* wrestling rings
* can now tackle off of the turnbuckles
* muh linters check
* jesus fucking christ
* Update wrestlingring.dm
* changed location of comments
* moreeeeeeeeeeee fixesssssssss
* Thrownthing datum refactor: you can now throw stuff at mobs lying on the floor. (#60604)
* Thrownthing datum refactor: you can now throw stuff at mobs lying on the floor.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Refactors port types completely and adds the option type. Refactors options to use this new type (#60571)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Refactors port types completely and adds the option type. Refactors options to use this new type
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Standard bananium floor is now viable for clown decoration. It doesn't slip. (#60585)
* Standard bananium floor is now viable for clown decoration. It doesn't slip.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* makes important_recursive_contents work when a channel trait is lost (#60659)
* makes important_recursive_contents work when a channel trait is lost
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* cultists can now once again draw runes in lavaland mining station (#60625)
* cultists can now once again draw runes in lavaland mining station
Co-authored-by: InsaneRed <47158596+InsaneRed@users.noreply.github.com>
* Circuit component descriptions and module names are now visible to the naked eye. (#60545)
* Circuit component descriptions and module names are now visible to the naked eye.
Co-authored-by: Gurkenglas <gurkenglas@hotmail.de>
* Fixes the outputs in the launchpad usb connection (#60550)
* Fixes the outputs in the launchpad usb connection
Co-authored-by: TheSmallBlue <ilanmori@hotmail.com>
* Makes it more noticeable when a weapon recharger has finished recharging (#60353)
When the weapon recharger finishes recharging the inserted item to full charge, it will 'ding' and say()
* Makes it more noticeable when a weapon recharger has finished recharging
Co-authored-by: ma44 <guyonleagueoflegends@gmail.com>
* 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>
* Fixes the map sprite for lizard plushes (#60416)
This PR fixes the placeholder map sprite for lizard plushes. I included a map sprite in my original GAGS PR but I forgot a single character from the icon_state which made it not work and I didn't realize until after it was merged.
* Fixes the map sprite for lizard plushes
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* QoL changes for launchpad usb connection and fixes it not working with null x/y offset inputs (#60347)
If null x/y offsets are passed, it won't update the telepad's x/y offsets.
This fixes a problem with the x/y offsets not being updated if 1 of the x/y offsets is null.
* QoL changes for launchpad usb connection and fixes it not working with null x/y offset inputs
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Adds on examine hints for constructing turrets similar to walls or mechs (#60454)
Just adds some on examine text depending on the turrets stage of construction to guide you on what do do while building a turret
* Adds on examine hints for constructing turrets similar to walls or mechs
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>