* When I refactored Warp whistle, I vividly remember removing ``whistle.whistler = null`` in the tornado's Destroy, because I thought the warp whistle itself deals with it, but I was entirely wrong. This reference to whistler remained, and made it impossible to re-use the whistle after the first time.
* Additionally, because the whistle can't be used while there was already a whistler, which is only cleared after the tornado is destroyed (which is 10 seconds, compared to warp whistle's 4 second cooldown), I removed the warp whistle cooldown entirely, only checking if the warp whistle no longer has a whistler- so the tornado is destroyed.
* Because of this new cooldown timer, I brought down the duration of the tornado's existence (and therefore the cooldown) down to 8 seconds.
About The Pull Request
Spaceacillin is currently an under utilized medical chem. Its only effect is to stop a person who is already infected from spreading an airborne disease.
My changes add the following when someone has taken spaceacillin:
Infected mobs slow down disease progression by 50%
Uninfected mobs have a 75% chance to block being infected
Uninfected mobs have a 75% chance to block zombie infection when attacked
Impregnated mobs that have an alien larva slow down larva growth by 50%
Why It's Good For The Game
Gives spaceacillin more utility since it was such a niche thing.
Changelog
cl
add: Add disease resistance to spaceacillin. It now gives 50% disease progression slowdown, 75% to block disease infection, 75% to block zombie infection when attacked, and 50% alien larva growth slowdown.
/cl
Replaced the In/Out button of the portable pump with a proper description of gas mix source and destination.
It also is yellow when pumping into area
Reduces the number of atmospheric fuck-ups... Is this actually good for the game?
Portable pump In/Out button text replaced with source and destination.
Atomized from the proc holder PR
Refactors gunlight / helmet light to be a component.
They just copy+pasted code between each other and it was really annoying. I was working on fixes for the proc holder PR and noticed this (had to make the same fix for two things).
Moved Mind Monkey Helmet to its own file
Balloon alerts for seclite attachment / removal
One may be able to genericize this even further and put the bayonet behavior on this as well. Future idea.
Why It's Good For The Game
Cleaner, less copy pasted code.
Changelog
cl Melbert
refactor: Gunlight / Helmetlight behavior is now a component.
qol: Gunlight / Helmetlight now uses balloon alerts.
/cl
* I'm on levels of existence that are byond anything your mortal mind can
even comprehend
in otherwords, this is to go even further byond
SS2
* Update code/modules/mob/living/simple_animal/hostile/gorilla/gorilla.dm
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Safety first motherfucker
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Webedit PR incoming!
Not sure what was going on there, but I am pretty sure they meant to used N2O moles for this instead of plasma gas datum for arithmetic.
So bzformation actually creates BZ and possibly decompose n2o instead of attempting to divide by a list then runtiming
* Medical and Security HUDs now expire one minute after use, also does general code improvement in the HUD file by removing single letter vars.
Co-authored-by: robbertapir <robbertapir@airmail.cc>
* New station event: Gravity Generator blackout. Similar to Telecommunications blackout, but it takes Gravity out instead.
* Also adds this functionality to the gravity anomaly, if it isn't neutralized in time, gravity will go out.
* Lastly, added a gravitational anomaly vox sound.
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
The station's ore silo can't connect to machines that are off the station z-level anymore. This doesn't affect multi-z stations.
Also includes ore silo code improvement because I was unhappy with it.
About The Pull Request
This adds memories to a nearby audience if someone is playing Russian Roulette with a loaded gun. The person who wins or loses also gains a positive or negative mood event that is long lasting. All of these events only trigger if the person playing is targeting a lethal area.
Why It's Good For The Game
Being able to add Russian Roulette to engravings would be pretty cool.
Changelog
cl
qol: Playing Russian Roulette with lethal intent now creates a mood event for the user and is engrained in any nearby peoples memories. The more bullets the better the memory and mood boost.
/cl
Makes BZ reaction rates between pipes and turfs consistent. Removes O2 production from the BZ reaction. Also fixes rate multiplication by splitting pipenets using valves or similar.
Makes BZ rates consistent and makes pipebased BZ setups actually produce gas in significant amounts. Makes multiplying reaction rates for BZ by splitting pipenets impossible. Simplifies the reaction by removing a largely unused, mostly unknown way of making o2.
BZ production rates between pipes and turfs are now consistent. O2 production removed.
Multiplying production rates by splitting pipenets no longer possible.
* Reorganizes some of the access and jobs access code for readability.
* Engineers get access to minisat and tcomms, atmos techs get it on skeleton crew.
* Service jobs that used to have morgue access without reason (bartender/botanist/hop) had it moved to skeleton crew.
* RD lost access to Mining, Mining station, and Medbay (holdover from Genetics), but gained Construction access to easily access the AI.
* Roboticist has had their skeleton crew access to ordnance revoked to align with the geneticist's skeleton crew access
* Miners no longer have SHIPPING access (renamed from Mail Sorting)
* The HoS and Paramedics have proper access to the basics in each department again
* Minisats across all maps now require Minisat access to access.
* Secure tech storage now once again requires both Command and Tech storage access again.
About The Pull Request
Makes smoke propagate the fingerprints of the last person to touch the source of the smoke.
This makes gunpowder smoke actually log the person responsible for the explosions.
Why It's Good For The Game
As of right now gunpowder smoke (and similar) doesn't actually have very good logging as as far as the smoke is concerned it's never been touched and so the resulting explosions are blameless. Obviously, scrolling up for a good minute looking for who has just obliterated the escape shuttle is slightly annoying for the admins. Ergo, making the explosions log who actually is responsible for making the smoke they originate from should reduce admin annoyance.
Changelog
cl
admin: Smoke now logs the last person to touch the source of the smoke as the last person to touch the smoke itself. Gunpowder smoke should be less annoying to log dive as a result as every explosion will log that person.
/cl