* Adds mob bleeding overlays, tweaks some bleeding balance
* Fixed the various merge conflicts involved with this, added update_wounds_overlay() in hopes that it just works
* Fixed our non-updated slash wounds bleeding values
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* makes bots/gunpowder use boldnotice, makes boldnotice an info message (#65415)
* Improves bot explosion code, adds boldnotice to chat message group
* makes bots/gunpowder use boldnotice, makes boldnotice an info message
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes nonhuman head of departments showing up as their original species in security records (#65466)
* Fixes xeno -> human head of departments showing up as their original species in security records
`get_flat_human_icon` was passing preferences which chose their
original, so i added a var to `/datum/species` to check if the species
was forcefully changed
* makes it actually work
* review
* Fixes nonhuman head of departments showing up as their original species in security records
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Makes the heretic worm use the blood walk element (#65658)
* Makes the heretic worm use the blood walk element
It was using a custom proc for this, but we have an element just for
this.
* Update code/modules/mob/living/simple_animal/heretic_monsters.dm
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* dont need this'
* adds an extra arg the to the element to keep direction
* moves da eement
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Makes the heretic worm use the blood walk element
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Fixes the latejoin menu never closing (#65671)
Reverts 17c603f1d0
Turns out, we had one html menu left. So when tivi removed the proc we
used to close them on join, he broke one.
Someone make this tgui please, thx.
* Fixes the latejoin menu never closing
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Cryocell works with all gases now ; Cryox requires being KOd (#65513)
* refactored cryo
* fixes
* always forget maps
* requested changes, cryoxadone only heal if sleeping
* Cryocell works with all gases now ; Cryox requires being KOd
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Allows you to offer an item to only one person with Shift+Ctrl+Click (#65441)
You can click someone directly with shift+ctrl+click to offer an item only to them. This is in contrast with pressing G, which offers the item to every adjacent carbon mob.
Also fixes a runtime where the Give screen alert on a potential recipient was trying to remove itself on proximity loss after the Offering status effect had already done it.
Removes duplicate range check on Give screen alert that was causing the runtime as Offering status effect takes care of it.
Also adds a check after clicking the screen alert to take something to make sure we're not dead or incapacitated, so dead people can no longer take things.
Also adds a screentip for this functionality.
Also adds some more checks to give() to make sure we can do it before sending the message to players that we're offering something.
* Allows you to offer an item to only one person with Shift+Ctrl+Click
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Fixes the description for the mouse being incredibly rude, judgemental, and insulting towards mice, who are objectively adorable. (#65606)
Fixes the description for the mouse being incredibly rude, judgmental, and insulting towards mice, who are objectively adorable.
Why It's Good For The Game
I mean, just look at these little guys, aren't they just adorable? How can we be so mean to such friendly animals? We're nice to cats, we should be nice to mice too.
* Fixes the description for the mouse being incredibly rude, judgmental, and insulting towards mice, who are objectively adorable.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Improved the Art Gallery App and the AI Portrait Picker. Added a search function to them. (#65481)
* Improved the Art Gallery App. Added a search function to it.
* Improved the Art Gallery App and the AI Portrait Picker. Added a search function to them.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* shy component now has variables for being shy around keyless and clientless bodies (#65418)
* shy component now has variables for being shy around keyless and clientless bodies
* h
* shy component now has variables for being shy around keyless and clientless bodies
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* makes podpeople call parent (#65362)
About The Pull Request
kinda fucked up that it doesnt.
Also while checking this PR I noticed other species also don't, kinda screwed up world we live in...
Why It's Good For The Game
Parent's spec_life is what checks if you have nobreath, and in which case it will remove all your oxygen damage and, if in crit, give you brute damage instead. Not having this makes you basically not take damage while in crit, which I think shouldn't be the case.
Changelog
cl
fix: Podpeople now take self-respiration into account when taking damage from critical condition, like most other species.
/cl
* makes podpeople spec_life call parent
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Makes armsky/pingsky not pAI controllable (#65413)
I assumed they would inherit beepsky removing the flag because I’m stupid.
Why It's Good For The Game
Closes#65406
Changelog
cl
fix: Armsky and Pingsky aren't pAI controllable anymore.
/cl
* Makes armsky/pingsky not pAI controllable
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Adds the Kheiral Cuffs to the game, a life-saving wrist device (#65253)
They can be bought from the mining vendor for 2750 points.
The Kheiral cuffs act as a suit sensor booster off-station, and don't do anything on-station.
This was originally #65210, but after realizing the potential I scrapped that and jumped on this.
If you die as a miner, your only potential and realistic way of being revived is if someone makes the random decision to ask if you're alright over the comms, decides to do something when you don't respond, and then makes the trip all the way to and from your location of death.
This provides a way to reward miners who worked hard to get their points with a way to possibly get revived in the event of their death, without outright reviving them or something like that.
People will still need to retrieve your body, but at least they'll know you're even dead in the first place.
* Adds the Kheiral Cuffs to the game, a life-saving wrist device
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Changes the default ghost lighting, makes it a preference (#65352)
* Changes the default ghost lighting, makes it a preference
I think the way ghost lighting looks right now is really crummy.
It's dark enough you can see where the shadows should be, but it's just
bright enough for everything to look like dog poo
A lot of what makes the game look nice is the depth of the lighting
and if we just hide that for observers we're shooting ourselves in the
foot.
I'm also making it a game preference, so if someone wants to have bad
opinions they can easily.
* Changes the default ghost lighting, makes it a preference
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Restores the Persistent Scars preference (#65358)
* Restores the Persistant Scars preference
I also had to remove some raw READ_FILE()s because that was now useless. I was thus able to remove the persistent_scars variable from the prefs, as it is now a standalone preference.
* I forgor...
* Restores the Persistent Scars preference
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fixes vehicles being hidden by FOV
* Makes megafauna also not be susceptible to FOV,
* This is what happens when I forget to compile.
* And of course I also didn't put the Skyrat comment
* abstract movement now checks for cordon turfs + cordons have NOJAUNT (#65327)
* abstract movement now checks for cordon turfs
* cordons cant be jaunted through
* abstract movement now checks for cordon turfs + cordons have NOJAUNT
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Vibebot code improvement + QoL (#65196)
Continuing my bot code improvement, I've done vibebots now.
I also added an action button for sentient vibebots since they had no way to change their color
And lastly I added a "vibebot" icon state, meaning they actually have an icon state in maps.
* Vibebot code improvement + QoL
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Tool act superpack 2 (#64428)
About The Pull Request
Continuation of #64375, extracting tool behavior from attackby() and moving it into discrete _act procs. This is about as many files as I had in the last version, as I still want this to be reviewable.
As before, I've tested everything in game and it works as it previously did.
Why It's Good For The Game
The more code moved out of attackby, the more modular things become.
Changelog
cl
refactor: Moves more tool behavior out of attackby().
/cl
* Tool act superpack 2
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* Buffs the Silverscale pirates (and their species slightly), and tweaks their shuttle (#65079)
* Buffs the Silverscale pirates (and their species slightly), and tweaks their shuttle
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds some more options for female outfit cropping (#65256)
Added a few more options for woman clothing auto-cropping, hopefully to help making certain outfits look less scuffed.
* Adds some more options for female outfit cropping
* Fixing the issues caused by my PR
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Sentient elites falling in chasms will no longer spam chests. + code improv. (#65125)
Boosted (Sentient) Lavaland elites had a bit of code where they would spawn certain items
Except if they fall in a chasm first, then mychild would null, causing the code above, spawning the chest, to runtime, and not qdel the elite tumor
This was likely caused by #62540 (dac07b5264)
The fix was easy, I just made it falling in a chasm, call the fight over
Closes#65048
* lavaland elite fix + code improvement
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Restores AI controller for wisdom cow (#65229)
When wisdom cows were swapped to a basic mob, it looks like whoever coded them forgot to give the wisdom cows their AI controller. I fixed that up so now they should spout their bullshit again.
Why It's Good For The Game
Spams the chat like it's suppposed to
Changelog
cl Wallem
fix: We gave the wisdom cow its tongue back. We're sorry.
/cl
* Fixes the wisdom cow not talking
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Podpeople inherit their blood chemical from the most abundant chemical trait in their seeds (#65215)
Makes podperson clones have their blood reagent set as the largest chemical gene present in the seeds (defaults to water).
* Podpeople inherit their blood chemical from the most abundant chemical trait in their seeds
Co-authored-by: Bond <58570888+TheBonded@users.noreply.github.com>
* Makes Ants glow, puts a minimum on ant screaming and shoe permeability, and other ant-related things. (#64786)
I found out how emissives work and my first thought was "damn ants should glow that would look sick"
So now they do.
Also, having less than 5u ants in your body will make you not scream, so 0.0001u ants will no longer have that tiny chance of making someone scream for their life.
If an ant pile has a max damage value less than 1, then they won't be able to bite through your shoes. This is the same threshold as the second tier ant icon.
Makes the giant ant a hostile mob with the neutral faction, meaning they will attack anything not in the neutral faction.
* Makes Ants glow, puts a min on ant screaming & shoe permeability, & other ant-related things.
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Robotic Basic and Simple mobs now take damage from EMPs (#64752)
Simple/basic mobs with ROBOTIC biotype get damaged by emps
* Robotic Basic and Simple mobs now take damage from EMPs
Co-authored-by: GoblinBackwards <22856555+GoblinBackwards@users.noreply.github.com>
* Adds AI voice changer module (#65025)
* Being retarded hurts
Needed to make a new branch cause dumb
* Minor ui change
* Requested changes
* Memory management my beloved
* Lemon said something, this might be better
* Thanks for being patient with me
* Stacktrace begone
* Adds AI voice changer module
Co-authored-by: Kubisopplay <38842052+Kubisopplay@users.noreply.github.com>
* Space drifting fixes and cleanup (#64915)
* Fixes infi pushing off something in space
Right now you can just push "into" a dense object forever, and depending
on your move rate, just kinda glide
We can fix that by checking if we're trying to push "off" something
we're moving towards
* Makes pushing off something shift it instantly
Currently if you kick off something in space it waits the delay of the
move to start drifting. Looks dumb, let's not
* Updates backup movement to properly account for directional windows. GOD I HATE DIRECTIONAL DENSITY SHOOOOOT MEEEEEEEEEEEEEEEEEEE
* Uses range instead of orange so standing on the same tile as a directional counts properly, rather then suddenly entering a drift state. I hate it here
* Ensures all args are named, updates implementations of the proc with the new arg
* Space drifting fixes and cleanup
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>