Commit Graph

4743 Commits

Author SHA1 Message Date
SkyratBot
ebbf333b9e [MIRROR] Removes excess ID boxes from the HoP's office and adds silver IDs to their locker. [MDB IGNORE] (#22305)
* Removes excess ID boxes from the HoP's office and adds silver IDs to their locker. (#76448)

## About The Pull Request

Every ID, silver ID, and PDA box has been removed from the maps. You can
now only find ID boxes on the HoP's locker and PDAs must be bought from
the tech vendor. Said locker also had two instances of ID boxes, so i've
swapped one of them for the silver ID box
## Why It's Good For The Game

tram had, in total, 5 ID boxes. That's *35 IDs in total.* No one is ever
gonna lose that much, and having 7 is more than enough. If a situation
happens where you somehow need more, you can still buy it on the tech
vendor AND on cargo. I realized how many boxes the HoP had on the other
PR
## Changelog
🆑
del: Removed excess ID boxes on HoP's office
/🆑

* Removes excess ID boxes from the HoP's office and adds silver IDs to their locker.

---------

Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com>
2023-07-11 20:40:08 -04:00
SkyratBot
b0e55b6857 [MIRROR] Janitor balloon alerts [MDB IGNORE] (#22087)
* Janitor balloon alerts

* Skyrat edits for liquid system

---------

Co-authored-by: Lufferly <40921881+Lufferly@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-07-11 15:57:18 -05:00
SkyratBot
881fae88ad [MIRROR] Re-adds placing patients on surgical tables [MDB IGNORE] (#22319)
* Re-adds placing patients on surgical tables (#76643)

## About The Pull Request
This was removed by #75840, as it had a conflict that made it so that
trying to unbuckle someone that was buckled to a table would try to
place them again instead. This redoes that, unbuckling if the person
you're pulling is already buckled to said table.
## Why It's Good For The Game
It feels a bit less friendly that your only options are being buckled to
a table or shoved onto a table. Also, buckling requires both mobs to be
beside the table, where placing only requires the placer to be, which
makes things a lot less awkward in cramped operating rooms.
## Changelog
🆑
fix: You can once again directly place patients on operating tables
/🆑

* Re-adds placing patients on surgical tables

---------

Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
2023-07-09 13:10:28 -07:00
SkyratBot
c1633912da [MIRROR] Surgical Tables XVIII: The Return: The Saga Continues (final)[1] [MDB IGNORE] (#22313)
Surgical Tables XVIII: The Return: The Saga Continues (final)[1]

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-09 11:13:14 -07:00
SkyratBot
0f251a5a59 [MIRROR] Petrify Smite [MDB IGNORE] (#22213)
* Petrify Smite (#75538)

## About The Pull Request
adds a smite to petrify someone forever, works like the wizard spell.
Adds support to make petrification brainless.
Creates a var to remove those annoying "you can not move while buckled
to X" messages for abstract items like statues.
## Why It's Good For The Game
Smite good. Message spam bad.
## Changelog
🆑 itseasytosee
spellcheck: You should see a lot less "you can not move while bucked too
X" messages where they don't make sense.
admin: Added a petrify smite. Try it out on your least favorite player!
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Petrify Smite

---------

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-07-03 18:02:05 -04:00
SkyratBot
3eb4468771 [MIRROR] Fixes a xenomorph egg / facehugger hard delete [MDB IGNORE] (#22163)
* Fixes a xenomorph egg / facehugger hard delete (#76418)

## About The Pull Request

The only time `child` is `null`ed correctly is if the egg is deleted
without it hatching, otherwise the hugger will hard-del

![image](https://github.com/tgstation/tgstation/assets/51863163/275523f5-8ab6-4e18-8a46-3ff5785bc252)

* Fixes a xenomorph egg / facehugger hard delete

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-07-03 17:52:52 -04:00
SkyratBot
588e8adb19 [MIRROR] urinal cake is decay proof [MDB IGNORE] (#22202)
* urinal cake is decay proof (#76475)

Urinal cake is not actual food and even the mold dont want it

fixes: #76465

🆑
fix: urinal cakes wont decay anymore
/🆑

* urinal cake is decay proof

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-07-03 17:16:32 -04:00
SkyratBot
d3347d7fab [MIRROR] Adds an element for noisy movement (wheelchairs, office chairs, trashcarts etc. etc.) [MDB IGNORE] (#22172)
* Adds an element for noisy movement (wheelchairs, office chairs, trashcarts etc. etc.) (#76378)

## About The Pull Request
Converts generic, copypasted behavior into an element.

## Why It's Good For The Game
I'd rather not have someone just copypaste the old thing, since there're
a few more things to take into account now than just whether the item
has gravity, and if that ever has to change, we will only have to modify
one line than several.

## Changelog

🆑
fix: Fixed the office chair being silent. My bad.
/🆑

* Adds an element for noisy movement (wheelchairs, office chairs, trashcarts etc. etc.)

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-07-01 14:15:34 -04:00
SkyratBot
2a94dfae6e [MIRROR] Makes you lie down when buckled to surgery tables, removes need for restraints [MDB IGNORE] (#22175)
* Makes you lie down when buckled to surgery tables, removes need for restraints (#75840)

## About The Pull Request

Makes you lie down when you are buckled to a surgery table, and also
removes the need to be cuffed in order to be buckled to one. Also
_technically_ makes surgery tables no longer climbable, but you can
still get on top of one by just buckling yourself to it and then
unbuckling.

## Why It's Good For The Game

This is a quality of life change for medbay (and anyone doing surgery).
It's kind of dumb that people stand up when buckled to surgery tables,
this makes you no longer have to ask them to lie down, especially nice
for dealing with patients who may still be AFK after getting out of
crit.

This also makes surgery a little easier on unwilling victims, no longer
requiring you use a regular/roller bed or crit them/keep them stunned.

## Changelog

🆑
qol: people now lie down when buckled to surgery tables, and you no
longer need cuffs to buckle someone to a surgery table
/🆑

* Makes you lie down when buckled to surgery tables, removes need for restraints

---------

Co-authored-by: JupiterJaeden <48777952+JupiterJaeden@users.noreply.github.com>
2023-07-01 14:08:56 -04:00
SkyratBot
fd3b832bb8 [MIRROR] Makes decals only caught on mapload & removes turf_loc_check [MDB IGNORE] (#22051)
* Makes decals only caught on mapload & removes turf_loc_check (#76130)

Theres one player-facing change in this PR and it's that I removed human
gibs from being valid in space turfs, making it more consistent with the
other gib decals.

I've cleaned up many instances of decals spawning in bad turfs on
mapload in https://github.com/tgstation/tgstation/pull/75189, but making
it error anytime in-game a decal is put over an invalid turf is bad as
it punishes contributors for not optimizing their decals properly.
This changes it so it only errors if it's on mapload, unit testing or
not.

I've also removed ``turf_loc_check`` and replaced instances of it with
overwriting ``NeverShouldHaveComeHere``, which gives us greater control
of where decals can be placed.
This let me remove 2 subtypes that were made to have decals in specific
places (which then got placed elsewhere, ruining it all).

Mappers are still able to set decals to be placed anywhere, they just
need to add it as a valid turf for that decal.

* Makes decals only caught on mapload & removes turf_loc_check

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-06-24 16:06:58 -07:00
Tom
157842ebcc Misc. multi-tile airlock fixes and improvements (#22017)
* updates multitile airlocks to not close on you

* I forgot to do the of hehabgggg

* also fixes the density of the assemblies cus uhhhh yolo

* generalisation and some other stuff I forgot

* deletes this other bit cus it doesnt seem to make a difference
2023-06-24 02:48:36 -07:00
SkyratBot
c004527c46 [MIRROR] Enhanced delam/tram counter [MDB IGNORE] (#22019)
* Enhanced delam/tram counter

* Update persistence.dm

* Update VoidRaptor.dmm

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-06-23 16:01:53 -07:00
Hatterhat
a098bd21f8 Doohickey Sidequest - adds an Archangel rifle parts kit for funsies (#21799)
* the arch doohickey

* guy who changed the stock on his sportiv yesterday

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2023-06-23 14:18:19 +01:00
SkyratBot
068089fb52 [MIRROR] Standardize Welder Fuel Usage [MDB IGNORE] (#21943)
* Standardize Welder Fuel Usage (#76021)

Remove welder fuel usage from all actions except attacking and leaving
it on
most welder tasks require a minimum of 1u of fuel, some longer tasks
require a minimum of 2 or 3u welders now drain 1u every 5 seconds
they're active
## About The Pull Request
Prior to this PR welder fuel usage was random, a lot of tasks didn't use
any welder fuel and welders were basically near infinite so long as you
didn't use them for combat, it took 26 seconds of activity to drain 1u
of fuel, that means an emergency welder alone could run for 5 minutes
straight before needing a refuel

After this PR all welders will drain 1u every 5 seconds instead of every
26 seconds, but welding objects won't require extra fuel anymore, making
the fuel usage much more consistent.

resolves #55018
## Why It's Good For The Game
Actually makes fuel tanks useful and relevant without making it
obnoxious to do repetitive quick tasks like turn rods into plates,
there's actually a reason to upgrade off the emergency welder now since
it lasts 50 seconds rather than 5 minutes
## Changelog
🆑
qol: Welders now have a more consistent fuel usage
/🆑

* Standardize Welder Fuel Usage

---------

Co-authored-by: Couls <coul422@gmail.com>
2023-06-20 09:39:49 -07:00
SkyratBot
3d4b8e19ba [MIRROR] Fix further/MetaStation [MDB IGNORE] (#21944)
* Fix further/MetaStation (#76158)

## About The Pull Request

Typo fixes. Further and fixes MetaStation's default name to match the
JSON.

## Changelog

🆑 LT3
spellcheck: Fixed a few typos
/🆑

* Fix further/MetaStation

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-06-20 09:32:47 -07:00
SkyratBot
a863e7787d [MIRROR] Unit tests now catch decals in walls/space [MDB IGNORE] (#21862)
* Unit tests now catch decals in walls/space

* the fuck

* vr

* vr

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-06-20 10:28:46 -04:00
SkyratBot
7c3a6198a6 [MIRROR] Removes old palm tree and coconut overlay effects [MDB IGNORE] (#21820)
* Removes old palm tree and coconut overlay effects (#75966)

## About The Pull Request

Title.
## Why It's Good For The Game

Fixes https://github.com/tgstation/tgstation/issues/73827
## Changelog
🆑
fix: Trees and Coconuts are no longer immune to singularities.
/🆑

* Removes old palm tree and coconut overlay effects

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-06-20 12:47:49 +00:00
SkyratBot
020a6d57ed [MIRROR] Fix logging for tabling and disposal shoving [MDB IGNORE] (#21828)
* Fix logging for tabling and disposal shoving (#76017)

## About The Pull Request
fixes #69837
## Why It's Good For The Game
accurate combat logs
## Changelog
🆑
admin: fix combat logs for tabling and disposal shoving
/🆑

* Fix logging for tabling and disposal shoving

---------

Co-authored-by: Couls <coul422@gmail.com>
2023-06-18 14:51:58 +01:00
SkyratBot
6dfe17306c [MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals

* update modular

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 13:18:23 +00:00
SkyratBot
8b7bdc4959 [MIRROR] Shuttle events [MDB IGNORE] (#21917)
Shuttle events

Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-18 15:02:04 +02:00
SkyratBot
372fb9ab93 [MIRROR] Cannot use departmental budget cards as source of credit withdraw [MDB IGNORE] (#21915)
* Cannot use departmental budget cards as source of credit withdraw (#76113)

Currently you can put cargo's budget card into your PDA, go into NT Pay
and send over the budget to any pay token you want including yours. This
just adds a check to ensure you aren't using that kind of card as
withdrawal source.

* Cannot use departmental budget cards as source of credit withdraw

---------

Co-authored-by: Pepsilawn <reisenrui@gmail.com>
2023-06-18 13:44:19 +01:00
SkyratBot
07c97d1ced [MIRROR] Proper broken tiles [MDB IGNORE] (#21727)
* Proper broken tiles (#75623)

![before-export](https://github.com/tgstation/tgstation/assets/3625094/505eaed3-b429-45c4-ab65-6c92d1c9e20e)

## About The Pull Request

The current broken tiles have some visual issues:

- There is an ambient occlusion shade when it touches normal tile
- It has a layer higher than it should be which leads to things that are
normally above the floor layer, render below it. Such as atmos
machinery, cleanable overlays, etc.

This PR makes the render on a proper layer and work like a partially
destroyed floor tile that can be reclaimed with crowbar.

Also, the cleanables are now on FLOOR_CLEAN_LAYER to make dirt appear
above catwalks and these new tiles.

And the flat dirt now has 4 variants of sprites, while dust uses the old
dirt sprite. It seems like dust was just dirt with different description
before.

## Why It's Good For The Game

A broken tiling with no visual bugs and proper floor-like logic.

## Changelog

🆑 MTandi, Borbop
fix: Dust now has dust icon, instead of dirt icon. Dust on all maps
replaced with dirt
image: Flat dirt now picks from 4 new sprites
refactor: Made broken tiling work more like tiling and have
corresponding visuals. Added directional mapping variants.
fix: Cleanables now use FLOOR_CLEAN_LAYER to make sure that trash is
visible above catwalks
/🆑

* Proper broken tiles

* Update north_star.dmm

* Update north_star.dmm

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-06-14 13:02:11 -07:00
jjpark-kb
16dbffd4da removal of the skirty (#21782) 2023-06-11 20:40:15 -07:00
SkyratBot
ff12ce83f4 [MIRROR] Late adjustments to my previous move_loop PR. [NO GBP] [MDB IGNORE] (#21730)
* Late adjustments to my previous move_loop PR. [NO GBP] (#75778)

## About The Pull Request
Lemon guy was a bit too late in reviewing #75732 because it got already
merged by someone else, and I too hadn't managed to make some adjustment
to that PR in time.

This PR applies suggested changes, turns a simple proc into a macro, and
makes it so that also waddling, squeaky shoes and swivel chair sounds
don't running when moved by conveyor belt.

This doesn't stop squeaking from happening when other
conveyor-belt-moved objects or mobs cross its tile. That'd be hacky and
I'm not here to fight sfx-spamming machines.

## Why It's Good For The Game
These are changes that should have been included in #75732 but couldn't.
See that PR for the general idea.

## Changelog

🆑
fix: waddling, squeaky shoes and swivel chair sound effects no longer
run when moved by conveyor belt.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>

* Late adjustments to my previous move_loop PR. [NO GBP]

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
2023-06-10 19:27:42 -07:00
SkyratBot
8eca71d309 [MIRROR] Fixes xeno resin floor layer [MDB IGNORE] (#21717)
* Fixes xeno resin floor layer (#75888)

## About The Pull Request

Changes resin floor to MID_TURF_LAYER (turf decals are not shown!

## Why It's Good For The Game

Fixes #75876

## Changelog
🆑
fix: xeno resin floor layer
/🆑

* Fixes xeno resin floor layer

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2023-06-10 19:08:44 -07:00
SkyratBot
3cfa7121e5 [MIRROR] Trash bin sprite [MDB IGNORE] (#21610)
* Trash bin sprite (#75612)

* Trash bin sprite

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-07 13:38:21 +00:00
SkyratBot
18fe422bf6 [MIRROR] makes snow legions from portals drop skeletons (like tendril legions) [MDB IGNORE] (#21589)
* makes snow legions from portals drop skeletons (like tendril legions) (#75707)

## About The Pull Request
Exactly what it says on the tin (snow legions only dropping ashen
skeletons, like tendril legions).

Also changes the name of the "fromtendril" variable to "from_spawner",
and comments it. Not sure if that warrants a changelong comment, but
I'll go ahead and assume no.

## Why It's Good For The Game
being able to farm snow legion portals for an endless tide of bodies
and/or equipment is a bit weird. also puts it a bit more in line with
the legions of Lavaland

## Changelog

🆑
balance: The source of the demonic portals that endlessly deposits snow
legions onto the Icemoon no longer preserves the bodies nor gear of the
damned (read: demon portal snow legions now only drop skeletons).
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>

* makes snow legions from portals drop skeletons (like tendril legions)

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
2023-06-03 18:37:21 -07:00
SkyratBot
f7d35bc80d [MIRROR] Stops shields getting broken by pillows and disablers. [MDB IGNORE] (#21588)
* Stops shields getting broken by pillows and disablers. (#75759)

## About The Pull Request
See the title. Doing so by adding a new arg for damage type to
`check_shields()` and `hit_reaction()`. The other way would had involved
a couple istype checks for item or projectile damage type, but this is a
longer term solution and can tackle more than just that.

## Why It's Good For The Game
Fixes #74876.

## Changelog

🆑
fix: Stops shields getting broken by pillows and disablers.
/🆑

* Stops shields getting broken by pillows and disablers.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-06-02 21:36:53 -07:00
SkyratBot
af5e9e1f7b [MIRROR] Wowie! Crates! [MDB IGNORE] (#21594)
* Wowie! Crates! (#75785)

Brand new crate sprites done by Viro, AKA Axietheaxolotl.

* Wowie! Crates!

---------

Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
2023-06-02 21:36:05 -07:00
SkyratBot
d684296092 [MIRROR] You can now sweep garbage into open trash bins (the crate subtype), not just disposal bins. [MDB IGNORE] (#21557)
* You can now sweep garbage into open trash bins (the crate subtype), not just disposal bins. (#75734)

## About The Pull Request
Re-read the title. I had to add a dcs signal to do this.

## Why It's Good For The Game
Empowering trash bins for the sake of consistency.

## Changelog

🆑
balance: You can now sweep garbage into open trash bins (the crate
subtype).
/🆑

* You can now sweep garbage into open trash bins (the crate subtype), not just disposal bins.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-06-01 16:22:39 -07:00
SkyratBot
30cfca6085 [MIRROR] Fixes grilles electrocuting or tesla-ing when there's a floor between the grille and the cable [MDB IGNORE] (#21529)
* Fixes grilles electrocuting or tesla-ing when there's a floor between the grille and the cable (#75703)

## About The Pull Request

Stops grilles from electrocuting or tesla-ing when there's a floor
between the grille and the cable.

## Why It's Good For The Game

Fixes #60541

## Changelog
🆑 Licks-the-Crystal
fix: Stops grilles from electrocuting or tesla-ing when there's a floor
between the grille and the cable.
/🆑

* Fixes grilles electrocuting or tesla-ing when there's a floor between the grille and the cable

---------

Co-authored-by: zeckle/licks-the-crystal <79835169+mikederkan@users.noreply.github.com>
2023-05-31 23:24:16 +12:00
SkyratBot
36ac91b093 [MIRROR] Engineering, janitor and medical holosign projector changes. Much faster, more capacity, less integrity. [MDB IGNORE] (#21542)
* Engineering, janitor and medical holosign projector changes. Much faster, more capacity, less integrity. (#75543)

## About The Pull Request
The engineering, janitor and medical holosign projectors can project
their holosigns in 1 second. The holosign integrity has been reduced to
1. Engineering max capacity increased to 12, medical to 6.
## Why It's Good For The Game
The long time to project made these projectors, especially the
engineering ones, impractical to use during an emergency that warrents
their usage. Medical capacity increase allows them to block off a
typical hallway, which could be used if there's a biohazard (60 gibbed
monkeys, or botanist). Engineering capacity increase is warrented due to
the nature of breaches and how large they can get.

The integrity reduction should help prevent them from being used to
Fortnite people.
## Changelog
🆑
balance: Engineering, janitor and medical holosign projector projection
time reduced to 1 second.
balance: Engineering, janitor, and medical holosign integrity reduced to
1.
balance: Engineering holosign projector max capacity increased to 12.
balance: Medical holosign projector max capacity increased to 6.
/🆑

* Engineering, janitor and medical holosign projector changes. Much faster, more capacity, less integrity.

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2023-05-31 23:21:09 +12:00
SkyratBot
ea1cfabc1e [MIRROR] Fixes xenomorph egg harddels [MDB IGNORE] (#21536)
* Fixes xenomorph egg harddels (#75729)

## About The Pull Request
Fixes sporadic harddels with 515 tests relating to xenomorph eggs

![image](https://github.com/tgstation/tgstation/assets/41448081/a0db58ba-cb70-474c-9af7-035f7ec74ca5)

* Fixes xenomorph egg harddels

---------

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-05-31 22:12:25 +12:00
SkyratBot
e2e09c7fbf [MIRROR] [MDB IGNORE] Adds a map lint against using dir-var edited window panes [MDB IGNORE] (#21449)
* [MDB IGNORE] Adds a map lint against using dir-var edited window panes

* updatepaths

* updatepaths2

---------

Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
2023-05-28 20:51:47 -04:00
SkyratBot
94a5a4cfa2 [MIRROR] Rubber duck now quacks, not honks [MDB IGNORE] (#21483)
* Rubber duck now quacks, not honks (#75674)

## About The Pull Request
I stepped on a rubber duck while testing #75672 and got very sad when it
honked.
Makes rubber ducks use the rubber ducky shoes sound effect instead of a
clown honk sound effect.
## Why It's Good For The Game
Ducks are supposed to quack, not honk. It's not a goose, after all.
## Changelog
🆑 Stalkeros
sound: Rubber duck now quacks.
/🆑

* Rubber duck now quacks, not honks

---------

Co-authored-by: Stalkeros2 <42087567+Stalkeros2@users.noreply.github.com>
2023-05-27 23:41:09 +01:00
SkyratBot
fa08117ac1 [MIRROR] Massive Spraycan and Crayon Powercreep: smaller graffiti cost less to draw. [MDB IGNORE] (#21410)
* Massive Spraycan and Crayon Powercreep: smaller graffiti cost less to draw. (#75588)

## About The Pull Request
Currently, drawing a small circle on the floor consumes as much charge
as any other drawable but the larger horizontal ones that cost five
times as much, which is a bit dull for non-cyborg players, having to
burn through a ton of spraycans just to cover the floor in several small
dots if ever attempting to do some floor art.

This PR aims to reduce the cost of some of the smaller drawables, like
"shortline", "smallbrush", "pawprints" etc., in virtue of the smaller
area they cover. The balances changes may seem bit of an arbitrary and
not include ones that are a bit on the edge between "small" and not
"small", but I'd rather keep it simple than have other values such like
"semi-small" integrated and snowball this balance PR into a more
finnicky, disputable or not agreeable with version of itself.

This also covers re-coloring and existent graffiti. Currently it always
costs 2 charges to change its color regardless if it costed 1 or 5 to
spray in the first place. With this PR, the costs should match that of
when they were drawn. To boot, It also takes into account the tagger
quirk now.

Code had to be cleaned up and improved a bit for a smoother
implementation of these changes.
A fairly unrelated but small change: Trying to suicide with an empty
spraycan will now fail, because it's empty. It's that simple.

## Why It's Good For The Game
Enables non-cyborg players to engage in jolly floor-vandalizing-art in a
more consistent, slightly more enjoyable way.

## Changelog

🆑
balance: Drawing small graffiti like paw/foot/claw prints, small brush
dots and short lines should cost half as many charges off your spraycan
or crayon.
balance: The cost of recoloring graffiti decals is now consistent with
that of drawing them.
balance: Trying to suicide with an empty spraycan will now fail, because
it's empty. It's just that simple.
/🆑

* Massive Spraycan and Crayon Powercreep: smaller graffiti cost less to draw.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-05-25 17:24:10 -07:00
SkyratBot
e2c2ee5eb7 [MIRROR] Reworks gym equipment [MDB IGNORE] (#21300)
* Reworks gym equipment (#75389)

## About The Pull Request

Gym equipment are currently ported from Goon code, and I didn't like how
it currently worked as it was buggy and the code was a mess. I decided
to just rework how they worked entirely. I left the parts that weren't
Goon code (like tooltips & deconstruction) alone because it's not goon
code and I think it's fine that way.

- Now you buckle yourself to it (like a chair, I didn't like how it
didn't work like one) and can work out with an action button you get on
buckle, you can do as many sets as you want, then unbuckle & go.
- You aren't hardstunned for 8 seconds for clicking on it anymore, you
aren't flying around because the stun doesn't even last the duration of
the animation anymore.

Video demonstration

https://github.com/tgstation/tgstation/assets/53777086/f5ae86f1-65fb-46c6-8a5f-8f9d9f0548b3

## Why It's Good For The Game

Reworks old code
Removes un-documented Goon code
Makes gym equipment less broken than it currently is.

## Changelog

🆑
qol: Gym equipment was reworked. You now buckle yourself to weight
machines to use them, rather than clicking on it and getting stunned for
a few seconds. It also means it works like a chair now.
qol: Gym equipment no longer breaks a sweat in no gravity.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Reworks gym equipment

* updatepaths

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-05-23 16:03:21 +00:00
SkyratBot
4fdbab048d [MIRROR] emagging morgues updates the icon state immediately [MDB IGNORE] (#21335)
* emagging morgues updates the icon state immediately (#75564)

very tiny change, just means if theres already an alive body you dont
need to reopen and close it

* emagging morgues updates the icon state immediately

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-05-21 22:52:18 -07:00
Tom
2b8da4b0cf Removes another bad string macro (#70871) (#21208)
Fellas please we *just* got TG compiling in OpenDream and you go and
break it again with a new string macro that doesn't work.


![image](https://user-images.githubusercontent.com/5714543/198751671-cfa3070a-e5c7-4f06-8989-020f3ec2b2dc.png)

Co-authored-by: ike709 <ike709@users.noreply.github.com>
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
2023-05-18 15:48:50 +02:00
SkyratBot
4d81c7a061 [MIRROR] morgue trays can now be emagged [MDB IGNORE] (#21248)
* morgue trays can now be emagged (#75457)

## About The Pull Request
you can emag morgue trays disabling the alarm system

## Why It's Good For The Game
keeps your enemies dead :J

## Changelog
🆑
add: You can emag morgue trays to disable their life alerts.
/🆑

* morgue trays can now be emagged

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-05-16 23:10:27 -07:00
SkyratBot
5344c8bfa9 [MIRROR] Replaces var edited freezers. [MDB IGNORE] (#21230)
* Replaces var edited freezers.

* updatepaths

* code

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-05-16 09:47:50 -04:00
coldud13
71daf99299 [MANUAL MIRROR] Adds a variable to deployable turrets to keep them permanently anchored #71178 (#21139)
Adds a variable to deployable turrets to keep them permanently anchored (#71178)

Sometimes admins want to spawn a deployable turret in a certain place
for a reason, and not allow them to be dragged away to anywhere on the
station on a moments notice. This lets you do that.

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2023-05-15 16:44:39 +01:00
coldud13
bd2b240c2c [MANUAL MIRROR] Autodocs dreams and bedsheets, triples the number of dream strings (# (#21134)
Autodocs dreams and bedsheets, triples the number of dream strings (#70824)

Autodocs dreaming.dm and bedsheet_bin.dm.

Also adds a bunch of new subjects for your dreams to choose from. This list was way more sparse than I expected, so I felt obligated to add to it.

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-05-15 14:42:24 +01:00
Shadow-Quill
87f091be42 Fixes operating table numbing (#20952)
* Fixes OP table numbing

* Comment Elaboration

* Fixes runtime when a table gains a non-lying patient
2023-05-15 14:29:05 +01:00
SkyratBot
989e3bc64a [MIRROR] Adds One Single Space to Unlocking and Locking Closets [MDB IGNORE] (#21127)
* Adds One Single Space to Unlocking and Locking Closets (#75383)

## About The Pull Request
Title. I added one single space bar to the third-person display message
when you witness someone else lock or unlock a locker.

## Why It's Good For The Game
Before:
<img src="https://i.ibb.co/RCWTTcq/Closet-Space-Bar-Before.png">
After:
<img src="https://i.ibb.co/Wfm7hvR/Closet-Space-Bar-After.png">
Highlighting unrelated shoutout to my fellow based AI enjoyers.
Grammar is good.
## Changelog
No changelog necessary.

* Adds One Single Space to Unlocking and Locking Closets

---------

Co-authored-by: Jackraxxus <60418544+Jackraxxus@users.noreply.github.com>
2023-05-15 00:33:28 +01:00
SkyratBot
c02a2f03d2 [MIRROR] [NO GBP]Final Closet, Crate & Access Patches [MDB IGNORE] (#21085)
* [NO GBP]Final Closet, Crate & Access Patches (#75331)

## About The Pull Request

1. Ensures the static list closet & crate paint job vars & the
`access_choices` list vars are initialized only once. Since they are
defined inside `Initialize()` they were initialized many times and need
to be set only once when null

2. Fixes #75313
Closets & Crates can be wrapped again

3. Fixes #75349
Personal closets can be claimed again by anyone without
ACCESS_ALL_PERSONAL_LOCKERS if it's currently unclaimed.

4. Fixes #75351
Wallet with combined access are accepted again

**Note:** To claim a personal closet swipe once to unlock it, then swipe
again to claim it

🆑
fix: closets & crates can be wrapped with wrapping paper again
refactor: closet & crate paint jobs static list vars, access_choices
static list var are initialized only once during init
/🆑

---------

Co-authored-by: Tim <timothymtorres@ gmail.com>

* [NO GBP]Final Closet, Crate & Access Patches

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Tim <timothymtorres@ gmail.com>
2023-05-12 00:36:01 -07:00
SkyratBot
fae04f1fb6 [MIRROR] Crate, Closet Refactors & Access Secured Stuff [MDB IGNORE] (#21024)
* Crate, Closet Refactors & Access Secured Stuff

* CI

* e

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 04:32:41 +01:00
SkyratBot
88e4c08a98 [MIRROR] New Medical job: The Coroner [MDB IGNORE] (#20963)
* New Medical job: The Coroner

* Fixes coroner (code-side) (#21005)

* Fixes coroner

* Update jobs.dm

* trailing newline

* wew

* VR Replacements

* w

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-08 03:44:11 +01:00
SkyratBot
9df6582e54 [MIRROR] Flora (like trees, rocks and etc.) now drops materials when destroyed. [MDB IGNORE] (#20959)
* Flora (like trees, rocks and etc.) now drops materials when destroyed. (#75070)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
I find it strange that you don't get anything if you just break tree or
rock with brute force. So you will now get something but with 0.6
multiplier.
I chose 0.6 multiplier so using tools are still preferable, but you
still get amount of recourses you can do something with.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
You can gather some materials if you have no tools besides the toolbox.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
qol: Trees, rocks, grass and etc. now drop materials when destroyed.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

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

* Flora (like trees, rocks and etc.) now drops materials when destroyed.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
2023-05-06 17:35:19 +01:00
SkyratBot
0e5a819826 [MIRROR] Cardbaord box alert doesn't trigger on blind mobs [MDB IGNORE] (#20954)
* Cardbaord box alert doesn't trigger on blind mobs (#74787)

## About The Pull Request

Cardboard box MGS alert doesn't trigger on blind mobs.

## Why It's Good For The Game

Just makes sense I think

## Changelog

🆑 Melbert
balance: Blind people don't get alerted when someone in a cardboard box
pops out nearby
/🆑

* Cardbaord box alert doesn't trigger on blind mobs

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-05-06 17:34:39 +01:00