* Fix polymorph behavior for pAIs and mimics (#60502)
This fixes#58258. Basically anytime a pAI holoform gets shot with a staff of changing or polymorph item it would change their mob type. This allowed ghost roles infinite respawns since the pAI card is not destroyed when it gets polymorphed. An unlimited army can be created with no downsides since you can keep bringing people back to life with the pAI requests.
I also went and fixed another strange behavior with polymorph, where if you used a staff of animate on an object, you could turn around and then polymorph the object into a mob. The animate magic is supposed to wear off the object after a certain while so I made the mimic immune to polymorph effects.
* Fix polymorph behavior for pAIs and mimics
Co-authored-by: Tim <timothymtorres@gmail.com>
* Exosuit Proto-kinetic Accelerator (#60384)
Adds new equipment for mechas: the Exosuit Proto-kinetic Accelerator, unlocked with the mining tech research. Compared to the standard one, it is able to hit 5 tiles away with a low cooldown.
However, unlike the handheld version, it draws a considerable amount of power from the battery, pretty much requiring you to bring generator equipment or upgraded parts.
The projectile is identical to the standard handheld version otherwise and will do little damage in pressurized environments.
* Exosuit Proto-kinetic Accelerator
Co-authored-by: InvalidArgument3 <51190031+InvalidArgument3@users.noreply.github.com>
* Meat-hooks and changeling tentacle's firing pins are no longer visable (#60455)
Adds a Boolean to mark guns as "pinless" so they don't care about or show firing pins
* Meat-hooks and changeling tentacle's firing pins are no longer visable
* Update gun.dm
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* EVEN MORE HARDDEL FIXES (#60228)
Fixes a ton of harddels, sourced from #59996
I think this brings us down to like, ~100 per round from ~200, with only like 20 of those being proper hell failures. I've seen harddel profiles below 1 second of total cost. Feeling good.
See you on the other side
Makes the cryopod control computer into a weakref, never trust bee code
Converts brig door timer internal lists to weakrefs
Fixes a harddel caused by qdeling a motion sensitive camera after it had left its source area, jesus christ why didn't we do this already holy shit
Converts the radio implant ref held by the antenna mutation to weakrefs because it isn't reliably cleaned up, makes the radio implant actually qdel its fucking radio
Removes the target var from the throwing datum, it does literally nothing and just exists to cause harddels, mostly for the singularity
Fixes a cable harddel sourced from things that try to enter blueprints after smoothing, but before roundstart. IE, shuttles. Removes shuttles from the blueprints
Fixes emmisive blockers being added post qdel
Removes some manual ghosting from cryopods, I initially did this for harddel reasons, but I figured out a better fix for that. I'm now doing it because it's got this really strange logic for like "re-entering the game" that doesn't actually link to what the ghostize proc does. We should remove this at some point
Fixes robot hud objects harddeling due to hanging refs
Fixes buildmode related hanging refs, I'm coming for you admin team
Fixes a few instances of trying to add the forensics component post qdel, hhhhhhhhhhh
Fixes some split personality harddels/weirdness
Replaces a use of disconnect_duct with an init qdel hint, I suspect there's more issues with duct harddels, I've seen some odd logs about ahhh the area_contents list, but we can worry about that later
Makes teleporter targets into weakrefs, properly types them as /atom
Makes frequency devices into weakrefs
Makes cameras remove themselves from camera nets on Destroy
Makes tgui ui datums implement destroy, this means if I ever see one hang a ref to user or whatever, I know there's an error with calling close() properly. I've seen this harddel once, but not after this change so I assume there was some error with close(). IDK maybe this is a papering over? Would have to ask @ stylemistake
I've seen logs of beartraps being in world post del, putting a return there just in case. The same is true of nerf darts, but I haven't really looked into that yet
Makes a shoe's ref to untying alerts a weakref, yes this is needed.
Moves clearing client_in_contents to the Login of the new mob. This prevents doing things like ghosting someone before a mob qdel causing harddels
Fixes a harddel set sourced from adding a status effect to a qdeleted thing. Is this an error? I'm honestly not sure.
Converts bsa code to weakrefs
Converts the partner var of heat exchangers to weakrefs
Converts camera assemblies to weakrefs
Fixes some dumb behavior with ammo casings and assuming you'll be on a turf post Destroy parent call
Fixes? merger related harddels, you were never cleared from your own members list, so origin objects would end up making a new list, creating harddels. Potential input from @ ninjanomnom about the logic
Chasms store a static list of "falling atoms", which only exists for chasms that go somewhere else. This list wasn't being cleared of qdeleted objects, which is what happens when you fall in most chasms. Fixes this, and converts the list to weakrefs.
Fixes some runtimes in both sheet code, and the weather listener element. This is here because runtime spam made testing more of a pain, didn't think it needed its own pr
Fixes colorful reagent harddels sourced from reagents that were qdel'd before roundstart. I'm only like 50% sure this actually got it, but the issue may have been solved by #60174, so eh
Turns the nuke op antag datum's ref to the war button into a weakref
Fixes some holopad code that was not nulling refs all the time
Converts camera bugs to weakrefs, this was the result of the bug being "reworked" like 6 years back without taking the existing ref clearing into account. Whole item needs a redo, but this'll do for now.
Ensures that the both pulling and pullee refs are cleared on Destroy
The crew monitor held all users in a non clearing list, makes that list a weakref because I hate everything
Oh and I removed all sources of gas_mixture qdeletion, I'm kinda unsure on this since it's not technically supported, but any harddels from it might? indicate something going wrong with like, gas passing logic. I'd like @ MrStonedOne's thoughts, since I trust him to call me an idiot if I'm wrong.
<!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. -->
## Why it's not good for the game
I crashed sybil like 10 times to get this data, I'm gonna put it to good use. Don't think you're safe sybilites, I'm coming for you.
* EVEN MORE HARDDEL FIXES
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Improves item's action button updating code (#60149)
This PR improves item action button updating code by introducing a proc to update all item's associated action buttons, which simplifies the process and reduces code duplication.
I also fixed a relevant bug where a PDA's action button icon did not properly update upon light toggle because it did not force the button update. Forcing the button update is needed in this case due to how light overlay operates, where the button icon state stays the same, so the code thought updating the action button icon was unnecessary.
* Improves item's action button updating code
* Mirror!
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Fix honkstaff not being affected by antimagic (#60164)
* Fix honkstaff not being affected by antimagic
* Update special.dm
removes a line that doesnt do anything
* Fix honkstaff not being affected by antimagic
Co-authored-by: 小月猫 <alina.r.starkova@gmail.com>
* 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>
* Makes mutant bodyparts and mutcolors into editable genetic traits (plus a whole shitload of otherwise out of scope code improvements because I just HAD to touch old code)
* Mirror
* genetically-editable mutant bodyparts and colors - skyrat edition
Co-authored-by: Funce <funce.973@gmail.com>
* Increase the number of shots for laser rifles, energy guns and hellfire lasers (#60015)
* Lasers get more shooty
* down to 15%
* Increase the number of shots for laser rifles, energy guns and hellfire lasers
Co-authored-by: Spookuni <70739420+Spookuni@users.noreply.github.com>
* fix a lot of shit
* i hate you
* firealarm/cyborg
* amend
* more fixes
* why is this FUCKING needed
* Update code/modules/detectivework/detective_work.dm
Co-authored-by: Funce <funce.973@gmail.com>
* Update code/modules/detectivework/detective_work.dm
* Update code/modules/detectivework/detective_work.dm
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Makes turfs persist their signals, uses this to optimize connect_loc (#59608)
* Makes turfs persist signals
* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear
* Converts all uses of connect_loc over to the new patterns
* Adds some comments, actually makes turfs persist signals
* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work
* bro fuck documentation
* Changes from a var to a proc, prevents admemems and idiots
* Extra detail on why we do the copy post qdel
* Makes turfs persist their signals, uses this to optimize connect_loc
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* overheating of the laser minigun doesnt care about burst size anymore (#59733)
with autofire, burst size is always 1
* overheating of the laser minigun doesnt care about burst size anymore
Co-authored-by: Fikou <piotrbryla@onet.pl>
* During unit tests, does extra verification on text based overlays (#59553)
This makes it so during unit tests, adding a text based overlay to something will runtime if the icon does not have an icon state matching that text. I would do this during normal compiles as well but getting the icon states from an icon is surprisingly expensive.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* During unit tests, does extra verification on text based overlays
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Adds Neon Carpet (#59140)
Adds a couple varieties of neon carpet.
Makes decals care about their plane in addition to their layer.
* 0
* A
* a
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fixes rifle scopes working despite not having the gun in hand (#59403)
Gun scopes no longer work unless you are holding them in hand (they persist even if you switch your active hand though, useful for reloading)
* Fixes rifle scopes working despite not having the gun in hand
* Mirror!
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Replacing Ebow's Default Shot Sound (#59416)
Replace the default (Unused) fire sound of the basic energy crossbow with the suppressed sound effect
* Large Energy Crossbows Now Sound Like Energy Crossbows
Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>
* use SIGNAL_HANDLER REEEEEE (#59242)
makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
* USE SIGNAL_HANDLER REEEEEE
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Nanotransen Legal Liability Initiative - Weapon Stats but more RP (#58865)
* Weapon Descriptions (And Also Reversion)
Adds support for weapon statistics to be shown as part of examining an item, similar to the tags found on armor. Also, reverts the small changes I made on master because I'm a fucking idiot and made those changes on master.
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Nanotransen Legal Liability Initiative - Weapon Stats but more RP
Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Is that a fucking rocke- (#59056)
Being hit directly by a rocket launcher now has a 1% chance to make you briefly try processing what's about to happen before exploding you.
* Is that a fucking rocke-
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more) (#58882)
* Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more)
* AAAAAAAA
* Update spellbook.dm
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc
* WHEW THAT WAS EASY
* Update ammo.dm
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Caps misfire probability (#58902)
Not the proper fix for this but it at least prevents the exploitative behaviour.
This'll do for now, prevents infinite recursive loops
* [s] Caps misfire probability to prevent infinite recursive procs
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Full Auto Update: no crit firing, no spamclicking, more autofire, more balance
* aaa
* Update fullauto.dm
* aaaaa
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fixes a bunch of invalid icon states. There's more, but my brain isn't fried enough for that. (#58608)
gibup1 and gibdown1 don't exist
items_and_weapons.dmi doesn't have an icon state called his_grace_ascended, in fact nothing does
items_cyborg.dmi doesn't have an icon state called laser, it does however have an icon state called
laser_cyborg
no porta_turret has an icon state with the _unpowered suffix, in fact I'm convinced none of them ever have
* Fixes a bunch of invalid icon states
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>