Commit Graph

1459 Commits

Author SHA1 Message Date
SkyratBot
1b2f7182f8 [MIRROR] Fixes "Choking (No N2)" not being cleared correctly [MDB IGNORE] (#9360)
* Fixes n2 alert not clearing correctly, if lungs have a safe_nitro_min, air is cut off, and then they get air again. (#62684)

* Fixes "Choking (No N2)" not being cleared correctly

Co-authored-by: Tastyfish <crazychris32@gmail.com>
2021-11-10 10:24:53 -05:00
Seris02
99a6fe31f2 [SEMI-MODULAR?][TESTMERGE FIRST] Glow in the dark markings/bodyparts/eyes (#8960)
* FUCKIN WOOO

* much better

* yesssssss

* yeetus deletus the merge conflictus dies

* fug that was an oops

* better

* linters are weird

* woops I erased tesh tails

* better

* wingfix

Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-11-06 22:41:29 -04:00
Gandalf
31fd72e231 High luminosity eyes now keep the eye colour they are set to (#9186)
* E

* Better eye sprites

* Update eyes.dm

* Update human_face.dmi
2021-11-05 20:28:51 -04:00
SkyratBot
b7b6bd501f [MIRROR] removes double spaces AFTER symbols [MDB IGNORE] (#9226)
* removes double spaces AFTER symbols

* Fixing conflicts

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-05 18:15:12 -04:00
SkyratBot
e90627be0e [MIRROR] Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed [MDB IGNORE] (#9176)
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed

* Fixing conflicts

* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)

* Removing more lingering rad armor (woo)

* Damnit powerarmors

* Bye bye rad collectors!

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-02 10:36:46 -04:00
SkyratBot
401b09e207 [MIRROR] Changes Plasmamen belt tanks volume and the rate that their lungs consume plasma to 1/4 of the previous value. [MDB IGNORE] (#9197)
* Changes Plasmamen belt tanks volume and the rate that their lungs consume plasma to 1/4 of the previous value. (#62081)

Plasmamen belt tank volume is 24, the extended engineering one is 6 and the emergency internals are 3.
The issue balance wise is that all of those have the same pocket size and can be printed at the same Research tier, this results on smart atmos/engineers printing a plasmamen belt tank and filling it with O2 so their internals can last for almost 2 hours instead of the 24 minutes of the extended O2.

Now they have the same volume but plasmamen lungs were rebalanced to consume plasma at a lower rate. To be clear, it will have no effect on how long the internal last for a plasmamen.

Removes a no skill trick that gives you internals that will last for all shift, you can still make those but it will take a tiny bit of effort now.

Also a small step to make internals balanced.

* Changes Plasmamen belt tanks volume and the rate that their lungs consume plasma to 1/4 of the previous value.

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
2021-11-02 08:00:32 -04:00
SkyratBot
7954d664a8 [MIRROR] removes double spaces before symbols [MDB IGNORE] (#9117)
* removes double spaces before symbols (#62397)

This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.

* removes double spaces before symbols

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-10-29 04:14:00 +01:00
SkyratBot
36283fe8fd [MIRROR] Ethereals now have their own lungs and electrolyze breathed water vapor [MDB IGNORE] (#9068)
* Ethereals now have their own lungs and electrolyze breathed water vapor (#62197)

* Ethereals now have their own lungs and electrolyze breathed water vapor

Co-authored-by: Capsandi <38051413+Capsandi@users.noreply.github.com>
2021-10-27 17:20:58 +01:00
NotRanged
143dea00eb [Semi-modular] Adds Teshari (#8663)
* Initial commit, first PR added, small sprite tweaks done myself

* hardsuit tail sprite and more modifications

* Language and stuff, most of second PR

* idk what I did here because I slept between commits but probably a lot

* Adds many many matrix coloured earsprites fuck me this was a lot of work

* Species page, body markings and final cosmetic changes

* Small tail tweak

* Small clothing sprite tweak

* Linter: trailing newline

* schechi icon made, code clothing moved to modular/master file

* Some suggestions implemented

* Comments etc

* snake_case

* Changes var names, rejects body size modification

* again but properly this time

* Moves clothing pixel stuff into defines

* Quirks can be restricted for some species now

* And now it actually works

* Move to modular file

* removes species quirk stuff

* Fixed Schechi

* Fixes 0 damage punch, made a husk sprite

* improves clothing sprites, fixes offsets of 'certain' bodyparts... :/

* Nevermind, it just doesn't work, no dicks for you

Co-authored-by: Ranged <nickvanderkroon@gmail.com>
2021-10-26 17:28:13 +01:00
Iamgoofball
fd577e0227 GoofSec: Departmental Guards, Stamina Crit Fixes, Armory Rework, 3-Hit-Stamcrit Batons, Flashbang fixes (#8524)
* GoofSec: Departmental Guards, Stamina Crit Fixes, Armory Rework, 3-Hit-Stamcrit Batons, Flashbang fixes

* More realism changes to the guns.

* "lmao lets just make bullets do double damage!!!!!"

* maint-fu properly restored

* fixes disabler desc

* sagwfwdqdqa

* Departmental Guard Drip + Fixing Guard Rolling Antags

* adds the trims for the guards

* haha yes i totally forgot the knockdown

* Brute damage hardlight bullets + map fixes!

* afwefqdqwd

* fixes security armor balance lmfao

* NICE FUCKIN MERGE CONFLICT

* Big Security Armor Rework + Fixing cell swapping issues

* Space Police!

* removes 2hand from the guns for now

* Fixes Guard antag rolling.

* Stamina crit filter is back!

* Fixed vendors, 911 overhaul, Re-added sec crates to cargo

* whoops haha

* afwvwsadcwaed

* efWEFwedqadq

* bank error, you have been rewarded 20 thousand credits

Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-26 17:17:20 +01:00
death and coding
b749f88ffa white women (#8996)
Co-authored-by: louiseedwardstuart <bonniefluff>
2021-10-23 21:24:56 +01:00
SkyratBot
404a603dc2 [MIRROR] runtime fix for borgs cryoing with upgrade modules + no more mmi laying around after they cryo, and various other runtime fixes [MDB IGNORE] (#8975)
* runtime fix for borgs cryoing with upgrade modules + no more mmi laying around after they cryo, and various other runtime fixes

* Fixing conflicts

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-10-23 00:25:25 +01:00
SkyratBot
13d38add93 [MIRROR] Repaths knives to not all be children of the kitchen knife. [MDB IGNORE] (#8843)
* Repaths knives to not all be children of the kitchen knife.

* Fix

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-23 00:07:08 +01:00
Iamgoofball
bdd5e1f12f GoofMed: Self-Actualization Device, Stasis Operating Tables! (#8791)
* Adds the Self-Actualization Device!

* Update modular_skyrat/modules/donut_steel_restoration_device/code/oc_donut_steel_restoration_device.dm

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>

* Operating Tables now provide Stasis

* Update modular_skyrat/modules/donut_steel_restoration_device/code/oc_donut_steel_restoration_device.dm

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>

* Fixes Medical Cyborgs + Fixes Pain and Numbing to work correctly

* WHOOPS

* fucking stupid merge conflicts HOLY SHIT

* Update modular_skyrat/modules/donut_steel_restoration_device/code/oc_donut_steel_restoration_device.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* return 2 monke

* whoops

* Admin logging

* loggin

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-10-18 01:12:26 +01:00
SkyratBot
b8b2f988ac [MIRROR] Brings recycling results of advanced tools up to their printing costs [MDB IGNORE] (#8896)
* Brings recycling results of advanced tools up to their printing costs (#62092)

Advanced tools have either been using their parent basic tools' custom_materials or their custom_materials were lowered for what I presume was destructive experimentor work. This counts for recycling these items in an autolathe as well. In the first case, alien tools were made out of the same material amount as their basic counterparts, and in the second case - the recycling results were heavily lowered.
Also kills off some single-letter vars since I'm here.

* Brings recycling results of advanced tools up to their printing costs

Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
2021-10-17 23:16:26 +01:00
SkyratBot
f0db07b17d [MIRROR] makes it so the sanitize_hexcolors' default is 6 characters rather than 3 and gets rid of color_legacy [MDB IGNORE] (#8840)
* makes it so the sanitize_hexcolors' default is 6 characters rather than 3 and gets rid of color_legacy

* Feex

* Feex some more

* Final feex

* Please no more I'm tired

* <<<<<<< HEAD

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-10-17 00:30:28 -04:00
SkyratBot
4ce183ae08 [MIRROR] Organs Will Now Consistently Fail When Reaching Max Damage [MDB IGNORE] (#8857)
* Added Check Proc to applyOrganDamage (#62100)

Adds the check_failing_thresholds() proc to applyOrganDamage, removes it from setOrganDamage since it calls apply anyways

* Organs Will Now Consistently Fail When Reaching Max Damage

Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>
2021-10-16 14:57:34 -04:00
SkyratBot
d5cc576efb [MIRROR] Drowsiness refactor [MDB IGNORE] (#8836)
* Drowsiness refactor (#62104)

Creates two procs in /mob/status_procs for handling drowsiness changes (with check for negative values), and refactors all code to use these procs instead of assigning values to the mob's drowsiness themselves.

* Drowsiness refactor

* Fixing more stuff in our code

Co-authored-by: thatoneplebeian <67017991+thatoneplebeian@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-10-15 13:41:35 -04:00
SkyratBot
fa519bdde3 [MIRROR] cleanup _HELPERS/_lists.dm and all the necessary files [MDB IGNORE] (#8783)
* cleanup _HELPERS/_lists.dm and all the necessary files

* Epbic

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-13 21:07:35 +01:00
SkyratBot
25d1a5e7a2 [MIRROR] Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes [MDB IGNORE] (#8713)
* Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes (#61953)

Please don't try and send chat messages if you have nothing to say
Fixes a spurious runtime.
Fixes a runtime caused by my lack of understanding of huds. remove_hud_from is intended for hud watchers, remove_from_hud is intended for hud items. Doesn't really make sense most of the time, and just runtimes out the ass
Fixes a runtime in shapeshifting, restore should not run if the object is not restoring, or if it's deleting. it should run if it's not restoring, and it's not deleted. 4head
Fun fact, if there's two turret control boards they'll override each other. Use weakrefs. Oh also removes a var called cp, nothing good will come of that
Today in: Good lord the stacking machine is an afront to god, we discover that the labor claims console was attempting to act as a console, which of course fails when it comes time to clear it's improperly named var. Disgusting
Attempts to fix potential wound ref hangs in surgeries? maybe?
Fixes a runtime in luminescent stuff I created in my big harddel crusade. owner is a mob, not a species
Fixes a runtime related to headspikes deleting themselves twice. Pain
Fixes hard deletes sourced from the prophet trauma. Good fucking lord this is awful
Offhand item is somehow hard deleting. I have no idea how. Here's hoping signals fixes it, because if it doesn't I'm stumped. It's not a common scenario, but it does happen in spurts that suggest repeated usage

* Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes

* Update turret_id_system.dm

* Update turret_id_system.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-13 19:23:32 +01:00
SkyratBot
58c7729d88 [MIRROR] Rad collectors gone, tesla coils to generate power [MDB IGNORE] (#8697)
* Rad collectors gone, tesla coils to generate power (#61917)

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

* Rad collectors gone, tesla coils to generate power

* replaces rad collectors

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Kat <evesovereign@hotmail.co.uk>
2021-10-10 17:13:06 +01:00
SkyratBot
495b517681 [MIRROR] Surgeries that repair organs will now actually repair organs [MDB IGNORE] (#8622)
* fixes surgeries that repair organs (#61789)

* Surgeries that repair organs will now actually repair organs

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-10-05 18:40:03 +01:00
Gandalf
1989189d36 Update _bodyparts.dm 2021-10-04 00:15:27 +01:00
SkyratBot
df9a694401 dehardcodes limb icons (#8464)
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-10-04 00:13:16 +01:00
SkyratBot
c23bd1cb8c [MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 23:07:53 +01:00
SkyratBot
978bd6ca5f [MIRROR] Separates checking failing organs and checking damage thresholds on organs (#8361)
* Separates checking failing organs and checking damage thresholds on organs (#61614)

So I fucked up in #61541 (a86e939bd4) - I didn't test/know Inacusiate/Oculine to know thats what the code was for.
Snowflake code in their on_life specifically there in case inacusiate/oculine was drank.

I thought about trying to make it something all organs did, rather than reverting my change, though I can just revert it if thats preferable.

Eyes/Ears can now be repaired with Inacusiate and Oculine again.

* Separates checking failing organs and checking damage thresholds on organs

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-09-24 18:24:52 +01:00
SkyratBot
e8d78089fc [MIRROR] [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby. (#8339)
* [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby.

* E

* Missed merge

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 18:16:17 +01:00
SkyratBot
124ddd7cca [MIRROR] tgui Preferences Menu + total rewrite of the preferences backend (#8153)
* tgui Preferences Menu + total rewrite of the preferences backend

* nah, we dont need to ping those people

* trying to remove the funny stuff

* unmodularizing this

* prefs reset

* this may need to be reverted, who knows

* okay, this part

* perhaps

* EEEEEEEEE

* unsanitary

* E

* Stage 1 + loadout system

* more fixes

* E

* I mean, it launches?

* More fixes and reorganisation

* E

* customisation code is spaget.

* disable ERP prefs

* Update erp_preferences.dm

* Update erp_preferences.dm

* E

* Slowly getting there

* It may be time for help :)

* tri...colors... help

* preferences now pass preferences

* Update dna.dm

* Fuck this man

* missing savefile return, set_species works, removed dumb stuff from updateappearance

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224

* https://github.com/tgstation/tgstation/pull/61519

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278

* e

* le butonAZARAK HELLO

* hhh

* Proper recognition where it's due, MrMelbert!

* EEEE

* examine block

* Better gen hit sounds from whitedream

* final loadout touches, more bug fixes im sure to come

* i said there would be bugfixes

* Update LoadoutManager.js

* Missing preferences in the html menu

* LIVE TESTING PHASE BABY

* Update LoadoutManager.js

* EEE

* LAUNCH TEST FIRE

* Update job.dm

* Update new_player.dm

* 50gb DAY ONE PATCH

* EEE

* Update preferences.dm

* buggle fixes

* Update examine.dm

* >LOOC starts on

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-09-23 00:40:37 +01:00
SkyratBot
747c211944 [MIRROR] Sparring Sect! (#8237)
* Sparring Sect!

* Update greyscale_configs.dm

* https://github.com/tgstation/tgstation/pull/61527/

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-19 22:24:40 +01:00
SkyratBot
9269849f62 [MIRROR] Surgery pain messages and screaming in agony (#8198)
* Surgery pain messages and screaming in agony

* E

* ee

Co-authored-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-19 22:04:09 +01:00
SkyratBot
31ad5a662c [MIRROR] removes a useless check from organs and fixes maint eyes permanent blindness (#8271)
* removes a useless check from organs and fixes maint eyes permanent blindness (#61541)

* removes a useless check from organs and fixes maint eyes permanent blindness

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-09-19 15:51:49 +01:00
SkyratBot
2183c415ab [MIRROR] Nerfs bone wounds to make them less miserable (#8245)
* Nerfs bone wounds to make them less miserable (#61196)

So I've always kinda known that bone wounds are unpleasant to receive, but since paying some closer attention to how they affect peoples rounds in the last few months, I've realized that they need to be reigned in some more. So, let's break down the big changes...
General bone wound nerfs

Limping on a busted leg is now a chance with each step of that leg, instead of always happening: No matter how small the delay added to your move time after each step (like if it was just a dislocation), and even with slings, bone wounds on your leg crippled you with the constant slowdown, because they happened every time you stepped on that leg. Now, the chance to limp on any given step with that leg is higher with worse wounds, and applying a sling to that leg further lowers that chance, as well as lowering the delay from that limp. A dislocated leg, for example, only limps 30% of the time, while a compound fracture limps 70% of the time.

Skeletons and plasmamen (aka carbons with no flesh) can now use bone gel directly on cracked limbs to fix them, in 1/4th the time it takes the normal bone gel + surgical tape improvised fix to heal them, and with none of the damage. I felt bad that the ability for skeletons to stick dismembered limbs back into their slots was destroyed because the limbs would be critically wounded already, and still useless. Now, skeletons and plasmamen can be treated with just bone gel and some time. At some point after this is merged, someone should give the pirate ship some free bone gel.

The speed of the improvised bone gel + surgical fix for broken bones is even further improved by laying down and by sleeping than it was before, meaning the improvised fixes can be cut down further by laying down for a bit while it works.

Makes bone wounds less obnoxious, reducing their ability to single-handedly ruin your round when you suffer one. I want to go further in the future and add an easier improvised fix for hairline fractures soon, but those changes can come later after these are merged.

* Nerfs bone wounds to make them less miserable

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-09-18 15:05:19 +01:00
SkyratBot
ae21544826 [MIRROR] Fix GODMODE ears being able to be damaged (#8241)
* Fix GODMODE ears being able to be damaged (#61481)

* Fix GODMODE ears being able to be damaged

Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
2021-09-18 02:20:22 +01:00
SkyratBot
f15c70d29b [MIRROR] Native languages for tongues (#8157)
* Native languages for tongues (#61352)

If a mob (human one) speaks with a language their tongue tracks as native (for their language's anatomy), the message's text will not be changed with default language's text replaces.
Basicly, if a lizard (or other human mob) with lizard tongue speaks with draconic, their speech will be without accent changes

It looks a bit strange when races speak at their own language with difficult without real reasons for it. The changes remove that part.

* Native languages for tongues

Co-authored-by: Kush1Push1 <78963858+Kush1Push1@users.noreply.github.com>
2021-09-15 03:29:05 +01:00
SkyratBot
20d2d90f54 Revival surgery now works with shock touch (#8099)
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-13 23:45:15 +01:00
SkyratBot
b28038ccd2 [MIRROR] Fixes some problems with the stargazer slime link and an oversight shared with the mansus link. (#7970)
* Fixes some problems with the stargazer slime link and an oversight shared with the mansus link. (#60966)

See #60870. For consistency, I also fixed a small oversight with mindshield implants not retroactively working against slime or mansus links. Furthermore, I renamed some variables accordingly to the guidelines. On top of that, another issue with being mindshield, protected against magic and/or dead as stargazer has been fixed (see cl).

EDIT: Somehow I haven't notice until now, but someone else seems to have already made a PR (#60960) to fix the aforementioned issue report (but not the rest). Feel free to merge it first, I'll resolve the conflicts and the cl later.

This also changes the var/obj/target variable on innate actions to be var/datum/target instead.

* Fixes some problems with the stargazer slime link and an oversight shared with the mansus link.

* Update polychromic.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-13 23:43:31 +01:00
SkyratBot
e510e35167 [MIRROR] [READY] Adds memory system, and engraving walls with chisels (#8066)
* [READY] Adds memory system, and engraving walls with chisels

* EEE

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-13 23:36:51 +01:00
SkyratBot
26f934c258 [MIRROR] Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton) (#8076)
* Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton)

* EEEE

* E

* follow the fucking guidelines

* E

* Update CentCom_skyrat.dmm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-13 23:27:01 +01:00
Iamgoofball
8f086a01f1 just check for numbed instead (#8129)
* just check for numbed instead

* Update surgery_step.dm
2021-09-12 22:44:35 +01:00
Iamgoofball
4dc3577c45 Changes the surgery speedup to be based on whether the patient is knocked out or on painkillers, instead of on literal byond area. (#8128)
* Changes the surgery speedup to be based on whether the patient is knocked out or on painkillers.

* Update surgery_step.dm
2021-09-12 17:16:28 +01:00
Gandalf
f81cc2775b testing to fix ci (#8121)
* Update _external_organs.dm

* OOOFP
2021-09-12 01:44:58 +01:00
Gandalf
1e4c3d1a3d E (#8118) 2021-09-11 16:20:44 +01:00
Iamgoofball
6304847ed3 initial port of species shit (#8115)
* initial port of species shit

* dumb

Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-11 16:06:17 +01:00
SkyratBot
04302a770a [MIRROR] moves obj_integrity and associated procs to the atom level (#8016)
* moves obj_integrity and associated procs to the atom level

* Feex good

* Whoops forgot the maps

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-10 16:47:01 +01:00
SkyratBot
6e34600cd5 [MIRROR] restore removed individual logs and place them under LOG_VICTIM category (#8043)
* restore removed individual logs and place them under LOG_VICTIM category (#61256)

it turns out that admins use the removed information in #61179 for faster live in-round logging, I've restored that information under a LOG_VICTIM category that should not interfere with mind-reading and ling absorb text

* restore removed individual logs and place them under LOG_VICTIM category

Co-authored-by: Couls <coul422@gmail.com>
2021-09-07 19:54:33 +01:00
SkyratBot
a7d6611e0b Reduces copypasta in emissive code. (#8040)
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-09-07 19:53:49 +01:00
Kush1Push1
bf3379baa9 A tweak for russian autohiss (#7930)
* A tweak for russian autohiss

* Keeping code up to date

* Updating tongue file

* A new config

* Update
2021-09-06 14:00:42 -04:00
SkyratBot
b4f6432a3a [MIRROR] Restores Ethereal Taste (#7992)
* Restores Ethereal Taste (#61238)

Restores Ethereals' sense of taste, as was removed in #48309. It is slightly more sensitive than the human sense of taste.

Approved by Mothblocks, I can't get an image of it so if @ Mothblocks could confirm in the comments that would be wonderful

* Restores Ethereal Taste

Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
2021-09-05 22:51:55 +01:00
SkyratBot
8da9152489 [MIRROR] Uncouples the cultist red eye trait examine text from requiring cultist status or a certain eye colour. (#7968)
* Uncouples the cultist red eye trait examine text from requiring cultist status or a certain eye colour. (#61199)

Renames TRAIT_CULT_EYES to TRAIT_UNNATURAL_RED_GLOWY_EYES.

This trait now always displays a (slightly modified) message about unnatural glowy red eyes regardless of if the person is a cultist and regardless of what their eye colour is.

The examine is decoupled from eye colour because as it turns out, players can select the bloodcult red eye colour as part of character prefs. Anything that gave this trait set the eye colour to red anyway. Because there's now no guarantee the eyes themselves are red with this trait, the examine has been reworded slightly to reinforce that the eyes are merely glowing red and not necessarily are red themselves.

The examine is also decoupled from being a cultist. The trait can be added from multiple sources. Removing the cultist check means other things that want to tread the line of cult paranoia can add it too. Like Chaplain maint sect eyes and admin shennanigans.

This now means that the Chaplain's maint sect night vision eyes actually add the examine flavour text, instead of what they did before which is only add the examine flavour text if the player was a cultist that had bloodcult red coloured eyes. In other words, if they were risen and already had glowy eyes.

* Uncouples the cultist red eye trait examine text from requiring cultist status or a certain eye colour.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2021-09-04 08:55:13 -04:00
Kush1Push1
9c710bd518 Adding russian version to autohiss (#7908)
* Adding russian version of autohiss

* Readding skyrat's changes

* Fixing file's line ending
2021-09-01 15:58:17 -04:00