#43978 messed up some of the logic in Network Invasion, causing it to
not work after standing still instead of the other way around. This
fixes that.
Also puts Sensory Shock, added in #44436, properly in the Hivemind
Abilities panel instead of the Spells panel which happened due to it
no longer being a child of spell/targeted_hive.
About The Pull Request
Adds two new mime spells to the game. Both work like the invisible wall, i.e. they spawn an invisible item for a limited amount of time:
Invisible Chair: Summons a chair and has the mime sit in it. Perfect for crowded shuttles or staying put.
Invisible Box: Everyone's favorite stock mime routine! The mime summons a box (invisible to everyone but him, although you do get the message once spawned) that can store small items. When it disappears, the items are dropped.
To prevent massively overpowered mimes, the mime gets a spellbook at roundstart from which he can choose only one out of the three mime spells.
Why It's Good For The Game
The mime doesn't get nearly as much cool stuff as the clown, and these are pretty common pantomime routines to riff off.
Changelog
cl
add: After receiving many complaints about mimes who never pantomime, Nanotrasen has liquidated its mime personnel and hired new mimes who know more routines.
add: The mime gets the choice of two new spells: Invisible Chair and Invisible Box. They work much like the Invisible Wall spell does and disappear after a short span of time. The invisible chair can be buckled to like usual chairs; the box works like a standard inventory box item.
tweak: Mime spells are now granted via a spellbook that starts out in the mime's inventory. Mimes can choose one of these three.
/cl
* De-linkifies names in deadchat_broadcast(), makes deadsay css class default too
* Makes the source argument come after message, since it is optional
* Removes excess </span>
* fixes reclaim on dead hiveminds
* adds exnendo hand min range var
* replaces hive warp with telekinetic hands, no inhand sprites added yet
* changes hive_shock to sensory effects, no sleep
* syntax fix
* adds new curse variant
* sensory overload power modifier, heart attack replaced with necropolis curse variant
* hivedrain removes stam dmg
* does curse subtype in more sane way
* changes circadian sleep to knockdown
* spell path and icon path changes
* shock channel, pin weaker on hives, cooldown changes
* telekinetic hand inhand sprites
* adds message to teople surrounding mind contol victim on cancel
* hivemind icon changes
* nightmare changes
* removes stun on mc end
* hivemind forcewall lasts longer
* prevents negative power values on shock
* chages nightmare duration and effect
* hive shock changes
* userdanger message on mind control end so people see it
* fixes merge
* removes control change
* removes unneeded var
* typo
* fixes me commiting the wrong shit
* syntax fix
About The Pull Request
Purification of a soulstone (hitting it with a bible as noncult) no longer destroys the stone, and releases a spirit. Instead, it purifies the stone, which is crew friendly and has a new sprite. Said stones can be placed into construct shells to create purified angelic constructs, which are easily distinguishable from cult/wizard constructs.
Why It's Good For The Game
Crew finding and using construct shells to create stealthy anti-cult constructs sucks. This PR would get rid of this shitty gameplay, and adds some new flavor to the whole cult/anti-cult dynamic.
Changelog
cl weeeeesoda
add: You can now purify soulstones! This can be done by any crew member using a bible on one.
add: Purified constructs can be created by using a purifed soulstone on a construct shell. Amongst their normal abilities, purified constructs can dispel cult runes by clicking on them.
del: Ability to place chaplains soulstone or mining soulstones in construct shells
imageadd: angelplasm, angelic sprites, purifed sprites
/cl
About The Pull Request
Was fairly shocked to find out hiveminds never took tinfoil hat protection in account, so decided to implement the factor in the game mode. Might have overdone it and probably erroneously changed a couple logics while getting rid of some really indented passages that could easily early return.
So what's said on the tin, this is lot more preferable than clunky is_type() checks on headwear anyway.
Also expanded tinfoil protection to hivemind and (non-revenant) telepathy.
Why It's Good For The Game
Let us remember the "purpose" of tinfoil hats.
Changelog
cl
code: Merged tinfoil hat kind of protection into the anti_magic component.
add: Tinfoil hats can also be warped up from excessive dampening of mindray/though control/psicotronic anomalies, or by simply being microwaved in an oven, and become useless.
add: Immortality Talisman and Paranormal Hardsuit helmets now come with tinfoil protection too (minus the paranoia and limited charges).
balance: Rebalanced many hivemind effects to be dampened/delayed by tinfoil shielding. Bruteforced Assimilate Vessel, One mind and Awake Vessel abilities will consume more tinfoil charges compared to others.
balance: Genetics/Slime/Alien Telepathy and Slime Link are now stopped by tinfoil protection.
/cl
* Fixes shapeshift health adjustment
* Fixes gross whitespace
* adds forced to shapeshift damage
* Brainloss does not have a forced parameter
* Cleans up some missed named arguments
* Adds to overrides
* More forced
* Re-arranged so 0 damage forced calls do nothing
* Forced for silicon changes
Fixes this bogus somebody just dm'd me about
> hey so, just wondering if this is intended behavior or not after a
hivemind round again
> basically at the moment
> hiveminds can just immediately succumb if another one is killing them
and avoid being reclaimed
> since reclaim doesnt work on hivemind bodies
Nukes the hybrid taser from orbit. Everywhere that spawned it now provides a disabler instead. Standard sec issue? Disabler. Armory? Disabler rack.
Want something with more punch? Beg the warden for a shotgun or an energy gun.
The hybrid taser itself has not been removed from the codebase.
Also removes the stun from the advanced energy gun so it doesn't just become the late game secret powerhouse.
Hoslaser keeps it, but only gets three shots instead of five.
The ebow has been COMPLETELY RUINED as well. See the changelog for details I'm too lazy to copypaste.
Why It's Good For The Game
Fuck stun based combat.
Sec still have their stunbatons, collapsible batons still exist, pepperspray still exists, flashbangs still exist. but now any fight involving sec or anyone who has robusted a sec officer will be less ranged instastun bullshittery.
Changelog
cl
balance: New NT regulations have replaced the standard issue hybrid taser with a pure disabler.
balance: Also fuck the stun mode on the advanced energy gun who thought that was a good idea.
balance: The hos's laser can only fire three taser shots instead of five.
balance: Energy crossbows have been reworked. They no longer paralyze, but instead heavily blur vision, apply a huge burst of stamina damage, and knock you on your ass for one second. Two shots is enough to down someone from stamina crit on both the mini and large versions. The blur lasts for 10 seconds.
balance: The price of the mini ebow has been reduced to 10TC to compensate for this weaker effect.
tweak: The ED-209 is now built with a DRAGnet and fires netshot instead of taser bolts.
balance: Stunshells can no longer be produced in any lathe.
balance: The "pacifier" mech taser can no longer be built.
/cl
## About The Pull Request
Partially fixes#42767
* Fixed a null list runtime causing the track bonus not to work.
* Fixed an erroneous use of locate in the track bonus procs.
* Fixed a runtime that occurred due to a lack of mind checks.
* Fixed a runtime with the One Mind's objective being a string and not an objective datum.
* Added a couple of sanity checks.
* Removed a redundant callback.
* Fixed several runtimes due to a proc setting the One Mind team to `true` when an actual team had already been assigned to it.
* Fixed the remove_hivemember proc to work with minds instead of mobs.
* Vessels lose their vessel status upon being cloned (As was originally intended with assimilation being tied to the body).
* Vessels stop being woke when de-assimilated.
* Fixed vessels that aren't already woke not becoming antags when the One Mind activates.
* Added Reclaim's bonus vessels to the antag panel.
* Made Mind Control's ejection less janky, there is now a warning and 3 seconds to turn back.
* Assimilate Vessel now alerts the user if they've been stunned by bruteforce.
* Removed Bruteforce's cooldown when activating. It still has a cooldown after being deactivated.
## Why It's Good For The Game
it makes the gamemode work better
* one
* ???
* big
* sprites
* it is done
* oofs
* no more bad jokes
* location -> reception
* i forgot a feature lmao
* yo lemme nerf this op power
* adjust removal and makes panic less insane
* hey i forgot another feature
* one mind removals
* *laser eyes meme*
* Disables multiple one minds for real this time
* fixes barnyard fun
* i think this works?
* Update code/modules/spells/spell_types/barnyard.dm
Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com>
* the fix we were all waiting for...
cl actioninja\memager
refactor: Ballistic guns have been almost entirely reworked from a backend side. This primarily focused on moving as much as possible into the base ballistic gun and turning as many other guns into essentially varedits as possible.
add: Guns can now be racked. This is the default action unless the magazine is empty.
add: Guns now can have the magazine removed by clicking on them with an open hand while they are in hand.
tweak: Suppressors are now removed by alt clicking instead of clicking with an open hand
add: Guns now have various bolt types that all function a bit differently. Open bolts cannot have a bullet chambered with no mag, locking bolts lock back after running out of ammo, etc.
add: All ballistic gun sounds are controlled by variables instead of hardcoded usages.
tweak: The l6 LMG has a reworked control scheme. alt + click to open and close the cover, open hand to remove mag, place mag in by slapping them together, default action is rack.
tweak: Functionality that used to be snowflake code such as tactical reloads has been moved to the base gun, and can be toggled by variables.
refactor: All shotguns are now properly subpaths of the shotgun type. They still work the same.
imagedel: Gun sprites have been almost entirely overhauled to use overlays instead of states. This collapsed the L6 sprite from 20 sprites to 9 sprites to give an example.
soundadd: Remixed versions of the shotgun and base gun firesound
soundadd: New rifle firesound for l6 and moist nugget, new SMG fire sound, new sniper fire sound.
soundadd: Lots of new weapon operation sounds such as racking and bolts and the like.
imageadd: New sprites for the Riot Shotgun, Combat Shotgun, c20r, Deagle, m90, double barrel shotgun and 1911 by Memager.
imageadd: All gun sprites that were pointing to the left have been flipped to point to the right.
balance: Shotguns now can be pumped faster.
balance: Bulldog can now be tac reloaded
balance: Sawn off shotguns now have an accuracy penalty and recoil
/cl