* Crafting/Cooking menu update
* Yeeted away all of the merge conflicts, time to fix the code
* Okay, now it compiles, and after testing, it seems to work just fine
* Actually, early addition of an upstream fix, so those that don't have hunger can still open the cooking menu
* Fixes the units tests by removing the extra comma in the Stuffed Muli Pod recipe
Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* some modsuits now have some modules pinned by default (#72258)
## About The Pull Request
cleans up some modsuit code i dont like about their modules
removes mod theme blacklists, they are unused and weve not needed them
at all so far
adds support for premade suits to have modules they pin by default
the default pins currently are:
advanced suit: jetpack
loader suit: clamp, magnet, hydraulic arms
mining suit: sphere transformation
safeguard suit: jetpack
magnate suit: advanced jetpack
traitor suit: armor booster, jetpack
elite traitor suit: armor booster, advanced jetpack
nukie suit: armor booster, advanced jetpack
elite nukie suit: armor booster, advanced jetpack
spetsnaz pyro suit: armor booster, advanced jetpack, flamethrower
prototype suit: tether, kinesis
apocryphal suit: jetpack
chrono suit: timestopper, rewinder, timeline jumper, kinesis plus,
timeline eradication
ninja suit: advanced stealth, star dispenser, emp pulse, weapon recall,
adrenaline boost, energy net
## Why It's Good For The Game
quickens some stuff up
## Changelog
🆑
qol: some modsuits now have some modules pinned by default
/🆑
* some modsuits now have some modules pinned by default
* SR modsuits
* word
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Makes the Space Ninja modsuit module buttons pinned by default (#70997)
## About The Pull Request
Makes space ninjas spawn with their modsuit action buttons already
pinned
## Why It's Good For The Game
The radial menu isn't really practical for abilities you're going to be
using mid-combat, the throwing star dispenser is especially bad since
it's basically impossible to use at the rate it comes off cooldown if
you don't have it pinned.
People shouldn't need to know how to pin the modules or to go through
the UI pinning each of them just for the antag to be playable.
## Changelog
🆑
qol: Space Ninja now has their MODsuit module buttons pinned by default
/🆑
* Makes the Space Ninja modsuit module buttons pinned by default
Co-authored-by: GoblinBackwards <22856555+GoblinBackwards@users.noreply.github.com>
* Ninjas and Traitors can no longer hack consoles located in maintenance (#70380)
* - Ninja and traitor console hacking can only be done in VALID_TERRITORY areas
* Balloonies
* Actually, it should check separately.
* We never checked this either apparently
* Feedback
* Boilerplate
* Return FALSE
* Balloons
* Ninjas and Traitors can no longer hack consoles located in maintenance
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes being able to hack a comms console if it gets depowered or broken mid hack (#68048)
Fixes hacking consoles after they're unpowered
* Fixes being able to hack a comms console if it gets depowered or broken mid hack
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Refactors speech impeding effects (drunken slurring / suttering) into status effects. Adds heretic slurring in addition to the existing cult slurring. Removes 4 vars from /living in return, which slightly optimizes Life() (wink)
* fex
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins. (#64643)
* Makes used grenades slightly more obvious.
Adds a variable to tell whether a grenade can't detonate properly.
Examining can be used to tell if the grenade has already been used.
A flag on it is set when the grenade detonates so that used grenades can't be reused until it's reset.
It also prevents spamming admins with grenade primed messages since there's no point if the grenade won't work.
* Changes dud var to dud flags.
Changes the name of the dud var to dud_flags to clarify that it is a set of bitfields.
Changes the default value of the dud var to NONE also to clarify that it is a set of bitfields.
Changes the documentation for the dud var to clarify that it is a set of bitfields.
* Fixes eternally armed dud grenades.
Makes the grenades reset their appearance if they reach the end of their fuse while a dud.
Prevents chemical grenades from staying in the 'i am armed' visual state forever.
* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Some costume and antag masks no longer have fov, like they didn't use to have tint. (#63571)
Syndicate, ninja, fugitive hunter masks and some costume masks (cyborg visor, plague doctor, carp, owl, monkey) no longer impair vision with field of vision cones.
* Some costume and antag masks no longer have fov, like they didn't use to have tint.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Fixes the spider charge not giving ninjas their objective (#64013)
The ninja charge was calling parent and clearing `detonator` before it
could check if it was null or not, thus always early returning before it
could apply the completed objective. TESTED AND IT WORKS FINE
Fixes#64010 (Ninja Spider Charge doesnt complete the objective to explode)
* Fixes the spider charge not giving ninjas their objective
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Fixes spidercharges blowing up anywhere (#63679)
the spider charge should only be blowing up in the given location
* Fixes spidercharges blowing up anywhere
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Ninjas can no longer call reinforcements if the comms console is depowered (#63447)
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
* Ninjas can no longer call reinforcements if the comms console is depowered
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
* Gasmaks tint and tint calculation update (Oranges approved edition) (#62947)
About The Pull Request
Gasmaks apply a darkening overlay similar to the welding one but much lighter and open.
Without mask
nomask
With mask
covid
With mask and sunglasses
image
Note that other items that apply tint haven't been changed if worn on their own (sunglasses don't darken the vision) but will increase the darkening effect if staked (mask + sunglasses will give an even darker overlay).
Oranges' approval
dad2
Why It's Good For The Game
All upside and no downside are no fun.
Changelog
cl
balance: gasmasks give a slightly darkening overlay, effect will stack with other items that have tint.
code: tint code has been updated to properly work.
/cl
* Gasmaks tint and tint calculation update (Oranges approved edition)
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Replaces downloading research notes with a new antag objective and station sabotage point. (#61685)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Replaces downloading research notes with a new antag objective and station sabotage point.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* 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>
* Adds a hotkey that puts you in throw mode aslong as you hold it (#57331)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a hotkey that puts you in throw mode aslong as you hold it
* a
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* ninjaDrainAct is now used with rightclick, not toggled with HUD. (#57153)
* ninjaDrainAct is now used with rightclick, not toggled with HUD.
Co-authored-by: Gurkenglas <gurkenglas@hotmail.de>
* Added Ninja borgs
Changed a bit of stuffs and also added stuffs for future borgs
* fixed drainact
obv
* Update robot_module.dm
* Finished, I think
* ffs
* fr?
added newlines
* Energy katana now uses right click to teleport instead of toggling (#56636)
Energy katana now uses right click to teleport instead of toggling by activating in hand.
Right click is the new standard for minor interactions. This feels much more fluid than switching, and ensures you'll never mess it up.
Right clicking being the new method of minor interactions starts now.
* Energy katana now uses right click to teleport instead of toggling
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>