Repaths everything referring to "toxins" while actually meaning either the room in science or plasma gas. While this PR might be disrespectful to our forefathers, given this is (I believe) a holdover from as far back as the Exadv1 days, this has constantly irked me since I started working with the code. None of the player-facing stuff has referred to plasma as toxin since before 4407 hit, besides the Toxins Lab, and yet all of the type-paths are still pointing at toxins, making it a nightmare to search for in a map editor, and making the code needlessly easy to confuse with that of toxin damage. So this just fires it into the sun.
Anything relating to Toxins, the science subdepartment, now makes reference to Ordnance instead. This felt fitting enough given the focus of the subdepartment is around the creation of and testing of explosives.
Anything relating to plasma gas has, fittingly, been made to refer to plasma gas.
Edit: Ah yes, I feel I should probably apologise off the bat for the size of this PR- the code touched is mostly atmos machinery and simplemobs, a few sprites here and there, and of course the station maps + a few offstation maps.
Makes the code more legible and makes mapping less painful.
(The payment has been made)
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Lets construction bags be put in pockets like they were intended to (#60460)
* Lets construction bags be put in pockets like they were intended to
Co-authored-by: jughu <melvin2626@live.nl>
* Fix wallet ID access (#60449)
* Fix wallets ID access
* Refactor id_card code to be simple
* Refactor id_card even further
* Fix wallet ID access
Co-authored-by: Tim <timothymtorres@gmail.com>
* Adds missing space in medical ERT plushie box description (#60238)
* Adds missing space in medical ERT plushie box description
Co-authored-by: aaaa1023 <74441292+aaaa1023@users.noreply.github.com>
* adds a suicide for space helmets, fixes some other suicides (#60173)
* adds a suicide for space helmets, fixes some other suicides
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Pain!
* pain2
* Multitude of fixes
* Update expeditionary_trooper.dm
* Update expeditionary_trooper.dm
* Update expeditionary_trooper.dm
* Auto stash before merge of "vanguard-classes" and "origin/vanguard-classes"
* aaaa
* Update advanced_choice_beacon.dm
* Update advanced_choice_beacon.dm
* Won't pass CI or shit
* ok, close to halfway done
* Shield stuff + proper kits
* code standards? met
* Maps + So much shit
* a single exclamation mark
* better marksmen pouches + cool stuff :)
* Black Mesa + Medic Bone Saw
* Astrum + Mesa (Again)
* Wild West IS DONE
* Clown fix
* Remove
* Sigh
* fucking BONER SAW
* I'm stuff
* chem dispenser
* Minor map edits
* wildwest better + mesa remove nade
* ye this
* Less gamer gear
removed a brhs from astrum and medics don't get two times the night vision
* Final map tweaks
BlackMesa has another barricade to convince HECU not to gamer it up / Astrum has clearer boobytraps / Wildwest has more non-gamer loot, and some additional ammo for the CFA replacement.
Co-authored-by: Gandalf <jzo123@hotmail.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>
* Allows the detective's and nuke op's holsters to be placed in the suit storage slot of armor vests (#59976)
* single line change that will break everything
* now they work even better
* Trailing comma
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Allows the detective's and nuke op's holsters to be placed in the suit storage slot of armor vests
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Allows Bananas to be holstered (#59917)
Clowntectives can now comically whip out their trusty potassium pistol to brutally feed mimes to death. Or sneak into the detective's office and replace their actual gun with a banana.
Get it, because I call you guys the banana bros all the time?
* Allows Bananas to be holstered
Co-authored-by: death and coding <58394696+thestubborn@users.noreply.github.com>
* Reverts Entered() passing dir instead of old loc (#59910)
* Reverts Entered() passing dir instead of old loc
Co-authored-by: Rohesie <rohesie@gmail.com>
* Change agent ID cards to jump to the front of wallets; disguise other more powerful ID cards (#59652)
Many moons after I reworked ID cards, I feel the Agent ID card needs a little bit of extra love.
This change adds an option during forging which allows the user to specify whether the agent ID card will force itself to the front-facing/visible ID slot in wallets.
This provides traitors with a way to effectively disguse any special ID cards and accesses they may have without making the agent ID card a must-buy TC tax. If your traitor strategy involves gathering many ID cards, this is a definite buff to an item that took a heavy hit to power in the rework.
* Agent ID cards now jump to the front of wallets and can disguise other more powerful ID cards.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* 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>
* Makes it so the matchbox's matches visibly empty from the sprite when you take matches out (#59575)
* 4 fucking sprites
* forgot to make it call parent
* uses base_icon_state
Co-authored-by: TemporalOroboros <TemporalOroboros@ gmail.com>
* adds base_icon_state variable to matches
* base_icon_state fix
Co-authored-by: TemporalOroboros <TemporalOroboros@ gmail.com>
* Makes it so the matchbox's matches visibly empty from the sprite when you take matches out
Co-authored-by: Wallemations <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: TemporalOroboros <TemporalOroboros@ gmail.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>
* fixes stuff made with bronze sheets deconstructing into tiles or not being able to make bronze golems (#58708)
* fixes poopy bronze tiles sstuff
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* REOPEN: REVERT: Changes faster fireman carrying from a trait on gloves to a skillchip (#58268)
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
* REOPEN: REVERT: Changes faster fireman carrying from a trait on gloves to a skillchip
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
* Refactor /obj/item/food/chewable into a chewable element (#58243)
* Refactor /obj/item/food/chewable into a chewable component
* Element, always process
* Refactor /obj/item/food/chewable into a chewable element
* Update maint_loot_trash.dm
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>