Commit Graph

7092 Commits

Author SHA1 Message Date
SkyratBot
42cec46733 [MIRROR] Refactor delivery parcels, add sort tag overlay [MDB IGNORE] (#12735)
* Refactor delivery parcels, add sort tag overlay

* Fixes parcel PR to work with our code (#12762)

Co-authored-by: Tastyfish <crazychris32@gmail.com>
2022-04-16 08:42:46 -07:00
SkyratBot
5a6217c81a [MIRROR] makes grilles grill food, not drinks/condiments [MDB IGNORE] (#12767)
* makes grilles grill food, not drinks/condiments (#65833)

When food was moved to newfood (and use an edible component), drinks and condiments were left both as subtypes of a no-longer-existant food. (Even worse, one isn't even a subtype of the other).

Grilles were not updated to make the edible component's foodtypes fried, instead they kept making old food (which again, is just drinks and condiments) get the grilled foodtype instead, so it likely just runtimed and didn't work at all.

This most probably wasn't caught because all the vars for the edible food component were all kept the same when they were created off of old food, even the procs. Edible component is a copy paste of drinks/condiments.

Less runtime errors, more grilling!

* makes grilles grill food, not drinks/condiments

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-04-16 08:19:11 -07:00
SkyratBot
43d3e21a82 [MIRROR] Fixes diggable turfs being diggable with any item [MDB IGNORE] (#12791)
* Fixes diggable turfs being diggable with any item (#66099)

Fixes a check for if an item behaved as a shovel in the diggable component where it was returning true regardless of the item used.

* Fixes diggable turfs being diggable with any item

Co-authored-by: GoblinBackwards <22856555+GoblinBackwards@users.noreply.github.com>
2022-04-16 10:10:17 -04:00
ErdinyoBarboza
4a270d737e [NON-MODULAR] Renames the bluespace warning labels to be OOC info (#12613)
* OOC

* Update weapon_description.dm

* Update weapon_description.dm
2022-04-11 02:46:49 +01:00
SkyratBot
3916ea03de [MIRROR] Kapulimbs [MDB IGNORE] (#12497)
* Kapulimbs

* conflicts

* part one of fixes

* more fex

* ugh

* more fix

* eee

* e

* more fix

* Well it compiles, but we need to get digi legs working

* more fixes

* https://github.com/tgstation/tgstation/pull/65887

* https://github.com/tgstation/tgstation/pull/65904

* https://github.com/tgstation/tgstation/pull/65923

* more fix

* now uses dna specific icon overrides.

* species code no longer dictates what icon the limbs use

* digitigrade legs implemenation

* more fixes, species indexing, species bodyparts

* remaining mutant bois

* 0

* okay this work!

* IPC stuffs

* inv file uses

* optimisation and limb string rendering digitigrade stuff

* wew

* partial vox support

* bodymarkings are now stored on the bodypart

* limb key caching

* Update carbon_update_icons.dm

* Update carbon_update_icons.dm

* Moves our mutant variance to the new system and makes shoes squash.

* all legs do it

* https://github.com/tgstation/tgstation/pull/65918

* https://github.com/tgstation/tgstation/pull/65899

* https://github.com/tgstation/tgstation/pull/65990

* teshari bodytype

* them teshari's aren't humans

* bandaid for future proper teshari implementation

* Update vox_bodyparts.dm

* fixes chests and teshari implementation

* fixes

* fex

* Update mutant_zombie_bodyparts.dm

* oops

* Update synthetic_lizard_bodyparts.dm

* Update code/modules/mob/living/carbon/human/human_update_icons.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update code/modules/mob/living/carbon/human/human_update_icons.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update code/modules/mob/living/carbon/human/human_update_icons.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/master_files/code/modules/surgery/bodyparts/species_parts/ghoul_bodyparts.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/master_files/code/modules/surgery/bodyparts/species_parts/ghoul_bodyparts.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/master_files/code/modules/surgery/bodyparts/species_parts/ghoul_bodyparts.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/master_files/code/modules/surgery/bodyparts/species_parts/ghoul_bodyparts.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update code/modules/mob/living/carbon/human/species.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update scissors.dm

* wound stuff

* Update carbon_examine.dm

* more stuff

* Delete human_update_icons.dm

* begone thot

* https://github.com/tgstation/tgstation/pull/66065

* Update _external_organs.dm

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-04-11 02:40:05 +01:00
nikothedude
264a657a22 [SEMI-MODULAR] Somewhat refactors the way records are handled, adds a traitor panel + OPFOR override for exploitables to allow non-antags to use them. Also adds some text to exploitables to let people know to not put sex shit in there. (#12277)
* bap

* client/proc

* woops

* last changes

* whoops

* Update view_exploitables.dm

* awduhiawdujhiawdujh

* Update flavor_defines.dm
2022-04-11 02:32:10 +01:00
SkyratBot
112f2e1e14 [MIRROR] Festival Sect is back in 2022! [MDB IGNORE] (#12668)
* Festival Sect is back in 2022!

* wew

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-11 01:28:29 +01:00
SkyratBot
07e6768659 [MIRROR] Refactor and improve antimagic to be more robust [MDB IGNORE] (#12619)
* Refactor and improve antimagic to be more robust (#64124)

This refactors the antimagic component to use and have bitflags, documentation, defines, code comments, named arguments, and renames variable names for clarity.

- /obj/effect/proc_holder/spell/aoe_turf/conjure/creature/cult is not used anywhere and has been removed
- /obj/effect/proc_holder/spell/targeted/turf_teleport/blink/cult is not used anywhere and has been removed

- New sound effects are played when magic is blocked. Depending on the type of magic being used it will be either:

- Equipping antimagic now properly updates the magic buttons
- Any magic being blocked or restricting casting now displays a message
- MAGIC_RESISTANCE_MIND now properly blocks telepathy effects
- Removes blood splatter when fireball is blocked
- Magic projectiles for staff of locker no longer spawn lockers when blocked by antimagic
- Fire breath is no longer blocked by antimagic
- Spellcards are now blocked by antimagic

Any antimagic on a mob blocks that magic type from being casted. (certain spells such as mime abilities completely ignore antimagic)

- Foilhats prevent someone from casting mind magic (telepathy, mindswap, etc.)
- Bibles, ritual Totems, nullrods, holymelons, and TRAIT_HOLY prevent someone from casting unholy magic (cult spells, etc.)
- Nullrods, ritual totem, and holymelons prevent someone from casting wizard magic (fireball, magic missile, etc.)
- Immorality talismans, berserker suits, and TRAIT_ANTIMAGIC prevents all types of magic (except stuff like mime abilities)
- Touch of Madness and Mindswap is now blocked with MAGIC_RESISTANCE and MAGIC_RESISTANCE_MIND
- Voice of god is now blocked with MAGIC_RESISTANCE_HOLY and MAGIC_RESISTANCE_MIND

* Refactor and improve antimagic to be more robust

* Update tiedshoes.dm

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-11 00:54:16 +01:00
SkyratBot
5e8a148556 [MIRROR] [NO GBP] Resolves Golems not being allowed in the areas they created [MDB IGNORE] (#12650)
* [NO GBP] Resolves Golems not being allowed in the areas they created (#66000)

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

* [NO GBP] Resolves Golems not being allowed in the areas they created

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2022-04-10 02:22:17 +01:00
SkyratBot
6f8522e1a2 [MIRROR] Fix spelling of hazard area status effect [MDB IGNORE] (#12646)
* Fix spelling of hazard area status effect (#66040)

* Fix spelling of hazard area status effect

Co-authored-by: coiax <yellowbounder@gmail.com>
2022-04-09 23:21:01 +01:00
SkyratBot
4c34933a87 [MIRROR] Mansus grasp now applies cultslurring, Void path minor compensatory buff [MDB IGNORE] (#12645)
* Mansus grasp now applies cultslurring, Void path minor compensatory buff (#65440)

* Mansus grasp now applies cultslurring, Void path minor compensatory buff

Co-authored-by: KazooBard <65713506+KazooBard@users.noreply.github.com>
2022-04-09 23:20:45 +01:00
SkyratBot
1a6ebeebc1 [MIRROR] Fix movement turf changer element to check openspace [MDB IGNORE] (#12631)
* Fix movement turf changer element to check openspace (#65757)

Fixes #65472 (The movement_turf_changer element allows creatures to step onto open space and fill them in )

This adds an openspace check for the movement_turf_changer element so that whatever mob is using it will fall through openspace properly.

I don't know what a moonicorn is but it sounds cool.

* Fix movement turf changer element to check openspace

Co-authored-by: Tim <timothymtorres@gmail.com>
2022-04-08 22:43:39 -07:00
Nerevar
14f612eec8 [Semi-Modular] Oversized Overhaul (Overrated!) (#12169)
* jackandthebeanstalk

* funny icons

* apparently this wasn't in there

* offsets

* an oversized plasmaman named Gashadokuro would be funny

* imagine if i could think for once

* hella

* ye

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* wew

* wew

Co-authored-by: Snakebittenn <12636964+Snakebittenn@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-04-08 23:26:35 +01:00
SkyratBot
f2f124867a [MIRROR] Fix: Health sensors inside chemical grenades [MDB IGNORE] (#12588)
* Health sensor in chemical grenades fix (#66014)

The health sensor is an assembly part. It contains two vars called 'secured' and 'scanning'.

In order to attach an assembly part to another assembly part (e.g. a health sensor to a signaller), both have to be attachable (meaning 'secured' = FALSE). After they are attached together, 'secured' will be TRUE. When the assembly is triggered, it checks if 'secured' == TRUE. Problem is, that a grenade is not an assembly part. If you use a screwdriver on the sensor to make it attachable, the chemical grenade won't work. The var 'secured' was simply not intended for usage inside a chemical grenade. Further confusion ensues when the now-attachable part is attached to the chemical grenade via an Attach-/Detach menu, which has nothing to do with the sensor being attachable (secured). This fix always secures the sensor when attaching it.

The other var, 'scanning' determines if the health sensor is currently active or not. A potential pitfall is to not activating it before attaching it to a chemical grenade, assuming that you have to activate the grenade itself to arm it (which in this case will just make the grenade go boom, disregarding the sensor). Since it does not make any sense to create a chemical grenade with an inactive sensor, this fix always enables the sensor when attaching it.

* Fix: Health sensors inside chemical grenades

Co-authored-by: LordVollkorn <66637090+LordVollkorn@users.noreply.github.com>
2022-04-08 03:30:32 +01:00
Gandalf
0b6fb03562 Batch pr 2 (#12558)
* https://github.com/tgstation/tgstation/pull/65766

* Update ert.dm

* https://github.com/tgstation/tgstation/pull/65771

* https://github.com/tgstation/tgstation/pull/65868

* Update space_station_13_areas.dm

* https://github.com/tgstation/tgstation/pull/65894

* https://github.com/tgstation/tgstation/pull/65903

* https://github.com/tgstation/tgstation/pull/65908

* https://github.com/tgstation/tgstation/pull/65914

* https://github.com/tgstation/tgstation/pull/65926

* https://github.com/tgstation/tgstation/pull/65930

* https://github.com/tgstation/tgstation/pull/65915

* maps

* icons
2022-04-06 20:48:02 +01:00
Gandalf
ad0b6e4e67 Batch pr pull (#12554)
* https://github.com/tgstation/tgstation/pull/65814

* https://github.com/tgstation/tgstation/pull/65832

* https://github.com/tgstation/tgstation/pull/65850

* https://github.com/tgstation/tgstation/pull/65689

* https://github.com/tgstation/tgstation/pull/65579

* https://github.com/tgstation/tgstation/pull/65760
2022-04-06 19:26:58 +01:00
Zonespace
1118b4175a Adds a bunch of PRs that the Mirror bot missed (#12535)
* aaAAA

* fix-maps
2022-04-06 17:50:47 +01:00
Tastyfish
23e97de0e4 [NO GBP] revert revert [mirror] help (with fix) (#12527)
* Revert "Revert "[MIRROR] Moves help menu to end, fixes Hotkeys Help [MDB IGNORE] (#12425)" (#12479)"

This reverts commit 6d44a08156.

* capitalization fix for linux server
2022-04-05 06:21:42 +01:00
GoldenAlpharex
6d44a08156 Revert "[MIRROR] Moves help menu to end, fixes Hotkeys Help [MDB IGNORE] (#12425)" (#12479)
This reverts commit f85ee552da.
2022-04-04 11:20:36 +01:00
SkyratBot
b88f2198de [MIRROR] Fixes bug involving random teleporting to toxins test area [MDB IGNORE] (#12508)
* Fixes bug involving random teleporting to toxins test area (#65740)

* Makes platings under windows in toxin test areas airless

* Sets dense_atoms to false for find_safe_turf & is_safe_turf

* Fixes bug involving random teleporting to toxins test area

Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
2022-04-02 22:36:20 +01:00
SkyratBot
53f1a11588 [MIRROR] Fixes issue #65609 -- Can interact with airlock wires after adding shielding [MDB IGNORE] (#12489)
* Fixes issue #65609 -- Can no longer interact with airlock wires after adding shielding (#65821)

closes #65609
Fixing bugs is good for the game, even if its something small like this.

* Fixes issue #65609 -- Can interact with airlock wires after adding shielding

Co-authored-by: Rhials <Datguy33456@gmail.com>
2022-04-01 19:04:39 +01:00
SkyratBot
d90753ef82 [MIRROR] Fix issue with reagent logging where it would sometimes fail to output reagents on reagent transfer. [MDB IGNORE] (#12435)
* Feex (#65612)

Splits reagent log string creation to a standard proc and a bespoke stupid proc that takes an external list instead of using its own reagents_list.

* Fix issue with reagent logging where it would sometimes fail to output reagents on reagent transfer.

* Update hyposprays_II.dm

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-01 01:50:10 +01:00
SkyratBot
0efc694378 [MIRROR] Ingame Atmos Reaction Guide [MDB IGNORE] (#12428)
* Ingame Atmos Reaction Guide

* Update health_analyzer.dm

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-01 01:48:28 +01:00
SkyratBot
f85ee552da [MIRROR] Moves help menu to end, fixes Hotkeys Help [MDB IGNORE] (#12425)
* Moves help menu to end, fixes Hotkeys Help

* Update tgui.dm

Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-01 01:40:24 +01:00
SkyratBot
cec72761ac [MIRROR] Action button refactor/rework: Enhanced Dragging [MDB IGNORE] (#12423)
* Action button refactor/rework: Enhanced Dragging

* PHEW

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-01 01:38:57 +01:00
Gandalf
35f3fa11c8 Upstream merge 65326 (#12460)
* [MDB IGNORE] TGUI library, plus polish

* Update _computer.dm

* Update manuals.dm

* Update medguns.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-04-01 01:20:27 +01:00
Gandalf
b7839165fd Upstream merge 65672 (#12451)
* [READY] Remap of Crashed Ship ruin (#65672)

* [READY] Remap of Crashed Ship ruin

Co-authored-by: Capsandi <38051413+Capsandi@users.noreply.github.com>
Co-authored-by: SkyratBot <skyratcommunity@gmail.com>
2022-04-01 01:15:27 +01:00
Gandalf
575fdb7b12 Upstream merge 65785 (#12450)
* Fish refactor. (#65785)

Refactors fish into proper paths.
Removes aquarium behaviour intermediary datums.
Moves fish functionality out of aquarium content component.
Fixes flopping animation resetting on dropping.

Simplifies everything. There should be no player facing changes.

The animate signal is kinda weak method of solving the animate queue issue but it seemed least intrusive to me.
Open to any better ideas.

* Fish refactor.

* Update fishing.dm

* Update fishing.dm

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: SkyratBot <skyratcommunity@gmail.com>
2022-04-01 01:15:20 +01:00
Gandalf
6c3a287fed Upstream merge 65642 (#12446)
* Extra-large painting canvases: 36x24 and 45x27

* Update paintings.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2022-04-01 01:08:55 +01:00
SkyratBot
e9cd7506a0 [MIRROR] Give space dragon ability to make it's sprite small [MDB IGNORE] (#12429)
* Give space dragon ability to make it's sprite small (#65311)

About The Pull Request

Allows space dragon to replace it's sprite with a carp sprite like the xeno queen can turn it's sprite into a drone.

This means only the dragon sees itself as small. Others still see it as giant.
Why It's Good For The Game

The space dragon sprite is pretty big, so you can't attack stuff directly north of you. This solves that.
Changelog

cl
qol: space dragon can now make it's sprite smaller
/cl

* Give space dragon ability to make it's sprite small

Co-authored-by: ivanmixo <ivanmixo@gmail.com>
2022-04-01 00:28:25 +01:00
SkyratBot
e1148d1d45 Trimming The Newscaster Fat - A Lot Of Mapping [MDB IGNORE] (#12419)
Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-01 00:01:56 +01:00
SkyratBot
209122d58c [MIRROR] [MDB IGNORE] TGUI library, plus polish [MDB IGNORE] (#12402)
* [MDB IGNORE] TGUI library, plus polish

* Update _computer.dm

* Update manuals.dm

* Update medguns.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-03-31 23:57:06 +01:00
SkyratBot
1e170f91cb [MIRROR] Fish refactor. [MDB IGNORE] (#12399)
* Fish refactor. (#65785)

Refactors fish into proper paths.
Removes aquarium behaviour intermediary datums.
Moves fish functionality out of aquarium content component.
Fixes flopping animation resetting on dropping.

Simplifies everything. There should be no player facing changes.

The animate signal is kinda weak method of solving the animate queue issue but it seemed least intrusive to me.
Open to any better ideas.

* Fish refactor.

* Update fishing.dm

* Update fishing.dm

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-03-31 23:52:00 +01:00
SkyratBot
fe7ab0892c [MIRROR] [READY] Remap of Crashed Ship ruin [MDB IGNORE] (#12396)
* [READY] Remap of Crashed Ship ruin (#65672)

* [READY] Remap of Crashed Ship ruin

Co-authored-by: Capsandi <38051413+Capsandi@users.noreply.github.com>
2022-03-31 23:48:39 +01:00
SkyratBot
293523ef6e [MIRROR] Extra-large painting canvases: 36x24 and 45x27 [MDB IGNORE] (#12413)
* Extra-large painting canvases: 36x24 and 45x27

* Update paintings.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-03-31 23:23:35 +01:00
SkyratBot
f3252b1f7b [MIRROR] Fix plants to not hurt user while using telekinesis [MDB IGNORE] (#12385)
* Fix plants hurting user when using telekinesis (#65759)

Fixes #65454

Using telekinesis with harmful plants won't harm them anymore since they aren't in physical contact.

* Fix plants to not hurt user while using telekinesis

Co-authored-by: Tim <timothymtorres@gmail.com>
2022-03-30 14:59:51 +01:00
SkyratBot
2f76afada5 [MIRROR] Cleans up some varedit procs using strings for var names instead of the proper helper [MDB IGNORE] (#12384)
* Cleans up some varedit procs not using strings instead of the proper helper (#65769)

Although these vars are unlikely to ever change, if the vars were ever renamed it would result in these strings not erroring properly if they weren't updated as well.

* Cleans up some varedit procs using strings for var names instead of the proper helper

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-03-30 14:59:41 +01:00
SkyratBot
c82b3ca3d7 [MIRROR] makes vent scrubbers only activate if a gas they filter is on their tile, again! alive edition [MDB IGNORE] (#12381)
* makes vent scrubbers only activate if a gas they filter is on their tile, again! alive edition (#65591)

Alsonce scrubbers only wake up if something they can filter is on the tile an existing bug where scrubbers dont filter very small but non garbage collectable amounts of a gas becomes a big issue, as in without changing scrubbing rates you can breathe once on a tile with a scrubber set to scrub co2 and that co2 wont go away barring any other factors and the scrubber wont go to sleep. so now with the idea of rohesie and permission of lemon i changed how scrubbers removed small molar amounts of gas from their turf. now scrubbers will look through 100% of the turfs air mix for filtering, but will only remove up to
gas moles * (scrubber volume / turf volume) * (gas moles / total filterable moles) moles from each filterable gas in the turfs mix unless that amount is less than either MOLAR_ACCURACY * 100 or the number of moles of that filterable gas, in which case all of the moles of that gas are subtracted from the mix. this is to make it easier for the scrubber to remove very small amounts of gas with filters without changing how fast they scrub large amounts of gas, thus making scrubbers able to go to sleep faster only after a gas has been reduced to near zero

scrubbers are the biggest proportion of SSair's machine processing cost which is a non trivial amount of SSair's total cost. now they will only do most of their work if they can actually scrub anything on the tile which is a minority of the time.

* makes vent scrubbers only activate if a gas they filter is on their tile, again! alive edition

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-03-30 14:59:15 +01:00
SkyratBot
779af65d8d [MIRROR] Renames some security accesses + misc [MDB IGNORE] (#12348)
* Renames some security accesses + misc

* fix

* here

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-03-29 22:29:43 -07:00
SkyratBot
0ddd34d1f5 [MIRROR] Hazardous Area Component | Free Golem Soft-Restriction [MDB IGNORE] (#12345)
* Hazardous Area Component | Free Golem Soft-Restriction (#65720)

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

* Hazardous Area Component | Free Golem Soft-Restriction

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2022-03-28 16:45:32 -07:00
SkyratBot
e5fc664a62 [MIRROR] Adds mob bleeding overlays, tweaks some bleeding balance [MDB IGNORE] (#12341)
* Adds mob bleeding overlays, tweaks some bleeding balance

* Fixed the various merge conflicts involved with this, added update_wounds_overlay() in hopes that it just works

* Fixed our non-updated slash wounds bleeding values

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-03-28 14:11:57 -04:00
SkyratBot
1ef64e81ba [MIRROR] Changes how fingerprints are applied to objects through gloves. [MDB IGNORE] (#12340)
* Changes how fingerprints are applied to objects through gloves. (#65674)

* Changes how fingerprints are applied to objects through gloves.

* Fixed the issues from transfer_prints

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-03-28 17:47:03 +00:00
SkyratBot
f8dc49590a [MIRROR] changes force-feeding message when feeding a headless person [MDB IGNORE] (#12328)
* throat hole + code clean (#65717)

* changes force-feeding message when feeding a headless person

Co-authored-by: capsaicinz <84609863+capsaicinz@users.noreply.github.com>
2022-03-27 20:29:01 -07:00
SkyratBot
be78b63740 [MIRROR] Can fire guns and secondary attack (right-click) with TK [MDB IGNORE] (#12288)
* Can secondary attack (right-click) and fire guns with TK (#65473)

* Can fire guns and secondary attack (right-click) with TK

Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
2022-03-25 22:02:55 -07:00
SkyratBot
082036a86a [MIRROR] Fixes nonhuman head of departments showing up as their original species in security records [MDB IGNORE] (#12286)
* Fixes nonhuman head of departments showing up as their original species in security records (#65466)

* Fixes xeno -> human head of departments showing up as their original species in security records
`get_flat_human_icon` was passing preferences which chose their
original, so i added a var to `/datum/species` to check if the species
was forcefully changed

* makes it actually work

* review

* Fixes nonhuman head of departments showing up as their original species in security records

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
2022-03-25 22:02:21 -07:00
SkyratBot
eba621c441 [MIRROR] Makes the heretic worm use the blood walk element [MDB IGNORE] (#12300)
* Makes the heretic worm use the blood walk element (#65658)

* Makes the heretic worm use the blood walk element
It was using a custom proc for this, but we have an element just for
this.

* Update code/modules/mob/living/simple_animal/heretic_monsters.dm

Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>

* dont need this'

* adds an extra arg the to the element to keep direction

* moves da eement

Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>

* Makes the heretic worm use the blood walk element

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
2022-03-25 22:00:42 -07:00
SkyratBot
790cf4d7c5 [MIRROR] Fixes nukies being able to lock their uplink [MDB IGNORE] (#12271)
* Uplink fixes (#65630)

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

* Fixes nukies being able to lock their uplink

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
2022-03-25 18:08:11 +00:00
SkyratBot
78bd42e631 [MIRROR] [NO GPB] Makes GPSes work again [MDB IGNORE] (#12260)
* [NO GPB] Makes GPSes work again (#65623)

Removes the tracking arg from GPSs, which I added because I thougt it'd be a helpful thing to add. Turns out it just makes it turn every GPS off on creation.

* [NO GPB] Makes GPSes work again

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
2022-03-25 00:43:47 +00:00
SkyratBot
dd05433dde [MIRROR] [READY] Podperson hair (sprites by Shiets!) [MDB IGNORE] (#12235)
* [READY] Podperson hair (sprites by Shiets!)

* wew lad

* how'd i miss that?

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-03-23 22:45:00 -07:00
SkyratBot
a4044dfbda Refactor mood events font colors, spans, and newlines (#12239)
Co-authored-by: Tim <timothymtorres@gmail.com>
2022-03-23 21:28:56 +00:00