* Adds screentips to flashlights, and makes Right-Click immediately turn it on if done with an empty hand.
* Also gives glowsticks and flares different sounds so they differentiate more from flashlights and eachother.
* Jaunt code path reworked so that traits and other effects can be removed consistently regardless of how effect is ended.
Jaunts will more consistently clean themselves up (and unjaunt you) when you lose the spell.
If a shuttle lands on you while you are jaunted it will now kill you instead of crashing and fucking with the shuttle landing process.
Z travelling while inside an object or mob will now relay that direction instead, allowing you to jaunt up and down as well as cardinally.
Mirror walk button updates at correct times.
Blood and Shadow walk buttons have same functionality as Mirror Walk.
* Hopefully fixes Cleaning
* Cleaning off window blood is now handled by the Window itself
* Cleanbots now have an advanced mop built into them, I am hoping in the future we can make cleanbots have their mops taken off, but I'm not good at spriting so it isn't a thing yet.
* Adds a pre_clean_callback to replace the should_clean arg (mostly)
* Removes the atom cleaning proc, replaces it with a signal for afterattack on a cleaning tool.
* Fixes and improvements
* adds a new define that allows pre_clean_callback to cancel cleaning entirely, used for mops to check for being wet or attacking buckets and such.
* Fixes cleanbots not properly working, removing their mop and just registering for a signal that bots send instead.
* Changes cleaner component to take proximity into account, that way we don't have to check it on each item's individual afterattacks, that way we don't have to call parent at the end either.
* Improves check_allowed_items a little bit because I hated how it was used for soap.
* Update cleaner.dm
* reviews
Fixes#70377
Stobe shield has been broken for.... hell I don't even know how long lmao
cl ShizCalev
fix: Fixed some missing shield inhand icons.
fix: The strobe shield's inhand icon now plays the flashing animation when triggered again.
fix: The strobe shield will no longer blind the person holding it when it deflects a blow.
fix: The light from the strobe shield's flash no longer appears in your held inventory slot.
fix: Fixed the east facing left-handed strobe shield sprite being misaligned by two pixels.
/cl
Attacking stuff can destroy it (ie beepsky) if they have low enough health.
The following runtime has occurred 1 time(s).
runtime error: Qdeleted thing being thrown around.
proc name: throw at (/atom/movable/proc/throw_at)
source file: atoms_movable.dm,1132
usr: Harold McKormack (as Adam Karl... (/mob/living/carbon/human)
src: Sergeant-At-Armsky (/mob/living/simple_animal/bot/secbot/beepsky/armsky)
Sec helmets have been slightly reduced in size.
Normal sec helmet chin strap has returned.
Alt sec helmet will keep the no-chinstrap look.
Sec wintercoat hood now looks like a hood for a wintercoat.
New sec armor has been slightly reduced in size.
Black splotches on sec pants have been removed.
All sec personnel shoulder patches are now on both arms.
Sec uniform belt buckle is now black for a better distinction between sec and warden.
Fixes secskirt skirt size.
Fixes gold trim on hos uniforms.
Adds sec helmet inhands to match the new sprites.
Adds sec wintercoat inhands to match the new sprites.
Adds sec helmet obj icons to match the new sprites.
Fixes squished secskirt obj icon.
* Gets rid of a lot of weird vocal checks
- unifies all vocal checks under can_speak and try_speak
- de-spaghettis a bit of sign language stuff
- introduce a silence status effect
Renames compressed matter cartridge to RCD matter cartridge, to better reflect what it actually is, making it less confusing for people who want to print it out. It's already been renamed on its design, just not the item itself.
* Reconfigures the Infiltrator armor set into the Infiltrator modsuit. Comes with a brain agony demoralizer device, and makes it literally impossible to examine you.
This adds two easter eggs that have been apart of SS13 lore since the game was created:
Captain's Log - Broken tape recorder that (spawns on the derelict station)
Woody's Got Wood - Used spellbook that makes a person go temporary blind if they read it (spawns in curators forbidden knowledge bookcase)
Why It's Good For The Game
These have been apart of SS13 lore for a long time. It would be cool to have some "official" easter eggs for players to discover.
Changelog
cl
add: Add mail goodies for curator. (random books)
add: Adds easter egg - Captain's Log. Tape recorder that spawns on derelict station.
add: Adds easter egg - Woody's Got Wood. Will rarely appear as a mail goodie for curator.
/cl
Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard.
Moves animal/pet head sitting icons to 1 folder, pets_head.dmi
Renames PAI head sitting icon file to pai_head.dmi
* Makes engines machines instead of structures
* Updates the maps
* Fixes boards and anchoring
* Removes 2 unused engine types
Router was actually used a total of once, so I just replaced it with propulsion.
I think cutting down on these useless engine types that make no difference in-game would be a nice first step to adding more functionalities to them.
* Don't use power (since shuttles dont have)
Shuttles don't have APCs, instead they just have infinite power, so I'm removing their power usage for now. I'm hoping this can be removed when unique mechanics are added to engines, because I would like them to make use of power like other machines.
* re-organizes vars
* deletes deleted dm file
* Slightly improves cargo selling code
* Renames the updatepaths
* Removes in_wall engines
I hate this stupid engine it sucks it's useless it's used solely for the tram it provides nothing of benefit to the server
replaces them with regular engines
* Adds a new 'Knucklebone' crate to the Cargo console under Service's "Costume & Toys" section, which comes with a crayon, 19 dices, and a paper explaining how Knucklebone works.
* base
* reasons
* GetToken proc, with a many remarks
* Add a way to change reason in transfer_money proc. Add a reasons.
* Reason to use the app. Commission. Standard application.
* Apply suggestions from code review - Tralezab
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Tralezab & jlsnow301 advices. New format(everywhere)
* Nanotrasen
* Refactor TGUI(not me:( ). Fix useless capitalize
* Update code/modules/economy/account.dm
* Trans transforms in transaction
* coMmission. little autodoc mistalke. Translation != Transaction
* oops
* Merge Conflict
* ...
* back feats
* mistakes bye!
* ну да
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
* Add mail goodies for neutral quirks
* todo later... hur hur hur
* Add mail goodies for quirks
* Move money goodie to random spawner effect
* Add more goodies to positive quirks
* Add more mail goodies for negative quirks
* Add pajama clothing to heavy sleeper mail goodies
* Ad fedora to mail goodies for gamer quirk
* Add trenchcoat to monochromatic quirk mail goodies
* Add mail goodies to all remaining quirks
* Fix linter error
* Add candle box to spirtual quirk mail
* Clean up code for mail goodies
* Rebalance generic goodies mail weight
* Add mail goodies quirk code comments
* Add more noir items for monochromatic
* Add 3 new random spawners icons
* Add nightcaps to heavy sleeper mail goodies
* Fix plushies random spawner to work correctly
* Add code comment explaining quirk weight value
* The clown box can now eat you again.
* Update code/game/objects/items/storage/boxes/job_boxes.dm
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Fix xeno hivemind talk causing hissing sound
* Fix dullahan speech arg
Add message_range and saymode to say arguments
Add new say args to other say procs
Add new say args to other say procs
* Revert "Fix dullahan speech arg"
This reverts commit abff2bec1a03c1270b2896faa547c465e046ad78.
* Fix speech_args to be list
* Refactor hulk speech signal handler
* Revert "Revert "Fix dullahan speech arg""
This reverts commit 58997930096ef6b7fa8a1c79395595e61db954c6.
* Change filterproof to be null like other say procs
* Remove unused COMSIG_MOB_SAY defines
* Readd defines for COMSIGH_MOB_SAY
* canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE
The most idiotic thing I've seen is canUseTopic's defines, they literally just define TRUE, you can use it however you want, it doesn't matter, it just means TRUE. You can mix and match the args and it will set that arg to true, despite the name.
It's so idiotic I decided to remove it, so now I can reclaim a little bit of my sanity.
I wanted to touch a backpack sprite and got mad with everything being on the same dmi file sooo...
Creates a dmi for backpacks because we had everything shoved on the same back.dmi or storage.dmi which is a headache to work with.
I tried to standardize the name between backpacks, satchels and duffels and some minor clarity while I was there, stuff like:
securitypack -> backpack-security
satchel-sec -> satchel-security
brokenpack -> bag_of_holding-inert
Also made a new obj icon file for the ethereal backpack, it had it's own file for the mob worn icon so now both icons have their own dmi.
Probably should rename it to "species" if we ever add more species/lore related backpacks but that is a future issue.
I didn't touch the inhand dmis or "standardize" their name, they are well split enough and just to avoid making a zillion changes on the same PR.
I might look into it if this PR is merged.
About The Pull Request
Fixes#69043 assemblies not providing a UI when part of a one-tank bomb. (This doesn't count voice analyzers, which don't have UI)
Fixes#68139 assemblies triggering themselves (and often turning themselves off).
Fixes timers ceasing to loop if the timer is set to less than the 3-second anti-spam threshold.
#69335, #68733 signalers occasionally runtiming due to qdel'd weak reference datums. Already addressed by another PR
Proximity sensors and mousetraps work on more wire datums, but proximity sensors are still buggy.
Igniter-sensor pairs can detonate fuel tanks properly, including plumbed fuel tanks. Fuel tank explosions scale with how much fuel is in them; this is slightly nerfed from existing values.
The fuel tank detonation code has been made generic, but other reagent dispensers have rigging turned off. If turned on with a varedit, you can rig and detonate water and other reagent tanks. Reagent tanks can theoretically both explode and spread reagents if it should happen to contain both welding fuel and other stuff. I have not actually tested this part of it, but I have detonated both water tanks and fuel tanks and each works correctly.
In making mousetraps work on wire datums, I had the opportunity to make it so that you could place a mousetrap in a door's wire and it would activate when someone passed through the door (useful to bolt a door open when someone authorized goes through, for example). This is a fun mechanic but does not make sense for a simple mousetrap to be so powerful, so it is disabled. Ideally, you could put the laser tripwire in a door's wires to do the same thing, but that would be a massive rework. Mousetraps still work in on-found mode for all wire datums, and will work on items with wiring datums (like C4 and chem bombs) when stepped on.
The signaler runtimes were a result of weak_ref datums being deleted, and the communications system not handling that. It's probably not ideal to run null checks in the post_signal loop, but I am not going to worry about it.
Many of the assemblies were not properly registering when the assembly holder was attached to an item. This was most important for proximity sensors, but that also has other problems that I haven't been able to track down.
The problem with UI not appearing was a result of the transition to TGUI however long ago that was; the proc that assures TGUI that you have the right item needed to be aware of one-tank bombs and similar, or else when you pass along an interact request it says "but you can't see it" and ignores you.
Why It's Good For The Game
Bugfixen.
The thing with the reagent dispensers only got this complicated when I realized that the plumbed fuel tank variant wasn't a subtype and therefore couldn't be rigged. And then... I basically just scaled it because the flat scale no matter the contents of the tank offended me. You could wrench open tanks, drain them entirely of fuel, rig them, and they would still go off like a pile of dynamite.
I used to have code in my branch that turned chem bombs into variants depending on the trigger, with mousetraps being mines for example. That's honestly the main reason I went out of my way to make mousetraps work better as assemblies. I could wish it were better supported, but mousetraps on grenade wiring will have to do for now.
Changelog
cl
balance: Welding fuel tank explosions have been scaled slightly down and require the fuel tanks to actually be full of welding fuel
fix: You can detonate welding fuel tanks with an igniter-sensor assembly
fix: You can reach your one-tank bomb's assembly controls by activating the item in your hand.
fix: Certain assemblies should no longer turn themselves off.
fix: Clumsy fools handling a mousetrap-based multi-part assembly may set it off by accident
/cl
fuck poster code. whole thing needs a rewrite imo.
Fixes#69954
cl ShizCalev
fix: Wanted/missing posters are no longer broken.
fix: Missing posters no longer change text color after being taken down.
fix: Posters no longer fail to get put up 4 seconds after you walk away while placing them lol
/cl