* Ban posibrains and mmis from savannah ivanov (#59772)
Savannah Ivanov cannot have mmis or posibrains in them.
Now I know that sounds BAD... but I originally intended to do this as it removes a huge trust element and bypasses recruiting people for cooperation. I simply uuuh genuinely forgot to include this, so sorry for the DRAMA.
I was considering blocking the AI too, but AIs are actually more likely to be turned against you than fellow crewmembers
Co-authored-by: coiax <yellowbounder@ gmail.com>
* bans posibrains and mmis from savannah ivanov
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
* introduce advanced sucking functionality to custodians (+ bonus GAGging) (#59925)
* base sucking functionality
* functional upgrade and upgrade refactor
* minor tweak here
* finish overhaul of upgrades, add gags-ified upgrades
* add documentation (you love to see it)
* update sucking sound
* do some of the requested cleanup, fix key going into trash bag, add right click func
* introduce advanced sucking functionality to custodians (+ bonus GAGging)
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
* New contraband peanuts (#59638)
Adds a new variety of peanuts to Getmore
Tweaks peanuts to have a higher price, since they're currently the best thing to buy in the vendor.
* New contraband peanuts
Co-authored-by: YakumoChen <king_yoshi42@yahoo.com>
* Fix "Is This Thing On?" sci experiment to accept any explosion(#59966)
...Even those with negative devastation and/or heavy values (like IEDs, welders, fuel tanks).
* The "Is This Thing On?" sci experiment will now actually accept any explosion...
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Inexistent prefs runtime fix and a little cleanup (#59915)
* Inexistent prefs runtime fix and a little cleanup
Co-authored-by: Rohesie <rohesie@gmail.com>
* Makes tanks display their max pressure and only return their analysed contents once (#59946)
* Makes tanks display their max pressure and only return their analysed contents once
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Fixed being able to insert infinitely many components into a shell. Fixes being able to view the shell's circuit in a locked shell. (#59962)
* Fixed being able to insert infinitely many components into a shell. Fixes being able to view the shell's circuit in a locked shell.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Makes bots order from what kind of venue you are, rather than being hardcoded (#59954)
Instead of checking the type of venue to order from, they will now instead check from venue_type (Which there's currently only 2 of)
* Makes bots order from what kind of venue you are, rather than being hardcoded
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* RAM now has an option to select between types. Refactored the any type to be more friendly with circuit code. (#59953)
RAM now has an option to select between types and an output signal. Refactored the any type to be more friendly with user displays.
Code that includes changing type is no longer hard to read because of snowflake code for the "any" type.
RAM can now more easily act as a constant value component.
RAM also has an output signal because it should and the fact that it doesn't was an oversight when converting everything to use input and output signals.
* RAM now has an option to select between types. Refactored the any type to be more friendly with circuit code.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Adds crew monitor usb connections and fixes the soundemitter's frequency port (#59942)
Adds crew monitor usb connections and fixes the soundemitter's frequency port
Allows you to view health and stuff.
* Adds crew monitor usb connections and fixes the soundemitter's frequency port
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Fixed carps being untameable and fixes tameable code not properly removing itself from something (#59955)
Fixes#59897
* Fixed carps being untameable and fixes tameable code not properly removing itself from something
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Fixed cooldowns for speech and soundemitter circuit components. Brought speech component more in line with other components. (#59958)
Fixes to the cooldowns. Also circuits now use an input trigger/output trigger system which the speech component hadn't yet adopted because it was made before that system was introduced and left out when changing most components to use this system.
Also temporarily disables input/output signal ports for the prebuilt speech relay circuit until I can properly code in a way to load circuits.
* Fixed cooldowns for speech and soundemitter circuit components. Brought speech component more in line with other components.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Limits the maximum string length of a circuit component port to 5K characters (#59959)
People could duplicate string lengths to the point where UIs break (and maybe OOMs though it'd take a while).
* Limits the maximum string length of a circuit component port to 5K characters
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Hookup Change Command Name to Create Command Report (#59941)
Adds and defaults the contents of command_name() to the list of names in the Create Command Report tgui presets if changed from Central Command.
* Hookup Change Command Name to Create Command Report
Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
* Fix blanket cure_blind calls removing quirk and blindfold traits (#59943)
Makes it so when proc/cure_blind(source) is called with no source is does not cure blindness from the quirk, blindfolds, or other eye coverings.
* Fix blanket cure_blind calls removing quirk and blindfold traits
Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
* Makes polar bears not become easier to move after you kill and revive them (#59939)
* Makes polar bears not become easier to move after you kill and revive them
Co-authored-by: interestingusernam3 <51925758+interestingusernam3@users.noreply.github.com>
* Removes reference to intents from Martial Arts instructions (#59921)
In CQC, Plasma Fist, Sleeping Carp and Wrestling instructions verb:
Harm -> Punch
Disarm -> Shove
Also removed reference to intents from the changeling's tentacle grab, changing it to neutral/combat stance.
* Removes reference to intents from Martial Arts instructions
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Reverts Entered() passing dir instead of old loc (#59910)
* Reverts Entered() passing dir instead of old loc
Co-authored-by: Rohesie <rohesie@gmail.com>
* Change uplink implants to inherit the uplink flags of the uplink they were bought from (#59735)
Uplinks implants bought from uplinks inherit the uplink flags of the uplink they were bought from.
This fixes an undocumented bug where by purchasing an uplink implant, nuke ops would be able to get things they normally can't.
Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>
* Uplink implants now inherit the uplink flags of the uplink they were bought from
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>
* Makes it so changeling legs copy digitigrade/normal, try number 2 (#59832)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Makes it so changeling legs copy digitigrade/normal, try number 2
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Changes how weather sends sound to players, reduces sound loop overtime (#59284)
* Converts looping sounds from a list of play locations to just the one
* Updates all uses of looping sounds to match the new arg
* Adds an area based sound manager that hooks into looping sounds to drive the actual audio. I'll be using this to redo how weather effects handle sound
* Some structrual stuff to make everything else smoother
Timers now properly return the time left for client based timers
Weather sends global signals when it starts/stops
Looping sounds now use their timerid var for all their sound related timers, not just the main loop
* This is the painful part
Adds an area sound manager component, it handles the logic of moving into new areas potentially creating new
sound loops. We do some extra work to prevent stacking sound loops.
Adds an ash storm listener element that adds a tailored area sound manager to clients on the lavaland z level.
It's removed on logout.
Adds the ash_storm_sounds assoc list, a reference to this is passed into area sound managers, and it's modified
in a manner that doesn't break the reference in ash_storm (This is what I hate)
* Hooks ash storm listener into cliented mobs and possessed objects
* Documents the odd ref stuff, adds an ignore start var to looping sounds, fixes some errors and lint issues
* Applies kyler's review
banging
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Cleans up some var names, reduces the amount of looping we do in some areas
* Makes the code compile, redoes the movement listener to be more general
* fuck
* We don't need to detach on del if we're just removing signals on detach
* Should? work
* if(direct) memes
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Changes how weather sends sound to players, reduces sound loop overtime
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Add $reset directive to config processor for setting a config entry to default value
* Update game_options.dm
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Massively buffs debriding surgery (#59865)
Yesterday, I got lasered in the arm twice. A good three minutes later I lose all controle off my arm and have an assistant debride my arm. On a surgical table with sterilizine, this took 2 minutes and 30 seconds.
All wounds can be fixed quite easily, but the infection wound type has always been an absolute nightmare. This was the only time I recorded it, but this has happened so many times and it feels like the average lies around 4~ minutes for this surgery to complete.
It still depends on how badly infected your burn wound is, but it shouldn't take longer than 30 seconds now.
* Massively buffs debriding surgery
Co-authored-by: Time-Green <timkoster1@hotmail.com>