* Cleans shit up, adds some upper limits on zap count, makes explosions less commen. Need to fix apc issue before
I test how it plays
* Mood, buffs and nerfs tesla
* Cherry-Picking
* eyyo
* back to basics
* aight
* broooooooooooooooooo
* adds else
* range
* fixes shit
* Sure
* Cleans shit up
* Fixes prob issue
* Gee I like this spooky guy
* I swear to god if prob picks just makes a list I am gonna blow a gasket
* Goof I will find you and I will berate you
holy hell
Calm and peaceful ahhhhh
I swear goofs pc failing was the biggest tragedy in gaming
Fixes some flags
More touchups
Now to squash
Goofs PC failing was the biggest tragady in GAMING
* Fixing some misspellings before the bee gets me
* GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
* Full vehicle support
* Changes some flags around, "fixes" some bugs, makes being shocked less insane
* Makes spliting more reasonable, unfucks some shitty tesla code I copypasta'd into the sm, godspeed shitcode,
none noticed you.
* Removes my tesla_ignore_1 fix, another pr is up that should solve things, so we're just leaving it in for now,
gonna have to deal with merge conflicts when it gets merged, but that won't be too bad
* tfw
* Nothing to see here folks
* I'm a boomer
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)
this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.
also applies materials to everything, with fixes, which can close#46299
* Adds attacktext2 and friendly2 messages for personal "you" messages in combat.
* Adds response_help2, response_disarm2 and response_harm2 -messages for interacting with simple animals. Also removes unnecessary, already inherited, ones.
* Small extra: Adds personal messages for gun firing.
* Adds personal messages to grabs and fixes shoe stealing messages.
* Fixes open someone else's internals valve pronoun.
* Replaces response_help --> response_help_continuous, response_help2 --> response_help_simple etc. Also adds autodoc to simple_animal.dm variables.
Potentially stops machines from getting tesla zap multiple times which
could result in explosions occuring dozens of times even when they've
been deleted.
* Switches out the three billion args of electrocute act for flags
* Adds autodoc to electrocute flags, sets the boolean I removed and tries to fix the ed209 file
* tries to fix ed209 again
* Fixes 209 hopefully
* Finally fixes that darn file
* one final one to fix the diff
* Or i guess i'll just do it myself
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
About The Pull Request
full tile Reinforced windows now require a melee item over 11 damage to damage, have 150 health, and 90 melee armor. This is approximately 2 minutes of sustained beating with a toolbox.
full tile reinforced Plasmaglass windows now require a melee item over 21 damage to damage, have 200 health, and 95 melee resistance. This is approximately 3 minutes of sustained beating with a toolbox.
dir windows have been given the appropriate halved health values.
Current deconstruction steps:
heat one way screws (welder, 18 seconds, harm intent required)
unscrew one way screws (screwdriver, 8 seconds)
pop out panel (crowbar, 5 seconds)
cut connecting bars (wirecutter, 3 seconds)
unbolt frame (wrench, 5 seconds)
theoretical fastest time: 39 seconds
more practical time: 45 seconds
if the bolts are heated and then not unscrewed within 30 seconds they cool off again, and must be heated again
Construction is the same as before except the crowbar levering step takes 10 seconds instead of 3.
Why It's Good For The Game
Getting into places you shouldn't be is currently way too easy.
This change forces you to hack in, disassemble the window, or target a weak point like a windoor.
At the moment, it is possible to smash down what is intended to be a secure window with an item you get in your bag at roundstart for free. This is stupid. It should require some planning or at least thinking to be able to make your way in places you should not be.
Oranges has talked in the past about departments being designed like impenetrable fortresses with shutters everywhere, and this happens because reinforced windows are far too weak and unreliable to be able to have as effective defense of any department against even underequipped and underprepared people. This leads to the introduction of shutters which are too strong and difficult to deal with in most cases.
This is part of some plans to make departments more secure overall while still providing ample avenues for determined or properly prepared individuals able to get in if they want to. Despite having more plans along with this, this is a standalone change as is. This is not a "this will only work with later changes I'm totally going to do" situation
Changelog
cl
balance: Reinforced windows now require a melee item over 11 damage to damage, have 150 health, and 90 melee armor. This is approximately 2 minutes of sustained beating with a toolbox.
balance: Plasmaglass windows now require a melee item over 21 damage to damage, have 200 health, and 90 melee resistance. This is approximately 3 minutes of sustained beating with a toolbox.
/cl
* adds "you" to some combat visible_messages.
* more you-messages and attack verbs to present tense.
* small fixes
* more additions and small fixes
* few message tweaks
* Fixes a typo and few other wordings.
The original take_damage proc defined vars for no good reason had some
duplicate code and wasn't very readable.
If you are wondering why it calls obj_break every time it takes damage
while below integrity_failure, that's the way it used to be. Most (if
not all) stuff that takes advantage of this functionality already
accounts for this.
* Passes thrownthing to hitby
* Items now also pass thrownthing
* No longer uses default arguments
Also fixes bananium shield
* Adds more arguments to hitby calls
* Standardises throw_impact
* Clears up some loose ends
* Adds back wacky comment
* Reinstates can_push=FALSE on bananium shield
experimental: Tesla damage has been reworked to structures and objects have been worked with a linear scaling.
experimental: All tesla weapons now no longer need to hit a mob to arc lightning; however, they will no longer stun, and only hit each target once.
tesla_zap vars are now a single bitfield.
* Draft 1
* requested changes
* fixes & refactoring & vv support
* one more vars access
* there we go
* change arg name
* Update lava.dm
* Update armor.dm
* Update armor.dm
* Update armor.dm
* fixes
* Update datumvars.dm
* Update goliath_hide.dm
* Update objs.dm
* 0 -> none in checkrights()
* Update armor.dm
* Update datumvars.dm
* Update armor.dm
* Adds magic armor type
this did not exist before
* two missing things from previous commit
* I shouldn't webeditor at work
* It works, but is it worth it?
* bitfield helpers take 1
* Would this work?
* remove dangling debug code
* rebase & fixes
* vv bitfield stuff, reading
* DNM oceans of shitcode DNM
* honk
* honk2
* plonk
* rebase & fix
* Revert "all this wrapping and it's not even christmas (#33035)"
This reverts commit faaf151580.
* Revert "fuck me for forgetting to graph this one"
This reverts commit 45d7acea2f.
* Revert "defines math"
This reverts commit 2817a1737b.
* Stops airlocks from getting harddeleted, also fixes an unrelated runtime
Destroying doors with a sniper rifle or anything that flat out destroys them good would runtime in doors.dm #L184.
Also doors would very often not get qdel'd properly, it was not 100% of the time but very common, this *seems* to fix it but since reproducing the bug was never quite certain, I'm not absolutely sure I got it. I did destroy all the doors on the station without triggering a harddel on a door after this fix, where previously it would happen.
* old friend ex_act
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.
I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.
Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
* Add the system for managed global variables
* Travis ban old globals
* So you CAN inline proccall, that's neat
* Fix that
* master.dm
* Remove the hack procs
* Move InitGlobals to the proper spot
* configuration.dm
* Fix the missing pre-slash
* clockcult.dm
* This is probably for the best
* Doy
* Fix shit
* Rest of the DEFINES tree
* Fix
* Use global. for access
* Update find_references_in_globals
Always hated that proc
Whoever made it must've bee a r e a l idiot...
* __HELPERS tree
* Move global initialization to master.
Fix the declaration
* database.dm
* Dat newline
* I said DECLARATIVE order!
* Here's something you can chew on @Iamgoofball
* game_modes.dm
* Fix this
* genetics.dm
* flavor_misc.dm
* More stuff
* Do it mso's way. Keep the controllers as global
* Make master actually see it
* Fix
* Finish _globalvars/lists
* Finish the rest of the _globalvars tree
* This is weird
* Migrate the controllers
* SLOTH -> GLOB
* Lighting globals
* round_start_time -> ticker
* PAI card list -> pai SS
* record_id_num -> static
* Diseases list -> SSdisease
* More disease globals to the SS
* More disease stuff
* Emote list
* Better and better
* Bluh
* So much stuff
* Ahh
* Wires
* dview
* station_areas
* Teleportlocs
* blood_splatter_icons
* Stuff and such
* More stuff
* RAD IO
* More stuff and such
* Blob shit
* Changeling stuff
* Add "Balance" to changelogs
* Balance for changelog compiler + Auto Tagging
* Update the PR template
* hivemind_bank
* Bip
* sacrificed
* Good shit
* Better define
* More cult shit
* Devil shit
* Gang shit
* > borers
Fix shit
* Rename the define
* Nuke
* Objectives
* Sandbox
* Multiverse sword
* Announce systems
* Stuff and such
* TC con
* Airlock
* doppllllerrrrrr
* holopads
* Shut up byond you inconsistent fuck
* Sneaky fuck
* Burp
* Bip
* Fixnshit
* Port without regard
* askdlfjs;
* asdfjasoidojfi
* Protected globals and more
* SO MANY
* ajsimkvahsaoisd
* akfdsiaopwimfeoiwafaw
* gsdfigjosidjfgiosdg
* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!
* facerolll
* ASDFASDFASDF
* Removes the unused parts of dmm_suite
* WIP
* Fix quote
* asdfjauwfnkjs
* afwlunhskjfda
* asfjlaiwuefhaf
* SO CLOSE
* wwwweeeeeewwwww
* agdgmoewranwg
* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?
* Fix syntax errors
* 100 errors
* Another 100
* So many...
* Ugh
* More shit
* kilme
* Stuuuuuufffff
* ajrgmrlshio;djfa;sdkl
* jkbhkhjbmjvjmh
* soi soi soi
* butt
* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING
* lllllllllllllllllllllllllllllllllllllllllll
* afsdijfiawhnflnjhnwsdfs
* yugykihlugk,kj
* time to go
* STUFFF!!!
* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!
* ngoaijdjlfkamsdlkf
* Break time
* aufjsdklfalsjfi
* CONTROL KAY AND PRAY
* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
* Goteem
* Fix testing mode
* This does not belong in this PR
* Convert it to a controller
* Eh, fuck this option
* Revert controllerization Ill do it some other time
* Fix
* Working controllerization
* FOR THE LOVE OF CHRIST PROTECT THE LOGS
* Protect admins and deadmins
* Use the inbuilt proc