Commit Graph

818 Commits

Author SHA1 Message Date
Joan Lung
7129681cd7 You can now actually see what an ocular warden is attacking (#22005) 2016-12-08 11:53:22 -05:00
Kyle Spier-Swenson
dedb16826e Speeds up world init. (93s -> 49s) (#21992)
* Speeds up world init.

* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
  * (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)

* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)

* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.

* Fixes runtime with atmos backpack water tanks.

* Makes smoothing faster (and fixes turfs smoothing twice at init)

* Makes apcs init faster by replacing some spawns with addtimer

* fix transit turfs.
2016-12-08 21:50:15 +13:00
Mervill
481cc07dcf m_intent now uses defines 2016-12-03 00:25:44 -08:00
Joan Lung
0fc959d694 Improves Geis binding resist (#21846)
* Improves Geis binding resist

* rrrrgh

* FINE LIMIT IT OKAY
2016-12-02 12:56:31 +01:00
Mervill
b5578df27d corrects some defs without leading slash (#21843) 2016-11-30 20:05:14 +13:00
oranges
2d2e0fddd5 Merge pull request #21742 from tgstation/revert-21638-this_isnt_advanced_darkness_this_is_REGULAR_darkness
Revert "Human nightvision"
2016-11-29 09:10:37 +13:00
Remie Richards
b82f4111be New Devil Obligation: Dance Off (#21765)
* New Devil Obligation: Dance Off
New Devil Spell: Summon Dancefloor

* Typofix

* typofix round 2
2016-11-28 23:04:45 +13:00
oranges
af7e6d1323 Fixes all remaining addtimers missed 2016-11-27 08:31:07 +00:00
oranges
c0ef5e59f7 Revert "Human nightvision" 2016-11-25 15:21:33 +13:00
kevinz000
87dbd65811 [READY]] FLIGHTPACKS (AKA cooler, better, and technological wings with a unique gimmick!) (#20860)
* vroom

* wew

* a

* b

* morestuff

* .

* a

* .

* .

* basicsprites+extend/retract

* ...

* .

* thanks travis

* woops

* thankstravisv2

* redundence

* ishouldstopmakingsomanygoddamncommits+empdamage

* stuff

* ..

* ion_trails

* fixes_conflict_1

* fix

* compilesnow

* .

* fuck

* WIP: Multi Step Assembly

* thismightfixitthismightnot

* shoe-attachment

* noselfremoval

* wooops

* tweaksandcrashing

* runtimes

* runtimesfuntimes+crash update 1

* thisprobablywontcompile

* stillwip

* githubPLEASEWORK

* fixes conflicts 3/3

* REFACTORSUNTESTED

* fixingconflicts2

* fixingconflicts3/3

* updates

* stuffs

* ...

* stillWIP

* stufffs

* .

* ..

* runtimesfuntimes2

* stuffs2

* conflictfix

* ...

* fuck

* fix

* bah merge conflicts

* knockback_testing1

* conflictfixing...

* mergeconflicts

* plop

* socloseyetsofar

* tweaksandfixes

* conflicts

* fix

* fixes

* fix

* woops

* woops2

* hotfix

* ...

* flufftextandfixes

* test

* ..

* fix1/2

* stuff

* finallysomeoneteachesmehowtofixthisshit

* FIX

* why

* .

* bitflagsshitflags1

* bitflags-shitflags2

* bitflags-shitflags2

* bitflags_shitflags_4

* autofloating

* minerbuffgetthepun?

* notouchingfloors

* ...

* .

* f l o a t

* kek

* kek

* fixes

* fixes2

* sprites
2016-11-25 13:26:43 +13:00
MrPerson
6dc56abd5e Human nightvision (#21638)
* Human nightvision

Humans can see in the dark a little bit around themselves.
-Add pictures here-

Forces clients onto 510 and suggests clients upgrade to 511 in the default config. The suggestion is still commented out but forcing clients to 510+ is mandatory.

Ghosts and brains now actually render the default HUD instead of skipping the whole process. Dead mobs will show their fullscreens. All of the existing ones will skip rendering to dead mobs to keep the existing behavior of not rendering the brute/blindness screens.
Fixes #17389
Probably fixes #19248 need to test

* Darker human nightvision it is
2016-11-25 13:05:41 +13:00
Joan Lung
7c25b959de Refactors robot modules (#21572)
* Refactors robot modules

* no message

* ok

* mini why

* this is what you wanted, right?

* try to remember

* I can't code

* a good coder

* whirring

* bleh

* less sounds

* math is for nerds

* now it will
2016-11-18 23:12:32 +01:00
coiax
ec294edf34 Malf AI doomsday countdown is better formatted (#21567)
🆑 coiax
fix: The observer visible countdown timer for the malfunctioning AI
doomsday device is now formatted and rounded appropriately.
/🆑

It's centred, and no longer has decimals.
2016-11-17 12:32:37 +13:00
Joan Lung
045c6e643b Renames Guvax to Geis (#21445)
* Renames Guvax to Geis

* right
2016-11-10 15:18:15 -06:00
Joan Lung
3ecdd5b13c You can now quickbind most Scripture to action buttons (#21379)
* You can now quickbind most Scripture to action buttons

* fixes

* short descs

* slow updating may be bad

* that'd be very bad

* no flickering

* center

* short&sweet

* fixes
2016-11-08 11:33:08 +13:00
Cheridan
3dd35cc0b1 Merge pull request #21365 from ChangelingRain/glowfixes
You can now proselytize false walls + glow fixes
2016-11-05 18:30:59 -05:00
Joan Lung
990942481f You can now proselytize false walls + glow fixes 2016-11-04 11:53:48 -04:00
phil235
26b8d03b2f Merge branch 'master' of https://github.com/tgstation/-tg-station into TransitShit 2016-11-02 22:57:51 +01:00
phil235
51d1319ed1 Make transit tube code less shit. 2016-11-02 22:55:36 +01:00
Cheridan
19c6919e88 Merge pull request #21309 from phil235/ClonePodRuntimeFix
Fixes two runtime from clonepod.
2016-11-02 06:05:11 -05:00
phil235
b7efc2cef4 Make energy guns able to use burst fire. (#21005)
* Make energy guns able to use burst fire.

* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.

Syringe gun, energy guns and magic guns can now use burst fire.

* fixing merge conflict shit

* fixing map conflicts

* more map conflict fix

* two tiny fixes.

* tiny tweak

* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm

* map conflict fixes
2016-11-02 16:16:21 +13:00
Cheridan
c30441148e Merge pull request #21308 from phil235/AlienAcidFix
Fixes alien acid not melting turfs.
2016-11-01 09:16:22 -05:00
phil235
0876b424a7 Tiny fixes and suggested changes.
Blight ability will still color your hair, and will be cleared when cured.
2016-11-01 01:59:23 +01:00
phil235
2dc956bea0 Merge branch 'master' of https://github.com/tgstation/-tg-station into Color_washing
# Conflicts:
#	code/game/gamemodes/clock_cult/clock_scripture.dm
#	code/game/gamemodes/clock_cult/clock_structures.dm
2016-10-31 19:59:00 +01:00
phil235
e2c5cbb334 Fixes two runtime from clonepod.
Moves countdown effects into the effect folder instead of being in their own module.
2016-10-31 14:34:25 +01:00
phil235
d1bbfd92ba Fixes alien acid not melting turfs. I also made turf melting a bit faster to be consistent with airlock melting. (around a minute) 2016-10-31 13:42:57 +01:00
Joan Lung
2d56449f11 Conflict self. 2016-10-24 11:20:21 -04:00
oranges
a4412284ac Merge pull request #21119 from Iamgoofball/patch-140
Makes foam less garbage
2016-10-24 22:53:27 +13:00
NikNakFlak
8a85e7bcae Adds the purple skirt! 2016-10-21 11:42:16 -07:00
Iamgoofball
8c77f30770 Makes foam less garbage
only took me 6 months and phil saying I can't make any new PRs until it's fixed

foam now only divides by 7, and it won't apply the reagent's effects unless the lifetime is a multiple of 7
2016-10-21 10:07:44 -07:00
phil235
1ce672c630 fixing stuff about atom_colours. 2016-10-21 01:30:42 +02:00
Joan Lung
397911eccc Tinkerer's Daemons are now a structure 2016-10-20 17:27:58 -04:00
oranges
4404a01b51 Add logging for spiderlings spawned by botany + refactor spawning code (#21037)
Adds a log with an admin message for when spiderlings are spawned by a
botany user adding mutagen or adminordrazine, it also adds a helper
method for spawning atoms that supports a callback post spawn to
modify variables specific to the atom
2016-10-20 12:46:24 +02:00
phil235
240f3a4c49 Adding var/list/atom_colours to /atom .
The var will be used to store the various coloring that happen for the atom so that we can separate paint coloring from color that must be inherent to the atom (an initial color for example), or from certain coloring effect like revenant's blight, mob electrocution's black color, admin edit of the color var, green color from holding the greentext item, etc.
The list has four elements, used for four categories:
ADMIN_COLOUR_PRIORITY for admin varedits and very rate color effect like holding the greentext item (and other effects that should prime over any other potential source of coloring even temporary effects).
TEMPORARY_COLOUR_PRIORITY for short color effects like revenant blight on mob, mob electrocution making you all black for a couple seconds, effects that should be appearing above paint coloring.
WASHABLE_COLOUR_PRIORITY for pretty much all paint coloring like colorful reagent on mobs, coloring turfs with paint, etc.
FIXED_COLOUR_PRIORITY for color inherent to the atom, like a blob's color, any object with a color value given in its definition.

Fixes electocution animation on mob not making the mob all black (with the skeleton overlay blinking over it)
Spray cleaner and soap can now wash paint off mobs, turfs and objects.
2016-10-19 01:51:30 +02:00
phil235
1ea0e47aa4 Visible_message() when being attacked by melee or projectile is replaced by a simple message only to the target instead of all viewers.
The message when firing a gun is removed.
To keep things balanced melee attacks (punches, alien attacks, animal attacks, etc...) now show a visual effect (similar to what we current have with item attacks.
Fixes muzzle flash effect not appearing for mech guns.
Fixes muzzle flash effect not appearing for certain ranged animal.
Fixes the item attack effect not being visible to camera viewers and mech occupants.
Fixes toy guns foam dart not dropping on the ground when shooting a mob on the same tile as us.
Fixes toy smg magazine sprite being invisible sometimes.
Fixes foam dart not facing the correct direction when fired.
Changes the bullet projectile sprite to have a slight tracer effect so as to be more visible.
2016-10-13 19:21:30 +02:00
NikNakFlak
803e23e132 Updates prescription glasses and hipster glasses onmob sprites, removes green glasses (#20807)
* Swaggy glasses tbh

* Git merge thingy
2016-10-10 18:33:07 +13:00
Joan Lung
ce13143d9d Replaces yet more istypes with helpers (#20806)
* uses more istype helpers

* oranges is inefficient
2016-10-10 17:48:35 +13:00
phil235
5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
Joan Lung
b5b4037e2e More istypes replaced with helpers (#20767)
* shouldn't you be merging these by now

* my oh my do we have a lot of these

* a fellow pedantic shit
2016-10-03 13:40:13 +13:00
Shadowlight213
de19e36a51 Removes morphine from nurse spiders (#20773)
Fixes spider web, cocoon, spiderling sprites
Halves cocoon breakout time, fixes camera going to nullspace
2016-10-03 13:35:56 +13:00
Joan Lung
bdcb16113a Adds a few turf istype helpers (#20754)
* a very calming act
when the world is too much, too fast

* i'm tired
but i have to be efficient, infinite

* lick your lips at the sight of me
a fantasy made reality
2016-10-01 19:25:46 +02:00
Joan Lung
dff4db726a Replaces a bunch of istypes with their proper macros (#20739)
* Replaces a bunch of istypes with their proper macros

* i'm not sure doing a 100+ file changed pr on a whim is something you do when bored
especially if you do it by hand because you never actually learned the regex that would let you automate it

* i'm just... gonna do this, because that check was true a lot and it shouldn't matter
2016-09-30 20:21:08 +02:00
Joan Lung
aaa55ad081 Merge pull request #20696 from ExcessiveUseOfCobblestone/smokelogcondense
Condenses Smoke Notification for Admins
2016-09-29 15:00:29 -04:00
phil235
0c7cd2e2e8 tiny tweak. 2016-09-29 01:46:24 +02:00
phil235
194398cbbd Merge branch 'master' of https://github.com/tgstation/-tg-station into PreliminaryDamageRefactor
# Conflicts:
#	code/game/gamemodes/miniantags/bot_swarm/swarmer.dm
#	code/game/objects/effects/portals.dm
2016-09-29 01:44:27 +02:00
phil235
2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00
phil235
6809603669 Changes obj/effect/blob,spider,swarmer,energy_net,spacevines to be ob/structures instead, since you can hit and destroy them.
Adds a large ash and large molten item decal (for future use)
simplifies decal/cleanable/replace_decal() code a bit.
Changes construction() proc to on_construction() for consistency, same for deconstruction().
Made a deconstruct() proc for machinery and computer (also for future use).
2016-09-27 19:58:27 +02:00
ExcessiveUseOfCobblestone
5ed5566dbf modified: _maps/RandomRuins/LavaRuins/lavaland_surface_fountain_hall.dmm
modified:   _maps/RandomZLevels/Academy.dmm
 	modified:   _maps/RandomZLevels/caves.dmm
 	modified:   _maps/RandomZLevels/research.dmm
 	modified:   _maps/map_files/MetaStation/MetaStation.dmm
 	modified:   _maps/map_files/MiniStation/cargopacks.dm
 	modified:   _maps/map_files/TgStation/tgstation.2.1.3.dmm
 	modified:   _maps/map_files/generic/z2.dmm
 	modified:   code/__DEFINES/clothing.dm
 	modified:   code/__DEFINES/flags.dm
 	modified:   code/__DEFINES/hud.dm
 	modified:   code/__DEFINES/is_helpers.dm
 	modified:   code/__DEFINES/layers.dm
 	modified:   code/__DEFINES/machines.dm
 	modified:   code/__DEFINES/misc.dm
 	modified:   code/__DEFINES/role_preferences.dm
 	modified:   code/__DEFINES/say.dm
 	modified:   code/__DEFINES/wires.dm
 	modified:   code/__HELPERS/global_lists.dm
 	modified:   code/__HELPERS/matrices.dm
 	modified:   code/__HELPERS/mobs.dm
 	modified:   code/__HELPERS/type2type.dm
 	modified:   code/__HELPERS/unsorted.dm
 	modified:   code/_globalvars/lists/flavor_misc.dm
 	modified:   code/_onclick/click.dm
 	modified:   code/_onclick/hud/_defines.dm
 	modified:   code/_onclick/hud/alien.dm
 	modified:   code/_onclick/hud/alien_larva.dm
 	modified:   code/_onclick/hud/fullscreen.dm
 	modified:   code/_onclick/hud/hud.dm
 	modified:   code/_onclick/hud/human.dm
 	modified:   code/_onclick/hud/monkey.dm
 	modified:   code/_onclick/hud/other_mobs.dm
 	modified:   code/_onclick/hud/robot.dm
 	modified:   code/_onclick/hud/screen_objects.dm
 	modified:   code/controllers/subsystem/minimap.dm
 	new file:   code/controllers/subsystem/orbit.dm
 	modified:   code/controllers/subsystem/spacedrift.dm
 	modified:   code/controllers/subsystem/ticker.dm
 	modified:   code/datums/diseases/advance/advance.dm
 	modified:   code/datums/diseases/advance/symptoms/damage_converter.dm
 	modified:   code/datums/diseases/advance/symptoms/heal.dm
 	modified:   code/datums/hud.dm
 	modified:   code/datums/mind.dm
 	modified:   code/datums/outfit.dm
 	modified:   code/datums/wires/airalarm.dm
 	modified:   code/datums/wires/airlock.dm
 	modified:   code/datums/wires/apc.dm
 	modified:   code/datums/wires/autolathe.dm
 	modified:   code/datums/wires/explosive.dm
 	modified:   code/datums/wires/particle_accelerator.dm
 	modified:   code/datums/wires/radio.dm
 	modified:   code/datums/wires/suit_storage_unit.dm
 	modified:   code/datums/wires/vending.dm
 	modified:   code/datums/wires/wires.dm
 	modified:   code/game/area/Space_Station_13_areas.dm
 	modified:   code/game/area/areas.dm
 	modified:   code/game/atoms_movable.dm
 	modified:   code/game/data_huds.dm
 	modified:   code/game/gamemodes/antag_spawner.dm
 	modified:   code/game/gamemodes/blob/blob.dm
 	modified:   code/game/gamemodes/blob/blobs/core.dm
 	modified:   code/game/gamemodes/clock_cult/clock_items.dm
 	modified:   code/game/gamemodes/clock_cult/clock_machines.dm
 	modified:   code/game/gamemodes/clock_cult/clock_mobs.dm
 	new file:   code/game/gamemodes/clock_cult/clock_powerdrain.dm
 	modified:   code/game/gamemodes/clock_cult/clock_scripture.dm
 	modified:   code/game/gamemodes/clock_cult/clock_structures.dm
 	modified:   code/game/gamemodes/cult/ritual.dm
 	modified:   code/game/gamemodes/cult/runes.dm
 	modified:   code/game/gamemodes/cult/talisman.dm
 	modified:   code/game/gamemodes/game_mode.dm
 	deleted:    code/game/gamemodes/handofgod/_handofgod.dm
 	deleted:    code/game/gamemodes/handofgod/actions.dm
 	deleted:    code/game/gamemodes/handofgod/god.dm
 	deleted:    code/game/gamemodes/handofgod/objectives.dm
 	deleted:    code/game/gamemodes/handofgod/powers.dm
 	deleted:    code/game/gamemodes/handofgod/structures.dm
 	modified:   code/game/gamemodes/miniantags/abduction/abduction_gear.dm
 	modified:   code/game/gamemodes/miniantags/revenant/revenant_blight.dm
 	modified:   code/game/gamemodes/miniantags/slaughter/slaughter.dm
 	modified:   code/game/gamemodes/nuclear/nuclearbomb.dm
 	modified:   code/game/gamemodes/wizard/soulstone.dm
 	modified:   code/game/machinery/computer/computer.dm
 	modified:   code/game/machinery/doors/windowdoor.dm
 	new file:   code/game/machinery/limbgrower.dm
 	modified:   code/game/machinery/machinery.dm
 	modified:   code/game/machinery/recharger.dm
 	modified:   code/game/machinery/syndicatebomb.dm
 	modified:   code/game/machinery/vending.dm
 	modified:   code/game/mecha/mecha_defense.dm
 	modified:   code/game/mecha/working/ripley.dm
 	modified:   code/game/objects/effects/decals/Cleanable/aliens.dm
 	modified:   code/game/objects/effects/decals/Cleanable/humans.dm
 	modified:   code/game/objects/effects/decals/Cleanable/misc.dm
 	modified:   code/game/objects/effects/decals/Cleanable/robots.dm
 	modified:   code/game/objects/effects/decals/cleanable.dm
 	modified:   code/game/objects/effects/decals/crayon.dm
 	modified:   code/game/objects/effects/effect_system/effects_smoke.dm
 	modified:   code/game/objects/effects/overlays.dm
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2016-09-26 12:40:26 -04:00
Joan Lung
60e6ebaef1 Bubblegum's blood from being hit now has a different visual (#20626)
* Bubblegum's blood from being hit now has a different visual

* joan lung confirmed wild shitcoder
2016-09-24 19:51:42 +12:00
Joan Lung
ba6acc2ea0 Reduces the copypaste in cleanable decal code (#20491)
* Only holy water will clean blood runes

* macro!

* holy no longer required

* i am far too unethical and spite driven half the time

* it appears code done in the middle of the night in the hope that oranges hasn't merged my pr isn't always that good
2016-09-19 09:45:12 +12:00