Commit Graph

831 Commits

Author SHA1 Message Date
SkyratBot
a05f7e863a [MIRROR] Fully implements the ID Card design document (#3729)
* Fully implements the ID Card design document

* Oh fuck that hurt.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-03-03 01:54:25 +00:00
SkyratBot
fc2fc8db6b [MIRROR] Icebox QoL minus features (#3459)
* Icebox QoL minus features (#56472)

* Icebox QoL minus features

Co-authored-by: Whoneedspacee <yougotreallyowned@gmail.com>
2021-02-21 22:02:33 +00:00
SkyratBot
0e3a2d8577 [MIRROR] Fixes plasma lava limb conversion bug (#3532)
* Fixes plasma lava limb conversion bug

* Update human_update_icons.dm

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-02-20 16:18:48 +00:00
SkyratBot
18eca27569 [MIRROR] update_appearance (#3508)
* update_appearance

* a

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-19 16:08:09 +00:00
SkyratBot
43febe3145 [MIRROR] Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#3433)
* Converts many proc overrides to properly use list/modifiers, lots of other smaller things

* Update human_defense.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-17 14:18:21 +00:00
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
Gandalf
2ff705a59c Assops Update (#3372)
* updoot

* Update corpse.dm

* a

* Update corpse.dm

* Update assaultops_misc.dm
2021-02-14 01:10:52 +00:00
SkyratBot
98e337c4d3 [MIRROR] Fix crew monitor error state caused by corpses with suit sensors. (#3260)
* Fix crew monitor error state caused by corpses with suit sensors. (#56775)

* Fix crew monitor error state caused by corpses with suit sensors.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2021-02-10 11:54:05 +00:00
SkyratBot
cc9ef500c7 [MIRROR] repaths plasteel tiles to iron (#3155)
* repaths plasteel tiles to iron

* Update robot_modules.dm

* a

* fuck me

Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-08 23:29:36 +00:00
SkyratBot
21d6d62d98 [MIRROR] Fixes CTF runtimes / hard del (#3163)
* Fixes CTF runtimes / hard del (#56681)

* Remove mob from spawned_mobs on qdel

* Clear current mind when brain gets deleted

* Fixes CTF runtimes / hard del

Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
2021-02-07 09:40:29 +00:00
SkyratBot
1c025714e9 [MIRROR] Adds powerup system, refactors ctf pickups and powerup mine subtypes into it (#3067)
* Adds powerup system, refactors ctf pickups and powerup mine subtypes into it (#56605)

* Adds powerup system, refactors ctf pickups and powerup mine subtypes into it

Co-authored-by: Fikou <piotrbryla@onet.pl>
2021-02-04 16:24:10 +00:00
SkyratBot
6eeffabb76 [MIRROR] fixes wizard corpses not having beards (#3032)
* fixes wizard corpses not having beard (#56574)

"long beard" is not a beard option
replaced it with Beard (Very Long) which is the same thing
adds vars for corpses to set their hair colors
makes wizard have white beard

* fixes wizard corpses not having beards

Co-authored-by: Fikou <piotrbryla@onet.pl>
2021-02-02 19:05:39 +00:00
SkyratBot
65355cf3a3 [MIRROR] Fixes some awful, awful initial gas mixes. (#2950)
* Fixes some awful, awful initial gas mixes. (#56403)

Best not to have shitty, broken code that should've kept a PR from being merged in 2018 that never got fixed around, right?

* Fixes some awful, awful initial gas mixes.

Co-authored-by: Putnam3145 <putnam3145@gmail.com>
2021-01-30 16:09:22 +00:00
SkyratBot
a8f2bae639 [MIRROR] Puts a short cooldown on the Die of Fate (#2790)
* Puts a short cooldown on the Die of Fate (#56174)

There's a short 1 second delay between rolling the Die of Fate and it actually taking effect, meaning you can spam it in your hand multiple times in order to queue up multiple effects that the user may not actually survive to see if one of the first rolls kills or dusts them. This puts a 2.5 seconds cooldown on being able to roll the Die of Fate to prevent stacking

* Puts a short cooldown on the Die of Fate

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-01-19 22:10:58 +00:00
SkyratBot
2c69b06fd2 [MIRROR] Fixes ghost_roles spawning as transgenders. (#2698)
* Fixes ghost_roles spawning as transgenders.

* Update corpse.dm

Co-authored-by: EgorDinamit <53223414+EgorDinamit@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-16 00:56:24 +01:00
SkyratBot
577db30351 [MIRROR] Regular CTF no longer has wounding (#2652)
* Regular CTF no longer has wounding (#56093)

🆑 coiax
tweak: Regular Capture-The-Flag players can no longer be wounded.
Simulated participants in the Medieval Shuttle can still be violently
murdered with wounds however.
/🆑

CTF is very fast paced, and if you've taken damage without your shield,
you are nearly dead most of the time. However, if you do survive, you're
supposed to slowly heal, but wounds are untreatable on the battlefield.

People still being able to be bloodily stabbed in the Medieval Shuttle
is definitely a feature.

- Aliens (xenomorphs) are still immune to wounds, but that immunity is
  now done with a trait, rather than a typecheck.

* Regular CTF no longer has wounding

Co-authored-by: coiax <jack@billbuddy.co.uk>
2021-01-12 02:04:03 +01:00
SkyratBot
7882d911c0 [MIRROR] You can look into the gateway now (#2516)
* You can look into the gateway now (#55624)

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

* You can look into the gateway now

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
2021-01-06 01:25:36 +00:00
SkyratBot
f3dfe15c10 [READY] Hark! The Medieval Reality Simulation Dome Emergency Shuttle! (+speech mutation, NOTELEPORT fixes and teambuilder improvements) (#2505)
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-01-05 17:17:26 +01:00
Azarak
3790a1e001 [READY] Ghost roles can now be configured to allow people using their prefs character. Allows this for a good chunk of ghosties (#2341)
* aaa

* a

* Update species.dm

* Update tgstation.dme

* wrong styling

* Update preferences.dm

* Update corpse.dm

* Update corpse.dm

* Update ghost_role_spawners.dm

* Update preferences.dm

Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-01-04 01:31:07 +00:00
SkyratBot
4855a00413 [MIRROR] you can now var edit gateway sprites (#2161)
* you can now var edit gateway sprites (#55440)

* you can now var edit gateway sprites

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-12-13 13:44:44 +00:00
SkyratBot
64cb64aae3 [MIRROR] Replace direct poi_list manipulation with element (#2117)
* Replace direct poi_list manipulation with element (#55416)

Replaces GLOB.poi_list |= src and GLOB.poi_list -= src with an element that handles it directly.

More consistent code, especially when a lot of code couldn't decide how to add/remove (some |=, some -=, some .Remove, etc).

* Replace direct poi_list manipulation with element

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-11 00:26:00 +00:00
SkyratBot
afce3e2a94 [MIRROR] pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#2097)
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)

Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:

Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:

Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake

Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).

I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.

Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.

scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.

scan_moved_turf() (WIP) will be used for handling moving onto a turf.

permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.

A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types

UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game

Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.

Fixes penetrating projectiles like sniper penetrators

This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)

* pass_flags handling refactor + rewrites a part of projectiles for the n-th time

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2020-12-09 23:44:54 +01:00
SkyratBot
f105b47a55 [MIRROR] Singularity component (#2082)
* Singularity component (#55096)

Adds singularity component

* Singularity component

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-08 11:30:39 +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
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
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
19683ec00c [MIRROR] Rearranges and adds user check to ghost spawners. (#1643)
* Rearranges and adds user check to ghost spawners. (#54684)

* Rearranges and adds user check to ghost spawners.

Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
2020-11-09 20:13:14 +00:00
SkyratBot
30fc6c78ac [MIRROR] Turns transparency for turfs into an element, and gives it to datum materials. (#1567)
* Turns transparency for turfs into an element, and gives it to datum materials. (#54250)

* Turns transparency for turfs into an element, and gives it to datum materials.

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-11-04 00:33:49 +00:00
SkyratBot
3af51e0f6b [MIRROR] Buckling cleanup and documentation. Borg buckle time tweak. (#1338)
* Buckling cleanup and documentation. Borg buckle time tweak. (#54402)

    Added / improved documentation for buckling procs and variables
    Removed / moved some unused things (removed 'buckling' var on mob, moved can_unbuckle() and can_buckle() from mob to living, removed can_unbuckle() and can_buckle() from slimes because they were ignoring everywhere it was checked anyways)
    Moved can_buckle() check to is_buckle_possible() with the rest of the checks
    Allowed mobs to buckle other mobs to things on the same turf as them ( I don't see why this was blocked in the first place. We have mobs on the same turf as each other all the time)
    Changed silicons to use user_buckle_mob() instead of their own do_after system - now slightly longer to buckle mobs from another turf but instant to buckle mobs from the same turf. This means that borgs can't combatspin people who are still standing but have a slight slowdown, but can load people even faster if they're stunned/incapacitated and lying down. (But honestly, I did it for consistency, not balance)

* Buckling cleanup and documentation. Borg buckle time tweak.

Co-authored-by: Yenwodyah <yenwodyah@gmail.com>
2020-10-16 17:28:12 +01:00
SkyratBot
b8d9874c27 [MIRROR] Converts all A && A.B into A?.B (#1292)
* Converts A && A.B into A?.B (#54342)

Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.

* Converts all A && A.B into A?.B

Co-authored-by: ZeWaka <zewakagamer@gmail.com>
2020-10-13 23:19:25 +02:00
SkyratBot
b96909fb02 [MIRROR] [READY] Refactor icon smoothing to use 8-bit bitmasking (#1053)
* Merge pull request #53906 from Rohesie/smoothing

[READY] Refactor icon smoothing to use 8-bit bitmasking

* [READY] Refactor icon smoothing to use 8-bit bitmasking

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
2020-09-29 22:55:58 +01:00
SkyratBot
9be3a7b8f6 [MIRROR] Moblity refactor: hands blocked and restrained edition. (#1051)
* Moblity refactor: hands blocked and restrained edition.

* Update carbon_defense.dm

* Update emotes.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-29 13:57:02 +02:00
SkyratBot
7979f4d1b0 [MIRROR] Fully removes devil and affiliated shitcode (#922)
* Fully removes devil and affiliated shitcode (#53612)

Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.

* Fully removes devil and affiliated shitcode

* weh

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-23 10:00:29 +01:00
SkyratBot
c7d2cffbc3 Adds NO_ALERT flag to areas, refactors area alerts slightly (#752)
Co-authored-by: msgerbs <msgerbs@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-12 02:08:44 +02:00
SkyratBot
1e705faa19 [MIRROR] Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#709)
* 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>
2020-09-09 08:19:23 +02:00
SkyratBot
24502daba9 [MIRROR] Reenables SHOULD_NOT_SLEEP on initialize (#650)
* Reenables SHOULD_NOT_SLEEP on initialize (#53378)

* Reenables SHOULD_NOT_SLEEP on initialize

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2020-09-06 05:15:19 +02:00
SkyratBot
ec09510459 Bools and returns super-pr (#53221) (#565)
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>
2020-08-30 05:12:59 +02:00
SkyratBot
1c1ce7b055 [MIRROR] Browser Status Panel (#548)
* Browser Status Panel (#53112)

* Browser Status Panel

Co-authored-by: Couls <coul422@gmail.com>
2020-08-29 20:26:27 +01:00
SkyratBot
12cd35c594 Crit status refactor (#53117) (#500)
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-25 00:11:20 +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
31e30dd4bb [MIRROR] You can now activate an away mission's exit gateway regardless of whether or not the station-side gateway is still open (#453)
* You can now activate an away mission's exit gateway regardless of whether or not the station-side gateway is still open (#53058)

* You can now activate an away mission's exit gateway regardless of whether or not the station-side gateway is still open

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-08-21 14:22:47 +01:00
SkyratBot
e65a48e91f [MIRROR] Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#430)
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)

Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.

Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.

This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.

To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.

Requested by @optimumtact.
Changelog

cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl

* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-19 20:17:28 -04:00
SkyratBot
d2778728a5 [MIRROR] Removes "availible" mispellings in codebase (#427)
* Removes "availible" mispellings in codebase (#53046)

* AVAILABLE

* Rebuild tgui

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Removes "availible" mispellings in codebase

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-08-19 20:14:11 -04:00
SkyratBot
f424b7853e [MIRROR] cleanup the corpse file, cleanup stationstuck component, adds stationstuck to the reanimated skeleton (and zombie, why not) (#403)
* cleanup the corpse file, cleanup stationstuck component, adds stationstuck to the reanimated skeleton (and zombie, why not) (#52940)

all living spawners in corpse.dm are now in ghost_role_spawners. I hate having to search two different files to HOPEFULLY find which ghost role I need to edit.

Added a disclaimer about giving guidance or at least stationstuck component to stuff so this doesn't happen again

Cleaned up stationstuck. Man, I know I made this, but damn I did kind of a shit job

* cleanup the corpse file, cleanup stationstuck component, adds stationstuck to the reanimated skeleton (and zombie, why not)

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-08-19 04:46:47 +02:00
SkyratBot
ee324ab3c2 [MIRROR] Cleanup up all instances of using var/ definitions in proc parameters. (#240)
* 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>
2020-08-07 18:26:21 +01:00
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
ShizCalev
4b6500fb67 Makes all anchored changes use setAnchored(), COMSIG_MOVABLE_SETANCHORED now only sent if an AM's anchored var has changed for more reliable usage. (#52254)
* Converts everything to use setAnchored() + other fixes

* Fixed singulo debug

* singulo again

* forgot to move the vv_edit proc

* caught that this time :)

* changes

* Update code/game/atoms_movable.dm

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

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-21 02:20:26 -03:00
Aleksej Komarov
0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
tralezab
47c6ff7b7f Mafia Map Fixes and Removal (#52066)
* map fixes 😋

* removes necro for the time being

* lavaburn gone from update_fire code

* trait system (pog)

* small fix :)
2020-07-12 13:26:29 +02:00