Commit Graph

1285 Commits

Author SHA1 Message Date
SkyratBot
137bd41185 [MIRROR] Fixes some issues and an exploit with abandoned crates. [MDB IGNORE] (#9628)
* Fixes some issues and an exploit with abandoned crates. (#62949)

* Fixes some issues and an exploit with abandoned crates.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-11-22 23:15:18 +00:00
SkyratBot
be852cdc9e [MIRROR] Changes chem lockers to pharmacy access [MDB IGNORE] (#9454)
* Changes chem lockers to pharmacy access (#62531)

About The Pull Request

Changes the access requirement of chemistry lockers from chemistry access to pharmacy access
Why It's Good For The Game

It's a minor change that I'm making it mostly to remove the clutter of needing to ask a chemist, the CMO or god forbid the Captain (if you get really unlucky with how the station's roles are assigned) to open the chemistry locker in pharmacy if you want to get an empty pill bottle or medical gel as an MD. It's not going to allow anyone that wouldn't already been able to easily get the things from the locker to obtain them or vice versa, and it makes sense for MDs to have easy access to most of the items inside. It's just QoL.
If there was different code for each, I'd make this change only for the chem locker in pharmacy, but that isn't the case and having it also affect the one in plumbing has virtually no consequences
Changelog

cl
qol: changes the access requirement of chem lockers from chemistry access to pharmacy access
/cl

* Changes chem lockers to pharmacy access

Co-authored-by: FernandoJ8 <80640114+FernandoJ8@users.noreply.github.com>
2021-11-15 00:33:11 +00:00
SkyratBot
270a8253bf [MIRROR] Routine Cargo Departmental Deliveries [MDB IGNORE] (#9405)
* Routine Cargo Departmental Deliveries (#61992)

About The Pull Request

Document: https://hackmd.io/@ bazelart/HkY-SO9VF

Each department's request console is upgraded. Instead of making requests, they are only able to see crates related to their department that helps the department. They can order one for free (so not out of anyone's wallet) and it will arrive at cargo. Cargo gets the price of the ordered crate for bringing it to the department that ordered it (via an area check, of which the crate will remain locked until satisfied, emitter cracking aside).

Ordering a crate puts the console on a cooldown depending on the price of the crate ordered. The time ranges from 10 minutes at the lowest value, to capped at 20 minutes at 4x the default crate's price. the price in time follows a ease in out circular function, where the time increases slowly as the time goes up, but a lot in the middle. towards the higher end it slows down again.

Cargo will start with far less money, but this is countered by the new source of income.

Finish Mapping it
Finish tgui panel for department orders
Testmerge it for balance and feedback who cares

    Maybe give multiple destination areas, just in case one area gets obliterated who cares!

Why It's Good For The Game

Cargo starts with a budget to spend on themselves, which lets them order their department rewards before doing anything. There is no inherent reward to delivering to other departments other than social expectations of filling the job, which means cargo will simply ignore deliveries and requests if there are more self-important things going on, since those deliveries both cost cargo and do not help cargo in any way
Changelog

cl
add: replaced the request consoles in each department with department order consoles, which order for free on a cooldown. cargo gets these orders and delivers the crates, which are locked until delivery. upon delivery, cargo gets paid the value of the crate, and can then sell the crate back on the shuttle.
balance: cargo doesn't start with a budget, other departments get what their budget was split up amongst them
/cl

* Routine Cargo Departmental Deliveries

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-14 12:04:29 -05:00
SkyratBot
9a58a61c6c [MIRROR] Change maint crate spawners to be randomized [MDB IGNORE] (#9428)
* Change maint crate spawners to be randomized (#62742)

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

* Change maint crate spawners to be randomized

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-11-13 09:01:49 -05:00
SkyratBot
4eb10ac1fc [MIRROR] Locker Shoving Re-Reloaded [MDB IGNORE] (#9350)
* Locker Shoving Re-Reloaded (#62618)

* Locker Shoving Re-Reloaded

The signals here were weird, converted them to connect loc. I did my best to make sure behavior matched what
existed pre arcane pr
Unshat shove code considerably, believe it or not it used to be worse.

* Locker Shoving Re-Reloaded

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-11-09 16:44:40 -05:00
SkyratBot
98428cdfb5 [MIRROR] Replaces a portion of C-style for loops with the more commonplace for loops, which are faster. [MDB IGNORE] (#9298)
* Replaces a portion of C-style for loops with the more commonplace for loops, which are faster.

* Update code/modules/projectiles/boxes_magazines/_box_magazine.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2021-11-08 10:50:29 -05:00
SkyratBot
6a8301da8b [MIRROR] Locker based combat, evolved. [MDB IGNORE] (#9212)
* Locker based combat, evolved. (#60000)

* Locker bullying, reloaded.

* Start work on refactoring the whole gosh damn thing

* I'm stuck.

* Checkpoint

* Restart work: Lets get this scrap to compile

* Workin on it, having to swtich back to walls project

* Revert "Restart work: Lets get this scrap to compile"

This reverts commit baa1814fd1ed2c86f2009a54a90d9306264762fc.

* Compiles (Check), Signals are backwards (Fix)

* 90% complete yet again I have grown powerful

* I HAVE GOT IT WORKING PERFECTLY

* Removes a small part of commented code

* Perfection*

* Locker based combat, evolved.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2021-11-02 23:12:40 +00:00
SkyratBot
0b3f3cc6ad [MIRROR] Adds garment bags to reduce locker clutter [MDB IGNORE] (#9194)
* Adds garment bags to reduce locker clutter

* Fixing merge conflicts (might have some clothing issues because of that later, woo)

Co-authored-by: Horatio22 <69338705+Horatio22@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-02 12:33:25 -04:00
SkyratBot
e90627be0e [MIRROR] Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed [MDB IGNORE] (#9176)
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed

* Fixing conflicts

* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)

* Removing more lingering rad armor (woo)

* Damnit powerarmors

* Bye bye rad collectors!

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-02 10:36:46 -04:00
SkyratBot
6d010126b2 [MIRROR] locker electronics no longer put the electronics inside the locker [MDB IGNORE] (#9099)
* locker electronics no longer put the electronics inside the locker (#62358)

title
because somehow I never actually tested y'know, opening the locker with it on, apparently I just thought I did

* locker electronics no longer put the electronics inside the locker

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
2021-10-28 12:06:46 -04:00
AxieTheAxolotl
4a7c09f6c0 Brings back the Captain's SOCOM (#9104)
* wack ass

* Revert "wack ass"

This reverts commit a02089265919e2038533817a4a9b743c87fe2536.

* weh
2021-10-28 15:48:40 +01:00
SkyratBot
883c42c268 [MIRROR] personal lockers will now allow you to actually un/lock them without swiping ID, ie, normal locker locking [MDB IGNORE] (#9077)
* personal lockers will now allow you to actually un/lock them without swiping ID, ie, normal locker locking (#62341)

* personal lockers will now allow you to actually un/lock them without swiping ID, ie, normal locker locking

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
2021-10-27 17:00:40 +01:00
Iamgoofball
fd577e0227 GoofSec: Departmental Guards, Stamina Crit Fixes, Armory Rework, 3-Hit-Stamcrit Batons, Flashbang fixes (#8524)
* GoofSec: Departmental Guards, Stamina Crit Fixes, Armory Rework, 3-Hit-Stamcrit Batons, Flashbang fixes

* More realism changes to the guns.

* "lmao lets just make bullets do double damage!!!!!"

* maint-fu properly restored

* fixes disabler desc

* sagwfwdqdqa

* Departmental Guard Drip + Fixing Guard Rolling Antags

* adds the trims for the guards

* haha yes i totally forgot the knockdown

* Brute damage hardlight bullets + map fixes!

* afwefqdqwd

* fixes security armor balance lmfao

* NICE FUCKIN MERGE CONFLICT

* Big Security Armor Rework + Fixing cell swapping issues

* Space Police!

* removes 2hand from the guns for now

* Fixes Guard antag rolling.

* Stamina crit filter is back!

* Fixed vendors, 911 overhaul, Re-added sec crates to cargo

* whoops haha

* afwvwsadcwaed

* efWEFwedqadq

* bank error, you have been rewarded 20 thousand credits

Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-26 17:17:20 +01:00
SkyratBot
7ea64cb226 [MIRROR] Fixing issues with contents of some coded or mapped closets exceeding their storage capacity [MDB IGNORE] (#8965)
* Fixing issues with contents of some coded or mapped closets exceeding their storage capacity (#62221)

* Fixing issues with contents of some coded or mapped closets exceeding their storage capacity

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-23 00:28:10 +01:00
SkyratBot
957e6e8bda [MIRROR] makes it so lockers/crates can have access electronics removed/inserted [MDB IGNORE] (#8968)
* makes it so lockers/crates can have access electronics removed/inserted (#62022)

They can only have electronics inserted if they

are welded shut (if they can be welded)
don't have electronics already and aren't secure
They can only have electronics removed if they

are welded shut (if they can be welded)
are unlocked
are secure (even if they don't have electronics, then it'll create them)

* makes it so lockers/crates can have access electronics removed/inserted

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
2021-10-23 00:24:29 +01:00
jjpark-kb
b160956217 cargo teleporter (#8492)
* okay

* yea

* yea

* leave some evidence behind

* suggestions 1

* no organics

* oops

* okay

* yea

* should fix the alt click
2021-10-18 01:11:34 +01:00
SkyratBot
fa519bdde3 [MIRROR] cleanup _HELPERS/_lists.dm and all the necessary files [MDB IGNORE] (#8783)
* cleanup _HELPERS/_lists.dm and all the necessary files

* Epbic

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-13 21:07:35 +01:00
SkyratBot
cfdd4b3907 [MIRROR] Converts the behavior from suit/toggle to component behavior [MDB IGNORE] (#8758)
* Converts the behavior from `suit/toggle` to component behavior

* E

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-13 19:43:18 +01:00
SkyratBot
cc93b11d23 [MIRROR] _HELPERS/unsorted.dm has been sorted [MDB IGNORE] (#8627)
* _HELPERS/unsorted.dm has been sorted

* Feexing conflicts

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-10-06 22:07:01 +01:00
SkyratBot
7b3baea1b9 [MIRROR] Ports animated locker doors [MDB IGNORE] (#8453)
* Ports animated locker doors

* 0

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-01 00:10:26 +01:00
SkyratBot
c23bd1cb8c [MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 23:07:53 +01:00
SkyratBot
be6e303ab2 [MIRROR] Mapping DLC - Random Spawner Pack [MDB IGNORE] (#8344)
* Mapping DLC - Random Spawner Pack [MDB IGNORE] (#60522)

First off, I am aware of the Feature Freeze for this month. This PR was initially started in #60401 about a month ago to break the changes into smaller PRs. The end result for this PR is a poor man's attempt at roguelike procedural generation. Enjoy!

Link to the README for how the new spawner system works.

Added the following new random mapping spawners:

pen, crayon, stamp, paper, pamphlet, briefcase, folder, wardrobe closet, wardrobe closet colored, backpack, narcotics, permabrig_weapon, permabrig_gear, prison, material, carpet, ornament, generic decoration, statue, showcase, paint, tool, tool_advanced, tool_rare, material_cheap, material, material_rare, toolbox, flashlight, canister, tank, vending_restock, atmospherics_portable, tracking_beacon, musical_instrument, gambling, coin, money_small, money, money_large, drugs, dice, cigarette_pack, cigarette, cigar, wallet_lighter, lighter, wallet_storage, deck, toy, toy_figure, booze, snack, condiment, cups, minor_healing, injector, surgery_tool, surgery_tool_advanced, surgery_tool_rare, firstaid_rare, firstaid, patient_stretcher, medical supplies, crate, crate_abandoned, girder, grille, lattice, spare_parts, table_or_rack, table, table_fancy, tank_holder, crate_empty, crate_loot, closet_private, closet_hallway, closet_empty, closet_maintencne, chair, chair_maintence, chair_flipped, chair_comfy, barricade, data_disk, graffiti, mopbucket, caution_sign, bucket, soap, box, bin, janitor_supplies, soup, salad, dinner

Removed deprecated wizard trap, vault, and armory spawners.

* Mapping DLC - Random Spawner Pack [MDB IGNORE]

* HNNGH

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 19:05:55 +01:00
SkyratBot
d1da6f3f34 [MIRROR] Food decomposition can mold stuff into different items, and not just moldy messes. (#8248)
* Food decomposition can mold stuff into different items, and not just moldy messes.

* E

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-19 22:35:14 +01:00
Gandalf
96cb19801d EEE forgot a PLOR 2021-09-14 00:00:44 +01:00
SkyratBot
26f934c258 [MIRROR] Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton) (#8076)
* Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton)

* EEEE

* E

* follow the fucking guidelines

* E

* Update CentCom_skyrat.dmm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-13 23:27:01 +01:00
SkyratBot
04302a770a [MIRROR] moves obj_integrity and associated procs to the atom level (#8016)
* moves obj_integrity and associated procs to the atom level

* Feex good

* Whoops forgot the maps

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-10 16:47:01 +01:00
SkyratBot
a7d6611e0b Reduces copypasta in emissive code. (#8040)
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-09-07 19:53:49 +01:00
SkyratBot
f1503016c5 [MIRROR] lava and weather immunities refactor (also jump boots fix) (#7893)
* lava and weather immunities refactor (also jump boots fix) (#61003)

In remembrance of all those people who used jump boots to cross lava unaware of an issue c*ders wouldn't fix....

EDIT: This is now a lava and weather immunities refactor:
Weather immunities are now status traits since they have a multitude of sources (especially for lava) which might conflict with one another otherwise.
The lava burn_stuff proc has also been been refactored in different procs, mostly because of that snowdin subtype with inconsistent, old checks.
Weather datums should now use can_weather_act instead of weather_act to check if something can be affected by weather or not, as they should.
All movables can protect contained mobs if they have the relative weather immunity traits. This works at any contents depth.
No more snowflake weather_protection variable for closets.
Removed the weather_immunities list from living mobs (simple animals still have it but it's only for traits assignment on init because way too many child types lack the immunities of their parents).
Removed some unused defines.
Renamed some variables as per guidelines.
It has been tested.
And yea, jump boots fixed because that's the original scope of this PR.

(Initially just made throwing make you fire immune, that was blocked because it breaks perma stuff, instead it ended up be a refactor to make jumpboots usable with weather immumnity stuff

* lava and weather immunities refactor (also jump boots fix)

* Update Ashwalkers.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-01 16:58:10 +01:00
SkyratBot
146469e37e [MIRROR] Fixes some unnecessary attack chain cancels (#7910)
* Fixes some unnecessary attack chain cancels (#61038)

Replaced attack chain cancels on some objects with parent calls

* Fixes some unnecessary attack chain cancels

Co-authored-by: GoblinBackwards <kinggreenyoshi@gmail.com>
2021-09-01 16:50:47 +01:00
Useroth
f900b1ec6d [MDB IGNORE] Eliminates Toxins (#60619) (#7911)
Repaths everything referring to "toxins" while actually meaning either the room in science or plasma gas. While this PR might be disrespectful to our forefathers, given this is (I believe) a holdover from as far back as the Exadv1 days, this has constantly irked me since I started working with the code. None of the player-facing stuff has referred to plasma as toxin since before 4407 hit, besides the Toxins Lab, and yet all of the type-paths are still pointing at toxins, making it a nightmare to search for in a map editor, and making the code needlessly easy to confuse with that of toxin damage. So this just fires it into the sun.

Anything relating to Toxins, the science subdepartment, now makes reference to Ordnance instead. This felt fitting enough given the focus of the subdepartment is around the creation of and testing of explosives.
Anything relating to plasma gas has, fittingly, been made to refer to plasma gas.

Edit: Ah yes, I feel I should probably apologise off the bat for the size of this PR- the code touched is mostly atmos machinery and simplemobs, a few sprites here and there, and of course the station maps + a few offstation maps.

Makes the code more legible and makes mapping less painful.

(The payment has been made)

Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-01 16:50:22 +01:00
AxieTheAxolotl
765ce3e285 [MODULAR] Readds Peacekeeper lockers with animation (#7704)
* have I told you the definition of insanity

* Update closet.dmi

* dm is a shitty coding language

Co-authored-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>

* yuh

Co-authored-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
2021-08-28 02:08:58 +01:00
Deek-Za
2f6aa64b75 Addition: Security Gun Vendor Circuit (#7678)
* Adds Gun Vendor Circuit

This adds a circuit for the weapons vendor

* Update code/game/objects/structures/crates_lockers/closets/secure/security.dm

Co-authored-by: AxieTheAxolotl <86872535+axietheaxolotl@users.noreply.github.com>

Co-authored-by: AxieTheAxolotl <86872535+axietheaxolotl@users.noreply.github.com>
2021-08-21 22:37:52 +01:00
SkyratBot
b0c01e40af [MIRROR] Del The World: Unit testing for hard deletes (#7589)
* Del The World: Unit testing for hard deletes (#59612)

Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>

* Del The World: Unit testing for hard deletes

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
2021-08-17 18:58:57 +01:00
death and coding
313a941538 [modular][ready]transfers the old cowboy poncho to the neckslot and adds obj sprites for mantles (#7586)
* [modular][ready]transfers the old cowboy poncho to the neckslot

* blood b gone

* Update cloaks.dm

* FINALLY

* AAAAAAAAAAAAAAAAAAAAA FIXES

* Update neck.dmi

Co-authored-by: louiseedwardstuart <bonniefluff>
2021-08-17 13:46:05 -04:00
SkyratBot
cbeb240fb0 [MIRROR] Fixes a warning that some guy left in freezer.dm code (#7602)
* Fixes a warning that some guy left in freezer.dm code

* Mirror!

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-08-17 15:42:38 +12:00
Gandalf
c46a2a7ac9 Ports pollution from Horizon - Original PR: https://github.com/hrzntal/horizon/pull/468 (Made by Azarak) (#7453)
* AAAAAAAAAAA

* pollution scrubbbies

* fires cause smoke, right? Also NSS journey has scrubbies

* washing things removes the smell!

* what the fuck were you doing last night

* Update temporary_pollution_emission_component.dm

* space turfs shouldn't have pollution

* Fix air now fixes smoke

* Update pollution.dm

* Update pollution.dm

* Update bonfire.dm
2021-08-15 23:41:20 +01:00
SkyratBot
a1c7bd4bae [MIRROR] knockback component to element. (#7542)
* knockback component to element.

* Update tgstation.dme

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

* Update code/modules/mob/living/simple_animal/hostile/megafauna/demonic_frost_miner.dm

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

* Update code/modules/mob/living/simple_animal/hostile/megafauna/demonic_frost_miner.dm

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

* Update freezer.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-08-15 23:09:21 +01:00
SkyratBot
9ab3e07909 [MIRROR] freezers will now actually protect their contents from explosions once. (#7579)
* freezers will now actually protect their contents from explosions once. (#60875)

It's supposed to shield contents from explosions, not only itself.

* freezers will now actually protect their contents from explosions once.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-08-15 22:52:05 +01:00
AxieTheAxolotl
5c723cbd63 [SEMI-MODULAR] Command Clothing Vendor (#7472)
* guh

* update icon

* added more of the shitty HOS' clothing

* added qm's furcoat to vendor

* space

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>

* space

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>

* space

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>

* space

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>

* space

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>

* space

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>

* added vendor to journey

* fix this fucking merge

* MERGE PLEASE

* Revert "MERGE PLEASE"

This reverts commit b212932e730f1263ca6d10faa10d2066ffac9859.

* Revert "Merge branch 'command_vendor' of https://github.com/axietheaxolotl/Skyrat-tg into command_vendor"

This reverts commit b7623a5cd8c999ae43bc56cc78cc188b1d298831, reversing
changes made to 501a0b274e8e084357603ee9f0d0519d48d3e186.

* Revert "Revert "Merge branch 'command_vendor' of https://github.com/axietheaxolotl/Skyrat-tg into command_vendor""

This reverts commit 33700cd6cfbc147657a6bb9b1651ef8c775b53b8.

* nukes old hop parade armour

* funny conflict meme

Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
2021-08-12 22:46:01 +01:00
AxieTheAxolotl
0902aaa86e idfk any more man (#7479) 2021-08-10 15:57:15 +01:00
GoldenAlpharex
42ebcf3798 Revert "Removes HOS parade jackets (#7425)" (#7464)
This reverts commit 1c178aac33.
2021-08-08 22:07:38 +01:00
AxieTheAxolotl
539f078a08 [(mostly) MODULAR] HOP Drip (#7432)
* le code man

* nukes bowman because jannies suck

Co-authored-by: Gandalf <jzo123@hotmail.com>

Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-08-06 14:30:18 +01:00
AxieTheAxolotl
1c178aac33 Removes HOS parade jackets (#7425)
* le code

* fix nerd

* Update code/game/objects/structures/crates_lockers/closets/secure/security.dm

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>

* Update code/game/objects/structures/crates_lockers/closets/secure/security.dm

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>

* Update modular_skyrat/modules/customization/modules/clothing/suits/armor.dm

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>

* Update security.dm

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>
2021-08-06 14:08:07 +01:00
SkyratBot
b48b61cd19 [MIRROR] Kills misc clothing files (Almost) (#7310)
* Kills misc clothing files (Almost)

* comment out clown cytology (#7369)

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Matthew J <12817816+ZephyrTFA@users.noreply.github.com>
2021-08-05 13:48:05 +01:00
AxieTheAxolotl
af61e40cf7 Added le code (#7398) 2021-08-05 13:16:18 +01:00
Pinta
caeea29798 [READY][MOSTLY MODULAR] Mediguns! (#6546)
* Creates the basis of the medigun

* Adds ability to take out and put in cells

* Adds Base cells in

Sprites are made by @Arctasia

* Cell Sprites change size when on ground

Uses the item scaling module from this PR, god bless the author for making this;
https://github.com/tgstation/tgstation/pull/56102

* Adds the other two variants of Mediguns

Upgraded version will be accessible by using a printable medigun upgrade kit.

* CMO medigun can't be put in chargers

Mostly balancing stuff to make sure the gun isn't too busted. I'll probably end up doing further tweaking down the line.

* Adds in the basic Tier II Ammo Types

* Adds in the basic tier III cells

also tweaks the recharge value on the CMO medigun cell

* Update modular_skyrat/modules/modular_weapons/code/modules/projectiles/guns/energy/medgun/medcells.dm

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>

* Update modular_skyrat/modules/modular_weapons/code/modules/projectiles/guns/energy/medgun/medcells.dm

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>

* Update modular_skyrat/modules/modular_weapons/code/modules/projectiles/guns/energy/medgun/medcells.dm

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>

* Update modular_skyrat/modules/modular_weapons/code/modules/projectiles/guns/energy/medgun/medguns.dm

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>

* Update modular_skyrat/modules/modular_weapons/code/modules/projectiles/guns/energy/medgun/medguns.dm

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>

* Makes the medigun heal Radiation

also fixes an issue of the cell type not swapping after the medigun is removed, leaving the medigun on a mode that doesn't exist.

* haha whoops

* Fixes Medigun code a bit

Fixes the right click option to work with the new right click modifiers from https://github.com/tgstation/tgstation/pull/59656.
Fixes an oversight where basically anything could be shoved inside of a medicell. That seemed a little bit unrealistic.

* Adds upgrade kit

The standard medigun can be upgraded to the faster charge model! I might end up tweaking the crafting requirements later!

* Adds Medigun kits

* Adds Basic Medigun Kit to Cargo

* Makes the higher Tier medicells obtainable through research

* CMO medigun kit is in CMO locker

* Higher Tier Projectiles pass through windows

* Updates inhand sprite

* Gives the different cell projectiles colors when shot.

* Changes the sound of the medigun

* Updates description

* Changes medigun to use alt+click

* adds the medigun and medicell sprites in.

lets gooooooo

* Adds in overlays

* Adds empty and updates the CMO texture

* The basic Medicells are orderable by themselves

QoL, and this might be useful for future variants.

* Basic Brute Charge

* Changes mediguns to use their own texture file.

I don't want the original projectile file to get overly cluttered.

* Update projectile.dmi

* Adds in icons for other types

* Rest of the tiers have sprites

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>
2021-07-28 23:53:37 +01:00
SkyratBot
195373fc57 [MIRROR] fixes issues with prisoner EPBs (#7191)
* fixes issues with prisoner EPBs (#60435)

* fixes issues with prisoner EPBs

Co-authored-by: Greniza <61635418+Greniza@users.noreply.github.com>
2021-07-28 22:14:20 +01:00
SkyratBot
f4e61e4051 [MIRROR] Ports/Adds new outfits for command and centcom staff! (#7135)
* Ports/Adds new outfits for command and centcom staff!

* Update rust_g.dll

* Update security.dm

Co-authored-by: Imaginos16 <77556824+Imaginos16@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-07-28 21:54:26 +01:00
OrionTheFox
62f68df5ff Add HoP's Parade Uniform/Suit (#7035)
* Add HoP's Parade Uniform/Suit

I'm being forced against my will to do this, its 1:30AM. Help me.

* FIX THIS DAMN CONFLICT
2021-07-23 10:44:59 +12:00
SkyratBot
22a02bc61b [MIRROR] Fixing Energy Gun Weapon Description Runtimes + Miscellaneous Weapon Description Fixes, Take 2 (#6850)
* Fixing Energy Gun Weapon Description Runtimes + Miscellaneous Weapon Description Fixes, Take 2 (#59778)

Fixes a runtime issue cause by the possibility of loaded_projectile being null by changing how projectile stats are obtained on energy weapons, and adds a separate line for energy ammo types that deal stamina damage and regular damage to incorporate both damage types

* Fixing Energy Gun Weapon Description Runtimes + Miscellaneous Weapon Description Fixes, Take 2

Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>
2021-07-12 21:45:06 +01:00