* Ion storm improvements
Ion storms have several new additions:
25% chance to flatly replace the AI's core lawset with something random in the config. Suddenly the AI is Corporate, deal w/ it.
10% chance to delete one of the AI's core or supplied laws. Hope you treated the AI well without its precious law 1 to protect your sorry ass.
10% chance that, instead of adding a random law, it will instead replace one of the AI's existing core or supplied laws with the ion law. Otherwise, it adds the generated law as normal. There's still a 100% chance of getting a generated ion law.
All of these stack so you could wind up going from Asimov to Paladin w/o the first law and w/ the last law replaced with THE SHUTTLE CANNOT BE CALLED DUE TO FIVE NINJAS. All the values are easy to tweak if you guys want them higher or lower or whatever.
Custom admin-sent and other fake ion storms (devils) will just add the law and have no chance of doing any of the bonus stuff.
Removed the admin verb to send an ion storm since you can just use the events panel.
Cleaned up some of the law-adding backend. Hopefully there's no double showing of the AI's laws after a lawchange as a result of this.
* Everyday I'm shufflin'
* Overlay queuing
* Fix SS flags
* Don't copy on assignment
* Flags processing
* Fix icon_smoothing
* MSO's helper proc
* Legacy detection
* Make it work
* Fixes shitcode
* Fix the flag
* |= -> +=
* OK, how did I fuck that up?
* shitcode
* Conditional assoc queue while initializing
* Cleanup everything
* Orange meme
* This isn't perfect, but its the best byond will give us.
* forgot about dir
* oh ya
* This was litterally the last thing i did last night before heading to bed
You can tell can't you?
* Fixes various shit
* Let's not ever pause
* Fix the flag
* Cleaned up some missing shit. Added image dummys
* Remove the one usage of FPRINT
* Jesus get rid of this
* Fixes drag drop deletion
* Fix it for clothing as well
* Do it properly
* Various other incap checks I noticed from the unequip refactor
* Time to generalize this shitty shit
* PADDLING!!!
* A whole bunch of ree
This means they're included into the rsc and sent out althogh almost all of these files were already included elsewhere. Also DM will yell if the file couldn't be found for whatever reason like if someone moves or renames it.
I left out some file types for various reasons
dmis used in overlays: I have another pr I'll do later which will fix all of them and I don't want to conflict with myself
text files: they would get included in the rsc, which is completely unnecessary. However they're small, so they might be worth including anyway
* ZAP!
* YOU DID NOT SEE THAT
* YOU DI NOT SEE THAT 2
* object orientated pr
* gdi
* protection
* object orientated pr v2
* REEEE
* blacklists
* Update magicarp.dm
* Makes qdeleted and qdestroying macros
* Makes QDELETED and QDESTROYING uppercase
* Swap qdel checks istype's for != null's
* Fix it
* How was this missed?
Adds a option to stripped_input and stripped_multiline_input to not trim
text. File browser uses these instead of input. File browser also has
it's file listing fixed. Surprised it wasn't fixed sooner.
🆑
add: Fields are supported when printing with a modular computer
add: PRINTER_FONT is now a variable
tweak: New lines on paper are parsed properly
tweak: [tab] is now four non-breaking spaces on papers
tweak: Papers have an additional proc, reload_fields, to allow fields
made programicly to be used
fix: Modular computers no longer spew HTML when looking at a file,
rather it is escaped like it should
fix: Modular computers no longer show escaped HTML entities when editing
fix: Modular computers can now propperly read and write from external
media
spellcheck: NTOS File Manager had a spelling mistake; Manage instead of
Manager
🆑
* Part1
* IT COMPILES!!!!
* Fuck wait this was missing from that last
* Update handlabeler.dm
* Update handlabeler.dm
* Fixes n shit
* Fix this
* Fixes#23310
* Fucking @RemieRichards was right
* Fixes devil unEquip
* WTF ARE BITFLAGS?
* THERES THE FUCKING PROBLEM
* Fixes
* Refactors atom/Initialize
Captialized for compiling correctness and to be more inline with Destroy
Will now be called from atom/New if the world initialization loop in SSobj has already run. Should always call the base.
Now comes with the `roundstart` parameter indicating whether or not it was called by SSobj or atom/New
Other fixes/tweaks:
- Renamed a proc called Initialize in abduction consoles to Setup
- Removed /obj/item/device/radio/headset/headset_sec/department: Broken and referenced literally nowhere in the code
- Removed a spawn from the Initialize of turbine_computer which made literally zero sense
- Generalized the proc which fixes RND servers with no id set
Reasoning: It's better to check roundstart per function than to have to duplicate code in New and Initialize. Think of it as a safer New for atoms. If we move enough stuff to it, initial map load performance will increase due to less New calls
* Fixed a thing
* Actually, fuck the police
* >Expecting a merge without errors
* >Not calling ..() in New
* Sanic
* Fix the headset bug
* Makes sure the map loaders dew it right
* Fixes ruins being initialized twice
* Rename roundstart -> mapload
* Revert "Rename roundstart -> mapload"
This reverts commit 667c327fd2ccfa3ce4f4db52eac03f9e8b0f6812.
* Remove unrelated change
* A more direct solution to map loads
* And now we shouldnt need this warning
* Add the new var to SSobj recovery
* Revert "Revert "Rename roundstart -> mapload""
This reverts commit dee07dbd5e4696554ac43aae5b91cce743b9b9e0.
* Line endings
* Allows syringes and droppers to show their reagents when examined.
* rearranges my logic
* replaces SEMIOPENCONTAINER with TRANSPARENT
* Silly spelling error fix.
* Moves the defines from flags to container_type to avoid issues with conflicting flags
* changes it back to obj/item/O
* Moves the OPENCONTAINER and TRANSPARENT defines to the reagents.dm
* SSthrowing + callbacks!
Throwing is now a subsystem.
It's low priority, but is a ticker subsystem so is ran before most other subsystems.
To allow for shit to run after the throw finishes, throwing now supports a callback.
A callback datum system was created, conversion of addtimer is planned for another PR.
Throwing now has a limit of 2048 turfs (was 600)
Throwing now ticks every world.tick, and properly converts the speed arg from 1ds to what ever tick_lag is.
Throwing now properly accounts for missed ticks.
Throwing no longer uses sleep.
Throwing should no longer lag since it's not filling the sleep queue up
* Smoother tentacles
* Some improvements
* Missed a spot.
* Makes shit quicker.
Inlines the thrownthing.tick() proc.
Raises missed ticks value
Lowers max dist value
Inlines the two sister overrides for /atom/movable/Moved() because that just seemed like a waste
* >PRs open that use procs i'm removing.
* STOP THE PRESSES!
* throw_at now runs the first throw tick() immediately
This will help some with throwing while running.
* Item throwing now imparts the momentum of the user throwing.
(ie, running in the direction you are throwing makes you throw faster, running away from the direction you are throwing makes you throw the item slower)
* Moves throwing momentum from carbon/throw_item to movable/throw_at.
There are other things that cause a mob to "throw" an item, I figured we keep this universal since thrower is already an arg.
* Explosions throw shit faster.
This was stupid, "Hey, lets set the item's throw_speed to 4 so embedding works, but lets make it throw at the base 2 throw speed for no reason."
* Fixes explosion embedding.
This also acts as a nice example of how to override a callback in an override of throw_at properly.
* clickcode + silicons = paper plane folding ???
Fixes a bug where silicons could fold paper.
"but cobby, silicons aren't even in mob/living/carbon" - Yes, you are correct. Clickcode does not discriminate, however.
* Fixes usr, but not issilicon [yet]
* iscarbon check + feedback
* iscarbon to is_type
* C I T R U S
* [DNM] EMPs cause chameleon clothing to flicker
🆑 coiax
add: Chameleon clothing produced by the syndicate has been found to
react negatively to EMPs, randomly switching forms for a time.
/🆑
- EMPing them when they're in the box is fine, but when they're being
worn, the game slows down a LOT, which I assume is the constant spamming
of the regenerate_icons() proc on the mob every time the chameleon
clothes change, which if they're wearing all 10 of them, that's a lot of
redundant calls.
* EMPed camoclothing no longer causes lag
* Speeds up world init.
* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
* (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)
* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)
* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.
* Fixes runtime with atmos backpack water tanks.
* Makes smoothing faster (and fixes turfs smoothing twice at init)
* Makes apcs init faster by replacing some spawns with addtimer
* fix transit turfs.
Fixes large crate, critter crate, cardboard and metal boxes showing a nonfitting sprite when wrapped. I added two new sprite for those wrapped box-like closet, one for wrapped and one for giftwrapped.
You can now use tabs when writing on paper, by using "[tab]".
Fixes clone damage not being transfered when humanizing/monkeyizing with a dna injector.
Fixes chaplain's camera obscura showing invisible things other than ghosts.
Fixes typo in carbon/examine.dm().
* Replaces OBLIGATION_DRINK with a much more appropriate fiddle reference
Attempting to clone soulsellers no longer works. Fun things happen if you try.
Fireproof paper no longer becomes unreadable on burning.
Made a generic "Conjure item" spell as a superclass for the summon pitchforks. These spells summon/unsummon an item directly into your hand.
You can no longer spam ghosts with the infernal revival contract.
* Adds the sprites for the golden violin
* Fixes compile error.
* Small changes for AnturK
* I speel gud.
* This doesn't actually matter, because you're dead forever once it happens...
* is this entire pr chaff for something else
* you'll do it? nah, fuck that I'll do it
* stops paper planes from spinning
the comment on it says it's specifically to stop spinning but it fails to do that
* does what oranges says i think
i hope i did this right
* orange's fix again
this one might work better
New power tools for the CE! It's like goof's golden tools but less memey and makes more sense, power tools are much faster than normal tools and take the place of two.
Hand drill, activate to switch between between screwdriver bit and bolt bit (screwdriver/wrench)
Jaws of life, activate to switch between a cutting head and prying head, can also open powered doors like a xeno. Cutting head cuts your head off if you suicide with them. I wanted to make the prying head gib your head but i couldn't figure it out.
Reworked how construction handles sounds and added a new "usesound" var to obj/items. This is useful if you want to add another tool or item that makes a send when it's being used. Also useful if you want to replace a sound for an item or if you have an item with a choice of sounds (like if you have two versions of a sound sound you want to play)
CE now gets a unique white tool belt, exactly the same as a regular tool belt, just a re-skin.
CE also spawns with the new power tools and an experimental welder, CE will be the ONLY one to spawn with these tools, might make him a more valuable target for traitors. I figured this would be acceptable considering most heads are not antag enabled (i think)
Also i added a welding tool sound for reasons... figured might as well add some more sounds while i was reworking it.