* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins. (#64643)
* Makes used grenades slightly more obvious.
Adds a variable to tell whether a grenade can't detonate properly.
Examining can be used to tell if the grenade has already been used.
A flag on it is set when the grenade detonates so that used grenades can't be reused until it's reset.
It also prevents spamming admins with grenade primed messages since there's no point if the grenade won't work.
* Changes dud var to dud flags.
Changes the name of the dud var to dud_flags to clarify that it is a set of bitfields.
Changes the default value of the dud var to NONE also to clarify that it is a set of bitfields.
Changes the documentation for the dud var to clarify that it is a set of bitfields.
* Fixes eternally armed dud grenades.
Makes the grenades reset their appearance if they reach the end of their fuse while a dud.
Prevents chemical grenades from staying in the 'i am armed' visual state forever.
* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Some costume and antag masks no longer have fov, like they didn't use to have tint. (#63571)
Syndicate, ninja, fugitive hunter masks and some costume masks (cyborg visor, plague doctor, carp, owl, monkey) no longer impair vision with field of vision cones.
* Some costume and antag masks no longer have fov, like they didn't use to have tint.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Fixes the spider charge not giving ninjas their objective (#64013)
The ninja charge was calling parent and clearing `detonator` before it
could check if it was null or not, thus always early returning before it
could apply the completed objective. TESTED AND IT WORKS FINE
Fixes#64010 (Ninja Spider Charge doesnt complete the objective to explode)
* Fixes the spider charge not giving ninjas their objective
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Fixes spidercharges blowing up anywhere (#63679)
the spider charge should only be blowing up in the given location
* Fixes spidercharges blowing up anywhere
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Ninjas can no longer call reinforcements if the comms console is depowered (#63447)
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
* Ninjas can no longer call reinforcements if the comms console is depowered
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
* Gasmaks tint and tint calculation update (Oranges approved edition) (#62947)
About The Pull Request
Gasmaks apply a darkening overlay similar to the welding one but much lighter and open.
Without mask
nomask
With mask
covid
With mask and sunglasses
image
Note that other items that apply tint haven't been changed if worn on their own (sunglasses don't darken the vision) but will increase the darkening effect if staked (mask + sunglasses will give an even darker overlay).
Oranges' approval
dad2
Why It's Good For The Game
All upside and no downside are no fun.
Changelog
cl
balance: gasmasks give a slightly darkening overlay, effect will stack with other items that have tint.
code: tint code has been updated to properly work.
/cl
* Gasmaks tint and tint calculation update (Oranges approved edition)
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Replaces downloading research notes with a new antag objective and station sabotage point. (#61685)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Replaces downloading research notes with a new antag objective and station sabotage point.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Makes mutant bodyparts and mutcolors into editable genetic traits (plus a whole shitload of otherwise out of scope code improvements because I just HAD to touch old code)
* Mirror
* genetically-editable mutant bodyparts and colors - skyrat edition
Co-authored-by: Funce <funce.973@gmail.com>
* Adds a hotkey that puts you in throw mode aslong as you hold it (#57331)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a hotkey that puts you in throw mode aslong as you hold it
* a
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* ninjaDrainAct is now used with rightclick, not toggled with HUD. (#57153)
* ninjaDrainAct is now used with rightclick, not toggled with HUD.
Co-authored-by: Gurkenglas <gurkenglas@hotmail.de>
* Added Ninja borgs
Changed a bit of stuffs and also added stuffs for future borgs
* fixed drainact
obv
* Update robot_module.dm
* Finished, I think
* ffs
* fr?
added newlines
* Energy katana now uses right click to teleport instead of toggling (#56636)
Energy katana now uses right click to teleport instead of toggling by activating in hand.
Right click is the new standard for minor interactions. This feels much more fluid than switching, and ensures you'll never mess it up.
Right clicking being the new method of minor interactions starts now.
* Energy katana now uses right click to teleport instead of toggling
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
* Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals (#55193)
Huge removal of dead vars, bad timers, and other sloppy jitteriness from beams. They go from checking movement to waiting for a signal.
VARIABLE KILL LIST:
sleep_time: signals baby
finished: signals BAYBEEE
target_oldloc: not only not typecasted as a turf or named as a turf, it was unused. when are we going to use this? the beam starts from the origin!
origin_oldloc: bad name, not typecasted. renamed to originturf
static_beam: how are you an unused variable and still get replaced by signals like really
timing_id: signallllss bbbaaaabbyy
recalculating: you get the drill by now signals baby
base_icon: unused, seemingly replaced by visuals I think
* Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Ninja Equipment Fixes (#55240)
Fixes an issue with space ninja not gaining speed in some issues on suit initialization. Also finally fixes the issue of space ninja cooldowns
Both of these are issues with Space Ninja and should be fixed so the antag can function properly.
* Ninja Equipment Fixes
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
* Changes grenade proc names to be more clear (#55181)
Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().
* Changes grenade proc names to be more clear
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Fixes Space Ninja Comms Console Hack Not Working on Occasion (#54921)
* Fixes Space Ninja Comms Console Hack Not Working on Occasion
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
* [READY] Space Ninja Rework (#53492)
* Automatic changelog compile [ci skip]
* Automatic changelog compile [ci skip]
* Revert "Automatic changelog compile [ci skip]"
This reverts commit 48a63defa644ec9826ee5eb1736e5158d2a636d4.
* Revert "Automatic changelog compile [ci skip]"
This reverts commit cb68f4988edd9d841c4203eecee2067a49ce75c5.
* Revert "Revert "Automatic changelog compile [ci skip]""
This reverts commit e6e1f1ef53ee6611c334efcae6ca7c102edaf351.
* Revert "Revert "Automatic changelog compile [ci skip]""
This reverts commit 1782210527b9819772c0781122bec35b7979bf7d.
* Update changelog.html
* Automatic changelog compile [ci skip]
* Automatic changelog compile [ci skip]
* Move suit_initialization into better location
* Clean up cost check
* Clean up net using
* Clean up Ninja Star
* Clean Up Ninja Stealth
* Clean Up Sword Recall
* Move the event file
* Re-Merge the Changes
* Get your ninja code out of my human.dm
* Move the event into events folder and clean it up
* Can the old space ninja antagonist file
* Roll in the shiny new bad boy
* Get rid of actions/ninja.dm and move its info into respective ability files
* Update one_click_antag with new ninja
* Move proc out of ninja code into proper location
* Update the dme properly this time
* Update code/modules/ninja/suit/ninja_equipment_actions/ninja_suit_initialisation.dm
Co-authored-by: Fikou <piotrbryla@ onet.pl>
* Update code/modules/ninja/suit/gloves.dm
Co-authored-by: Fikou <piotrbryla@ onet.pl>
* Update the antagonist file
* Update ninjaDrainAct
* Re-Add MGS Voice Lines
* Up the Katana Damage Back Up to 30
* Attempting a Risky Manuever
* Adjusting some numbers to fit the delta time PR
* Fix Var Names and do a return ..()
* Remove Unused Defines, Update qdels to QDEL_NULLs
* Update code/modules/antagonists/space_ninja/space_ninja.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/antagonists/space_ninja/space_ninja.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/events/space_ninja.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/ninja/energy_katana.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/ninja/ninja_explosive.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/ninja/suit/ninja_equipment_actions/energy_net_nets.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Remove Unnecessary Condition Checks
* I'll show you what A stands for!
* Turn some things into defines
* Remove is_ninja()
* Gives the SN roles on Antag Gain, not on event spawn
* Clean up mind/key code to be efficient and modern
* Have Deactivated Suit Gloves use default black sprite
* Add the new clothing sprites
* Add new inventory sprites for alternate sprites
* Get Rid of These Again
* Re-add suit changes
* Implement all the suggestions for the antag file
* And then everything else
* Updating the Weight for purpose of testmerge
* Balance Updates
* Update the Objective Definitions
* Remove Now Unreachable Cyborg Interaction Code
* Get That Shit Out of My Forest
* Re-Add Cowl Wearing Sprite
* Re-Add Cowl Inventory Sprite
* Adapt to the new thing?.thing changes
* Re-add New Katana Inhand Sprites
* Re-Add glove's shock but have it do knockdown instead
* Get rid of the these stupid changelog changes
* Update sounds
* Re-add New Mask Sprite
* Re-update katana inventory sprite
* Revert Event Weight
* Update code/modules/ninja/suit/ninja_equipment_actions/energy_net_nets.dm
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* Re-Add Dynamic Ninja
* Revert Changelog thing
* Update Mob Sprites
* Add files via upload
Co-authored-by: Changelogs <action@ github.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* [READY] Space Ninja Rework
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
Co-authored-by: Changelogs <action@ github.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
* Converts all A && A.B into A?.B
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities
* Review fixes
* Geiger counters cleanup
Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now
* Moved SS*_DT defines to subsystems.dm
* Rebase fix
* Redefined the SS*_DT defines to use the subsystem wait vars
* Implemented suggested changes by @AnturK
* Commented /datum/proc/process about the deltatime stuff
* Send delta_time as a process parameter instead of the defines
Also DTfied acid_processing
* Dtfied new acid component
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities
Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
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>