* Fixes progression scaling and other various problems with progression traitors. (#64503)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Fixes progression scaling and other various problems with progression traitors.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Disease and blob camera mobs can move vertically while a location or host hasn't been chosen yet. Revenants can also freely move vertically. (#64626)
I found out on the icebox map, roughly a week or two ago, that the camera mob couldn't be moved to the other station leveleven before the core was placed. I believe this to be an oversight, which is why this PR has been made.
Sentient diseases also suffer from a similar issue while on the host selection stage, so I'm fixing that too.
EDIT: Someone pointed out that revenants (and other mobs with incorporeal movement) don't ignore turfs and obstacles when moving vertically, so I have added a few lines to living/can_z_move to hopefully fix that.
* Disease and blob camera mobs can move vertically while a location or host hasn't been chosen yet. Revenants can also freely move vertically.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* elite nukie suit improvements (#64668)
deletes the elite armor booster module, instead the elite syndie suit has some armor by default, with the rest being filled by the standard armor booster
makes welding protection a part of armor booster, removes it from nukie suits since they have armor booster
adds new towering sprites, here you can see the space mode and combat mode
* elite nukie suit improvements
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins. (#64643)
* Makes used grenades slightly more obvious.
Adds a variable to tell whether a grenade can't detonate properly.
Examining can be used to tell if the grenade has already been used.
A flag on it is set when the grenade detonates so that used grenades can't be reused until it's reset.
It also prevents spamming admins with grenade primed messages since there's no point if the grenade won't work.
* Changes dud var to dud flags.
Changes the name of the dud var to dud_flags to clarify that it is a set of bitfields.
Changes the default value of the dud var to NONE also to clarify that it is a set of bitfields.
Changes the documentation for the dud var to clarify that it is a set of bitfields.
* Fixes eternally armed dud grenades.
Makes the grenades reset their appearance if they reach the end of their fuse while a dud.
Prevents chemical grenades from staying in the 'i am armed' visual state forever.
* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Splits the Fire Alarm sound into four files (#64324)
* sound fission
* I can't believe malf tools betrayed me like this
* much ado about 0.008
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Pay no attention to this
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Splits the Fire Alarm sound into four files
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Fixes the span of cult deconversion text, and removes a duplicate definition (#64552)
Fixes the span of cult de-conversion text.
span_warning was completely overtaking the purple that normally comes with de-conversion text, which was very easy to confuse. Removes the span_warning.
Removes the duplicate definition of /datum/antagonist/cult/on_removal(), since i'm here.
* Fixes the span of cult deconversion text, and removes a duplicate definition
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds time of creation to traitor objective log data (#64486)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Timberpoes <silent_insomnia_pp@ hotmail.co.uk>
* Adds time of creation to traitor objective log data
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Timberpoes <silent_insomnia_pp@ hotmail.co.uk>
* Bounty Hunters as ERTs + Flame Id (#64083)
About The Pull Request
Bounty Hunters can now be called as ERTs, to which they will spawn at centcom with proper access. Also, the bounty hunters now get flame ids, because they think they're that cool.
Why It's Good For The Game
Bounty Hunters are really fitting for admin erts, but I never bothered to throw them in until now. Also, it was a good opportunity to fuck off with all that id label BS
Changelog
cl
admin: Bounty Hunters can now be called via admin ert
expansion: Oh, and they have cool flame ids as well!
/cl
* Bounty Hunters as ERTs + Flame Id
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Optimized steal item searcher to not search through the entire game world. (#64354)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Optimized steal item searcher to not search through the entire game world.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Purified shades get converted to shades if they get converted & related fixes (#64233)
Purified shades now get converted to shades (mainly name & icon change) if they get converted to cult
Using twisted construction on a non-cult soulstone now makes it a cult soulstone (including converting any shade inside to a cult shade if any shades are inside)
Fixes a bug found during testing where soulstones with a shade that has been recaptured would say "soulstone: Shade of Shade of [NAME]", caused due to real_name already being "Shade of [NAME]".
Purified shades now show who they were prior to being captured.
* Purified shades get converted to shades if they get converted & related fixes
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Fixes the abductor console duplicating its actions (#64307)
I created a var to prevent dupes, and big brain over here forgot to set it, so it didn't even do anything.
* Fixes the abductor console duplicating its actions
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Boomerang behavior is now defined as a component. (#63949)
Fully refactors boomerang behavior to work as a component, so that a thrown boomerang will return back to it's thrower if within range. More than anything this modularizes the behavior for the backend,
* Boomerang behavior is now defined as a component.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Raises requirements for actually completing objectives in order to unlock final progression traitor objectives (romerol/battlecruiser.)
Adds announcements to the calling of both final objective spawns.
* Update code/modules/antagonists/traitor/objectives/final_objective/romerol.dm
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes navigation computers giving too many port jumping actions (#64054)
* Fixes navigation computers giving too many port jumping actions
I'm adding a vestigial proc here, remove_jumpable_port
I prefer this over not fully implementing the behavior, hopefully it'll be of use to someone
* Fixes navigation computers giving too many port jumping actions
* Fixes navigation computers giving too many port jumping actions
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Fix wraith-spawned teleport runes not having their custom name shown (#64117)
* Fix wraith-spawned teleport runes not having their custom name shown
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Adds blood brother teammates to antag info (#64143)
Makes blood brother antag info display the names of their blood brothers.
* Adds blood brother teammates to antag info
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
* Traitor bugs transfer fibers + prints when planted in a room (#64079)
Planting a bug down in a room will transfer the fibers and prints from the held bug to the placed bug
Adds some warnings for newer players that they may be leaving fingerprints, and lets them know how to deal with it
Puts in a missing doc comment
Docced + better var names for old helpers
* Traitor bugs transfer fibers + prints when planted in a room
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Require nuke disks be held by a player in order to count as moving (#64146)
In order to count as "secured", a nuke disk now must either be on a player with a client, or pulled by a player with a client (so that borgs can secure disks).
* Require nuke disks be held by a player in order to count as moving
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* moves Badass.dmi (#64118)
On the tin. It moves it from the base icons/ folder into icons/ui_icons/antags/ because I think it the best spot for it. Code has been updated to reflect this as well.
* Moves Badass.dmi to a new location
Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>
* MOD update: Modular Cores
* Fixing all dem conflicts
* Okay now it's going to compile too
* Fixing some Trigger() (they triggered me)
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Removes IAA & IAA pinpointer code improvement (#64008)
Since the gamemode isn't wanted here, even just to maintain (and especially now that progression Traitors are being added which will break IAA even more), I'm gonna give my alternate idea to just remove IAA entirely.
This is also to help downstream, as any plan on just 'adding it downstream' is kinda screwed over by it TECHNICALLY still being upstream, and its code conflicting with my own, even if it is just broken and unmaintained.
* Removes IAA & IAA pinpointer code improvement
* Removes IAA & IAA pinpointer code improvement
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Fixes the mess between ROLE_REV and ROLE_REV_HEAD (#64068)
* Fixes the mess between ROLE_REV and ROLE_REV_HEAD
* Update code/modules/client/preferences/migrations/tgui_prefs_migration.dm
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Update revolution.dm
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes the mess between ROLE_REV and ROLE_REV_HEAD
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes gang induction, birdboat vomit, sentient disease actions, and an ooze action (#63958)
In the wake of the actions PR it seems as if a lot of these cooldown actions should have been converted to Activate() and not Trigger() because Activate() returns null on the default implementation which prevents Trigger() from running and AHHH
Converts a bunch of Trigger() to Activate()
I'm gonna be honest I have no idea why it does the startCooldown(10 seconds), startCooldown() thing, all of the megafauna actions seem to do it so it seemed right
Fixes#63764 (Sentient Disease couldn't use Voluntary Coughing)
* Fixes gang induction, birdboat vomit, sentient disease actions, and an ooze action
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* fixes department revolt not working plus name wonkiness (#63712)
* propah cleanup
* and fix this name
* feedback
* fixes department revolt not working plus name wonkiness
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Fix antag info panel on body loss, also some sanity (#63976)
Losing your body as an antag will correctly remove the antag info panel from the body
Gaining a new body as an antag will give the panel to the new body
Adds some sanity checks to ensure no one who doesn't need to be seeing the panel can use it
Fixes#63303 (Antag Panel lost, upon switching to another Golem body (and considered dead for others))
You can see your objectives after being brain transplanted as an antag
* Fix antag info panel on body loss, also some sanity
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>