* 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>
* s-s-s-spaghetti to newfood (#53574)
🆑 Qustinnus
code: Moves spaghetti to new food
fix: Fixes some more size problems on food
fix: Fixes organs having wrong params
/🆑fixes#53482fixes#53572
* s-s-s-spaghetti to newfood
Co-authored-by: Qustinnus <Floydje123@hotmail.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>
This changes the has_reagent check to work with stomachs.
Several supporting procs have been added to fully support this behavior.
end_metabolization will work as expected again
expose is working with INGEST items again
on_mob_add working as intended
on_mob_life has been reviewed and worked over.
Health Analyzers now show stomach contents, same with the medical kiosk.
Included the unit test to validate reagent checks.
Unit tests for the new procs on mob
Co-authored-by: NightRed <nightred@gmail.com>
* Food refactor part 1: Bread destruction and processable element (#53047)
* Food refactor part 1: Bread destruction and processable element
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.
Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.
This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.
To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.
Requested by @optimumtact.
Changelog
cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Dismemberment wound tweaks, zombies are easy to wound/dismember, tweaks to head vulnerability (#52534)
* adds wound armor to helmets + such, nerfs standard head resist
* dismember + wound species balance, retitle traits
* Dismemberment wound tweaks, zombies are easy to wound/dismember, tweaks to head vulnerability
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Case of lower
* More changes
* Ruins the nice 420 diff, brainfart when doing the second batch of conversions
* More changes
* Next batch. I think
* Converts even more paths
* Restarts bots
* Capital Free Zone
* Come on travis, do something
* Renames areas
* Bots, please stop dying
* Updates CONTRIBUTING.md and updates a few paths I missed.
* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
* Adds the Peackeeper Cyborg plush
adds the peacekeeper plush as an arcade prize and roboticist heirloom
* Update plushes.dm
* added trailing newline
* fixes the pkplush addition to robo heirlooms
About The Pull Request
This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!
Also there's a full guide here!
dreamseeker_2020-04-18_20-42-19.png
The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does
There's a lot to cover, but here's the bullet points of the main features and changes:
Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.
dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss
dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds
ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked
Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete
Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind
Quick balance pass to make sure nothing is horribly abuseable
Why It's Good For The Game
Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)
This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog
🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
* Operation: Funky Nostaligia 2
the last one failed because i'm a clown
* Fix typo in icon state
Please dont kill me if this causes merge conflix because this happened the last time i tried doing this
* GET THE HELL OUT, MERGE CONFLICTS
* Removed from code
* Removes cloners from maps
* Some more references, now compiles.
* Reduces availability of replica pods
* DNA scanner and tech disk rebranding
* pubby door name, cargo pack description
About The Pull Request
I observed someone request to be perma'd round start and then they just chilled in perma the whole shift. Security isn't always going to be up for putting people in perma and players who have been placed in perma tend to go catatonic. This allows players who are interested in having a chill shift doing the stuff in perma and acting like they've done crimes the opportunity to do that.
Why It's Good For The Game
Crew content. I'm not saying it's mindblowing but if we add it in as a role it will open the door for people to look at perma and what could be done with prisoners.
Prisoners spawn with a prison ID, a jumpsuit, and shoes. They are also currently spawning with a backpack and I'm uncertain about whether or not I want to do anything with that.
This is ready for a testmerge and worked for me locally.
Thanks to Tralezab for assistance with merge conflicts.
Thanks to EOBGames for the plasmaman prisoner sprites.
Thanks to Quill-Weave for encouragement.
Feedback is of course welcome, and I'd appreciate suggestions re: balancing this role. Maybe they should be roundstart pacified or something.
Changelog
cl
add: Adds prisoner role
/cl
* Adds a new job: EMT
* adds code
* either adds or removes code, hard to tell at this point
* Never not on it, leanin' so hard you're ashamed
You can't dismiss this sick transmission, huffs your brain
Exhale your will and forget I ever knew you
Fuck do you do?
Fuck a man with hips for hulu
Rack a snitch, chalk and cue you
Corner pocket consume you
Too many hoes in my
Too many hoes in my motherfuckin' meal
Asking if I know how a motherfucker feels
How a motherfucker feels
* 300 hours in MS Paint
* map editing is almost as pleasant as CBT
* remove crepe
* indentation
* map merge
* crew pinpointer, EVA access
* sick sprites by twaticus
* Replaces pen acid bottle with calomel
* Moves crew monitor/pinpointer to premium
* Triple six, five, forked tongue
Subatomic penetration rapid fire through your skull
How I shot it on one taking it back to the days of trying to lose control
Swerving in a blaze of fire, raging through my bones
Oh shit I'm feeling it Takyon
Hell yeah, fuck yeah, I feel like killing it Takyon
Alright that's tight, what its like to experience Takyon
Out of the blue, in through the back
Door coming through like fuck what was that
Man I don't know, but it made me feel so heated
How we creep without showing you jack
Shit from below, give a shit if you know
'cause even if you did, you'd keep coming back
Back for more, need it man you're addicted to the heat
We make beats catch
Beat it til it bleeds to death, each track
Like EPMD snappin' necks as we tap energy
From everything on and off the map
Oh shit I'm feeling it Takyon
Hell yeah, fuck yeah I feel like killing it Takyon
Alright that's tight what its like to experience Takyon
Takyon, shot down your throat like a keg of beer
Choke on the smoke we in and exhale 'til the whole chamber is clear
Haters act so fucking weird
Try to stain this atmosphere
But they can't 'cause its way too sheer
How to make a hater disappear
Take shit where it ain't never been
Fuck what you thought could not comprehend
This shit if I fisted your brain with it
10-9-8-7-triple 6-5-forked tongue
Criminal level crunk lightning storm
Get out the way or get up torn
Ain't a picture big enough to fit
What we dig up from the core
Of all that they forgot ever was
Militant march of this war
Takyon taking them down
All we see is blood
Takyon turning them out
How to trick out and freak that buzz
Oh shit I'm feeling it Takyon
Hell yeah, fuck yeah I feel like killing it Takyon
Alright that's tight what its like to experience Takyon
Lunar eclipse forcing you to trip
Off the moonlit fire we spray
Cryonic haunted bullets hollow tipped with toxic waste
So here's the deal, if you don't feel ill
Don't want it nowhere near my zone
That shit is dead, can't nobody get
With that shit gets dial toned
Takyon bitch slappin pussy clots and clones
Takyon settin' off uni bombs inside your dome
Oh shit I'm feeling it Takyon
Hell yeah, fuck yeah I feel like killing it Takyon
Alright that's tight what its like to experience Takyon
* YUH
* Updates sprites
* changes job order, uncomments plasmeme clothes
* Updates outfits
* last commit I swear
* bottle descriptions
* Renames EMT to paramedic
* Renames existing EMT clothes to paramedic as well
* Add missing job icons for Paramedic (#9)
SecHUD icon
ID card icon
* Improves descriptions
* Reverts vending balance change, replaces random spaces with tabs
* Resolves map conflicts
* Update strings/ion_laws.json
Co-Authored-By: BadSS13Player <58376109+BadSS13Player@users.noreply.github.com>
* Adds missing pda_slot to the paramedic outfit
* roller bed starting equipment
* Fixes map conflict
Co-authored-by: JJRcop <jrubcop@gmail.com>
Co-authored-by: BadSS13Player <58376109+BadSS13Player@users.noreply.github.com>
* Brain damage works on organ damage procs, some defib reworks
* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again
* Cleans up reused global
* Organ damage procs on living and living/carbon
* Changes brain damage procs again
* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.
* Damage and failure effects for the appendix, ears, and some touchups on the stomach
* Committing changes so I don't lose them
* Organs now cease decaying in the proper containers
* Organ Fridges
* Reverts map changes
* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime
* Actually fixes merge conflict
* Smartfridge tweaks
* Think I figured out map merger
* Evidently not
* Still runtiming with glass shards even after I remove the map changes?
* Fixes runtime error with brain_item
* Runtime fix on living/carbon/life
* Cleaning up old PR code
* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were
* Wrong math operation used
* Brains in MMIs no longer decay
* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts
* Removes misleading comment
* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss
* Removes random spaces, scanners check brain damage severity now
* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it
* List change
* Runs off of an index instead of using cut
* Brains can be put into organ fridges
* Fixes minor type, hotfix for cloning problem
* Removes pointless check
* Demon hearts no longer decay
* Nightmare hearts no longer decay
* Removes istype() check on process, sets can_decompose instead
* Condenses organ damage report
* Removes organ failure messages
* Less organ damage spam, implements organ threshold messages instead
* Brain damage messages go to owner, not source
* Self-examine shows damaged organs
* Minor code cleanup, adds autodoc comments to the new procs
* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.
* Merged the booleans into a set of flags
* Healthy living improves organ healing rates
* dunno why this didn't update
* my actions have consequences
* Sets ORGAN_SYNTHETIC for overlooked robotics organs
* Doubles heart decay time
* 3 minute heart decay
* Lobectomy/Coronary_Bypass heal more
* removes hivemind spells from the changes
About The Pull Request
Stuff that should logically require you to actually be metabolizing the reagent now requires a liver, or the reagent to not need one.
Some reagents have been granted self consuming status, like holy water, since their effects are not tied to the metabolism.
Fixes#44650Fixes#43024 since there should be no real way to mitigate the constant toxin damage now
Why It's Good For The Game
Less exploits with livers, more consistency in mechanics.
Changelog
cl XDTM
fix: Viral healing symptoms that are tied to reagents now also require a functioning liver to work.
tweak: Holy water, Pyrosium, Cryostilane, Napalm and Phlogiston no longer need a liver to have their effects.
/cl
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
* Gives each quirk a medical record, cleans up subjects into patients.
* Update code/datums/traits/good.dm
adds a period I missed
Co-Authored-By: loser <loser@nonagon.host>
* Dumps medical quirk string into medical "Notes"
* Implements bgobandit's suggestions
* ~Comma, comma, comma, comma, comma, commits from Cobby~
Also I missed an A.
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
I came to the conclusion that quirks that put you on a death timer are
dumb and boring, one such reason being they make you unable to go AFK for
any length of time but also aren't interesting to manage other than
lugging around whatever medicine you need to survive every round.
Blood loss now stops just above a survivable threshold, meaning when left
untreated even the smallest of wounds is potentially lethal, hence it's
still 2 points. Watch out for paper cuts.
Renamed just to make it a bit shorter and less spooky.