* Removes changeling teams and hivemind channel (#54054)
* Removes changeling teams and hivemind channel.
* More cleanup
* some more stuff
* Removes changeling teams and hivemind channel
* Update horror_form.dm
* Update horror_form.dm
* Update horror_form.dm
Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Converting the EMP protection component into an element. (#54617)
* Converting the EMP protection component into an element.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Adds a visual filter to the stasis status effect. (#54609)
Adds ripple filter effect when the user gains the stasis status effect.
* Adds a visual filter to the stasis status effect.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fixes gunlight runtime related to overlay lighting (#54614)
Also fixes lights not updating once the holder changes.
* Fixes gunlight runtime related to overlay lighting
Co-authored-by: Azarak <azarak10@gmail.com>
* Directional lighting component + light system (#54520)
Adds in a new type for the lighting system, the directional one. It piggybacks on the overlay lighting to create a directional effect + adds a nice visual cone mask to make the effect feel really directional.
Also: made the static light system respect the light_on variable.
It feels really nice to shine AT things you're looking at with flashlights and the such, it makes maintenance scouring much more immersive too.
Adds more paranoia as you dont see light behind yourself when you've got a flashlight. Plus makes ambushes more fun
* [READY]Directional lighting component + light system
Co-authored-by: Azarak <azarak10@gmail.com>
* Adds fingerless insulated gloves as a Assistant heirloom item. (#54446)
Well, it adds fingerless insulated gloves to the game, and it also makes them a Assistant heirloom item alongside the heirloom toolbox. The sprites and code were taken from Skyrat, with some modifications by me.
* Adds fingerless insulated gloves as a Assistant heirloom item.
Co-authored-by: sergeirocks100 <31294280+sergeirocks100@users.noreply.github.com>
* Add language icon to runechat (#54318)
Runechat will now show what language you're speaking in where appropriate.
* Add language icon to runechat
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Fix Map JSON loading errors (#54563)
Also fixes that one runtime everyone runs into when they first load in
* Fix Map JSON loading errors
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
* Adds 👏 High 👏 Fives 👏 (#54516)
This PR lets you post up for high-fives with your buds so you can slap some skin and show off how well you vibe together. To initiate a high-five, simply stand next to another person with a slapper (the *slap emote one) in hand, and hit the offer item button (default G) to let the people adjacent to you know you're available. They'll get an alert that you're offering a high-five, and clicking it will follow through and award you both a small positive moodlet, or they can just walk away and leave you hanging, earning you a negative moodlet.
Is a high-five not enough to show the world how tight your crew is? Double the fun! If whoever initiates the high-five has a slapper in both hands, and the taker has two hands free, you'll go for the mythical high-ten for a louder slap and extra emphasis! Woo!
* Adds 👏 High 👏 Fives 👏
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Felinids can no longer contract organ failure by licking wounds (#54488)
This one's a simple goof on my part. Felinids licking wounds would forcibly contract every disease the patient had, which included things like appendicitis and myocardial infarction. This fixes that by adding the same checks that being exposed to someone's blood directly runs, filtering out diseases marked as DISEASE_SPREAD_SPECIAL or DISEASE_SPREAD_NON_CONTAGIOUS
* Felinids can no longer contract organ failure by licking wounds
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Out of repo maps part 1: JSON Improvements (#53663)
Replaces the map job changes code system with a JSON based one.
Added map versioning to the config JSON.
Formats map config JSONs.
* Out of repo maps part 1: JSON Improvements
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
* Adds a runechat plane to fix the issues related to the chat messages (#54522)
Previously your chat messages would be obstructed by the blackness of blocked turfs, aswell as dark lighting and some other effects. This fixes that
It still has backdrop ambient occlusion like it used to.
* Adds a runechat plane to fix the issues related to the chat messages
Co-authored-by: Azarak <azarak10@gmail.com>
* Standardizes attack chain signal returns and fixes a tk bug (#54475)
The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.
In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.
Additionally, fixed a tk bug reported by @ Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack
Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.
Also cleaned some code here and there.
* Standardizes attack chain signal returns and fixes a tk bug
Co-authored-by: Rohesie <rohesie@gmail.com>
* Implements timed_action_flags for do_after-like procs (#54409)
Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more.
There's more work to be done for them, but one thing at a time.
* Removes the `uninterruptible` check in favor of the more granular `timed_action_flags`
* Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better.
* Implements timed_action_flags for do_after-like procs
* Update horror_form.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* reduces the amount of some of lavaland and icemoon gases (#54214)
reduces bz and miasma amounts from lavaland atmos
reduces miasma amount from icemoon
* reduces the amount of some of lavaland and icemoon gases
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Fixes expert and monster tackles (#54434)
The tackles expected the user to get up immediately, so they'd be able to grab the target.
* Fixes monster tackles
* expert too
* Fixes expert and monster tackles
Co-authored-by: Rohesie <rohesie@gmail.com>
* Moves screen objects from mob to hud (#54400)
This moves screen images from icons/mob to icons/hud
Makes more sense and it is easier to find
* Moves screen objects from mob to hud
* Update radial.dm
Co-authored-by: nicbn <nicolas.nattis@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Shuttle tweak and fix (#54395)
Fix lavaland podding
Make lavaland pod destinations hidden
Removed unused variables from connect_to_shuttle() proc
Shuttle consoles remove old custom port id from possible destinations when connects to new shuttle
Custom ports keeps clear from unwanted numbers.
Now shuttle machinery property connects to additional loaded shuttles.
Add some docking_port register logging and safety.
* Shuttle tweak and fix
Co-authored-by: Dennok <Deneles@yandex.ru>
* Ports #10649 from Citadel: An attempt at making hijack not shit and more about point defence (#54146)
So essentially there was discussion already here (https://tgstation13.org/phpBB/viewtopic.php?f=33&t=27620) about how hijack is one of the few objectives on Manuel that you can murderbone with, which is mildly at odds with the intention of the server.
Personally, I think hijack is just straight up terrible regardless of what server you're on. The way it functions is dreadful. Nobody must be aboard the shuttle in any part of the shuttle at all. This means you have people hiding in the walls or hiding in some invisible corner of the shuttle, cucking you of the hijack. For the most part, the only way to actually hijack the shuttle is to render it completely inhospitable or destroying it utterly save for, maybe, one square. The one you are standing on.
It's absurd. So, I knew kev made a pretty honest attempt at reworking hijack. And it works pretty well. It doesn't necessarily solve the problem of hijackers being mandatory mass shooters, but it goes some ways to improving the objective in a more interesting fashion, and allows for the discussion around the objective to be a little more open ended for the sake of the higher roleplay servers without actually detracting from the lower roleplay servers at all. If anything, this should improve the experience of being that gamer to stage a hijacking all the more interesting and about robustness, and less of hide-and-go-seek.
* Ports #10649 from Citadel: An attempt at making hijack not shit and more about point defence
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Fix improper null coalescence with has_antag_datum (#54382)
Fixes an incorrect correction of has_antag_datum to use ?.. This does not work since has_antag_datum returns 0 or an object, meaning has_antag_datum()?.property is essentially 0.property.
(Lemon's note, it was causing names to not show in radio chat)
* Fix improper null coalescence with has_antag_datum
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@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>
* Converts some unique and typelists into stringlists (#54237)
* Converts some unique and typelists into stringlists
Co-authored-by: Rohesie <rohesie@gmail.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>
* 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>
* 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>
* HARS no longer cures brain traumas, it moves your brain to your chest (#54222)
* HARS no longer cures brain traumas, it moves your brain to your chest
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* replaces a cursed proc in trauma code with a blessed signal (#54208)
code: some cursed snowflake proc call now uses a blessed signal in trauma code
* replaces a cursed proc in trauma code with a blessed signal
Co-authored-by: Qustinnus <Floydje123@hotmail.com>