* Fixes the overlays for the m1911 pulse pistol, scatter shot laser rifle, and instakill rifles.
* The mini flashlight overlay of mini energy guns now works properly.
This PR lets you tape knives to cleanbots. Anyone who steps on the armed cleanbot will get stabbed in the ankle and fall over for a moment. If the person who got stabbed was someone with a title, the cleanbot will steal their title if they aren't already the victim's superior.
There are six "career tracks" for cleanbots, the first three grant prefixes, the last three grant suffixes
Command: HoP -> Captain -> Spec Ops Officer -> Admiral
Security: Officer -> Detective -> Warden -> HoS
Engineering: Atmos -> Engineer -> CE
Medical: MD -> CMO
Research: RD/Scientist (same thing)
Legal: Lawyer
The cleanbot in the above picture has stabbed the Captain, HoS, CE, an MD, the RD, and a lawyer. Busy little fella aren't they?
TODO:
Make it so they don't show an attack message on top of the stab message (also make them actually target the legs)
Why It's Good For The Game
space roombas cleanbots with knives stuck to them are funny and sound like something a bored assistant would do
Changelog
cl Ryll/Shaps
add: You can now attach knives to cleanbots! Laugh as Officer Stabby sneaks up and jabs the HoS! Sigh because you are now outranked by a cleanbot! Fun for everyone!
/cl
* Ports carbon paper.
* Can't fold stacked carbon paper into paperplane.
* Changes some update_icon()'s into update_icon_state()'s
* Does as Action asked.
* Return is returned to the box from whence it came.
About The Pull Request
Ports tgstation/TerraGov-Marine-Corps#2977, overrides click proc to return focus back to chat bar using winsets also ports tgstation/TerraGov-Marine-Corps#1904 which has two sets of defaults for hotkey and classic mode
fixes#47672fixes#47659
much credit to @Rohesie and the TGMC team for a bunch of these improvements
Why It's Good For The Game
lets the non-hotkey players walk and talk again
Changelog
cl
add: Custom keybinds will now check what style (classic / hotkey) you prefer when resetting if you use classic mode make sure to reset your keybinds to default!
add: multiple keybind support
tweak: non-hotkey mode keeps focus on chat
fix: pressing 4 as cyborg now properly cycles
fix: AI location hotkeys now work again
/cl
* Migrates grab move delay to a movemod
Doesn't work until all grab state changes are hooked in
* Replaces grab_state sets with proc
`\bgrab_state\s*?=\s*?(\w+)` => `setGrabState($1)`
Check over the results, this will catch a couple false positives
* Catches a missed increment and fixes a bug
* boomies
* updated some recipes
* Update code/modules/reagents/chemistry/reagents/medicine_reagents.dm
Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>
* Update code/modules/reagents/chemistry/reagents/medicine_reagents.dm
Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
All of these are just grammar fixes
Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>
* Changes to the behaviour of TaTP, hydrogen peroxide and acetone oxide, changed acetone peroxide to acetone oxide.
* forgot to // the debug code i used
* further nerfs to potassium and water explosion. Inital nerf wasnt enough. it still had a gibbing potential
* fixed an error
* fixes shit pointed by nemvar owo. Also deleted hexamine, it is replaced by phenol in all of the recipes
* Makes RDX interesting. Explodes uniquely with teslium and liquid electricity.
* oranges said no organ healing chems. so i removed the healing of Penthrite.
* qucikfix
* refixes spelling, thanks wesoda and bobbah for pointing it out
* Apply suggestions from code review
cobby's suggested changes
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Fixes shit pointed out by cobby
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
cobby fix
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Minor change to how rdx works
* Fixed shit i thought i already fixed
* minor error fixed
* again, minor error on my part fixed
* puts penthrite in C2. Removes heart stabilizing effect of corazone.
* minor addition of annotations
* minor fix?
* again minor fix , trying to figure out the merge conflict
* still figuring it out
* github forces me to change the description of corazone into a previous state which is inacurate
* well lets fix it
* fixes the description
* minor fix.. again
* last fix i hope
* removes unnecessary comment
About The Pull Request
Instabitaluri's toxicity keeps it from being an effective medication choice as the toxicity is simply too high to be worth it, as toxin damage is simply more painful to treat than brute/burn is.
Why It's Good For The Game
Makes instabitaluri a more attractive medication option and worth the price tag it has in the nanomed.
Changelog
cl
balance: Nanotrasen have refined instabitaluri's formula to be less toxic to living tissue.
/cl
* changes
* changes to detach and destroy
Remove code from detach(),
Add code to Destroy()
* added a trailing new line
I guess this is needed now or something
About The Pull Request
Sprited Grilling Shorts and added them to the Chefdrobe for cooks. These shorts offer no additional stats and are purely an alternative cosmetic for the Chef job.
Why It's Good For The Game
Grilling Shorts are a fun new outfit that chef's and cooks can wear to match their snazzy sandals. They offer no advantage and function as a normal uniform. It is purely for a cosmetic difference.
Changelog
cl
add: Added grilling shorts.
add: Added grilling shorts to chefdrobe.
/cl
Agendered spessmen are no longer highlighted on the (?|F) more info
thing. Also deletes a useless list in preferences file I forgot to
remove a while ago.
The electrocute_act refactor made the shock propagating stop working,
this fixes that. Also adds it to fireman carry, belatedly.
Shocks are fun. More shocks are more fun.
Fixes a bug that was caused by strange reagent assuming that the mob
that it reacts with is a carbon when it is not, in fact, a carbon.
This bug was causing strange reagent to make dead simplemobs (and other
non-carbon living creatures, such as cyborgs) that met the conditions
for revival convulse, but not actually return to life.
As far as I'm aware, strange reagent is supposed to be able to bring
non-humanoids back to life as well. If it wasn't supposed to do that,
why would it allow them to convulse?
The only thing that strange reagent needed its target to be a carbon
for was the regeneration of organs. After its target's organs get
regenerated, strange reagent then returns to calling it by its
non-carbon name (M instead of H), suggesting that non-carbons were
intended to supposed to get past the organ regeneration stage.
Being able to revive cyborgs is admittedly an... odd side effect, but I
think that this is within reason (or at least a feature instead of a
bug), since strange reagent can revive fully augged people and androids
anyway. I could add a(n) !iscyborg() check, but honestly, I think that
we should let the chemists have some fun. I mean, what's the worst that
could come from allowing cyborgs to treat strange reagent like an
emergency cyborg reboot board? About the worst thing that I can think
of is a medical cyborg teaming up with an engineering, mining, or
standard cyborg to resurrect a dead cyborg without human assistance,
but honestly, if a medical cyborg manages to get its grubby mitts(?) on
some omnizine and holy water without human assistance, find and notice
the dead status of another cyborg (who actually left behind a "corpse"
(which cyborgs don't do if they're blown)), and actually coordinate
with another cyborg with a welder to bring a dead cyborg back to good
enough condition to be brought back with strange reagent, I think that
that amount of effort should be rewarded.
It already regenerates your organs so that you don't instantly
die/start dying again when it revives you, so I feel like it should
also regenerate your blood level for that same purpose/reason (in other
words, it should regenerate your blood level so that you don't
instantly die/start dying again when it revives you).
* Beta/Charlie/Delta station QoL improvements
Atmospherics is now actually a considerable part of Beta station with basic scrubber setup.
Missing atmos pipes added, air alarms are all now unlocked rather than just some, a slight increase in available metal and glass, removed access requirements on engineering external access airlocks, one extra fuel canister, and added light switches and trash cans due to the lack of disposals.
Delta: Added an autolathe to RnD, removed most instances of multiple resin floors on one turf/resin floors in walls, reduced resin spread to be just in the AI chamber, and one extra scrubber in the AI chamber to deal with the miasma buildup after long rounds.
* Minor changes to atmos and added a camera assembly crate in AI chamber
Moved the external filling station port pipes so they are not inside walls, fixed a missing floor decal. Added a camera assembly crate in the AI chamber for making a basic camera network in the event one would like to repair the AI.