* moves the definition for transfer_blood to the file for gloves (#57352)
* moves the definition for transfer_blood to the file for gloves
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Miscellaneous appearance fixes. (#57133)
* Fixes modular computer runtimes
- Adds a proc to eat the source arg of the update icon signal.
* Fixes a couple things not passing the right args
- Fixes the alien leap hallucination passing a string as the first arg to updat_icon
- Fixes the roulette machine passing the payout as the first arg to update_icon.
* Miscellaneous appearance fixes.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Makes borgs unable to self-bucket hat (#57257)
Adds a check when someone tries to put a hat on a borg to make sure a borg can't put one of its own modules on itself, preventing janiborgs from having nodrop borg module buckets on their head
Also makes thrown hats respect nodrop hats that are already worn, so that you can't easily remove a placed nodrop hat with any old hat.
Prevents janny borgs from memeing on people by giving them a cursed bucket that fuses with their hand and utterly ruins their day.
* Fixes borg module buckets dropping to the floor
Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
* Fixes ERT Briefing Officer Outfit pref (#57069)
I was dumb in #56345 and committed a suggestion from a maintainer without actually checking what it did, leading to the part where you select what outfit you want in your preferences to not actually let you select an outfit.
This also removes the can_be_admin_equipped var from outfit datums, apparently it was supposed to be used for outfits that were only supposed to be spawned in certain ways or some nonsense, but nothing actually used it so bye bye
* Fixes ERT Briefing Officer Outfit pref
* Update preferences.dm
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Fixes warden hat leaving a space before message when in Canadian mode (#57190)
* Fixes warden hat leaving a space before message when in Canadian mode
Co-authored-by: Burgermancoding <79515258+Burgermancoding@users.noreply.github.com>
* ninjaDrainAct is now used with rightclick, not toggled with HUD. (#57153)
* ninjaDrainAct is now used with rightclick, not toggled with HUD.
Co-authored-by: Gurkenglas <gurkenglas@hotmail.de>
* Adds pulling rabbits from top-hats (#56773)
This PR makes it so using a wand on a top-hat makes a rabbit appear in
your hand! Fun! There's a 10% chance that instead of a cute bun you get
angry bees though, but a true performer will soldier on anyway. You can
now also scoop up rabbits in your hands, and scooping animals only
requires one free hand to do so instead of all your hands being free.
* Adds pulling rabbits from top-hats
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Reactive armor now has user-dangerous effects when it is EMP'd, updates table armor to 2021 (+Documentation) (#56408)
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
* Reactive armor now has user-dangerous effects when it is EMP'd, updates table armor to 2021 (+Documentation)
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
* Winter coats (#56854)
add: Thirteen more winter coats covering all departments and most jobs.
* Winter coats
Co-authored-by: Tom <tomforde4@gmail.com>
* Move Jolly and Depression into mood handling (#56580)
The Jolly and Depression quirks are much more active. You can expect the positive/negative moodlets to affect you around 50% of the time.
Previously, the probability of the Jolly/Depression moodlet firing was so low, you only have a less than 1/3 chance of seeing the 2 minute moodlet in an hour of play. Now they will be far more active.
Depression's hardcore point value has increased, since it is far more negative now.
The quirks now just add the TRAIT_JOLLY and TRAIT_DEPRESSION, which is then used by the mood component to have a chance of triggering the corresponding mood episode.
Gonbolas now have an always on positive mood message, rather than applying a do nothing TRAIT_JOLLY trait.
To demonstrate how the mood traits are independent of the quirks, There is now a "jolly grey cap", which gives you TRAIT_JOLLY while it is being worn.
* Move Jolly and Depression into mood handling
Co-authored-by: coiax <yellowbounder@gmail.com>
* Fix jumpsuit right click (#56781)
I had accidentally tested this with a medkit in my hand (I'm a CMO on my test server).
Now correctly uses an attack_hand adjacent proc, rather than attackby.
* Fix jumpsuit right click not opening suit sensors, adds attack_hand_secondary
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
* Renames the _alt attacks to _secondary for clarity (#56752)
* Renames the _alt attacks to _secondary for clarity
Co-authored-by: Rohesie <rohesie@gmail.com>
* Engineering ERT members get power tools (#56589)
Engi ERT now get power tools, upgraded RCDs, and a rapid pipe dispenser.
* Engineering ERT members get power tools
Co-authored-by: NotRanged <rangedvdk@gmail.com>
* Fix clown and mime pin mob sprites (#56725)
Gives them four directions, puts them in the right place on the
directions they're visible. Previously they only had the one which was
then used for all four directions.
Removes lines defining the same variables as the parent
Co-authored-by: RaveRadbury <3204033+RaveRadbury@ users.noreply.github.com>
* Fixes clown and mime pin mob sprites
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
Co-authored-by: RaveRadbury <3204033+RaveRadbury@ users.noreply.github.com>
* 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>
* Toggle suit sensors is now bound to right click (#56699)
Right clicking on a jumpsuit will act as if you pressed the "toggle
suit sensors" verb.
This is an extremely common action, and is perfect for right click
behavior. Also people are stripping in the halls right now, forgetting
to shift right click. How embarrassing.
* Toggle suit sensors is now bound to right click
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
* renames metal sheets to iron sheets
* Merge branch 'master' into upstream-merge-56643
* yay metal
* Update DeltaStation2_skyrat.dmm
* a
* Update CentCom_skyrat_z2.dmm
* a
* a
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Changes fireman carrying from a trait on gloves to a skillchip (#56593)
* Changes fireman carrying from a trait on gloves to a skillchip
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Reactive armors other than teleport and table now have a cooldown (#56415)
* Reactive armors other than teleport and table now have a cooldown
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Fix the Chief Engineer's envirogloves not being Insulated like other Plasmaman engineering gloves (#56426)
* Fix the Chief Engineer's envirogloves not being Insulated like other Plasmaman engineering gloves.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* The day has come gamers, the mosin nerf/rework (#56319)
* THE NERF
* fixes a dumb mistake
* Sanity check and second thoughts
* mosin jamming
* adds the cleaning supplies, sprites, slight changes to dmg and jamming and HNNNG ONE LAST BUG
* adds maint kit to russian surplus, second try at fixing
* everything is fixed now :)
* finishing touches
* Last fix?
* fix
* fix var names
* a new sound and few more fixes
* add /brand_new variant to all ert/special spawned mosins, added a check if bolt is locked
* Bolt_locked is true when bolt is open 😂
* added a clamp just in case
Co-authored-by: Sparkezel <1haslo4@ gmail.com>
* The day has come gamers, the mosin nerf/rework
* Update to use our realism
Co-authored-by: Sparkezel <53384660+Sparkezel@users.noreply.github.com>
Co-authored-by: Sparkezel <1haslo4@ gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* no return moment (#56384)
mind magnification helmets no longer work when admins have it disabled.
* Fixes mind magnification helmets working even when disabled
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Reinforcing the mining hardsuit now upgrades its sprites (#56288)
* Reinforcing the mining hardsuit now upgrades its sprites
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Refactors step_action to pure signals (#56238)
For historical purposes, there was a `step_action()` proc on shoes,
which were called on every step. It normally triggers a signal, which
some components, like squeaky clown shoes use to hook on behaviour. But
there were a few remaining procs that still used the old format; they
now use signals.
This thus saves a proc call on nearly all Move() calls by humans, unless
their shoes have special behaviour, and also enables non-shoes being
able to hook into stepping behaviour.
* Refactors step_action to pure signals
Co-authored-by: coiax <yellowbounder@gmail.com>