* Can build on top of windows
-Players can now build things while standing on the same tile as a directional window.
* Changed the check for fulltile
-This actually covers all fulltile windows
* No more stacking windows
-Full tiles can no longer be built on top of directional windows
-Directional windows can still be built on the same tile as long as they dont face the same direction
* Now contains 50% less IF!!
-Put both if's into one
* Still pretty fucky
-If the dir of the constructed object has var fulltile set to TRUE then FULLTILE_WINDOW_DIR will be passed to the method valid_window_location else the user's dir is passed.
* just a space
* Now gets initial dir of object being built and passes that to valid_window_location
If RCDs can be loaded with glass/metal/plasteel, it only makes sense for them
to accept rglass and plasma rglass as well.
Rglass sheets add 6 matter (.5 metal, 1 glass). Plasma rglass sheets add 8
matter (1 metal, .5 glass, .5 plasma).
balance: Limbs no longer need to have full damage to be dismemberable, although more damage means higher dismemberment chance.
balance: Damaging limbs now only counts as 75% for the mob's total health. Bleeding still applies normally.
add: Limbs that reach max damage will now be disabled until they are healed to half health.
add: Disabled limbs work similarly to missing limbs, but they can still be used to wear items or handcuffs.
Fixes#38445
Always felt odd how reaching max damage on a limb had no consequence. Now it does.
Currently i only added effects for disabling arms and legs; "breaking" heads and torsos has no effect as of now.
It is my belief that science weaponry should exist but not be "just better energy guns/whatever". Right now, portal guns are actually pretty powerful, as their random teleport can space people (especially if they have bohs), and actually does burn damage, albeit very little. I want to make scilathe weapons into useful utility things that can be weaponized if you use it right and in somewhat niche scenarios.
This PR will make wormhole projectors into more utility than combat.
The clown outfit got its hardcoded squeak on hit replaced with the component.
Objects which can squeak which are thrown in disposals will squeak when they hit bends in the piping.
Added a new ghost verb that lets you change your ignore settings, allowing previously ignored popups to be un-ignored and notifications without an ignore button to be ignored
* Revert "fixes them not showing up"
This reverts commit 8ffe48a336.
* Revert "Credits the original author + moves shuttle chairs to goon/icons" while keeping goon shuttle chair dmi
This reverts commit 82694bcf3b while keeping goon shuttle chair dmi.
* Revert "ports shuttle chairs from ftl"
This reverts commit 3eb3f741ad, reversing
changes made to bc272c89fa.
* New shuttle chair sprites by Ausops
* Deletes goon shuttle chair dmi
The old color-change functionality of the multitool remains unchanged. The hud is toggled with an action button, because multitools already have an attack_self() that does something. When toggled on, you get the hud as long as the multitool is in any slot on your body.
The only way I could find to reliably show exactly where an AI is looking was to place an image on every turf they are looking at. Because AI eyes move around a lot and I do not want them placing images all over the place when they do not have to, if there is nobody in the world currently using an ai detection multitool, they will not update the images until someone is.
Only AI eyes and multicamera zones currently appear. Advanced camera consoles do not appear on the hud, and no longer trigger the proximity color change. Also fixed multitools not appearing in-hands if their icon state changed.
cl Floyd
del: removed beauty / dirtyness
balance: Mood no longer gives you hallucinations, instead makes you go into crit sooner
/cl
oranges requested these changes, i havn't coded in DM for a while so I might have made some mistakes
This is in preparation for step_x support as the default behavior for these procs is necessary for proper functionality.
turf/Enter and atom/movable/Move default code got rewritten to replicate default byond functionality with minor changes.
* adds signal and modifies each call of afterattack to call it's inherited proc
* uses new macro for sendsignal()
* map fuck
* skip precommithooks
* combine and negate 2 ifs
* Wrap setting anchored for structures, fix atmos bug
* forgot this
* Add a signal for setanchored
* move setanchored to obj
* machinery, also some structure stuff
* tabbing
* Adds the ability to deconstruct empty cyborg shells.
* Update robot_parts.dm
* Able to directly swap cells
Added ability to change out power cells with a screwdriver.
* Update robot_parts.dm
* Removing unnecessary `src` prefixes from code.
* Update robot_parts.dm
* Moved to wrench_act and screwdriver_act overrides
I think I did this right
* Replaced screwdriver code
* Swapping out qdeleted for an if-not
* Adds a check for cell-less shells when MMI is added.
* Update robot_parts.dm
* Adds the ability to just remove the cell
Re-organized the screwdriver section as well, and added the ability to add a cell to a shell with no cell.
* Whoops
Copypaste error
* Changed the screwdriver section from nested if statements to use a function
Also removed the line that forced the naked endoskeleton out of your hand in the wrench section.