* Revert "Revert "[MIRROR] Moves help menu to end, fixes Hotkeys Help [MDB IGNORE] (#12425)" (#12479)"
This reverts commit 6d44a08156.
* capitalization fix for linux server
* Fixes bug involving random teleporting to toxins test area (#65740)
* Makes platings under windows in toxin test areas airless
* Sets dense_atoms to false for find_safe_turf & is_safe_turf
* Fixes bug involving random teleporting to toxins test area
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Fixes issue #65609 -- Can no longer interact with airlock wires after adding shielding (#65821)
closes#65609
Fixing bugs is good for the game, even if its something small like this.
* Fixes issue #65609 -- Can interact with airlock wires after adding shielding
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Feex (#65612)
Splits reagent log string creation to a standard proc and a bespoke stupid proc that takes an external list instead of using its own reagents_list.
* Fix issue with reagent logging where it would sometimes fail to output reagents on reagent transfer.
* Update hyposprays_II.dm
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fish refactor. (#65785)
Refactors fish into proper paths.
Removes aquarium behaviour intermediary datums.
Moves fish functionality out of aquarium content component.
Fixes flopping animation resetting on dropping.
Simplifies everything. There should be no player facing changes.
The animate signal is kinda weak method of solving the animate queue issue but it seemed least intrusive to me.
Open to any better ideas.
* Fish refactor.
* Update fishing.dm
* Update fishing.dm
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: SkyratBot <skyratcommunity@gmail.com>
* Give space dragon ability to make it's sprite small (#65311)
About The Pull Request
Allows space dragon to replace it's sprite with a carp sprite like the xeno queen can turn it's sprite into a drone.
This means only the dragon sees itself as small. Others still see it as giant.
Why It's Good For The Game
The space dragon sprite is pretty big, so you can't attack stuff directly north of you. This solves that.
Changelog
cl
qol: space dragon can now make it's sprite smaller
/cl
* Give space dragon ability to make it's sprite small
Co-authored-by: ivanmixo <ivanmixo@gmail.com>
* Fish refactor. (#65785)
Refactors fish into proper paths.
Removes aquarium behaviour intermediary datums.
Moves fish functionality out of aquarium content component.
Fixes flopping animation resetting on dropping.
Simplifies everything. There should be no player facing changes.
The animate signal is kinda weak method of solving the animate queue issue but it seemed least intrusive to me.
Open to any better ideas.
* Fish refactor.
* Update fishing.dm
* Update fishing.dm
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fix plants hurting user when using telekinesis (#65759)
Fixes#65454
Using telekinesis with harmful plants won't harm them anymore since they aren't in physical contact.
* Fix plants to not hurt user while using telekinesis
Co-authored-by: Tim <timothymtorres@gmail.com>
* Cleans up some varedit procs not using strings instead of the proper helper (#65769)
Although these vars are unlikely to ever change, if the vars were ever renamed it would result in these strings not erroring properly if they weren't updated as well.
* Cleans up some varedit procs using strings for var names instead of the proper helper
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* makes vent scrubbers only activate if a gas they filter is on their tile, again! alive edition (#65591)
Alsonce scrubbers only wake up if something they can filter is on the tile an existing bug where scrubbers dont filter very small but non garbage collectable amounts of a gas becomes a big issue, as in without changing scrubbing rates you can breathe once on a tile with a scrubber set to scrub co2 and that co2 wont go away barring any other factors and the scrubber wont go to sleep. so now with the idea of rohesie and permission of lemon i changed how scrubbers removed small molar amounts of gas from their turf. now scrubbers will look through 100% of the turfs air mix for filtering, but will only remove up to
gas moles * (scrubber volume / turf volume) * (gas moles / total filterable moles) moles from each filterable gas in the turfs mix unless that amount is less than either MOLAR_ACCURACY * 100 or the number of moles of that filterable gas, in which case all of the moles of that gas are subtracted from the mix. this is to make it easier for the scrubber to remove very small amounts of gas with filters without changing how fast they scrub large amounts of gas, thus making scrubbers able to go to sleep faster only after a gas has been reduced to near zero
scrubbers are the biggest proportion of SSair's machine processing cost which is a non trivial amount of SSair's total cost. now they will only do most of their work if they can actually scrub anything on the tile which is a minority of the time.
* makes vent scrubbers only activate if a gas they filter is on their tile, again! alive edition
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Adds mob bleeding overlays, tweaks some bleeding balance
* Fixed the various merge conflicts involved with this, added update_wounds_overlay() in hopes that it just works
* Fixed our non-updated slash wounds bleeding values
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Changes how fingerprints are applied to objects through gloves. (#65674)
* Changes how fingerprints are applied to objects through gloves.
* Fixed the issues from transfer_prints
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Can secondary attack (right-click) and fire guns with TK (#65473)
* Can fire guns and secondary attack (right-click) with TK
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Fixes nonhuman head of departments showing up as their original species in security records (#65466)
* Fixes xeno -> human head of departments showing up as their original species in security records
`get_flat_human_icon` was passing preferences which chose their
original, so i added a var to `/datum/species` to check if the species
was forcefully changed
* makes it actually work
* review
* Fixes nonhuman head of departments showing up as their original species in security records
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Makes the heretic worm use the blood walk element (#65658)
* Makes the heretic worm use the blood walk element
It was using a custom proc for this, but we have an element just for
this.
* Update code/modules/mob/living/simple_animal/heretic_monsters.dm
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* dont need this'
* adds an extra arg the to the element to keep direction
* moves da eement
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Makes the heretic worm use the blood walk element
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* [NO GPB] Makes GPSes work again (#65623)
Removes the tracking arg from GPSs, which I added because I thougt it'd be a helpful thing to add. Turns out it just makes it turn every GPS off on creation.
* [NO GPB] Makes GPSes work again
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Make shuttle engines actually purchasable with the BYOS kit (#65596)
* Make shuttle engines actually purchasable with the BYOS kit
* Add note that shuttle engines can speed up transit time
* Make shuttle engines actually purchasable with the BYOS kit
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Painting improvement: Added a palette component for spraycans and palette items. (#65577)
* Painting improvement: Added a palette component for spraycans and palettes.
* Painting improvement: Added a palette component for spraycans and palette items.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Allows you to offer an item to only one person with Shift+Ctrl+Click (#65441)
You can click someone directly with shift+ctrl+click to offer an item only to them. This is in contrast with pressing G, which offers the item to every adjacent carbon mob.
Also fixes a runtime where the Give screen alert on a potential recipient was trying to remove itself on proximity loss after the Offering status effect had already done it.
Removes duplicate range check on Give screen alert that was causing the runtime as Offering status effect takes care of it.
Also adds a check after clicking the screen alert to take something to make sure we're not dead or incapacitated, so dead people can no longer take things.
Also adds a screentip for this functionality.
Also adds some more checks to give() to make sure we can do it before sending the message to players that we're offering something.
* Allows you to offer an item to only one person with Shift+Ctrl+Click
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Allows Plasma Fixation to heal in any amount of plasma gas (#65389)
Allows for a very small amount of healing if there's a non-visible amount of plasma in the atmosphere,
* Allows Plasma Fixation to heal in any amount of plasma gas
Co-authored-by: TheSilverNuke <36066032+TheSilverNuke@users.noreply.github.com>
* shy component now has variables for being shy around keyless and clientless bodies (#65418)
* shy component now has variables for being shy around keyless and clientless bodies
* h
* shy component now has variables for being shy around keyless and clientless bodies
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Adds a cooldown to the deliver_first crates deny sound (#65443)
This is really annoying, byond sound sucks, etc
* Adds a cooldown to the deliver_first crates deny sound
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Fixes unarmed telekinesis breaking chameleon. (#65505)
Apparently whoever implemented the signal handler forgot to pass the signal source so it was reading the thing clicked on as whether the thing clicked on was adjacent. As datums are truthy this resulted in all clicks breaking chameleon.
* Fixes telekinesis breaking chameleon.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Refactors Lich Phylactery to be a component, makes it actually work (#65366)
* Refactors phylactery to be a component
- Overall improves lich code
- Changed the SOUL_IMBUE signal to return a bitflag
- Minor style improvements (indentation and such)
* Tweak initialize + fixes a bug with being gibbed
* adds a clarification comment
* And fixes a compile error oops
* reorganizing
* clear the revive timer, just in case
* oops this should drop stuff
* missing no soul trait
* type in a variable name
* god damn devil removal
- this check was removed when devil was and i think it's kinda important to prevent stacking lichdom
* rework this a bit
* plurals
* also, wrong source
* updates the description
* Some review + undoes some changes
- Corrects some comments
- Uses defines
- Rewords the lichdom entry and spell desc
- Sets default time per res to 0 secs to avoid changing behaviors
* Refactors Lich Phylactery to be a component, makes it actually work
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Improves dog AI resilience (#65384)
About The Pull Request
AI dogs currently have a nasty habit of getting stuck when trying to fetch items sometimes, rendering their AI behavior basically dead as they're stuck in a state where they're unable to accept any commands/inputs from their environment. This PR fixes that by adding some more robust checks to make sure a failed fetch attempt doesn't softlock the pups.
This PR also adds some growling sounds for dogs in harass mode who are guarding against someone not within biting distance.
Why It's Good For The Game
Fixes some edge cases where dog AI would stop working entirely. Makes dog AI's in attack mode more conspicuous, and less reliant on text spam to show that.
Changelog
cl Ryll/Shaps
fix: Dog AI's should no longer lock up and become unresponsive after failed fetch attempts
soundadd: Dogs in harass mode that are guarding against someone will now make growling sounds
/cl
* Fixes dog AI lockups when fetching things, adds growling noises for dog attack mode
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Adds the Kheiral Cuffs to the game, a life-saving wrist device (#65253)
They can be bought from the mining vendor for 2750 points.
The Kheiral cuffs act as a suit sensor booster off-station, and don't do anything on-station.
This was originally #65210, but after realizing the potential I scrapped that and jumped on this.
If you die as a miner, your only potential and realistic way of being revived is if someone makes the random decision to ask if you're alright over the comms, decides to do something when you don't respond, and then makes the trip all the way to and from your location of death.
This provides a way to reward miners who worked hard to get their points with a way to possibly get revived in the event of their death, without outright reviving them or something like that.
People will still need to retrieve your body, but at least they'll know you're even dead in the first place.
* Adds the Kheiral Cuffs to the game, a life-saving wrist device
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Decomposition now has mold first, then ants, instead of both. (#65409)
Someone made a suggestion to me that fixed a problem I've been trying to work around, and now that I've made it so people can set custom decompose times, that made this WAY EASIER.
When most foods decay, they will turn into the generic moldy food sprite you've become accustomed to, without the ants. After 30 seconds, that moldy food will get consumed by ants, leaving only the anthill.
Ants also no longer spawn on lavaland's basalt, by Fikou request.
* Decomposition now has mold first, then ants, instead of both.
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>