Commit Graph

12315 Commits

Author SHA1 Message Date
SkyratBot
68e50311c9 [MIRROR] Fixes quick swapping suits creating illegal suit storage (#612)
* Fixes quick swapping suits creating illegal suit storage (#53272)

* Fixes quick swapping suits creating illegal suit storage

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-09-02 03:07:32 +02:00
SkyratBot
6d4bdb7776 [MIRROR] Minor bugfixing/QoL for blind examining (#607)
* Minor bugfixing/QoL for blind examining (#53313)

Allows blind people to examine things they're directly holding in their hands, so they don't need to swap hands back and forth between empty hands to check their ID or whatever

Slightly lowered the recent examine delay to make it easier to trigger examine_more

attack_hands that waited for input or slept (such as apiaries or airlocks) delayed the examination until after the attack_hand input or sleep was finished, so it is now called async to prevent the weird pause.

Blind people could previously examine things with disabled/detached limbs, that's fixed as well, and replaced a range check with adjacent, cause shoving your arm through windoors is bad.

* Minor bugfixing/QoL for blind examining

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2020-09-02 03:03:35 +02:00
SkyratBot
f412521569 [MIRROR] Dying people (and stunned borgies) can gasp and deathgasp again (#606)
* Dying people (and stunned borgies) can gasp and deathgasp again (#53320)

* Dying people (and stunned borgies) can gasp and deathgasp again

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-09-02 03:02:50 +02:00
SkyratBot
28b2ac6aa4 [MIRROR] Give some code readmes better filenames (#605)
* Give some code readmes better filenames (#53325)

* Give some code readmes better filenames

Co-authored-by: Tad Hardesty <tad@platymuus.com>
2020-09-02 03:02:34 +02:00
SkyratBot
b35050433b [MIRROR] Fixes xenomorph larva getting stuck by evolving while ventcrawling (#604)
* Fixes xenomorph larva getting stuck by evolving while ventcrawling #53265

* Fixes xenomorph larva getting stuck by evolving while ventcrawling

Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
2020-09-02 03:02:17 +02:00
SkyratBot
f844c39ab1 [MIRROR] Add a new achievement (#600)
* Add a new achievement (#53282)

This achievement can be gained by slapping bubblegum with a tongue.

For science!

Sprite by Arcane

* Add a new achievement

Co-authored-by: oranges <email@oranges.net.nz>
2020-09-02 03:01:02 +02:00
SkyratBot
a922610f2a [MIRROR] Brings back Pun Pun, soul (#595)
* Brings back Pun Pun, soul (#53331)

* Brings back Pun Pun, soul

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-09-02 02:52:25 +02:00
SkyratBot
a5c71cd510 [MIRROR] Adds swab for netherworld critters (#591)
* Adds swab for netherworld critters (#53201)

Adds netherworld critters as a swab. They take primarily maintenance, lavaland, and bartending reagents, they're supplemented by all geyser chems and minorly chemistry, and they are suppressed by any kind of generic growing meat (liquid gibs, nutriment, protein and peptides)

The abberant cells randomly pick a netherworld mob every time they are created. the big jackpot here is migo for the reasonable health and high damage, and the whiff are blank bodies for having good health but awful damage.
Why It's Good For The Game

Players love migos and other netherworld critters are aight. They're fairly strong, and so have a medium amount of reagents. Tried to get funky with it since they're supposed to be odd creatures.

(New swab for netherworld critters! Make sure you put them into a different vat system than your other ones, as they do not react well with normal reagents!)

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

* Adds swab for netherworld critters

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-09-02 02:49:05 +02:00
SkyratBot
24f7e8fff6 [MIRROR] Converted check_obscured_slots() output to bitfield instead of list (#586)
* Converted check_obscured_slots() output to bitfield instead of list (#53241)

* Converted check_obscured_slots() output to bitfield instead of list

Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
2020-09-02 02:45:57 +02:00
SkyratBot
4143774e30 [MIRROR] Removes Standard cyborg module. (#584)
* Removes Standard cyborg module. (#53276)

* Removes Standard cyborg module.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-02 02:44:48 +02:00
SkyratBot
c4c9dfabf6 [MIRROR] Fix various issues with browser statpanel (#580)
* Fix various issues with browser statpanel

* a

Co-authored-by: Tad Hardesty <tad@platymuus.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-02 02:42:40 +02:00
SkyratBot
cd0d700a85 [MIRROR] Mecha refactor 2020 (#579)
* Mecha refactor 2020

* Update effects.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-02 02:16:51 +02:00
SkyratBot
acad42d5ad Fixes silicon/parrot radio (#53296) (#568)
Silicons and parrots can speak into their radios again.
This was broken in #53221 because the . != 0 was incorrectly translated to !.

Co-authored-by: YPOQ <30683121+YPOQ@users.noreply.github.com>
2020-08-30 05:28:22 +02:00
SkyratBot
ec09510459 Bools and returns super-pr (#53221) (#565)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-30 05:12:59 +02:00
SkyratBot
3046d8127a [MIRROR] Fixes minor view exploit (#567)
* Fix ghost role spawners keeping the expanded view range (#53198)

Fixes minor dumb shit with view_size not resetting.

* Fixes minor view exploit

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-08-29 20:37:09 +01:00
SkyratBot
0a2d016002 [MIRROR] Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut (#550)
* Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut (#52515)

Automatic glide size adjustment based on move delay.
Essentially a port of https://github.com/yogstation13/Yogstation/pull/8132 but that was mostly my code with some fixes.

Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable.
https://file.house/0B3u.mp4
Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering.

* Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut

Co-authored-by: Rob Bailey <actioninja@gmail.com>
2020-08-29 20:27:18 +01:00
SkyratBot
1c1ce7b055 [MIRROR] Browser Status Panel (#548)
* Browser Status Panel (#53112)

* Browser Status Panel

Co-authored-by: Couls <coul422@gmail.com>
2020-08-29 20:26:27 +01:00
SkyratBot
344d9bf17d [MIRROR] Remove rats from total count on death (#547)
* Remove rats from total count on death (#53209)

* remove rats on death

* revival add back to the list

* Remove rats from total count on death

Co-authored-by: NightRed <nightred@gmail.com>
2020-08-27 22:17:37 +02:00
SkyratBot
7540337c7a [MIRROR] Adds a succumb alert prompt (#545)
* Adds a succumb alert prompt (#52892)

* Adds a succumb action

* Change from action button to alert to stand out more

* CAN_SUCCUMB macro and early return

* Move updating to set_stat

* Bring back new_stat

* Move to new traits

* Observer check

* Adds a succumb alert prompt

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-27 22:10:25 +02:00
SkyratBot
76efc3d305 [MIRROR] Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes) (#544)
* Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes) (#52951)

By clicking yourself with grab intent while targeting a limb of yours that's bleeding, you'll "grab" onto it with your free hand to apply pressure. This takes 1.5 seconds to do, takes up a hand while you do so, and applies a slowdown while you're holding it. In return, that limb will bleed 30% less while you're holding it (though it won't clot any faster). This stacks with the 25% reduction in bleeding you get from being horizontal, so laying down clutching your gushing gut while waiting for help is now both thematic and viable!
Other fixes and changes

I also made some other changes to wounds of various importance. Here's a quick list

-Most wound treatments now respect thick clothing/materials, so you can no longer suture slashes through spacesuits.
-Using sutures on slashes and pierces now actually use up sutures, and regen mesh must be opened to treat wounds with
-Infectious zombies (romerol) can now be wounded as intended
-Coagulant has been nerfed again to reduce bleeding less for every wound it's reducing bleeding on. This'll still need more love and attention later, but I need to find a good middle point where medipens are good for bleeding in an emergency without being a way to sidestep any and all bleeding wounds in one go.
-I added a recipe for improvised coagulant in the Wounds 2 PR using baked pulped banana peels and salglu, but then realized that recipe sucked and was overly complicated. You can now drink straight up ground/juiced banana peels to help close up slashes and piercings. Yuckm!
-You can no longer repeatedly disembowel people who have already lost their internal organs
-Whetstones now make things edged sharp rather than pointy sharp, fixing a carryover from when sharpness = 2 used to be accurate sharpness. This'll have the effect of making sharpened weapons less sucky at chopping people apart since slashing is usually more devastating than piercing

I've also made a few tweaks to scars, mostly making them a bit smaller. It now takes twice as much scar severity to reach "absolutely fucked up" when examined, and the other steps have been raised a few points as well. Minor scar examine text is a tad smaller text-wise, and the precise locations for the scars are a bit more procedural as well (more location modifiers like upper/lower/inner/outer wrist/whatever). These changes will hopefully add a bit more variety to the scarring you see on random crew members, since it's pretty easy to hit max examine severity as is.

* Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes)

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-08-27 21:52:59 +02:00
SkyratBot
2cd8f8c083 [MIRROR] Fixes quickswap letting you keep clothing traits (#542)
* Fixes quickswap letting you keep clothing traits (#52790)

Unequipping clothing via quickswap now properly calls dropped(), so you lose any traits you get for wearing them. This fixes being able to use the quickswap hotkey to keep traits and other properties like krav maga, sec/med/diagnostic hud's, and whatever else without actually wearing the clothing.

Fixes: #52788
Fixes: #50798

Why It's Good For The Game

Honestly for my money, a quickswap hotkey is lame and overly gamey, which is funny because the kind of player who would be into that is exactly the kind of player I'd suspect of quietly abusing a bug like this bug for the last several months, but I digress.
Changelog

cl Ryll/Shaps
fix: Quickswapping clothing now properly unequips the swapped-out clothing, removing any traits they granted while worn
/cl

* Fixes quickswap letting you keep clothing traits

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-08-27 09:38:21 -04:00
SkyratBot
c48ed95463 [MIRROR] Vatgrowing content: Swab the clowns clothes for cursed clown cell lines (#540)
* Vatgrowing content: Swab the clowns clothes for cursed clown cell lines (#53186)

* Vatgrowing content: Swab the clowns clothes for cursed clown cell lines

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-08-27 03:13:57 +02:00
SkyratBot
e6f770410a [MIRROR] Bloody feet update (#538)
* Bloody feet update (#53109)

Componentized the bloody feet feature.

* Hardsuits and other feet-covering clothing can now get bloody feet as well and spread gunk around.
* Bare feet can now get bloody as well and spread gunk around.
* Shoes/feet won't get bloody if something is covering them.
* Improved blood spreading behaviour. Previously, magic numbers were used in the blood pick up and drop off process. Now, when you step in blood, you and the floor share the blood volume. When you step on a non-bloody tile, you give away half of your shoe blood to the tile, and so on. This means the total blood volume always stays constant when moving around. * Blood doesn't appear out of thin air, nor get flushed to bluespace.
* Lowered footprint minimum opacity. Because it looks better, imo.
* Improved footprint exit/enter dirs.
* Improved footprint examine.
* Removed code for cult magic where a spell can suck up blood on your shoes. I'm pretty sure this code didn't work anyway. Implementing that for this new system would require a new signal and I just don't think it's worth it.

How can this game make you spend 20 hours on fucking spaceman footprints

Hardsuits will become "fully bloody" by just stepping in blood. This is a limitation of the current forensics system, as that is what is used to determine if an item is bloody or not. I'm aware of this but I don't think it fits to fix that in this PR.

cl
add: Footprints and bloody shoes major update. Hardsuits and bare feet can now get bloody as well. Improved blood spreading behaviour.
fix: Shoes will no longer get bloody while wearing something that covers them.
/cl

* Bloody feet update

Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
2020-08-27 03:12:11 +02:00
SkyratBot
430b766e3d [MIRROR] Bees will escape from bags when opened by someone (#535)
* Bees will escape from bags when opened by someone (#52918)

Allows bees to escape storage when opened.

* Bees will escape from bags when opened by someone

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2020-08-27 03:09:26 +02:00
SkyratBot
a5306924c3 [MIRROR] Makes reagent exposure methods bitflags (#527)
* Makes reagent exposure methods bitflags (#53164)

* Makes reagent exposure methods bitflags

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-08-26 02:37:07 +02:00
SkyratBot
dc3663a8d1 [MIRROR] Adds an action speed modifier system (#522)
* Adds an action speed modifier system (#53023)

* Adds an action speed modifier system

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-08-26 01:40:42 +02:00
SkyratBot
7bbe8ec530 [MIRROR] [READY] Vatgrowing: Third time's the charm (#508)
* Merge pull request #53020 from Qustinnus/fatgrowing

[READY] Vatgrowing: Third time's the charm

* [READY] Vatgrowing: Third time's the charm

Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
2020-08-25 01:36:10 +02:00
SkyratBot
f733bc21a8 [MIRROR] Mobility refactor and code cleanup - lacking appendages edition (#509)
* mobility refactor (#52929)

* Mobility refactor and code cleanup - lacking appendages edition

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-25 01:34:46 +02:00
SkyratBot
12cd35c594 Crit status refactor (#53117) (#500)
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-25 00:11:20 +02:00
SkyratBot
2d84a7dd79 [MIRROR] Adds Bull Terriers (#505)
* Adds Bull Terriers (#53148)

* Adds Bull Terriers

Co-authored-by: ishitbyabullet <deathzombine@outlook.com>
2020-08-25 00:03:15 +02:00
SkyratBot
807da262e7 [MIRROR] Buffs the Technophile Sect (#497)
* Buffs the Technophile Sect (#53126)

* mr roboto

* favor cost increased to 1,000 points

* Buffs the Technophile Sect

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-08-24 23:54:56 +02:00
SkyratBot
a9dd5c684c [MIRROR] Makes bloodcrawl not use a dumb var (#494)
* Makes bloodcrawl not use a dumb var (#52714)

* Makes bloodcrawl not use a dumb var

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2020-08-24 23:52:27 +02:00
SkyratBot
3bd294f26f [MIRROR] Defines damage flags. (Hopefully without 50+ commits) (#491)
* Defines damage flags. (#53158)

* Defines damage flags. (Hopefully without 50+ commits)

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-08-24 22:52:31 +02:00
SkyratBot
7cc18320a8 [MIRROR] You can now shove pets and some pushover bots away (#490)
* You can now shove pets and some pushover bots away (#53125)

* shove

* floyd suggestion

* lemon review

* You can now shove pets and some pushover bots away

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-24 22:52:14 +02:00
SkyratBot
7f3a2027cc [MIRROR] Polling ghost candidates now uses real names (#480)
* Polling ghost candidates now uses real names (#53122)

* Polling ghost candidates now uses real names

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-23 20:43:25 +02:00
SkyratBot
0b65cc596b [MIRROR] Overlay lighting component (#469)
* Overlay lighting component (#52413)

Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.

It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:


This is a BYOND limitation, very well worth it IMO.

🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑

* Overlay lighting component

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-23 20:17:12 +02:00
SkyratBot
c7bc076cef [MIRROR] Jelly person body swap fix (#467)
* Jelly person body swap fix (#53090)

* Jelly person body swap fix

Co-authored-by: NightRed <nightred@gmail.com>
2020-08-22 09:30:32 +01:00
SkyratBot
4a62fb4557 [MIRROR] Fixes a thrown damage runtime (#465)
* thrown damage runtime (#52913)

* Fixes a thrown damage runtime

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-21 22:36:26 +01:00
SkyratBot
d3f6e8d49f [MIRROR] Explosions SS runtime fix + code cleanup (#461)
* Explosions SS runtime fix + code cleanup (#52894)

* runtime fix

* turf references are immortal

* Explosions SS runtime fix + code cleanup

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-21 21:30:43 +01:00
SkyratBot
a3b1197653 [MIRROR] Adds Plasmamen Command and Centcom suits. (#460)
* Merge pull request #53042 from GuillaumePrata/Plasmamen---Command

Adds Plasmamen Command and Centcom suits.

* Adds Plasmamen Command and Centcom suits.

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
2020-08-21 21:30:34 +01:00
SkyratBot
6c71d07649 [MIRROR] Adds Time-Based Layering to Runechat Messages + Refactoring (#457)
* Merge pull request #52959 from bobbahbrown/runechat-changes

Adds Time-Based Layering to Runechat Messages + Refactoring

* Adds Time-Based Layering to Runechat Messages + Refactoring

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
2020-08-21 14:24:04 +01:00
SkyratBot
7b58d32063 [MIRROR] Add an animation for shaking (#456)
* Merge pull request #52975 from Jared-Fogle/shake-animation

Add an animation for shaking

* Add an animation for shaking

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
2020-08-21 14:23:30 +01:00
SkyratBot
e7e3e630bd [MIRROR] Attempts to refactor the get_equipped_item proc (#454)
* Attempts to refactor the get_equipped_item proc (#52969)

* Attempts to refactor the get_equipped_item proc

Co-authored-by: Detective-Google <48196179+Detective-Google@users.noreply.github.com>
2020-08-21 14:23:03 +01:00
SkyratBot
a8476938b3 [MIRROR] Fix resisting not starting stop, drop, and roll (#450)
* Fix resisting not starting stop, drop, and roll (#53079)

* Fix resisting not starting stop, drop, and roll

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-21 14:17:11 +01:00
SkyratBot
8c8df2d6e1 [MIRROR] Monkeys are now disarmed like humans (#439)
* Monkeys are now disarmed like humans (#53036)

Previously, monkey disarming was the old system of RNG stun/lose item. This PR makes disarming monkeys the same as disarming humans.

* Monkeys are now disarmed like humans

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-20 17:08:55 +01:00
SkyratBot
e65a48e91f [MIRROR] Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#430)
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)

Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.

Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.

This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.

To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.

Requested by @optimumtact.
Changelog

cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl

* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-19 20:17:28 -04:00
SkyratBot
4a4587b854 [MIRROR] Adds nekomimetic, the felinid language (#429)
* Adds nekomimetic, the felinid language (#52958)

Currently felinids are the only roundstart species without a language, this sees to that.
Changelog

cl Skoglol
add: Adds nekomimetic.
/cl

* Adds nekomimetic, the felinid language

Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
2020-08-19 20:16:38 -04:00
SkyratBot
d2778728a5 [MIRROR] Removes "availible" mispellings in codebase (#427)
* Removes "availible" mispellings in codebase (#53046)

* AVAILABLE

* Rebuild tgui

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Removes "availible" mispellings in codebase

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-08-19 20:14:11 -04:00
SkyratBot
c55bb05cdf [MIRROR] Removes annoying double space from health doll examining. (#422)
* Removes double space from health doll examining. (#53025)

* Removes annoying double space from health doll examining.

Co-authored-by: uomo <51800976+uomo91@users.noreply.github.com>
2020-08-19 20:09:58 -04:00
SkyratBot
1eecada7ab [MIRROR] Adds Hypernoblium interactions with Plasmamans to stop self combustion. (#416)
* Adds Hypernoblium interactions with Plasmamans to stop self combustion. (#52942)

Plasmamen won't interact with O2 if there is also Hypernoblium in the air and if already on fire, will get extinguished.
Adds Hypernoblium as a reagent when inhaled, having Hypernoblium in your system as a Plasmamen will also stop combustion.

* Adds Hypernoblium interactions with Plasmamans to stop self combustion.

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
2020-08-19 19:57:57 -04:00