Commit Graph

12702 Commits

Author SHA1 Message Date
SkyratBot
72b2b5de0e [MIRROR] MMA (#2808)
* Monkey Martial Arts (#55583)

Moves martial arts to mob/living and lets monkeys use them.

Monkeys have got arms so they should be able to do cool martial arts.

* MMA

Co-authored-by: Jack LeCroy <3073035+jacklecroy@users.noreply.github.com>
2021-01-21 04:37:54 +00:00
SkyratBot
d4b939c2c9 [MIRROR] Replacing magic numbers with defines in robot code (#2801)
* Replacing magic numbers with defines in robot code (#56241)

While scouring robot code for some (hopefully upcoming) fixes, I found a bunch of gross numbers. These numbers are now letters.

* Replacing magic numbers with defines in robot code

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
2021-01-20 02:40:05 +00:00
SkyratBot
2d87d491ae [MIRROR] Refactors step_action to pure signals (#2800)
* Refactors step_action to pure signals (#56238)

For historical purposes, there was a `step_action()` proc on shoes,
which were called on every step. It normally triggers a signal, which
some components, like squeaky clown shoes use to hook on behaviour. But
there were a few remaining procs that still used the old format; they
now use signals.

This thus saves a proc call on nearly all Move() calls by humans, unless
their shoes have special behaviour, and also enables non-shoes being
able to hook into stepping behaviour.

* Refactors step_action to pure signals

Co-authored-by: coiax <yellowbounder@gmail.com>
2021-01-20 02:39:57 +00:00
Seris02
3f8b268455 no_dresscode variable but this time it doesn't override important slots (#2468)
* once again but better this time

* Makes it so that equipping them has no sound

* Update code/modules/mob/mob.dm

Co-authored-by: Azarak <azarak10@gmail.com>

Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-18 23:02:51 +00:00
SkyratBot
060388657e [MIRROR] Adds in the comet hairstyle. (#2772)
* Adds in the comet hairstyle. (#56217)

## About The Pull Request

This PR adds in the new "Comet" hairstyle. A bit anime-ish.

[Example](https://i.imgur.com/e5Xg9It.png)

## Why It's Good For The Game

New hairstyles are good, and so far i've recieved positive feedback on this one.

* Adds in the comet hairstyle.

Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
2021-01-18 18:13:44 +00:00
SkyratBot
68f0b64ac1 [MIRROR] Replaces paralyzed typo (#2765)
* Replaces paralyzed typo (#56208)

* Replaces paralyzed typo

Co-authored-by: c420-o <76887567+c420-o@users.noreply.github.com>
2021-01-18 07:45:06 +01:00
SkyratBot
94f9a384b0 [MIRROR] [READY] Bespoke Datum Mats (#2737)
* [READY] Bespoke Datum Mats

* Update sheetifier.dm

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-17 13:25:04 +01:00
SkyratBot
f7f9246326 [MIRROR] Makes wayfinding great again (#2731)
* Makes wayfinding great again (#56055)

Interacting with the wayfinding pinpointer dispenser recently after leaving it untouched basically since I added it I realised it has a bunch of bad design decisions that make it unpleasant to interact with so while this can never solve the lack of desirability of the pinpointers themselves hopefully it prevents the machine from contributing to the problem.

* Makes wayfinding great again

Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
2021-01-17 13:13:23 +01:00
SkyratBot
6c9a5f1c5b [MIRROR] Prevents everything except carbons, PAIs and cats from resting to fix Ian paralysis (this time with bitflags). (#2686)
* Prevents everything except carbons, PAIs and cats from resting to fix Ian paralysis (this time with bitflags). (#56089)

There is now a mobility flag that determines a mob's ability to rest. Only works with living mobs. Most living mobs shouldn't be able to rest, so it's only true for carbons, cats and PAIs. Fixes #56034. Fixes #55975 by making borgs unable to rest.

* Prevents everything except carbons, PAIs and cats from resting to fix Ian paralysis (this time with bitflags).

Co-authored-by: interestingusernam3 <51925758+interestingusernam3@users.noreply.github.com>
2021-01-17 13:04:01 +01:00
SkyratBot
48f7ac30df [MIRROR] Improves Bleeding Feedback + Misc Wound/Organ Decay Tweaks (+ Removes Teeth) (#2707)
* Improves Bleeding Feedback + Misc Wound/Organ Decay Tweaks (+ Removes Teeth) (#56056)

* Improves Bleeding Feedback + Misc Wound/Organ Decay Tweaks (+ Removes Teeth)

* a

* b

* Update slash.dm

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-16 00:56:48 +01:00
SkyratBot
e25784537d [MIRROR] Fixes checking a person's inventory requiring a do_after and causing a buckle notification. (#2696)
* Fixes checking a person's inventory requiring a do_after and causing a buckle notification. (#56153)

`/atom/movable/proc/mouse_buckle_handling(mob/living/M, mob/living/user)` has functionality that is too generic for `/mob/living/carbon/human/`

`/mob/living/carbon/human/MouseDrop_T(mob/living/target, mob/living/user)` contains code that is better suited for `mouse_buckle_handling()`

`/mob/living/carbon/human/MouseDrop_T()` results in a call stack that calls the generic `/atom/movable/proc/mouse_buckle_handling()` when the prerequisites for piggybacking or fireman carrying are not satisfied. But this makes no sense and means that when the game state is such that you should be inspecting the inventory, the game state is ALSO such that you are attempting to erroneously buckle a player to yourself.

In addition, `MouseDrop_T()` should really not be holding mouse buckling logic in this scenario. As a result, this proc override has been removed from /living/carbon/human entirely. All functionality has been shifted into an overriden `mouse_buckle_handling()` at the /living/carbon/human level.

Piggybacking and fireman carrying now actually return a value on success.

Finally, if we have successfully handled the MouseDrop_T event through a parent proc call chain, we no longer go on to show the mob's inventory.

All these tweaks combined mean that you can now click-drag to view inventories without a do_after and without attempting buckling, /mob/living/carbon/human buckling logic is now appropriately in `mouse_buckle_handling()` and no longer falls through to generic buckling checks, which is not relevant when trying to air quotes "buckle" a mob to a /mob/living/carbon/human. Successfully buckling a player to yourself (in this scenario through fireman carrying) no longer opens the inventory window.

I have tested the following behaviours and they work as intended.

- [x] Piggybacking
- [x] Fireman carrying
- [x] Inspecting inventory of /mob/living/carbon/human
- [x] Inspecting inventory of /mob/living/simple_animal/pet/dog/corgi/ian
- [x] Buckling /mob/living/carbon/human to a chair.
- [x] Buckling /mob/living/simple_animal/pet/dog/corgi/ian to a dog bed.

* Fixes checking a person's inventory requiring a do_after and causing a buckle notification.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2021-01-14 21:21:57 +00:00
SkyratBot
b6ded1ecaa [MIRROR] Makes hulk more susceptible to cold damage (#2687)
* Makes hulk more susceptible to cold damage (#56131)

cl Qustinnus
tweak: Hulks now get more damage from freeze damage, take it in brute, and get the damage at higher temps than normal
/cl

requested by oranges, makes the temp-gun better against hulkies

* Makes hulk more susceptible to cold damage

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2021-01-13 23:16:54 +00:00
SkyratBot
8275c40b8f [MIRROR] Fix moth aheal runtime (#2662)
* Fix moth aheal runtime (#56109)

Fixes misplaced square bracket to solve runtime issue.

* Fix moth aheal runtime

Co-authored-by: EgorDinamit <53223414+EgorDinamit@users.noreply.github.com>
2021-01-12 14:40:59 +01:00
SkyratBot
c80aec0b74 [MIRROR] Fixing bugs about the worst simple_animal coded in and material tiles. (#2654)
* Fixing bugs about the worst simple_animal coded in and material tiles. (#54885)

Fixed floorbots applying floor tiles onto already tiled turfs.
Fixed floorbot issues with material tiles.
Fixed emagged floorbots spawning lattice when deconstructing floor into plating.

* Fixing bugs about the worst simple_animal coded in and material tiles.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-01-12 06:54:10 +01:00
SkyratBot
7361de863c [MIRROR] Refactor caltrop component into element (#2651)
* Refactor caltrop component into element

* Delete caltrop.dm

* Update caltrop.dm

Co-authored-by: coiax <jack@billbuddy.co.uk>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-12 02:06:53 +01:00
SkyratBot
577db30351 [MIRROR] Regular CTF no longer has wounding (#2652)
* Regular CTF no longer has wounding (#56093)

🆑 coiax
tweak: Regular Capture-The-Flag players can no longer be wounded.
Simulated participants in the Medieval Shuttle can still be violently
murdered with wounds however.
/🆑

CTF is very fast paced, and if you've taken damage without your shield,
you are nearly dead most of the time. However, if you do survive, you're
supposed to slowly heal, but wounds are untreatable on the battlefield.

People still being able to be bloodily stabbed in the Medieval Shuttle
is definitely a feature.

- Aliens (xenomorphs) are still immune to wounds, but that immunity is
  now done with a trait, rather than a typecheck.

* Regular CTF no longer has wounding

Co-authored-by: coiax <jack@billbuddy.co.uk>
2021-01-12 02:04:03 +01:00
SkyratBot
e05cca4ab4 [MIRROR] Rework job food/alchohol benefits into livers (#2648)
* Rework job food/alchohol benefits into livers  (#55721)

By moving the "special behaviour" of something like security officers
eating donuts, or engineers losing radiation by drinking Screwdrivers,
into traits on the liver, this makes the "origin" of that behaviour more
clearly defined, rather than something that's attached to the mind of
the person. (For example, now if a wizard mindswaps into a Security
Officer, they too can now digest donuts good.)

Having this behaviour be partially visible to the more medically
inclined members of the station (like doctors, and the chaplain for
"entrails reading mystic" themes), means that a dismembered liver tells
a story to those who know how to read it.

Some jobs have more "benefits" than others, for example the only thing
that the liver of a Quartermaster gives them is a sense of inadequacy
when consuming royal carpet.

Clowns having livers that honk make them easier to identify, and plays
into the retconned "bike horns are clown livers lore"? Also, why not cut
out a clown's liver then honk them with it? You monster.

* Rework job food/alchohol benefits into livers

Co-authored-by: coiax <jack@billbuddy.co.uk>
2021-01-12 01:50:22 +01:00
SkyratBot
21bd20a963 [MIRROR] Fixes #55670, AIs will be able to see clearly after getting un-pied (#2644)
* Fixes #55670, AIs will be able to see clearly after getting un-pied (#56087)

Fixes #55670. There was a bug where AIs wouldn't have their blurriness lowered after getting cleaned up. This fixes it by enabling the system that allows living things to lower blurriness on AIs.

* Fixes #55670, AIs will be able to see clearly after getting un-pied

Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
2021-01-12 01:47:21 +01:00
SkyratBot
5ec9ce0fec [MIRROR] Fixes runtime when Cyborgs spawn with AI present (#2643)
* Move module creation up in Initialize (#56086)

This is caused by Initialize trying to link the Cyborg to an AI, when this is done successfully toggle_headlamp is called
Toggle_headlamp however calls update_icons which tries to set icon_state to module.cyborg_base_icon however module at this point is null because the default module is assigned later in Initialize.
This PR moves the module creation up inside Initialize to prevent this.

* Fixes runtime when Cyborgs spawn with AI present

Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
2021-01-12 01:47:01 +01:00
SkyratBot
343581ca08 [MIRROR] moves quirk stating from medhud to a button instead of being spammed on your chat (#2642)
* moves quirk stating from medhud to a button instead of being spammed on your chat (#56067)

 shift clicking people with medhud shouldnt fill your whole chat with stuff u dont want except when u press button to see it

* moves quirk stating from medhud to a button instead of being spammed on your chat

Co-authored-by: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com>
2021-01-12 01:46:42 +01:00
SkyratBot
56c647716b [MIRROR] Flesh to stone no longer makes you immune to bleeding, refactors bleedsuppress into a trait (#2640)
* Flesh to stone no longer makes you immune to bleeding, refactors bleedsuppress into a trait (#56078)

Being hit by the Flesh to Stone makes you bleed immune to prevent you from getting petrified while bleeding, and bleeding out while turned into stone. However, it doesn't make you vulnerable when you get unpetrified. This is a bug. This also makes bleedsuppress into a trait, as both is broken and should be a trait.

* Flesh to stone no longer makes you immune to bleeding, refactors bleedsuppress into a trait

Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
2021-01-12 01:45:46 +01:00
SkyratBot
c9c27d506d [MIRROR] Removes the ANIMATION_PARALLEL flag from floating and fixes another issue with the refactor. (#2630)
* Removes the ANIMATION_PARALLEL flag from floating and fixes another issue with the refactor. (#55930)

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

* Removes the ANIMATION_PARALLEL flag from floating and fixes another issue with the refactor.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
2021-01-11 00:42:33 +01:00
SkyratBot
5cc9125118 [MIRROR] Xenomorph embryos now grow based on consistent timers instead of 100% RNG (3% chance every 2s) (#2629)
* Xenomorph embryos now grow based on consistent timers instead of 100% RNG (3% chance every 2s)

* Update alien_embryo.dm

Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-10 23:27:30 +01:00
SkyratBot
6d2c447fa6 [MIRROR] Correctly transfer skillchips when ahealing someone (#2625)
* Correctly transfer skillchips when ahealing someone (#56064)

When ahealing someone via the player panel their skillchips weren't transfered correctly.
The actually skillchip object was left in the old brain and eventually hard deleted.
This caused a runtime when ahealing someone a second time (after the harddel).
This then caused the target to actually have 2 brains because of the runtime while ahealing

* Correctly transfer skillchips when ahealing someone

Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
2021-01-10 23:18:01 +01:00
SkyratBot
bbaa74358c [MIRROR] Fixes glutton riding. (#2616)
* fixies (#56054)

You can now ride the banana glutton properly.

* Fixes glutton riding.

Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
2021-01-10 08:33:09 +01:00
SkyratBot
83c0957413 [MIRROR] Turns squashing mobs into an element (#2606)
* Turns squashing mobs into an element (#55725)

Opens up room for extending squashing behavior for future cytology updates.

* Turns squashing mobs into an element

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2021-01-10 08:20:44 +01:00
SkyratBot
2b1e719a72 [MIRROR] Flypeople can get flashed from any direction (#2592)
* Flypeople can get flashed from any direction (#55724)

* Flypeople can get flashed from any direction

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-01-09 17:27:30 +00:00
SkyratBot
f8a138d332 [MIRROR] [READY]Da small cytology update. Banana glutton and proper clown mob reagents. (#2578)
* [READY]Da small cytology update. Banana glutton and proper clown mob reagents.

* Resolve merge conflict

Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
Co-authored-by: Avunia Takiya <git@takiya.cloud>
2021-01-08 22:53:11 +01:00
SkyratBot
015f042b3c [MIRROR] Caps xenobio mimic contents at 50 things (10 of which can be mobs) to prevent lag (#2577)
* Caps xenobio mimic contents at 50 things (10 of which can be mobs) to prevent lag (#56011)

Fixes #55850.
Why It's Good For The Game

Performance tweak.
Changelog

🆑
fix: Mimics can no longer eat an unlimited amount of stuff and are instead limited to 10 mobs and 50 things overall. This means player mimics are no longer able to cause significant lag by opening and closing themselves.
/🆑

* Caps xenobio mimic contents at 50 things (10 of which can be mobs) to prevent lag

Co-authored-by: interestingusernam3 <51925758+interestingusernam3@users.noreply.github.com>
2021-01-08 22:37:12 +01:00
SkyratBot
f79e91462c [MIRROR] LINDA Reforged (#2573)
* LINDA Reforged

* Update airlock.dm

* Update biohazard_blob_controller.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-08 18:52:35 +01:00
SkyratBot
d57af096f2 [MIRROR] Fixes slimes riding monkeys and thus falling off of each other (#2576)
* Fixes slimes riding monkeys and thus falling off of each other (#55887)

Fixes slimes trying to ride monkeys.

* Fixes slimes riding monkeys and thus falling off of each other

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2021-01-08 18:45:58 +01:00
SkyratBot
4fcda89276 [MIRROR] Fixes AIs being unable to access their local APC when out of power (#2564)
* Fixes AIs being unable to access their own APC interface when power is off (#55977)

    When an AI runs out of power, they get a short fluff text story about hacking into their own APC through the powernet or whatever, before having the APC's interface open. The intention is that an AI can re-enable their own breaker after a bit if something flipped it off. However, one of the many checks in TGUI will fail if the AI has no power (specifically, if incapacitated() returns TRUE), making this whole feature not work. In fact, it's probably been broken since TGUI APCs were done. I have fixed it by adding a check in the very same proc to return UI_INTERACTIVE if the UI's source object is the same object referenced in the AIs apc_override variable. Closes #52548
    The apc_override variable is now an APC object reference rather than a boolean. It is set to the AI's local APC when the hack flufftext completes, and is null'd when power is restored. This reference is used by the above, so that the AI only gets access to this one APC rather than any APC in general.
    AIs now also get a hyperlink in their chatbox, allowing them to open the APC interface should they have closed it. If they have had power restored, the apc_override reference var will be null, and using the hyperlink will simply result in text stating the backdoor to the APC is closed.
    If the AI reconnects into a state where it has no power and apc_override is set, it will get a hyperlink to the APC, in case the AI player had been reconnecting when the window would have popped up or otherwise does not have the link for whatever reason.

* Fixes AIs being unable to access their local APC when out of power

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2021-01-08 01:22:13 +00:00
SkyratBot
fd7acb2ddd [MIRROR] Monkeyization now causes you to drop cuffs again (#2562)
* Monkeyization now causes you to drop cuffs again (#55998)

* Monkeyization now causes you to drop cuffs again

Co-authored-by: interestingusernam3 <51925758+interestingusernam3@users.noreply.github.com>
2021-01-08 01:21:51 +00:00
SkyratBot
9bda9884ed [MIRROR] Fixes an unlawful call to Destroy() (#2546)
* Fixes an unlawful call to Destroy() (#55992)

Destroy() should (almost) never be called directly, it is called by qdel() to clean up references and avoid hard deletions.
It is a shame we don't have private methods.

* Fixes an unlawful call to Destroy()

Co-authored-by: Rohesie <rohesie@gmail.com>
2021-01-07 23:17:34 +01:00
SkyratBot
49165a680a [MIRROR] Fixes and refactors death examine code (#2541)
* Fixes and refactors death examine code (#55907)

Examine death bodies should now display the correct text
Changed the logic so that the message tells you if the players is:

- Still in his body (`[t_He] [t_is] limp and unresponsive; there are no signs of life...`) or
- A ghost that could enter the body again (`[t_He] [t_is] limp and unresponsive; there are no signs of life and [t_his] soul has departed, but the link is not yet fully broken...`) or
- No ghost, that can reenter the body and no key (`[t_He] [t_is] limp and unresponsive; there are no signs of life and [t_his] soul has lost the will to live...`)

Also refactored the code a bit:

- Moved the death examine message generation to a proc so that you can work with returns
- Removed pushed_do_not_resuscitate since its not needed this way

* Fixes and refactors death examine code

Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
2021-01-07 21:00:22 +01:00
SkyratBot
1bac1a6458 [MIRROR] Removes a useless proc override from multiz code (#2539)
* Removes a useless proc override from multiz code (#55979)

* Removes a useless proc override from multiz code

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2021-01-07 19:20:16 +01:00
SkyratBot
d77ff33126 [MIRROR] Some of the unsorted chat types being sorted (#2526)
* Some of the unsorted chat types being sorted

* aaa

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-07 00:36:47 +01:00
SkyratBot
4aaf08517f [MIRROR] Makes the monkey mutation remember your species through transformations (#2523)
* Makes the monkey mutation remember your species through transformations (#55844)

* Makes the monkey mutation remember your species through transformations

* Implements suggestions by ghommie

* Makes the monkey mutation remember your species through transformations

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2021-01-06 23:30:49 +01:00
SkyratBot
ef276e0ee4 [MIRROR] Cats have normal genders (#2520)
* Cats have normal genders (#55772)

This fixes cats from all being male (except for the special cats like runtime and proc)

* Cats have normal genders

Co-authored-by: spessbro <51048066+spessbro@users.noreply.github.com>
2021-01-06 23:30:28 +01:00
SkyratBot
4cc6ee785b [MIRROR] Flypeople say "s" as "z" and dont get disgusted by toxic food (#2519)
* Flypeople say "s" as "z" and dont get disgusted by toxic food (#55802)

## About The Pull Request

Flypeople will now say "s" as "z" (They already say "z" as "zzz", but s -/> zzz) and arent disgusted by toxic food anymore.

I'm hoping that by the end of my changes, Flypeople could be considered a unique and viable race, being actually worth something other than "that one unmaintained race we have disabled" (best-case scenario is they become fit to be a proper roundstart race)

## Why It's Good For The Game

Flypeople is the forgotten race of /tg/, this makes them more unique and fits for them.
Not being disgusted by toxic food fits well due to Flypeople being considered disgusting and vile creatures.

* Flypeople say "s" as "z" and dont get disgusted by toxic food

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-01-06 04:22:27 +01:00
SkyratBot
a0d345bbdd [MIRROR] Remove sleep() from hallucinations (#2504)
* Remove sleep() from hallucinations

* Update Hallucination.dm

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-05 16:45:49 +01:00
SkyratBot
7766bbdbe0 [MIRROR] fix Telekinesis teleporting some items (#2496)
* fix Telekinesis teleporting some items (#55916)

* fix Telekinesis teleporting items

Fixed telekinesis from teleporting the Blackbox, bodybags and all its contents, and brains from MMIs - Nari

* fixes

fixes new bug where opening the bodybag in hand will make it vanish - Nari

made a better method for pulling items out of the recorder and MMI, if activated by hand it puts item into your hands, if activated with telekinesis, it drops it on its tile - Nari

* Update bodybag.dm

changes how it gets the location

* fix Telekinesis teleporting some items

Co-authored-by: 小月猫 <alina.r.starkova@gmail.com>
2021-01-05 04:54:14 +01:00
Seris02
a1b7235afe Bloody soles for digitigrade legs (#2366)
* fixes and stuff

* it works

* fuck you trailing newline

* better code

* *sigh
2021-01-04 22:37:10 +01:00
Azarak
3790a1e001 [READY] Ghost roles can now be configured to allow people using their prefs character. Allows this for a good chunk of ghosties (#2341)
* aaa

* a

* Update species.dm

* Update tgstation.dme

* wrong styling

* Update preferences.dm

* Update corpse.dm

* Update corpse.dm

* Update ghost_role_spawners.dm

* Update preferences.dm

Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-01-04 01:31:07 +00:00
SkyratBot
375b1afb58 [MIRROR] Fixes the cyborg runtime in update_cell (#2473)
* Merge pull request #55897 from TemporalOroboros/fix-cyborg-cell-runtime

Fixes the cyborg runtime in update_cell

* Fixes the cyborg runtime in update_cell

Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
2021-01-03 15:00:10 +01:00
SkyratBot
2ca6e87bd2 [MIRROR] Fixes Digitigrade Lizards (#2460)
* fixes digis (#55865)

fix_non_native_limbs was called AFTER the on_species_gain proc gives the lizards their legs, and because digitigrade legs are not in their bodypart_overides list it was immediately replaced with normal legs.

* Fixes Digitigrade Lizards

* a

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-03 14:48:46 +01:00
SkyratBot
fa877014c6 [MIRROR] Refactor plasmaman stomach typepath (#2464)
* Refactor plasmaman stomach typepath (#55716)

Skeleton and plasmaman stomachs now share the same code.
Skeletons now heal brute and burn damage from drinking milk, plasmamen
only heal brute damage.

* Refactor plasmaman stomach typepath

Co-authored-by: coiax <yellowbounder@gmail.com>
2021-01-03 14:46:37 +01:00
SkyratBot
89dd4136ae [MIRROR] Fixes zombies being immune to wounds/dismemberment (#2462)
* painful (#55826)

Stop me if you've heard this one before: infectious zombies specifically were immune to being wounded and thus dismembered. I'm not sure how this happened or when, but the definition for apply_damage() on their species was missing an argument for spread_damage and thus I think it tried defaulting to spreading out any damage taken, which is obviously problematic for trying to remove specific bodyparts (IE the head). This fixes that, and here's proof you can dismember these bastards

* Fixes zombies being immune to wounds/dismemberment

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-01-03 14:44:55 +01:00
SkyratBot
6fea0f57c6 [MIRROR] adds xenomorph holdable flag (#2461)
* adds xenomorph holdable flag (#55814)

adds a flag that lets something be held by xenos
adds it to facehuggers
makes the xeno "can i hold this item" check check for flag instead of facehuggers

* adds xenomorph holdable flag

Co-authored-by: Fikou <piotrbryla@onet.pl>
2021-01-03 14:44:06 +01:00
SkyratBot
3a1cb5c976 [MIRROR] You can now mount things from the side (#2433)
* You can now mount things from the side (#55741)

* You can now mount things from the side

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-01-01 22:18:07 +01:00