* Makes hypnosis victims more visible to admins (#62745)
Gives hypnotized victims a visible antag hud for admins, puts them in the Check Antags panel, and makes their objectives visible in the Traitor Panel and on the round end report.
Why It's Good For The Game
Right now, victims of hypnosis are very difficult to visually identify as an admin. This not only distinguishes them easily but makes their objective easily visible too.
Changelog
cl
admin: hypnotized players now have a visible antag hud, are visible in the check antag panel, and have objectives visible on the traitor panel
expansion: hypnotized victims and their objectives are now visible on the round end report
/cl
* Makes hypnosis victims more visible to admins
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
* Exempts non-deadminned admins from all the chat filters so they can break the server rules and get banned if they want to. (#62944)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Exempts non-deadminned admins from all the chat filters so they can break the server rules and get banned if they want to.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Hydroponics Tray USB Port (plus a tiny refactor needed to fit it in) (#62652)
Adds a USB port to constructable hydroponic trays. I had to refactor some hydro tray code, which is kinda old, to fit the USB circuit and the new signals in.
* Hydroponics Tray USB Port (plus a tiny refactor needed to fit it in)
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Gives Space Pirates a bonus to hijack speed on the shuttle. (#62806)
If a pirate pulls this off, they've got to be the best pirate I've ever seen.
* Gives Space Pirates a bonus to hijack speed on the shuttle, and allows them to hijack.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Antag HUDs will now animate if you have multiple antagonists, and will no longer clear on deconversion (#62718)
About The Pull Request
This is for the admin combo HUD. Players shouldn't notice any difference (except at roundend).
2021-11-09T16-27-26.mp4
Removes the ability to set custom antag HUDs for custom admin teams for complexity, though if there's a large enough demand I can try to bring it back in another PR.
Fixes#59767
TM candidate only so that I can make sure antags aren't getting leaked to people who shouldn't see them.
Changelog
cl
fix: Antag HUDs will no longer clear on deconversion if the player was another antag.
qol: Antag HUDs (as seen by admins and at the round end) will now animate between all antagonists, rather than just choosing the most latest.
/cl
* Antag HUDs will now animate if you have multiple antagonists, and will no longer clear on deconversion
* Update sol_fed.dm
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* initial fix (IT DONT WORK AND PROBABLY BREAKS EVERYTHING)
* shit's fucking broken. see dev-discuss
* bleh
* reverts the last commit (i think im new to this)
* haha whoops
* initial
* FIXED IT OH GOD
* hopefully removes all references to alt titles
* fuck
* it would be funny if i stopped fucking it up
* migration, initial
* STREAMLINED EVERYTHING AAAAAAAAA
* organizes da text boxes
* adds a few things i changed in the last rendition
* edit formating,,,,
* i did a oopsie
* Update code/datums/datacore.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* fhuujawduj
* hahaha... yes! YES!
* FIXES. EVERYTHING
* fomratting
* Update modular_skyrat/modules/records_on_examine/code/modules/mob/verbs/view_exploitables.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* refactors how it works and tidies up code
* rogue comment
* fixed a potential bug
* modularize
* readme
* i did a FUCKY WUCKY.
* merges the suggestion (but with another tiny change)
* makes it just a little more obvious
* return
* erronous comment
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Deletes unused spookoween file and the related sound folder. Saves what can be saved. (#62518)
* Deletes a unused spookoween file and the related sound folder. Saves a few features off of it.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* 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>
* Temporarily disables the other VOX options until they're fixed and of better quality
* Locks the voice change behind malf instead
* Now everyone can switch voices again, improves code a lot
* Refactor /turf/var/intact (#62331)
Turfs have a variable, intact, which conflates three meanings:
Determining whether there's something that can be pried out, such as directly with a crowbar or indirectly with a tile stack and a crowbar off-hand.
Determining whether underfloor pieces are visible.
Determining whether underfloor pieces can be interacted with - by players with tools, through interaction with effects like chemical acid, or foam.
When plating is hit with a stack of tiles, /turf/open/floor/attackby checks whether the turf is intact, and if so, ends the attack chain regardless of whether or not the attempt to hotswap a turf (with a crowbar) is successful or not. However, turfs which want the underfloor to be visible - such as catwalks and glass - set the intact variable to FALSE, and so can be repeatedly placed over one another, as if they were the first tile to be placed over the plating.
This refactors /turf/var/intact into two distinct variables:
/turf/var/overfloor_placed, for whether or not there is something over plating.
/turf/var/underfloor_visible, for whether or not the various underfloor pieces should be invisible, visible, or both visible and interactable.
All references to /turf/var/intact have been replaced with an equivalent overfloor_placed or underfloor_visible reference, depending on which check is appropriate. underfloor_accessibility can take one of UNDERFLOOR_HIDDEN, UNDERFLOOR_VISIBLE, or UNDERFLOOR_INTERACTABLE. This prevents cases such as acid foam or tools phasing through glass floors to affect the underfloor pieces underneath, and covers all kinds of unusual, not-wiring-visiblity usage such as Holodeck completeness, Revenant interaction, or station integrity checking.
* Refactor /turf/var/intact
* Thank
Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
* removes double spaces before symbols
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Shooting specific wizard staffs as a non-wizard or non-magician now backfires in different ways. (#62257)
About The Pull Request
If you try using the staff of change, the staff of chaos, the spellblade or the staff of healing as a crewmember, then it'll backfire.
People who can use the staff normally: Apprentices, Wizards, Amateur Magician (from Summon Magic event)
Backfiring is different depending on the staff, each effect is listed below and happens when you try firing the staff.
Staff of change - Wabbajacks the imposter, although they can't become a xeno or a borg.
Staff of chaos - 5% chance to fire the staff at the imposter using it.
Staff of healing - Acts as a medibeam gun to the imposter.
Why It's Good For The Game
Crew getting access to the Staff of Change tends to end in a lot of people becoming xenomorphs or syndicate borgs. It forces the round into a turn for the worse for all antags as xenomorphs have hardstuns, syndicate borgs have emag, greatly improved healing chemicals and powerful weaponary.
Crew getting access to the Staff of Healing results in death being irrelevant. Killing people is no longer a viable tactic as an antagonist because anyone killed, no matter how damaged their body is, can be instantly healed with this staff.
Crew getting access to the Staff of Chaos is like crew getting access to the staff of change and the staff of healing at the same time, only more unpredictable. It's better if they can't reliably use it to get the spells they want as chaos is implied in the name, it becomes russian roulette trying to get the correct bolt as you can also get shot by a bolt of death, instantly killing you.
This is a better alternative to outright removing the staffs or making them usable only by wizards as it gives a quirky use to trying to use them as a crewmember. Maybe not the staff of healing, but fuck the staff of healing.
Changelog
cl
balance: If you try using the staff of change, the staff of chaos or the staff of healing as a crewmember, then it'll backfire. The Staff of change wabbajacks the user, like the pool of change; this means you can't become a xenomorph or a syndicate borg. The Staff of chaos has a 5% chance of firing the bolt directly at the user using it. The Staff of healing now behaves like a medibeam gun to non-wizards trying to use it.
/cl
* Shooting specific wizard staffs as a non-wizard or non-magician now backfires in different ways.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* removes some ways of making unvaredited custom callbacks (#62345)
* [s] removes some ways of making unvaredited custom callbacks
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* removing pheremone receptors now actually removes its effects if on (#62227)
* Fixes keeping Pheremone receptors when you don't have it anymore
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* runtime fixes for old calls of do_teleport (#62026)
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* runtime fixes for old calls of do_teleport
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Drowsiness refactor (#62104)
Creates two procs in /mob/status_procs for handling drowsiness changes (with check for negative values), and refactors all code to use these procs instead of assigning values to the mob's drowsiness themselves.
* Drowsiness refactor
* Fixing more stuff in our code
Co-authored-by: thatoneplebeian <67017991+thatoneplebeian@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before. (#61943)
* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Corrects mapload args that sprug up in the past few days (#61759)
See #61623 . These were either merged after the prior PR, coded before the prior PR, or were made in between and not updated.
* Corrects mapload args that sprug up in the past few days
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes references to now dead gangs in Families objectives. (#61735)
* Fixes references to now dead gangs in Families objectives.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Changes a bunch of New()s to Initialize()s (#61626)
* Changes a bunch of New()s to Initialize()s
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
* Change the word filter configuration to allow providing reasons, fix emotes not working in filters, and implement separate OOC/IC/PDA filters (#61606)
* Change the word filter configuration to allow providing reasons, fix emotes not working in filters, and implement separate OOC/IC/PDA filters
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Adds a new achievement and command report for cultists obliterating Centcom's shuttle corps (#61566)
* Adds a new achievement and command report for cultists obliterating Centcom's shuttle corps
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Traitors who aren't meant to get codewords, will no longer get them. (#61706)
About The Pull Request
This has been a bug since before I knew how github worked, and I've been working on IAA recently, but thought this was a good change to do on its own.
This also possibly allows future PRs to have certain factions not get codewords, if that's something anyone is interested in.
This also removes give_codewords() - I think this was added specifically for Malf AI, but since that has been split into its own Antagonist, it was never used and was just sitting idle without reason to exist.
And finally, this is my first time genuinely working with TGUI, this PR my excuse to start learning it.
This is what the menu looks like when not given an uplink;
image
Why It's Good For The Game
We have a var on whether to give codewords or not, but they get them regardless, which is dumb.
Changelog
cl
fix: Traitors who aren't given codewords will no longer notice them when said or have them in their antag menu.
/cl
* Traitors who aren't meant to get codewords, will no longer get them.
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>