* Fixes crutches crippling you and giving infinite speedboosts (#83660)
Fixes#83646
Fixes crutches setting your legs to null whenever you pick them up or
drop them
Fixes slowdown reduction on crutches being permanent (this was hard to
notice because they instantly cripple you)
🆑
fix: fixes touching a crutch permanently crippling you
fix: fixes crutches giving permanent speedboosts even when dropped
/🆑
* Fixes crutches crippling you and giving infinite speedboosts
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
* Adds Crutches to Medbay & Crafting (#83242)
## About The Pull Request
Added crutches! Wooden ones can be made with wood. Medical ones can be
bought from the medvendor.
Crutches will reduce slowdown from missing a leg by 60%, and they will
remove the limping from fractured bones. They're also a fairly decent
bludgeon. However, they do nothing if both legs are cut off. Canes now
also remove broken bone limping as well
Changed the 'white cane' name to 'probing cane' to better reflect its
function.
Shuffled some wound and mob code around, added signals for limbless
slowdown and limping.
Crutches make you waddle.
SPRITES BY XHORIAN!!!!!!!!!!!!!




## Why It's Good For The Game
> Added crutches! Wooden ones can be made with wood. Medical ones can be
bought from the medvendor.
> Crutches will reduce slowdown from missing a leg by 60%, and they will
remove the limping from broken bones. They're also a fairly decent
bludgeon. However, they do nothing if both legs are cut off.
Currently there's no way to abate slowdown from a missing leg except
getting on a vehicle, which I think is pretty lame. What if all the
doctors are busy, missing, or dead? What if medbay is a hole? A crutch
helps make up for the loss at the cost of a hand slot.
> Changed the 'white cane' name to 'probing cane' to better reflect its
function.
'White cane' was undescriptive.
> Shuffled some wound and mob code around, added signals for limbless
slowdown and limping.
I dont know where to put the friggin signals
## Changelog
🆑
Carlarc, Xhorian
add: Added crutches! Wooden ones can be made with wood. Medical ones can
be bought from the medvendor.
add: Crutches will reduce slowdown from missing a leg by 60%, and they
will remove the limping from fractured bones. (canes do that now too)
They're also a fairly decent bludgeon. However, they do nothing if both
legs are cut off.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Adds Crutches to Medbay & Crafting
* This should do the trick
* Missed one
* fix
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
* Borgs: the moduling (Various fixups to borg module code) (#83116)
- Gets rid of the item addition copypaste code (Why nobody did this for
7 years is beyond me)
- Adds variable and proper checks for if a module is already installed
(Borgs will no longer eat up unlimited masses of lavaproof track
upgrades, among others) (Technically this never allows duplicates, at
least currently, as I don't recall any modules being capable to used
multiple times intentionally without also deleting themselves with
single_use)
- Unsingleletters most if not all of `robot_upgrades.dm`
Makes the borg module code much cleaner, makes it significantly easier
for new ones to be added. Fixes unintended behaviour with some modules
being able to stack, which until now was always solved by copypasting
code.
🆑
fix: Fixed some borg modules just being constantly eaten up by borgs
even when they shouldn't allow duplicates
refactor: Borg module code now has better handling for adding/removing
items, and to prevent duplicate module usage (Unless one wishes to
override the behaviour.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
* Welp
* fix
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
* Toilet and urinal updates (flushing dead fish included) (#83490)
## About The Pull Request
I split the water closets file into a folder for all the different
structures and also did a few other things
1. Remakes https://github.com/tgstation/tgstation/pull/81914
2. Reworks toilets, it’s now Alt Click to open/close the cover, left
click takes things out of the toilet and cistern, right click flushes
3. You can now put dead fish in the toilet to flush it
4. Adds context tips to toilets.
## Why It's Good For The Game
When I was a 7 year old boy, I had a friend goldfish named Jeremy. He
was my greatest friend until one day when my brother told me it’s for
babies and flushed him alive down the toilet, and I’ve never seen it
again.
Closes https://github.com/tgstation/tgstation/issues/81903
Lets you flush down people’s fish in the toilet, and re-experience their
loss.
This was inspired by my lawyer fish PR, to add things more on the
non-fishing side of fish.
## Changelog
🆑
add: You can now flush toilets. You can also put fish in the toilet. And
flush them.
fix: Urinals can no longer be used to delete items.
fix: Urinals no longer grant infinite urinal cakes.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@ users.noreply.github.com>
* Toilet and urinal updates (flushing dead fish included)
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@ users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
* Pillow now consumes stamina in both unwielded and wielded states (#83444)
## About The Pull Request
There was some issue about players being kept in stamcrit via stamina
damage refreshing the timer. @ Watermelon914 has confirmed that refresh
mechanic is ok but only with stamina weapon with limited charges, pillow
does not have charges in its unwielded state so I have added some. Now
there is a limited amount of hits you can make before being stam crit
yourself. Self damage for wielded state have also been increased to
create a trade off between dealing more damage and how much self damage
you take.
## Why It's Good For The Game
## Changelog
🆑
balance: Attack with a pillow now consumes 5 stamina regardless of
wielded or not.
/🆑
* Pillow now consumes stamina in both unwielded and wielded states
---------
Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com>
## About The Pull Request
So, with the somewhat-recent power changes, cells now have a shitton of
charge compared to the old one.
Now, recently, the `model.respawn_consumable` call in
`/mob/living/silicon/robot/proc/charge` was changed to use this
variable, so every time you had a borg inside a charger, it would
constantly drain 0.5% of its cell charge, and use it for the light
replacer charge calculation.
### The light replacer
So, we now have about 200000 as the charge coefficient on bluespace
cells. On code that was made back for 1000 charge in like 2012 according
to the gitblame. Slight issue: **There's a fucking for loop looping
200000 times every time we charge**, calling
`/obj/item/lightreplacer/proc/Charge` every time it loops. It has no
break condition, so it does this every machinery tick. This, with a
single janiborg with a blue cell kills the machinery subsystem and
causes a hell of a lot of overtime, and a hilarious profiler log:

### The fix
Simply not make the light replacer calculation loop like this and just
use division and a modulo, like a normal sensible coder, plus adjust it
to the new cell values.
See the profiler log now:

## Why It's Good For The Game
It fixes a potentially game killing bug. A FUCK moment to be sure
## Warning for upstreams
_Looks at Nova and Skyrat_ check your Charge() proc usages, I know you
have at least one extra hit for it.
## Changelog
🆑
fix: Fixes janitor borgs killing the machinery subsystem by charging
light replacers 200k times a tick.
/🆑
## About The Pull Request
Increased the speed by 10 times. Was annoying when I was in localhost
testing something.
## Why It's Good For The Game
Admin and debugging tools should be OP for increasing productivity and
making life easier for coders/jannies.
## Changelog
🆑 grungussuss
admin: admin RCD now works much faster.
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Pretty self-explanatory. Fixes#83496. Turns out it was just a typo.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Bugs bad?
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: Fixed a typo preventing creation of paystands using an ID.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
* Fixes the piercing hypo inconsistancy on emagged borg modules. (#83377)
## About The Pull Request
The peacekeeper borg works with the Piercing Hypo Module. And it can be
emagged to receive a second hypo with a range of toxins. If you emag it
first and then insert the module, the hacked hypo will pierce as
expected. If you install first and then hack it, the hacked hypo does
not pierce. This PR fixes that bug.
## Why It's Good For The Game
The current way it works is inconsistent and I believe a bug.
## Changelog
🆑
fix: Fixed an inconsistency regarding the interactions between the
Piercing Hypo Borg upgrade and Hacked Borg Hypos.
/🆑
* Fixes the piercing hypo inconsistancy on emagged borg modules.
---------
Co-authored-by: BramvanZijp <56019239+BramvanZijp@users.noreply.github.com>
* Adds extra signals for storage add/remove, + minor signal doc (#83247)
## About The Pull Request
Title.
Converts TCG decks to use signals instead of a proc override, as is
better practice.
## Why It's Good For The Game
It's generally better practice to not snowflake behavior like this onto
the storage itself, instead using signals/procs.
Also, its good to have parity between add/remove in signals.
## Changelog
🆑
code: New signals for atom storage remove and insert
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Adds extra signals for storage add/remove, + minor signal doc
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Trimming the fat
* Trimming the fat
* Update mushpeople.dm
* Adds colorblindness as a mild brain trauma (#76527)
What the title says.
The brain trauma makes the whole screen monochrome until cured.

I feel like the current pool for mild brain traumas is quite lame, this
helps spice it up a bit with something that is quite annoying and
distracting but not game breaking (as mild brain traumas should
generally be).
🆑
add: Added colorblindness as a mild brain trauma.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Fix species `var/hair_color` not being used for, well, hair color (#82168)
`var/hair_color` for species was intended to be used as a "this species
uses this type of hair color thing"
But at some point that got completely lost and now it's only used for
sprite accessories
This fixes that. That means Slimepeople now have properly slimey hair.
And Ethereals are less snowflake once more.
🆑 Melbert
fix: Fixed Slimepeople's hair not matching their slimey colors.
/🆑
* Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)"
This reverts commit c4cb756.
* Revert "Adds colorblindness as a mild brain trauma (#76527)"
This reverts commit eb815f5.
* Update _species.dm
* unused var
* Caps list..
* Update mushpeople.dm
* Update mushpeople.dm
* Update mushpeople.dm
* Update mushpeople.dm
* Update mushpeople.dm
* Attempts to fix CI errors
* Update cap.dm
* Update _external_organ.dm
* Update monkey.dm
* Revert "Update monkey.dm"
This reverts commit 29f54c8.
* Revert "Update _external_organ.dm"
This reverts commit 8de5ea7.
* Update _external_organ.dm
* Revert "Update _external_organ.dm"
This reverts commit 644cc56.
* Fix CI maybe?
* Update cap.dm
* Update DNA.dm
* Some cleanup/updating to upstream
* Update global_lists.dm
* Mush
* Update mushpeople.dm
* Hopefully the last fix
* Doing this differently
* Update organ.dm
* Update organ.dm
* Update organ.dm
* Update organ.dm
* Update organ.dm
* OK
* Update organ.dm
* Update podpeople.dm
* maybe
* Hm
* Hm
* Will this break things?
* Revert "Will this break things?"
This reverts commit bd288c6.
* Test
* Update organ.dm
* Update organ.dm
* Revert "Update organ.dm"
This reverts commit ca77ff9.
* Update organ.dm
* .
* .
* .
* Update snail.dm
* Monkeys now use height offset (and monkey tail works) (#81598)
This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).
This reverts a lot of changes from
tgstation/tgstation#73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.
I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).
Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):
Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)
* Removes unneeded files
* Revert "Removes unneeded files"
This reverts commit 6469d37.
* .
* ok
* Update tails.dm
* Update monkey.dm
* Fix monkey screenshot test
* Update species.dm
* Update reinf_walls.dm
* Maintenance
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request
Did you know the medieval holodeck has two free claymores with 30 force?
Me neither. And I will not have to.
## Why It's Good For The Game
Hey AI, I need my free 4-hit weapon. I'm totally not a changeling or
anything.
Oh and it's not like there are non-human antags on Terry, or antag
players that actually play station roles when they didn't get their
antag.
## Changelog
🆑
balance: reduced claymore/weak force from 30 to 24 and armor penetration
from 15 to 10
/🆑
## About The Pull Request
As stated in the title, auto-aiming at prone targets is disabled after
the projectile passed more than 10 tiles (the limit of vision of an
ordinary spaceman is 9 tiles). Within 10 tiles, shooting in combat mode
remains unchanged. This also does not apply to sniper rifles.
Here's a preview of how it works:
https://github.com/tgstation/tgstation/assets/126676387/d62fbb03-9f63-4a73-a32a-62b4d11e4515
## Why It's Good For The Game
The main problem of shooting in combat mode is shooting in busy
corridors. Often, you are unwilling to become a participant in the
security's pursuit of the antagonist, and receive unintended
projectiles. You will be lucky if the projectile turns out to be
non-lethal, but if it is a laser, you can get a second-degree burn or
even a catastrophic one from just one shot. (depending on which laser
was fired and where you were hit), which is not very pleasant. To stay
unharmed and simplify the work of security, it is logical to lie down on
the floor.
This will not revive the lie-down meta to dodge projectiles, because
within sight of the spaceman and even a little further, lying targets
will still be hit by projectiles. And if you decide to lie down during
the chase to dodge the projectiles, then the pursuers will quickly catch
up with you and shoot you in combat mode.
## Changelog
🆑
balance: Auto-aim in combat mode at mobs on the floor is disabled after
the projectile passes 10 tiles.
/🆑
---------
Co-authored-by: paganiy <leunscrupuloustrolle@ gmail.com>
## About The Pull Request
Changes all player-facing instances of "recieve" to the correct spelling
"receive". There are still a handful of instances in the code, but this
PR doesn't mess with those.
## Why It's Good For The Game
It's important to speel things correctly.
## Changelog
🆑
spellcheck: Correctly spells "received."
/🆑
* Fixes balloons being invisible when held (#83321)
Fixes#83306🆑 ShizCalev
fix: Balloons are no longer invisible when held.
/🆑
* Fixes balloons being invisible when held
---------
Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
* adds the Ansem/SC, the logical conclusion to the John Splintercell series (#83228)
Replaces the Ansem, SC/FISHER, and suppressor in the Sam Fisher gimmick
bundle with the Ansem/SC, a variant of the Ansem that:
- has an integral suppressor (read: acts like it's always suppressed,
because it is)
- an underbarrel light disruptor (functionally identical to the
SC/FISHER, fired with RMB)
(note: firing the disruptor in combat mode causes the main gun to fire
as if it were being fired akimbo. which it shouldn't, but I'm not sure
how to make it not do that)
- is longer, visually, but not storage-wise, and also visibly has an
underbarrel light disruptor

Also added code support for integrally suppressed ballistic guns (with
no separate suppressor overlay), handled by the can_unsuppress variable.
Also fixes the SC/FISHER disrupting APCs for ten times longer than they
probably should have been disrupted.
In regards to the Ansem, SC/FISHER, suppressor:
The Sam Fisher gimmick bundle having the Ansem and SC/FISHER as separate
items always kinda bugged me, since it seemed too clunky for a
sneaky-beaky operator-type to have to juggle two guns (one which you had
to bump to normal-size, leaving it unable to fit in the belt) to break
lights and then shoot dudes in the back of the head. So now it's one
gun, like the M-90gl and its grenade launcher. I think the bundle's rare
enough that it's fine to give them this much.
In regards to the APC thing:
Shooting an APC with a gimmick gun and leaving it unpowered for two
minutes seemed unintentional.
In regards to the code support for integrally suppressed guns:
Maybe someone else will want to put in another integrally suppressed
gun? It was relevant for this use-case.
🆑
qol: The Ansem, suppressor, and SC/FISHER included in the Fisher gimmick
bundle now come together as one whole gun, the Ansem/SC. It's integrally
suppressed, and fires the disruptor on right-click.
fix: The SC/FISHER disrupts APCs for an appropriate amount of time, not
ten times the intended disruption length.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Oh come on.
---------
Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
lavaland raptors (#82537)
adds raptors to lavaland. these are creatures that have been created
through countless xenobiological experiments by nanotrasen to breed an
animal that can withstand the harsh conditions of lavaland and aid
miners. theres now a new ranch miners can access bottom right to the
mining base

this ranch starts somewhat empty as most raptors have escaped
containment and are now scattered all across lavaland, u can find them
and return them to ur ranch.
in order to tame a raptor, u first need to prove to it that ur a capable
master. when u try to ride it, a little minigame prompt will pop up

in this game, the bird's icon rapidly changes direction and u have to
quickly click the arrow thats OPPOSITE to the direction its facing
several times before the direction changes. if you fail 3 times itll
knock you off and run away, however if u win it will deem u a suitable
master and listen to your orders.
There's many different breeds of raptors you can find across lavaland,
all with different capabilities:
red raptors: these excel at combat and can be very useful for dealing
with lavaland mobs or defending the node drone
yellow raptors: are very speedy mounts, theyll get u from point A to
point B in record time
green raptors: they are the tankiest type of raptor and are very good
miners. while mounted, they will clear any rock walls in their path
purple raptors: can store items in them. they have a decent storage size
allowing players to carry more items across trips
white raptors: are able to heal other injured raptors. having one in ur
party would be very useful as they can nurse the combat raptors back to
full health when they need it
blue raptors: produce very nutritious milk with healing capabilities.
having 1 or 2 of these back at ur ranch would be very useful
black raptors: by far the rarest breed, its very unlikely that ull be
able to get one of these, but in the case u do, they have the combat
capabilities of the red raptor, speed of the yellow raptor, and
tankiness of the green raptor.
Breeding different colored raptors together can net u an entirely new
colored raptor. each breed has atleast 1 guaranteed combination of
parents that it will result out of.
you will also need to maintain a good friendship bond with ur raptors,
this is done by feeding them, grooming them, and petting them. u can see
the strength of ur bond by SHIFT clicking them. more hearts indicate a
stronger bond

having higher friendship bonds means ur raptors will perform better in
combat, and in the case of blue raptors, they will produce more milk.
Maintaining friendship bonds with baby raptors and keeping them happy
will also encourage them to grow faster
U can also analyze raptors using the new raptor-dex device available at
ur ranch

the inherit modifiers indicate how strong this raptor's offspring will
be. raptors inherit attack and health stats from both their parents,
breeding raptors with higher inherit modifiers means the offspring will
be stronger.
raptors will also inherit some traits from their parents that will
change how they will act around u and around other raptors, some of them
being:
Playful: raptors will play with their masters and tease them
motherly: raptors will care for baby raptors, this will encourage baby
raptors to grow quicker
depressed: means its hard to keep this raptor happy and friendship bonds
will deteriorate faster if not given enough care.
coward: makes them flee combat if severly injured, ditching u to the
wolves
trouble maker: makes them attack other raptors at the ranch. however,
trouble maker raptors will not attack other trouble maker raptors,
instead they will form posses and bully raptors together. it might be a
good idea to isolate them from the other raptors
raptors primarily consume ores. to feed raptors, you need to place ore
into the food troughs at the ranch. they are too civilized to eat ores
off the ground or directly from ur hand, they will only eat it if its in
their trough

beautiful raptor sprites by spessmenart! (rest are codersprites)
adds a new layer to lavaland mobs, and gives miners new interesting
tools and ways to tackle the challenges of lavaland.
🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie
add: adds lavaland raptors and the raptor ranch
/🆑
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Removes virologist job (#82723)
As the title says. Removes the job. Whole wing of medical is still
there.

(MSO)

It's boring. It's so boring that when it decides to become unboring it
just attempts to ruin the fun for everyone else
🆑
del: Due to a need for company restructuring, virologists have been laid
off by CentCom and doctors can optionally take their place.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Oh right.
* Coroner, Chief Engineer, Bitrunner are no longer exempt from certain Traitor objectives (#83165)
## About The Pull Request
While reading traitor objective code for a project, I noticed that both
the Coroner and CE are not listed as potential targets for the 'Destroy
Heirloom' objectives. Looking into it, I noticed that the Coroner was
also not listed for the kidnapping objective. This fixes that.
## Why It's Good For The Game
Coroner should not be immune to traitory
And the CE should not be exempt from having their heirloom potentially
destroyed
## Changelog
🆑
fix: The Coroner and Bitrunner can now be selected as a target for
kidnapping and heirloom destruction objectives.
fix: The Chief Engineer is now a valid target for heirloom destruction
objectives.
/🆑
* Remove sleeper protocol objective + Remove the upper limit to sabotage RND server/Telecomms (#83206)
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## About The Pull Request
Deletes the sleeper protocol objective

https://discord.com/channels/326822144233439242/326831214667235328/1239270421921005570
Removes the upper limit to sabotage telecomms/RND servers

https://discord.com/channels/326822144233439242/326831214667235328/1239269962707636375
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Removes a bad objective.
Removes a non-sensical upper limit to sabotage rnd/telecomms.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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🆑
del: Removes the sleeper protocol traitor objective
balance: RND server/Telecomms sabotage can now show up even later in the
round
/🆑
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* Right, I changed the path.
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: norsvenska <73006946+norsvenska@users.noreply.github.com>
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
* Fixes cyborg omnitool combat behaviour. (#83243)
## About The Pull Request
Fixes engineering cyborg omnitool from choosing the wrong reference for
the screwdriver and crowbar. Also fixes cyborg omnitool not transferring
the wound_bonus, bare_wound_bonus, and armour_penetration.
## Why It's Good For The Game
So they behave naturally.
## Changelog
🆑
fix: Fixes engineering cyborg screwdriver not being pointy. Fixes
engineering cyborg crowbar from being pointy.
fix: Fixes cyborg omnitools not using the correct wound bonus and armour
penetration values.
/🆑
* Fixes cyborg omnitool combat behaviour.
---------
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* Parse_zone audit + minor misc cleanup (#83154)
## About The Pull Request
Does a audit on all uses of parse_zone, replacing most instances of it
with a new living-level proc that refers to the bodypart in that zone if
it exists.
In other cases, removes parse_zone entirely because the bodypart is
already confirmed to exist, so we just use plaintext_zone.
Also cleans up some single letter vars.
## Why It's Good For The Game
In the doc of ```plaintext_zone```, its said it ```Should be used for
parsing non-instantiated bodyparts```. 99% of the code ignores the
possibility of a bodypart existing, and so uses parse_zone when
plaintext_zone could be accessed instead.
## Changelog
🆑
code: Most instances of parse_zone now refer to the limb's
plaintext_zone var
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Parse_zone audit + minor misc cleanup
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Adds more box types to cardboard crafting (#83135)
## About The Pull Request
5 more box types have been added into the cardboard's sheet crafting of
"fancy boxes".
Specifically includes the following boxes;
- Drinking glasses
- Paper cups
- Medical gels
- DNA Injectors
- Cigar cases (The normal brown one)
Also fixes a typo involving the "perscription" glasses box.
## Why It's Good For The Game
When I've played as a bartender, I've found it quite annoying that I
couldn't make a labeled box for spare drink glasses.
Adding these boxes will allow people to make those labeled boxes and use
them for whatever they need. (Organizing!)
Also, if those boxes exist for use, why not let them be craftable by the
player?
## Changelog
🆑
qol: Additional box types can be crafted from cardboard. Happy
organizing.
spellcheck: A typo in box crafting for prescription glasses has been
fixed.
/🆑
* Adds more box types to cardboard crafting
---------
Co-authored-by: Derpguy3 <85206687+Derpguy3@users.noreply.github.com>
* Staff of Shrinking for the wizard (#83115)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Adds a new staff for the wizard that shoots shrink rays. Also a
corresponding wand that comes with the wand belt. Shrinking is a
mechanic already implemented by abductors, but it's not often used
because it doesn't fit their kit super well. That's a huge shame because
shrinking stuff/people is really funny. And you know where funny stuff
fits well? The wizard kit.
OH YEAH and being shrunken now gives you the squash component so you can
be squashed as though you were a roach, though this only deals 10 damage
instead of gibbing you
tiny staff

tiny wand

exhausted wand turns back to a big wand sprite :)

## Why It's Good For The Game
Shrinking stuff is funny, plus it gives the wizard something new to do
besides polymorphing everyone or turning everybody to stone or ei
nathing people.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: New funny wizard staff/wand that shrinks stuff.
add: Being shrunken now leaves you vulnerable to being crushed to death.
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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* Staff of Shrinking for the wizard
---------
Co-authored-by: PKPenguin321 <pkpenguin321.git@gmail.com>
## About The Pull Request
**1. Qol**
- Adds examines & screentips for screwdriver, crowbar, wrench acts &
inserting reagents
- Adds examines for viewing reagents present & efficiency of the smoke
machine
- Removes power cell from smoke machine required component parts. It's
used nowhere in operation & is a waste of a good cell
**2. Code Improvements**
- Replaced `attackby()` with `item_interaction()`
- Begins & ends processing only when the player turns the machine on/off
& not just when power is available
- Removed unused vars like `cooldown` & `user_amount`
- Correctly autodocs remaining vars
- Improved UI code to use existing `BeakerDisplay` props
**3. Fixes**
- You no longer hit the smoke machine when inserting reagents into it
via beaker or other open containers
- You can hit the smoke machine with tools like screwdriver, crowbar,
wrench & open containers when in combat mode
- No abstract & hologram item interactions with smoke machine
## Changelog
🆑
qol: adds examines & screentips for tool & container actions on the
smoke machine
qol: smoke machine no longer requires a power cell for construction
code: autodocs & removes vars for some machine, Updated attack chain to
latest standards for smoke machine
fix: You no longer hit the smoke machine with the beaker
fix: You can hit the smoke machine with tools & beakers when in combat
mode
fix: no abstract & hologram item interactions allowed with smoke machine
/🆑
---------
Co-authored-by: _0Steven <42909981+00-Steven@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Allows status effects with alerts to display their duration (on the alert), adds it to a select handful (#83211)
## About The Pull Request
Plainly: Expands the status effect API so their alerts can showcase
duration remaining.
https://github.com/tgstation/tgstation/assets/51863163/02eaad84-ebb7-4af9-9895-977c6e71acc4
## Why It's Good For The Game
I figure there are some status effects out there which really want the
player to know how long the duration is.
And right now, for 95% of them, you have to code dive to find out. This
is rather punishing for players who... don't code dive.
At the same time, there are effects which *do* tell you how long they
last, which leaves it up to the player to intuit when it'll run out.
This can get a bit silly during lag, and again, punishes new players.
That's not to say I think every status effect should report how much
duration is left: **For very common effects, like sleeping, it should be
left up to the player to guess.** Otherwise we lose a lot of paranoia
and feeling of helplessness. (Also keep in mind this only applies to
status effects with alerts associated.)
Hence why I only added it, largely, to the more "gamified" buffs and
debuffs - Things from (generally) one or two sources and with a static
duration, (or things which already informed the player how long they
last).
Notable ones include Fleshmend, Convulsing (from emag defib), Regen
core.
## Changelog
🆑 Melbert
qol: Some alerts, such as Fleshmend's, show their remaining duration on
their icon.
/🆑
* Allows status effects with alerts to display their duration (on the alert), adds it to a select handful
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes sabre alt-click (#83162)
## About The Pull Request
Alt click wouldnt draw the sabre bc of dual click actions
## Why It's Good For The Game
Fixes#83159
## Changelog
🆑
fix: Alt click will draw the captain's sabre again
/🆑
* Fixes sabre alt-click
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Replace cigarette smoke with particles, add a big puff when taking cigarettes out of your mouth (#83101)
## About The Pull Request
- Cigarette particles are now particles rather than baked in
- Taking a cigarette out of your mouth release a big puff of smoke
https://github.com/tgstation/tgstation/assets/51863163/183b39e7-3367-43a1-b750-99e66838d60f
## Why It's Good For The Game
Looks better
## Changelog
🆑 Melbert
add: Cigarette smoke is now more smokey.
add: Taking a cigarette out of your mouth will let out a big puff of
smoke.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Replace cigarette smoke with particles, add a big puff when taking cigarettes out of your mouth
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
* Fix the RMB action on the cigarettes pack and add a new QoL (#83170)
## About The Pull Request
Fix the movement of a pack of cigarettes under an spaceman when they
interacts with it with the right mouse button.
Also adds a new way to quickly insert cigarettes in the mouth, just
hitting a pack of cigarettes on yourself. Here how it works:
https://github.com/tgstation/tgstation/assets/126676387/9f1442b0-173b-4f2e-a95e-e42fd9269642
## Why It's Good For The Game
It fixes the bug and adds a new quick and convenient way to put a
cigarette in your mouth. That's good, isn't it?
## Changelog
🆑
qol: Now you can put a cigarette in your mouth just by hitting the pack
of cigarettes on yourself.
fix: The cigarette pack no longer moves under the spaceman when they
interacts with it with the RMB
/🆑
---------
Co-authored-by: paganiy <leunscrupuloustrolle@ gmail.com>
* Fix the RMB action on the cigarettes pack and add a new QoL
---------
Co-authored-by: paganiy <126676387+paganiy@users.noreply.github.com>
Co-authored-by: paganiy <leunscrupuloustrolle@ gmail.com>
* Bitrunner job figurine (#83173)
## About The Pull Request
This adds an action figure for Bitrunners, and places one in the
Deltastation bitrunning den.

"I'm in..."
## Why It's Good For The Game
Every job has an action figure, and bitrunning should not be an
exception! Delta has figurines in each job site, and adding one there
lets the Bitrunners in on the fun.
## Changelog
🆑 Rhials
add: Bitrunners now have their own job figurine. Cool!
/🆑
* Bitrunner job figurine
---------
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
## About The Pull Request
Fixes#83054
#https://github.com/tgstation/tgstation/pull/82833 Changed a bunch of
new args but didn't update any subtype, so the args list got filled with
gobbledygook.
## Changelog
🆑 Melbert
fix: Cult can build again
/🆑
## About The Pull Request
Allows the Ritual Knife from the Coroner's Mortidrobe contraband section
to be stored within Medical Belts like any other surgical tool.
## Why It's Good For The Game
Coroners using the Ritual Knife adds excellent flavor to the job.
Allowing it to sit upon their Medical Belt in place of, say, a scalpel
grants convenience to those wishing to roleplay out a more wicked or
occultic Coroner without having to place the Ritual Knife in their bag,
leaving an odd spot open on their Medical Belt.
## About The Pull Request
Updates pipeguns with a brand new set of sprites. Also comes with pipe
pistols; plinkier versions of the pipegun.



Alters pipeguns away from utilizing shotgun/rifle ammunition towards a
bespoke junk round ammo. These shells are crafted similarly to current
improvised shells. This also removes improvised shells as a shotgun ammo
type. (these new shells aren't shotgun shells to begin with, they're
more like rifle bullets)
Crafting junk rounds produces an entirely unknown projectile in the
shell. You won't know what you get until you fire the gun. Almost in
every instance, however, the shot is beneficial towards killing things.
And they all do about the same amount of damage, so there is hopefully
never a round you didn't want to fire in the gun. Fighting someone with
a pipegun is usually predictable for what amount of damage it will do,
but any additional effects it might have is going to be an unknown
factor. They also brutalize borgs, which is a quality that improvised
shells had previously.
Pipeguns operate as they did before, and do roughly 40 damage per shot
with the majority of their ammo types (less than what they do currently
with .310). They only have one shell in the gun at a time, so every time
they're fired, they must be reloaded.
Pipe pistols do roughly 15 damage per shot, but hold more ammo than the
bigger pipegun. However, they're more likely to veer off-course.
There are regal versions of each of these weapons, and each are more
potent respective of their general rarity. Having one is going to be a
lot more noteworthy.
### Minor changes
Some more clothing items can carry pipeguns in their suit storage.
The icemoon hermit spawns with a heroic laser musket rather than a regal
pipegun (partially because it is too difficult for the hermit to get
more ammo for their gun, and also because the regal pipegun is a more
powerful weapon than previously)
## Why It's Good For The Game
It has been a few years since I added the pipegun, and time was never
particularly kind to it. There are alternative weapons now with
interesting mechanics of their own. The ammunition it used has changed
considerably. And it simply didn't ever feel like a 'junk gun' in a way
that was fun. The original mechanics added to give it that feeling were
just not fun to experience and were removed. So the pipegun has been
left as 'a shitty version of X'. Even the regal pipegun was, at the end
of the day, a shittier version of either a shotgun or cargo rifle.
It didn't feel right not having some kind of unique quality to using
these weapons that help them express themselves as unpredictable trash
weapons built inside of maintenance. But I expressly didn't want to make
it 'unpredictable' in a way that felt unfair on the person getting shot
either. So just giving it more damage was right out. As a compromise, I
reduced the overall lethality of the weapons while introducing a gimmick
that will appeal to those wanting to play out the role of a homeless
lunatic with a shitty homemade gun stalking maintenance. A 'chaos gun'
so to speak. Maybe that will appeal to people.
## Changelog
🆑
balance: Reworks pipeguns to use an unpredictable 'junk round'. You
won't know what you're shooting until you fire it.
add: Introduces a pistol version of the pipegun; the pipe pistol. It is
inaccurate and does significantly less damage, but more portable and has
more ammunition in the gun.
image: Updates the visuals of the pipeguns.
balance: Also improves the Regal varieties of these weapons. By a lot.
balance: More articles of clothing can be used to carry pipeguns in suit
storage.
balance: The Icemoon Hermit comes with a Heroic Laser Musket instead of
a Regal Pipegun.
remove: Improvised shells (the shotgun shell) has been replaced with
improvised junk shells (which don't work with shotguns but do work with
pipeguns).
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
That's all. Just makes this easier to add onto with less diffs involved.
Nothing worth mentioning
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>