Commit Graph

1257 Commits

Author SHA1 Message Date
SkyratBot
cab78dcf78 [MIRROR] Changes how weather sends sound to players, reduces sound loop overtime (#6627)
* Changes how weather sends sound to players, reduces sound loop overtime (#59284)

* Converts looping sounds from a list of play locations to just the one

* Updates all uses of looping sounds to match the new arg

* Adds an area based sound manager that hooks into looping sounds to drive the actual audio. I'll be using this to redo how weather effects handle sound

* Some structrual stuff to make everything else smoother
Timers now properly return the time left for client based timers
Weather sends global signals when it starts/stops
Looping sounds now use their timerid var for all their sound related timers, not just the main loop

* This is the painful part
Adds an area sound manager component, it handles the logic of moving into new areas potentially creating new
sound loops. We do some extra work to prevent stacking sound loops.
Adds an ash storm listener element that adds a tailored area sound manager to clients on the lavaland z level.
It's removed on logout.
Adds the ash_storm_sounds assoc list, a reference to this is passed into area sound managers, and it's modified
in a manner that doesn't break the reference in ash_storm (This is what I hate)

* Hooks ash storm listener into cliented mobs and possessed objects

* Documents the odd ref stuff, adds an ignore start var to looping sounds, fixes some errors and lint issues

* Applies kyler's review

banging

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* Cleans up some var names, reduces the amount of looping we do in some areas

* Makes the code compile, redoes the movement listener to be more general

* fuck

* We don't need to detach on del if we're just removing signals on detach

* Should? work

* if(direct) memes

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* Changes how weather sends sound to players, reduces sound loop overtime

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
2021-07-01 02:18:04 +01:00
SkyratBot
7269bd83ab [MIRROR] Adds USB to arrest consoles. Adds list circuit components. (#6593)
* Adds USB to arrest consoles. Adds list circuit components. (#59850)

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Adds USB to arrest consoles. Adds list circuit components.

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-06-30 20:01:36 +01:00
SkyratBot
a110c0a342 [MIRROR] Cooked steaks are once again edible. (#6577)
* Cooked steaks are once again edible.

* FF

* Update sheetifier.dm

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-29 16:56:25 +01:00
SkyratBot
5b2582de27 [MIRROR] Refactors species stomach code, makes ethereal charge inherent to their stomach (#6554)
* Refactors species stomach code, makes ethereal charge inherent to their stomach (#59801)

A stomach would literally just ask the species datum how to be hungry and made a bunch of exceptions for ethereals. I mostly just moved code around so that hunger is handled by a persons stomach, thus shrinking the species.dm bloat.

This also makes it so ethereal's charge mechanic is unique to their stomache, instead of this really weird inbetween where just nothing happens and you kinda starve to death. You can stick an ethereal stomach in a human and this will replace their hunger mechanic with the charge mechanic and lets them absorb power from APCs and everything. You can also give ethereals a normal stomach and they'll use the normal hunger mechanics

* Refactors species stomach code, makes ethereal charge inherent to their stomach

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2021-06-27 16:44:17 +01:00
SkyratBot
9c861af7b7 [MIRROR] Greyscale Mat Datum Stationary Smooth Tanks (#6544)
* Greyscale Mat Datum Stationary Smooth Tanks

* Update icon_smoothing.dm

Co-authored-by: Emmett Gaines <ninjanomnom@protonmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-27 16:37:32 +01:00
SkyratBot
eb09b20e47 [MIRROR] Adds a kneecapping element and adds that very element to baseball bats. (#6541)
* Adds a kneecapping element and adds that very element to baseball bats.

* Update signals.dm

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-27 16:34:19 +01:00
SkyratBot
79c3c379b9 [MIRROR] Fix missing SIGNAL_HANDLER (#6552)
* Fix missing SIGNAL_HANDLER (#59826)

Adds SIGNAL_HANDLER to everywhere that didn't have it that was picked up by dm-lua, which is now ready enough to catch these.

* Fix missing SIGNAL_HANDLER

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-06-27 16:16:04 +01:00
SkyratBot
665fe76566 [MIRROR] Modifies right click logic so that it is not the same priority as modifier keys. (#6498)
* Modifies right click logic so that it is not the same priority as modifier keys. (#59656)

Strips out the existing right click code - Due to the myriad of ways right clicking has been implemented, dedicated signals and procs for right clicking without modifiers are fundamentally incompatible with our system of primary and secondary attacks.

Adds additional signals to attacking code. These signals allow atoms to cancel the attack chain early on secondary attacks, or override the standard procs and not send signals to prevent any undesired behaviour from signal handlers.

Items that used RightClick procs have been converted to attack_hand_secondary.

The slaughter demon, having its own set of snowflake code as poor OOP principles have been applied in UnarmedAttack() procs with lacking calls to parent procs and arbitrary redefinition of behaviour, checks for a right click in its own UnarmedAttack() and performs a bodyslam off that.

Storage components now hijack the secondary attackby stage via signals to handle their opening and closing shortcuts on right click. When you right click a storage component equipped item with an object in your active hand, the object has an opportunity to perform its logic in pre secondary attack code and cancel the attack chain. If it does not cancel the attack chain in pre-attack, then the storage component takes over for attackby and, if possible, opens the relevant inventory and ends the attack chain.

The forensic scanner is a proof-of-concept of this working in action. With its scan logic moved from afterattack code to pre attack code for right clicking, right clicking with the scanner will now perform a scan where previously one was impossible. Left clicking still does what it always does - Scans at the very end of the attack chain.

The logic still isn't perfect - For example, you still can't attack containers in melee even in combat mode (you'll either open them or put your weapon into them regardless of which option you choose) - But this is a better setup overall which allows for items to at least override this behaviour in pre-attack if needed.

* Modifies right click logic so that it is not the same priority as modifier keys.

* a

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-27 16:10:15 +01:00
SkyratBot
07e35c019a [MIRROR] Adds the airlock shell, refactors USB code to be easier to use, implements USB cables for the binary valve and more. (#6496)
* Adds the airlock shell, refactors USB code to be easier to use, implements USB cables for the binary valve and more. (#59728)

Adds the airlock shell. The circuit has full control over the airlock.
Refactors USB code to be easier to use for less experienced coders.
Implements USB cables for the binary valve to be able to open/close the valve.
Adds a private channel for radios that only lets circuits with the same owner's ID to interact with it.

* Adds the airlock shell, refactors USB code to be easier to use, implements USB cables for the binary valve and more.

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2021-06-24 23:02:43 +01:00
SkyratBot
5ab9aba9d4 [MIRROR] Added circuit component UI details, added multiplexer and allowed inserting components directly into shells. (#6479)
* Added circuit component UI details, added multiplexer and allowed inserting components directly into shells. (#59635)

Adds the multiplexer circuit component - en.wikipedia.org/wiki/Multiplexer
Circuit components can now be directly inserted into shells rather than having to take the integrated circuit out.
Special information can be accessed from components now through the "Info" button besides the eject button on a component.

* Added circuit component UI details, added multiplexer and allowed inserting components directly into shells.

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2021-06-23 22:50:59 +01:00
SkyratBot
dc4877bd74 [MIRROR] Converts tippable behavior from cows and medibots to a component (tip over anything with adminbus) (#6468)
* Converts tippable behavior from cows and medibots to a component (tip over anything with adminbus) (#59705)

This PR converts cow-tipping and medibot-tipping into a component, /datum/component/tippable. Cows and medibots now use the tippable component to control their tipping behaviors.

This PR also goes through a few atom_attack_hand signals and makes them all send the same arguments.

* Converts tippable behavior from cows and medibots to a component (tip over anything with adminbus)

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2021-06-23 18:59:45 +01:00
SkyratBot
5326760cb3 [MIRROR] Makes turfs persist their signals, uses this to optimize connect_loc (#6465)
* Makes turfs persist their signals, uses this to optimize connect_loc  (#59608)

* Makes turfs persist signals

* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear

* Converts all uses of connect_loc over to the new patterns

* Adds some comments, actually makes turfs persist signals

* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work

* bro fuck documentation

* Changes from a var to a proc, prevents admemems and idiots

* Extra detail on why we do the copy post qdel

* Makes turfs persist their signals, uses this to optimize connect_loc

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-06-23 04:23:48 +01:00
SkyratBot
d85a02babd [MIRROR] Refactors move procs to support multitle objects (#6423)
* Refactors move procs to support multitle objects

* Update _blob.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-22 22:40:04 +01:00
Useroth
873144d8ef Adds a setter for density (#59529) (#6437)
Adds set_density()
Fixes one instance of a duplicate density assignment on an object.
Comments two hacky usages of density which will have to forgo using the setter for now.

Lets us append code to the event of density changing.
Pretty sure this is leading up to some multitile object thing -Lemon

Co-authored-by: Rohesie <rohesie@gmail.com>
2021-06-22 01:24:59 +01:00
SkyratBot
19a30cb135 [MIRROR] Correctly pluralize multiple projectiles (#6418)
* Correctly pluralize multiple projectiles (#59702)

When something gets hit by multiple projectiles whose names end in "s", an extra "s" gets added to pluralize them. Sadly \s doesn't add the es, so I've made a proc with the other conjugation methods and used it for projectiles.

* Correctly pluralize multiple projectiles

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
2021-06-21 00:50:07 +01:00
SkyratBot
60cb070bd6 [MIRROR] Improves H.A.U.L. gauntlets and /datum/component/strong_pull code, fixing a couple of little issues in the process (#6417)
* Improves H.A.U.L. gauntlets and /datum/component/strong_pull code, fixing a couple of little issues in the process (#59550)

Does a bit of a logic re-write on the cargo gauntlets and their strong_pull component.

Cargo gauntlets themselves have been converted to use signals for equipping and unequipping.

Their component reference has been changed to a weakref so if the component is ever Destroy()ed for any reason outside of the gauntlets it doesn't hard del.

The strong_pull component now registers signals with parent in RegisterWithParent() instead of Init() and removing the strong grip is no longer a SIGNAL_HANDLER proc. It is now called by the signal handler for no longer pulling things and in Destroy(). This stops instances where pulling things and removing the gloves didn't remove the pull effect appropriately.

* Improves H.A.U.L. gauntlets and /datum/component/strong_pull code, fixing a couple of little issues in the process

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2021-06-21 00:49:06 +01:00
SkyratBot
f5456b7524 [MIRROR] Fixes integrated circuits not being able to have more components added to them (#6386)
* Fixes integrated circuits not being able to have more components added to them (#59724)

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>

* Fixes integrated circuits not being able to have more components added to them

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
2021-06-19 21:47:46 +01:00
SkyratBot
6dde124398 The nth grown food refactor: Changes MOST unique plant effects into special plant genes/traits! Plant Genes+ (#59107) (#6307)
* Auto doc'd much of grown botany food and plant traits and renamed a buncha variables and parameters to match modern contribution guidelines.
* Cleaned up a good bit of plant gene code left over from the prior refactor and modernized some of it.

All plant effects that were once unique to a plant are now un-graftable, un-mutatable, un-shearable plant traits - called IMMUTABLE traits.
The ultimate goal of this PR was to make all of the hidden, arcane traits that are spread through botany's various plants and add a way to figure out they exist in game. Take omega-weed, for example, which has a maximum volume of 420 units.


What does this mean for the enterprising botanist?

In most cases, all the plants should act the same way. None of the immutable traits are graftable from any of the plants, they cannot be sheared off of the plant, and they cannot be mutated randomly from strange seeds or high instability mutations.

Though, in refactoring these traits, two things have been fixed: Novaflower's on hit and Deathnettle's on hit now proc again. If you aren't aware, Novaflowers apply firestacks and Deathnettles paralyze on hit. They've been in an unreachable code segment for a few years now and i'm not sure if they should be "fixed" or not, since I think they don't need any buffs.


A few other things have changed:
* Liquid Contents can no longer be applied to plants with Hypodermic Prickles, and visa-versa. They already didn't work together, but this means you need to go through an extra step to make LC-deathnettles.
* Killer Tomatos no longer have liquid contents. Didn't really make sense, anyways.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2021-06-16 22:40:14 +12:00
SkyratBot
1b122706a3 [MIRROR] USB Cables -- Connect circuits to computers/machines (#6327)
* USB Cables -- Connect circuits to computers/machines (#59345)

* Initial commit

* Sprites, finishing work

* More ways to detach from circuitboards

* Clear TODOs, give bots a button

* Fix qdel loop

* Designs

* It's the bots that have them

* Grammar fix

* Feedback for connecting to circuit directly

* Add USB cable design to basic circuitry

* Better naming

* Feedback

* Fix for new code

* COMSIG_CIRCUIT_ADD_COMPONENT_MANUALLY

* span procs

* USB Cables -- Connect circuits to computers/machines

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-06-16 00:37:07 +01:00
SkyratBot
7d1d0e1fad [MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs

* AA

* a

* AAAAAAAAAAAAAAAAAAAAAA

* Update species.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-16 00:24:49 +01:00
SkyratBot
ab709c8dba [MIRROR] Refactors quirk code. (#6303)
* Refactors quirk code.

* Update neutral.dm

* 0

* Update neutral.dm

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-15 23:48:10 +01:00
SkyratBot
75b3b2bc8b [MIRROR] Lizard Food: a Taste of the Homeworld (#6281)
* Lizard Food: a Taste of the Homeworld

* Mirror!

Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-06-14 18:36:47 +12:00
SkyratBot
de5689c9a5 [MIRROR] Fixes slip mood debuff (#6253)
* Fixes slip mood debuff (#59586)

This PR fixes a case where slip mood debuff was not triggering at all due to the simple fact that the mood component was not listening for the mob slip signal, so the relevant on_slip proc was never called and therefore mood debuff was never given.

Fixes #59570

* Fixes slip mood debuff

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
2021-06-11 14:16:28 +12:00
SkyratBot
6f3b151bb8 [MIRROR] Fixes a bunch of harddels that are sourced from player action (#6252)
* Fixes a bunch of harddels that are sourced from player action

* Mirror!

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-06-11 03:13:33 +01:00
Tom
669dda04a7 [TM-FIRST][DNM] Fixes buckshot? (#6172)
* fix spread

* fixes it properly

* additional helper

* update helper loc
2021-06-11 00:08:38 +01:00
SkyratBot
196fe2f198 [MIRROR] Moves opening storage items from alt-click to right-click (#6234)
* Moves opening storage items from alt-click to right-click (#59565)

* Moves opening storage items from alt-click to right-click

Co-authored-by: TJatPBnJ <69724863+TJatPBnJ@users.noreply.github.com>
2021-06-10 23:48:15 +01:00
Funce
6a3a5d170f Revert "Revert Clown Spection and Two Person Mecha (temporarily) (#6182)" (#6183)
This reverts commit 1fd2c0f455.

Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-10 08:21:52 +12:00
SkyratBot
70c089f6ef Rename component (#59511) (#6199)
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
2021-06-09 10:44:59 +12:00
SkyratBot
e592b5173a Add component and element templates (#59101) (#6195)
* Add component and element templates

* Convert compoinent and element templates to markdown files

* Change element example in template to stateless

* Replace element example with gong moving sound

Co-authored-by: Jonathan Rubenstein <jrubcop@gmail.com>
2021-06-09 10:42:38 +12:00
Funce
1fd2c0f455 Revert Clown Spection and Two Person Mecha (temporarily) (#6182)
* Revert "Adds two clown-spection scanners that print clowncrypted reports  (#59306) (#6176)"

This reverts commit 91e1aa4fe4.

* Revert "Two Person Mecha for Robotics: The Only Real Solution To An Imminent Geometer Summoning 💪  (#59249) (#6177)"

This reverts commit cf2c1ca19d.

Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
2021-06-08 23:05:12 +12:00
SkyratBot
91e1aa4fe4 Adds two clown-spection scanners that print clowncrypted reports (#59306) (#6176)
Alright, update the changelog and body of the PR, and comment here when that's done.
This should be ready for merge then.

Co-authored-by: interestingusernam3 <51925758+interestingusernam3@users.noreply.github.com>
2021-06-08 14:06:30 +12:00
SkyratBot
cc5cf407b0 [MIRROR] More circuit components. Restructures the circuit components folder to be more organised. (#6142)
* More circuit components. Restructures the circuit components folder to be more organised.

* Mirror!

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-06-05 17:15:43 +12:00
SkyratBot
fbb78302cf [MIRROR] Makes obj_integrity private and only updated through procs (#6125)
* Makes obj_integrity only updated through procs (#59474)

Having things updating integrity directly is just going to cause more problems down the line as more elements and components depend on being notified of integrity changes. It's an easy mistake to make so making it private should deal with the problem.

get_integrity() might be useful in the future but is mainly a side effect of making obj_integrity private as that also disallows reads.

* Makes obj_integrity private and only updated through procs

* Mirror!

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-06-05 16:35:09 +12:00
SkyratBot
0196826791 [MIRROR] Complains about annomalus unregisters, hopefully this helps downline (#6096)
* Unregistering with a list of lists will fail, but not loudly, which causes some really painful errors. Let's make a stack trace for it, and fix the one case I know of (#59434)

* Complains about annomalus unregisters, hopefully this helps downline

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-06-03 15:20:39 +12:00
SkyratBot
b7d3a948dd [MIRROR] Protects against signal race condition (#6094)
* Protects against signal race condition (#59432)

* Protects against signal race condition

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2021-06-03 14:56:03 +12:00
SkyratBot
cbad73c7d3 [MIRROR] Fixes cigarettes making you so lame that they spill the spaghetti from your pockets (and also keep falling off) (#6018)
* Fixes cigarettes making you so lame that they spill the spaghetti from your pockets (and also keep falling off) (#59352)

Wack

Fixes #59342
Changelog

🆑
fix: Smoking no longer spills spaghetti from your pockets
fix: Lit cigarettes no longer keep falling off
spellcheck: Removed extra "the" from item knockdown messages
/🆑

* Fixes cigarettes making you so lame that they spill the spaghetti from your pockets (and also keep falling off)

Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
2021-05-30 00:52:09 +01:00
SkyratBot
5dd0276e78 [MIRROR] Fixes human burgers not naming after the donor (#5996)
* Fixes human burgers not naming after the meat donor (#59286)

- Adds custom materials to result of grilling
- Adds custom materials to result of atom processing
- Adds source name and job to mob_meat material if available
- Makes processed atoms have same pixel offsets as their source but randomise with each subsequent one

* Fixes human burgers not naming after the donor

Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
2021-05-27 22:35:27 +01:00
SkyratBot
c4bb902d6d [MIRROR] Fixes runtimes related to forensic components on deleted things. (#5992)
* Fixes runtimes related to forensic components on deleted things. (#59315)

* Fixes runtimes related to forensic components on deleted things.

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2021-05-27 22:34:52 +01:00
SkyratBot
48575b6d4d [MIRROR] Fixes an issue in how processing is done for gas leaks (#5985)
* Fixes an issue in how processing is done for gas leaks (#59322)

Couple issues fixed that were found in testing along side the stationary canister rework. Not sure how I missed this but I should have done thorough testing again after changing the processing list used after I had finished an earlier round of testing.

I don't think it will have any visible effects? Just runtime and hard dels.

How did I miss this

* Fixes an issue in how processing is done for gas leaks

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2021-05-27 08:12:46 +01:00
SkyratBot
4839c5f8ea [MIRROR] [READY]Updates knockoff component and adds it to prescription glasses (#5978)
* [READY]Updates knockoff component and adds it to prescription glasses (#59006)

* [READY]Updates knockoff component and adds it to prescription glasses

Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
2021-05-27 00:30:06 +01:00
SkyratBot
54f74233aa [MIRROR] Makes canister leaking and blowing up use a component and element respectively (#5958)
* Makes canister leaking and blowing up use a component and element respectively (#59075)

I want to use this behavior on some other things so into a component and element it goes. Gas leaking is handled by a component so it can process whereas the object breaking and causing an explosion is handled by an element. Some minor changes were made so canisters were more consistent in leaking.

* Makes canister leaking and blowing up use a component and element respectively

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2021-05-26 01:00:43 +01:00
SkyratBot
0a0835b833 [MIRROR] Integrated Circuits (Wiremod) (#5949)
* Integrated Circuits (Wiremod)

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-25 19:57:29 +01:00
SkyratBot
456f347dfa [MIRROR] USE SIGNAL_HANDLER REEEEEE (#5921)
* use SIGNAL_HANDLER REEEEEE (#59242)

makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did

* USE SIGNAL_HANDLER REEEEEE

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-05-25 03:42:11 +01:00
SkyratBot
c136449b91 [MIRROR] Fixes being unable to feed chickens to get eggs (#5913)
* Fixes being unable to feed chickens to get eggs (#59267)

Fixes being unable to feed chickens for eggs.
`eggs_left` is always less than `max_eggs_held` 'cause you can't give them food to increase the amount of eggs 'cause `eggs_left` is less than `max_eggs_held` 'cause you can't give them food to increase the amount of eggs 'cause...

* Fixes being unable to feed chickens to get eggs

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2021-05-25 03:41:08 +01:00
SkyratBot
2977a55932 [MIRROR] optimizes some internals of signal and component code (#5873)
* optimizes some internals of signal and component code (#59154)

* optimizes some internals of signal and component code

* comment and a better var name

* gets rid of DF_SIGNAL_ENABLED and all referencing code because its dumb

* gets rid of NONE | CallAsync(stuff)

* fixes conflicts

* puts NONE back in

* optimizes some internals of signal and component code

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-05-23 04:57:15 +01:00
SkyratBot
e155684bb4 [MIRROR] Refactors both taming + egg laying + animal colors into components (#5866)
* Refactors both taming + egg laying + animal colors into components (#58919)

Co-authored-by: Floyd <Floydje123@ hotmail.com>

* Refactors both taming + egg laying + animal colors into components

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Floyd <Floydje123@ hotmail.com>
2021-05-23 04:32:07 +01:00
SkyratBot
da88f8e596 [MIRROR] Gives the hop a trapdoor (#5864)
* Gives the hop a trapdoor (#59081)

* Gives the hop a trapdoor

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-05-23 04:31:51 +01:00
SkyratBot
22a553a0c4 [MIRROR] Removes SIGNAL_HANDLER_DOES_SLEEP and makes signals synchronous (#5845)
* Removes SIGNAL_HANDLER_DOES_SLEEP and makes signals synchronous (#59176)

* Removes SIGNAL_HANDLER_DOES_SLEEP and makes signals synchronous

* a

* Update peacekeeper_clothing.dm

* Update peacekeeper_clothing.dm

* Update peacekeeper_clothing.dm

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-21 14:51:00 +01:00
SkyratBot
ea9aed5554 [MIRROR] Replace alert usage with tgui_alert (#5815)
* Replace alert usage with tgui_alert

* a

* Update observer.dm

Co-authored-by: Celotajs <81999976+celotajstg@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-21 00:06:09 +01:00
SkyratBot
2e473b758e [MIRROR] makes LoadComponent() a macro like AddComponent() is so it supports named arguments (#5802)
* makes LoadComponent() a macro like AddComponent() is so it supports named arguments

* Update miscellaneous.dm

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-20 23:27:18 +01:00