Mousing over an inventory slot with an item in-hand can trigger a call to equip_delay_self_check.
If the item has an equip_delay_self and bypass_equip_delay_self is FALSE, then it acts like it's going to equip the item and starts a do_after.
I think the only two items that do this are /obj/item/clothing/gloves/cargo_gauntlet and /obj/item/clothing/suit/straight_jacket
I make sure the call to can_equip back in the /atom/movable/screen/inventory/add_overlays section of the call stack calls with bypass_equip_delay_self = TRUE to prevent this.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Layer overhaul (#57915)
## About The Pull Request
Changes up some layer and plane defines for no particular reason lol
## Why It's Good For The Game
Planes actually override layers, and layers control ordering within planes. A lot of the usage of plane and layer was wholly unnecessary. This refactor helps future maintainability while also being needed staging for _future features._
* Layer overhaul
* aaaaaaaaa
a
Co-authored-by: Rob Bailey <actioninja@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* You can now put food on plates, and plate no longer materialize out of nowhere as you cook
* Update dish_drive.dm
* aaaaaaaaaaaaaaa
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Improves status bar coverage (#57916)
This PR makes sure all MouseEntered() procs call their parent, which handles the status bar. This fixes instances where the status bar was missing, for example when you hovered over the ghost buttons, you would not be shown a name of the button, but completely different object, like "space", which was very misleading. This also means that the new status bar should have better parity the with the old status bar, which also showed these things.
* Improves status bar coverage
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
* Combo streaks (not just the hud icons) now reset after half a dozen seconds (amount subject to change). (#57167)
Co-authored-by: Ghommie <425422238+Ghommie@ users.noreply.github.com>
* Combo streaks (not just the hud icons) now reset after half a dozen seconds (amount subject to change).
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Ghommie <425422238+Ghommie@ users.noreply.github.com>
* Fix 'your mind won't reach that far' message when clicking moodlet with TK (#55070)
The mood /atom/movable/screen, instead of having a Click() override, instead has its COMSIG_ATOM_CLICK registered in the mood component. This has the side effect of normal attack chain protocol being ran on it, meaning that if you click it with TK you will get a message saying "Your mind won't reach that far". This fixes that by overriding attack_tk into a noop.
* Fix 'your mind won't reach that far' message when clicking moodlet with TK
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.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>
* Prevent inventory HUDs from overlapping multiple overlays (#53974)
Currently, when you drag your mouse off an inventory button while holding it down, it'll leave a permanent ghost image (#53950). This is because MouseExited is not being called properly. However, I couldn't reproduce this in a non-SS13 BYOND project, which makes it difficult for me to fix that.
This is a band-aid fix. It'll leave a ghost image, but then the next time you hover over and exit, it'll remove it, making it much less annoying.
* Prevent inventory HUDs from overlapping multiple overlays
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
About The Pull Request
It annoyed me that we have a perfectly good frag grenade item, and a perfectly good shrapnel component, but no crossover episode between the two. This remedies that, and does a lot, lot more.
dreamseeker_2020-03-30_05-01-13.png
dreamseeker_2020-03-30_05-01-26.png
Big points:
Adds new component: pellet_cloud, which can be used by ammo casings, guns, and landmines to spray shrapnel and display aggregate hit messages ("You're hit by 6 buckshot pellets!" vs "You're hit by the buckshot pellet in the X" x6). All gun ammo that shoot multiple pellets now use this component on firing.
Adds stingbangs, premium less-lethal grenades that shoot off lots of stinger pellets, to cargo. Frag grenades are also reworked to have smaller booms, but shoot off lots of shrapnel shards. You can jump on top of these grenades to absorb a portion of the shrapnel to save those around you! There's an achievement for dying this way, called "Look Out, Sir!"
Projectiles can now embed items/shrapnel. Adds .38 DumDum ammo to cargo that does less damage and has negative armor pen, but can embed in people. This is the only ammo that currently embeds.
Bullets can now ricochet off walls, structures, and machinery (harder surfaces are more likely to ricochet). Only standard .38 and Match Grade .38/.357/L6 ammo can ricochet, with Match Grade being much better at ricocheting. You can buy Match Grade .38 from cargo and Match Grade L6 ammo from the nuke uplink, while Match .357 is admin only.
Armor now protects you from harmful embeds, taking the better of the bullet/bomb armor on the affected limb. Armor penetration can modify this of course, and many blunt embeds like stingbangs and DumDum bullets are significantly worse if you have even 1 armor.
Other misc fixes/changes
Refactored the embed element a bunch and fixed it creating new elements for every instance rather than expected bespoke behavior. There are new /obj/item helpers for modifying and adding embedding.
Fixes#49989: Spears can no longer embed in turfs cause their sprite is annoying to me, it's generally harder for most things to embed in turfs
Fixes#49741: New carbon helpers for removing embedded objects
Fixes#46416: Handles embedded objects getting qdel'd or moved while embedded
Renamed the old shrapnel component for RPG loot to MIRV to avoid confusion
Repathed frag grenades from under minibombs to under base grenades, and added explosion vars to base grenades
Why It's Good For The Game
Fixes a bunch of janky design with embeds, adds lots of new avenues for projectile and grenade variety, ricochets and collateral damage are fun!
Changelog
🆑 Ryll/Shaps
add: Adds stingbangs to cargo (and one in the sec vendor premium), premium less-lethal grenades that shoot off a giant swarm of stingball pellets to help incapacitate swarms of people in tight quarters. You can jump on top of a live one to be a hero and absorb a bunch of shrapnel, same with frag grenades. There's even an achievement for dying to a grenade you jumped on!
add: Projectiles can now embed in people! Or at least grenade shrapnel and the new .38 DumDum ammo, now available in cargo, can. DumDum rounds excel against unarmored targets, but are pricey and do poorly against armored targets.
add: Bullets can now ricochet! Or at least, standard .38 and the new .38/L6 Match Grade ammo can. Match Grade ammo is finely tuned to ricochet easier and seek targets off bounces better, and can be purchased from cargo (for the .38) or nuke ops uplink (for the L6), but standard .38 ammo has a chance to ricochet as well.
tweak: Frag grenades now have smaller explosions but shoot off a bunch of devastating shrapnel, excellent for soft targets!
tweak: Shotguns and other multi-pellet guns now print aggregate messages, so you'll get one "You've been hit by 6 buckshot pellets!" rather than 6 "You've been hit by the buckshot pellet in the X!" messages. Bye bye lag!
balance: Armor can now protect against embedding weapons, taking the best of either the bullet or bomb armor for the limb in question away from the embed chance. Some weapons are better at piercing armor than others!
/🆑
About The Pull Request
This makes space suits use a cell and warm the wearer, This was handled by the handle_environment proc in the past with an override to make the suits work. This corrects this issue, and removes the override.
All space suits will have a cell installed at round start, this cell will last 15 min on average usage.
The cell cover can be toggled by alt+clicking (press the button), or using a crowbar (just pry it open) on the suit.
With the cover open you can remove the cell by using the suit in hand, or ctrl+clicking the suit.
As well with the cover open you can use a screwdriver to set the thermal regulator's temperature. The normal range is 20 c to 45 c, do not use an emag on the suit to increase the temperature range.
Examining the suit will report the temperature setting and the cells charge, if the cover is open you will also be able to see the type of cell that is in the suit.
Suit storage units will now charge the cells in suits, they will also require power to operate properly now.
Why It's Good For The Game
Space suits should be managing the wearers temp in space not using some override.
Lizards now have a portable heater in the form of any space suit.
Now that suits need a cell it is not as easy to spend all session in a space suit.
New interactions with hardsuits and emp's give nice combat buff to an underused item.
Nuke ops can raid xeno for some nice yellow cells, or science for a big old bluespace cell.
* Refactors screen object update_icon to call parent
And makes update_icon an /atom proc
* Cleans up some missed null checks
The student teaches the master
* Nanotrasen fires the Wave Motion Gun at the Clock Cult
* Fixes a random changelog appearing from the reebe void.
* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.
* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.
* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron
* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.
* 1/4 done? maybe?
* more
* stuff
* incremental stuff
* stuff
* stuff & things
* mostly done but not yet
* stuffing
* stuffing 2: electric boogaloo
* Git Commit and the Kingdom of the Crystal Skull
* make it actually compile
* found more stuff
* fixes
* fix AI laws appearing out of order
* fix windows
* should be the remaining stuff
* this time for real
* i guess it should compile too
* fix sechuds