Commit Graph

9613 Commits

Author SHA1 Message Date
norsvenska
aefec7cb2b Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 15:47:03 -04:00
SkyratBot
59d79ed3c8 [MIRROR] [NO GBP] Fixing beyblade flipping (also an already borked comsig) (#28914)
* [NO GBP] Fixing beyblade flipping (also an already borked comsig)

* fix an old thing

* Update emote.dm

* Update emote.dm

* Update robot.dm

* Update robot.dm

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-21 09:13:28 +05:30
SkyratBot
9c4d7eb0b8 [MIRROR] Monkification Fixes Fixes (#28963)
* Monkification Fixes Fixes (#85104)

## About The Pull Request

Fixes #85100

Roundstart monkeys are monkeys before they're monkeys, whoops.

## Changelog

🆑 Melbert
fix: Fixed roundstart monkeys not having monkified
fix: Fixed being "de-monkified" while dead making it difficult to
actually de-monkey you going forward
fix: Fixed genetic scanner showing dead mobs as "transforming"
/🆑

* Monkification Fixes Fixes

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-07-20 21:46:12 +05:30
SkyratBot
f6a4f39080 [MIRROR] Bodypart overlays provide emissive blockers (#28923)
Bodypart overlays provide emissive blockers

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-20 18:52:28 +05:30
SkyratBot
16854f2358 [MIRROR] The Voidwalker | New Midround Antagonist (#28832)
* The Voidwalker | New Midround Antagonist

* [MIRROR] The Voidwalker | New Midround Antagonist [MDB IGNORE] (#3755)

* The Voidwalker | New Midround Antagonist

* Update role_preferences.dm

* Update sql_ban_system.dm

* Update _bodyparts.dm

* Update role_preferences.dm

* Update lazy_templates.dm

* Update _bodyparts.dm

* Update _bodyparts.dm

* Grep

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-07-20 17:44:24 +05:30
SpaceLoveSs13
426cc6e7fa More missed prs (#28921)
* Handful of missed mirrors (#3739)

* fix duplicate traits

* Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)

This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.

Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.

Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.

<details>
  <summary>In hindsight it's kind of a long list.</summary>

* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.

</details>

Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.

Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.

Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.

Adjusted the N-spect scanner's description to match it's new
functionality.

The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.

https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d

**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.

**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.

**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).

Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.

As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.

Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.

If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.

Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.

🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Adds six new strange object powers! (#84775)

DESIGN CONCEPT: Strange Devices are at their best when they're odd tools
which can help a department out, with some strange drawbacks that make
them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Drink Dispenser: Creates a glass, then fills it up with a random drink.

Bioscrambler: After a noticeable warning, bioscrambles people nearby.
33% chance to be used up on use.

Recharger: Shocks you, but recharges one random item to max battery.

Hugger: Hugs everyone in range as if you had the friendly trait.

DImensional: Converts the surroundings to a random material-theme. Each
use increases cooldown by two seconds.

Disguiser: Drops your clothing to the ground and replaces it with a
delete-on-drop costume and a randomly assigned cardboard ID.

Removed an unused and unusable shock flag.

Removed an unused dumb ghost item.

Added a proc that returns a hex color with the # attached.

> DESIGN CONCEPT: Strange Devices are at their best when they're odd
tools which can help a department out, with some strange drawbacks that
make them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Request by ArcaneMusic! He wanted new abilities to go along with the new
sprites, and approved these.

> Removed an unused dumb ghost item.

please stop using costume subtypes for OP items. whats the damn point of
the subtype if youre just going to screw with it

> Added a proc that returns a hex color with the # attached.

idk why it didnt have this tbh

🆑
add: Adds six new strange object powers! Drink dispenser, bioscrambler,
recharger, hugger, dimensional, disguiser.
code: Removed some unused code and items, and added a proc that returns
a random #colorstring.
/🆑

* [NO GBP] the random spawner loot weight config is not an integer (#84814)

Sets `integer` to false.
Also a tidbit about the `skew_loot_weight` proc, though loot lists with
uneven weights all tend to add a value to all entries so it isn't an
issue.

The config isn't an integer.

N/A

* The techweb no longer erroneously refers to MODsuits as exosuits (#84800)

At some point, some of the techweb node descriptions were changed, so
that it referred to certain modsuits as exosuits. This just changes it
back.

The term "exosuit" is generally used for mechs, not modsuits. The
techweb descriptions should refer to modsuits as modsuits.
🆑
spellcheck: The techweb no longer erroneously refers to MODsuits as
exosuits.
/🆑

* Adds new hairstyle - Short Bangs 2 (#84804)

Adds a new hairstyle called Short Bangs 2.
The hairstyle is basically an edit of the existing double buns, except
the hair buns themselves are removed.

https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506

More customization, variety and character flavor is great. Double buns
itself is a good hairstyle but some may not like the hair buns out of
personal preference or that it can look weird on non-human species like
felinids.

🆑 Hardly3D
add: Added new hairstyle: Short Bangs 2
/🆑

* Offset render relays for non-offsetting planes to match highest matching render plane (#84184)

**Alternate title: "Fix blind people getting so blind they become deaf
when going down a flight of stairs"**

So 'bout half a week to a week ago I overheard a friend complaining
about blind people not seeing runechat on lower multi-z levels. Asked a
bit, apparently they'd reported this about half a year ago, and it's
still an issue.
So in my never-ending hubris I decided to just go and fix it!
Now, admittedly? I really _really_ do not get the rendering system we
use.
The simple options were right out: we can't allow the fullscreens plane
to be offset, as this causes issues with looking up/down, or disallow
runechat from being offset, which causes issues with runechat from other
levels.

After poking our very cool and smart rendering guy several times over
the course of the last week, this is what we got to:

We simply make the rendering relays for non-offsetting plane masters
point to the highest rendering plane that matches the target.
We do this by offsetting the rendering relays in place, by adjusting
their plane and layer values to match the new offset, with a new
`offset_relays_in_place(new_offset)` proc called in
`/datum/plane_master_group/proc/transform_lower_turfs(...)`.
Importantly, we compare the current layer values to what they should've
been, so we don't accidentally override relays with custom-set layers.

This fixes our issue (as tested on wawastation):
<details>
  <summary>Images</summary>

![image](https://github.com/tgstation/tgstation/assets/42909981/c6a10e04-dd08-4642-bc4d-d99ae5004a40)

![image](https://github.com/tgstation/tgstation/assets/42909981/740dc894-7495-4c35-b729-ffcc539ca928)

![image](https://github.com/tgstation/tgstation/assets/42909981/986433a7-e66e-408a-8e77-1f1eb89cb67c)

</details>

Fixes #80376.
🆑
fix: You can see runechat above fullscreen overlays on lower multi-z
levels again. Rejoice, blind players. Please report any weird rendering
layering issues.
/🆑

* illegal tech flag got changed

* Automatic changelog for PR #84003 [ci skip]

* Automatic changelog for PR #84775 [ci skip]

* Automatic changelog for PR #84800 [ci skip]

* Automatic changelog for PR #84804 [ci skip]

* Automatic changelog for PR #84184 [ci skip]

* Makes the smoking pipe sprite not give you a phantom stache. (#84898)

The smoking pipe currently gives you a phantom stache. Observe, note the
black background and know this character has no facial hair.

![image](https://github.com/tgstation/tgstation/assets/70115628/2939afa9-e4e4-4ee2-b38b-fc517e207d01)
I basically adjusted the pixels so it'd look better from different
directions.
This is the new look - approximately.

![image](https://github.com/tgstation/tgstation/assets/70115628/55e23d8e-2367-468a-94c2-9c5741f34762)
Smoking pipe is cool for RP but the sprite's fucked.
🆑
image: the smoking pipe's directional looks have been altered to make it
less ugly
/🆑

(cherry picked from commit c499c51bb3)

* Automatic changelog for PR #84898 [ci skip]

(cherry picked from commit 1e80a72dee)

* Revert "Automatic changelog for PR #84898 [ci skip]"

This reverts commit 1ddc7d43de30bb7ef029d1ddd39f86ded94e110c.

* Revert "Makes the smoking pipe sprite not give you a phantom stache. (#84898)"

This reverts commit b66b9d634e5f28e40e800586d4642468049767e6.

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: orange man <61334995+comfyorange@users.noreply.github.com>
Co-authored-by: NewyearnewmeUwu <70115628+NewyearnewmeUwu@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Another batch of missed mirrors :) (#3811)

* Fixes bookshelf attackby (#84929)

Closes #84884
Adds early returns, cleans up and fixes whatever was going in bookshelf
attackby code due to lack of early returns and state weirdness.

🆑
fix: You can attack bookshelves in a variety of states once more
/🆑

* You can no longer move chairs as a ghost (#84972)

Partially handles #84971

🆑
fix: Ghosts can no longer move chairs
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

* Split security gloves from black gloves, gave sprites to those and tackling gloves, moves tackling to right-click (#84909)

Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.

Adds sprites for security and tackling gloves, moves tackling to
right-click!

Also added blue security gloves for the blue sec PR. Whoever merges it
first will, assumedly, add it then.

Sprites here:

![image](https://github.com/user-attachments/assets/034628df-91b4-4c17-b018-a67beb76ae1c)

Moved tackling to right click.

> Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.

Didn't make any sense that normie gloves had these. It was an
undocumented feature! Why can jannies fast cuff!

> Adds sprites for security and tackling gloves, moves tackling to
right-click!

Really smells that these don't have sprites so I quickly slapped some
up, edited from tackler and CE insuls.

> Also added blue security gloves for the blue sec PR. Whoever merges it
first will, assumedly, add it then.

We can't have blue sec with red gloves!!!

> Moved tackling to right click.

It's so fuckin annoying to accidentally tackle when you're trying to
throw something. It's the biggest thing that prevents me from putting on
gloves. Now it'll rarely, if ever, be a problem: Pressing right click
while thowing mode is on is unlikely to ever happen accidentally.

🆑
add: Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.
imageadd: Adds sprites for security and tackling gloves, moves tackling
to right-click!
imageadd: Also added blue security gloves for the blue sec PR. Whoever
merges it first will, assumedly, add it then.
qol: Moved tackling to right click.
/🆑

* Lavaland raptor barn improvements  (#84967)

This PR re-maps the lavaland raptor barn to:
1. Have bridge access from public and regular mining so people are not
forced to build one themselves
2. Give the area a bit of spice to look more visually interesting
3. Gives anyone working on raptors less of a giant walk to go eat

![pee
arr](https://github.com/user-attachments/assets/34c44db8-878a-48a4-9888-850a6770d74e)

<details><summary>In game screenshots</summary>

![Merde Stopover Theta 2024-07-14
165108](https://github.com/user-attachments/assets/025157b7-2b6d-4447-8d98-ec3efde4fc10)

![Merde Stopover Theta 2024-07-14
165104](https://github.com/user-attachments/assets/36e98170-977a-4288-8ad1-8684c4510a65)

![Merde Stopover Theta 2024-07-14
165059](https://github.com/user-attachments/assets/1a264fc1-5dbd-4d82-a68b-1b004141429e)

![Merde Stopover Theta 2024-07-14
165036](https://github.com/user-attachments/assets/fa96b5f2-338e-4370-9bcc-8bf4a0f9543f)

![Merde Stopover Theta 2024-07-14
165031](https://github.com/user-attachments/assets/b333df16-38bd-472d-aad0-4f868d4e6a77)

</details>

It seems like a major oversight that there was no reliable walkway to
and from the barn. Additionally, the barn currently looks out of place.
This PR makes it a cohesive themed area, making it more comfortable and
attractive to interact with while fitting better into the overall "on
lavaland" theme.

🆑 Thedragmeme
qol: re-maps the raptor barn to not stick out like a sore thumb
fix: Miners and the public both can access the raptor barn without
having to make a bridge themselves
/🆑

* Human AIs get a portable crew monitor, loses borg costume and implant (#84965)

Removes Human AI's teleport blocker implant and borg costume and gives
them a portable crew monitor in their bag instead.

I originally gave human AIs a teleport blocker so it would be a little
harder to leave the SAT, but I don't think it should be impossible. With
enough effort and determination, it should be possible for a human AI to
go get their own food or go interact with crew and whatnot. Their
slowness is meant to be a deterrent and I think it is a fine one that
doesn't need this extra implant, not to mention that I'd like to keep
cybernetics on the human AI to a minimum.
In the original Human AI PR, I had given them a borg costume before they
got their own custom outfit. Now that I gave them that, the borg costume
is now just outdated. They shouldn't look like a borg to their borgs,
they should stand out.

As for the portable crew monitor, I thought it would be the best way to
give human AIs the ability to see people's vitals like AIs could, but
only if their sensors are maxed. AIs can only see people's medhuds if
the person's sensors are on so they don't necessarily need one, they
just won't see things like diseases and such, which I think is fine.

🆑
balance: Human AIs no longer have a teleport blocking implant or borg
costume, but now has a portable crew monitor.
/🆑

* You can fire PKAs/plasma cutters point blank at turfs (#84974)

Due to point blank checks in guncode you weren't able to fire PKAs or
plasma cutters at turfs point blank, requiring you to aim at least 1
tile away - making mining with those annoying without mesons.

If you click at a turf in front of you with a mining tool, you expect it
to actually work.

🆑
qol: You can fire PKAs/plasma cutters point blank at turfs.
/🆑

* fixes a big harddel source (#83987)

this hard delete would happen everytime a player joins/observers the
round. upon using the ref tracker i discovered this problem was caused
by movable/screens not cleaning up after their owning huds if it gets
deleted. i didnt weakref it was cause it meant id have to resolve it in
so many places, but if weakrefing is preferable i will do it

![image](https://github.com/tgstation/tgstation/assets/138636438/d4b5465e-85b6-4e79-80a7-551684bdd831)

fixes a hard delete

* Automatic changelog for PR #84929 [ci skip]

* Automatic changelog for PR #84972 [ci skip]

* Automatic changelog for PR #84967 [ci skip]

* Automatic changelog for PR #84965 [ci skip]

* Automatic changelog for PR #84974 [ci skip]

* Adds Missing Icon States

This should shutup CI

* This nonsense

* Update sec_clothing_overrides.dm

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
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Co-authored-by: orange man <61334995+comfyorange@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>

---------

Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
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2024-07-20 14:23:30 +05:30
SpaceLoveSs13
fa2ab65f07 Missed mirrors (#28919)
Handful of missed mirrors (#3739)

* fix duplicate traits

* Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)

This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.

Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.

Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.

<details>
  <summary>In hindsight it's kind of a long list.</summary>

* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.

</details>

Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.

Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.

Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.

Adjusted the N-spect scanner's description to match it's new
functionality.

The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.

https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d

**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.

**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.

**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).

Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.

As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.

Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.

If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.

Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.

🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑

---------



* Adds six new strange object powers! (#84775)

DESIGN CONCEPT: Strange Devices are at their best when they're odd tools
which can help a department out, with some strange drawbacks that make
them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Drink Dispenser: Creates a glass, then fills it up with a random drink.

Bioscrambler: After a noticeable warning, bioscrambles people nearby.
33% chance to be used up on use.

Recharger: Shocks you, but recharges one random item to max battery.

Hugger: Hugs everyone in range as if you had the friendly trait.

DImensional: Converts the surroundings to a random material-theme. Each
use increases cooldown by two seconds.

Disguiser: Drops your clothing to the ground and replaces it with a
delete-on-drop costume and a randomly assigned cardboard ID.

Removed an unused and unusable shock flag.

Removed an unused dumb ghost item.

Added a proc that returns a hex color with the # attached.

> DESIGN CONCEPT: Strange Devices are at their best when they're odd
tools which can help a department out, with some strange drawbacks that
make them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Request by ArcaneMusic! He wanted new abilities to go along with the new
sprites, and approved these.

> Removed an unused dumb ghost item.

please stop using costume subtypes for OP items. whats the damn point of
the subtype if youre just going to screw with it

> Added a proc that returns a hex color with the # attached.

idk why it didnt have this tbh

🆑
add: Adds six new strange object powers! Drink dispenser, bioscrambler,
recharger, hugger, dimensional, disguiser.
code: Removed some unused code and items, and added a proc that returns
a random #colorstring.
/🆑

* [NO GBP] the random spawner loot weight config is not an integer (#84814)

Sets `integer` to false.
Also a tidbit about the `skew_loot_weight` proc, though loot lists with
uneven weights all tend to add a value to all entries so it isn't an
issue.

The config isn't an integer.

N/A

* The techweb no longer erroneously refers to MODsuits as exosuits (#84800)

At some point, some of the techweb node descriptions were changed, so
that it referred to certain modsuits as exosuits. This just changes it
back.

The term "exosuit" is generally used for mechs, not modsuits. The
techweb descriptions should refer to modsuits as modsuits.
🆑
spellcheck: The techweb no longer erroneously refers to MODsuits as
exosuits.
/🆑

* Adds new hairstyle - Short Bangs 2 (#84804)

Adds a new hairstyle called Short Bangs 2.
The hairstyle is basically an edit of the existing double buns, except
the hair buns themselves are removed.

https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506

More customization, variety and character flavor is great. Double buns
itself is a good hairstyle but some may not like the hair buns out of
personal preference or that it can look weird on non-human species like
felinids.

🆑 Hardly3D
add: Added new hairstyle: Short Bangs 2
/🆑

* Offset render relays for non-offsetting planes to match highest matching render plane (#84184)

**Alternate title: "Fix blind people getting so blind they become deaf
when going down a flight of stairs"**

So 'bout half a week to a week ago I overheard a friend complaining
about blind people not seeing runechat on lower multi-z levels. Asked a
bit, apparently they'd reported this about half a year ago, and it's
still an issue.
So in my never-ending hubris I decided to just go and fix it!
Now, admittedly? I really _really_ do not get the rendering system we
use.
The simple options were right out: we can't allow the fullscreens plane
to be offset, as this causes issues with looking up/down, or disallow
runechat from being offset, which causes issues with runechat from other
levels.

After poking our very cool and smart rendering guy several times over
the course of the last week, this is what we got to:

We simply make the rendering relays for non-offsetting plane masters
point to the highest rendering plane that matches the target.
We do this by offsetting the rendering relays in place, by adjusting
their plane and layer values to match the new offset, with a new
`offset_relays_in_place(new_offset)` proc called in
`/datum/plane_master_group/proc/transform_lower_turfs(...)`.
Importantly, we compare the current layer values to what they should've
been, so we don't accidentally override relays with custom-set layers.

This fixes our issue (as tested on wawastation):
<details>
  <summary>Images</summary>

![image](https://github.com/tgstation/tgstation/assets/42909981/c6a10e04-dd08-4642-bc4d-d99ae5004a40)

![image](https://github.com/tgstation/tgstation/assets/42909981/740dc894-7495-4c35-b729-ffcc539ca928)

![image](https://github.com/tgstation/tgstation/assets/42909981/986433a7-e66e-408a-8e77-1f1eb89cb67c)

</details>

Fixes #80376.
🆑
fix: You can see runechat above fullscreen overlays on lower multi-z
levels again. Rejoice, blind players. Please report any weird rendering
layering issues.
/🆑

* illegal tech flag got changed

* Automatic changelog for PR #84003 [ci skip]

* Automatic changelog for PR #84775 [ci skip]

* Automatic changelog for PR #84800 [ci skip]

* Automatic changelog for PR #84804 [ci skip]

* Automatic changelog for PR #84184 [ci skip]

* Makes the smoking pipe sprite not give you a phantom stache. (#84898)

The smoking pipe currently gives you a phantom stache. Observe, note the
black background and know this character has no facial hair.

![image](https://github.com/tgstation/tgstation/assets/70115628/2939afa9-e4e4-4ee2-b38b-fc517e207d01)
I basically adjusted the pixels so it'd look better from different
directions.
This is the new look - approximately.

![image](https://github.com/tgstation/tgstation/assets/70115628/55e23d8e-2367-468a-94c2-9c5741f34762)
Smoking pipe is cool for RP but the sprite's fucked.
🆑
image: the smoking pipe's directional looks have been altered to make it
less ugly
/🆑

(cherry picked from commit c499c51bb3)

* Automatic changelog for PR #84898 [ci skip]

(cherry picked from commit 1e80a72dee)

* Revert "Automatic changelog for PR #84898 [ci skip]"

This reverts commit 1ddc7d43de30bb7ef029d1ddd39f86ded94e110c.

* Revert "Makes the smoking pipe sprite not give you a phantom stache. (#84898)"

This reverts commit b66b9d634e5f28e40e800586d4642468049767e6.

---------

Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: orange man <61334995+comfyorange@users.noreply.github.com>
Co-authored-by: NewyearnewmeUwu <70115628+NewyearnewmeUwu@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-07-20 14:23:18 +05:30
SkyratBot
e20762a915 [MIRROR] Fixes that one alien feature that uses mouse drag (#28936)
* Fixes that one alien feature that uses mouse drag (#84916)

## About The Pull Request

Fixes that one alien feature that uses mouse drag

Honestly I really hate this fix, I think strippable should be
non-blocking, or alternatively, strippable should have some proc
`should_strip` to prevent people from opening the ui in some contexts.
But whatever

## Changelog

🆑 Melbert
fix: Fixes xenos being able to do that one mechanic that involves
mouse-dragging people to you
/🆑

* Fixes that one alien feature that uses mouse drag

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-07-19 13:00:33 +05:30
SkyratBot
f084120217 [MIRROR] Allows humans with a robotic voicebox installed, MMIs, and posibrains to use silicon emotes, and simple/basic bots to beep (#28878)
* Allows humans with a robotic voicebox installed, MMIs, and posibrains to use silicon emotes, and simple/basic bots to beep

* modular stuff

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-19 12:54:39 +05:30
projectkepler-RU
86b355f2c2 Merge pull request #28926 from Skyrat-SS13/upstream-merge-85064
[MIRROR] Monkification fixes
2024-07-19 14:19:03 +07:00
projectkepler-RU
c594a3bcb0 Merge pull request #28920 from Skyrat-SS13/upstream-merge-85061
[MIRROR] Fixes immerse holding refs to qdeleted things
2024-07-19 14:13:59 +07:00
projectkepler-RU
948cc612e6 Merge pull request #28927 from Skyrat-SS13/upstream-merge-85042
[MIRROR] Fixes Revenge of Pun Pun runtime
2024-07-19 14:09:42 +07:00
SkyratBot
8d0a39164b [MIRROR] Fixes soapbox hard dels (#28925)
* Fixes soapbox hard dels (#85044)

## About The Pull Request

![firefox_P8rmiESgN1](https://github.com/user-attachments/assets/1c8b565f-3b3d-4264-b35a-79d1d056deaf)

Fixes this recently introduced hard del.

## Why It's Good For The Game

Spurious runtimes bgone.

## Changelog

🆑
fix: fixed a hard del with soapboxes
/🆑

* Fixes soapbox hard dels

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-07-19 10:37:04 +05:30
SmArtKar
360dc1dff2 Fixes Revenge of Pun Pun runtime (#85042)
## About The Pull Request

Closes #85025
AI controllers always should be deleted before assigning a new one.

## Changelog
🆑
fix: Revenge of the Pun Pun no longer runtimes on init
/🆑
2024-07-19 00:14:10 -04:00
MrMelbert
000294e928 Monkification fixes (#85064)
## About The Pull Request

- Being monkified / humanified no longer knocks you down
- Fairly certain this was one of the consequences of the stun refactors
of ages past, using `Paralyze` rather than `Stun`.
- Having monkifiaction cured now gives you the cure text
   - Didn't call parent for some reason
- Monkification grant / cure text now has spans
   - Self evident
- Being humanified now tells you what species you are rather than you're
"Human"
   - Just a small tweak

## Changelog

🆑 Melbert
fix: When Monkified or Humanified, you are no longer knocked down.
fix: When cured of Monkified, you get the cure text now.
fix: The text shown when cured / given Monkification now has color.
fix: Being humanified now tells you what species you become rather than
assuming you are a human.
/🆑
2024-07-19 00:13:05 -04:00
Bloop
6efbf872e2 Fixes immerse holding refs to qdeleted things (#85061)
## About The Pull Request

Tin, should fix the following hard del and prevent similar instances:

![image](https://github.com/user-attachments/assets/816a9d1f-8590-46cb-a518-5bb2a4f7e2c9)

There was nothing stopping something that was qdeleted from potentially
being 'immersed' which is definitely not something that we ever want to
be happening.

## Why It's Good For The Game

Spurious CI failures are annoying

## Changelog

Nothing player facing
2024-07-19 00:10:45 -04:00
SyncIt21
3411cd1411 Fixes runtime with storage datum & portable chem mixer beaker insertion (#84966)
## About The Pull Request
- Fixes this when hiding the storage ui
![Screenshot
(436)](https://github.com/user-attachments/assets/a5e2e512-bbf6-4b55-a7e4-01a9e89afe39)

- Fixes #84963

## Changelog
🆑
fix: fixes runtime in storage datums when hiding the ui
fix: you can insert the withdrawal beaker into the portable chem mixer
when locked
/🆑
2024-07-17 16:51:54 -04:00
SkyratBot
06a4403826 [MIRROR] Fixes hulks being able to activate dualsabers despite not being able to actually do anything with them (#28886)
* Fixes hulks being able to activate dualsabers despite not being able to actually do anything with them (#85005)

## About The Pull Request

Closes #85002
This order change shouldn't cause any issues with other uses of on_wield

## Changelog
🆑
fix: Fixes hulks being able to activate dualsabers despite not being
able to actually do anything with them
/🆑

* Fixes hulks being able to activate dualsabers despite not being able to actually do anything with them

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-07-17 21:03:38 +05:30
SkyratBot
ca15054483 [MIRROR] Gives a speaking mob megaphone text when standing on top of a closed crate (#28883)
* Gives a speaking mob megaphone text when standing on top of a closed crate (#84942)

## About The Pull Request
Gives you loudmode when you speak while standing on top of a crate (it
does not apply to comms or open mics)
## Why It's Good For The Game
The assistants have trouble finding megaphones sometimes, now they can
bug command who are in ear shot more effectively
## Proof of Testing

![image](https://github.com/user-attachments/assets/af8cc4ba-f13d-4a88-ae29-1cfc026c4452)

## Changelog
🆑
add: standing on a closed crate now gives loud mode
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Odairu <mdesisto610@ gmail.com>
Co-authored-by: Odairu <39929315+Odairu@ users.noreply.github.com>

* Gives a speaking mob megaphone text when standing on top of a closed crate

---------

Co-authored-by: Odairu <mdesisto510@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Odairu <mdesisto610@ gmail.com>
Co-authored-by: Odairu <39929315+Odairu@ users.noreply.github.com>
2024-07-17 21:02:49 +05:30
SkyratBot
f033ac05a8 [MIRROR] Small hulk cleanup / nukes TRAIT_IGNOREDAMAGESLOWDOWN (#28882)
* Small hulk cleanup / nukes `TRAIT_IGNOREDAMAGESLOWDOWN` (#85003)

## About The Pull Request

I was investigating a bug with hulk in which using it while damaged
doesn't put you back on full speed

I noticed `TRAIT_IGNOREDAMAGESLOWDOWN` on its own was subtly broken, in
that it did nothing if the user did not call `updatehealth` afterwards

And guess what, most (if not all) uses of the trait did not do this, so
it never applied correctly

So I nuked the trait entirely, made all uses of it use the same thing
morphine uses (`/datum/movespeed_modifier/damage_slowdown`)

And since I was auditing this I saw the ball module was broke, it
removed the immunity but never added it. Quick fix

I also cleaned up some Hulk stuff while I was in the area because I was
in the area. I removed all instances of `check_mutation` and replaced it
with trait checking because it made more sense.

I also also fixed a bug with the simple flying element never removing on
detach because I touched something that uses it for the above change.

## Changelog

🆑 Melbert
fix: Using hulk (and a myriad of similar effects) now properly updates
your movespeed to ignore the damage movespeed penalty
fix: Some things which temporarily make you fly don't make you fly
forever
fix: MODsuit ball module now properly makes you immune to damage
movespeed penalty when in ball form
fix: Adding Hulk via VV dropdown doesn't default to adding the strongest
hulk available (that which is used by the medieval pirates)
/🆑

* Small hulk cleanup / nukes `TRAIT_IGNOREDAMAGESLOWDOWN`

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-07-17 21:02:21 +05:30
SkyratBot
ec7179bfbc [MIRROR] Adjusts style meter fonts to not be blurry, fixes text overlapping with meter/shifting up when you gain actions (#28879)
* Adjusts style meter fonts to not be blurry, fixes text overlapping with meter/shifting up when you gain actions (#84979)

## About The Pull Request

Currently the fonts are blurry due to using wrong sizes and also overlap
with the style bar above them. Also they move upwards when actions are
gained due to wrong length coefficient.
Here's how it looks now:

![image](https://github.com/user-attachments/assets/d0f0adec-08e0-404f-b40e-7f9dddbabf98)

## Changelog
🆑
fix: Style meter text is no longer blurry and doesnt overlap with UI
anymore.
/🆑

* Adjusts style meter fonts to not be blurry, fixes text overlapping with meter/shifting up when you gain actions

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-07-17 20:58:56 +05:30
SkyratBot
9b3150880a [MIRROR] Dead raptors no longer get happy when petted or groomed (#28876)
* Dead raptors no longer get happy when petted or groomed (#84959)

## About The Pull Request

I have noticed that when I petted a raptor corpse I have found, it
started spinning and hearts appeared above it. Apparently, the same
happens if you wash them. This PR makes sure that dead raptors stop
spinning in their graves.

I decided to not to disable the happiness component's processing on
death, as the idea that the raptor's ghost looms over you, patiently
waiting to be revived is funny, and also encourages their revival to be
a priority.

This PR also removes a duplicate animal petting proc that has not
actually been hooked into anything.

## Why It's Good For The Game

Dead animals should consistently act as dead animals.

## Changelog

🆑
fix: Fixes dead raptors getting excited when petted or groomed
/🆑

* Dead raptors no longer get happy when petted or groomed

---------

Co-authored-by: Profakos <profakos@gmail.com>
2024-07-16 10:49:46 +05:30
SkyratBot
6f4684076c [MIRROR] Adds 9 wizard perks (#28875)
* Adds 9 wizard perks (#83262)

## About The Pull Request

Add new spells category for wizards: Perks. perks are not really spells,
but useful (and not so useful) improvements for your wizard which
provide more variety for builds.
https://youtu.be/eeVvUkVE3xQ
All perks cost 2 points, they work without wizard’s uniform, cannot
refund, effect start only at the station (perks will not work at the
wizard’s base). Perk can only be purchased once.

9 added perks:
1. Four Hands - gives you 2 extra hands.
2. Worm Born - on death, wizard turns into a large worm and can no
longer return to his previous form.
![Снимок экрана 2024-06-02
223645](https://github.com/tgstation/tgstation/assets/120736708/2dfac647-4c3c-4824-8320-73fc98cc61fd)
3. Dejavu - every 60 seconds returns wizard to where he was 60 seconds
ago and restores his health to the amount he had 60 seconds ago.
4. Sale Off - When buying something from a book of spells, wizard has a
chance not to spend points for the purchase, depending on the purchase
price. 1/2/3/4 price chance 50/25/15/10%. You can no longer refund
purchases.
5. Gamble - Give wizard 2 random perks.
6. Heart Eater - By eating someone's heart, the wizard has a chance to
either increase his maximum HP and stamina by 25 or lose 10 percent of
his maximum HP but get a random mutation.
7. Slime Friends - Slimes is your friends now. Every 20 Seconds you
spend 50 nutriments to spawn random big angry slime.
8. Transparence - wizard becomes half transparent, any projectiles pass
through, but you loses 25% of max HP and you get a stalker who will
follow you to the station to kill you.
9. Magnetism - Wizard gain gravitational anomaly that orbit around him,
which attracts objects and people.
https://youtu.be/gp6ZtTrZu7I

## Why It's Good For The Game

Gives the wizard more options to create a fun and interesting builds

## Changelog

🆑
add: new wizard spells category - perks.
add: adds 9 wizard perks.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@ gmail.com>

* Adds 9 wizard perks

---------

Co-authored-by: Xackii <120736708+Xackii@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
2024-07-16 10:49:29 +05:30
SkyratBot
add3fb9faf [MIRROR] Make storage datums actually send COMSIG_ATOM_STORED_ITEM on the parent atom instead of COMSIG_STORAGE_STORED_ITEM (#28866)
* Make storage datums actually send `COMSIG_ATOM_STORED_ITEM` on the parent atom instead of `COMSIG_STORAGE_STORED_ITEM` (#84901)

## About The Pull Request

We have a bunch of signals for storage datums, right?

0eef564954/code/__DEFINES/dcs/signals/signals_storage.dm (L8-L18)
As the comments say, we send the atom ones on the parent and the storage
ones on the storage:

0eef564954/code/datums/storage/storage.dm (L544-L545)
Howeeeeeeeever, we don't actually do this for storing stuff:

0eef564954/code/datums/storage/storage.dm (L447-L448)
So this just swaps such over to using the right signal on the parent
atom, `COMSIG_ATOM_STORED_ITEM`.

This is technically used by the bloody spreader component, but the one
example we have of such on a storage item (the meat backpack) doesn't
seem to have a difference in functionality from this change.
So no changelog as this is not player-visible.
## Why It's Good For The Game

Should proooooobably use the right signals for the right things.

* Make storage datums actually send `COMSIG_ATOM_STORED_ITEM` on the parent atom instead of `COMSIG_STORAGE_STORED_ITEM`

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2024-07-16 10:47:28 +05:30
SkyratBot
166098a75c [MIRROR] Love is stored in the heart (adds the love chem to hearts) (#28860)
* Love is stored in the heart (adds the love chem to hearts) (#84840)

## About The Pull Request

Pretty much just sets the default food reagents for hearts to have 2.5u
love in addition to the base 5u nutriment.
Then makes the friendly quirk double the volume and contents of your
heart when it first gets applied, and also applying a 1.5 scale
transform to it so it looks bigger too.

![image](https://github.com/tgstation/tgstation/assets/42909981/bc016269-3155-4c37-9eac-7e350da02d3f)
The transform does still feel a bit wonky though.
## Why It's Good For The Game

It came to me in a dream.
Or more so, I think it's incredibly funny, both just to say and the
implied niche interactions from it.
Like hearts tasting like love, extracting love from people's hearts,
friendly people having Physically bigger hearts.
Really a sopping-with-blood still-beating heart is just the _best_ gift
for a friend.

It's still wildly more annoying to procure than just getting the k1ss
skillchip and using that to extract love.
## Changelog
🆑
add: Love is now stored in the heart.
balance: Characters with the Friendly quirk now have physically bigger
hearts.
/🆑

* Love is stored in the heart (adds the love chem to hearts)

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2024-07-16 10:45:50 +05:30
SkyratBot
9031f21e78 [MIRROR] If you can't shoot a gun, then... JUST TOSS IT AT THEM (#28859)
* If you can't shoot a gun, then... JUST TOSS IT AT THEM (#84827)

## About The Pull Request
Adds a new trait TRAIT_TOSS_GUN_HARD (which currently comes from the
Sleeping Carp scroll, ninja MODsuit, berserk armor, being a medieval
pirate or highlander). The owner of this trait deals an additional
**10-20** (depending on the size of the weapon) damage to the enemy by
throwing a gun, and also knocks them for 0.5 seconds. If a ballistic
weapon **with a magazine** was thrown, then the magazine is removed and
the bolt is racked, and if **without a magazine**, then all cartridges
(revolvers) or chambered one is removed. Here's a preview of how it
works:

https://github.com/tgstation/tgstation/assets/126676387/2a56eb74-6d37-4343-a685-3bf7159ab628

## Why It's Good For The Game
It's classic

![how-to-use-a-gun-in-katana-zero](https://github.com/tgstation/tgstation/assets/126676387/2d2e6be8-5fa2-4084-8928-a56bbf5fc82e)
## Changelog
🆑
add: If you can't shoot a gun, then... JUST TOSS IT AT THEM (for 0.5
seconds of knockdown and 10-20 an additional brute damage)
/🆑

---------

Co-authored-by: paganiy <leunscrupuloustrolle@ gmail.com>

* If you can't shoot a gun, then... JUST TOSS IT AT THEM

---------

Co-authored-by: paganiy <126676387+paganiy@users.noreply.github.com>
Co-authored-by: paganiy <leunscrupuloustrolle@ gmail.com>
2024-07-16 10:45:38 +05:30
SkyratBot
490ea588e4 [MIRROR] Holy skateboard improvement + actually fixing space movement with hoverboards. (#28858)
* Holy skateboard improvement + actually fixing space movement with hoverboards. (#84790)

## About The Pull Request
Added anti-magic support for things that mob can buckle to, so that we
don't have to add the anti-magic component to the mob riding the holy
skateboard but the skateboard itself.

Also, made it possible for the holy skateboard to soar space and open
space with no support without falling, at the cost of a moderate
slowdown.

## Why It's Good For The Game
It's a first-time contributor that added this skateboard to the game,
and it looked like he couldn't find a solution to some of the issues I
brought on in my review. Plus the holy skateboard being usable in spess
has some real Space Jesus vibes to it.

## Changelog

🆑
fix: ACTUALLY fixed hoverboards being able to be used in space.
balance: However, you can soar space with the holy skateboard. at a
slower speed.
/🆑

* Holy skateboard improvement + actually fixing space movement with hoverboards.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-16 10:45:25 +05:30
SkyratBot
ee5741ce56 [MIRROR] Tweaked the 'Linked Closets' trait. (#28857)
* Tweaked the 'Linked Closets' trait. (#84779)

## About The Pull Request
Cleaned/Changed out bits of code for the aforementioned station trait
and made the comment more understandable.
I've also narrowed the range from 0.035 and 0.045 to 0.04 and 0.043.
Yeah, it's a leaning a bit forward the higher end now.
However, the biggest change would be the inclusion of secure closets in
the pool. I checked around, there are so many personal closets and all,
that it isn't that big of a deal.

## Why It's Good For The Game
Tweaking the trait, bettering the code.

## Changelog

🆑
balance: tweaked the Linked Closets station trait.
/🆑

* Tweaked the 'Linked Closets' trait.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-16 10:45:16 +05:30
SkyratBot
7ca7e8292f [MIRROR] Fix Tongue Based Speech Modifiers Being Applied To Users Native Languages (#28854)
* Fix Tongue Based Speech Modifiers Being Applied To Users Native Languages

* Update fly_organs.dm

* Update _tongue.dm

---------

Co-authored-by: FearfulFurnishing <139661819+FearfulFurnishing@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-16 10:45:05 +05:30
SkyratBot
76a9716aa0 [MIRROR] Add interaction sounds to pill bottle (#28850)
* Add interaction sounds to pill bottle (#84924)

## About The Pull Request

https://github.com/user-attachments/assets/111ec50f-9e52-41be-925a-0fb9d880ab3d
## Why It's Good For The Game
More soundscape is good for immersion
## Changelog
🆑
sound: added pickup, dropping and opening sound for pill bottle
/🆑

* Add interaction sounds to pill bottle

---------

Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com>
2024-07-15 10:06:24 +05:30
SkyratBot
d16bea0029 [MIRROR] Compact Airlock Pump (#28825)
* Compact Airlock Pump (#84365)

## About The Pull Request

Adds a craftable airlock pump that is an atmos device with distro &
waste nodes on a single side.

When wrenched down, looks for airlocks and sets up a cycling airlock
chamber.

A more compact and flexible alternative to the current binary DP Vent
Pumps.

https://github.com/tgstation/tgstation/assets/3625094/a799b3e8-3425-43fc-9c17-2bdde63ec194

Can also skip cycling when a shuttle is docked with one of the external
airlocks:

https://github.com/tgstation/tgstation/assets/3625094/37054bc0-b8c5-4556-aa2c-0fa5bc3c7c5b

**Set up from scratch**: https://youtu.be/22PDfmJKC7g

## Why It's Good For The Game

Provides an easy to map and setup alternative to DP Vents that doesn't
require any map helpers, var editing and can even be crafted in the
game.

![image](https://github.com/tgstation/tgstation/assets/3625094/6925dc0a-882a-48da-8387-e6a50cb4c514)

You just need to extend the disto/waste pipes to the place where you
want your airlock to be.

When built, it automatically considers the first found airlock in the
direction of incoming pipes as an internal one, and the opposite -
external.

Cycling is controlled by the airlocks. When you click/bump an internal
airlock, it starts pressurizing. When external one - depressurizing.

When unable to complete the cycle in 10 seconds, unbolts the door
automatically to avoid stucking due to issues with pipes or slow atmos.

TODO:
- [x] Hook up to the power and figure out the logic when unpowered
- [x] ~Make it work with a directly connected layer manifold~
- [x] Make unwrenching require unpowered state and forbid mapspawn pump
unwrenching
- [x] Support airlock arrays and double airlocks
- [x] An option to open airlocks instead of just bolts
- [x] Check for the presence of airlocks and crash if not set up
properly on map

## Changelog

🆑
add: Added airlock pump atmos device to create cycling airlocks
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Compact Airlock Pump

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2024-07-13 23:01:49 +05:30
SkyratBot
474ffe50ef [MIRROR] Flattens The Floor Plane (Camera Update Too) (#28632)
* Flattens The Floor Plane (Camera Update Too) (#84350)

## About The Pull Request

Ok so like, side map right? It makes things higher up in the world
render above things lower down in the world.

Most of the time this is what we want, but it is NOT what we want for
floors.
Floors are allowed to be larger then 32x32, and if they are we want them
to render based off JUST their layer.
If we don't allow this grass turfs and others get cut off on their
bottom edge, which looks WEIRD.

In order to make this happen, we can add TOPDOWN_LAYER to every layer on
the floor plane and disable sidemap.

I've added documentation for this to VISUALS.md, and have also
implemented unit test errors to prevent mixing TOPDOWN layers with non
topdown planes (or vis versa).
This new test adds ~1 second to tests, which is I think a perfectly
scrumpulent number.

EDIT:

I nerd sniped myself and implemented sidemap layering and lighting for
cameras (also larger then 32x32 icon support for getflat)
The lighting isn't perfect, we don't handle things displaying in the
void all that well (I am convinced getflat blending is broken but I have
no debugger so I can't fix it properly), but it'll do.

This came up cause I had to fix another layering issue in cameras and
thought I might as well go all in.

![image](https://github.com/tgstation/tgstation/assets/58055496/601b422c-f6aa-42ba-bcd9-b1faebe236e3)

## Why It's Good For The Game

Old:

![image](https://github.com/tgstation/tgstation/assets/58055496/d4102386-420d-4346-b05c-b819e62d98d0)

New:

![image](https://github.com/tgstation/tgstation/assets/58055496/1f5e303e-adee-427d-8fe3-76c8f2dbe098)

## Changelog
🆑
fix: Grass turfs will render properly now. Reworked how floors render,
please report any bugs!
fix: Cameras now properly capture lighting
fix: The layering seen in photos should better match the actual game
/🆑

* Flattens The Floor Plane (Camera Update Too)

* modular things

* Update fluff.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-13 18:39:17 +05:30
SkyratBot
ead341af72 [MIRROR] Adds the Herculean Gravitronic Spinal Implant; An Athletics focused implant. (#28813)
* Adds the Herculean Gravitronic Spinal Implant; An Athletics focused implant.

* Update living.dm

* Update living.dm

* Update living.dm

* Update living.dm

* Update living.dm

* Update living.dm

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-13 15:00:58 +05:30
SkyratBot
f958dae8a2 [MIRROR] Adds Ork subtype of hulk mutation with funny speech modifiers (#28817)
* Adds Ork subtype of hulk mutation with funny speech modifiers (#84883)

## About The Pull Request

Adds a subtype of hulk mutation created by mixing it with clumsy. Makes
the owner's skin olive green and forces a funny speech impediment on
them. Essentially revival of #69473 with some more lines

![изображение](https://github.com/tgstation/tgstation/assets/44720187/2f41dbee-5c54-4f80-bef5-fd8549afbbef)

## Why It's Good For The Game

WARBOYZ NEEDA MOAR DAKKA

funny flavor subtype for hulks which makes them sound even more brain
damaged

## Changelog
🆑
add: A new ork mutation which can be acquired by mixing hulk and clumsy.
/🆑

* Adds Ork subtype of hulk mutation with funny speech modifiers

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-07-13 15:00:13 +05:30
SkyratBot
c3cf3ea5d6 [MIRROR] Full revert of #79995 (tri-ai station trait). Partal revert of #81681 (human ai) (#28820)
* Full revert of #79995 (tri-ai station trait). Partal revert of #81681 (human ai)

* Update neutral_traits.dm

---------

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-13 14:59:32 +05:30
SkyratBot
784efd54db [MIRROR] Climbable range fix (#28821)
* Climbable range fix (#84763)

## About The Pull Request
Closes #84751

## Changelog
🆑
fix: Fixed tables and racks being climbable from half a mile away
/🆑

* Climbable range fix

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-07-13 14:59:15 +05:30
SkyratBot
fbafc7a70b [MIRROR] Other mobs no longer hear your breathing (#28807)
* Other mobs no longer hear your breathing (#84876)

## About The Pull Request

Closes #84809
Direct set in type was overriden by soundloop's constructor, which
resulted in sound being played for everyone around the player at default
volume/range settings. Now it properly respects your pref and doesnt
play to others

## Changelog
🆑
fix: Other mobs no longer hear your breathing
/🆑

* Other mobs no longer hear your breathing

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-07-12 18:26:48 +05:30
SkyratBot
b36aae8111 [MIRROR] Converts id trim assignment value from strings to defines (#28800)
* Converts id trim assignment value from strings to defines (#84848)

## About The Pull Request
A small refactor to rule them all.
Converted strings to defines, need it to stay in sync with job titles.

## Why It's Good For The Game
Less space for typos, defines good.

* Converts id trim assignment value from strings to defines

---------

Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com>
2024-07-12 18:25:14 +05:30
SkyratBot
3aa9f44d97 [MIRROR] H.A.R.S. no longer disables your skillchips (and also doesn't show you the brain-removal text) (#28797)
* H.A.R.S. no longer disables your skillchips (and also doesn't show you the brain-removal text) (#84841)

## About The Pull Request

So, this one needs some explanation. First, how does H.A.R.S. work code
wise? Well, it's pretty simple:

7d7a6da735/code/datums/mutations/body.dm (L611-L613)

It removes the victim's brain from their head and then immediately puts
it back into their chest. It also sets that special flag to true. This
is what the docs have to say about that flag:

7d7a6da735/code/modules/surgery/organs/organ_movement.dm (L27)

So basically, it suppresses the side effects of having the organ
removed. This is why H.A.R.S. doesn't kill you instantly despite
removing your brain. So why does still deactivate skillchips, since
that's also a side effect? Well, that's because brain code doesn't
actually take it into account properly:

7d7a6da735/code/modules/mob/living/brain/brain_item.dm (L112-L119)

Instead of treating the special flag as "should we prevent side
effects?" It treats it as "should we make this silent?" So I just took
the obvious route and changed that part.

There was also another bug, where you'd be shown this text upon gaining
or losing H.A.R.S.:

> You feel slightly disoriented. That's normal when you're just a brain.

That obviously shouldn't be happening, so I made H.A.R.S. pass
`movement_flags = NO_ID_TRANSFER` as well.

Fixes #84010
## Why It's Good For The Game

Bugfix. To know why I fixed the bug in this way specifically, see above.
## Changelog
🆑
fix: H.A.R.S. will no longer disable your skillchips or show you text
reserved for total brain removal.
/🆑

* H.A.R.S. no longer disables your skillchips (and also doesn't show you the brain-removal text)

---------

Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
2024-07-12 09:38:05 +05:30
SkyratBot
5f7a1fa550 [MIRROR] Fixes broken icons in the crafting menu for good (#28788)
* Fixes broken icons in the crafting menu for good (#84788)

## About The Pull Request
- Continuation of #75649

Even after that PR some icons that are not 32x32 still appear broken
under the requirement sections
![Screenshot
(430)](https://github.com/tgstation/tgstation/assets/110812394/75bb357f-18c4-4556-b267-2df192ddd8d7)

Now all icons are cached away into its own list and we look it up. To
reduce this list size we only store icons that are not the standard
32x32(from debugging there are only 20 items as of now). Icons that are
of standard size can be inferred from the cooking mode & the atom id.
Basically we now get correct icons for everything

![Screenshot
(431)](https://github.com/tgstation/tgstation/assets/110812394/6e1b55ef-3d12-4d1b-8579-33c5a2c120fa)

Sometime soon i do plan to follow up on
https://github.com/tgstation/tgstation/pull/75649#issuecomment-1562767046
& remove all `preview_icons` but not today

## Changelog
🆑
fix: all icons in the crafting menu (some that you missed) are now fixed
permanently
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Fixes broken icons in the crafting menu for good

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2024-07-12 09:35:34 +05:30
SkyratBot
40c4c1ed85 [MIRROR] Fixes improvised cauterization of wounds (#28779)
* Fixes improvised cauterization of wounds (#84803)

## About The Pull Request
Fixes some weird order of operations stuff that was making it impossible
to use improvised cauterisation tools to cauterise wounds.

## Changelog
🆑
fix: Fixed being unable to cauterise wounds with improvised cautery
tools such as welders.
/🆑

* Fixes improvised cauterization of wounds

---------

Co-authored-by: GoblinBackwards <22856555+GoblinBackwards@users.noreply.github.com>
2024-07-11 19:45:33 +05:30
SkyratBot
d4f5c527f2 [MIRROR] You no longer try to pull out someones eyes in combat mode if they have cranial fissure (#28770)
* You no longer try to pull out someones eyes in combat mode if they have cranial fissure (#84822)

## About The Pull Request

Closes #82526
Cranial fissure didn't check for combat mode so if someone had the
trauma you weren't able to punch them in the head

## Changelog
🆑
fix: You no longer try to pull out someones eyes in combat mode if they
have cranial fissure
/🆑

* You no longer try to pull out someones eyes in combat mode if they have cranial fissure

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-07-11 19:41:35 +05:30
SkyratBot
1bd321cb76 [MIRROR] Vapes use correct fill level overlays (#28767)
* Vapes use correct fill level overlays (#84821)

## About The Pull Request

Closes #83573 by removing an underscore

## Changelog
🆑
fix: Vapes use correct fill level overlays
/🆑

* Vapes use correct fill level overlays

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-07-11 19:40:57 +05:30
SkyratBot
c52405ba94 [MIRROR] Random language trait tweak (#28764)
* Random language trait tweak (#84816)

## About The Pull Request

- Splits the trait into two, one that affects only bots (like the
original version) and one that only affects machines
- Only mapload bots are affected (again)
- Only mapload machines are affected
- The Automated Announcer is immune

## Why It's Good For The Game

I made this trait a while back and then someone else changed it to be
far more disruptive and annoying without adjusting the weight, so I feel
like I have the right to reign it back in a little bit.

This aims to retain some of the charm intended behind the original trait
while maintaining some of the changes made to it.

## Changelog

🆑 Melbert
add: Bot Language station trait split into two: One that affects bots
(retains the old weight and cost) and one that affects machine (half
weight, double the cost)
del: Bot Language station trait and (new) Machine Language station trait
no longer affect newly created machines or bots, just those present at
game start
del: Machine Language station trait cannot affect the Automated
Announcer in telecomms
/🆑

* Random language trait tweak

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-07-11 19:39:39 +05:30
SkyratBot
99337c670f [MIRROR] Converts common speech modifiers into a component (#28752)
* Converts common speech modifiers into a component

* modular

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-11 19:38:22 +05:30
SkyratBot
1c342cb317 [MIRROR] Variable Door Delay + Timer Based Animations (#28740)
* Variable Door Delay + Timer Based Animations (#84631)

## About The Pull Request

### Variable Door Delay

Door opening/closing delay times are currently static, but many doors do
not have animations that FIT the actual timings.

It would be better if subtypes cound declare how long each animation
takes, and how long it takes for opening to say, become passable and
such.

Let's do that.

### Timer Based Animations

Currently all doors use flick() to do their animations. This is fine
right NOW, but fucks with walleniong because we have to split most
things into segments to make layering work.

So rather then flick let's use client timers and update_icon_state to
achive our effects, alongside a proc that lets us do other effects (like
sound) on playing an animation

## Why It's Good For The Game

Door behavior and visuals better match up, wallening compatability
upstreaming.

## Changelog
🆑
add: Most door animations now better line up with when they are/are not
passable.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Variable Door Delay + Timer Based Animations

* Update airlock_override.dm

* modular fix

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-11 19:38:12 +05:30
SkyratBot
00ffe1b6cf [MIRROR] Fixes the randomization of external organs and species features (#28725)
* Fixes the randomization of external organs and species features

* Update dna.dm

* Update dna.dm

* Update dna.dm

---------

Co-authored-by: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-11 19:38:01 +05:30
SkyratBot
66fa63cd7c [MIRROR] Remote materials don't block multitool on failure (#28761)
* Remote materials don't block multitool on failure (#84797)

## About The Pull Request
- Fixes #84794

`/datum/component/remote_materials` blocks the tool act from continuing
when linking with ore silo fails. We don't want that for stacking
machines

## Changelog
🆑
fix: stacking machines can be linked with its console via multitool
/🆑

* Remote materials don't block multitool on failure

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2024-07-10 12:59:58 +05:30
SkyratBot
f8966ef4c4 [MIRROR] Various minor fixes for the remaining shuttles (#28751)
* Various minor fixes for the remaining shuttles (#84667)

## About The Pull Request
Final part of the 5 part series of fixing all the shuttles. This one is
mostly more of the same except that there were a few shuttles that had
templates so they would show up in the shuttle manipulator but seemingly
there is no actual map file for them.
<details>
  <summary>Full changes</summary>

- Fixed the following shuttles flying in unexpected directions:
ferry_base.dmm*, ferry_meat.dmm, ferry_lighthouse.dmm, ert_bounty,
cargo_kilo.dmm, cargo_pubby.dmm, cargo_delta.dmm
- Fixed ert_bounty.dmm having incorrect offsets in its navigation
console
- Removed: the Northstar ferry template, Omegastation arrivals shuttle
template, Donutstation cargo ferry template: I don't think any of these
shuttles exist. I looked around in the map folder and couldn't find any
of them. Trying to load one of them in the shuttle manipulator will just
cause a runtime because it cant find a docking port. I don't know if I
just missed these or if they don't exist, but it seems like the latter.

*The ferry is kind of debateable on which direction it's supposed to fly
because it has engines on both sides but i'm going with the side that
has more engines being the "back"

</details>

## Why It's Good For The Game
All the shuttles should now fly in their intended directions and all the
navigation consoles should all be centred so they're usable. The
templates were removed because it doesn't really make sense to have
entries in the shuttle manipulator for shuttles that don't exist and
cannot be spawned.

## Changelog
🆑

del: Removed the shuttle manipulator entries for the following shuttles:
Northstar ferry, Omegastation arrivals shuttle, and Donutstation cargo
ferry. (These shuttles didn't actually exist but they still had entries
in the manipulator.)

fix: Fixed the following shuttles flying in unexpected directions: Basic
CC Ferry, Meat Ferry, Lighthouse Ferry, ERT bounty shuttle, Kilo cargo
shuttle, Pubby cargo shuttle, and Delta cargo shuttle.

fix: Fixed the ERT bounty shuttle having incorrect offsets in the
shuttle navigation console.

/🆑

* Various minor fixes for the remaining shuttles

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Co-authored-by: aaaa1023 <74441292+aaaa1023@users.noreply.github.com>
2024-07-09 19:40:38 +05:30
SkyratBot
6bd877be58 [MIRROR] Adds a signal to the stamina crit status effect for listeners to respond to (#28734)
* Adds a signal to the stamina crit status effect for listeners to respond to

* Update status_procs.dm

* Update stamcrit.dm

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-09 19:39:45 +05:30