as chaos is implied in the name, it becomes russian roulette trying to get the correct bolt as you can also get shot by a bolt of death, instantly killing you.
This is a better alternative to outright removing the staffs or making them usable only by wizards as it gives a quirky use to trying to use them as a crewmember. Maybe not the staff of healing, but fuck the staff of healing.
Changelog
cl
balance: If you try using the staff of change, the staff of chaos or the staff of healing as a crewmember, then it'll backfire. The Staff of change wabbajacks the user, like the pool of change; this means you can't become a xenomorph or a syndicate borg. The Staff of chaos has a 5% chance of firing the bolt directly at the user using it. The Staff of healing now behaves like a medibeam gun to non-wizards trying to use it.
/cl
* Shooting specific wizard staffs as a non-wizard or non-magician now backfires in different ways.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* removes some ways of making unvaredited custom callbacks (#62345)
* [s] removes some ways of making unvaredited custom callbacks
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* removing pheremone receptors now actually removes its effects if on (#62227)
* Fixes keeping Pheremone receptors when you don't have it anymore
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* runtime fixes for old calls of do_teleport (#62026)
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* runtime fixes for old calls of do_teleport
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Drowsiness refactor (#62104)
Creates two procs in /mob/status_procs for handling drowsiness changes (with check for negative values), and refactors all code to use these procs instead of assigning values to the mob's drowsiness themselves.
* Drowsiness refactor
* Fixing more stuff in our code
Co-authored-by: thatoneplebeian <67017991+thatoneplebeian@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before. (#61943)
* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Corrects mapload args that sprug up in the past few days (#61759)
See #61623 . These were either merged after the prior PR, coded before the prior PR, or were made in between and not updated.
* Corrects mapload args that sprug up in the past few days
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes references to now dead gangs in Families objectives. (#61735)
* Fixes references to now dead gangs in Families objectives.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Changes a bunch of New()s to Initialize()s (#61626)
* Changes a bunch of New()s to Initialize()s
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
* Change the word filter configuration to allow providing reasons, fix emotes not working in filters, and implement separate OOC/IC/PDA filters (#61606)
* Change the word filter configuration to allow providing reasons, fix emotes not working in filters, and implement separate OOC/IC/PDA filters
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Adds a new achievement and command report for cultists obliterating Centcom's shuttle corps (#61566)
* Adds a new achievement and command report for cultists obliterating Centcom's shuttle corps
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Traitors who aren't meant to get codewords, will no longer get them. (#61706)
About The Pull Request
This has been a bug since before I knew how github worked, and I've been working on IAA recently, but thought this was a good change to do on its own.
This also possibly allows future PRs to have certain factions not get codewords, if that's something anyone is interested in.
This also removes give_codewords() - I think this was added specifically for Malf AI, but since that has been split into its own Antagonist, it was never used and was just sitting idle without reason to exist.
And finally, this is my first time genuinely working with TGUI, this PR my excuse to start learning it.
This is what the menu looks like when not given an uplink;
image
Why It's Good For The Game
We have a var on whether to give codewords or not, but they get them regardless, which is dumb.
Changelog
cl
fix: Traitors who aren't given codewords will no longer notice them when said or have them in their antag menu.
/cl
* Traitors who aren't meant to get codewords, will no longer get them.
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Replaces downloading research notes with a new antag objective and station sabotage point. (#61685)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Replaces downloading research notes with a new antag objective and station sabotage point.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby.
* E
* Missed merge
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* tgui Preferences Menu + total rewrite of the preferences backend
* nah, we dont need to ping those people
* trying to remove the funny stuff
* unmodularizing this
* prefs reset
* this may need to be reverted, who knows
* okay, this part
* perhaps
* EEEEEEEEE
* unsanitary
* E
* Stage 1 + loadout system
* more fixes
* E
* I mean, it launches?
* More fixes and reorganisation
* E
* customisation code is spaget.
* disable ERP prefs
* Update erp_preferences.dm
* Update erp_preferences.dm
* E
* Slowly getting there
* It may be time for help :)
* tri...colors... help
* preferences now pass preferences
* Update dna.dm
* Fuck this man
* missing savefile return, set_species works, removed dumb stuff from updateappearance
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224
* https://github.com/tgstation/tgstation/pull/61519
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278
* e
* le butonAZARAK HELLO
* hhh
* Proper recognition where it's due, MrMelbert!
* EEEE
* examine block
* Better gen hit sounds from whitedream
* final loadout touches, more bug fixes im sure to come
* i said there would be bugfixes
* Update LoadoutManager.js
* Missing preferences in the html menu
* LIVE TESTING PHASE BABY
* Update LoadoutManager.js
* EEE
* LAUNCH TEST FIRE
* Update job.dm
* Update new_player.dm
* 50gb DAY ONE PATCH
* EEE
* Update preferences.dm
* buggle fixes
* Update examine.dm
* >LOOC starts on
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* memories are no longer added if the target isn't aware of them. (#61375)
Fixing an oversight with the memories system. Memories shouldn't be added to people who aren't possibly aware of them.
* memories are no longer added if the target isn't aware of them.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Things that love the station may no longer leave the station, even when Dr. Anomaly says they should. (#61335)
Bluespace anomalies detonating Move() things. When something is Move()d, none of the logic in forceMove() or doMove() is called, and thus stationloving things can't tell when they've left the z-level (since that's where the logic for it is).
There are a number of approaches I could have taken: Refactoring anomalies to use different movement code. Refactoring Movement code to send more signals in various scenarios. Refactoring the stationloving component.
I settled on two steps. First, refactoring the component to bring it up to modern code standards. Second, moving the logic for COMSIG_MOVABLE_Z_CHANGED to Moved() so the signal always fires regardless of if Move() or forceMove() or doMove() is used, with an optional var for whether the z-change is communicated to contents. This means the ore box was changed to actually send the signal instead of just returning with no parent call or signal sent. Stationloving ore boxes when?
stationloving procs no longer call SIGNAL_HANDLERs directly. Var names are now more descriptive. Things are renamed and documented. At least for the parts of the code I know.
Probably some other code cleanups.
* Things that love the station may no longer leave the station, even when Dr. Anomaly says they should.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Antagonist Panel for Slaughter Demons, Laughter Demons, and Imps(?!) (#61087)
uses the power of ANIMATION (the flavor text is altered a bit on this for better wording, by the way)
* Antagonist Panel for Slaughter Demons, Laughter Demons, and Imps(?!)
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* cleans up some silly uses of greet(), alongside a no longer needed async call. (#61298)
Makes greet be more like what it says on the tin. Cleans up some unused/unneeded code
* Cleans up some silly uses of greet()
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Nuclear Operatives will now see the nuke codes in memories (#61448)
This adds the ability for the nuclear operatives to check their memories for the nuke code. Memories are the successor to notes, the latter being where the nuke code was stored before. Many thanks to tralezab for helping me make this change. Also shoutout MrDoomBringer for making the messages suck less
* Nuclear Operatives will now see the nuke codes in memories
Co-authored-by: Burgermancoding <79515258+Burgermancoding@users.noreply.github.com>
* Fixes some problems with the stargazer slime link and an oversight shared with the mansus link. (#60966)
See #60870. For consistency, I also fixed a small oversight with mindshield implants not retroactively working against slime or mansus links. Furthermore, I renamed some variables accordingly to the guidelines. On top of that, another issue with being mindshield, protected against magic and/or dead as stargazer has been fixed (see cl).
EDIT: Somehow I haven't notice until now, but someone else seems to have already made a PR (#60960) to fix the aforementioned issue report (but not the rest). Feel free to merge it first, I'll resolve the conflicts and the cl later.
This also changes the var/obj/target variable on innate actions to be var/datum/target instead.
* Fixes some problems with the stargazer slime link and an oversight shared with the mansus link.
* Update polychromic.dm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton)
* EEEE
* E
* follow the fucking guidelines
* E
* Update CentCom_skyrat.dmm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>