* Makes n2o nontoxic, for reasons (#56839)
Counter to the original intent of the change seen here #50126, n2o will currently deal damage when used with both internal tanks and floods, as the threshold picked for it was about 0.15 moles at room temperature. Even outside this oversight, the original goal can't easily be achieved. Because breathing works off partial pressures, anything you can do with an anesthetic can you can do with an n2o flood.
Therefore I don't think it's behavior worth keeping, as even as a way to disincentivize non-antag n2o floods it would do little.
* Makes n2o nontoxic, for reasons
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Applies the pluox formation code portable atmos devices and tanks (#55923)
Makes irradiating tanks and portable atmospherics devices (canisters, pumps, scrubber) induce pluoxium and tritium formation if they contain the correct gases.
Does NOT affect atmos components or pipes because I don't think Lemon would let me do that to pipecode. (He's right)
* Makes pluox formation slightly more consistent
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Refactors how movetypes are added and removed, No timers this time. (#55444)
* Refactors how movetypes are added and removed, No timers this time.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* fixes atmos water tanks showing up as purple sometimes, they have their icon state changed sometimes, but never manually set the wear_icon_state, so it'd try and show a nonexistant sprite. (#55705)
* Fixes atmos water tanks showing up as purple sometimes
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Refactors how movetype flags are added and removed and the floating animation (#54963)
I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process.
Why It's Good For The Game
A way to avoid conflict from multiple sources of movement types.
This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick.
Tested, but i'm pretty sure improvements could be made.
Changelog
cl
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type.
/cl
* Refactors how movetype flags are added and removed and the floating animation
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* New TGUI component: the round gauge + initial uses of it
* aaa
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fixes improvised jetpacks working as infinite one tick boosters (#55202)
Fixes improvised jetpacks working as infinite one tick boosters
allow_thrust is used as a check when the jetpack is toggled on to see if it should be allowed to turn on. This line needs to return the parent call instead of presuming it passes.
* Fixes improvised jetpacks working as infinite one tick boosters
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes Improvised Jetpack (+New custom icons) (#55177)
This fixes the improvised jetpack, which currently cannot be activated.
Fixed [#50396](https://github.com/tgstation/tgstation/issues/50396)
The code change was very minor and everything seems to work properly now.
Bonus: New custom icons for this item, better representing what it most likely would look like
* Fixes Improvised Jetpack (+New custom icons)
Co-authored-by: LordVollkorn <66637090+LordVollkorn@users.noreply.github.com>
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#54715)
* The Re-pricening
* Rewritten and adjusted for paycheck defines.
* I made the map changes finally.
* And the refills too.
* "OH YEAH REPLACING IT ALL WITH DEFINES AND SCALING IT THE EXCEL DOCUMENT WILL BE EASY, ARCANE!!!"
* And the premium ones too.
* Accidently spoiled a future pr due to dme bleedover
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
* Enforce preserving parent proc return values across ui_act call stacks
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* 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>
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities
* Review fixes
* Geiger counters cleanup
Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now
* Moved SS*_DT defines to subsystems.dm
* Rebase fix
* Redefined the SS*_DT defines to use the subsystem wait vars
* Implemented suggested changes by @AnturK
* Commented /datum/proc/process about the deltatime stuff
* Send delta_time as a process parameter instead of the defines
Also DTfied acid_processing
* Dtfied new acid component
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities
Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is
Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
* Cleans up some refs (#52713)
* clin
* Might as well
* Unreferenced datums autodel + lame proc
Co-authored-by: TiviPlus <TiviPlus>
* Cleans up some refs
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* Cleanup up all instances of using var/ definitions in proc parameters. (#52728)
* var/list cleanup
* The rest of the owl
* plushvar bad
* Can't follow my own advice.
* Cleanup up all instances of using var/ definitions in proc parameters.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Makes several icon and outfit tweaks/fixes to bounty hunters. (#52668)
* Makes several icon/outfit tweaks/fixes to bounty hunters.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* 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
* Update carbon_movement.dm
* Carbon use jets before basic spacemove sources
Now carbons dont try propel yourself by thing around, when use jet.
* up
* Jet used when jet must be used
No more persistent jet air use
* Jet implant used when jet implant must be used
No more persistent jet implant air use
* TRUE and FALSE in carbon_movement.dm
* missing right-paren
* missing right-paren in imp
* better jetpack check
* better augment jetpack check
* augment jet toggle on fix
* fix m
* up
* Jet trails only on air use