* Replaces downloading research notes with a new antag objective and station sabotage point. (#61685)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Replaces downloading research notes with a new antag objective and station sabotage point.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Makes mutant bodyparts and mutcolors into editable genetic traits (plus a whole shitload of otherwise out of scope code improvements because I just HAD to touch old code)
* Mirror
* genetically-editable mutant bodyparts and colors - skyrat edition
Co-authored-by: Funce <funce.973@gmail.com>
* Adds a hotkey that puts you in throw mode aslong as you hold it (#57331)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a hotkey that puts you in throw mode aslong as you hold it
* a
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* ninjaDrainAct is now used with rightclick, not toggled with HUD. (#57153)
* ninjaDrainAct is now used with rightclick, not toggled with HUD.
Co-authored-by: Gurkenglas <gurkenglas@hotmail.de>
* Added Ninja borgs
Changed a bit of stuffs and also added stuffs for future borgs
* fixed drainact
obv
* Update robot_module.dm
* Finished, I think
* ffs
* fr?
added newlines
* Energy katana now uses right click to teleport instead of toggling (#56636)
Energy katana now uses right click to teleport instead of toggling by activating in hand.
Right click is the new standard for minor interactions. This feels much more fluid than switching, and ensures you'll never mess it up.
Right clicking being the new method of minor interactions starts now.
* Energy katana now uses right click to teleport instead of toggling
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
* Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals (#55193)
Huge removal of dead vars, bad timers, and other sloppy jitteriness from beams. They go from checking movement to waiting for a signal.
VARIABLE KILL LIST:
sleep_time: signals baby
finished: signals BAYBEEE
target_oldloc: not only not typecasted as a turf or named as a turf, it was unused. when are we going to use this? the beam starts from the origin!
origin_oldloc: bad name, not typecasted. renamed to originturf
static_beam: how are you an unused variable and still get replaced by signals like really
timing_id: signallllss bbbaaaabbyy
recalculating: you get the drill by now signals baby
base_icon: unused, seemingly replaced by visuals I think
* Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Ninja Equipment Fixes (#55240)
Fixes an issue with space ninja not gaining speed in some issues on suit initialization. Also finally fixes the issue of space ninja cooldowns
Both of these are issues with Space Ninja and should be fixed so the antag can function properly.
* Ninja Equipment Fixes
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
* Changes grenade proc names to be more clear (#55181)
Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().
* Changes grenade proc names to be more clear
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Fixes Space Ninja Comms Console Hack Not Working on Occasion (#54921)
* Fixes Space Ninja Comms Console Hack Not Working on Occasion
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
* [READY] Space Ninja Rework (#53492)
* Automatic changelog compile [ci skip]
* Automatic changelog compile [ci skip]
* Revert "Automatic changelog compile [ci skip]"
This reverts commit 48a63defa644ec9826ee5eb1736e5158d2a636d4.
* Revert "Automatic changelog compile [ci skip]"
This reverts commit cb68f4988edd9d841c4203eecee2067a49ce75c5.
* Revert "Revert "Automatic changelog compile [ci skip]""
This reverts commit e6e1f1ef53ee6611c334efcae6ca7c102edaf351.
* Revert "Revert "Automatic changelog compile [ci skip]""
This reverts commit 1782210527b9819772c0781122bec35b7979bf7d.
* Update changelog.html
* Automatic changelog compile [ci skip]
* Automatic changelog compile [ci skip]
* Move suit_initialization into better location
* Clean up cost check
* Clean up net using
* Clean up Ninja Star
* Clean Up Ninja Stealth
* Clean Up Sword Recall
* Move the event file
* Re-Merge the Changes
* Get your ninja code out of my human.dm
* Move the event into events folder and clean it up
* Can the old space ninja antagonist file
* Roll in the shiny new bad boy
* Get rid of actions/ninja.dm and move its info into respective ability files
* Update one_click_antag with new ninja
* Move proc out of ninja code into proper location
* Update the dme properly this time
* Update code/modules/ninja/suit/ninja_equipment_actions/ninja_suit_initialisation.dm
Co-authored-by: Fikou <piotrbryla@ onet.pl>
* Update code/modules/ninja/suit/gloves.dm
Co-authored-by: Fikou <piotrbryla@ onet.pl>
* Update the antagonist file
* Update ninjaDrainAct
* Re-Add MGS Voice Lines
* Up the Katana Damage Back Up to 30
* Attempting a Risky Manuever
* Adjusting some numbers to fit the delta time PR
* Fix Var Names and do a return ..()
* Remove Unused Defines, Update qdels to QDEL_NULLs
* Update code/modules/antagonists/space_ninja/space_ninja.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/antagonists/space_ninja/space_ninja.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/events/space_ninja.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/ninja/energy_katana.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/ninja/ninja_explosive.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/ninja/suit/ninja_equipment_actions/energy_net_nets.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Remove Unnecessary Condition Checks
* I'll show you what A stands for!
* Turn some things into defines
* Remove is_ninja()
* Gives the SN roles on Antag Gain, not on event spawn
* Clean up mind/key code to be efficient and modern
* Have Deactivated Suit Gloves use default black sprite
* Add the new clothing sprites
* Add new inventory sprites for alternate sprites
* Get Rid of These Again
* Re-add suit changes
* Implement all the suggestions for the antag file
* And then everything else
* Updating the Weight for purpose of testmerge
* Balance Updates
* Update the Objective Definitions
* Remove Now Unreachable Cyborg Interaction Code
* Get That Shit Out of My Forest
* Re-Add Cowl Wearing Sprite
* Re-Add Cowl Inventory Sprite
* Adapt to the new thing?.thing changes
* Re-add New Katana Inhand Sprites
* Re-Add glove's shock but have it do knockdown instead
* Get rid of the these stupid changelog changes
* Update sounds
* Re-add New Mask Sprite
* Re-update katana inventory sprite
* Revert Event Weight
* Update code/modules/ninja/suit/ninja_equipment_actions/energy_net_nets.dm
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* Re-Add Dynamic Ninja
* Revert Changelog thing
* Update Mob Sprites
* Add files via upload
Co-authored-by: Changelogs <action@ github.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* [READY] Space Ninja Rework
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
Co-authored-by: Changelogs <action@ github.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* 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>
* 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>
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>
* Opacity refactor (#52881)
Moves all opacity var manipulation to a proc which sends a signal.
light_blocker element for movable opaque atoms made, which tracks its movement and updates the affected turfs for proper lighting updates.
has_opaque_atom boolean replaced by the opacity_sources lazylist to keep track of the sources, and a directional_opacity which serves a similar function but also allows for future expansion with on-border opaque objects (not yet implemented).
Some opacity-related sight procs optimized as a result of this.
Some variables moved to the object's definition.
A define or two added into the mix for clarity.
Some code cleaning, like turning booleans into their defines.
One file renamed for clarity.
Changelog
cl
balance: Mechs no longer block sight. It's a non-trivial cost for the lighting system with little to no gain.
/cl
* Opacity refactor
Co-authored-by: Rohesie <rohesie@gmail.com>
* 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>
* 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>
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.
* Fixes some comments
* Fixes map issue
* Restart lints
* Properly resolves conflicts
* Fixed pointing runtime
* Fixed runtime allowing abductors to speak out loud
* Fixed being able to get two monkeys from each monkey cube
* Fixed being able to use camera consoles with the mech teleporter to teleport further than intended
* Fixed ninja suit never copying data from tech disk
* Fixed being able to tackle things not on a turf
* Rearranged ifs
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!
/🆑