Commit Graph

4461 Commits

Author SHA1 Message Date
SkyratBot
5efeef1c03 [MIRROR] Buff regular windows more and place them on Metastation [MDB IGNORE] (#15934)
* Buff regular windows more and place them on Metastation  (#69246)

The feedback on the previous version of this PR made me realize that the windows weren't buffed enough to be seen as actual companions to regular walls. This PR buffs the windows to the level that the old reinforced windows were. They have 50 melee armor, take 14 hits to destroy and deconstruction consists of screwdriver -> crowbar -> screwdriver

This pull request changes all reinforced windows in low security areas on Metasation with regular windows.

Areas with normal walls that still have reinforced windows:
Arrivals
Departures
Security stations

Because the regular windows are buffed so much in this PR they are arguably stronger than the regular walls (its easier to smash the windows, but the walls take less tool time) so I don't really see any reason to not place this on almost every place with regular walls

* Buff regular windows more and place them on Metastation

Co-authored-by: Vincent <CPTANT@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2022-09-01 10:18:54 -04:00
SkyratBot
46c268870d [MIRROR] [s] Fixes bluespace bodybags allowing you to delete them when you're inside of them [MDB IGNORE] (#15897)
* [s] Fixes bluespace bodybags allowing you to delete them when you're inside of them (#69529)

Fixes bluespace bodybags allowing you to delete them in the round

* [s] Fixes bluespace bodybags allowing you to delete them when you're inside of them

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-08-28 19:22:31 -04:00
SkyratBot
bc5a1ccc30 [MIRROR] Limb targeting fix [MDB IGNORE] (#15767)
* Limb targeting fix

* Fixed another conflict!

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-28 15:51:08 -04:00
SkyratBot
cd40957a79 [MIRROR] Split mining.dmi [MDB IGNORE] (#15836)
* Split mining.dmi (#69442)

* split mining.dm

* Remove a pair of unused icons

* From merge conflict

Co-authored-by: tattle <article.disaster@ gmail.com>

* Split mining.dmi

* Also fixes Gibtonite in the same PR.

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-28 15:50:27 -04:00
SkyratBot
1b7f17f107 [MIRROR] [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) [MDB IGNORE] (#15801)
* [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1)

* Fixes all the conflicts and all of our modular files using core icon files with broken paths

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-08-28 15:11:04 -04:00
SkyratBot
a8c10d1659 [MIRROR] Converts a shitload of istypes to their more concise macros [MDB IGNORE] (#15702)
Converts a shitload of istypes to their more concise macros

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-27 16:23:44 -04:00
SkyratBot
88c85fe1f7 [MIRROR] [MDB IGNORE] Refactors drinks and fixes a lot of food problems [MDB IGNORE] (#15577)
* [MDB IGNORE] Refactors drinks and fixes a lot of food problems

* [MDB IGNORE] Refactors drinks and fixes a lot of food problems

* forgto 2 commit

* im slowly going insane

* why does find and replace not FIND everything

* hnghnnngh

* h

* l

* a

* a

* so close...

* delta fix

* I thought I committed this already, guess not

* this PR has been the bane of my fucking life

* orange juice

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2022-08-25 03:17:10 +01:00
SkyratBot
d1cda75db3 [MIRROR] Fix lockers giving no feedback when trying to close them with another locker inside [MDB IGNORE] (#15749)
* Fix lockers giving no feedback when trying to close them with another locker inside  (#69172)

Fix lockers giving no feedback when trying to close them with another locker inside

You also no longer try to toggle the lock status when you fail to close an open locker. I think this was a bit weird behaviour because changing the lock status of an open locker doesn't really make sense and only resulted in confusing messages.

* Fix lockers giving no feedback when trying to close them with another locker inside

Co-authored-by: Vincent <CPTANT@users.noreply.github.com>
2022-08-24 18:41:52 -04:00
SkyratBot
694f5eedda [MIRROR] It's 2 am and im having a manic episode so i fixed hair [MDB IGNORE] (#15687)
* It's 2 am and im having a manic episode so i fixed hair

* It's 2 am and im having a manic episode so i fixed hair

* removes `uses_mutcolor`

* Fixed the last bits that made this not compile.

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-19 23:41:36 -07:00
SkyratBot
f3081e8c53 [MIRROR] Necropolis Tendrils now need to be interacted with to drop their loot, and multiple people can receive multiple chests. [MDB IGNORE] (#15694)
* Necropolis Tendrils now need to be interacted with to drop their loot, and multiple people can receive multiple chests. (#69193)

Tendrils no longer immediately drop their chests, they will drop it once you have used an empty hand on the collapsing tendril. You can only spawn a chest once, but every unique mob that interacts can spawn one chest.

* Necropolis Tendrils now need to be interacted with to drop their loot, and multiple people can receive multiple chests.

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2022-08-18 13:57:25 -07:00
SkyratBot
ea67bfb4d4 [MIRROR] Refactors operating tables to be event driven + QoL + Unit Test [MDB IGNORE] (#15572)
* Refactors operating tables to be event driven + QoL + Unit Test (#69015)

* Event driven table

* Operating computer fix + loosening of check

* Unit testing

* IT NEEDS TO BE FORCE MOVE YOU GOTTA CLIMB TABLES AAAAH

* Migrated patient to carbon instead of human
Has no real bearing on the experiments tbh

* DNAs can be null apparently

* Simplify replacement code

* Move comments

* Refactors operating tables to be event driven + QoL + Unit Test

* Refactors operating tables to be event driven + QoL + Unit Test

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-08-17 17:41:01 +01:00
SkyratBot
b52166ef42 [MIRROR] Geysers no longer need plungers [MDB IGNORE] (#15637)
* Geysers no longer need plungers (#69185)

* Geysers no longer need plungers

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2022-08-15 19:41:47 -07:00
Tom
9dffdd04e0 68689 (#15584)
Adds nuclear particles to the reflector allowed projectile reflection types
2022-08-13 03:10:07 +00:00
SkyratBot
d814aaaae2 [MIRROR] New Table Sprites! [MDB IGNORE] (#15582)
* New Table Sprites! (#69147)

imageadd: Metal, Reinforced, Reinforced Glass, Plasmaglass, Reinforced Plasmaglass, Titanium Glass, Plastitanium Glass, Wood and Poker tables have been updated!

* New Table Sprites!

Co-authored-by: Imaginos16 <77556824+Imaginos16@users.noreply.github.com>
2022-08-12 20:06:22 -07:00
SkyratBot
ae708cd7b5 [MIRROR] Removes ComponentInitialize() [MDB IGNORE] (#15552)
* Removes ComponentInitialize()

* Fixes a leftover merge conflict marker

* Fixes the oversight that came from the upstream merge skew

* Fixes all of the instances where we used ComponentInitialize() when we shouldn't've been

* Fixes CI being broken because of the HEV suits

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-12 19:05:09 -04:00
SkyratBot
48685b4356 [MIRROR] Replaces the mood component with a mood datum [MDB IGNORE] (#15549)
* 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>
2022-08-12 14:58:14 -04:00
SkyratBot
24c9fc0296 [MIRROR] Fixes 118(give or take) cases of mapload not being passed to initilaize [MDB IGNORE] (#15546)
* Fixes 118(give or take) cases of mapload not being passed to initilaize (#69107)

fixes 114 cases of mapload not being passed to initilaize

* Fixes 118(give or take) cases of mapload not being passed to initilaize

* Fixes a lot (give or take) cases of mapload not being passed to initilaize

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-08-11 08:31:27 -07:00
SkyratBot
3f76c3f5b8 [MIRROR] [GBP No Update] Perish, individual logging runtime [MDB IGNORE] (#15525)
* [GBP No Update] Perish, individual logging runtime (#69024)

missed 2 or 3(lol it was more when I look back at the files), LOG_GAME tags on the log_message line, and did some cleaning up since i was looking through every log_message again

Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>

Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>

* [GBP No Update] Perish, individual logging runtime

Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
2022-08-11 08:12:08 -04:00
SkyratBot
e8bdae32c0 [MIRROR] Moves sinks' layer to above the object layer [MDB IGNORE] (#15544)
* Moves sinks' layer to above the object layer (#68964)

This PR moves sinks to layer 3.2 as opposed to 3, the object layer.

Sinks are coded in with a pixel displacement and kitchen sinks are large enough for the collision check to fail if the sink is against a solid structure on an above layer, such as a window or an airlock.

Another big issue is that it looks bad

This is at the cost of 3 pixels appearing on top of a window if placed facing south against one, so this isn't a complete fix to the aesthetic of it, the primary focus of the PR is to make the sink interactable, and even then I believe it's a better trade-off:

* Moves sinks' layer to above the object layer

Co-authored-by: Pepsilawn <reisenrui@gmail.com>
2022-08-11 06:39:37 -04:00
SkyratBot
107b17228a [MIRROR] Adds QM to authority & conspiracy phobias, QM's bedsheets will now make you dream of authority and SILVERY IDs [MDB IGNORE] (#15503)
* Adds QM to authority & conspiracy phobias, QM's bedsheets will now make you dream of authority and SILVERY IDs (#69037)

Adds QM to authority & conspiracy phobias

* Adds QM to authority & conspiracy phobias, QM's bedsheets will now make you dream of authority and SILVERY IDs

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-08-09 20:57:45 -07:00
SkyratBot
403406fecf [MIRROR] Allows non-human bodies to spawn in the morgue at roundstart [MDB IGNORE] (#15493)
* Allows non-human bodies to spawn in the morgue at roundstart (#68867)

Adds a configurable probability for the cadavers in the morgue to spawn as nonhuman species.

* Allows non-human bodies to spawn in the morgue at roundstart

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-08-09 18:48:09 -04:00
SkyratBot
ac31a4639e [MIRROR] Concentrated barbers aid can give hairless species hair + fixes hair updating once and for all (probably) [MDB IGNORE] (#15182)
* Concentrated barbers aid can give hairless species hair + fixes hair updating once and for all (probably)

* Update code/modules/antagonists/thief/thief.dm

* Update code/modules/mob/living/carbon/human/species_types/felinid.dm

* Concentrated barbers aid can give hairless species hair + fixes hair updating once and for all (probably)

* yes

* Update _compile_options.dm

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-08-08 02:45:30 +01:00
SkyratBot
6016cf97b4 [MIRROR] individual LOG_GAME [MDB IGNORE] (#15401)
* individual LOG_GAME

* e

* Update teleporter.dm

Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-08-08 01:11:55 +01:00
SkyratBot
096ea75460 [MIRROR] Fixes grilles being unanchorable [MDB IGNORE] (#15438)
* Fixes grilles being unanchorable (#68919)

* screwdrivers can now unanchor grilles again.

* Fixes grilles being unanchorable

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-08-06 10:19:00 -07:00
SkyratBot
1abcc349ef [MIRROR] Mining plants are once again hand harvestable [MDB IGNORE] (#15417)
* Mining plants are once again hand harvestable (#68935)

* Mining plants are once again hand harvestable

Co-authored-by: Profakos <profakos@gmail.com>
2022-08-05 10:04:48 -07:00
GoldenAlpharex
37406b1d16 Fixes to some pollution runtimes and fixes pollution being able to spread to space (#15389)
* Fixes temporary_pollution_emission runtime from null turfs

* Space can no longer have smoke on it!

* Updates many pollution procs to use snake_case

* Converts more pollution procs to snake_case
2022-08-04 22:19:37 +01:00
SkyratBot
b1bd40e760 [MIRROR] [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition> [MDB IGNORE] (#15362)
* [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition>

* Fixes merge conflicts and compilation errors, alongside fixing the joker card to make it fully functional again

* Fixed a bunch of info variables in map files

* Alright this is why I wanted this merged yesterday

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-04 15:50:15 +01:00
SkyratBot
8ea5bc8c04 [MIRROR] The GAGening: Families edition [MDB IGNORE] (#15353)
* The GAGening: Families edition

* ew

Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-08-04 15:47:58 +01:00
SkyratBot
6934de116d [MIRROR] fixes storing mechs in crates [MDB IGNORE] (#15327)
* fixes storing mechs in crates (#68861)

* fixes storing mechs in crates

Co-authored-by: Bytube <40742162+Bytube@users.noreply.github.com>
2022-07-31 13:57:08 -07:00
GoldenAlpharex
59c946c74a Hotspots no longer produce smoke and bonfires on CentCom z-levels don't either (#15317)
* Hotspots no longer emit pollution

* Liquid hotspots shouldn't create pollution either

* Bonfires shouldn't create smoke on CentCom, because it likely is in a place where atmos won't be processed anyway.
2022-07-31 08:59:30 -07:00
SkyratBot
437f8c8607 [MIRROR] [s] Fixes AI core duplication bug / runtime [MDB IGNORE] (#15313)
* [s] Fixes AI core duplication bug / runtime (#68736)

Fixes AI core duplication runtime

* [s] Fixes AI core duplication bug / runtime

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-07-30 15:11:27 -07:00
SkyratBot
906242c1db [MIRROR] Removes Single-Bedsheets Spawning In For Double Bedsheets [MDB IGNORE] (#15292)
* Removes Single-Bedsheets Spawning In For Double Bedsheets (#68777)

Hey there,

Apparently, one line of this was lying around in the randomizer for the double sheet spawner, which shouldn't be the case. I replaced it with what I believed was the original intent (a normal white double bedsheet), as well as some formatting.

* Removes Single-Bedsheets Spawning In For Double Bedsheets

Co-authored-by: san7890 <the@san7890.com>
2022-07-30 08:14:09 -07:00
SkyratBot
a64db8fe1c [MIRROR] Buffs regular windows so they can start replacing reinfoced windows in low security areas [MDB IGNORE] (#15290)
* Buffs regular windows so they can start replacing reinfoced windows in low security areas (#68817)

Buffs windows to 100 health with 30 melee armor so toolbox takes 10 hits

* Buffs regular windows so they can start replacing reinfoced windows in low security areas

Co-authored-by: Vincent <CPTANT@users.noreply.github.com>
2022-07-30 08:13:12 -07:00
SkyratBot
1c08cf6b28 [MIRROR] Fixes the Pants Altar's pants' icon [MDB IGNORE] (#15301)
* Fixes the Pants Altar's pants' icon (#68788)

le cult pante

* Fixes the Pants Altar's pants' icon

Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
2022-07-30 08:11:38 -07:00
SkyratBot
fbce7aa40f [MIRROR] Drastically improved the USB connection for air alarms. Any airlock can now be made into a shell [MDB IGNORE] (#15270)
* Drastically improved the USB connection for air alarms. Any airlock can now be made into a shell (#68632)

The USB connections for air alarms have been improved and now include scrubber control, vent control and the setting of the air alarm mode. Also fixes a bug where the limits were not being properly set.

The scrubber, vent and limit control can be duplicated in the circuit to allow multiple limits/scrubbers/vents to be controlled by one circuit.

Any airlock can be made into a shell during construction by configuring the airlock electronic before insert.

* Drastically improved the USB connection for air alarms. Any airlock can now be made into a shell

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2022-07-29 15:41:36 -07:00
SkyratBot
e8bb36ed27 [MIRROR] Ladders take left/right clicks to go up or down (+ extra balance and QOL) [MDB IGNORE] (#15239)
* Ladders take left/right clicks to go up or down (+ extra balance and QOL) (#67913)

You now left click to climb up and right click to climb down a ladder. A delay of 1 second has also been added, since otherwise it'd take only one click to immediately move vertically and would be much more spammable.
Ghosts still use the old radials, because their right clicks are bound to the default byond popup menu.

* Ladders take left/right clicks to go up or down (+ extra balance and QOL)

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2022-07-28 11:45:12 -07:00
SkyratBot
9dcf64c169 [MIRROR] you no longer rename door assemblies with pens on combat mode [MDB IGNORE] (#15168)
* you no longer rename door assemblies with pens on combat mode (#68550)

what the title says
it makes you able to break door assembles with an energy dagger

* you no longer rename door assemblies with pens on combat mode

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-07-24 11:54:22 -07:00
SkyratBot
687f1c266f [MIRROR] Adds new signage for the AI upload, AI sattelite, telecomms, vault, and R&D Servers [MDB IGNORE] (#15088) 2022-07-23 18:15:41 -04:00
SkyratBot
9934316ea5 [MIRROR] Adds screentips to rolling beds and body bags. [MDB IGNORE] (#15140)
* 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>
2022-07-23 12:40:11 +01:00
SkyratBot
dfc1b9a4c0 [MIRROR] [MDB Ignore]Suit DMI split p1: Mob icons [MDB IGNORE] (#14963)
* [MDB Ignore]Suit DMI split p1: Mob icons

* [MDB Ignore]Suit DMI split p1: Mob icons

* [MDB Ignore]Suit DMI split p1: Mob icons

* wew

* wew

Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-07-22 12:45:47 +00:00
SkyratBot
2c237de5f3 [MIRROR] Autosurgeon code improvement and light overlay [MDB IGNORE] (#14955)
* Autosurgeon code improvement and light overlay

* Update medical.dm

fix a code conflict

* Update medical.dm

* Update maint_loot_oddity.dm

* 10

* wew

* Update mothership_astrum.dmm

Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2022-07-22 03:21:35 +01:00
Tom
d9ee488675 Removes some non-modularity from THAT code (#15085)
* Removes some non-modularity from THAT code

* oop
2022-07-21 01:21:14 +00:00
SkyratBot
413361c920 [MIRROR] [MDB IGNORE] Hydroponics tray, shower, and sink improvements [MDB IGNORE] (#15005)
* [MDB IGNORE] Hydroponics tray, shower, and sink improvements

* wew

Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-07-19 21:52:54 +00:00
SkyratBot
dc66ed83f8 [MIRROR] Multiple AI fixes [MDB IGNORE] (#15027)
* Multiple AI fixes (#68451)

* AI (de)construction posibrains will not ping ghosts

* fixes MMIs not transferring brainmob to ejected brain
adds ability to (un)anchor AIs with a wrench

* adds comments for new posibrain creation
adds arg to deactivated ai core structure Initialize() to skip creating an MMI which will be overwritten anyway

* Multiple AI fixes

Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
2022-07-19 02:14:47 +01:00
SkyratBot
4af0dd0b8f [MIRROR] addresses reviews on the tram pr made after merge, fixes diagonal movement bugs [MDB IGNORE] (#14943)
* 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>
2022-07-19 00:51:33 +00:00
SkyratBot
10ba2c0990 [MIRROR] Nukie Rework Part 2: Nuclear Operative starting gear rework [MDB IGNORE] (#14936)
* Nukie Rework Part 2: Nuclear Operative starting gear rework

* Apply suggestions from code review

* Update _box_magazine.dm

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-07-19 00:43:21 +00:00
SkyratBot
3f16acd49d [MIRROR] The Toiletbong and other poetical additions (*click* Noice) [MDB IGNORE] (#14909)
* The Toiletbong and other poetical additions (*click* Noice) (#68193)

* Main

* Added deconstruction and better rotation

* Open flame during usage, emagging

* Wording fix, sound fix

* Extra-indestructable check

* Storage is now a normal datum instead of a component? Noice

* Updated harvest.dmi after bell pepper resprite

* The new atom storage broke the emag capability, added a small fix

* The Toiletbong and other poetical additions (*click* Noice)

Co-authored-by: LordVollkorn <66637090+LordVollkorn@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-07-19 00:24:59 +00:00
SkyratBot
ca8f026f9a [MIRROR] Cremator / morgue tray jaunting fixes [MDB IGNORE] (#15000)
* Cremator / morgue tray jaunting fixes

* Update morgue.dm

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-07-18 11:24:44 -07:00
SkyratBot
a09cf3d7a4 [MIRROR] Poster Pack 2 - Beyond Posters [MDB IGNORE] (#14879)
* Poster Pack 2 - Beyond Posters (#68235)

Adds a new selection of posters, poster-like objects, and wall decorations.

New entirely with this PR, shipping containers! These sprites were adapted from a base from TGMC, with brands and designs more fitting to our universe here on TG

Another new addition, flags! These draw upon Common Core lore, representing several major factions from the lorebase as a new mapping tool

Finally, there are two interactive wall objects- wall clocks, and calendars:

The wall clock shows both the "real time", represented as the Earth time, or Treaty Coordinated Standard Time, and the station time, represented as the local time, or Coalition Standard Time

The calendar gives the in-universe date, as well as any active holidays

Why It's Good For The Game

This adds a lot of fun aesthetic additions that I think will benefit our mapping team in creating new spaces and breathing new life into older ones. Additionally, it helps make our Common Core lore a bit more tangible to the playerbase, bringing it away from being "just on a wiki" and into the game proper.

A whole host of new posters have just become available.
For the architects among you: a number of new aesthetic options are available for mapping with. Let your creativity free!

* Poster Pack 2 - Beyond Posters

* add to dumb modular file

Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-07-18 16:13:02 +00:00
SkyratBot
5e2d5210ae [MIRROR] Abusing Generosity - Unrestricted Airlock Access Flip [MDB IGNORE] (#15021)
* Abusing Generosity - Unrestricted Airlock Access Flip (#68096)

* Abusing Generosity - Unrestricted Airlock Access Flip

Hey there,

We now have a lot of unrestricted access helpers on airlocks, which are neato. However, while spitballing ideas in regards to this a few months ago, someone suggested to make it such that you can use the airlock wires to "flip" the directional way. I decided to sit down and code it in today.

The high details are this: You can only do it if the airlock has a directional Request-to-Exit sensor (which is just a thing I made up, you can't get this in-game outside of mapping it in via a directional helper). You can tell if a door has it the same way you can tell if any door is a directional door, or you can simply just check to see if the Unrestricted Access Display is "on" in any capcity (the airlock will not have the sensor if the display is off).

It's effectively a dud without the "sensor". However, if it does have it, you can either pulse it (to switch the direction by 180 degrees) or cut the wire (to disable the direction entirely). When you mend the wire though, it'll activate to a random direction (could even be inside a wall). You can keep cutting and mending until you get what you want, though. If it gets stuck in a wall though... shouldn't have cut it.

While in the area, I alphabetized a bunch of lists, added a new color of airlock wire, and probably some other stuff.

* Adds this behavior to building new airlocks

I also renamed it to "sensor" so it's a bit clearer across all the potential contexts.

It does seem to handle setting multiple directions on creating a new mapload, cutting/pulsing will condense the nice multi-directional stuff into one direction (i am okay with this).

Co-authored-by: spookydonut <github@ spooksoftware.com>

Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>

* Abusing Generosity - Unrestricted Airlock Access Flip

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
2022-07-18 08:35:05 -07:00