Commit Graph

106 Commits

Author SHA1 Message Date
SkyratBot
b332b46b65 [MIRROR] Remove hideous inline tab indentation, and bans it in contributing guidelines (#3394)
* Remove hideous inline tab indentation, and bans it in contributing guidelines

* a

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-15 15:32:02 +00:00
SkyratBot
8007eb1578 [MIRROR] Refactors sharpness to use a bitfield (#3301)
* Refactors sharpness to use a bitfield (#56817)

Refactors sharpness to use bitfield instead of bitflags in case someone wants to add more types of sharp things, or unique behaviour with them

* Refactors sharpness to use a bitfield

* Update bullets.dm

Co-authored-by: Sparkezel <53384660+Sparkezel@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-11 23:57:06 +00:00
SkyratBot
fde78d4934 [MIRROR] Adds forgotten kit to armament beacon (#2647)
* Adds forgotten kit to armament beacon (#56016)

Adds the forgotten kit to the armament beacon, holding the same stats as knight armor and stone sentinel, But with the sprites for the old clockwork armor and helmet, as they are very nice looking sprites. Moves said sprites to the suit and hat file respectively. as-well as adding forgotten helmet/armour to the game, which are said armors.

Makes it easier to do any clockcult themed gimmick as the chaplain without wearing the god awful craftable armor, uses sprites that really shoulden't die on the same hill as clockcult. a few others have also told me they'd love to see the old clockcult armor and helmet sprites used for something, as they look nice.

* Adds forgotten kit to armament beacon

Co-authored-by: Coastfront <50342376+Coastfront@users.noreply.github.com>
2021-01-12 01:48:01 +01:00
SkyratBot
20a7dd6bfd [MIRROR] chaplain cage no longer balds you (#2274)
* chaplain cage no longer balds you (#55526)

* cage no longer balds you

Co-authored-by: Fikou <piotrbryla@ onet.pl>

* chaplain cage no longer balds you

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
2020-12-22 00:06:36 +01:00
SkyratBot
4c86dfc553 [MIRROR] Fixing a very old issue about lizard snouts and hoods, fake mustaches and similars. (#2264)
* Fixing a very old issue about lizard snouts and hoods, fake mustaches and similars. (#55574)

Fixing a little visual issue with certain hoods, fake mustaches and similars making lizard snouts magically disappear when worn.

* Fixing a very old issue about lizard snouts and hoods, fake mustaches and similars.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-12-21 19:56:29 +00:00
SkyratBot
c487c73f39 [MIRROR] Grep for space indentation (#1969)
* Grep for space indentation

* aa

* Update species.dm

* Update species.dm

* Update maps.dm

* Update examine.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-12-01 12:26:41 +01:00
SkyratBot
28a869925a [MIRROR] Fixed inconsistencies with the extradimensional blade nullrod. (#1656)
* Fixed inconsistencies with the extradimensional blade nullrod. (#54868)

* Fixed inconsistencies with the extradimensional blade nullrod.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-09 20:19:04 +00:00
SkyratBot
6f814b118d [MIRROR] Fixes being able to commit suicide with an UNREAL SORD (#1594)
* Fixes being able to commit suicide with an UNREAL SORD (#54831)

The UNREAL SORD null rod form's suicide_act() now closely matches the suicide_act of an actual SORD.

For reference, an actual SORD's suicide_act() is:
```
/obj/item/sord/suicide_act(mob/user)
	user.visible_message("<span class='suicide'>[user] is trying to impale [user.p_them()]self with [src]! It might be a suicide attempt if it weren't so shitty.</span>", \
	"<span class='suicide'>You try to impale yourself with [src], but it's USELESS...</span>")
	return SHAME
```

And the UNREAL SORD null rod form's new suicide_act() is:
```
/obj/item/nullrod/sord/suicide_act(mob/user) //a near-exact copy+paste of the actual sord suicide_act()
	user.visible_message("<span class='suicide'>[user] is trying to impale [user.p_them()]self with [src]! It might be a suicide attempt if it weren't so HOLY.</span>", \
	"<span class='suicide'>You try to impale yourself with [src], but it's TOO HOLY...</span>")
	return SHAME
```

* Fixes being able to commit suicide with an UNREAL SORD

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-11-07 05:04:32 +00:00
SkyratBot
56b1cf499e [MIRROR] Fixes nullrod hand replacements being put into slots they shouldn't be (#1560)
* Fixes nullrod hand replacements being put into slots they shouldn't be (#54750)

* Fixes nullrod hand replacements being put into slots they shouldn't be

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2020-11-04 00:35:06 +00:00
SkyratBot
81ba096768 [MIRROR] One more pass on null rod sprites + null rod storage sanity pass (#1277)
* Finishes the job on null rod sprites hopefully once and for all (#54235)

* One more pass on null rod sprites + null rod storage sanity pass

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2020-10-12 23:28:11 +02:00
SkyratBot
4f1ffb5624 [MIRROR] Null rods no longer vanish when selecting a new holy weapon skin. (#1268)
* Null rods no longer vanish when selecting a new holy weapon skin. (#54321)

Put null rod in active hand > Bring up radial menu to select new skin > Swap active hands to hand that is full > Select new skin > Nullrod spawns in nullspace, can't be put in active hand, stays in nullspace, old rod deleted > Chaplain has no null rod.

Now we (redundantly) spawn the new null rod at the holder's drop_location instead of nullspace.

We use put_in_hands which will attempt to put it in the active hand, followed by any free hand, followed by the drop_location if all else failed (told you the above was redundant, probably good practice to do though)

* Null rods no longer vanish when selecting a new holy weapon skin.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-10-12 23:17:59 +02:00
SkyratBot
7f69900f6c [MIRROR] Fixes large clothes displaying blood overlays incorrectly (#1149)
* fixes large clothes displaying blood overlays incorrectly (#54153)

* Fixes large clothes displaying blood overlays incorrectly

Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
2020-10-04 15:24:50 +02:00
SkyratBot
5ec03f22f4 [MIRROR] Sprite stuff: missing belt and suit storage sprites among others (#925)
* Sprite stuff: missing belt and suit storage sprites among others (#53804)

About The Pull Request
Adds a bunch of sprites including:

A basic nullrod sprite
Belt sprites for the claymores lol nevermind
Backsprites for the cult blade and changed the chaplain's darkblade to fit on the back.
Suit storage sprites for the dark scythe, the cultblade, the spellblade, the claymores, katana and the nullrod

Suit storage sprites for a whole host of high powered firearms. You can visibly tell someone has shotguns or sniper rifles in their armor vest. How neat.

You can't conceal stunprods in armor suit storage anymore.

Nullrod cultsword (darkblade) also uses a uniquer inhand. Ye.

Also knives and a rolling pin belt sprite, hecc!

I also did some other stuff look there are a lot of sprites and I want to sleep please leave me alone nullrods are fucking stupid.

* Sprite stuff: missing belt and suit storage sprites among others

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2020-09-23 10:00:54 +01:00
SkyratBot
4b6cc9d088 [MIRROR] Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#830)
* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305)

* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-09-17 02:05:30 +01:00
SkyratBot
f733bc21a8 [MIRROR] Mobility refactor and code cleanup - lacking appendages edition (#509)
* mobility refactor (#52929)

* Mobility refactor and code cleanup - lacking appendages edition

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-25 01:34:46 +02:00
SkyratBot
3bd294f26f [MIRROR] Defines damage flags. (Hopefully without 50+ commits) (#491)
* Defines damage flags. (#53158)

* Defines damage flags. (Hopefully without 50+ commits)

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-08-24 22:52:31 +02:00
SkyratBot
49f7becb88 [MIRROR] Personalized combat messages part 2 (#334)
* Personalized combat messages part 2 (#52890)

Adds more "personalized" combat messages for all participants in a fight: the attacker, the victim and the spectators

* Personalized combat messages part 2

* Update misc.dm

Co-authored-by: kingofkosmos <riki.sundberg@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-08-14 23:29:15 +02:00
SkyratBot
38c75c7573 [MIRROR] Ghost Pool Protection Admin Button (#226)
* Ghost Pool Protection Admin Button (#52683)

* Ghost Pool Protection

* okay

* Update tgui.bundle.js

* just a bit of feedback

* temporarily

Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>

* Update GhostPoolProtection.js

* Update tgui.bundle.js

* my devserver broke

* okay done for real

* conflict resolution bundle

* Rohesies dope review

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>

* Ghost Pool Protection Admin Button

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-07 01:39:43 +01:00
Ryll Ryll
a97c51b30b [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* pierce the heavens

* starts doing projs

* continue pierce

* before armor

* before sharpness redefine

* rename sharp defines, before further implementation

* finishing undoing atk_type back to sharpness

* neatens up sharpness defines, FALSE -> SHARP_NONE

* more piercing, removes brute damage bleed, bubblegum no longer wound

* starts letting embeds get in on the fun

* half with embed

* work on dismembering

* continued embed work

* more moving bandaging to limbs

* more dismemberment work

* removing embed pierce stuff

* tweaking bullets

* more docs and work on dismemberment

* spans, piercing, guns

* dismemberment and scar fixes

* bee changes

* bullets embedding

* more bullet and dismember work

* dismemberment, surgery, piercing, formaldehyde,

* pleases travis

* pierce smite

* nicer on blood

* Auto stash before rebase of "tgstation/master"

* more neatening

* wounds only consider up to 35 damage, wounds on l6 and 762

* updates hulk

* balance

* defines

* lower slug to 50 brute to accommodate wounds

* adds differentiation for having flesh/bones/both in mobs

* moves scar descs to json, renames organic_state

* excises removed healing skill

* fixes logs, inconsistencies, some balance changes

* untab

* slight compress

* a

* kills pointed global list

* dmdoc

* halfway through roh

* finishes roh review

* okay NOW i finished roh's reviews

* roh roh roh your boat

* gently down the stream

* global lists

* list ops, fix scanner for bone gel improvised fix

* travis moment

* sounds added and moved

* pellet clouds can join the fun fully, slight gun balancing for wounds

* doc moment

* unconflicts myself

* update hulk

* Update code/_onclick/item_attack.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* crying ascii face

* final rohview

* oops

* final final

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-23 22:20:09 -04:00
skoglol
fab6a70587 Fixes arrhytmic knife (#52322) 2020-07-20 14:37:29 -04:00
ShizCalev
411dea9542 Merge pull request #51659 from TaG2e/master
Fixes more missing sprites and adds invisible icon
2020-07-01 11:58:17 -04:00
TaG2e
5276005acb Reverts, changes, and fixes to sawoff and energy weapons' icons 2020-06-28 17:34:41 -05:00
TaG2e
8f72395637 Fixes more item icons, conflicts, and default hidden to false 2020-06-20 19:00:36 -05:00
ShizCalev
debba87ec2 fixes "dante torn the changeling with the sword" (#51688) 2020-06-18 15:48:12 -03:00
TaG2e
b9ec327c17 Fixes more missing sprites and adds invisible icon 2020-06-15 01:56:12 -05:00
ShizCalev
1ff3945b30 Fixes more belt missing texture crap (#51597)
* Fixes more belt missing texture crap

* #51010 progress

* tank fixes

* typo

* Removed dead/duplicated code

* cleanup

* don't need the - meme anymore with build_worn_icon

* icon fix

* commentary

* yelling at future coders

* more condensedd
2020-06-13 14:16:52 -04:00
Ryll Ryll
0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00
ArcaneMusic
d50960f4c0 Changes the Ancient/Clockwork Spear Sprite. (#51258)
* Resprites the worst thing ever

* Try again?
2020-05-27 15:55:00 +08:00
nemvar
6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.

* Fixes some comments

* Fixes map issue

* Restart lints

* Properly resolves conflicts
2020-05-25 06:47:19 +02:00
Arkatos
70de177f31 Saner sorting 2020-04-17 16:45:12 +02:00
Arkatos
2698ee3ef6 Cleanup and sorting 2020-04-17 16:14:28 +02:00
Arkatos
b31d20b0ad Nullrod radials 2020-04-17 16:01:09 +02:00
moo
72b7a266b3 Adds Religious Sects and Basic Technophile Sect for Proof of Concept (#49434)
* このコミットの中が未来です

* Adds Rites

* 💻

* remove bible global

* last minute code changes 😏

* review brah

* waaa_fb

* 

Review stuff, Doc stuff, You can now coax a user to the platform for !!FUN!!

* Update code/modules/religion/religion_sects.dm

Co-authored-by: spookydonut <github@spooksoftware.com>
2020-03-06 11:11:52 +08:00
necromanceranne
e18885e3c4 added kyrson's sprites and icon paths 2020-02-14 19:24:39 +11:00
skoglol
4a487ca803 Refactors language holder (#48106)
* Language holder refactor

* Ironed out bugs, testing

* adds sourced language, blocking list. more useful helpers.

* Replaced old usage

* Adresses requests

* Autodoc attempt #1

* Fixed monkeyize (again)

* Travis happy

* Language menu updated

* Final pass
2019-12-18 22:22:12 +01:00
skoglol
938e66f62c Adds sorting to most input() lists (#47117)
* Adds sorting to most input() lists.

* Sorted some global lists, added more input sorting

* Should now use correct sort everywhere.

* compiles

* Last fixes.
2019-10-22 04:28:42 -07:00
kingofkosmos
52325eda25 Merge branch 'master' of https://github.com/tgstation/tgstation into misc_span_fixes1
# Conflicts:
#	code/game/machinery/Sleeper.dm
#	code/game/machinery/doors/airlock.dm
#	code/game/objects/structures/beds_chairs/chair.dm
#	code/game/objects/structures/lavaland/geyser.dm
#	code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm
#	code/modules/antagonists/clockcult/clock_mobs/_eminence.dm
#	code/modules/paperwork/contract.dm
2019-10-17 06:02:06 +03:00
KomradeSpectre
9ff071af60 Clockcult Removal 2019 (#47057)
* Nanotrasen fires the Wave Motion Gun at the Clock Cult

* Fixes a random changelog appearing from the reebe void.

* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.

* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.

* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron

* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.
2019-10-15 10:13:41 +02:00
kingofkosmos
280d416d4f Adds missing spans, missing periods and missing span endings. Also changes spans to suit the situation better. 2019-10-12 19:34:11 +03:00
Fikou
e450be44dc surgery tool refactor (#46856)
* awooooooooooooooooo

* a

* aw shet

* woops!!

* a

* wow heck you
2019-10-09 12:25:42 -04:00
Fikou
3e0e1e9fda chap things now cover what they should (#46866) 2019-10-08 21:47:43 -07:00
NoxVS
1be0b68ce8 Adds new chaplain armor to the armament beacon (#46734)
* Adds new chaplain armor

Uses admin only armor from (I believe) hand of god mode

* Fixes

Changes description and removes mouth covering
2019-10-03 02:21:56 -07:00
Rob Bailey
2029163d33 playsound vary boolean define conversion (#46254)
About The Pull Request

Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls

This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE

I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game

Code usability
2019-08-30 18:45:20 +12:00
Fikou
3479a1839c Touches everything i left out in #46060 + some smol cult changes (#46109)
* chap helmet updat

* russian buff

* various cult robe things

* a

* oh there was booboos in the file i was working in haha

* wtf i hate cock cult now

* oh i did it the wrong way
2019-08-27 19:14:48 -04:00
Rob Bailey
26b04ede42 Obliterates item_color: new washing machine functionality edition (#45961)
About The Pull Request

Completely removes item_color and the clusterfuck of bad programming it caused.

In places where item_color was used for entirely unique purposes it was split off and renamed to a new var on that typepath only, or refactored so it wasn't needed

In places where item_color was used as a dye color, it was converted to the new dye_color var

In places where item_color was used as the worn overlay it was removed and instead now icon_state is always used as the clothing overlay.

A new mob_overlay_icon var was added for manually setting where the mob overlay icon path is for specific items.

Moved some mob overlay files relating to clothing to their own directory as well for organization purposes.

Totally refactors washing machines, instead of the horrible abortion that was iterating through the typepath it now uses a registry of dye results.

Some bonus functionality to come out of this:
the washing machine now supports arbitrary dye colors.
Why It's Good For The Game

It's been 4 years since the "this should be deprecated soonish" comment was added, and this var is a shitpile of confusion if you just trace the usage of it.
Changelog

cl
add: Washing machines now support arbitrary dye color
add: Washing machines now dye nearly every item.
refactor: lots of backend changes to clothing overlays, report any issues
/cl
2019-08-26 20:38:11 +12:00
Fikou
d02fd12629 adds the ancient spear as a null rod option (#46048)
* adds the ancient spear

* clocked

* switcheroo
2019-08-23 16:38:21 -07:00
tralezab
b5de31638d You can no longer name some things after words in the ic filter (#45696)
* quick sanity fix

* more things i found

* better list used, updated comment
2019-08-11 18:33:39 -04:00
nemvar
bf6800fd7c Fixes (#45210) 2019-07-17 02:43:49 -07:00
nemvar
fa9e44d937 Reorders the items and weapons dmi. (#45128)
* Reorders the file

* Take 2

* Whoopsie
2019-07-14 12:03:14 +02:00
nemvar
66af98e75a blocks shove knockdown is now a clothing flag. (#45107)
* blocks shove knockdown is now a clothing flag.

* comment only commit
2019-07-11 12:21:22 -04:00