## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Pull Request
Using these search regexes:
Ending in 0:
`addtimer\((.*),\s?(\d{1,3})0\b\)`
replacement:
`addtimer($1, $2 SECONDS)`
Two digit ending in odd:
`addtimer\((.*), (\d)([1-9])\)$`
replacement:
`addtimer($1, $2.$3 SECONDS)`
Single digit ending odd:
`addtimer\((.*), ([1-9])\)$`
replacement:
`addtimer($1, 0.$2 SECONDS)`
## Why It's Good For The Game
Code readability
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
From the creator of 'cosmetic' elements such as footstep_override and
immerse...
I've made an element called elevation that nudges mobs a few pixels up
while standing on things like tables, crates and beds.
Screenshots of many clones of the same character standing on different
objects:

## Why It's Good For The Game
It makes it look like the mob is actually standing on an elevated
surface.
## Changelog
🆑
add: Standing on structures such as crates, tables and bed will now look
like it.
/🆑
## About The Pull Request
Re-read the title. I had to add a dcs signal to do this.
## Why It's Good For The Game
Empowering trash bins for the sake of consistency.
## Changelog
🆑
balance: You can now sweep garbage into open trash bins (the crate
subtype).
/🆑
## About The Pull Request
This PR is actually 2 parts, one that fixes runtimes with crates & the
other that allows secured closets to be crafted
along with a secured suit storage unit
**Crate Fixes**
Fixes#74708
The problem starts here
f117834208/code/game/objects/structures/crates_lockers/crates.dm (L31-L34)
Not only does this if condition look ugly but it's highly error prone
because one single call to `update_appearance()` can cause this to fail,
and sure enough if you look at the parent `Initialize()` proc it calls
just that
f117834208/code/game/objects/structures/crates_lockers/closets.dm (L81-L88)
Since we know the appearance is guaranteed to be changed in some way
before the if condition gets executed let's check what the final state
of the crate would be before this if check
f117834208/code/game/objects/structures/crates_lockers/crates.dm (L54-L56)
We see that the final icon state depends on the variable `opened` so if
we want to place/spawn a crate that is opened at round start we have to
ensure that `opened = TRUE` so the `if(icon_state ==
"[initial(icon_state)]open")` succeeds and does its job correctly.
Sadly we did dum shit like this
```
/obj/structure/closet/crate{
icon_state = "crateopen"
}
```
throughout the entire code base, we thought backwards and were only
concerned in making the closet look open rather than setting its correct
variables to actually say that it is opened. because none of these
crates actually set `opened = TRUE` the final icon state becomes just
"crate" NOT "crateopen" therefore the if condition fails and we add the
component
f117834208/code/game/objects/structures/crates_lockers/crates.dm (L36-L37)
with the wrong parameters, so when closing the closet after_close()
removes the component with the wrong arguments
f117834208/code/game/objects/structures/crates_lockers/crates.dm (L81-L84)
that is does not unregister the signals and readds the component i.e.
re-registers the signals causing runtime.
The solution just do this
```
/obj/structure/closet/crate/open[mapping helper]
```
To clearly state that you want the closet to be open, that way you don't
have to memorize the icon_state for each different type of crate, it's
consistent across all crates & you don't get runtimes.
And that's exactly what i did everywhere
Another issue that is fixed is "Houdini crates" i.e. crates which are
open & appear empty but when you close & reopen them magical loot
appears, Go ahead walk upto to cargo and find any empty crate that is
open and do this
Fixes#69779https://user-images.githubusercontent.com/110812394/232234489-0193acde-22c8-4c19-af89-e897f3c23d53.mp4
You will be surprised, This is seriously harmful to players because they
can just walk by a crate that appears to be open & empty only to realize
later that it had some awesome loot. Just mean
The reason this happens is because of the Late Initialization inside
closets
f117834208/code/game/objects/structures/crates_lockers/closets.dm (L85-L86)
What late initialization does is suck up all stuff on its turf
f117834208/code/game/objects/structures/crates_lockers/closets.dm (L97-L100)
In theory this is supposed to work perfectly, if the closet is closed
move everything on the turf into the closet and so when the player opens
it, they all pop back out.
But what happens if the closet is opened before ` LateInitialize()` is
called? This breaking behaviour is caused by object spawners
f117834208/code/game/objects/effects/spawners/random/structure.dm (L94-L100)
And maint crates
f117834208/code/game/objects/structures/crates_lockers/crates.dm (L141-L143)
These 2 spawners open up the crate based on random probability before `
LateInitialize()` is called on the crate and so what happens is the
crate is first opened and then stuff on the turf is sucked in causing an
open but empty crate to appear.
The solution is simple just check again in ` LateInitialize()` if our
crate is still closed before we proceed.That's fixed now too
**Code Refactors**
1. Introduced 2 new signals COMSIG_CLOSET_PRE/POST CLOSE which are the
counter parts for the open signals. hook into them if you ever need to
do stuff before & after closing the closet while return BLOCK_CLOSE for
COMSIG_CLOSET_PRE_CLOSE if you want to block closing the closet for some
reason
2. 2 new procs `before_open()` & `before_close()` which are the counter
parts for `after_open()` & `after_close()`. If you need to write checks
and do actions before opening the closet or before closing the closet
override these procs & not the `open()` & `close()` procs directly
**Secured Craftables**
This is just a reopened version of #74115 after i accidently merged
another branch without resolving the conflicts first so i'll just
repaste everything here, since crates & closets are related might as
well do all in one
1. **Access secured closets**
- **What about them?**
**1. Existing System**
If you wanted to create a access secured closet with the existing system
its an 4 step process
- First construct a normal closet
- Weld it shut so you can install the airlock electronics
- Install the electronics [4 seconds]
- Unweld
This is a 4 step process which takes time & requires a welding tool
**2. New system**
Combine the 4 steps into 1 by crafting the secure closet directly

- **Bonus Features**
**1. Card reader**
The card reader acts as an interface between the airlock electronics &
the player. Usually if you want to change access on a locker you have to
- Weld the closet shut
- Screw driver out the electronics
- Change the settings
- Install it back
- Unweld
With a card reader there is no need of a welder & screwdriver. You can
change the access of the locker while its operational
**How do i install the card reader?**
1. Weld the closet shut
3. Insert card reader with hand
4. To remove the card reader use crowbar or just deconstruct the whole
closet with a welding tool
5. Unweld closet
**How to change its access?**
This will overwrite the settings on your airlock electronics. To do this
1. make sure the closet is first unlocked. This is important so that no
random person who doesn't have access to the closet can change its
access while its locked. It would be like giving the privilege of
changing your current password without first confirming if you know the
old password
2. attack/swipe the closet with your PDA. Make sure your ID card is
inside the PDA for this to work. You can also just use your ID card
directly without a PDA
3. You will get 3 options to decide the new access levels

They work as follows
- **Personal**: As the name implies only you can access this locker and
no one else. Make sure to have your ID on you at all times cause if you
loose it then no one can open it
- **Departmental**: This copies the access levels of your ID and will
allow people having those exact same access levels. Say you want to
create a closet accessible to only miners. Then have an miner choose
this option and now only miners can open this closet. If the Hop sets
custom access on your ID then only people with those specific access
levels can open this closet
- **None**: No access, free for all just like a normal closet
**Security:** After you have set the access level it is important to
lock the access panel with a "multi-tool", so no one else can change it.
Unlock the panel again with the "multi-tool" to set the new access type
**2. Give your own name & description**
To rename the closet or change its description you must first make the
closet access type as personel i.e. make it yours, then use an pen to
complete the job. You cannot change names of departmental or no access
closets because that's vandelism
**3. Custom Paint Job**
Use airlock painter. Not intuitive but does the job.

**4. Personal closets**
Round start personal closets can have their access overridden by a new
ID when in it's unlocked state. This is useful if the last person has no
use for the closet & someone else wants to use it.
- **Why its good for the game?**
1. Having your own personal closet with your own name & description
gives you more privacy & security for your belongings so people don't
steal your stuff. Personal access is more secure because it requires you
to have the physical ID card you used to set this access and not an ID
which has the same access levels as your previous ID
2. Make secure closets faster without an welding tool & screw driver
3. Bug fix where electronics could be screwed out from round start
secured closets countless times spawning a new airlock electronic each
time
2. **Access secured freezers**
- **What about them?**
The craftable freezer from #73942 has been modified to support secure
access. These can be deconstructed with welders just as before

- **How does it work?**
The access stuff works exactly the same as secure closets described
above. You can rename & change description with pen just like the above
described secure closets. No paint job for this. Install card reader
with the same steps described above.
- **Why it's good for the game?**
1. Make access secured freezers faster without a welder and screwdriver
2. Your own personally named & locked freezer for storing dead bodies is
always a good thing
4. **Access secured suit storage unit**
- **What about them?**
Suit storage units now require airlock electronics for construction. The
access levels you set on it will be used to decide
1. If a player can unlock the unit
2. If the player can open the unit after unlocking
3. If the player can disinfect whatever is inside
By default all round start suit storage units have free access
- **Install card reader**
Provides the same functionality as secured closets described above. To
install it
1. Open its panel with a screw driver
2. Add a card reader to it with hand
3. Close the panel
When you deconstruct the machine the card reader pops back out
- **Why it's good for the game?**
1. Having your own access protected and named suit storage unit so
random people don't steal your mod suits? Who wouldn't want that.?
Provides security for department storage units.
2. If you have the unit locked then you cannot deconstruct the machine
with a crowbar providing additional security
3. Fixes#70552 , random people can't open/unlock the suit storage unit
without access. You can set personal access to make sure only you can
access the unit
## Changelog
🆑
add: Access secured closets. Personal closets can have their access
overwritten by an new id in it's unlocked state
add: Access secured freezers.
add: Access secured suit storage units.
fix: Suit storage unit not having access restrictions.
fix: airlock electronics not properly getting removed after screwing
them out from round start lockers
fix: round spawned open crates run timing when closed
fix: open crates hiding stuff in plain sight
fix: open closets/crates sucking up contents during late initialize
causing them appear empty & open
/🆑
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* - Fixes storage mass transfer
- Brings some sanity to storage procs
- Implements a griddle feature that never was
* Uncomment this
* Right-click attack fix
* Scoop fix
* Smartfridges use silent
* Restores some lost checks
* Fixes storage implants
Currently, storage works as a subtype of /datum/component, utilizing GetComponent() and signals to operate. While this is a pretty good idea in theory, the execution was pretty trash, and we end up with alot of GetComponent() snowflake code (something that shouldn't even need to be used frankly), and a heaping load of scattered procs that lead into one another, and procs that don't get utilized properly.
Instead, this PR adds atom_storage and proc/create_storage(. . .) to every atom, allowing for the possibility of storage on quite frankly anything. Not only does this entirely remove the need for signals, but it heavily squashes down the number of needed procs in total (removing snowflake signal procs that just lead to one another), reducing overall proc overhead and improving performance.
They can only have electronics inserted if they
are welded shut (if they can be welded)
don't have electronics already and aren't secure
They can only have electronics removed if they
are welded shut (if they can be welded)
are unlocked
are secure (even if they don't have electronics, then it'll create them)
## About The Pull Request
stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it
for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

## Regex used:
procs without args, not even regex
`/Initialize()`
procs with args
`\/Initialize\((?!mapload)((.)*\w)?`
cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
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
* big batch of loc assignments
* Update emergency.dm
* Update spiders.dm
* Update parrot.dm
* Update ripley.dm
* Update firealarm.dm
* seems to work
* this maybe works?
* brainmemes, again
* stuff
* fix brainmob, camera runtimes
Fixes large crate, critter crate, cardboard and metal boxes showing a nonfitting sprite when wrapped. I added two new sprite for those wrapped box-like closet, one for wrapped and one for giftwrapped.
You can now use tabs when writing on paper, by using "[tab]".
Fixes clone damage not being transfered when humanizing/monkeyizing with a dna injector.
Fixes chaplain's camera obscura showing invisible things other than ghosts.
Fixes typo in carbon/examine.dm().
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.