* Initial overhaul work and some fixes.
Running into a bug with getting healthanalyzer variables to pass.
Signed-off-by: RaveRadbury <risforradbury@gmail.com>
* Fixes some typos, shortens a message
* Update pai.dm
* Prevents pAI OS from coming up in other windows.
* Moved around some camera stuff, trying to fix lost pAI zoom
* Fixes pAI zoom, adds camera flash
* PAI buttons grey out if they need software first
* Better greying out of buttons in PAI
* Removes unimplemented HUD stuff
* Should make pAI Host Scan require being held (like DNA check)
* Includes host scan as a greyed out hud
* Improved button loop
* Fixes pda icon off-set
* Fixed inconsistent indentation
* Replaces outdated and innacurate checks for scans
Thanks to Cobblestone for the help
* Refactor pAI hud button grey out
* Changes browse to browser
* cleans up the code, gets rid of an error
* Removes indent from #undef
* Removes an unneeded text-align:right
We have defines for times to save us from the horrid decisecond. Inspired
by the singular use of defines for the "clean laundry" moodlet I have
converted all other mood_event timeouts from deciseconds to appropriate
MINUTES and SECONDS.
It hurts to look at raw time outputs. Code is now a little less maddening
to look at.
* Larger mining shuttle with power connection when docked with the station. Only in use on boxstation right now.
* Whoops, forgot to add the actual shuttle!
* Fixes cable connections across shuttles
* Unlocks the APC in the mining shuttle.
About The Pull Request
Pretty much what it says on the tin.
Oh yeah I also removed the string concatenation nonsense in favor of multiline strings and a list.
Why It's Good For The Game
Removes many getFlatIcon calls during the round, also some runtimes from ephemeral items being created and immediately deleted when the vending machines are used.
Changelog
cl Naksu
tweak: vending machines now use spritesheets
/cl
This PR removes some odd quirks in carp and cqc grabbing, and makes them both function the same. Technically a cqc buff as users are able to not aggressive grab now, for quicker body dragging, but I'm not sure that was ever intended behavior.
In addition, the special combos are now properly logged, and added some more informative chat messages for certain moves.
Current behavior:
Carp can perform aggressive grabs while on grab intent, or passive grabs with CTRL+Click on any other intent. Passive grabs drop the targets items, and count towards combo's.
CQC only aggressive grabs, prevents the user from ever passive grabbing. For some reason, CQC aggressive grabs do not disarm the target until a few seconds after the grab.
New behavior:
Both CQC and carp grabs work the same. Grabs on grab intent function the same, and disarm as expected of an aggressive grab. Grabs on other intents do a passive grab, and do not disarm or count towards combo's.
About The Pull Request
Includes a set of kilo pattern shuttles for the arrival, cargo, ferry, labour, and mining types along with a new and purchasable emergency shuttle. Additionally, it adds a new type of syndicate infiltrator, codenamed the tortoise. All of these shuttles are accessible via the shuttle loader and work on any station barring the arrival and cargo variants. Shuttles in order from most important to least important:
emergency_kilo; a fully modeled shuttle including two small cargo bays, a more spacious infirmary, and regular security and E.V.A. amenities. Main bay seats 40, 2 E.V.A., 7 Holding Area, 6 Cockpit, 2 Infirmary.
"A fully functional shuttle including a complete infirmary, storage facilties and regular amenities." Priced at 5000 credits.
image
infiltrator_advanced; nicknamed the "tortoise," this syndicate shuttle includes a beefier redesign of the original syndicate infiltrator complete with medical bay, armory, power systems, dual airlocks and a centralized preparation room. Important access-way doors function off of syndicate access (req_access=150). Design helps mitigate bomb damage while allowing for more close-quarters boarding combat. Currently accessible from the shuttle loader, may see itself added with a new syndicate shuttle selector depending on reception.
image
mining_kilo; modernized mining shuttle interior with a small bundle of emergency supplies. With the new(er) directional shuttle docking system, should work on any station.
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labour_kilo; slightly reskinned labour shuttle, compatible replacement for any standard gulag shuttle. Features an additional seat and modernized interior.
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ferry_kilo; in addition to regular seating, features two rechargers, emergency supplies and radios, and a rear-placed ferry shuttle request console. Compatible with the universal ferry dock.
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cargo_kilo; a regular, run-of-the-mill cargo shuttle with a fancier interior. Crates are onloaded through the bottom blast door, and offloaded at the top. May be incompatible with certain docks or conveyors.
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arrival_kilo; a standard sized arrival shuttle meant for low to medium populations. Closets and arcade machine replace by conventional emergency supplies, easily accessible for new players.
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Why It's Good For The Game
The kilo-pattern emergency shuttle provides a new and fresh design to the choice of available, fully functional shuttles for purchase by the crew. In addition, the syndicate advanced infiltrator adds a new venue for syndicate operatives and opens up the possibility of various shuttles being added to the syndicate's arsenal for use to help compliment their unique gimmicks or operative styles.
* Adds stasis beds
Needs sprites, using placeholder ones
* Adds stasis beds to techwebs
Cryostasis Technology
* Adds sprites for stasis bed
* Stasis beds support economy/ancap
* Stasis bed can be deconstructed
* Stasis bed requires cable coil
* New stasis bed sprites by @Kmc2000
Made by Kmc2000 <bluekorben2000@yahoo.com>
Not currently functional
* Add unique to SSvis_overlay.add_vis_overlay
will return the overlay object itself and not reuse it
* Make stasis bed art function
can enable/disable with alt click
makes sounds when powering up/down
* The tubes go over the mob now
* Remove sleepers from techweb tree
* Fix stasis bed lying
* Modified stasis bed build requirements
* Survival pod version of stasis bed
Map spawned sleepers delete their circuit boards
Added stasis beds to 'doctors' phobia
NanoMed for survival pod which is always free, not refillable
* Replace sleepers with stasis beds on all station maps
removed all sleeper machine boards from maps
one sleeper machine board intentionally left alone in oldstation
* Fix stasis bed tube overlay capturing clicks
Give power up and down noise freq variation
* Remove stat check from living Life
* Remove vis overlay assertions from stasis bed
* new mutation: simple speech
* finalize simple speech and fix word list apostrophes
* Is now a brain trauma instead
* fix merge conflict
* grammer fix
* cleanup cause I'm an idiot
* made the suffix list a bit easier to read
* fix traits.dm
About The Pull Request
As title, except a clarification: sounds that play with no source or direction are still stereo due to that the stereo will actually do something and not just be wasted space.
On a technical level, what I actually did was reexport (nearly) every single sound effect to mono 44.1khz sample rate Ogg at quality preset 5. This resulted in some small increases in file size in some places but other than that reduced file size across the board.
A couple of sounds that were wavs for whatever reason were also converted to ogg, this resulted in some code changes to change the referenced sound effect.
Some sounds were also recut. The grille hit and punches in particular are common sounds that had large and noticeable gaps at the beginning.
All of this has resulted in the compiled rsc file going from 102.7 mb to 83.2 mb.
Why It's Good For The Game
Free space with no (effective) drop in quality.
A standard for audio going forward. (that will be inevitably ignored)
Tighter sounds in some places.
Changelog
cl
soundadd: Downmixed every sound to mono. This shouldn't have resulted in any changes in audio, byond downmixes anyways.
soundadd: Recut some sounds. Sounds shouldn't have large silent/noise gaps at the start anymore
/cl
* progress bar anims
* gold final stage
* technical improvements
* special failure animation + code improvement
* mm grayons
* better animation
* less magic number + garbage collection safety tweak
* I forgot to actually include the garbage collection tweak
* even more garbage collection safety
I came to the conclusion that quirks that put you on a death timer are
dumb and boring, one such reason being they make you unable to go AFK for
any length of time but also aren't interesting to manage other than
lugging around whatever medicine you need to survive every round.
Blood loss now stops just above a survivable threshold, meaning when left
untreated even the smallest of wounds is potentially lethal, hence it's
still 2 points. Watch out for paper cuts.
Renamed just to make it a bit shorter and less spooky.
cl Basilman
fix: Added a cooldown for datum outputs
/cl
also added an arg called do_owner in playsound that lets the owner of a datum output be different from the atom that plays it, chiefly used for component/squeak so that you can apply the component directly to any single atom without having to fuck with said atom's datum_outputs list so that it can properly play the sound, since the datum output is already stored within the datum component itself.
also send_info now returns true or false based on whether it's cooling down or not, i dont like this and i initially just had a var for whether it's cooling down or not but raz said it saves a var so i guess whatever ill just have it like that
* Adds simple framework for learnable crafting recipes
* whoops
* Moves teach/check functions to mind
* Code golf
* I just moved these around but fine.
Co-Authored-By: AnturK <AnturK@users.noreply.github.com>