* Part1
* IT COMPILES!!!!
* Fuck wait this was missing from that last
* Update handlabeler.dm
* Update handlabeler.dm
* Fixes n shit
* Fix this
* Fixes#23310
* Fucking @RemieRichards was right
* Fixes devil unEquip
* WTF ARE BITFLAGS?
* THERES THE FUCKING PROBLEM
* Fixes
* Fixes some bad addtimers
* Adds INVOKE
* Warning for addtimer
* Working syntax
* Another bad call
* Fixes the addtimer warning
* Add suppress_zero_warning to addtimer
Useful for addtimer that uses vars
* Add INVOKE_AGAIN for when the var is already defined
* Replace addtimer(...,0) with INVOKE((...))
* Much more sensible syntax
* Less overhead, less copypaste
* Rename INVOKE_ASYNC
* Use a macro
* Allman style
* Wait, why make it a datum in the first place?
* Revert the rename
* Rename again, keep line endings
* typo
* More typos
* Untouches Addtimer
* Update callbacks.dm
* Update timer.dm
* Revert allman style
* Revert "Revert allman style"
This reverts commit 47361da15bd04eca138be5f13acdc9dd5ba89331.
* Trying to match that whitespace diff
* Why is this missing?
* I'm not fucking dealing with this!
🆑 Joan
rscadd: Clockwork Marauders now grant their host action buttons to force them to emerge/recall and communicate with them, instead of requiring the host to type their name or use a verb, respectively.
rscdel: Clockwork Marauders no longer see their block and counter chances; this was mostly useless info, as knowing the chance didn't matter as to what you'd do.
rscdel: Clockwork Marauders can no longer change their name.
tweak: Clockwork Marauders have a slightly lower chance to block, and take slightly more damage when far from their host.
bugfix: Fixes a bug where Clockwork Marauders never suffered reduced damage and speed at low health and never got the damage bonus at high health.
/🆑
Fixes clockwork mobs being unable to toggle clockwork structures.
Fixes marauder and vitality matrix healing not actually working on humans???
Fixes the anime fragment joke never actually showing up.
* Made temporary martial arts inherit the inability to use guns from their base martial art.
* Made sleeping carp not able to be overridden by temporary martial arts
* Made sleeping carp respect the make_temporary parameter
* BOOM
* Forgot this check
* Fix remaining objectives
* This is better
* MSO params
* >When you copy paste directly from the comment
* Merge fixes
* Revert "Fix remaining objectives"
This reverts commit b1d1bf40f615019bb57088c24fae8f89c5d2e834.
* Revert "Forgot this check"
This reverts commit cea6ad2381d44a44ef3a93064997454cf7b1ccf5.
* After all that work I did to make objectives work...
* Oh this is important
* Genocide of "_s", part 1: mutations
* Genocide of "_s", part 2: aliens
* Genocide of "_s", part 3: augments
* Genocide of "_s", part 4: facial overlays
* Genocide of "_s", part 5: underwear
* Genocide of "_s", part 6: uniforms
* Genocide of "_s", part 7: animal body parts
* Genocide of "_s", part 8: human body parts
* Adds back icons used by hallucinations
* Changes some icon states from "broken" to "still broken"
* Adds Romerol (the REAL zombie powder) to uplink
🆑 coiax
add: Syndicate agents have gained access to a highly dangerous
experimental bioterror agent, that causes partial reanimation and
aggression after death.
del: Zombie infections are no longer visible on MediHUD.
/🆑
- Adds a reagent to the uplink that gives anyone who injests it a
dormant zombie organ that will reanimate them as a zombie after they
die.
- Initial price estimate is 20TC because this is some fungal TB level
!fun!.
- Good for traitor chefs.
- Zombies are fun, let's have more of them.
* Fixes runtimes, removes airlock tearing
* aGGression
* Update health?
* Zombies are not TOXINLOVERS that's dumb
* Removes from uplink
* Revert "Removes from uplink"
This reverts commit a0acd313929b0787c2eab0d7f289e305212fa0ed.
* 25 TC
* Adds AI control beacons for exosuits
* Diagnostic HUD entry + Design Fix
- Adds Diagnostic HUD entries for mecha beacons. (Green for normal, Blue
for AI)
- Fixes AI beacon research designs to havep roper requirements
* Sanity checks for mech hijacking
* sleepight pupper
* boop
* boom explosion habbon
* wew ladder.
kor tell me the varname cock tobbagan dont just tell me it exists and you dont poin
* bambi in spess
* more shitfuck
* GOD DAMMIT ITS GONNA BE FUCKING HOT AAA
* commit this dick you fucking tub
* GIGANTIC REFACTOR 2.0
* OH YEAH THE CREAM RISES TO THE TOP
* antur
* aaaaaa
* boat
* wew ladder
* bman
* yaaaaaaaaaaaaaaaaaaawwwwwwwwwwwwwwwwwww
* STEEL CORRIDOR
* fuck my shitfuck
* DON
* so i walk up to the police in detroit city and im like excuse me officer but im tryna find some weed, and he's like shit so are we why dont you roll with me, we'll go around pulling over some minorities
that's what im talkin about
get up in the police ride. pop a 50 oz inside, nigga we be gettin HIGH .memememememe. we be going 60 when we see a trick-ass bitch, we gonna ask a hoe to drop them titties
go cops, get the dogs, let's go storm the barber's shop
* i walk into a airplane like bro man salam this will be bumpy ride put your seatbelt on
* what about you
* BRO MAN SALAM
* boom bim bam done
* ewewewewew
🆑 coiax
fix: Deadchat is now notified of any deaths on the shuttle or on
Centcom. The CTF arena does not generate death messages, due to the high
levels of death.
/🆑
Basically, deathrattles would not fire on shuttles, or if there's a
scuffle on an abductor UFO, or if people are beating the crap out of
each other on the thunderdome. I originally changed it to non-Z2 to
remove CTF spam, but that was too much.
* New commands!
* helper
* replacements
* regexes left and right
* someone might actually refer to medical doctors with the full name
* Cooldowns first
* Refactors atom/Initialize
Captialized for compiling correctness and to be more inline with Destroy
Will now be called from atom/New if the world initialization loop in SSobj has already run. Should always call the base.
Now comes with the `roundstart` parameter indicating whether or not it was called by SSobj or atom/New
Other fixes/tweaks:
- Renamed a proc called Initialize in abduction consoles to Setup
- Removed /obj/item/device/radio/headset/headset_sec/department: Broken and referenced literally nowhere in the code
- Removed a spawn from the Initialize of turbine_computer which made literally zero sense
- Generalized the proc which fixes RND servers with no id set
Reasoning: It's better to check roundstart per function than to have to duplicate code in New and Initialize. Think of it as a safer New for atoms. If we move enough stuff to it, initial map load performance will increase due to less New calls
* Fixed a thing
* Actually, fuck the police
* >Expecting a merge without errors
* >Not calling ..() in New
* Sanic
* Fix the headset bug
* Makes sure the map loaders dew it right
* Fixes ruins being initialized twice
* Rename roundstart -> mapload
* Revert "Rename roundstart -> mapload"
This reverts commit 667c327fd2ccfa3ce4f4db52eac03f9e8b0f6812.
* Remove unrelated change
* A more direct solution to map loads
* And now we shouldnt need this warning
* Add the new var to SSobj recovery
* Revert "Revert "Rename roundstart -> mapload""
This reverts commit dee07dbd5e4696554ac43aae5b91cce743b9b9e0.
* Line endings