Commit Graph

2342 Commits

Author SHA1 Message Date
kingofkosmos
c3ea51908d Adds "you" to local visible_messages (#45631)
* adds "you" to some combat visible_messages.

* more you-messages and attack verbs to present tense.

* small fixes

* more additions and small fixes

* few message tweaks

* Fixes a typo and few other wordings.
2019-08-06 02:15:34 -07:00
Dennok
d464a7c689 add flag CHANGETURF_INHERIT_AIR 2019-08-04 12:54:12 +03:00
Rob Bailey
76115373b1 ballistic guns autodoc (#45578)
* ballistic guns autodoc

* fixes
2019-08-03 14:39:51 +12:00
Rob Bailey
8c36cf28a4 Better shotgun inhands (#45521)
About The Pull Request

Someone correctly pointed out to me that the other ones would need a free hand, and two hand component still isn't done yet. Whoever is working on it, get going for zero pay, and do it faster.

Since people did not like how THICC and BEEFY the inhands were as well, I made them a little shorter to make them look less like they're 7 ft long.

image
64xshottygun

This is what they're going to look like now, I'll bring back those two hand ones once the component is done eyes

for combat shotgun, regular shotgun, riot shotgun, and double barrel.
Changelog

cl
imageadd: New shotgun inhands
/cl
2019-08-01 21:19:12 +12:00
py01
78741c3e17 fixes tasers (#45605)
Closes #45601
Due to previous changes, projectiles need to be nodamage = FALSE to apply basic projectile status effects. Searched through code, no other projectiles appear to be broken.
2019-08-01 20:45:27 +12:00
RandolfTheMeh
48fbc073e5 [TMC] Defib Rework, Organ Damage Effects (#45104)
* Brain damage works on organ damage procs, some defib reworks

* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again

* Cleans up reused global

* Organ damage procs on living and living/carbon

* Changes brain damage procs again

* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.

* Damage and failure effects for the appendix, ears, and some touchups on the stomach

* Committing changes so I don't lose them

* Organs now cease decaying in the proper containers

* Organ Fridges

* Reverts map changes

* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime

* Actually fixes merge conflict

* Smartfridge tweaks

* Think I figured out map merger

* Evidently not

* Still runtiming with glass shards even after I remove the map changes?

* Fixes runtime error with brain_item

* Runtime fix on living/carbon/life

* Cleaning up old PR code

* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were

* Wrong math operation used

* Brains in MMIs no longer decay

* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts

* Removes misleading comment

* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss

* Removes random spaces, scanners check brain damage severity now

* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it

* List change

* Runs off of an index instead of using cut

* Brains can be put into organ fridges

* Fixes minor type, hotfix for cloning problem

* Removes pointless check

* Demon hearts no longer decay

* Nightmare hearts no longer decay

* Removes istype() check on process, sets can_decompose instead

* Condenses organ damage report

* Removes organ failure messages

* Less organ damage spam, implements organ threshold messages instead

* Brain damage messages go to owner, not source

* Self-examine shows damaged organs

* Minor code cleanup, adds autodoc comments to the new procs

* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.

* Merged the booleans into a set of flags

* Healthy living improves organ healing rates

* dunno why this didn't update

* my actions have consequences

* Sets ORGAN_SYNTHETIC for overlooked robotics organs

* Doubles heart decay time

* 3 minute heart decay

* Lobectomy/Coronary_Bypass heal more

* removes hivemind spells from the changes
2019-07-29 02:18:22 -07:00
xmikey555
80df08aefd Fixes 357 autolathe shells, also fixes the custom incapacitating shot (#45527)
* fixes materials for 357 casing

* also fixing incapacitating shot
2019-07-28 17:57:37 -07:00
py01
353ef81789 Magic projectile fixes (#45484)
* magic projectile changes

* fixes var path

* undoes magic changes

* magic proj changes

* am checkchaange

* removes bad refactor

* proper am check on mag missile

* locker staff fix
2019-07-27 19:58:58 -07:00
zxaber
aaaee29a63 [READY] Re-works the Durand ability (#45144)
* Woo shields

* reshuffle, adding a sound

* Re-organizing

* better defines for the signals I had

* new stuff

* fixes

* Replaced all instances of "defence" with defense"

and other small changes.

* oof

* spelling, and a forgotten check

* you, upgraded, improved, yes
2019-07-27 02:06:33 -07:00
Arkatos1
23128c948e Fixes trigger restrictions for magic barrages spells (#45403) 2019-07-24 16:12:03 -07:00
Qustinnus
b33d1c49a3 [READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work

* more

* ass

* wsedfwedff

* asss

* test

* stuff

* fuck

* sss

a

* kms

* asdadwedwdfwefwef

* start

* test

* dwwdew

* ewefwfef

* Redemption machine (#8)

* Redemption machine

* Removes debug messages

* changes

* fuckmyshitup

* coin mint works with new material shenanigans (#10)

* Auto stash before merge of "materials" and "origin/materials"

* woops

* furnace (#11)

* autolathe manufacturing of toolboxes

* eggs in a basket

* some small changes

* matcolors

* documentation

* more documentation and effects

* done

* Color man bad (#12)

* fixes designs

* ass

* more fixes

* fuck me

* firestacks adder

* epic fixes

* fixes designs

* DONE DIDDILY DOO

* removes category macro

* ch-ch-ch-changes

* fixes some stuff

* Fixes display of ore values (#9)

* Redemption machine

* Removes debug messages

* Re-adds value display

* Replaces the fire stacking component with an element instead (#13)

* fixes examine

* fixes ligma bugs

* double ligma boofus

* fix

* misses some defines

* fixes ORM

* Update code/datums/components/material_container.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fixes

* Makes glass objects weaker (#14)

* Makes glass objects weaker

* uses correct proc

* fixes shit

* honk honk

* better

* oh shit oh fuck

* fixes

* fuck ORMs

* fixes the biogen

* documentation

* ass (#15)

* component

* changes

* ass

* ass

* doc

* Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent"

* fixes rounding

* fixed
2019-07-24 11:27:01 -04:00
Rob Bailey
de2b62a706 no caseless bouncing (#45361)
About The Pull Request

prevents caseless ammo from bouncing away
fixes some issues with guns that do not exist yet eyes
2019-07-24 15:38:44 +12:00
tralezab
3b49b5378d Yet Another Fugitives PR: Bounty Hunters, Features, Fixes, Treason, Removals! (#44802)
* mostly fixes in this commit

* removes old_god from the dme

* russian shuttle improvements

* TODO: fix the hook gun

* shotgun finished, next commit shuttle

* bounty hunting shuttle

* back up to speed on the dmis

* readds poster 46 and adds the shuttle finally

* dmi fixes

* traps need fixing, work out whatever is happening with synths

* super final touches, see desc

map ports + proper spawners, pinpointer and traps functional. other misc changes

* removes verb stuff from non verb stuff

* review (see desc)

antimagic checks and it now the two objects move inside each other instead

* dmi conflicts

* PLUNGERS. BEGONE.
2019-07-22 20:00:34 +02:00
Rob Bailey
440e1b19d2 fixes runtimes related to trash in nullspace (#45160) 2019-07-13 00:42:21 -04:00
cacogen
85ca0d5272 Adds stats to creation/destruction of cleanable decals and trash on station (#44989)
* Adds stat tracking to mess on station

* Checks for maint to make sure stats aren't counting maint trash which is irrelevant to the janitor

* adds mapload arg to init

* asdasd
2019-07-12 14:11:23 -07:00
peoplearestrange
dc41f03501 Changes PKM examine (#44897)
* Changes PKM to use screwdriver to remove modules

<!-- 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
Uses a screwdriver instead of the crowbar(????) to remove modules from it

<!-- 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
Its more intuitive and a lot more consistent with other upgrades and weapons, which use a screwdriver. Also the imagine of using a massive crowbar to pry out a module, whilst funny, isn't really ideal.

<!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. -->

## Changelog
🆑
tweak: PKM now uses screwdriver to remove modules
/🆑

<!-- 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. -->

* Update kinetic_accelerator.dm

* Update kinetic_accelerator.dm

* Update kinetic_accelerator.dm

* Rrrrrreview
2019-07-11 11:58:48 -04:00
pireamaineach
847229edd2 Makes nuclear particles no longer give toxin damage directly. (#44990)
* Makes nuclear particles do stamina instead of toxin.

* Update nuclear_particle.dm

* Makes xray beams and nuclear particles roll for rad armour.
2019-07-11 11:55:50 -04:00
ShizCalev
d44535c1f7 Fixes revolvers being spun when they fail to spin (#45092) 2019-07-11 11:42:20 -04:00
nemvar
b337b403d0 Improve sawing off guns, let chainsaws do it too (#44908)
The way guns are sawn off is now more sane. You can now use chainsaws
to saw off guns.

Chainsaws are pretty meaty. They are also made out of the exact item
that is usually used to cut guns. I mostly added this because it felt
weird refactoring this without adding a feature so I can get more
updoots.
2019-07-04 20:45:31 -07:00
kingofkosmos
6e0acf4471 Fix spinning the Russian Revolver (#44904) 2019-07-02 16:49:44 -07:00
kingofkosmos
c969f6d3eb Merge branch 'master' into addswarningspans 2019-06-27 15:12:54 +03:00
Shaps
4f6ee6b7e8 Makes Mosins bulky, lets you saw them into Obrezes [2] (#44791)
About The Pull Request

I was dumb and made the last PR from my master branch instead of a branch branch, see #44774 for past discussion

Makes the Mosin Nagant rifle bulky instead of normal sized, but allows you to saw them off much like your average shotgun to normal size. However, sawing it down will introduce bullet spread because of the drastically reduced barrel.

Why It's Good For The Game

The Mosin Nagant is a really fucking big gun, 48.5 inches in its full length model, and with a bayonet attached it can reach near 6 feet long in total. Item size isn't 1:1 with real life, but considering just how notorious they are for being really big, paying homage to it feels right. Plus, running around with sawed off guns feel much more illegal and thus fun.
Changelog

cl Shaps/Ryll
tweak: Mosin Nagants are now bulky, but can be sawed off to fit in a bag
/cl
2019-06-27 20:28:32 +12:00
zxaber
f01e2704e1 [READY] Ammunition management for ballistic mech weapons, and a nerf to mech missiles (#44529)
About The Pull Request

Adds an ammo system and printable ammunition to most mech weapons with a "rearm" function. Replaces the old system of generating ammo at a power cost. With the exception of the missile launcher and clusterbang launcher, all affected weapons have a storage capacity of ammunition equal to four-times the amount of ammo that the weapon can load (though the storage cache starts with only one full reload when printed from the mechfab). Ammo boxes are printed from the mechfab and also are available in the Sec protolathe, and each box will carry exactly one full reload. Ammo boxes are not terribly expensive, but reloading requires either an ally on foot to pop the ammo box in, or for you to hop out and do it yourself.

Missile tubes and the clusterbang launcher do not have an ammo storage cache, and so reloading them will reload the tubes directly. This is not the full extent of nerfs that the missiles need (I will do those in a separate PR since I suspect this one will be controversial) (read below), but removing the ability to reload missile pods without an ally or exiting the mech may help a bit.

The SRM-8 has been replaced with the new BRM-6 in tech webs. The BRM carries a smaller explosion and does not explode unless hitting a wall, door, shutter, or another mech, and only has six shots. The SRM-8 remains on the Mauler mech. If the BRM missile does not explode, it will deal 30 brute damage instead, and break.
Why It's Good For The Game

Currently, mech ballistic weapons function like reloadable lasers. You have an ammo counter, but it's one hundred percent based on your energy cell. This gives some flavor to ballistic weapons, making them actually feel different, and gives them a mini-niche in the form of good choices to use alongside an energy-draining mech ability (like the Gygax speed).

Use lasers when you won't need to worry about power and/or need burn damage.
Use ballistics when you want to save power and/or need brute damage.

The SRM-8 to BRM-6 change is being done here so that I don't have to wait until this PR is merged before starting it. The idea is to keep the reasons why you'd want to build a missile launcher (wall breaking and mech fighting) without also outclassing most other weapons burst damage potential. I'm not truly happy that the explosions deal zero damage to surrounding people even one tile away, but dealing no damage is better than the massive damage + stun that the current missile launcher does. Nuke Mauler has the old launcher, since I believe the consensus is that Nukie Mechs are already not generally worth the money.
Changelog

cl
balance: Mecha ballistics weapons now require ammo created from an Exosuit Fabricator or the Security Protolathe, though they will start with a full magazine and in most cases enough for one full reload. Reloading these weapons no longer chunks your power cell. Clown (and mime) mecha equipment have not changed.
balance: The SRM-8 Missile Launcher has been replaced with the BRM-6 Breaching Missile Launcher in techwebs (Nukie Mauler remains equipped with the SRM-8).
balance: Both Missile Launchers and the Clusterbang Launcher do not have an ammo cache, and cannot be reloaded by the pilot. Once the initial loaded ammo has been spent, you can use the appropriate ammo box to load the weapon directly.
add: Utility mechs that have a clamp equipped can load ammo from their own cargo hold into other mechs.
add: Nuke Ops can purchase spare ammo duffel bags for their mecha weapons, should they run low.
/cl

To-Do:

Add ammo to security protolathe
Get better ammo box sprites (hopefully)
Possibly adjust ammo counts for balance. Might make the flashbang launcher and/or cluster launcher behave like the missile pod.

    Add functionality for the utility mechs to use clamps to load ammo from their cargo hold into another mech.

Ammo counts, for anyone wondering:
Weapon 	Magazine Size 	Total ammo at start* 	Maximum total ammo*
Scattershot† 	40 (10) 	80 (20) 	200 (50)
Hades 	24 	48 	120
Ultra AC 2† 	300 (100) 	600 (200) 	1500 (500)
BRM-6 Missile Rack 	6 	6 	6
SRM-8 Missile Rack 	8 	8 	8
Flashbang Launcher 	6 	12 	30
Cluster Launcher 	3 	3 	3

*Total ammo is the amount in the weapon's magazine plus the stored ammo.
†The Scattershot lists its ammo as 40, but uses four per shot. So in reality, a single full reload gives you ten shots. Similarly, the UAC2 fires in three-round bursts, and so 300 rounds is 100 bursts.

Clown weapons (and the mime weapon) are all unaffected by this change.
2019-06-27 20:03:31 +12:00
kingofkosmos
ec5c82029a * "Is already...", "Can not...", "Not when..." etc. 2019-06-27 06:15:43 +03:00
kingofkosmos
d7dd679b5a Fix span endings (#44812)
Adds a slash to instances of <span>" --> </span>".
2019-06-26 15:11:03 -07:00
kingofkosmos
81a0518474 * warning-spans added to cases of "You do not..." and "You don't..." 2019-06-25 22:05:55 +03:00
kingofkosmos
fb9731492c * extra spaces removed from "span class = '" --> "span class='"
* warning-spans added to cases of "You need..."
2019-06-25 21:03:25 +03:00
nemvar
c1fb454367 arcane (#44716) 2019-06-25 15:30:50 +02:00
XDTM
114628ad7c Fixes antimagic not working in hand slots (#44606)
* Fixes antimagic not working in hand slots

* proper changes

* Update code/modules/mining/lavaland/necropolis_chests.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
2019-06-24 10:31:11 -04:00
nemvar
d67f0b3e71 Honk staff now lube slips. (#44575)
About The Pull Request

The honk staff no longer stuns. It now slips people on hit.
Why It's Good For The Game

It's one of the best lavaland items and there is absolutely no challenge in getting it. And it has the same unfun components as tasers.
Changelog

cl
balance: The staff of the honkmother now slips people. Honk.
/cl
2019-06-22 10:43:30 +12:00
vuonojenmustaturska
8ddc9677c7 examine-code refactor (#44636)
* 1/4 done? maybe?

* more

* stuff

* incremental stuff

* stuff

* stuff & things

* mostly done but not yet

* stuffing

* stuffing 2: electric boogaloo

* Git Commit and the Kingdom of the Crystal Skull

* make it actually compile

* found more stuff

* fixes

* fix AI laws appearing out of order

* fix windows

* should be the remaining stuff

* this time for real

* i guess it should compile too

* fix sechuds
2019-06-19 22:07:57 +02:00
ShizCalev
ef8bf901d0 Merge pull request #44612 from ATH1909/master
Buffs mime bullets
2019-06-18 23:28:31 -04:00
wesoda25
67c2434a21 Adds lots of New Items to Syndicate Kits (#44509)
* Update uplink_kits.dm

* fucking stupid man

* Update energy.dm

* Update uplink_kits.dm

* Update special.dm

* Update special.dm

* Update misc.dm

* Update special.dm

* Update misc.dm

* makes hacker better
2019-06-18 23:22:57 -04:00
AnturK
79ec19156b Fixes preview gun bad del (#44599) 2019-06-18 23:11:26 -04:00
ATH1909
ee20671b2d Update special.dm 2019-06-17 17:31:27 -05:00
4dplanner
69bd3810b2 HoS gun ion mode replaces taser mode (#44216)
* HoS gun ion mode

* Bumps up HoS egun ion cost

* Rearranges hos gun ammo types

* Fixes empulse

Adjusts hos ion to weak level
Fixes weak ion bolt
2019-06-11 10:36:17 -04:00
AnturK
69ac935bde Upgrades policy config + policy verb. (#44296)
* Upgrades policy config + policy verb.

* Better example and proper default value.

* hr on top

* Cleanup
2019-06-10 11:51:25 -04:00
Emmett Gaines
45ec62931d Finally removes the signal redirect component (#44251) 2019-06-09 17:25:50 -04:00
Tlaltecuhtli
dab6944369 adds bamboo and fixes sugarcane (#44192)
* 1

* 2

* oh fuck

* kjhgfdfghj
2019-06-06 22:06:47 +12:00
Emmett Gaines
c3f95024b2 Gets rid of the GetComponent macros (#44220)
* Removes the GetComponent macros

* Regex replacement for GET_COMPONENT

Search: `GET_COMPONENT\( *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = GetComponent($2)`

* Regex replacement for GET_COMPONENT_FROM

Search: `GET_COMPONENT_FROM\( *(.+?) *, *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = $3.GetComponent($2)`
2019-06-04 17:39:58 +02:00
ShizCalev
30fd6ddeac Merge pull request #44280 from kingofkosmos/spanendingfixes
Adds missing </span>'s.
2019-06-04 05:50:50 -04:00
4dplanner
15825997b8 Stamina changes [TMC] (#43966)
About The Pull Request

Stamina damage no longer stacks with regular damage.
Stamina regen is paused for 10 seconds every time you take stamina damage
Stamina damage is purged if stamina regen resumes after you enter stamcrit

changes to make this work:
disablers knocked down to 30
punch damage changed to full raw, 1.5x stamina.
flesh-eating symptom deals 2x stamina damage
CQC unchanged
Bostaff manually stacks
Energised jelly blob deals full stamina damage
Pressurised slime blob deals full stamina damage
Blood boil deals 1.5x stamina damage to servants of ratvar (why do I bother?)
Revenant blight now deals 20 stamina damage
Space carp no longer deal stamina damage, but deal 20 brute.
Enchanted bullets deal 20 brute damage
Beanbags reduced to 55 stamina damage
Rubbershot damage untouched
Ebow stamina damage increased to 60

bone hurting juice deals 7.5 stamina damage per tick, down from 15
Why It's Good For The Game

Stamina damage not stacking with regular damage is meant to make disablers less good as a weapon for all-out firefights, but remain good for arresting criminals as a sec squad.

The stamina regen pause allows for chemicals that deal stamina damage to be effective even if they don't only target one body part (as in #43924), and gets rid of the counterintuitive speedy regeneration if multiple bodyparts are damaged. It also makes stamina damage calculations more straightforward - currently 4 damage/tick to the chest is really 1, and adding 25% more damage to the chem deals 100% more damage per tick.

The stamina purge is to make stamcrit less of a confirmed win - several times as sec officer I've succumbed to poison, run out of charge, etc only for the rest of sec to arrive before the perp awakes from his 3 hour sleep. Stamina damage is fully purged to make keeping someone down require more attention, since under the current system even if they somehow get up they'll be so slow it'll be trivial to put them down again. Basically, makes handcuffs more useful again.
Changelog

cl
add: stamina damage now pauses natural stamina regen for 10 seconds
add: stamina regenerates fully when it can.
balance: disabler damage reduced
tweak: stamina damage no longer stacks with normal damage for the purposes of damage slowdown and crit
balance: many sources of stamina damage have been adjusted, check PR for details
/cl
2019-06-03 11:16:56 +12:00
Whoneedspacee
03f7432511 New RPGLoot Affixes + Component Additions (#44188)
* knockback component can now be reversed, has projectile and gun handling, and hostile simplemob handling

adds signals for hostile mobs attacking, altering projectiles before firing, and for when projectiles successfully hit their target

moves knockback handling to a general proc

adds ishelpers for guns and projectiles

* no more weird projectile handling it can just not apply the effect if the component somehow goes away

lifesteal actually works now instead of being a blank file, applies a flat healing effect when you hit something

* fixes up comsig stuff

adds new components to the fantasy prefix and suffix

knockback now handles throwing anchored objects

lifesteal now properly heals the target with projectiel weapons

adds summoning component to handle mob summoning with item attacking and such

adds fired_from variable to handle what a projectile was fired_from, firer would be the mob that fired and fired_from would be the gun, in the case of an autoturret, fired_from and firer would be the same

adds shrapnel component, fires projectiles around a fired projectile when it hits

adds igniter component to set attacked mobs on fire

* no more shrapnel on items that can't use it

summoning items now summon at least one mob maximum

adds specific weighted projectile types for shrapnel to prevent broken options being picked

removes the reverse var from knockback component and instead just handles negative thrown turf
2019-06-03 11:00:12 +12:00
kingofkosmos
1bf60bbe06 Adds missing </span>'s. 2019-06-02 21:29:14 +03:00
vuonojenmustaturska
6a106bc877 Remove reagent ids and use typepaths where applicable (#44166)
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
2019-05-31 21:57:26 +12:00
Akrilla
2d32be1904 Small storage refactor and examine change (#44109)
* Removes repeated line

* Description change for clothing items that can only store specific items

* Get all children of can_hold listed items.

* can_hold only needs the top most item, child items are dealt automatically

* cant_hold related change

* Text change

* Moves the item check to the line above, and removes the current.

* Same changes, but to belt/wallet code.

* Change to using signals instead

* Generic signal on datum/topic

* Cache typecache, and small signal change

* Small argument tweaks and remove unneeded lists

* Change to proc

* Change call can_holds/cant_holds to use new proc

* initial, and cleaned up display code

* Null check
2019-05-30 14:20:29 -04:00
Ghom
17b3091867 Merges tinfoil (hat) protection into the anti_magic component. Implements it on Hivemind gamemode and telepathy. (#43978)
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
2019-05-30 20:29:30 +12:00
vuonojenmustaturska
2219250476 remove /client/mousemove 2019-05-23 22:28:01 +03:00
vuonojenmustaturska
fb45b7a017 Turns trait accessors into defines, fixes some bugs (#43820)
It's free performance.
2019-05-06 19:44:05 -04:00
oranges
bd9afd78a5 Guns no longer try to destroy null variables (#43771) 2019-05-06 09:09:02 +02:00