* reeling it in
* Revert "reeling it in"
This reverts commit 2b795a8baf5eec89fdc1e6b6a6ef9d36276c2e62.
* adds the room
* makes the boobs more seeable
* WHAT IS CONSISTENT PROC NAME FORMATTING FUCK FUCK FUCK
* adds fluff sign and fixes map a tiny bit
* small updates
* fuck FUCK YOUR MERGE CONFLICT FUCK
* one
* ???
* big
* sprites
* it is done
* oofs
* no more bad jokes
* location -> reception
* i forgot a feature lmao
* yo lemme nerf this op power
* adjust removal and makes panic less insane
* hey i forgot another feature
* one mind removals
* *laser eyes meme*
* Disables multiple one minds for real this time
* Adds a length check for freeforms, 250 char cap
* added a define as requested.
* Actually it's better if it applies to all boards
* Now it's better good
Also added a max to the Asimov board that was missing it before.
* Better defined
* Undefining defines
* Config code
* Adding config line
* whoops
* Update AI_modules.dm
* adds the antenna power to genetics
it gives you an innate radio
* adds paranoia and mind reader
* foil hat interaction, sprites, tweaks
* upstream change
never webedit, kids
* fixes conflict-fixing error
* lava arena is now not the default for swoop attack
adds mass fire attack, sends fire lines out from the drake in 360 degrees
lava pools now have a chance to be spawned with the fire breath attack
adds greater delay for lava pools on lesser ash drake so they don't just all instantly get placed
lava arena doesn't needlessly recalculate the turfs it will be using every pass now
enraged state, procs when you try to escape from the lava arena attack without fighting it normally, colors the drake turns its brightness up as it glows, then shoots out fire everywhere, also heals the drake for 250 health.
fixes a bug where fire lines wouldn't appear if their range would put the calculated end turf outside the map
fixes a bug where indestructible open turfs would turn into basalt on the lava arena attack
fixes a bug where lava arena safe spots would be on indestructible closed turfs
drake swoops now have a greater default recovery time
* fixes stupid text error
* adds vr mining sleepers to the lavaland mining base which can be used to train with megafauna and test out other items
removes useless code from colossus's file including having a dead icon of the drake and butchering results
adds virtual versions of each megafauna which don't drop any items and are deleted upon death
adds the vr mining map
* adds virtual megafauna spawners and their respective icons, spawn 1 megafauna at their location and are indestructible
changes default virtual megafauna hunter gear to be more like the default mining gear
* adds more items to spawning in mining vr
megafauna spawner nests can no longer be pushed
virtual megafauna now have a limit to how far they can move away from their nest
adds arenas and fast bluespace tile paths to each megafauna spawner and gives the mining base some walls to protect it
* adds mining vr map to the away mission config
adds perm portals, linked two way portals who are linked by id and can be set in mapping files by editing instance
adds megafauna portals for the arenas
fixes up some junk on the mining vr map
adds a spawn delay for megafauna spawners after the linked megafaunas death
fixes a bug where bubblegum could teleport outside of his arena
* adds true spawn var to bubblegum to easily handle clones / virtual versions of it spawning
fixes bug where virtual legion would release the real legion when damaged
moves vr mining code to the away missions code to adhere to contributing.md
* converts map files to tgm
adds arena cleanup and fixes runtime bugs on virtual megafauna spawn and death
* reverts local drake changes
* fixes bug where drake corpses still had a gps signal
removes worthless include
* adds the crusher trophies to the vr mining kit
no more granting null achievements you stinky virtual megafauna
this map really didn't need to be 255x255 im sorry
* even smaller map wowee also please compile
* adds respawning item crates for the lavaland items and healing junk
even smaller map and some filler spaces for possible future bosses
removes lavaland map changes
mining vr now works properly with other vr maps and is randomly selected working with normal vr sleepers on station
fixes permanent being permanant my bad
* lavaland map stop being changed
* maybe a bit overkill with the amount of healing items
* reordering i guess but why is the rum gone
* work please
* Update Lavaland.dmm
* Update Lavaland.dmm
* adds force stop option to portals so you can choose to not chain teleports with non linked portals.dm
permanent portals now can be var edited mid game and still work (cool admin events? idk)
permanent portals are no longer deleted if they don't have a linked portal
adds one way portals, portals that lead somewhere but have no return portal. basically non hardlinked portals but able to be done in map and edit stuff
adds recall portals for the vr megafauna arenas, one way portals but you can recall to them by using a one time use spell (no it is not tied to your real mind it is tied to the vr mind)
virtual megafauna can no longer escape their arenas
moves some virtual megafauna procs to the main megafauna file to reduce needless code
* recall portals can now be chained and the portal recall spell can now go back in a stack reverse style
* adds boss rush mode, fight all of the bosses successively with only one break in the middle without dying
object spawners can now choose their datum spawner type through a var
moves some virtual megafauna code from the megafauna file to the megafauna spawner datum
* adds new goodies to the end of the boss rush
removes a lot of the copy pastad code in the vr megafauna
adds true spawn var, decides whether or not the megafauna should grant achievements or have an internal gps, used for bubblegum hallucinations and virtual megafauna
internal gps are now added on the base megafauna path
hierophant's crusher trophy no longer spawns at its beacon (let's be honest some people missed it because of this) so it works properly with the crusher loot var
* adds chromosomes
* Makes the framework nice and functional
* Adds chromosome interaction
* Makes chromosomes work
* removes the double instability update
* Apply suggestions from code review
Co-Authored-By: Time-Green <timkoster1@hotmail.com>
* more review stuff
also fixed some inconsistencies in chromosomes
* unfucks defines
* Fixes saved mutations runtiming with empty pods
* Adds stability to the dna console and advanced health scanner
* removes a random bug i stumbled upon
* Update code/game/machinery/computer/dna_console.dm
Co-Authored-By: Time-Green <timkoster1@hotmail.com>
* makes chromosomes harder to get
fixes double mutations, adds reinforcer and nerfs stabilizer
* fixes edge case where fireballs would be harmless
* cleans up find/replace all mess and 1 in 10 trillion chance of fireball breaking
* Adds wooden chapel pews
This adds wooden chapel pews to the game. They function much like ratty couches, in that there are several different pieces which can be mixed and matched to make different length pews. They can be built from 3 wooden sheets.
The change to sheet_types.dm adds the pew crafting recipies to the end of the wood sheets crafting list.
The added file pew.dm is the code which makes the pews work.
The added file pew.dmi is the sprites for the pews, including the overlays for the armrests.
the change to tgstation.dme is a single line which includes pew.dm.
This is my first PR ever, so please let me know if I made any mistakes in approved process.
* merged pew.dmi into sofa.dmi
As per the instructions of several commenters, I merged pew.dmi into sofa.dmi. pew.dm has been updated to reflect this.
* adds 5 new (minor) negative mutations
also adds a mutation conflict system
* removes debug comments and to_chat(world)s
* addresses reviews
* further review addressing, new message
and a message given to the subject when a mutation fails to manifest because of conflicts
* cooldown on acid flesh message
* does the thing
* adds the regen thing to the sprayer
* adds a quite important addition to a comment
* capitalizes janitorial response
Co-Authored-By: VileBeggar <edmir995@gmail.com>
* adds cobby's process suggestion
* Update uplink_items.dm
* update item names
* does all that stuff
* whoop forgot a comma
* adds geladi and cryo to mutation injector list
* adds mr freeze, i think
* maybe this will work?
* defines geladikinesis and cryo
* possibly fixes what was wrong
* ohhhhhhhhhhhhhhhhhh im an idiot
* one last thing
* mr freeze gets temp gun
* 20 TC
* Update uplink_kits.dm
* maybe?
* name change
* Update uplink_items.dm
* temp gun didn't have a firing pin
cl actioninja\memager
refactor: Ballistic guns have been almost entirely reworked from a backend side. This primarily focused on moving as much as possible into the base ballistic gun and turning as many other guns into essentially varedits as possible.
add: Guns can now be racked. This is the default action unless the magazine is empty.
add: Guns now can have the magazine removed by clicking on them with an open hand while they are in hand.
tweak: Suppressors are now removed by alt clicking instead of clicking with an open hand
add: Guns now have various bolt types that all function a bit differently. Open bolts cannot have a bullet chambered with no mag, locking bolts lock back after running out of ammo, etc.
add: All ballistic gun sounds are controlled by variables instead of hardcoded usages.
tweak: The l6 LMG has a reworked control scheme. alt + click to open and close the cover, open hand to remove mag, place mag in by slapping them together, default action is rack.
tweak: Functionality that used to be snowflake code such as tactical reloads has been moved to the base gun, and can be toggled by variables.
refactor: All shotguns are now properly subpaths of the shotgun type. They still work the same.
imagedel: Gun sprites have been almost entirely overhauled to use overlays instead of states. This collapsed the L6 sprite from 20 sprites to 9 sprites to give an example.
soundadd: Remixed versions of the shotgun and base gun firesound
soundadd: New rifle firesound for l6 and moist nugget, new SMG fire sound, new sniper fire sound.
soundadd: Lots of new weapon operation sounds such as racking and bolts and the like.
imageadd: New sprites for the Riot Shotgun, Combat Shotgun, c20r, Deagle, m90, double barrel shotgun and 1911 by Memager.
imageadd: All gun sprites that were pointing to the left have been flipped to point to the right.
balance: Shotguns now can be pumped faster.
balance: Bulldog can now be tac reloaded
balance: Sawn off shotguns now have an accuracy penalty and recoil
/cl
Idea and instructions by @Razharas, many thanks.
This PR only implements the framework required to catalog as well as play the sounds. Their to_chat text, and icons (if any) are not included, are to be pushed in a separate PR.
This PR does not remove the old playsound_local system, it is kept for the sake of not necessitating a direct changeover of every single playsound in the code, which will surely cause a lot of merge conflicts. It does however, replace bike horns' and toy nukes' means of playback to this datum, purely as proof of concept.
Playsound_local may remain in the code to support playback of admin-uploaded sounds that do not have an inherent datum. Playsound will likely be renamed to something else in the next PR to reflect its new, more universal function. We will see.
New process for adding sounds:
Create a new datum/outputs subtype.
If you wish, write down some supporting text; this gives further meaning to the sound.
Add multiple sounds to the sounds list, and weight them as you wish. (New)
Add a sound icon if you wish, it defaults to a generic sound circle anyways though.
playsound(/datum/outputs/new_subtype, receiver), and it will deliver, icon, sound, and text to the receiver.
Maintaining implication is that from now on playsound should only be processing datum/outputs
This pr intends to gut to_chats that are added alongside playsounds in the code.
This pr eliminates the need to initialize sounds in a list so that you can weight them or have the game play them randomly from the list.
Sound Rings
Currently, only mobs with the audiolocation var may view them. Sound icons have an alpha that depends on the volume of the sound, louder sounds create a more opaque image
Sound rings are completely modular and may be changed to any image.
In addition to renaming playsound to reflect its new function. I intend to give blind people sound icons at the cost of their small view, but that is for another PR.
cl Basilman
refactor: refactored how sounds are stored and played
add: Added sound rings and supporting text
/cl
There is now a bitflag that controls all the ways a species can be
selected from the different methods of changing species, xeno spawn,
pride mirror, magic mirror etc.
The soviet and capitalist golems are no longer selectable from the pride
or magic mirrors (just the badmin one)
interesting thing I found, androids and synths (including military
synth) are acheivable via xeno extracts!
Cuts something that should be there
hardens pp
largens pp further
maximiezes pp
fixes code
Auto stash before merge of "forth-times-the-yeah" and "BuffEngineering/forth-times-the-yeah"
Adds Initialize()
First Draft
Mostly works
Removes redundant code, adds other colors, adds to CE locker
oops forgot to
hardens pp
maximiezes pp
Adds Initialize()
Auto stash before merge of "forth-times-the-yeah" and "BuffEngineering/forth-times-the-yeah"
oops forgot to
Attempts to balance the hardhat, adds to EngiDrobe
Removes unnecessary code and sprite, adds necessary sprite
How can commas be real if our eyes aren't real
Fixes bad slash
Fixes runtime
Optimizes code after runtime fix
Removes redundant code
Fixes 3/4
*scream
Makes visor coverage consistent with new sprites
Actually fixes the issue
samus? its an honor
Makes requested changes
Doesn't delete welding hardhat sprites
* does the thing - please work
* adds it to the locker
* remove var/datum
Co-Authored-By: VileBeggar <edmir995@gmail.com>
* Update code/modules/clothing/head/jobs.dm
adds space
Co-Authored-By: VileBeggar <edmir995@gmail.com>
* adds denton's review suggestion
it's a webedit but i tested it and it worked
* makes it a bit less annoying
* grammar fix
* capitalism is the true way
* better sound clip
* there we go
* fixes mine and time-greens copy pasta
* adds the soviet golem to the human file
* capatalist golems now bleed money
* makes it so both capatlist and soviet golems can now use guns
* hec
* makes the song the U.S.A Anthem to please the copyright gods and removes money bleeding cause im to lazy to do a refactor right now
* Update code/modules/mob/living/carbon/human/species_types/golems.dm
Co-Authored-By: fluffe9911 <dablank02@hotmail.com>
* re
* better sound clip
* adds Transcendent Olfaction to genetics
codersprite by me
* fixes
made messages work, added a new message
removed duplicate icon
* uses disgust instead of oxy damage
* addresses review
mostly changing usr to user. global mob list -> global carbon list since that's what i parse for anyways.
also changed a message.
* makes it compile
* ok
hi
* Add TRAIT_RADIMMUNE check to the portable gene scanner and to cloning
* Add TRAIT_RADIMMUNE check to the portable gene scanner and to cloning
* Implemented Suggestions.
* "No Sir, im not a synth, check my DNA!"
* You got it Boss
* Remove a useless Return
Co-Authored-By: Gousaid67 <gousaid67@gmail.com>
* Add a comment, also rerun checks
* Adds cryokinesis and renames the cold resistence file to space adaptation
* adds cryokinesis
* fixes icon conflict
is there actually a proper way to fix them thats not copying master and reimplimenting your own sprites?
* fixes a typo and lowers instability of cryokines by 5
* Apply suggestions from code review
Co-Authored-By: Time-Green <timkoster1@hotmail.com>
* maybe reverts line ending?
* unfucks flags?
* probably unfucks line endings
i swear to fucking god why does it even do this. i never even touched the file and reverting it to master doesnt do anything. fuck you git
* Update wallets.dm
* Update pockets.dm
* Apply suggestions from code review
For when people forget how sister code works
Co-Authored-By: Trilbyspaceclone <30435998+Trilbyspaceclone@users.noreply.github.com>
* Bandaid fixes for bugs with reflectors projectiles and plasma cutters
* * Fixed bouncing piercing projectiles on qdel
* Fixed projectiles reflection not working
* Fixed heavy beam pulses not penetrating
* Changed numerous projectiles procs to use the new BULLET_ACT_* format
* Final conversions to new BULLET_ACT_* format
* two new electric powers to genetics
Insulated - innate insuls
Shock Touch - Electric punch!
* fixed shock touch mutation and buffed it
also made it use electrocute_act() instead of flat burn damage, much nicer now
also added some vars to touch spells to let you set the draw/drop messages
* better internal logic
electrocute_act already checks for SHOCK_IMMUNE, so i dont need to do it
held items actually contains "null" entries by default using just var/I
gets these null items and then tries to wash_obj a null causing a
runtime
Specifying /obj/item will stop the nulls being iterated
* Fixes projectiles not hitting mobs, some refactoring too
* some stuff for projectile can hit target to work with not being ontop of an object
* Yeah let's just refactor bullet_act while we're at it.
* Yeah let's just refactor bullet_act while we're at it.
* Yeah let's just refactor bullet_act while we're at it.
* CanPass returns true to projectiles regardless of hit
* snakecase?
cl coiax
fix: Objects and items can now be inserted into closets, like before.
fix: Fixes a bug which prevented carbons from throwing items.
/cl
Essentially, the original way the insert() proc was structured, I
overlooked an else-if chain that was skipped if something was an item,
because I thought it only existed to type-check the item to access its
flags.
These are the changed lines from the NODROP PR. https://github.com/tgstation/tgstation/pull/42109/files#diff-2b130b854bf2e2a5e76320246520eea4L171closes#42109
* Refactors NODROP flag into TRAIT_NODROP
🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑
Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.
I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.
- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.
* Drop location