* Easy's Super Omega "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits.
* Removed all the conflicts, and started converting all the arms and legs to the proper typepaths
* Actually makes the game compile :)
* Makes the maps compile too!
* Early mirror of #71143 because it's more relevant to us
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Remove ELEMENT_DETACH on everything that doesn't need it, rename to ELEMENT_DETACH_ON_HOST_DESTROY + a PSA (about 0.2s init time savings) (#70972)
ELEMENT_DETACH is **not** a requirement to having `Detach` called.
Detach is always called when the element itself is destroyed.
ELEMENT_DETACH is a flag that when set, makes sure Detach is called when
the atom destroys.
Sometimes you want this, for instance:
```dm
/datum/element/point_of_interest/Detach(datum/target)
SSpoints_of_interest.on_poi_element_removed(target)
return ..()
```
This Detach cleans up a reference that would have hung if target was
destroyed without this being called.
However, most uses of Detach are cleaning up signals. Signals are
automatically cleaned up when something is destroyed. You do not need
ELEMENT_DETACH in this case, and it slows down init. This also includes
somewhat more complex stuff, like removing overlays on the source
object. It's getting deleted anyway, you don't care!
I have removed all uses of ELEMENT_DETACH that seemed superfluous. I
have also renamed it to `ELEMENT_DETACH_ON_HOST_DESTROY` to make its
purpose more clear, as me and a lot of other maintainers misunderstood
what it did,
---
An update to this, ELEMENT_DETACH *is* needed for anything that can
register to a turf, as turfs do not clear their signals on destroy.
* Remove ELEMENT_DETACH on everything that doesn't need it, rename to ELEMENT_DETACH_ON_HOST_DESTROY + a PSA (about 0.2s init time savings)
* skyrat elements
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Saves 2 seconds off init by inlining the bumpclick element (#71008)
## About The Pull Request
It was also a tad yorked so I fixed that bit
bump_click did very little in this case, and while the modularity is
nice, the hotness of minerals made this totally untenable
* Saves 2 seconds off init by inlining the bumpclick element
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes some bespoke elements being passed non-static lists. (#70690)
Bespoke keys use references of lists in generation. Non-static lists will create a million instances of the element, not good.
* Fixes some bespoke elements being passed non-static lists.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Refactors some signal misuse with the stationloving component (#70496)
* Refactors secluded locs
* Tweak
* Use traits instead of signals
* Review
* Type error
* Refactors some signal misuse with the stationloving component
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes contextual bare hand element improperly setting up its element ID (#70538)
Fixes contextual barehanded screentips being inaccurate if only LMB text is set
* Fixes contextual bare hand element improperly setting up its element ID
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Put clothing on people by clicking on them with clothing inhand + targeting correct area. (#69560)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Put clothing on people by clicking on them with clothing inhand + targeting correct area.
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes weather sounds (#69944)
* Fixes weather sounds
Timber changed the args to this signal in cbc6f35f54, and didn't update my code.
Damn you timber.
Thanks to that bro in coderbus who told me about this
* Fixes weather sounds
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fix tongue tied restricting infectious zombie communication (#69840)
* Fix tongue tied communication being restricted with hand objects and adds support for people with more than 2 hands.
* Makes zombie claws 'hand objects'.
* Fix tongue tied restricting infectious zombie communication
Co-authored-by: Tim <timothymtorres@gmail.com>
* Planks create barricades on doors/windows and can be crowbarred (#69676)
* Wooden planks can be used on doors/windows to barricade it, using a can_barricade Element.
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Planks create barricades on doors/windows and can be crowbarred
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Fixes `async_fire_ranged_attack` failing to get `target_mob` for targeting body zone (#70001)
* fix var missing passed value in fire_ranged_attack, allowing glockroaches to fire again.
* Fixes `async_fire_ranged_attack` failing to get `target_mob` for targeting body zone
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
* Cows can eat wheat off the ground. If cows see wheat on the ground, they'll try to go eat it (+ moonicorns with galaxy thistle) (#69253)
About The Pull Request
Cows are now grazers, they love eatin' wheat and it even heals them if hurt. If they see it just on the ground, they might eat it all! Careful, botanists! While tamed, cows won't eat off the ground if they're busy ferrying you around.
FYI: this is going to conflict with #69247 and so thiss should not be merged until that is
Why It's Good For The Game
Wanted to add this with the original port of cows to basic mobs, didn't have the TECH to do so. Now I do, now it's done. I also wanted it ready for the future where mice and rats are ported, so they'd seek out cheese to eat. I also also think it's a neat way for a cow to heal.
* Cows can eat wheat off the ground. If cows see wheat on the ground, they'll try to go eat it (+ moonicorns with galaxy thistle)
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Fixes runtime when ghosts examine artwork (#69200)
Fixed a runtime caused by ghosts examining artwork. Your ancestors will no longer be able to admire your crayon drawings, sorry.
* Fixes runtime when ghosts examine artwork
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Makes alerts for blind people being fed/stripped larger (#69171)
Revert "blind alert too big for stripping and feeding (#69114)"
This reverts commit 6b0c6e8ded.
* Makes alerts for blind people being fed/stripped larger
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
* Fixes some issues with deafness & earhealing (#69136)
1- Replaces checks for deafness as a clothing trait, since clothing traits' have a ref to themselves in the source
2- Makes ear healing not NOT heal if you're above 0 ear damage, because that's the point of fixing your ears?
* Fixes some issues with deafness & earhealing
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Replaces the mood component with a mood datum
* Fixes merge conflicts and updates all of our mood events to use the new mood datums
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* blind alert too big for stripping and feeding (#69114)
About The Pull Request
span_userdanger -> span_danger
Why It's Good For The Game
I think it's hilarious that it's that big, but it's not necessary. It only makes sense for blind hit alerts which use span_userdanger for nonblind alerts too.
* blind alert too big for stripping and feeding
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
* Fixes "Burning rust off walls doesn't blind you" (#68986)
* Fixes rust element not correctly using tool procs, now welding rust off will properly blind the user.
Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com>
* Fixes "Burning rust off walls doesn't blind you"
Co-authored-by: CapybaraExtravagante <110635252+CapybaraExtravagante@users.noreply.github.com>
Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com>
* Fixes candy not dropping wrappers when used to make salad (#68793)
* Food trash element drops trash when used
Makes trash food element drop the trash food (like candy wrappers) when used as an ingredient in stuff, like putting it in a bowl to turn it into a salad.
* Update food_trash.dm
* Fixes candy not dropping wrappers when used to make salad
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* You can no longer delete the nuclear disk using a windoor (#68770)
removed a way that you could send items into the void using just a windoor and a pal
* You can no longer delete the nuclear disk using a windoor
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Adds screentips to rolling beds and body bags. (#68331)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds screentips to rolling beds and body bags.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033)
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs
* wew
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code
* Delete storage.dm
* yippee
* shit
* holy shit i am stupid
* more fixes
* fuck
* woops
* Most compoennts/elements that register COMSIG_PROJECTILE_ON_HIT can now be applied to turrets and projectile spells (#68238)
expands elements that register COMSIG_PROJECTILE_ON_HIT
* Most compoennts/elements that register COMSIG_PROJECTILE_ON_HIT can now be applied to turrets and projectile spells
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>