* haha no bypassing your OOC mute bucko
* this should do what I intend it to do
* haha, maybe actually let them use it I think
* Update code/modules/admin/admin.dm
Oops
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Matthew <matthew@tfaluc.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* [READY] Adds station traits: Small modifiers that can randomly be chosen each round
* conflicts
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Refactors how movetypes are added and removed, No timers this time. (#55444)
* Refactors how movetypes are added and removed, No timers this time.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Refactors smiting, adds smite build mode (#55327)
Refactors smiting out from being a large switch/case into datums.
Adds a new smite option to build mode. This lets you choose a smite and rapidly apply it to a lot of people, presumably for EORG. Requested for by...one of the admins, I forget which.
* Refactors smiting, adds smite build mode
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Refactors how movetype flags are added and removed and the floating animation (#54963)
I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process.
Why It's Good For The Game
A way to avoid conflict from multiple sources of movement types.
This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick.
Tested, but i'm pretty sure improvements could be made.
Changelog
cl
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type.
/cl
* Refactors how movetype flags are added and removed and the floating animation
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Moves grown food to newfood (#55040)
Moves grown food to newfood
Gives trash element support for callbacks for item creation override
* Moves grown food to newfood
Co-authored-by: Qustinnus <Floydje123@hotmail.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>
* Restyles Stat Panel, Adds Subpanel Sub-Categories (#53947)
I re-styled the CSS for the stat panel in hopes to make it look nice, and I also added the ability to use sub-categories (currently a single level) of verbs using a . (period), an example being Admin.Fun instead of the previous Admin - Fun. This now results in a sub-category being automagically generated in the stat panel.
* Restyles Stat Panel, Adds Subpanel Sub-Categories
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
* Emergency Shuttle Toggle (#53912)
Admins now have the option to enable or disable the shuttle(located in the admin tab).
Disabling the shuttle will basically pause it where it is, regardless(unless game is over). Until the admins enable it again. It will resume exactly back to where it was and continue from there. This is great for events. You can't recall or call the shuttle while it's disabled.
Admins also now get the option when calling the shuttle to disable the recall of said shuttle unless they cancel it or select enable shuttle.
* Emergency Shuttle Toggle
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Makes admin view obey the overlay limit (#53293)
Caps admin view at 68x68, or 37, in order to prevent it creating more then 100 overlays, causing the parallax system to crash due to exceeding our overlay hardcap of 100
* Makes admin view obey the overlay limit.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
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>
* 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>
Please check out this EPIC OFFICIAL PR TRAILER before reading (very important)
https://youtu.be/4RckVdx20oQ
the video is kinda autistic
dont forget to upvote
About The Pull Request
All sprites and epic meme videos made with love by yours truly
Except for the 2 missile sprites. Those were taken and modified from NSV13 who in turn ported them from TGMC
nupod_all_decals
Anyways, this adds:
New pod, reverse-pod, and target indicator sprites
Pod-ground collision effects (impact craters basically)
Cool looking vapor trails a la the half-life 2 headcrab shells
And also:
Fixes seethrough pods not actually working
Makes reverse-mode a bit more predictable
Has some minor code improvements with how supplypod-reverse-mode works
WIP overlays
icon upd8
more
need to figure out whats going on with extractionpods
compile
the icon update
more!!
why are skillcapes broken
boat lmao
seethrough fix
Second drive-by
Code cleanup and improvements
Specifically surrounding contractor pods and reverse mode working properly
accidently left in an extra dmi whups
do the impossible see the invisible
new effect booster pack
MFW MRW Linter fail
* 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
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.
/🆑
* Datumizes all uses of change_view
* Cleanup and helper procs
* tweaks values to match the format, hint hint, (value - 0.5) works just fine
* And there's the rest
* woop, braindamage
* and one more
* fuck you menu file
* woops
* we should apply that
* fixes tooltip drift, thank you goon coders
* you can shake but you can't zoom
* demos (ported from yogstation)
rustg update + write with no format
use external hook for logging
use proper log vars
fix + clarifying comment
don't start the log
release build of rust-g
fix something caught by the lint
Update code/__DEFINES/subsystems.dm
Co-Authored-By: Jordan Brown <Cyberboss@users.noreply.github.com>
Update code/controllers/subsystem/demo.dm
Co-Authored-By: JJRcop <jrubcop@gmail.com>
Update code/controllers/subsystem/demo.dm
Co-Authored-By: JJRcop <jrubcop@gmail.com>
moves hooks out of a dedicated file
len = 0 to Cut(), remove semicolons
untyped loop
* updated rust_g
* 513 updates
* Initial work on tgui conversion for DNA Consoles
* Some initial button logic complete
TODO: Scanner Open button should disable while scanner is locked
TODO: Scramble DNA should disable while on cooldown
* Tabs for the tab God
* Dropdown changes, genetic sequencer modifications
* Mutation and genetic sequencer functionality
Almost complete. Need to implement Advanced Injectors still.
* Mostly done, converted most of genetic makeup code
* Tactical pocket linting
* More changes
* Everything except advanced injectors complete
* First complete alpha version
* Fixed debug/testing change
* Removal of more debugging code
* Fix pulse bug
* Bugbusters
* Fix for accidental changes
* Fix broken genetics disk changes, fix list of lists
* Squash tgui tab-key bugs and clean up attackby
* Code documenting, refactoring, bugfixing, spellcheck
* Documentation and misc bug squashes and runtime error fixes
* Fixes, features and tweaks
* Special check for those who have shuffled off this mortal coil
* New interface concept for console storage
* Mini code refactor
* Massive refactoring of DnaConsole interface (WIP)
- De-spaghettifying of LawyerCode
- Fixed the flex-basis bug, and removed ForcedBox since it's no
longer needed.
- Added a Divider component.
* Implemented requested changes.
Removed list() versions of strings.
Removed used TGUI-exclusive constants from data object. Currently unused ones still remain, can be removed if they're no longer necessary.
Fixed other DM data structures to serialise as JS Arrays instead of Objects.
Minor TGUI logic fixes for various edge cases.
Added some comments in DnaConsole.js outlining some minor notes and TODOs.
* Fixes "Save to X" being disabled.
* Included 2px outline CSS
* Additional minor logic patches
Don't want certain buttons active unless the mutation relation to them is also active
* Makes these transforms use a timer
* Fixed transformation race condition and stuff.
* Mutation source defined in DM. Conditional formatting improvements.
* Custom cache directory with BYOND_CACHE env var
* Fix gene cycler on index of -1
* Framework and TODO for next interface element. Cleared TODO list a bit.
* Fix 1px shift in gene cycle buttons
* Pass raw event with GeneCycler
* More robust combining logic
* Fix some cycler bugs, start working on enzymes
* Conditional highlighting for unsolved mutations and X'd genes.
* Lint for the Lint God
* Enzyme UI and more refactoring incoming
* Finish tgui refactoring, enzymes injectors done
* Whack-a-Bug
* Unlinted. Advanced injectors moved and improved. Implemented disk genetic data readout.
* Partial linting
* Assorted bug fixes
* Remove debugging code
* DNA Consoles are now more conversational. Initial state set.
* Final tweaks, implemented mutation combining, complete?
* Fixes tooltop, re-enables delayed enzyme transfer, cleans up some data params
* 10 Fix a bug, 20 make a bug, 30 goto 10
* The definition of irony
* Don't drink and derive, kids || How I learned to stop coding while drunk and rely on stylemistake to Flex on my formatting.
* uniqBy
* Add support for dropdowns with disabilities.
* Cleanup
* Remove current mutation from combinations
* Dividing
* Document BYOND_CACHE env var
* Outline cleanup
* Declare radiation constants since they were removed in DM
* Combine mutations only after checking for null
* Advanced Injectors actually work now.
* Comment cleanup, DMDOC, stard and end processing at appropriate times
* Pressing Ctrl-S occasionally helps things
* Fix enzyme mutator timeout bug, added injector timeout display.
* Rebuild tgui
* Rebuild tgui
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
About The Pull Request
The admin Create Command Report verb now displays the current Central Command name in the dialog box, in case it has been previously changed.
also fixed one(1) typo
Why It's Good For The Game
because the other day I murdered everybody's immulsion by sending a "Central Command" report without realizing someone had hit Change Command Report previously
(pr title aside this is not just for manuel)
Changelog
cl bandit
admin: The Create Command Report dialog now tells you the current CentCom name.
/cl
* Makes raw HTML and browser datum popups UTF-8 aware
Admin menus specifically really shouldn't break just because you named some guy "☺s the Clown"
* Fixed new_player.dm
* Fucking filing cabinets
* *blink *inhale *exhale *blink *inhale *blink *exhale
* rapidly blinks
* mass immersion
* how was that even working
* manual blinking today, manual breathing tomorrow
* b
* cleansed
* more neatening
* minus check
* Update code/modules/admin/verbs/randomverbs.dm
Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
* un-nom's my code
Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
* un-nom's my code
* less
* Adds sorting to most input() lists.
* Sorted some global lists, added more input sorting
* Should now use correct sort everywhere.
* compiles
* Last fixes.