Commit Graph

43 Commits

Author SHA1 Message Date
oranges
4c48966ff8 Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects

regexes used

git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
2023-04-11 21:31:07 -07:00
Kubisopplay
85d66cea79 Fixes split personality ghosting its owner if cured in a wrong moment (#73579) 2023-02-25 14:05:11 -05:00
Sol N
fedf2f3a26 more span macro changes in brain traumas and disease files (#73273)
## About The Pull Request

i was fucking around with brain traumas on a downstream and noticed they
had similar issues to quirks so i decided to continue work from #73116


![Code_Klx14O288V](https://user-images.githubusercontent.com/116288367/217046732-765ffe27-73c9-416a-833e-e0d9e2aa7a86.png)
(search in VSC for span class = 'notice')
its going to be a bit of a thing to get all of these but this is a
decent chunk i think

there was only one annoying/tough file.
imaginary_friend.dm had class = 'game say' and class = 'emote' both of
which after some testing did not seem like they did anything. ill try to
keep that in mind in other files if i continue to do this but i either
omitted them because they didnt have any formatting or, in the case of
emote, turned it into name, which i think is what you'd want those
messages to look like.

there were also a few small spelling errors that i fixed

## Why It's Good For The Game

more consistent and stops people from copying brain trauma formatting
wrong

## Changelog

they should all work the same

---------

Co-authored-by: san7890 <the@san7890.com>
2023-02-07 23:37:18 +00:00
Tim
48e36ef2c7 Saycode refactor, unit tests, and fixes (#69799)
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request process. -->

## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

Fixes #69798
Fixes #71621

When using hypnosis on a victim, the language should be accounted for
and whether the victim can properly hear it. Before the hearing code
would magically translate any message, this is no longer the case.

This also fixes the language barrier involving hearing for:
- Mind echo trauma
- Phobia trauma
- Hypnotic trigger trauma
- Split Personality brainwashing trauma
- Codeword hearing
- Hypnotize status effect
- Impure Inacusiate reagent

## Why It's Good For The Game

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

Better consistency, improved readability, and less bugs in the future.

## Changelog

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observed by players or admins you should add a changelog. If your change
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mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
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🆑
fix: Fix hypnosis, mind echo trauma, phobia trauma, hypnotic trigger
trauma, split personality brainwashing trauma, codeword hearing, and
impure inacusiate reagent all bypassing language and hearing checks. If
you try to give commands to a victim in a language they don't
understand, they will no longer magically understand the words.
fix: Fix sign language having accent modifications
refactor: Refactored saycode to be more robust, readable, and have more
unit tests.
/🆑

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icon ingame) and delete the unneeded ones. Despite some of the tags,
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Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-12-09 20:28:17 +01:00
AnturK
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
Tim
f5f6b26e2d Fix xeno hivemind talk causing hissing sound (#69844)
* Fix xeno hivemind talk causing hissing sound

* Fix dullahan speech arg

Add message_range and saymode to say arguments

Add new say args to other say procs

Add new say args to other say procs

* Revert "Fix dullahan speech arg"

This reverts commit abff2bec1a03c1270b2896faa547c465e046ad78.

* Fix speech_args to be list

* Refactor hulk speech signal handler

* Revert "Revert "Fix dullahan speech arg""

This reverts commit 58997930096ef6b7fa8a1c79395595e61db954c6.

* Change filterproof to be null like other say procs

* Remove unused COMSIG_MOB_SAY defines

* Readd defines for COMSIGH_MOB_SAY
2022-10-03 23:10:45 -04:00
Mooshimi
b09f3868f8 individual LOG_GAME (#68683)
About The Pull Request

    replaces a ton of log_game with user.log_message so the log is added to individual and global logs.
    adds a few logs for individual LOG_VICTIM, LOG_ATTACK etc logging.
    adds logging for bluespace launchpad's tele coords being changed.
    took the word "has" out of log_combat, as it's extra and just lengthens the log.

Why It's Good For The Admins

It's extremely laggy to open game.txt so an alternative is individual game logs
Changelog

cl
admin: A lot of game logs will now also be in individual game logs, for convenience in log diving.
admin: Added logging for bluespace launchpad x and y offset changes, which go to individual game logs.
admin: Attack logs will now be slightly shorter, one useless word was removed.
/cl
2022-08-05 09:32:02 +12:00
MrMelbert
f8f3dbed98 Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. (#67083)
* destroy proc holder pt1
- change proc_holder/spell to action/cooldown/spell
- docs all the spell vars, renames some of them
- removes some useless vars
- start with pointed spells, as they're easy

* kill proc_holder pt2
- kill a buncha vars and replace it with flags
- convert a ton over
- general code improvements

* kill proc_holders pt3
- convert a good few more spells
- rename some signals
- handle statpanel
- better docs

* kiill proc_holder pt4:
- restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with
- converts touch attacks to actions
- converts blood crawl, jaunt subtype

* kills proc_holder pt5
- clears up some icon issues so all the currently converted pages don't have errors
- shapeshift
- some more action cleanup

* kills proc_holder pt5.5:
- some documentation
- reworks feedback to prevent oversight with teleports and stuff

* kills proc_holder pt6:
- converted cult spells
- converted magic missile
- converted mime spells
- chipped away at the errors
- removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own.
- merged magic/spell and magic/aoe, as the comment intended
- more unified behavior for spell levelling

* kill proc_holders pt 6.5:
- replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby

* kills proc_holder pt 6.75:
- minor fixes

* kills proc_holder pt7:
- cuts down on some errors
- refactors some wiz events

* kills proc_holder pt 7.5:
- malf ranged modules
- some minor errors

* kills proc_holder pt 7.75:
- mor eminor error handling, cleaning up changes

* kill proc_holder pt8:
- refactors spell book
- refactors spell implant
- some more minor error fixing

* kill proc_holder pt 8.5:
- scan ability

* Adds some robust documentation

* kill proc_holder pt9:
- converts some / most mutations over

* kill proc_holder pt10:
- sort out all the granters
- refactor them slightly
- fix some compile errors

* Some set-unset sanity - going to need to test removing Share()

* Removes transfer actions. It doesn't seem to do anything.
- Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though

* Removes sharing from actions, docs actions better

* Some better documentation for spell and spell components

* Kills proc_holder pt11:
- Finally finishes ALL THE SPELLS IN THE SPELL FOLDER
- Fixes some more errors

* kills proc_holder pt11.5:
- minor error fixing and sanity

* Method of sharing actions. Can be improved  in the future, needs testing

* Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now.

* Curse of madness bug I put in.

* kills proc_holder pt12:
- sub 500 errors!
- converts cytology mobs
- converts and refactors spiders slightly
- some minor fixing around the place as usual

* kill proc_holder pt13
- Finishes heretic spells
- Sub 300 errors!
- some touch refactoring to account for mansus grasp

* kills proc_holder pt14:
- revenant
- minor bugfixing for heretic stuff

* kills proc_holder pt14.5:
- some missed stuff for revenant + heretic

* kills proc_holder pt15:
- alien abilities
- more minor fixing
- sub 100 errors. The end is nigh

* kill proc_holder pt16? 17:
- Finishes cult spells
- sub 50 errors!
- refactors the way charge works
- renames / moves some signals

* kills proc_holder pt final:
- sdql spells
- no more errors!

* Bugfixes round 1

* Various bugfixing
- documentation done
- give spell works
- can cast spell gives feedback conditionally
- is available takes into account casting ability

* Some accidental reversions + fixes

* Unit tests

* Completely refactors jaunting
- All bloodcrawling is now handled on the action itself instead of across various living procs
- slaughter demons have their own blood crawls
- jaunting dummies don't have side effects on destroy() anymore

* Wizard spell logging and even more refactoring
2022-07-01 02:01:02 -04:00
Kapu1178
6d470992cb This tail refactor turned into an organ refactor. Funny how that works. (#67017)
* Fuck you (refactors ur tails)

* Errors

* Wow. Pain.

* Fixes up probably everything

* finish up here

* Fixes hard del maybe

* original owner hard del

* garbage collection runtime

* suck my peen byond

* Mapped tails

* motherfucker.

* motherrfucker. again.

* Whooopppppsie

* yeah bad idea

* Turns out external organs literally just sat in nullspace forever if their parent was deleted, and didnt Remove() themselves, causing harddels.

* So anyways I repathed all organs

* Fixes

* really.

* unit test... test

* unit test-test but it passes linters this time because im a moh-ron

* I've lost track of what im doing at this point

* Hopefully fixes hard del?

* meh

* Update code/datums/dna.dm

* things n stuff

* repath from master pull
2022-05-30 21:18:34 -07:00
NamelessFairy
1238ce2373 Adds the ability to soft filter words, also fixes some word filter bugs (#62158) 2021-10-26 12:45:36 -07:00
Timberpoes
25de7ded2b Fixes being able to spam ghost role notifications. (#61085)
There are methods that let players spam the everloving shit out of ghosts with BONG BONG BONG BONG BONG BONG BONG etc. through being able to constantly poll ghosts for roles with no restriction or cooldown.

Examples are laughter and slaughter demon antag_spawners.

It makes no sense to be able to concurrently poll for the same mob. As a result, I've now added a guard against this. The proc has been given a static list of mobs it's polling for ghost roles for. If it's already polling for ghost roles for a given mob, then it just early returns with an empty list, otherwise it adds the mob to the static list when the poll starts and removes it when the poll ends.

I've also done a little cleanup in var names and the proc name, with a find-and-replace done. There weren't many things calling it and none used named keywords in the args so should be fine.

There is also poll_candidates_for_mobs (also included in my cleanup) - This proc is basically only called by admins via sentience balloons and they have their own guards against spamming (the balloon pops and thus can only be used once)

Also fixes an issue in /mob/living/silicon/robot/proc/replace_banned_cyborg() where incorrect args were used in the proc call to poll for candidates.
2021-09-01 13:01:54 +01:00
LemonInTheDark
96cc4a7260 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.
2021-07-19 12:41:21 -04:00
Watermelon914
375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
RandomGamer123
42c0aebcb4 Fixes split personality sometimes switching to other person upon death (#59488)
Fixes split personality sometimes switching to other person upon death or loss.
This was due to both minds being bounded to the body, this fixes it.
Also changes free_backseat into new_backseat because the former is an incredibly unintuitive variable name.
2021-06-04 19:28:30 -03:00
Mothblocks
7e4de07506 Remove all gamemodes except Dynamic (#58470)
Removes all /datum/game_mode except dynamic. Eventually, all of mode and game_mode will be removed, and Dynamic will become an ingrained system. Every single other gamemode was unmaintained at best and poisoned other code at worst. Currently all tg servers run 24/7 Dynamic, so the time to act is now.

* Remove gamemode references from age checks

* Monkey

* Remove heretics

* Remove BBs

* Refactor uplinks and remove clown ops

* Remove nuke ops

* Removes and refactors cult

* Remove extended

* Remove and move out meteors

* Removes wizard

* Remove sandbox

* Remove changelings

* Remove traitors

* Remove revs

* Remove gangs

* Remove changing mode and voting for new gamemodes

* get_candidates signature fix

* Summon ERT and NERD in their own panel

* Remove some old unneeded age_check stuff

* Fix old signatures of get_uplink_items

* Use Extended like config for dynamic.json

* Fix discounted gear
2021-04-25 01:55:10 -07:00
Ryll Ryll
ea89867adc Allows ghosts to start messages with asterisks in deadchat again (#57159)
#56519 had noble goals in trying to make emote code more robust for
ghosts, but in doing so it undid #47144, which was made to allow people
to start messages with asterisks in deadchat without getting hassled by
the game thinking you're emoting. This re-limits the emote checker to
the only two emotes ghosts have ever had, *spin and *flip.
2021-02-25 13:31:27 +00:00
TemporalOroboros
e2e7ccdbdc /mob/living/proc/Life(delta_time) (#55534)
- Makes `/mob/living/proc/Life` and most related procs use `delta_time`
- Procs that had snowflaked timing systems, such as breathing, addiction, and advanced diseases were left unchanged.
2021-02-19 10:24:20 -05:00
Mothblocks
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
YPOQ
7f7d4b91cb Fixes split personlity switching 2020-10-25 18:11:54 -06:00
Jared-Fogle
5da135f377 Polling ghost candidates now uses real names (#53122) 2020-08-23 05:12:50 -03:00
skoglol
d513b14a58 Catatonics no longer get split personalities. (#52118)
* Catatonics no longer get split personalities.

* No switching to ssd either
2020-07-13 11:38:17 +02:00
Rohesie
0738549b5b Client loss on Login() handling (#50073)
The client variable can be nulled at any point between proc calls during Login(), at the very least between parent calls for sure. That can produce dirty additions to mob lists among other less problematic runtimes.
This attempts to handle it.
2020-04-07 08:13:38 +12:00
Ghommie
ba9122d606 Fixes traitor codewords highlight and some other hear signal hooks. 2020-01-06 17:06:59 +01:00
Emmett Gaines
53952e7622 Keybindable emotes followup (#47868)
Keybindable emotes followup
2019-11-19 16:54:30 -08:00
skoglol
1be2774ee5 Gives body back to owner on split personality death (#47809) 2019-11-16 20:34:14 -05:00
James
a05d954b45 Split personalities can now communicate directly (#46875)
About The Pull Request

This PR allows people with the split personality trauma to communicate with the stranger and vice versa through an action button. I also considered adding an option for the active player to release control but I felt that would be breaking the spirit of brain traumas a bit much.
Why It's Good For The Game

Split personality has always been a situation where the second player's only real option is "How many times can I shout "I'm Gay"/WGW over radio and try and avoid surgery until I inevitably get removed?" Don't get me wrong, you can still do that, but I aim in this PR to give players another option to get some of that sweet RP in. The main argument I can see coming up against this change is that traumas are supposed to be negatives, but how I see it, this doesn't make Split Personality a positive trauma so much as it allows roleplay similar to how you can roleplay as a paraplegic war veteran or as an ex-security officer who developed a phobia following an 'incident'. I'm happy to add a cooldown to the action if it proves to be an issue.
Changelog

cl
add: Split personalities can now communicate with an action button
/cl
2019-10-13 16:54:12 +13:00
nemvar
c38a7a3bb5 Removes a bunch of var/ in procs (#46946)
* Removes a bunch of /var in procs

* reset this

* Why wasn't this already?
2019-10-10 04:20:27 -07:00
RandolfTheMeh
319c2cf52b Imaginary Friend/Split Personality Trauma Fixes (#45681)
* no more dead friends

* Removed client check on split_personality because I for one would like to see a genetics test subject gain sentience
2019-08-05 18:58:29 -07:00
vuonojenmustaturska
0254559eca Replaces hear_intercept with signals, refactors MOVABLE_HEAR, touches up nanites and to_chat (#44391)
hear_intercept is removed in favor of having the things that care register for the COMSIG_MOVABLE_HEAR signal instead.

The signal has been changed to be like the speech one with an args list.

Nanite datums no longer register for the hearing signal just in case, only the voice sensor nanite program does.

Dead code has been removed from to_chat, the savefile/sound checks being just-in-case boilerplate checks made during the conversion to to_chat, the replacetexts sidestepping a byond bug that was fixed in 512.1420.
2019-06-10 10:43:12 +12:00
vuonojenmustaturska
2d74a86353 [READY] Cleans up saycode by removing random hook stubs and using a signal where relevant (#44320)
About The Pull Request

This PR removes speech message and span hooks from dna, mutations, pierrot throat disease, species, tongues, masks, hats, held items, brain traumas and a carbon proc overload handling tonguelessness.

Tonguelessness is now handled by tongue removal registering for the speech signal and the hook being deregistered by having a tongue put in.

Also cleans up some /atom/movable/proc/get_spans() overloads that called the empty parent or overloaded the parent to do the exact same thing as the parent proc did.

Also cleans up calls to radio.talk_into() where the caller would often, as a result of copypasta, provide the proc with fresh copies of the proc's default values for proc args, and makes say_quote() better by giving it a default spans value so that none of the callers have to provide the same default one.
Why It's Good For The Game
Changelog

cl Naksu
code: Cleaned up saycode
/cl

* start with this

* oh man this looks so good

* hats are dead

* /obj/item/proc/speechModification is dead

* brain traumas and get_held_item_speechspans() are dead

* these should be static

* unfortunately we still need this

* /mob/living/carbon/treat_message(message) is kill

* clean up get_spans()

* dunk get_spans, modifies_speech for brain traumas, some superfluous static stuff

* move stuff around

* return values
2019-06-06 18:35:06 +12:00
skoglol
f781e649c7 Adds "Never for this round" to a few more ghost rolls. 2019-05-29 23:25:56 +02:00
vuonojenmustaturska
fb45b7a017 Turns trait accessors into defines, fixes some bugs (#43820)
It's free performance.
2019-05-06 19:44:05 -04:00
XDTM
3f32f8c110 [Ready]Logs when speech is forced by an external factor (#39964)
* Logs when speech is forced by an external factor

* makes say args uniform

* fix
2018-09-03 11:38:16 +02:00
Jordie
0d7ef3ed65 Key instead of ckey for user facing logs and ui (#39009)
* converts to using key instead of ckey for user facing logs and ui

* more key_name for airlock wires

* futureproofing check for if key changes

* --onlyckeymatch script argument and fail/success counter

* fix
2018-08-11 02:15:50 +10:00
vuonojenmustaturska
042ea5ea63 Fixes emote runtimes (#39115)
Fixed some missing args in emote procs called with named args, leading to
runtimes.
2018-07-14 13:20:50 -07:00
ShizCalev
c41d6ac965 Standardizes and cleans up some admin messages & logging (#38128)
* Improved logging

* Fixes & emitter logging

* ded
2018-05-30 21:57:06 -07:00
AnturK
a5bcb83ea7 Some antag fixes. (#35690)
* Removes misleading comment

* Fixes devil ascension visible in lobby

* Fixes nuke op reinforcements.

* ADVANCED COPYPASTE

* Missed this one.
2018-02-16 11:34:38 -05:00
XDTM
5a08a3aad0 Extends the disability refactor to include more traits, removing some snowflake code (#34664)
This way you can add/remove traits without fear of other sources overriding them. Now you can add TRAIT_STUNIMMUNE to somebody without what if hulk

Notable changes:

    Fakedeath now updates instantly, instead of waiting for the next life tick.
    Fakedeath now sets time of death when acquired.
    Removed extremely snowflake code in reagents that checked if you had morphine to remove slow immunity and so on.
    Hulk no longer overrides status_flag changes, in case there are any.
2018-01-25 09:12:44 +13:00
Ian Turk
c7f00fb44c Prefixed all disability defines with DISABILITY to fix name collision with BYOND built in BLIND define 2017-12-22 23:49:41 -06:00
ShizCalev
20e5d77732 Fixes mass brain trauma 2017-12-19 18:28:35 -05:00
XDTM
b5d9845edf [Ready]Brain Trauma additions (#33405)
* Brain Trauma additions

* Adds Aphasia

* Adds the aphasia language

* Short window

* nuke exploits GONE

* fixes draggable portals

* psychobrawl won't just kill you if you use it too much, but stuns longer

* Adds anosognosia, and lowers thresholds

* .

* RANDOM GODWOKEN

* Default brain damage is now 0

* antur

* fix 1

* forcemove and afk friend adjustments

* okay it's ready now

* dead people can hear imaginary friends
2017-12-17 18:10:25 +01:00
Leo
6a0a97acc0 Split personality now logs when a ghost gets control of it (#33506) 2017-12-14 07:12:12 -05:00
XDTM
550d71167e Brain Traumas (#31727)
* Reworks Brain Damage

* mechanics

* rebalancing

* hulks in wheelchairs

* yup

* bugsquash

* Adds narcolepsy, phobias and agnosia. Not guaranteed 100% bug-free yet, testmerge at your own risk.

* lizard phobia

* Did you know there's a skeleton inside of you RIGHT NOW?

* Fixes for the new stuff

* The issue with those is that in most rounds you won't see them

I'll keep them available so they can be added manually, for example by events and such

* Goof reviews

* Brainloss is based off brain organ integrity

removes brainloss var

* Replaces some getorganslot with defines

* eyes

* put the traumas in the brainnnn

* text

* args

* Adds godwoken, puts split personality in severe, adds brainwashing

* Bluespace prophet special trauma (untested)

* Some minor stuff

* Monophobia, and tweaks

* More fixes

* fix

* a

* new tail

* Discoordination and Muscle Weakness

* thanks for the review!

* [B]oneless

* agnosia fix

* .

* go away agnosia

* pretend it didn't happen

* Shitcode-free-er

* bitwisdom

* psychotic brawling

* i guess this might be important

* latest reviews

* .

* conflict-free

* addresses it

* surgery fix

* a masterpiece

* fix

* fix again

* config

* damage formula reworked

* who needs to test anyway

* fixes some bugs

* fix 2

* proper spookin

* bluespace prophet fixes and improvements

* no bible healing

* .

* normalizes monophobia chances
2017-12-06 13:04:17 -05:00