* Converts some unique and typelists into stringlists (#54237)
* Converts some unique and typelists into stringlists
Co-authored-by: Rohesie <rohesie@gmail.com>
* Rebalances knockdowns due to the getting-up change (#54303)
* Rebalances knockdowns due to the getting-up change
Co-authored-by: Rohesie <rohesie@gmail.com>
* Finishes the job on null rod sprites hopefully once and for all (#54235)
* One more pass on null rod sprites + null rod storage sanity pass
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Fixes item actions being blocked by being unable to walk or laying down. (#54310)
* Fixes item actions not being able to be done while laying down, buckled, etc.
Co-authored-by: msgerbs <msgerbs@users.noreply.github.com>
* Temporal Scarring is now per-character-slot, changelings now fake scars when disguising (#54311)
* Temporal Scarring is now per-character-slot, changelings now fake scars when disguising
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Adds a bunch of looping audio to computers, grav-gen and telecomms. (#54324)
* Adds a bunch of looping audio to computers, gravegen and telecomms.
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Null rods no longer vanish when selecting a new holy weapon skin. (#54321)
Put null rod in active hand > Bring up radial menu to select new skin > Swap active hands to hand that is full > Select new skin > Nullrod spawns in nullspace, can't be put in active hand, stays in nullspace, old rod deleted > Chaplain has no null rod.
Now we (redundantly) spawn the new null rod at the holder's drop_location instead of nullspace.
We use put_in_hands which will attempt to put it in the active hand, followed by any free hand, followed by the drop_location if all else failed (told you the above was redundant, probably good practice to do though)
* Null rods no longer vanish when selecting a new holy weapon skin.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Chaplains should no longer experience invisible bibles. (#54323)
Latejoin as Chaplain when there's already a Chaplain on the station.
If the OG Chappie hasn't selected a bible skin yet, you'll be given a bible with a broken icon_state as selecting a bible skin is what seeds the relevant GLOBs with values.
After the fix, we only overwrite the bible's icon_state if an existing bible skin has been selected by the station's main Chappie.
* Chaplains should no longer experience invisible bibles.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Teleporter machinery now auto links with each other, removes screwdriver + wirecutter interaction (#54325)
Teleporter machinery will now automatically link with each other. This makes the screwdriver + wirecutter interaction redundant, so it has been removed.
* Teleporter machinery now auto links with each other, removes screwdriver + wirecutter interaction
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Re-enables ghost role events (#54307)
Basically, a messed-up bitflag check has been stopping all event ghostroles from spawning for the last two months (outside of dynamic mode).
* Re-enables ghost role events
Co-authored-by: Yenwodyah <yenwodyah@gmail.com>
* Reverts the dance machine changes and fixes it (#54292)
Reverts and fixes dance machine changes from mobility refactor #54183 and its following PRs.
* Reverts the dance machine changes and fixes it
Co-authored-by: Rohesie <rohesie@gmail.com>
* re-adds slapping action(this one is different from the boring emote) (#53914)
* re-adds slapping action(this one is different from the boring emote)
Co-authored-by: Couls <coul422@gmail.com>
* Fixes being able to shove while standing up (#54296)
* Fixes being able to shove while in the process of standing up
Co-authored-by: Rohesie <rohesie@gmail.com>
* HoS and Captain Laserguns are now normal sized (#54281)
Co-authored-by: PolishUser <fakemail@ fake.com>
* Lasergun resizing
Co-authored-by: PolishUser <55540334+PolishUser@users.noreply.github.com>
Co-authored-by: PolishUser <fakemail@ fake.com>
* Add game logging to abductor gland mind control. (#54266)
* Add game logging to abductor gland mind control.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* BSbodybags inherit heaviest item weight + Easier to escape the disarm/BSbodybag combo (#54065)
Bodybags now inherit the weight of their heaviest item. If it doesn't have a weight (people), we assume bulky since things like people can be firecarried or whatever.
It now takes less time to get out of a bag (20 > 12 secs), and the progress bar is unbreakable unless you get incapacitated. This means people interested in using it to kidnap can still do so but it requires considerably more effort that isnt based on a latency difference and a quick disarm. The timer still runs down if you open the bag and try to put them back in but good attempt😏.
This also fixes an issue with the BSB where it was picking up or otherwise doublecalling checks from inheritance.
* BSbodybags inherit heaviest item weight + Easier to escape the disarm/BSbodybag combo
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Adds Alloy Materials (#53623)
Adds and implements alloy materials
Takes several materials that were mostly fluff and converts them into actual usable materials.
Messes with material code a bit to make alloys recycle back into their component materials.
Adds the alloy materials to their in-game stacks.
Materials added:
Plasteel
Plastitanium
Plasmaglass
Titaniumglass
Plastitanium Glass
Alien Alloy
Makes plasteel/plastitanium/plasmaglass and the rest able to have separate properties from their component materials. It doesn't make much sense that the materials used to seal off the supermatter chamber from the rest of the station would be prone to exploding when heated.
Allows for further expansion of materials, possibly including actual functional metallurgy and smelting at some point in the very distant future.
(Lemons note: Adds a regeneration component, used for alien alloy)
* Adds Alloy Materials
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Merge pull request #54098 from Timberpoes/dirty-do-after-fix
Minor tweaks and cleanup to mecha drill equipment's action code
* Minor tweaks and cleanup to mecha drill equipment's action code
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* [s] Fixes a major memory leak in shuttle code (KILO IS FREE) (#54245)
So uh, apperently the bug that killed kilo was a memory leak in shuttle base turfs that reoccured when a shuttle attempted to leave and it was landed on 2 turfs with the same path, since ChangeTurf() optimizes away changing to the same turf, base turfs didn't update, so we got a leaking list, and a crash on kilo when enough people took arrivals shuttle
* [s] Fixes a major memory leak in shuttle code (KILO IS FREE)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Mice properly spawn in maintenance during the migration event. (#54243)
fix: Mice properly spawn during the mouse migration event.
Fixes#54242 .
* Mice properly spawn in maintenance during the migration event.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Fixes turfs not properly smoothing (#54241)
Was an oversight of the smoothing refactor. Should work properly now. (Lemons note, things were smoothing based on a bitflag, this was missing a few cases that should have been caught)
* Fixes turfs not properly smoothing
Co-authored-by: Rohesie <rohesie@gmail.com>
* [s]Showers now properly react with 10u per tick instead of 1000u. (#54236)
Turns out what I thought was reagent units used per reaction was actually reaction multiplier in #53377, and it flew under the radar until literally 15 minutes ago.
This adjusted the reaction quantity down to 0.05, which with the 200 unit reagent volume of the showers, equates to about a 10u reaction per tick, ya know, rather high but reasonable considering that before it was mistakenly set to *5 instead, which meant you could de-husk a patient in a literal single tick with 1 unit of synthflesh.
* [s]Showers now properly react with 10u per tick instead of 1000u.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Adds new accidents to the omen component and makes it an admin smite (#54063)
The omen component now has a 15% chance when walking through an airlock to have it try to crush you and a 15% chance when walking next to an open turf to throw yourself into it alongside the existing 15% chance to get crushed by a vending machine and 50% chance when you trip over to crack your skull open.
It is also an admin smite with an option to make it permanent.
Allows airlocks to override safties for a single close() proc call, forcing a crush.
* Adds new accidents to the omen component and makes it an admin smite
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fix some potential sleeps as detected by SpacemanDMM improvements (#54230)
overrides weren't detected by should not sleep, i think i've mostly
fixed that with SpaceManiac/SpacemanDMM#214
Some of these are wacky but overall this pr is harmless
signals shouldnt sleep even in weird 1 in a million situations or due
to other people adding bad code
overrides of changeling can_sting() use alert() and input() and that's
just too fucked for me to fix in this pr
* Fixes some potential sleeps as detected by SpacemanDMM improvements
Co-authored-by: spookydonut <github@spooksoftware.com>
* Fixes a map board that was oriented the wrong way (#54180)
* Update Lavaland.dmm
* REE SPELLING
* Fixes a map board that was oriented the wrong way
Co-authored-by: FloranOtten <38219334+FloranOtten@users.noreply.github.com>