Commit Graph

32943 Commits

Author SHA1 Message Date
Gandalf
8bd4600302 Update emote.dm (#1789) 2020-11-23 21:22:37 +01:00
uomo
6912895247 Fixes and cleanup for logging. (#1735)
* Fixes and a little cleanup.

* False by default.

* Apply suggestions from code review

Co-authored-by: Azarak <azarak10@gmail.com>

* Modularization and comments.

* #include

Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-23 20:27:59 +01:00
SkyratBot
3f22ac0cee [MIRROR] Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co. (#1784)
* Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co. (#54783)

* Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-23 18:29:54 +00:00
SkyratBot
3d3dfdc80a [MIRROR] Cell chargers now pull from the grid's surplus rather than their room's APC cell (#1782)
* Cell chargers now pull from the grid's surplus rather than their room's APC cell (#54989)

About The Pull Request

As the title says.

    Creates a new proc, use_power_from_net() that attempts to pull power from the grid (by adding the amount needed to the APC's powernet load), and returns the amount gathered if there was enough surplus to do so. This bypasses the APC's internal cell for power drawn this way.

    Changes cell chargers to use this new proc for charging a cell. The charger machine still uses some power from the APC, set to 1% of it's max cell charging rate, for machine-related power costs. I'm not deadset on that number, I just needed to start with something. To be clear, this 1% is to simulate running the cell charger's circuitry; all of the power for the cell it's charging is 1-to-1 coming from the powernet.

    This does not subvert the original PR's purpose; cells are still drawing as much power from the grid as they charge with.

Why It's Good For The Game

Fixes cell chargers breaking rooms after the prior cell charger fix. The load is now on the grid, and it being surplus means that it (probably) won't actually powersink anything.

Fixes #54919 by taking a different approach that entirely avoids the issue.

* Cell chargers now pull from the grid's surplus rather than their room's APC cell

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2020-11-23 13:34:33 +01:00
SkyratBot
88574292f8 [MIRROR] Fixes photo frames appearing empty (#1779)
* Fixes photo frames appearing empty (#55083)

* Fixes photo frames appearing empty

Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
2020-11-23 09:17:19 +01:00
SkyratBot
82e743fa55 [MIRROR] Fixes paystands sending signals when attached with a signaler. (#1778)
* Fixes paystands sending signals when attached with a signaler. (#55092)

Corrects how paystand's interact with their signalers by actually using the correct proc, and signaling out of the machine.
Not much else to say here.

* Fixes paystands sending signals when attached with a signaler.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-23 00:33:34 +00:00
SkyratBot
742559ebde [MIRROR] Properly differentiates the nanodrug and nanomed vending machines. (#1776)
* Properly differentiates the nanodrug and nanomed vending machines. (#55069)

This repaths the nanodrug and nanomed vending machines, as well as visually tweaks the nanodrug vending machine from the nanomed vending machine, in order to
A) Fix the correct vending refills working on the correct vending machines.
B) Not make 2 different vending machines with different contents sell look identical.

Allows for visual clarity between 2 distinct, different vending machines. I got lazy and didn't do it the first time, and now they've been confusing players, apparently.
Additionally, makes them actually deconstruct able and constructible as a result of the fix to the circuit board.

* Properly differentiates the nanodrug and nanomed vending machines.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-22 22:36:11 +00:00
SkyratBot
40015ba64d [MIRROR] Minor refactor to signal handlers to remove potential sleeps (#1777)
* Minor refactor to signal handlers to remove potential sleeps (#54649)

About The Pull Request

These are legacy sleepers, the remaining 12 are non-trivial to fix.

* Minor refactor to signal handlers to remove potential sleeps

Co-authored-by: spookydonut <github@spooksoftware.com>
2020-11-22 22:35:37 +00:00
SkyratBot
3345b398fa [MIRROR] Fixing the arena shuttle not being unlockable if medals are disabled. (#1775)
* Fixing the arena shuttle being unbuyable if medals are disabled. (#55066)

 Fixed the arena shuttle not being unlockable if medals are disabled.

* Fixing the arena shuttle not being unlockable if medals are disabled.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-22 18:23:38 +00:00
SkyratBot
99a6ff6262 [MIRROR] Ghosts can no longer empty gibbers (#1774)
* ghosts can no longer empty the gibber (#55021)

Ghosts could use the right click menu to empty a gibber. This removes that.

* Ghosts can no longer empty gibbers

Co-authored-by: tattlemothe <66640614+dragomagol@users.noreply.github.com>
2020-11-22 18:23:25 +00:00
SkyratBot
51fa2dfd84 [MIRROR] Fix nearsighted glasses being able to be neutered with quick swap (#1772)
* Fix nearsighted glasses being able to be neutered with quick swap (#54916)

You can no longer quick swap another pair of glasses with nearsighted to see perfectly.

Currently you can:

    Choose nearsighted
    Quick swap to another pair of glasses
    See perfectly

This wasn't fixed by Shaps' changes since those call dropped, which do not run through unequip code.
I know one of you is abusing this, show yourself!

* Fix nearsighted glasses being able to be neutered with quick swap

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-11-22 18:22:17 +00:00
SkyratBot
aacccc22d0 [MIRROR] Cache values in TEST_ASSERT_EQUAL and TEST_ASSERT_NOTEQUAL (#1771)
* Cache values in TEST_ASSERT_EQUAL and TEST_ASSERT_NOTEQUAL (#55074)

Previously if a comparison assertion failed, it would re-evaluate the a and b parameters, which could lead to confusing output if the values passed are not fixed or are impure.

* Cache values in TEST_ASSERT_EQUAL and TEST_ASSERT_NOTEQUAL

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-11-22 18:21:56 +00:00
SkyratBot
79bda46b49 [MIRROR] You may now correctly harvest replica pod seeds when the hydroponics tray has no power. (#1770)
* Typo fix and bug fix (#55075)

Replica pods were calling CanUse as opposed to canUseTopic when harvesting seeds, and since CanUse hinges on the machinery being usable and powered, it was preventing the harvesting of replica pods when depowered as expected. The only thing that should be needed for harvesting trays should pretty exclusively be the standard level of adjacency.
also corrects a line of spelling.

Fixes a bug, corrects some grammar. Makes the world a better place.

* You may now correctly harvest replica pod seeds when the hydroponics tray has no power.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-22 18:21:41 +00:00
SkyratBot
07bf94a7c4 [MIRROR] Graveyard graves now sound like they're being dug open/closed. (#1769)
* Graveyard graves now sound like they're being dug open/closed. (#55080)

* Graveyard graves now sound like they're being dug open/closed.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-22 18:21:26 +00:00
SkyratBot
371dacac0f [MIRROR] Makes the foodcart actually become full (#1768)
* Makes the foodcart actually become full (#55041)

The chef's food cart can no longer store an infinite amount of food stuff.

Oh also foodcarts support newfood now

* Makes the foodcart actually become full

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
2020-11-22 18:21:15 +00:00
SkyratBot
da8886ddbc [MIRROR] moves dough to newfood (#1767)
* moves dough to newfood (#55039)

* moves dough to newfood

* moves dough to newfood

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-11-22 18:21:02 +00:00
SkyratBot
9e321386ad [MIRROR] Adds 'off' icons for nanite machinery (#1760)
* Adds 'off' icons for nanite machinery (#54902)

* Adds 'off' icons for nanite machinery

* overlays

* overlays II

* Adds 'off' icons for nanite machinery

Co-authored-by: XDTM <heliumt@yahoo.it>
2020-11-22 02:21:50 +00:00
Gandalf
907f14f244 Old PB system [SEMI-MODULAR] (#1616)
* yes

* aaaaaa

* Update panicbunker.dm
2020-11-21 17:25:36 +01:00
Gandalf
527cc49a3b Various changes to chat [NON-MODULAR] (#1750)
* Various changes to chat

* Update statpanel.dm
2020-11-21 17:25:00 +01:00
SkyratBot
7570fa440b [MIRROR] Fixing addictions not going away on no-metabolism trait gain. (#1756)
* Fixing addictions not going away on no-metabolism trait gain. (#54797)

Also addiction_list is null by default, considering the wide majority of reagent holders don't even get addicted to stuff.

* Fixing addictions not going away on no-metabolism trait gain.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-21 16:21:50 +00:00
SkyratBot
8158c64115 [MIRROR] minor material_container args/vars refactor and Mk-honk shoes peeve. (#1755)
* 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>
2020-11-21 16:20:29 +00:00
SkyratBot
04739953af [MIRROR] Machines no longer dump out their component_parts when qdel'd. (#1754)
* Machines no longer dump out their component_parts when qdel'd. (#55026)

Machines no longer vomit out their component parts when qdel'd and instead only vomit out their actual inventory contents.

Doing this uncovered another issue - Random vending machines will return INITIALIZE_HINT_QDEL and then attempt to qdel their circuits, which are still type paths and not initialised atoms yet (circuit was previously nulled by dump_contents, but this no longer happens in dump_inventory_contents). These circuits have been set to null appropriately.

* Machines no longer dump out their component_parts when qdel'd.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-11-21 16:20:16 +00:00
Gandalf
4505e709f1 Ports cloning [WIP] [DNM] (#151)
* Ports cloning

Yes

* MODULAR NEXT

* Research

* Update tgstation.dme

* horrors!

* Update poll_ignore.dm

* REST WELL

* go to hell travis

* fuck

* Merge branch 'master' into cloning

* aaaaaaaa

* Update cloning.dm

* aa

* fixed

* aaa

* Update exp_cloner.dm

Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-21 07:33:16 +01:00
SkyratBot
e3138a737e [MIRROR] Fixes Crucible Soul potion making you permanently phase through all matter and Void storm breaking after dying. (#1753)
* Fixes Crucible Soul potion making you permanently phase through all matter and Void storm breaking after dying. (#55050)

Someone changed /obj/screen/alert to be /atom/movable/screen/alert and it caused this problem.
Also fixes the issue with void storm breaking if someone dies and gets revived.

* Fixes Crucible Soul potion making you permanently phase through all matter and Void storm breaking after dying.

Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
2020-11-21 07:31:44 +01:00
SkyratBot
8e554e846d [MIRROR] Unit tests for heretic knowledge (#1751)
* Unit tests for heretic knowledge (#55022)

* Unit tests for heretic knowledge

Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
2020-11-21 07:31:04 +01:00
SkyratBot
e148f6a72e [MIRROR] Fix Xenomorphs not being able to generate plasma for their abilities. (#1752)
* Fix Xenomorphs not being able to generate plasma for their abilities. (#55051)

Fixes #55006

#54632 added some code to handle organ processing, including a big ol' global list which defines the organ processing order.

Downside to this is that it didn't take account of 5 year old Xenomorph code where the organ slots weren't defines. As a result, `/mob/living/carbon/proc/handle_organs()` would never call the `on_life()` for Xeno organs as they weren't in the big ol' global list.

I created defines for Xeno organs, added them to the global list and updated the organs with the new defines. As a result, Xeno plasma vessels now have their `on_life()` proc fired once again and generate plasma.

In local testing I was generating the expected amount of plasma on and off weeds and was able to successfully evolve up to a Queen.

* Fix Xenomorphs not being able to generate plasma for their abilities.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-11-21 04:00:00 +01:00
SkyratBot
aa1e178b8c [MIRROR] Adds a set of nanite storage protocols as a Bepis research, plus small nanite adjustments (#1749)
* Adds a set of nanite storage protocols as a Bepis research, plus small nanite adjustments (#54710)

Adds a new set of nanite protocol programs as a researchable Bepis tech.
Protocol programs are programs that are mutually exclusive within their time, so remember that only one of the following can be active at once in the same host.

    Hive Protocol: Makes nanites use space more efficiently, increasing maximum volume by 250 (500 -> 750)
    Zip Protocol: Makes nanites use a compression routine when not in use, increasing maximum volume by 500 (500 -> 1000) but consuming 0.2 nanites per tick to perform the zipping/unzipping
    Free-Range Protocol: Makes nanite use looser storage routines, reducing the maximum volume by 250 (500 -> 250) but gaining 0.5 nanite replication rate
    S.L.O.P. (Safety Level Override Protocol): Removes nanite storage safety measures, allowing them to reach up to 2000 volume. However, when the volume surpasses the maximum recommended volume (500) the host will start to suffer from side effects, manifesting in slow organ damage. The more the nanite volume approaches the physical limit, the more harmful it becomes.

Replaced the Tinker Nanite Replication Protocol with the Pyramid Protocol, which gives an extra 1.2 regeneration rate, but only while the nanites are at 80% volume or above.
Renamed the Offline Production Protocol to Eclipse Protocol.

Chain detonation now uses dyn_explosion(), at a rate of 1 power per 50 nanite volume. The power level should be similar to how it was for normal nanite volumes, but it should scale more linearly when going above the limit with the new programs.

If nanite volume is suddenly significantly higher than the maximum allowed (likely caused by deleting an active storage protocol) the extra nanites will be forcefully expelled from the host's body, which can range from minor oozing, to vomiting puddles of nanites, to nanites rapidly bursting from eyes, ears, and skin pores.
Despite how it looks, this process causes no lasting damage, since it's a security feature made to prevent acute nanite poisoning.

Added some comments on a few nanite functions.
Refactored vomit code to make it a bit more customizable. The toxic arg (supposedly used to choose an alternate vomit icon, but in fact not functional) is now vomit_type, and purge (which determined vomit would remove 10% of reagents or 67% of reagents) is now purge_ratio, which accepts custom values. Made the refactor mostly to allow a 0% ratio, but it can be handy in other future uses.

Adds extra content to Bepis research, giving a little more reason to invest money into it.
Creates more options to customize a previously rigid parameter in nanites, maximum nanite volume. This opens up strategies that involve storing up large amounts of nanites for special occasions, or viceversa reducing the maximum rate to get more constant replication rate to sustain continued programs.

* Adds a set of nanite storage protocols as a Bepis research, plus small nanite adjustments

Co-authored-by: XDTM <heliumt@yahoo.it>
2020-11-20 21:52:06 +00:00
SkyratBot
3c35bc4d7b [MIRROR] Fixing "you cant put stuff in someone's hand with stripping menu" (#1746)
* Webedit fixing "you cant put stuff in someone's hand with stripping menu" (#55029)

* Fixing "you cant put stuff in someone's hand with stripping menu"

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-20 12:27:57 +01:00
SkyratBot
90373657be [MIRROR] AIs can now select portraits as their display (#1739)
* AIs can now select portraits as their display

* a

* Update tgui.bundle.js

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-20 11:19:18 +01:00
SkyratBot
27f64ff9a1 [MIRROR] Rotation for stamps and some other stuff for paper (#1737)
* Rotation for stamps and some other stuff for paper

* aa

Co-authored-by: ThePotato <10260415+ThePotato97@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-20 10:52:06 +01:00
SkyratBot
07584e6d41 [MIRROR] Web edit fixing "Admins can't give spiders, and xenos common" (#1740)
* Web edit fixing "Admins can't give spiders, and xenos common" (#55034)

About The Pull Request

See changelog.
Why It's Good For The Game

This will close #54987, close #50204.
Changelog

🆑
admin: Admins now have the option to remove a language from the blocked_languages list when granting it to a mob through the language menu.
/🆑

* Web edit fixing "Admins can't give spiders, and xenos common"

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-20 10:42:10 +01:00
SkyratBot
35ddaeb1b8 [MIRROR] Fixes 2 last heretic bugs that are on issue tracker (#1741)
* Fixes 2 last heretic bugs that are on issue tracker (#54967)

About The Pull Request

Fixes the cursed heart being unable to track targets in containers.

Fixes the shitcode that was reality_smash_tracker, now it is only responsible for generating influences.

closes #53583

closes #52554
Changelog

🆑
fix: fixes the cursed heart being unable to track people inside containers.
fix: fixes influence vision getting broken by replacing someone's eyes.
/🆑

* Fixes 2 last heretic bugs that are on issue tracker

Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
2020-11-20 10:40:44 +01:00
SkyratBot
e5ef188871 [MIRROR] Hardsuit Thermal regulators have proper chat feedback. (#1734)
* Hardsuit Thermal regulators have proper chat feedback. (#54930)

Thermal regulators now have a few to_chat messages letting you know if your hardsuit's thermal regulator is on or not, as well as letting you know when the cell has run out of charge, or when the cell is dead when attempting to toggle it on.

Improves feedback for using hardsuits, as not being able to tell when the suit is keeping you warm or not can be deadly, especially if the icon toggle stops working for any reason.

* Hardsuit Thermal regulators have proper chat feedback.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-19 23:58:22 +00:00
SkyratBot
29439ab3cc [MIRROR] new chaplain sect, the Ever-Burning Candle sect (#1732)
* new chaplain sect, the Ever-Burning Candle sect (#54618)

* Adds the sect of the Ever Burning candle

* make the burning sacrifice 20 seconds instead of 10

only made it 10 seconds for testing purposes, also make the "unmelting" clothing red instead of blue to be more red candle-ish

* make another check at the end of the candle fuel rite

The candle fuel rite will now check if the sacrifice is still on fire and dead at the end of the rite, you can technically extinguish them and only light them on fire at the last moment but it's fine god won't notice

* make the unmelting wax rite actually fireproof clothing hood/helmets

so yes you can supposedly get 2 fireproof for the price of one, but since hardsuit and hoodie are allegedly just one big connected suit it sort of make sense.
I also took away the forced color from the fireproofed clothing as making it mesh well with most clothing ended badly so now you can only tell its unmelting by the name.

* few improvements to rites

makes a tighter if check for the unmelting was helmet thing. adds a sound effect at the end of each rite, gives the sect a max favor of 10 000 instead of 1000 which I could've sworn was originally the case but apparently not.

* change the for loop

* Do the thing that cobby asks

I still kept the for loop for the candle fuel for reasons cited above. In other news I just learned that the word SPAM came from a Monty python skit

* WHY CAN IAN BE SET ON FIRE AAAAA

* what if we kissed on the burning altar

* change the for loop to an if check for the sacrifice

also added a bunch of early returns which forces me to set chosen sacrifice to null a whole lot more

* updqte sect description

* new chaplain sect, the Ever-Burning Candle sect

Co-authored-by: Caldony <61732742+Caldony@users.noreply.github.com>
2020-11-19 23:58:07 +00:00
SkyratBot
65392b6283 [MIRROR] Gulag teleporter now gives plasprisoners with nonstandard gloves a free pair (#1731)
* Gulag teleporter now gives plasprisoners with nonstandard gloves a free pair (#54993)

* in memory of pax

* account for failure to equip

* adds qdel on fail to proc

* Gulag teleporter now gives plasprisoners with nonstandard gloves a free pair

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-11-19 23:57:50 +00:00
SkyratBot
07c6038fc3 [MIRROR] Logs pockets, updates some shitty stripping verbage (#1730)
* Logs pockets, updates some shitty stripping verbage (#55027)

Two things at hand here.
A: Pockets were not logged at all. I hate god.
B: I'm using log_message here because it gives me the freedom to be more grammatically correct. Please attack my spelling and offer suggestions of other mob strip panel things to log in the comments
B.5: I updated stripping to use log_message for the same reasons.

* Logs pockets, updates some shitty stripping verbage

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-11-19 23:57:27 +00:00
SkyratBot
b2660e8534 [MIRROR] fix proto nitrate negative temperature + temperature fix for other reactions (#1729)
* fix proto nitrate negative temperature + temperature fix for other reactions (#54945)

Fixed negative energy that allowed proto nitrate to go negative temperature,
fixed other reactions from possible negative temperature

* fix proto nitrate negative temperature + temperature fix for other reactions

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2020-11-19 23:57:17 +00:00
SkyratBot
c281b2c18d [MIRROR] Fixes grills. they went too far this time. (#1728)
* damn man i just want grill and they took it away, damn them all!!! (#55024)

Whoever the damn bastard is who tried to take our grills. know this: we will not bend over while you take the only thing that still makes us happy. We just want to drink energy drinks and grill some hamburgers in peace. This is your final warning, try doing this again and we will assemble a lawn mower squad outside of your house at the early hours of 6AM to make sure you cannot enjoy your sunday morning in peace.

Newfood compatibility is now included by checking IS_EDIBLE() and removing the shitty foodtype that was there before

* Fixes grills. they went too far this time.

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-11-19 23:57:05 +00:00
SkyratBot
6ee9837409 [MIRROR] [WIP] Remove fusion from reactions, add hypertorus fusion machinery (#1719)
* [WIP] Remove fusion from reactions, add hypertorus fusion machinery

* a

* Merge branch 'master' into upstream-merge-54379

* Update tgui.bundle.js

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-19 07:27:51 +01:00
SkyratBot
4111f6a732 [MIRROR] I somehow made a major fucking error when it comes to heretics, please god. (#1726)
* Im fucking r-tarded (#55020)

Makes void actually accessible

* I somehow made a major fucking error when it comes to heretics, please god.

Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
2020-11-19 07:21:54 +01:00
SkyratBot
89a8cb991a [MIRROR] moves misc food to newfood code (#1725)
* moves misc food to newfood code (#54788)

misc food is now using newfood code

* moves misc food to newfood code

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-11-19 07:21:23 +01:00
SkyratBot
1a78f6d940 [MIRROR] Stomach food reagents on vomit (#1723)
* Stomach food reagents on vomit (#55002)

Missed check for stomach food reagents in stomach vomit code causing pain.
Now vomit code checks that the reagents it has are not in the food reagents when applying damage.

fixes #55000

* Stomach food reagents on vomit

Co-authored-by: NightRed <nightred@gmail.com>
2020-11-19 07:19:50 +01:00
SkyratBot
a01ee217bb [MIRROR] Reagent holder over exposed (#1722)
* Reagent holder over exposed (#54999)

Sent the wrong value to expose_single in reagent holder causing a over exposure to some items like iv bags making you a blood balloon.

* Reagent holder over exposed

Co-authored-by: NightRed <nightred@gmail.com>
2020-11-19 07:18:45 +01:00
SkyratBot
4f8b921ee5 [MIRROR] Ensure reagent holder on stomachs (#1721)
* Ensure reagent holder on stomachs (#55003)

Forgot that all stomachs are not organic and edible.
This ensures that the stomach has a reagent holder.

Fixes #54995

* Ensure reagent holder on stomachs

Co-authored-by: NightRed <nightred@gmail.com>
2020-11-19 07:18:25 +01:00
SkyratBot
686cc45ca7 [MIRROR] makes wendigo screech use its name in one attack text (#1720)
* makes wendigo screech use its name in one attack text (#55016)

* makes wendigo screech use its name in one attack text

* Update wendigo.dm

* makes wendigo screech use its name in one attack text

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-11-19 07:17:21 +01:00
SkyratBot
2ac44cb9d7 [MIRROR] [READY] Adds notification support to modular computer apps, updates CIMS to use it (#1715)
* [READY] Adds notification support to modular computer apps, updates CIMS to use it

* Update tgui.bundle.js

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-19 07:15:31 +01:00
SkyratBot
4dc077b884 [MIRROR] Food processors and microwaves now respect food trays (#1716)
* Food processors and microwaves now respect food trays (#54927)

Really it's a bandaid as it would be better to wait until the refactor is done, but it turned out to be a rather easy fix.
Food trays may now once again mass insert both new and old food into the microwaves and food processors.

Prevents any manual handing when cooking large quantities of food at once.
Also, you get the switch gathering mode button when being given the serving tray again.

* Food processors and microwaves now respect food trays

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-19 06:45:07 +01:00
SkyratBot
65b19156d9 [MIRROR] Labels some things in player logging better. (#1713)
* Labels logging better. (#54997)

* Labels some things in player logging better.

Co-authored-by: uomo <51800976+uomo91@users.noreply.github.com>
2020-11-17 21:27:57 +00:00
SkyratBot
c9cd05f7cc [MIRROR] [ready]Heretic new path : Path of Void [sprites approved] (#1711)
* [ready]Heretic new path : Path of Void [sprites approved] (#54252)

* E

* E

* E

* E

* E

* E

* VOID FINALLY

* E

* E

* E

* VOID STORM

* e

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_magic.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_magic.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

* E

* FUCKING FINALLY

* E

* E

* Voids Embrace

* E

* E

* E

* E

* some changes

* E

* E

* E

* EEE

* E

* E

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@ users.noreply.github.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@ users.noreply.github.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@ users.noreply.github.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@ users.noreply.github.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>

* E

* E

* E

* MERGE READY UWU

* Update code/modules/clothing/suits/toggles.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@ users.noreply.github.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>

* [ready]Heretic new path : Path of Void [sprites approved]

Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@ users.noreply.github.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
2020-11-17 21:27:27 +00:00
SkyratBot
964adb7828 [MIRROR] Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now (#1709)
* Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now (#54922)

* Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-11-17 00:50:36 +01:00