Commit Graph

1913 Commits

Author SHA1 Message Date
SkyratBot
23ca0b88db [MIRROR] Converting the EMP protection component into an element. (#1494)
* 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>
2020-10-27 17:38:50 +00:00
SkyratBot
3b623b8b67 [MIRROR] [READY]Directional lighting component + light system (#1474)
* 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>
2020-10-26 09:13:47 +01:00
SkyratBot
77889626dd [MIRROR] Makes flashlights do a clicky noise when they're turned on or off (#1425)
* Makes flashlights do a clicky noise when they're turned on or off (#54521)

* Makes flashlights do a clicky noise when they're turned on or off

Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-22 23:01:32 +01:00
SkyratBot
ee8ed069d4 [MIRROR] Adds sounds for the PDA (#1415)
* Adds sounds for the PDA (#54499)

This makes the PDA play all sorts of nice sounds, aswell as sounds for ejecting or inserting the ID/pen/cartridge.
The noises for pressing buttons will need for your ringer to be ON, the other noises get played either way.

* Adds sounds for the PDA

Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-22 04:36:43 +02:00
SkyratBot
6ecaa9a994 [MIRROR] Standardizes attack chain signal returns and fixes a tk bug (#1409)
* 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>
2020-10-21 07:39:32 +02:00
SkyratBot
d1315d9474 [MIRROR] Audio falloff re-work, and increased audio range. (#1406)
* Audio falloff re-work, and increased audio range.

* a

* a

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-21 07:36:31 +02:00
SkyratBot
56c3c19634 [MIRROR] Anonymizes chapel intercom, so chaplain doesn't know who's talking. (#1402)
* Anonymizes chapel intercom, so chaplain doesn't know who's talking. (#54476)

Adds support for radio's that anonimize the user, and adds one to every chapel.
It adds a new layer of immersion, and the option to anonizmie the speaker adds new options for mappers.

* Anonymizes chapel intercom, so chaplain doesn't know who's talking.

Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
2020-10-21 07:07:19 +02:00
SkyratBot
9d2a5297d1 [MIRROR] replaces instances of NanoTrasen with Nanotrasen (#1398)
* Replaces instances of NanoTrasen with Nanotrasen (#54473)

spellcheck: replaces instances of NanoTrasen with Nanotrasen

* replaces instances of NanoTrasen with Nanotrasen

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-10-20 16:49:43 +01:00
SkyratBot
b8d9874c27 [MIRROR] Converts all A && A.B into A?.B (#1292)
* 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>
2020-10-13 23:19:25 +02:00
SkyratBot
970a2b03d6 [MIRROR] Mobility refactor: no more update_mobility() (#1233)
* Mobility refactor: no more update_mobility()

* Update robot.dm

Fixes robots.

* megadumb

* Update robot.dm

* weh

* Update gunpoint_datum.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-10 02:31:35 +02:00
SkyratBot
82fad14b06 [MIRROR] Wound scans respect blindness (#1170)
* Wound scans respect blindness (#54188)

* Wound scans respect blindness

Co-authored-by: PKPenguin321 <pkpenguin321.git@gmail.com>
2020-10-06 21:40:05 +01:00
SkyratBot
74988557f1 [MIRROR] Sign language fixes (#1165)
* Sign language fixes (#53890)

If your hands are full, you make a visual attempt to sign, so others know you at least tried. If you have no hands, you simply cannot sign at all.
Having one arm gone and the other full properly makes one unable to sign
Runechat!
Uses TRAIT_HANDS_BLOCKED now
Any organ with ORGAN_UNREMOVABLE as a flag is no longer removed by aheals or full heals. Currently this only affects tied tongues, as no other organ really has that flag yet.

If you can't sign from your hands being full, you won't stand there silently staring at whoever you try to talk to.
People will actually see that you can't sign thanks to runechat
I finally fixed sign language for lings & xenobio mains

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Sign language fixes

Co-authored-by: Wallemations <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
2020-10-06 15:37:37 +02:00
SkyratBot
9ae0a0b2e9 [MIRROR] Fixes scanners being usable by the blind (#1153)
* Fixes scanners being usable by the blind (#54164)

* Fixes scanners being usable by the blind

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-04 23:35:38 +02:00
SkyratBot
9690efd842 [MIRROR] Fixes up addictions reporting on scanners, and admin full heal (#1073)
* Fixes up addictions reporting on scanners, and admin full heal (#54056)

* Fixes up addictions reporting on scanners, and admin full heal

Co-authored-by: NightRed <nightred@gmail.com>
2020-09-30 03:44:20 +01:00
SkyratBot
98568e191a [MIRROR] Enforce preserving parent proc return values across ui_act call stacks (#999)
* Enforce preserving parent proc return values across ui_act call stacks (#53964)

All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.

* Enforce preserving parent proc return values across ui_act call stacks

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-26 17:17:59 +02:00
SkyratBot
13b96bfe01 [MIRROR] Rebalances space loot and space exploration (#981)
* Rebalances space loot and space exploration (#53916)

* Rebalances space loot and space exploration

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-25 14:34:13 +02:00
SkyratBot
18f4fb5029 [MIRROR] Fix skill related runtimes in mindless mobs. (#965)
* Fix skill related runtimes in mindless mobs. (#53691)

Fixes related to mindless mobs using skills

* Fix skill related runtimes in mindless mobs.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-24 20:33:19 +02:00
Azarak
786faaaf39 [SEMI-MODULAR] Gunpointing! Similar to bay-aiming (#800)
* Gunpoint!

* Spans

* linter moment

* wah

* weh
2020-09-17 02:18:01 +01:00
SkyratBot
4b6cc9d088 [MIRROR] Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#830)
* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305)

* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-09-17 02:05:30 +01:00
SkyratBot
2595f10911 [MIRROR] Fixes some issues with sign language & makes some things more clear (#783)
* Fixes some issues with sign language & makes some things more clear (#53610)

Changes the name of the recipe for the gloves to make them more clear
Adds a note in the tongue file to make sure it's clear you SHOULDN'T SEE THAT TONGUE.
Adds a unique chat message for mimes who use sign language, to make it clearer you can't cheese as a mime
Adds a unique slurring verb for drunkards
Removes the ability for sign languagers to use megaphones, which I forgot existed in the game. 
Punctuation removal now replaces all punctuation used with periods rather than with blank space, to reduce run-on sentences.

* Fixes some issues with sign language & makes some things more clear

Co-authored-by: Wallemations <66052067+Wallemations@users.noreply.github.com>
2020-09-13 04:39:19 +02:00
SkyratBot
adcb876d0b [MIRROR] Adds better feedback related to husks (#769)
* Adds better feedback related to husks (#53599)

Husks currently have basically zero ingame feedback other than the grey sprite. It should be abundantly obvious when somebody is a husk, given that it's such a huge physical change that it changes the sprite. This PR adds examine text to husks, and adds a message to the health scanner. The regular scanner will only tell you that they are a husk, the advanced scanner will tell you if they were husked by burns or by "extreme fluid loss" AKA lings (but burnt takes precedence so you can still burn your ling corpses to a crisp to help hide your tracks). The defib now also gives a message specifically for husks instead of a generic "tissue damage" message which normally means brute/burn damage.

I also updated the description of sythflesh and rezadone to mention that they can restore burnt husks, and replaced some hardcoded "burn" with the BURN constant.

* Adds better feedback related to husks

Co-authored-by: msgerbs <msgerbs@users.noreply.github.com>
2020-09-13 02:58:40 +02:00
SkyratBot
439207100a Adds Sign Language Quirk (#711)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-09 08:43:01 +02:00
SkyratBot
1e705faa19 [MIRROR] Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#709)
* 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>
2020-09-09 08:19:23 +02:00
SkyratBot
c6007727cd Many issue fixes for stomachs and chem interactions (#53440) (#671)
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>
2020-09-07 04:10:16 +02:00
SkyratBot
418156f632 [MIRROR] merges the sunglasses from detective's office with his spy glasses, makes spy glasses use action button instead of verb (#639)
* merges the sunglasses from detective's office with his spy glasses, makes spy glasses use action button instead of verb (#53355)

* merges the sunglasses from detective's office with his spy glasses, makes spy glasses use action button instead of verb

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-09-04 00:14:57 +01:00
SkyratBot
cd0d700a85 [MIRROR] Mecha refactor 2020 (#579)
* Mecha refactor 2020

* Update effects.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-02 02:16:51 +02:00
SkyratBot
ec09510459 Bools and returns super-pr (#53221) (#565)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-30 05:12:59 +02:00
SkyratBot
76efc3d305 [MIRROR] Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes) (#544)
* Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes) (#52951)

By clicking yourself with grab intent while targeting a limb of yours that's bleeding, you'll "grab" onto it with your free hand to apply pressure. This takes 1.5 seconds to do, takes up a hand while you do so, and applies a slowdown while you're holding it. In return, that limb will bleed 30% less while you're holding it (though it won't clot any faster). This stacks with the 25% reduction in bleeding you get from being horizontal, so laying down clutching your gushing gut while waiting for help is now both thematic and viable!
Other fixes and changes

I also made some other changes to wounds of various importance. Here's a quick list

-Most wound treatments now respect thick clothing/materials, so you can no longer suture slashes through spacesuits.
-Using sutures on slashes and pierces now actually use up sutures, and regen mesh must be opened to treat wounds with
-Infectious zombies (romerol) can now be wounded as intended
-Coagulant has been nerfed again to reduce bleeding less for every wound it's reducing bleeding on. This'll still need more love and attention later, but I need to find a good middle point where medipens are good for bleeding in an emergency without being a way to sidestep any and all bleeding wounds in one go.
-I added a recipe for improvised coagulant in the Wounds 2 PR using baked pulped banana peels and salglu, but then realized that recipe sucked and was overly complicated. You can now drink straight up ground/juiced banana peels to help close up slashes and piercings. Yuckm!
-You can no longer repeatedly disembowel people who have already lost their internal organs
-Whetstones now make things edged sharp rather than pointy sharp, fixing a carryover from when sharpness = 2 used to be accurate sharpness. This'll have the effect of making sharpened weapons less sucky at chopping people apart since slashing is usually more devastating than piercing

I've also made a few tweaks to scars, mostly making them a bit smaller. It now takes twice as much scar severity to reach "absolutely fucked up" when examined, and the other steps have been raised a few points as well. Minor scar examine text is a tad smaller text-wise, and the precise locations for the scars are a bit more procedural as well (more location modifiers like upper/lower/inner/outer wrist/whatever). These changes will hopefully add a bit more variety to the scarring you see on random crew members, since it's pretty easy to hit max examine severity as is.

* Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes)

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-08-27 21:52:59 +02:00
SkyratBot
f1212a3cab [MIRROR] [READY] Portable Chemical Mixer: Removal of the anomaly core requirement (as per poll) (#521)
* [READY] Portable Chemical Mixer: Removal of the anomaly core requirement (as per poll) (#52985)

* Removed the anomaly core requirement.

* Small codefix

* [READY] Portable Chemical Mixer: Removal of the anomaly core requirement (as per poll)

Co-authored-by: LordVollkorn <66637090+LordVollkorn@users.noreply.github.com>
2020-08-26 01:39:50 +02:00
SkyratBot
f733bc21a8 [MIRROR] Mobility refactor and code cleanup - lacking appendages edition (#509)
* mobility refactor (#52929)

* Mobility refactor and code cleanup - lacking appendages edition

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-25 01:34:46 +02:00
SkyratBot
12cd35c594 Crit status refactor (#53117) (#500)
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-25 00:11:20 +02:00
SkyratBot
692c80e55d [MIRROR] Disposable Sentry Gun Deployment System (#495)
* Disposable Sentry Gun Deployment System (#52931)

Adds a new engineer only traitor item, the disposable sentry gun deployment system. It's a red toolbox that works and functions as a normal toolbox, until you attack it on harm intent with a wrench. Upon bashing it with a wrench, the toolbox will transform into a ballistic sentry gun, theoretically shooting at your enemies, and not you. The turret only has 100 health however, so it will not last long to anyone with any weapon that can deal enough damage.

* Disposable Sentry Gun Deployment System

Co-authored-by: Paxilmaniac <57122098+Paxilmaniac@users.noreply.github.com>
2020-08-24 23:53:10 +02:00
SkyratBot
3bd294f26f [MIRROR] Defines damage flags. (Hopefully without 50+ commits) (#491)
* Defines damage flags. (#53158)

* Defines damage flags. (Hopefully without 50+ commits)

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-08-24 22:52:31 +02:00
SkyratBot
06ff96d923 [MIRROR] Pipe painters now fit in toolbelts. (#481)
* Pipe painters now fit in toolbelts. (#53127)

* Pipe painters now fit in toolbelts.

Co-authored-by: uomo <51800976+uomo91@users.noreply.github.com>
2020-08-23 20:46:10 +02:00
SkyratBot
0b65cc596b [MIRROR] Overlay lighting component (#469)
* Overlay lighting component (#52413)

Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.

It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:


This is a BYOND limitation, very well worth it IMO.

🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑

* Overlay lighting component

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-23 20:17:12 +02:00
SkyratBot
cbbbc0d5d3 [MIRROR] Small TGUI tweaks and fixes (#353)
* Small TGUI tweaks and fixes (#52955)

* LaborClaimConsole cleanup

* UI tweaks

* Small TGUI tweaks and fixes

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
2020-08-15 23:04:33 +02:00
SkyratBot
8c41a7cce6 [MIRROR] Baystruments - I had two tgstation forks for some reason and had to delete one and that nuked the last PR (#350)
* Baystruments - I had two tgstation forks for some reason and had to delete one and that nuked the last PR (#51459)

Instruments and sound channels refactor.

* Baystruments - I had two tgstation forks for some reason and had to delete one and that nuked the last PR

* Fixes dme dupe

* Fixes dme dupe (#52954)

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2020-08-15 23:04:03 +02:00
SkyratBot
d9b246cca9 [MIRROR] tgchat (#342)
* tgchat (#52426)

Replaces goonchat with a tgui based chat panel

    Fixes #52898
    Fixes #52663

It is as fast as goonchat was (if not faster in certain circumstances), and is very extensible. It has all the necessary code for sorting messages into categories, which means that one of the next features will be multiple tab support.

Additional features that you will get with tgchat right now:
    Massively faster server-side performance compared to goonchat, especially if batching multiple messages to one client.
    Message persistence across rounds and reconnects. (All messages are stored client-side in IndexedDB)
    More robust scroll tracking. If you scroll up, it will not change the scroll position on new messages like goonchat did.
    Multiple message combining. (Currently set to combine up to 5 messages over last 5 seconds).
    If using the highlighting feature, it highlights the whole message as well as the matching word.
    "Now playing" widget, with preview of the song title, a knob for adjusting the volume and a stop button.

Architecture is as following:
```
to_chat() -+
           |
        SSchat
   (queue, batching)
           |
  window.send_message()
           |
           v
+-------------+
| tgui-panel  |
|+-----------+|
|| tgchat    ||
|+-----------+|
+-------------+
```

Subsystem is basically goonchat, but without all the garbage that slows the servers down (string concatenation, double urlencoding, sanitizing, etc). Now, instead of all that, it's being slowed down by json_encode in /datum/tgui_window/proc/send_message, which IMO is completely worth it, and allows sending various templates and widgets to tgchat.

/datum/tgui_window abstracts the whole window away from you, establishes a nice message-passing interface between DM and JS, with two message queues on each side, automatically loads js/css assets for you, basically does everything. You as a developer only have to worry about sending/receiving messages and write javascript.

tgui-panel is a slimmed down version of tgui, and functions as a container for various widgets, and tgchat is one of them. It of course can be expanded with more stuff.

It's also a separate entry point and a JS bundle, so it's not bloating the main tgui bundle, and is currently sitting at about 230kB.

* tgchat

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-08-14 23:30:16 +02:00
SkyratBot
49f7becb88 [MIRROR] Personalized combat messages part 2 (#334)
* Personalized combat messages part 2 (#52890)

Adds more "personalized" combat messages for all participants in a fight: the attacker, the victim and the spectators

* Personalized combat messages part 2

* Update misc.dm

Co-authored-by: kingofkosmos <riki.sundberg@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-08-14 23:29:15 +02:00
SkyratBot
0d2c2009f8 [MIRROR] Intercoms can now be interacted with via the telekinesis mutation (#297)
* Intercoms now have appropriate attack_tk_grab response (#52835)

Due to issues with item interaction code, this PR means the intercom is now viewable with telekinesis but is not interactable unless adjacent.

* Intercoms can now be interacted with via the telekinesis mutation

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-08-12 11:27:53 +01:00
SkyratBot
093eacda26 [MIRROR] You Can No Longer Place Force Fields On The Same Tile As Yourself (#281)
* You Can No Longer Place Force Fields On The Same Tile As Yourself (#52569)

About The Pull Request

Adds a check to the force field projector that prevents you from placing fields on the same tile as yourself.
Why It's Good For The Game

Some people have been using this recently in fights to become temporarily unclickable, which is kinda bad if you ask me.
Changelog

cl
tweak: you can no longer place force fields on the same tile as yourself to become god for 30 seconds
/cl

* You Can No Longer Place Force Fields On The Same Tile As Yourself

Co-authored-by: Paxilmaniac <57122098+Paxilmaniac@users.noreply.github.com>
2020-08-11 04:08:41 +01:00
SkyratBot
9228782297 [MIRROR] Added the ability to upload honk viruses to doors, machines and computers. Added new sound_player component. (#278)
* Added the ability to upload honk viruses to doors, machines and computers. Added new sound_player component. (#52593)

* Added the ability to upload honk viruses to airlocks.

* Removed shoes requirements. Added charge gain sound.

* Revert "Removed shoes requirements. Added charge gain sound."

This reverts commit 641fe91a1c936c2de0cdd8104304d7f25bc831a8.

* Added ping on charge gain.

* Refactored to use components and signals.

* Now works on all machines / computers.

* implements suggested changes

Co-authored-by: Rohesie <rohesie@gmail.com>

* Moved signals around.

* WIP

* Finally added sound_playing component.

* Rohesie provides good code

Co-authored-by: Rohesie <rohesie@gmail.com>

* More Rohesie goodies

Co-authored-by: Rohesie <rohesie@gmail.com>

* Everything is fucked oh god

* Clean sweep

* Update code/game/objects/items/devices/PDA/PDA.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/game/objects/items/devices/PDA/PDA.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>

* Added the ability to upload honk viruses to doors, machines and computers. Added new sound_player component.

Co-authored-by: KathyRyals <65850818+KathyRyals@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-11 00:39:56 +01:00
SkyratBot
ee324ab3c2 [MIRROR] Cleanup up all instances of using var/ definitions in proc parameters. (#240)
* Cleanup up all instances of using var/ definitions in proc parameters. (#52728)

* var/list cleanup

* The rest of the owl

* plushvar bad

* Can't follow my own advice.

* Cleanup up all instances of using var/ definitions in proc parameters.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-08-07 18:26:21 +01:00
SkyratBot
6d54be4124 [MIRROR] Pai cable fix, adds icon for when new personalities show up (#232)
* Merge pull request #52725 from ShizCalev/pai-fixes

Pai cable fix, adds icon for when new personalities show up

* Pai cable fix, adds icon for when new personalities show up

Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
2020-08-07 11:10:12 +02:00
SkyratBot
5fd8cb072e [MIRROR] Color standardization, vars moved, and signals (#194)
* Color standardization, vars moved, and signals (#52574)

    Defined all the existing light_color values.
    Moved their definitions to colors.dm
    Made white the default color. It was so already, but that was very obscured.
    Moved the atom light-related variables to the atom definition.
    Wrapped changes to variables such as light_color into procs that report the event through signals.
    Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights.
    Cleaned up a little bit of code in where new variables were defined before redefinitions.

This is all atomization to reduce changes in #52413
None of this affect gameplay at all, it's all code cleaning and refactoring.

There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is.

* Color standardization, vars moved, and signals

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-04 12:20:31 +02:00
ShizCalev
52afb7d200 Cleans up paicard and aicard code (#52575)
* Cleans up paicard and aicard code

* fix

* more fixes
2020-08-01 05:45:33 -04:00
Azarak
12377e062e Merge pull request #63 from Skyrat-SS13/upstream-merge-52390
[MIRROR] Adds an metric ton of belt sprites and suit sprites for worn objects.
2020-07-26 02:44:39 +02:00
ArcaneMusic
aade6fcdd3 Adds an metric ton of belt sprites and suit sprites for worn objects. (#52390)
* Plant Belt sprites are fixed, Engy Sprites too

* I did belt sprites until my eyes started hurting
2020-07-25 01:59:31 -04:00
Ryll Ryll
a97c51b30b [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* pierce the heavens

* starts doing projs

* continue pierce

* before armor

* before sharpness redefine

* rename sharp defines, before further implementation

* finishing undoing atk_type back to sharpness

* neatens up sharpness defines, FALSE -> SHARP_NONE

* more piercing, removes brute damage bleed, bubblegum no longer wound

* starts letting embeds get in on the fun

* half with embed

* work on dismembering

* continued embed work

* more moving bandaging to limbs

* more dismemberment work

* removing embed pierce stuff

* tweaking bullets

* more docs and work on dismemberment

* spans, piercing, guns

* dismemberment and scar fixes

* bee changes

* bullets embedding

* more bullet and dismember work

* dismemberment, surgery, piercing, formaldehyde,

* pleases travis

* pierce smite

* nicer on blood

* Auto stash before rebase of "tgstation/master"

* more neatening

* wounds only consider up to 35 damage, wounds on l6 and 762

* updates hulk

* balance

* defines

* lower slug to 50 brute to accommodate wounds

* adds differentiation for having flesh/bones/both in mobs

* moves scar descs to json, renames organic_state

* excises removed healing skill

* fixes logs, inconsistencies, some balance changes

* untab

* slight compress

* a

* kills pointed global list

* dmdoc

* halfway through roh

* finishes roh review

* okay NOW i finished roh's reviews

* roh roh roh your boat

* gently down the stream

* global lists

* list ops, fix scanner for bone gel improvised fix

* travis moment

* sounds added and moved

* pellet clouds can join the fun fully, slight gun balancing for wounds

* doc moment

* unconflicts myself

* update hulk

* Update code/_onclick/item_attack.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* crying ascii face

* final rohview

* oops

* final final

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-23 22:20:09 -04:00
ShizCalev
4b6500fb67 Makes all anchored changes use setAnchored(), COMSIG_MOVABLE_SETANCHORED now only sent if an AM's anchored var has changed for more reliable usage. (#52254)
* Converts everything to use setAnchored() + other fixes

* Fixed singulo debug

* singulo again

* forgot to move the vv_edit proc

* caught that this time :)

* changes

* Update code/game/atoms_movable.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-21 02:20:26 -03:00