* Survival capsules no longer get deleted when deployed at the edge of the map (#57215)
* Survival capsules no longer get deleted when deployed at the edge of the map
Co-authored-by: Dex <60656530+Ewwmewgewd@users.noreply.github.com>
* Sprite fixes: Suppressed Sniper Rifles and Donksoft Pistols (#56754)
* Gives the sniper rifle a suppressor overlay so that it no longer shows up as missing a sprite, also fixes donksoft pistols by repathing them from pistols over repathing them from toy saber smgs. Creates a flag for checking if a gun needs a toy overlay, so it is handled in the parent.
* Sprite fixes: Suppressed Sniper Rifles and Donksoft Pistols
* Update maint_loot_common.dm
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Winter coats (#56854)
add: Thirteen more winter coats covering all departments and most jobs.
* Winter coats
Co-authored-by: Tom <tomforde4@gmail.com>
* add some flavor text to facehuggers
* alien-only flavor text for facehugger toy
* skyrat edit
* botanist bonus for lavaland flora
* beer nuke special examine
funny message for cap and barman hinting that it could be used for a beer nuke.
* reverts nuclearbomb.dm
* Update facehugger.dm
* renames metal sheets to iron sheets
* Merge branch 'master' into upstream-merge-56643
* yay metal
* Update DeltaStation2_skyrat.dmm
* a
* Update CentCom_skyrat_z2.dmm
* a
* a
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Adds powerup system, refactors ctf pickups and powerup mine subtypes into it (#56605)
* Adds powerup system, refactors ctf pickups and powerup mine subtypes into it
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Adds missing duffelbags for some jobs and update their respective vendors and closets.
* Update roboticist.dm
Co-authored-by: Tristrian <Tiago.A.C.9@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Defines calibers (#56476)
Adds defines for all of the ammo calibers
Replaces all current magic strings with defines
Docs what guns use what calibers
Corrects the name of the incendiary .45 ammo casing to indicate that it fires incendiary rounds rather than armor piercing rounds
* Defines calibers
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* NOTELEPORT errywhere (#55973)
These prevent some cheats or really low effort ways to get to where you really shouldn't be.
Mappers seriously fucking hate jaunting and phasing mechs, as they let you bypass their custom crafted ruins and the like. But it'll also stop more general "you shouldn't be here" stuff.
* NOTELEPORT checks that were atomized out of the medieval shuttle
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* No more original moth wings being set to none (#55672)
Moths that drink a potion of flight have their moth wings set to none, which their handle fire would store as their original, and that would be applied from reconstructive surgery.
Now potions of flight store an original, and handle fire checks to see if something was stored before, so it doesn't overwrite that.
* Fixes mothman wing reconstruction bug
Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
* Base construction console refactor (#55451)
Refactors base construction consoles to be generic instead of only being meant for building the aux shuttle. The current aux base construction console behaves the exact same.
This PR is A step towards minichem, as I'll be using base construction code in it pretty heavily. More information about the whole minichem thing in this design doc
In terms of player-facing changes, this PR has made possible a neat admin-only base construction console that can be used to construct things anywhere on the z level.
Why It's Good For The Game
The current base construction console code was snowflakey and didn't follow particularly great coding practices. This fixes that and provides a solid foundation for future work.
* orange's chemical romance Pt. 1: Base construction console refactor
Co-authored-by: Emmanuel S <mrdoomboyo@gmail.com>
* Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals (#55193)
Huge removal of dead vars, bad timers, and other sloppy jitteriness from beams. They go from checking movement to waiting for a signal.
VARIABLE KILL LIST:
sleep_time: signals baby
finished: signals BAYBEEE
target_oldloc: not only not typecasted as a turf or named as a turf, it was unused. when are we going to use this? the beam starts from the origin!
origin_oldloc: bad name, not typecasted. renamed to originturf
static_beam: how are you an unused variable and still get replaced by signals like really
timing_id: signallllss bbbaaaabbyy
recalculating: you get the drill by now signals baby
base_icon: unused, seemingly replaced by visuals I think
* Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Replace direct poi_list manipulation with element (#55416)
Replaces GLOB.poi_list |= src and GLOB.poi_list -= src with an element that handles it directly.
More consistent code, especially when a lot of code couldn't decide how to add/remove (some |=, some -=, some .Remove, etc).
* Replace direct poi_list manipulation with element
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Reworks the champion's hardsuit (#55337)
fixes hiero staff recall mesage not working
Reworks the champion's hardsuit
changes:
name: champion's hardsuit -> berserker hardsuit
armor: (MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80) -> (MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 10, FIRE = 100, ACID = 100)
doesnt have ert stripping time so its shorter
it cant hold the pka or cutter on itself, but it carries knives, resonators, spears and the crusher
adds berserk mechanic: with every hit you take thats not from yourself, you get berserk charge equal to the damage dealt to you divided by 4, if its a projectile attack this value is multiplied by 1.5, so a 20 damage melee hit gives you 5 charge, while a 20 damage projectile gives you 7 charge
use berserk ability with 100 charge to go berserk
you move a bit faster, you hit 2 times faster, you get a cool color and your melee armor is massively increased for the duration (about 10 seconds?), but you cannot shoot guns during the effect
* Reworks the champion's hardsuit
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Fixing robot upgrades sometimes not being removed from lists. (#54842)
* Fixing robot upgrades not being removed from lists all times.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Remove duplicate definitions of /obj/effect/ex_act, explicitly noop it (#55076)
/obj/effect/ex_act had several different re-definitions to make it a noop. The original definition would randomly delete it, which is bad news when a lot of /obj/effects are just that--effects, that shouldn't be blown up.
The ones that actually do want to be blown up (like decals) already have their own implementations. The one in place was never ran, and nobody had problems with it.
* Remove duplicate definitions of /obj/effect/ex_act, explicitly noop it
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Fixes cyborgs in general replenishing stack modules from external sources (#54935)
* Cyborg stack fix
- Makes cyborgs capable of recycling floor tiles again
* Touches up module code
- Makes module code slightly more OOP-compliant
- Speeds up module creation by an imperceptable amount
- Reworks how borg modules handle stacks
* Fixes cyborgs in general replenishing stack modules from external sources
* Update robot_modules.dm
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Moves grown food to newfood (#55040)
Moves grown food to newfood
Gives trash element support for callbacks for item creation override
* Moves grown food to newfood
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* minor material_container args/vars refactor and Mk-honk shoes peeve. (#54863)
My original intention was just fixing an issue with the Mk-honk banana shoes but, considering I didn't want to add two new variables to a component with already lot of args and lengthy AddComponent() calls in term of text, I had to merge some TRUE/FALSE variable/args into the breakdown_flags bitfield (now named mat_container_flags) in the process.
* minor material_container args/vars refactor and Mk-honk shoes peeve.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Fixes a few bugs with greyscale stacks. (#54858)
Fixes greyscale floor tiles merging regardless of their materials.
Fixes greyscale floor tiles voiding materials when splitting the stack.
Fixes greyscale floor tile stacks being created with no mats_per_unit and only enough custom materials for a single unit.
Fixes greyscale tile flooring being created with the wrong amount of materials.
Fixes greyscale tile flooring not producing floor tiles/producing floor tiles with 0 units.
* Fixes a few bugs with greyscale stacks.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Non-human mobs can now benefit from held id cards and economy. (#54647)
* Non-human mobs can now benefit from held id cards and economy.
* Moved these getters toward the upper end.
* oui?
...
dump eet.
* .tee pump
...
?iuo
* Non-human mobs can now benefit from held id cards and economy.
Co-authored-by: Rohesie <rohesie@gmail.com>
* Merge pull request #54729 from ArcaneMusic/flowerfix
Adds Rod of Asclepius and mini-meteors inhand.
* Adds Rod of Asclepius and mini-meteors inhand.
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Standardizes attack chain signal returns and fixes a tk bug (#54475)
The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.
In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.
Additionally, fixed a tk bug reported by @ Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack
Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.
Also cleaned some code here and there.
* Standardizes attack chain signal returns and fixes a tk bug
Co-authored-by: Rohesie <rohesie@gmail.com>