* hardstuns? nostuns*
* WELCOME TO THE HAPPY HOTEL
* YOU'RE GOING TO LOVE IT HERE
* whoops i accidentally a status effect and a new item
* skog alert
* Update code/game/objects/items/defib.dm
Co-Authored-By: skoglol <33292112+kriskog@users.noreply.github.com>
* Update code/game/objects/items/defib.dm
Co-Authored-By: skoglol <33292112+kriskog@users.noreply.github.com>
About The Pull Request
Attacking someone with a gun at point blank with grab intent will now hold them at gunpoint. This means you will automatically shoot the target if they move or attack, though they're still free to rummage around in their (or your, if you continue standing next to them) inventory, speak (including using radios), and throw things. The shooter may roam around a 3 tile box radius without breaking the hold-up, allowing them to reposition themselves, though breaking visibility will break the hold-up. In addition, if you're several tiles away and they make a break for it, they may be able to dodge the projectile. Tactical choices!
For the first 3 seconds after the hold-up, any triggered reaction shot will deal normal damage.
Between 3-10 seconds after, any triggered reaction shot will deal double damage.
After 10 seconds, the reaction shot will deal 2.5x damage.
The ramp-up is to give weapons with weaker per-shot damage like disablers, laser guns, and the .38 the ability to be useful for arrests and stick ups, without affecting combat balance too much. If you got someone you're trying to kill to hold still for 2 seconds at point blank range, you may as well just keep shooting them rather than fiddle with holding them up. If you're gonna resist, it's best to do it quickly!
Lastly, if the shooter is attacked and takes damage from anything, they have a chance to flinch and fire in reaction. This is a 50% chance, unless they're hit in the arm holding the gun, in which case it's an 80% chance.
Why It's Good For The Game
Adds in mechanical backing for taking people hostage or being able to arrest people with the threat of violence rather than actually carrying out that violence. Trying to take hostages or hold people up right now will just get you immediately shove spammed mid-"DROP $500 OR FAILRP" unless the other person feels like playing along. This makes cooperating or risking getting shot an actual choice, increasing mechanical depth while also adding more roleplay potential.
Also yes, the target cuffing themselves will not trigger the reaction shot, so holding someone up, backing up, and throwing cuffs at them is a valid move.
* Nanotrasen fires the Wave Motion Gun at the Clock Cult
* Fixes a random changelog appearing from the reebe void.
* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.
* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.
* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron
* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.
About The Pull Request
This PR fixes a bug where you could receive positive effects of hearing good music even if you did not hear any actual music due to being deaf, for example.
Fixes#43720
Why It's Good For The Game
Less bugs.
Changelog
cl Arkatos
fix: You will now only receive positive effects of hearing good music if you can actually hear the music.
/cl
* bye
* reaction
* totally a feature
* b
* dark purple
* haha don't worry im just going to not test num 2 define haha
* comment
* > static'ing a list that is 1 in a million
* Update code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
* amp healing
* thing to bin
* shitload of new sounds
* dme fix
* file fixes
* more file fixes
* more file fixes
* volume tweaks + better pistol sounds
* more new sounds + no through walls suppressed
* better suppressed
* more work
* pistol handling sounds
* small tweaks
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
About The Pull Request
Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game
This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
* 150 hours
* it compiles guys
* PERF
* meta conflictor
* oldcabin
* Revert "meta conflictor"
This reverts commit 812343ca615e5b00711786be4413ce3301cfcc90.
* oldmeta
* TAKE 5000
* NAME THIS
Also redoes Multiver/Palletta
* FRICK U FIZ
* NERF PERF
* comment cringe
* Checks for restraints/incapacitated for ichiyuri
* URIKA
Removes Healing-Scaling of Ichiyuri, Nerfs Healing of Aiuri.
* organ
* please upvote this
* maps...
* Gives Instabitaluri a Brand Name
Oh wow it's synthflesh 😆
* Update cat2_medicine_reagents.dm
* what kinda characters is Krys using
What is it
A new event that will target 1-3 people randomly. The fluff text/emotes from multiple viruses (such as coughing, sneezing, dizziness, confusion, vomiting (just the fluff text no actual vomit), etc) will be thrown at the victims as with a regular virus, but they will not actually be suffering from a virus.
The way it works is that it gives a 3 minute invisible status effect that will throw random spooky messages with increasing spookiness over time (like a real virus would). After the 3 minutes is up, the status effect vanishes and it's like you were never even afflicted. Also, after the 1-3 random people are given this status effect, 1-5 more are made to cough/sneeze/etc exactly once with a randomized brief delay.
Purpose
This should hopefully make people stop and think before immediately going to lynch the virologist when they see a "You feel lightheaded!" message. Adds paranoia.
cl
add: A new Fake Virus event that makes you think you have a virus when you don't
/cl
* Brain damage works on organ damage procs, some defib reworks
* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again
* Cleans up reused global
* Organ damage procs on living and living/carbon
* Changes brain damage procs again
* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.
* Damage and failure effects for the appendix, ears, and some touchups on the stomach
* Committing changes so I don't lose them
* Organs now cease decaying in the proper containers
* Organ Fridges
* Reverts map changes
* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime
* Actually fixes merge conflict
* Smartfridge tweaks
* Think I figured out map merger
* Evidently not
* Still runtiming with glass shards even after I remove the map changes?
* Fixes runtime error with brain_item
* Runtime fix on living/carbon/life
* Cleaning up old PR code
* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were
* Wrong math operation used
* Brains in MMIs no longer decay
* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts
* Removes misleading comment
* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss
* Removes random spaces, scanners check brain damage severity now
* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it
* List change
* Runs off of an index instead of using cut
* Brains can be put into organ fridges
* Fixes minor type, hotfix for cloning problem
* Removes pointless check
* Demon hearts no longer decay
* Nightmare hearts no longer decay
* Removes istype() check on process, sets can_decompose instead
* Condenses organ damage report
* Removes organ failure messages
* Less organ damage spam, implements organ threshold messages instead
* Brain damage messages go to owner, not source
* Self-examine shows damaged organs
* Minor code cleanup, adds autodoc comments to the new procs
* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.
* Merged the booleans into a set of flags
* Healthy living improves organ healing rates
* dunno why this didn't update
* my actions have consequences
* Sets ORGAN_SYNTHETIC for overlooked robotics organs
* Doubles heart decay time
* 3 minute heart decay
* Lobectomy/Coronary_Bypass heal more
* removes hivemind spells from the changes
I forgot to request these changes before merging the blood stack
changes. Just changes the sound volume to 100 (it's capped to this
anyways), and replaces the 1 with a TRUE def.
* magic numbers in saw_bleed moved to class definition
* more saw bleed abstraction
refactors p2
various stacking effect refactors
saw bleed refactors again
moves stacking status class to status_effect.dm
misc stacking changes and documentation
reverts saw_bleed functionality to original
better var names, var name fix
removes extra proc
more sane handling of application
removes unused define
changes saw bleed back to original form
* another proc that can be ovverriden for falling stacks
* fixes path
* simpifies some checks
* feedback fixes
* spelling
* fixes reclaim on dead hiveminds
* adds exnendo hand min range var
* replaces hive warp with telekinetic hands, no inhand sprites added yet
* changes hive_shock to sensory effects, no sleep
* syntax fix
* adds new curse variant
* sensory overload power modifier, heart attack replaced with necropolis curse variant
* hivedrain removes stam dmg
* does curse subtype in more sane way
* changes circadian sleep to knockdown
* spell path and icon path changes
* shock channel, pin weaker on hives, cooldown changes
* telekinetic hand inhand sprites
* adds message to teople surrounding mind contol victim on cancel
* hivemind icon changes
* nightmare changes
* removes stun on mc end
* hivemind forcewall lasts longer
* prevents negative power values on shock
* chages nightmare duration and effect
* hive shock changes
* userdanger message on mind control end so people see it
* fixes merge
* removes control change
* removes unneeded var
* typo
* fixes me commiting the wrong shit
* syntax fix
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.
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
About The Pull Request
Was fairly shocked to find out hiveminds never took tinfoil hat protection in account, so decided to implement the factor in the game mode. Might have overdone it and probably erroneously changed a couple logics while getting rid of some really indented passages that could easily early return.
So what's said on the tin, this is lot more preferable than clunky is_type() checks on headwear anyway.
Also expanded tinfoil protection to hivemind and (non-revenant) telepathy.
Why It's Good For The Game
Let us remember the "purpose" of tinfoil hats.
Changelog
cl
code: Merged tinfoil hat kind of protection into the anti_magic component.
add: Tinfoil hats can also be warped up from excessive dampening of mindray/though control/psicotronic anomalies, or by simply being microwaved in an oven, and become useless.
add: Immortality Talisman and Paranormal Hardsuit helmets now come with tinfoil protection too (minus the paranoia and limited charges).
balance: Rebalanced many hivemind effects to be dampened/delayed by tinfoil shielding. Bruteforced Assimilate Vessel, One mind and Awake Vessel abilities will consume more tinfoil charges compared to others.
balance: Genetics/Slime/Alien Telepathy and Slime Link are now stopped by tinfoil protection.
/cl
* Adds stasis beds
Needs sprites, using placeholder ones
* Adds stasis beds to techwebs
Cryostasis Technology
* Adds sprites for stasis bed
* Stasis beds support economy/ancap
* Stasis bed can be deconstructed
* Stasis bed requires cable coil
* New stasis bed sprites by @Kmc2000
Made by Kmc2000 <bluekorben2000@yahoo.com>
Not currently functional
* Add unique to SSvis_overlay.add_vis_overlay
will return the overlay object itself and not reuse it
* Make stasis bed art function
can enable/disable with alt click
makes sounds when powering up/down
* The tubes go over the mob now
* Remove sleepers from techweb tree
* Fix stasis bed lying
* Modified stasis bed build requirements
* Survival pod version of stasis bed
Map spawned sleepers delete their circuit boards
Added stasis beds to 'doctors' phobia
NanoMed for survival pod which is always free, not refillable
* Replace sleepers with stasis beds on all station maps
removed all sleeper machine boards from maps
one sleeper machine board intentionally left alone in oldstation
* Fix stasis bed tube overlay capturing clicks
Give power up and down noise freq variation
* Remove stat check from living Life
* Remove vis overlay assertions from stasis bed
About The Pull Request
As title, except a clarification: sounds that play with no source or direction are still stereo due to that the stereo will actually do something and not just be wasted space.
On a technical level, what I actually did was reexport (nearly) every single sound effect to mono 44.1khz sample rate Ogg at quality preset 5. This resulted in some small increases in file size in some places but other than that reduced file size across the board.
A couple of sounds that were wavs for whatever reason were also converted to ogg, this resulted in some code changes to change the referenced sound effect.
Some sounds were also recut. The grille hit and punches in particular are common sounds that had large and noticeable gaps at the beginning.
All of this has resulted in the compiled rsc file going from 102.7 mb to 83.2 mb.
Why It's Good For The Game
Free space with no (effective) drop in quality.
A standard for audio going forward. (that will be inevitably ignored)
Tighter sounds in some places.
Changelog
cl
soundadd: Downmixed every sound to mono. This shouldn't have resulted in any changes in audio, byond downmixes anyways.
soundadd: Recut some sounds. Sounds shouldn't have large silent/noise gaps at the start anymore
/cl
* staves
* projectiles
* sapped event
* last of the staves (need to sprite and get sounds)
* last of the projectiles
* Squash is a single-use plant in Plants vs. Zombies and returns as a premium plant in Plants vs. Zombies 2.
* removes staff of cooperation, adds fly magic status effect
* a couple things with flight + tweaks
* removes old bolts/staves, finishes and adds parts of the new set
* fixes
* fetching + flying fixes, added chill and wipe
* and done
* cobblestone's review
* makes genetic meltdown a little more interesting
* uses SLIME toxin and maybe melting your skin doesnt kill
* adds more genemelt effects
* removes accidental snail
* fixes .dme
* dir to dirextion and splits the spawn into a seperate proc
* one
* ???
* big
* sprites
* it is done
* oofs
* no more bad jokes
* location -> reception
* i forgot a feature lmao
* yo lemme nerf this op power
* adjust removal and makes panic less insane
* hey i forgot another feature
* one mind removals
* *laser eyes meme*
* Disables multiple one minds for real this time
* adds 5 new (minor) negative mutations
also adds a mutation conflict system
* removes debug comments and to_chat(world)s
* addresses reviews
* further review addressing, new message
and a message given to the subject when a mutation fails to manifest because of conflicts
* cooldown on acid flesh message