Commit Graph

9281 Commits

Author SHA1 Message Date
SkyratBot
384d439381 [MIRROR] Fixes chem and addiction scans, null checks for addiction_list (#1826)
* Fixes chem and addiction scans, null checks for addiction_list (#55105)

So #54797 changed addiction_list to instantiate as a null instead of a list. Turns out a few things relied on the list existing!
Things like health analyser/medical kiosk chem and addiction scans broke, and smokers would no longer get addicted!
Made a few places check if addiction_list is null before continuing.

(Lemon's note, refactored some code to make it cleaner/removed some unneeded loop typechecks)

* Fixes chem and addiction scans, null checks for addiction_list

Co-authored-by: prodirus <44090982+prodirus@users.noreply.github.com>
2020-11-25 13:56:15 +01:00
SkyratBot
a25041431b [MIRROR] Humans have more complicated body temperatures (#1825)
* Humans have more complicated body temperatures (#54550)

This changes how carbon/humans stabilize body temperature, and changes how damage and wounds are applied based on temperature.

Humans now have a core body temperature along with body temperature. The core temperature is used for natural stabilization and what viruses like fever and shivers target by raising or lowing the core temperature of the mob.
The standard body temperature still exists and acts exactly the same for most items at this time but is now treated as surface temperature in humans.

Damage from body temperature for humans is now based on the core temperature instead of body temperature now.
Humans will now receive burn wounds when the body (surface) temperature is to high for to long.

This causes you to see alerts for the area temperature before you take damage in most cases improving visibility of dangerous situations.

* Humans have more complicated body temperatures

Co-authored-by: NightRed <nightred@gmail.com>
2020-11-25 13:56:04 +01:00
SkyratBot
65368300d2 [MIRROR] Refactors Pastries into newfood. (#1824)
* Refactors Pastries into newfood. (#54996)

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Floyd <Floydje123@ hotmail.com>

* Refactors Pastries into newfood.

* Update collars.dm

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Floyd <Floydje123@ hotmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-25 01:02:00 +00:00
SkyratBot
02a713f379 [MIRROR] Fixes PDA bombing have equal chances to work on PDAs without manifest access vs PDAs with it (#1812)
* Fixes PDA bombing have equal chances to work on PDAs without manifest access vs PDAs with it (#55036)

* Makes extra difficulty actually work

0

* Actually fixes it as of what Fikou suggested

* no space, sorry

Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>

Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>

* Fixes PDA bombing have equal chances to work on PDAs without manifest access vs PDAs with it

Co-authored-by: Bond <58570888+TheBonded@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
2020-11-24 11:37:40 +01:00
SkyratBot
87976343b7 [MIRROR] Fixes flat dough element bug (#1803)
* path funeneee (#55119)

* Fixes flat dough element bug

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
2020-11-24 11:32:40 +01:00
SkyratBot
e52038974a [MIRROR] Foam darts and other unembeddable bullets will no longer leave ghost shrapnel (#1796)
* Foam darts and other unembeddable bullets will no longer leave ghost shrapnel (#54994)

Projectiles are assigned the ability to try embedding by the presence of a shrapnel_type variable being set on them, whether or not they actually have a set of embedding stats in their embedding var. By default, children of /obj/projectile/bullet have a shrapnel type set to a generic embedded bullet item, including things like foam darts and lollypop projectiles which shouldn't be able to embed (and certainly not embed as a bullet). While they had their embedding vars set to null, they still had their shrapnel_type set to the embedded bullet type, meaning shooting a person with a dart gun or whatever would leave a failed shrapnel item on the ground where they weren't supposed to.

This fixes that by requiring both a defined shrapnel_type AND a defined embedding var for the embedding stats. Any projectiles without both won't be able to try embedding. I also manually put 'shrapnel_type = null' on any bullet subtypes with embedding = null just to be safe and for consistency.

* Foam darts and other unembeddable bullets will no longer leave ghost shrapnel

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-11-24 08:34:46 +00:00
SkyratBot
7d653f1f6b [MIRROR] Moves grown food to newfood (#1794)
* Moves grown food to newfood (#55040)

Moves grown food to newfood
Gives trash element support for callbacks for item creation override

* Moves grown food to newfood

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-11-23 22:35:35 +00:00
SkyratBot
742559ebde [MIRROR] Properly differentiates the nanodrug and nanomed vending machines. (#1776)
* Properly differentiates the nanodrug and nanomed vending machines. (#55069)

This repaths the nanodrug and nanomed vending machines, as well as visually tweaks the nanodrug vending machine from the nanomed vending machine, in order to
A) Fix the correct vending refills working on the correct vending machines.
B) Not make 2 different vending machines with different contents sell look identical.

Allows for visual clarity between 2 distinct, different vending machines. I got lazy and didn't do it the first time, and now they've been confusing players, apparently.
Additionally, makes them actually deconstruct able and constructible as a result of the fix to the circuit board.

* Properly differentiates the nanodrug and nanomed vending machines.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-22 22:36:11 +00:00
SkyratBot
da8886ddbc [MIRROR] moves dough to newfood (#1767)
* moves dough to newfood (#55039)

* moves dough to newfood

* moves dough to newfood

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-11-22 18:21:02 +00:00
SkyratBot
6b98d55573 [MIRROR] Makes ladders craftable (#1736)
* Makes ladders craftable (#54485)

* Makes ladders craftable

Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com>
2020-11-19 23:58:30 +00:00
SkyratBot
6ee9837409 [MIRROR] [WIP] Remove fusion from reactions, add hypertorus fusion machinery (#1719)
* [WIP] Remove fusion from reactions, add hypertorus fusion machinery

* a

* Merge branch 'master' into upstream-merge-54379

* Update tgui.bundle.js

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-19 07:27:51 +01:00
SkyratBot
89a8cb991a [MIRROR] moves misc food to newfood code (#1725)
* moves misc food to newfood code (#54788)

misc food is now using newfood code

* moves misc food to newfood code

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-11-19 07:21:23 +01:00
SkyratBot
d9606e5d0a [MIRROR] Scalpel can now cut pizza. (#1724)
* Scalpel can now cut pizza. (#55012)

Enables scalpel tools to cut pizza. Consolidated a bunch of pizza-specific `MakeProcessable` proc defines that were just copy+pastes of each other.

* Scalpel can now cut pizza.

Co-authored-by: Josh <josh@jaw.sh>
2020-11-19 07:20:56 +01:00
SkyratBot
9c5041509a [MIRROR] Spraycans now consume charges in the right order when spraying graffiti. (#1712)
* Spraycans now consume charges in the right order when spraying graffiti.  (#54929)

Spraycans now check the cost of placing down a new spray before performing the do_after countdown, then uses the charge immediately after the do_after is completed.

Spraycans should check and only use a charge AFTER their cooldown timer is complete.

* Spraycans now consume charges in the right order when spraying graffiti.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-17 21:28:05 +00:00
SkyratBot
964adb7828 [MIRROR] Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now (#1709)
* Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now (#54922)

* Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-11-17 00:50:36 +01:00
SkyratBot
1c065882f7 [MIRROR] [ready] Reverts metabolism on stomachs, keep them as important to eating (#1690)
* Reverts metabolism on stomachs, keep them as important to eating (#54632)

* [ready] Reverts metabolism on stomachs, keep them as important to eating

* Merge branch 'master' into upstream-merge-54632

* Update food_reagents.dm

* Update alcohol_reagents.dm

Co-authored-by: NightRed <nightred@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-15 06:47:17 +01:00
SkyratBot
9e88359f04 [MIRROR] Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#1686)
* 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>
2020-11-14 21:49:11 +01:00
SkyratBot
e768cef297 [MIRROR] /obj/screen --> /atom/movable/screen (#1646)
* /obj/screen --> /atom/movable/screen

* Update storage.dm

* Update radial.dm

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-11 04:12:50 +01:00
SkyratBot
bfaa5be1c0 [MIRROR] Pies are now refactored for new foods. (#1677)
* Pies are now refactored for new foods. (#54751)

Moves over pies to the newfood typepaths, as well as the few select pie slices.

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* Pies are now refactored for new foods.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
2020-11-11 02:55:01 +00:00
SkyratBot
eedf2362cc [MIRROR] Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'. (#1674)
* Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'. (#54665)

The PR aims to allow advanced tool users to be defined by traits rather than a hardcoded proc.
Also necessary for the CanUseTopic refactor I'm working on, which will be PRed separately for atomization purposes.
This PR also fixes an inconsistency with can_hold_items (since monkeys can actually hold items).

* Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-11 02:52:32 +00:00
SkyratBot
47febd0ae5 [MIRROR] Beauty component improvements. Two new fantasy component prefixes (#1673)
* Beauty component improvements. Two new fantasy component prefixes (#54622)

Title. Changed the component backend code slightly to allow a single component to hold the total score instead of spawning new components. This should fix cases, such as material stacks without the MATERIAL_NO_EFFECTS flag, where multiple set_costum_materials calls can be made and new beauty components spawned.

* Beauty component improvements. Two new fantasy component prefixes

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-11 02:52:18 +00:00
SkyratBot
186f4bd4c2 [MIRROR] Fixes a few bugs with greyscale stacks. (#1670)
* Fixes a few bugs with greyscale stacks. (#54858)

    Fixes greyscale floor tiles merging regardless of their materials.
    Fixes greyscale floor tiles voiding materials when splitting the stack.
    Fixes greyscale floor tile stacks being created with no mats_per_unit and only enough custom materials for a single unit.
    Fixes greyscale tile flooring being created with the wrong amount of materials.
    Fixes greyscale tile flooring not producing floor tiles/producing floor tiles with 0 units.

* Fixes a few bugs with greyscale stacks.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-11-11 02:51:23 +00:00
SkyratBot
2ff5f9b259 [MIRROR] Move death(), gib(), and dust() from /mob to /mob/living (#1634)
* Move death(), gib(), and dust() from /mob to /mob/living

* a

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-10 22:01:47 +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
8894ac50fb [MIRROR] Grep for proc(var/bad) (#1652)
* Grep for proc(var/bad) (#54848)

* Grep for proc(var/bad)

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2020-11-09 20:17:31 +00:00
SkyratBot
13c953e150 [MIRROR] The clown PDA now has in-built comedy detection for when something happens to the clown and plays a fitting sound. (#1644)
* The clown PDA now has in-built comedy detection for when something happens to the clown and plays a fitting sound. (#54695)

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* The clown PDA now has in-built comedy detection for when something happens to the clown and plays a fitting sound.

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
2020-11-09 20:13:41 +00:00
SkyratBot
665a7d3673 [MIRROR] Easier Medipen Identification, Medipen Box (#1619)
* Easier Medipen Identification, Medipen Box (#54698)

* Medipen Differences

Adds a box for medipens, and gives each of the "common" pens a new look.

* Adds medipen box to craftables.

* Lighter first aid pen.

* Easier Medipen Identification, Medipen Box

Co-authored-by: Winter Flare <7543955+Owai-Seek@users.noreply.github.com>
2020-11-08 01:06:21 +00:00
SkyratBot
4df9bf0979 [MIRROR] Speargun: Now actually a gun! Again! (#1610)
* Speargun: Now actually a gun! Again! (#54289)

Turns the speargun from the syndikit bundle into a bolt action rifle instead of a pnuematic cannon.

The spears the rifle fires embeds using the new bullet embedding system by Ryll. The spears do a lot of fucking damage.

The new bundle includes:

The Ballistic Harpoon Gun

The weapon is a single shot rifle that can be loaded with harpoons. The rifle, being bolt action, requires pulling back the bolt, loading the new harpoon, then locking the bolt every time you wish to fire the weapon. This is more busy work than the pnuematic cannon version, but more reliable in functionality without any messy business with throwing.

The harpoons do 60 force, have a high wound chance against unarmored targets and very high embed chance, with a 100% against unarmored targets. They also have considerable armor piercing at 50, letting you nearly entirely shoot through a ballistic vest.

The weapon is essentially a powered-up single shot mosin or a significantly more powerful improvised shotgun filled with slugs.

The Quiver

Now a bag that goes on your belt. It holds up to 40 harpoons for your harpoon gun. This change was done because the harpoons cannot be retrieved, unlike the magspears, which were simply hacky ninja stars and could be pulled out with surgical tools/wirecutters. Previously you had 20 magspears, which because of their retrievable nature lasted a little longer than you would expect.

Sprites

New back sprites for the harpoon gun, ensuring nobody is missing it when you have it. Additionally, the Mosin Nagant now has it's back sprite as a suit storage sprite.

New sprite for the quiver.

* Speargun: Now actually a gun! Again!

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2020-11-07 15:43:22 +00:00
SkyratBot
cc1d3acc95 [MIRROR] Fix runtime with RPD unwrenching. (#1606)
* Fix runtime with RPD unwrenching. (#54773)

[01:44:12] Runtime in RPD.dm, line 392: Cannot read 1.type

/obj/machinery/atmospherics/wrench_act can return a boolean instead of an object under the following scenarios:
You cannot unwrench the machine.
You can unwrench the machine, but use_tool later returns FALSE instead of TRUE.

use_tool can fail when you stack wrench_acts ontop of eachother. The first wrench_act will work as expected and return the deconstructed version of the pipe, all other stacked wrench_acts will have use_tool fail and will instead just return TRUE.

This PR prevents stacking of wrench_act-based do_afters and guards against unexpected runtimes by CRASHing when wrench_act returns something unexpected.

* Fix runtime with RPD unwrenching.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-11-07 15:42:27 +00:00
SkyratBot
4af1148b13 [MIRROR] Non-human mobs can now benefit from held id cards and economy. (#1603)
* Non-human mobs can now benefit from held id cards and economy. (#54647)

* Non-human mobs can now benefit from held id cards and economy.

* Moved these getters toward the upper end.

* oui?
...
dump eet.

* .tee pump
      ...
     ?iuo

* Non-human mobs can now benefit from held id cards and economy.

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-11-07 05:08:36 +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
3fb7ff47ab [MIRROR] Improves admin logging for when TTV valves get opened. (#1588)
* Improves admin logging for when TTV valves get opened. (#54776)

Basically just reformats the logging code for TTVs when valves get opened. It's a bit more verbose, giving a bit more detail in general. It also has line breaks, because it makes things easier to read.

I've also added the ability for signals to hold a logging string. In this case, a signaller creates a signal and attaches a logging string. If the signal is received by any signallers attached to a TTV, it stores the last logging string associated with that signal. Functionally, this means that TTVs can now ask their attached signaller for the logging string of the last signal it received and display it as part of the logging string.

* Improves admin logging for when TTV valves get opened.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-11-07 00:31:35 +00:00
SkyratBot
879ddd1da1 [MIRROR] Fix #54806 (#1584)
* Merge pull request #54811 from Dennok/patch-2

Fix #54806

* Fix #54806

Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
2020-11-06 19:37:07 +00:00
SkyratBot
b7122f2d6e [MIRROR] Converting art component into element. (#1562)
* Converting art component into element. (#54616)

* Only art is now an element. There have been some issues with beauty.

* Typo.

* Update art.dm

* Update art.dm

* Maintainer suggestions. Reversing order of switch(impress) for correct moodlets.

* Fixing some pre-existing oddities with art element.

* stating the right var.

* simplifying the component.

* Update art.dm

* lowercasing pronoun.

* Converting art component into element.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-04 00:35:26 +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
8dcec855fe [MIRROR] Adds handcuff attempt and GPS rename logging (#1552)
* Adds handcuff attempt and GPS rename logging (#54742)

* Adds handcuff attempt and GPS rename logging

Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
2020-11-02 22:12:59 +00:00
SkyratBot
0f43776b16 [MIRROR] Ports fried chicken from the 2020 toolbox tournament. (#1549)
* Merge pull request #54721 from Krysonism/11herbs

Ports fried chicken from the 2020 toolbox tournament.

* Ports fried chicken from the 2020 toolbox tournament.

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2020-11-02 22:12:20 +00:00
SkyratBot
867fdc9f38 [MIRROR] adds kitchen tools to omnitool (#1539)
* adds kitchen tools to omnitool (#54718)

* adds kitchen tools to omnitool

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-11-02 15:26:02 +00:00
Gandalf
f9e3b58ecd Aesthetic Overhaul V3.0[SEMI-MODULAR][READY] (#1245)
* Begin

* few fixes

* WINDOWS

* Update airlock.dm

* Update status_display.dm

* Fixes plus rusty walls.

* Update walls.dm

* air alarm, intercom, apc updates, plasma windows, tinted, firealarm(todo)

* Update airlock.dm

* FINALLY FIXES THE DOORS

* Update airlock.dm

* firealarm and fixes.

* fixes

* mining vendor and washing machine

* firedoor

* blastdoor

* firealarm sound, shutters sound, blast door sounds.

* Delete window.dm

* Revert "Delete window.dm"

This reverts commit 4737c539eb9b49a526c784f45161c3189505ac57.

* fixes

* Update 2.0

newscaster DONE
bookshelf DONE
disposals chute DONE
chairs DONE
stools DONE
beds - Will upgrade later.
requests console DONE
light switch DONE
roller bed DONE
nanomed DONE
extinguisher cabnets DONE
extinguishers DONE
buttons
shield generators DONE
space heater DONE
emitter DONE
field generator DONE
rad collector DONE
cameras DONE
morgue units DONE
watercooler
bench Will upgrade later
E-N (corgi) port? Will do later.
plastic flaps Done
Guns - later

* fiox

* l o g i c

* Update extinguisher.dm

* V2.5

* racks and fixws

* computer typing noise

* gun sprite updates

* Update guns.dmi

* air alarm light mask

* better light overlays

* floors!

* gaygun, bench

* lasergun sounds - remove gun balance.

* no decals.

* Update intercom.dmi

* better directionals

* lasercannon, nucgun,

* Update laser.dm

* aaa

* aaa

* some sprite updates

* aaa

* shotgun suppressor+sound

* Update airlock.dm

* Update shieldgen.dmi

* chair fix, tools too.

* Update chairs.dmi
2020-11-01 16:35:39 +01:00
SkyratBot
6937b72f39 [MIRROR] Removes capitalisation from stasis bed name (#1528)
* Removes capitalisation from stasis bed name (#54680)

About The Pull Request

Makes the name of the lifeform stasis unit lowercase like all other improper nouns.
Why It's Good For The Game

Consistency, I guess

* Removes capitalisation from stasis bed name

Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
2020-11-01 11:26:59 +01:00
SkyratBot
0464184fc3 [MIRROR] Removes capitalism and communism golems [the sun sets on freedom] [fall of the iron curtain] (#1502)
* Removes capitalism and communism golems [the sun sets on freedom] [fall of the iron curtain] (#54637)

About The Pull Request

Removes commie and cappy golems, and all connected parts and features.
Why It's Good For The Game

You're downloading 5 mb of capitalist and communist songs and talk sounds every time you log into a server, which makes it take much longer to actually join the game. While this was a good meme and became even better when cappy golems would fight the communist ones, they are:

    Really really underused for what they are
    Really really boring and simple without all the special sounds
    Really really not worth keeping gutted

Changelog

🆑
del: Capitalism (golem) and Communism (golem) are dead.
/🆑

* Removes capitalism and communism golems [the sun sets on freedom] [fall of the iron curtain]

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-10-31 12:27:46 +01:00
SkyratBot
edf22edc9b [MIRROR] [READY] decorations loot crate! +3 new fancy carpets! (#1522)
* [READY] decorations loot crate!  +3 new fancy carpets! (#54612)

* base

* fixes

* crate

* Update code/game/turfs/open/floor/fancy_floor.dm

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

* adds the crate to the pool.

* the crate is pretty rare, why not let it drop four items?

* Update lootdrop.dm

Newline phone edit

* ungoofed

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

* [READY] decorations loot crate!  +3 new fancy carpets!

Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
2020-10-31 06:06:12 +00:00
SkyratBot
b01d3f3efe [MIRROR] Fixes two incorrectly named COMSIG defines. (#1510)
* Fixes two incorrectly named COMSIG defines (#54660)

* Fixes two incorrectly named COMSIG defines.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-10-30 02:33:27 +00:00
SkyratBot
cacdfbdc78 [MIRROR] Labcoats: Roboticist unique labcoat, updated remaining labcoats (#1509)
* Labcoats: Roboticist unique labcoat, updated remaining labcoats  (#54644)

Gives the roboticists unique labcoats. Because why are geneticists allowed a unique labcoat but roboticists get a generic one?

So now, roboticists have the most extra of the labcoats to go with their jumpsuits. It even has shoulder pads!

The rest of the labcoats have had a very mild tweak, and their icons now no longer use the ancient, janky labcoat sprites. You know, the ones with the fucked up outlining.

Oh also the virologist labcoat suggested it was somehow more protective against biological things. This is not true, so the labcoat has had it's description fixed.

(While I was here I fixed up some suit storage sprites related to the stuff that goes in labcoats, hehehe)

* Labcoats: Roboticist unique labcoat, updated remaining labcoats

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2020-10-30 02:32:52 +00:00
SkyratBot
07d695e322 [MIRROR] Refactors tile reskinning (#1394)
* Refactors tile reskinning (#54233)

* Refactors tile reskinning

* revert maxhealth changes

* what's with the extra spaces

* Include floors in the name changes

* tile fix and delete and create instead of change

* damn you github auto-resolve

* more atomization

* Refactors tile reskinning

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-27 22:53:58 +00:00
SkyratBot
0afaaa89d1 [MIRROR] rad_insulation component is now an element. (#1496)
* rad_insulation component is now an element. (#54625)

* rad_insulation component is now an element.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-10-27 22:51:52 +00:00
SkyratBot
23ca0b88db [MIRROR] Converting the EMP protection component into an element. (#1494)
* Converting the EMP protection component into an element. (#54617)

* Converting the EMP protection component into an element.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-10-27 17:38:50 +00:00
SkyratBot
cb880bb359 [MIRROR] Adds layer switching with mouse wheel to the RPD. (#1491)
* Adds layer switching with mouse wheel to the RPD. (#54458)

Adds a signal that gets sent to items in currently active hand on mouse scroll
and makes RPD listen to this and change the piping layer accordingly.

* Adds layer switching with mouse wheel to the RPD.

Co-authored-by: TheChosenEvilOne <34602646+TheChosenEvilOne@users.noreply.github.com>
2020-10-27 09:09:25 +00:00
SkyratBot
3b623b8b67 [MIRROR] [READY]Directional lighting component + light system (#1474)
* Directional lighting component + light system (#54520)

Adds in a new type for the lighting system, the directional one. It piggybacks on the overlay lighting to create a directional effect + adds a nice visual cone mask to make the effect feel really directional.
Also: made the static light system respect the light_on variable.

It feels really nice to shine AT things you're looking at with flashlights and the such, it makes maintenance scouring much more immersive too.
Adds more paranoia as you dont see light behind yourself when you've got a flashlight. Plus makes ambushes more fun

* [READY]Directional lighting component + light system

Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-26 09:13:47 +01:00
SkyratBot
6d49e1f0d1 [MIRROR] Fixes AI upgrades not being applied correctly (#1469)
* Fixes AI upgrades not being applied correctly (#54589)

Fixes AI upgrades not applying:
due to the item's afterattack() proc never being called
due to the attack chain ending early
due to the AI's attackby() proc returning true
Anyway, easiest way to fix it was to change the item to use pre_attack() instead.

* Fixes AI upgrades not being applied correctly

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2020-10-26 09:11:16 +01:00