Commit Graph

5816 Commits

Author SHA1 Message Date
SkyratBot
bd1512ae29 [MIRROR] Adds 3 periods to the game (#1946)
* Adds 3 periods to the game (#55243)

Fixes a single typo

* Adds 3 periods to the game

Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
2020-11-30 04:37:54 +00:00
Azarak
cf4f3f10b3 murfing (#1930) 2020-11-29 15:02:24 -06:00
Azarak
b989accb77 [NON-MODULAR] The 30TC traitor update (#1744)
* a

* Update uplink_items.dm

* Update uplink_items.dm

* aaa

* Update uplink_kits.dm

* Update uplink_items.dm

* Update uplink.dm

* Update uplink_items.dm

Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-29 16:09:02 +00:00
Azarak
d40607b484 [SEMI-MODULAR] Ambitions v2 (#1743)
* aaa

* a

* ahh

* aaaah

* Update ambition.dm

* Update tgstation.dme

* aaa

* Update mind.dm

* Update roundend.dm

* Update roundend.dm

Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-29 16:08:36 +00:00
SkyratBot
38bab4eecd [MIRROR] Kills the quickswap shortcut (#1923)
* Kills the quickswap shortcut (#55209)

* Kills the quickswap shortcut

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-11-29 16:07:15 +00:00
ShadeAware
f02b02dfa9 [Modular] Ports over our old chemicals. (#1864)
* Get fucked, cobbychem.

* Click-Clack

* C u m .

* Update readme.md

* Update oldchem_medicines.dm

* Update oldchem_reactions.dm

* Update code/modules/reagents/reagent_containers/borghydro.dm

Co-authored-by: Gandalf <jzo123@hotmail.com>

* Fucking there

* Unga

you people have skin made of tissue paper

Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-28 21:42:19 +00:00
IrkallaEpsilon
9a77148734 Bombards Split personality with an antigrain warhead (#1878)
* Bombards Split personality with an antigrain warhead

* Update split_personality.dm

* Meh Personality

Insert catgirl erp descriptor as argument.

* Update personality_commune.dm

* Update split_personality.dm

* Update split_personality.dm

* Update personality_commune.dm
2020-11-28 15:07:25 +01:00
SkyratBot
64c0ecb13f [MIRROR] Changes grenade proc names to be more clear (#1897)
* Changes grenade proc names to be more clear (#55181)

Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().

* Changes grenade proc names to be more clear

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-11-28 12:55:30 +01:00
SkyratBot
f20bd9b333 [MIRROR] Fixes ageusia (#1895)
* fixes ageusia (#55187)

* Fixes ageusia

Co-authored-by: prodirus <44090982+prodirus@users.noreply.github.com>
2020-11-28 12:55:05 +01:00
NotRanged
2877e068a0 [SEMI-MODULAR] Ports the alexithymia trait (#1849)
* Ports Alexithymia

* Update modular_skyrat/master_files/code/datums/traits/negative.dm

Co-authored-by: Azarak <azarak10@gmail.com>

* Update code/datums/components/mood.dm

Co-authored-by: Azarak <azarak10@gmail.com>

* Update code/datums/components/mood.dm

Co-authored-by: Azarak <azarak10@gmail.com>

* Update code/datums/components/mood.dm

Co-authored-by: Azarak <azarak10@gmail.com>

* Update code/datums/components/mood.dm

Co-authored-by: Azarak <azarak10@gmail.com>

Co-authored-by: Ranged <nickvanderkroon@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-27 07:50:25 +00:00
SkyratBot
f6044946d7 [MIRROR] Accidental Consumption post-food refactor cleanup (#1856)
* Accidental Consumption post-food refactor cleanup (#55152)

    Renames a bunch of vars to be more descriptive
    Removes old references to snacks
    Updates some code slightly

* Accidental Consumption post-food refactor cleanup

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2020-11-26 23:18:09 +00:00
SkyratBot
89a21458b5 [MIRROR] Replace tgalert with tgui_alert, a new TGUI-based alert system (#1833)
* Replace tgalert with tgui_alert, a new TGUI-based alert system

* a

* a

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-26 08:05:45 +00:00
SkyratBot
f377bc404e [MIRROR] Fixes template use for 'Report Issue' button in-game + show [s] testmerged prs (#1834)
* Fixes template use for 'Report Issue' button in-game + show [s] testmerged prs (#55135)

Fixed and improved the bug report template use when the 'Report Issue' button is used in-game. It now uses the correct template location, as well as automatically filling in the round ID and testmerges.

We also now show [s] PRs that are testmerged, as ok-d by oranges, as this is an unofficial label that anyone can apply and doesn't necessitate hiding. It also makes debugging rounds where this was present but not reported more difficult.

* Fixes template use for 'Report Issue' button in-game + show [s] testmerged prs

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
2020-11-26 00:18:50 +00:00
SkyratBot
e6879819ea [MIRROR] CanUseTopic() refactor. (#1829)
* CanUseTopic() refactor. (#54747)

* CanUseTopic() refactor.

* Forgot about default_can_use_topic. Tested and working.

* Update bin.dm

* no-nonsense.

* CanUseTopic() refactor.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-25 13:56:56 +01:00
SkyratBot
384d439381 [MIRROR] Fixes chem and addiction scans, null checks for addiction_list (#1826)
* Fixes chem and addiction scans, null checks for addiction_list (#55105)

So #54797 changed addiction_list to instantiate as a null instead of a list. Turns out a few things relied on the list existing!
Things like health analyser/medical kiosk chem and addiction scans broke, and smokers would no longer get addicted!
Made a few places check if addiction_list is null before continuing.

(Lemon's note, refactored some code to make it cleaner/removed some unneeded loop typechecks)

* Fixes chem and addiction scans, null checks for addiction_list

Co-authored-by: prodirus <44090982+prodirus@users.noreply.github.com>
2020-11-25 13:56:15 +01:00
SkyratBot
a25041431b [MIRROR] Humans have more complicated body temperatures (#1825)
* Humans have more complicated body temperatures (#54550)

This changes how carbon/humans stabilize body temperature, and changes how damage and wounds are applied based on temperature.

Humans now have a core body temperature along with body temperature. The core temperature is used for natural stabilization and what viruses like fever and shivers target by raising or lowing the core temperature of the mob.
The standard body temperature still exists and acts exactly the same for most items at this time but is now treated as surface temperature in humans.

Damage from body temperature for humans is now based on the core temperature instead of body temperature now.
Humans will now receive burn wounds when the body (surface) temperature is to high for to long.

This causes you to see alerts for the area temperature before you take damage in most cases improving visibility of dangerous situations.

* Humans have more complicated body temperatures

Co-authored-by: NightRed <nightred@gmail.com>
2020-11-25 13:56:04 +01:00
SkyratBot
65368300d2 [MIRROR] Refactors Pastries into newfood. (#1824)
* Refactors Pastries into newfood. (#54996)

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Floyd <Floydje123@ hotmail.com>

* Refactors Pastries into newfood.

* Update collars.dm

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Floyd <Floydje123@ hotmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-25 01:02:00 +00:00
SkyratBot
89145c841b [MIRROR] removes a direct use of Destroy() (#1797)
* removes a direct use of Destroy() (#55043)

* cursed

* Update code/datums/mutations/antenna.dm

Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>

* Update code/datums/mutations/antenna.dm

Co-authored-by: spookydonut <github@ spooksoftware.com>

* Update code/datums/mutations/antenna.dm

Co-authored-by: spookydonut <github@ spooksoftware.com>

Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>
Co-authored-by: spookydonut <github@ spooksoftware.com>

* removes a direct use of Destroy()

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>
Co-authored-by: spookydonut <github@ spooksoftware.com>
2020-11-24 08:34:18 +00:00
SkyratBot
7d653f1f6b [MIRROR] Moves grown food to newfood (#1794)
* Moves grown food to newfood (#55040)

Moves grown food to newfood
Gives trash element support for callbacks for item creation override

* Moves grown food to newfood

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-11-23 22:35:35 +00:00
SkyratBot
454ac0fdb4 [MIRROR] Hygienebots de/construct and behave like the other simplebots. (#1792)
* Hygienebots de/construct and behave like the other simplebots. (#55089)

Adds simple deconstruct steps to the hygiene bot assembly, as well as adds a simple crafting menu option to craft one.
Also, corrects an issue with hygienebots not needing to be opened in order to be emagged. They now need to be emagged to be opened with a screwdriver, then emag the open panel in order to emag the robot, just like every other robot.

* Hygienebots de/construct and behave like the other simplebots.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-23 22:34:22 +00:00
SkyratBot
3f22ac0cee [MIRROR] Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co. (#1784)
* Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co. (#54783)

* Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-23 18:29:54 +00:00
SkyratBot
40015ba64d [MIRROR] Minor refactor to signal handlers to remove potential sleeps (#1777)
* Minor refactor to signal handlers to remove potential sleeps (#54649)

About The Pull Request

These are legacy sleepers, the remaining 12 are non-trivial to fix.

* Minor refactor to signal handlers to remove potential sleeps

Co-authored-by: spookydonut <github@spooksoftware.com>
2020-11-22 22:35:37 +00:00
SkyratBot
4e319d0523 [MIRROR] Web edit fixing pocket spaghetti. (#1764)
* Web edit fixing pocket spaghetti. (#55033)

* Web edit fixing pocket spaghetti.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-22 08:29:32 +00:00
SkyratBot
7570fa440b [MIRROR] Fixing addictions not going away on no-metabolism trait gain. (#1756)
* Fixing addictions not going away on no-metabolism trait gain. (#54797)

Also addiction_list is null by default, considering the wide majority of reagent holders don't even get addicted to stuff.

* Fixing addictions not going away on no-metabolism trait gain.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-21 16:21:50 +00:00
SkyratBot
8158c64115 [MIRROR] minor material_container args/vars refactor and Mk-honk shoes peeve. (#1755)
* minor material_container args/vars refactor and Mk-honk shoes peeve. (#54863)

My original intention was just fixing an issue with the Mk-honk banana shoes but, considering I didn't want to add two new variables to a component with already lot of args and lengthy AddComponent() calls in term of text, I had to merge some TRUE/FALSE variable/args into the breakdown_flags bitfield (now named mat_container_flags) in the process.

* minor material_container args/vars refactor and Mk-honk shoes peeve.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-21 16:20:29 +00:00
Gandalf
4505e709f1 Ports cloning [WIP] [DNM] (#151)
* Ports cloning

Yes

* MODULAR NEXT

* Research

* Update tgstation.dme

* horrors!

* Update poll_ignore.dm

* REST WELL

* go to hell travis

* fuck

* Merge branch 'master' into cloning

* aaaaaaaa

* Update cloning.dm

* aa

* fixed

* aaa

* Update exp_cloner.dm

Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-21 07:33:16 +01:00
SkyratBot
e3138a737e [MIRROR] Fixes Crucible Soul potion making you permanently phase through all matter and Void storm breaking after dying. (#1753)
* Fixes Crucible Soul potion making you permanently phase through all matter and Void storm breaking after dying. (#55050)

Someone changed /obj/screen/alert to be /atom/movable/screen/alert and it caused this problem.
Also fixes the issue with void storm breaking if someone dies and gets revived.

* Fixes Crucible Soul potion making you permanently phase through all matter and Void storm breaking after dying.

Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
2020-11-21 07:31:44 +01:00
SkyratBot
aa1e178b8c [MIRROR] Adds a set of nanite storage protocols as a Bepis research, plus small nanite adjustments (#1749)
* Adds a set of nanite storage protocols as a Bepis research, plus small nanite adjustments (#54710)

Adds a new set of nanite protocol programs as a researchable Bepis tech.
Protocol programs are programs that are mutually exclusive within their time, so remember that only one of the following can be active at once in the same host.

    Hive Protocol: Makes nanites use space more efficiently, increasing maximum volume by 250 (500 -> 750)
    Zip Protocol: Makes nanites use a compression routine when not in use, increasing maximum volume by 500 (500 -> 1000) but consuming 0.2 nanites per tick to perform the zipping/unzipping
    Free-Range Protocol: Makes nanite use looser storage routines, reducing the maximum volume by 250 (500 -> 250) but gaining 0.5 nanite replication rate
    S.L.O.P. (Safety Level Override Protocol): Removes nanite storage safety measures, allowing them to reach up to 2000 volume. However, when the volume surpasses the maximum recommended volume (500) the host will start to suffer from side effects, manifesting in slow organ damage. The more the nanite volume approaches the physical limit, the more harmful it becomes.

Replaced the Tinker Nanite Replication Protocol with the Pyramid Protocol, which gives an extra 1.2 regeneration rate, but only while the nanites are at 80% volume or above.
Renamed the Offline Production Protocol to Eclipse Protocol.

Chain detonation now uses dyn_explosion(), at a rate of 1 power per 50 nanite volume. The power level should be similar to how it was for normal nanite volumes, but it should scale more linearly when going above the limit with the new programs.

If nanite volume is suddenly significantly higher than the maximum allowed (likely caused by deleting an active storage protocol) the extra nanites will be forcefully expelled from the host's body, which can range from minor oozing, to vomiting puddles of nanites, to nanites rapidly bursting from eyes, ears, and skin pores.
Despite how it looks, this process causes no lasting damage, since it's a security feature made to prevent acute nanite poisoning.

Added some comments on a few nanite functions.
Refactored vomit code to make it a bit more customizable. The toxic arg (supposedly used to choose an alternate vomit icon, but in fact not functional) is now vomit_type, and purge (which determined vomit would remove 10% of reagents or 67% of reagents) is now purge_ratio, which accepts custom values. Made the refactor mostly to allow a 0% ratio, but it can be handy in other future uses.

Adds extra content to Bepis research, giving a little more reason to invest money into it.
Creates more options to customize a previously rigid parameter in nanites, maximum nanite volume. This opens up strategies that involve storing up large amounts of nanites for special occasions, or viceversa reducing the maximum rate to get more constant replication rate to sustain continued programs.

* Adds a set of nanite storage protocols as a Bepis research, plus small nanite adjustments

Co-authored-by: XDTM <heliumt@yahoo.it>
2020-11-20 21:52:06 +00:00
SkyratBot
6ee9837409 [MIRROR] [WIP] Remove fusion from reactions, add hypertorus fusion machinery (#1719)
* [WIP] Remove fusion from reactions, add hypertorus fusion machinery

* a

* Merge branch 'master' into upstream-merge-54379

* Update tgui.bundle.js

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-19 07:27:51 +01:00
SkyratBot
89a8cb991a [MIRROR] moves misc food to newfood code (#1725)
* moves misc food to newfood code (#54788)

misc food is now using newfood code

* moves misc food to newfood code

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-11-19 07:21:23 +01:00
SkyratBot
c95337c5ac [MIRROR] Wood Datum Materials now have a wood grain texture. (#1718)
* Woodgrain (#54926)

Basic wooden texture is visible to wood, material crafted objects.

* Wood Datum Materials now have a wood grain texture.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-19 06:47:28 +01:00
SkyratBot
4dc077b884 [MIRROR] Food processors and microwaves now respect food trays (#1716)
* Food processors and microwaves now respect food trays (#54927)

Really it's a bandaid as it would be better to wait until the refactor is done, but it turned out to be a rather easy fix.
Food trays may now once again mass insert both new and old food into the microwaves and food processors.

Prevents any manual handing when cooking large quantities of food at once.
Also, you get the switch gathering mode button when being given the serving tray again.

* Food processors and microwaves now respect food trays

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-19 06:45:07 +01:00
SkyratBot
c9cd05f7cc [MIRROR] [ready]Heretic new path : Path of Void [sprites approved] (#1711)
* [ready]Heretic new path : Path of Void [sprites approved] (#54252)

* E

* E

* E

* E

* E

* E

* VOID FINALLY

* E

* E

* E

* VOID STORM

* e

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_magic.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_magic.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

* E

* FUCKING FINALLY

* E

* E

* Voids Embrace

* E

* E

* E

* E

* some changes

* E

* E

* E

* EEE

* E

* E

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@ users.noreply.github.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@ users.noreply.github.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@ users.noreply.github.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@ users.noreply.github.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>

* E

* E

* E

* MERGE READY UWU

* Update code/modules/clothing/suits/toggles.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@ users.noreply.github.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>

* [ready]Heretic new path : Path of Void [sprites approved]

Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@ users.noreply.github.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
2020-11-17 21:27:27 +00:00
SkyratBot
964adb7828 [MIRROR] Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now (#1709)
* Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now (#54922)

* Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-11-17 00:50:36 +01:00
SkyratBot
a90b8558c5 [MIRROR] Fixes some edible material things being inedible/too edible (#1705)
* Fixes some edible material things being inedible/too edible (#54941)

* *clap

* Defeats the ghosts of pizzas vored

* linter called me cringe

* vvvvvvv

* Fixes some edible material things being inedible/too edible

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
2020-11-17 00:48:29 +01:00
SkyratBot
1c065882f7 [MIRROR] [ready] Reverts metabolism on stomachs, keep them as important to eating (#1690)
* Reverts metabolism on stomachs, keep them as important to eating (#54632)

* [ready] Reverts metabolism on stomachs, keep them as important to eating

* Merge branch 'master' into upstream-merge-54632

* Update food_reagents.dm

* Update alcohol_reagents.dm

Co-authored-by: NightRed <nightred@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-15 06:47:17 +01:00
SkyratBot
6733d6debb [MIRROR] fixes the flags of some shocks (#1685)
* fixes the flags of some shocks (#54906)

## About The Pull Request

The shocks from the shock touch mutation now ignore insulated gloves, because you're touching your victim's body, not giving them a handshake.

The shocks from punching charged energy fields (special holosigns from emagged cyborgs) now DON'T ignore insulated gloves, because you're literally punching them with your hand.

The shocks from running into charged energy fields now DON'T ignore insulated gloves, to be consistent with things like electrified doors.

The shocks from the on_mob_life() effect of liquid electricity now ignore insulated gloves, like the shocks from the on_mob_life() effect of teslium do (thanks for pointing this out, Angustmeta!).

## Why It's Good For The Game

Logical sense and consistency in what forms of protection shocks check for are good things, I think.

* fixes the flags of some shocks

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-11-14 21:33:12 +01:00
Azarak
1ae9add3bf [SEMI-MODULAR] Combat Indicator (#1678)
* aaa

* a
2020-11-12 06:12:25 +00:00
SkyratBot
bc8432243d [MIRROR] Fixes bathhouse ruin walls (#1681)
* Fixes bathhouse ruin walls (#54896)

* Fixes bathhouse ruin walls

Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com>
2020-11-11 18:32:32 +01:00
SkyratBot
e768cef297 [MIRROR] /obj/screen --> /atom/movable/screen (#1646)
* /obj/screen --> /atom/movable/screen

* Update storage.dm

* Update radial.dm

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-11 04:12:50 +01:00
SkyratBot
47febd0ae5 [MIRROR] Beauty component improvements. Two new fantasy component prefixes (#1673)
* Beauty component improvements. Two new fantasy component prefixes (#54622)

Title. Changed the component backend code slightly to allow a single component to hold the total score instead of spawning new components. This should fix cases, such as material stacks without the MATERIAL_NO_EFFECTS flag, where multiple set_costum_materials calls can be made and new beauty components spawned.

* Beauty component improvements. Two new fantasy component prefixes

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-11 02:52:18 +00:00
SkyratBot
186f4bd4c2 [MIRROR] Fixes a few bugs with greyscale stacks. (#1670)
* Fixes a few bugs with greyscale stacks. (#54858)

    Fixes greyscale floor tiles merging regardless of their materials.
    Fixes greyscale floor tiles voiding materials when splitting the stack.
    Fixes greyscale floor tile stacks being created with no mats_per_unit and only enough custom materials for a single unit.
    Fixes greyscale tile flooring being created with the wrong amount of materials.
    Fixes greyscale tile flooring not producing floor tiles/producing floor tiles with 0 units.

* Fixes a few bugs with greyscale stacks.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-11-11 02:51:23 +00:00
SkyratBot
2ff5f9b259 [MIRROR] Move death(), gib(), and dust() from /mob to /mob/living (#1634)
* Move death(), gib(), and dust() from /mob to /mob/living

* a

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-10 22:01:47 +01:00
SkyratBot
8894ac50fb [MIRROR] Grep for proc(var/bad) (#1652)
* Grep for proc(var/bad) (#54848)

* Grep for proc(var/bad)

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2020-11-09 20:17:31 +00:00
SkyratBot
13c953e150 [MIRROR] The clown PDA now has in-built comedy detection for when something happens to the clown and plays a fitting sound. (#1644)
* The clown PDA now has in-built comedy detection for when something happens to the clown and plays a fitting sound. (#54695)

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* The clown PDA now has in-built comedy detection for when something happens to the clown and plays a fitting sound.

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
2020-11-09 20:13:41 +00:00
SkyratBot
6a915d7ccc [MIRROR] [READY] Space Ninja Rework (#1611)
* [READY] Space Ninja Rework (#53492)

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Revert "Automatic changelog compile [ci skip]"

This reverts commit 48a63defa644ec9826ee5eb1736e5158d2a636d4.

* Revert "Automatic changelog compile [ci skip]"

This reverts commit cb68f4988edd9d841c4203eecee2067a49ce75c5.

* Revert "Revert "Automatic changelog compile [ci skip]""

This reverts commit e6e1f1ef53ee6611c334efcae6ca7c102edaf351.

* Revert "Revert "Automatic changelog compile [ci skip]""

This reverts commit 1782210527b9819772c0781122bec35b7979bf7d.

* Update changelog.html

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Move suit_initialization into better location

* Clean up cost check

* Clean up net using

* Clean up Ninja Star

* Clean Up Ninja Stealth

* Clean Up Sword Recall

* Move the event file

* Re-Merge the Changes

* Get your ninja code out of my human.dm

* Move the event into events folder and clean it up

* Can the old space ninja antagonist file

* Roll in the shiny new bad boy

* Get rid of actions/ninja.dm and move its info into respective ability files

* Update one_click_antag with new ninja

* Move proc out of ninja code into proper location

* Update the dme properly this time

* Update code/modules/ninja/suit/ninja_equipment_actions/ninja_suit_initialisation.dm

Co-authored-by: Fikou <piotrbryla@ onet.pl>

* Update code/modules/ninja/suit/gloves.dm

Co-authored-by: Fikou <piotrbryla@ onet.pl>

* Update the antagonist file

* Update ninjaDrainAct

* Re-Add MGS Voice Lines

* Up the Katana Damage Back Up to 30

* Attempting a Risky Manuever

* Adjusting some numbers to fit the delta time PR

* Fix Var Names and do a return ..()

* Remove Unused Defines, Update qdels to QDEL_NULLs

* Update code/modules/antagonists/space_ninja/space_ninja.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Update code/modules/antagonists/space_ninja/space_ninja.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Update code/modules/events/space_ninja.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Update code/modules/ninja/energy_katana.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Update code/modules/ninja/ninja_explosive.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Update code/modules/ninja/suit/ninja_equipment_actions/energy_net_nets.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Remove Unnecessary Condition Checks

* I'll show you what A stands for!

* Turn some things into defines

* Remove is_ninja()

* Gives the SN roles on Antag Gain, not on event spawn

* Clean up mind/key code to be efficient and modern

* Have Deactivated Suit Gloves use default black sprite

* Add the new clothing sprites

* Add new inventory sprites for alternate sprites

* Get Rid of These Again

* Re-add suit changes

* Implement all the suggestions for the antag file

* And then everything else

* Updating the Weight for purpose of testmerge

* Balance Updates

* Update the Objective Definitions

* Remove Now Unreachable Cyborg Interaction Code

* Get That Shit Out of My Forest

* Re-Add Cowl Wearing Sprite

* Re-Add Cowl Inventory Sprite

* Adapt to the new thing?.thing changes

* Re-add New Katana Inhand Sprites

* Re-Add glove's shock but have it do knockdown instead

* Get rid of the these stupid changelog changes

* Update sounds

* Re-add New Mask Sprite

* Re-update katana inventory sprite

* Revert Event Weight

* Update code/modules/ninja/suit/ninja_equipment_actions/energy_net_nets.dm

Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>

* Re-Add Dynamic Ninja

* Revert Changelog thing

* Update Mob Sprites

* Add files via upload

Co-authored-by: Changelogs <action@ github.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>

* [READY] Space Ninja Rework

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
Co-authored-by: Changelogs <action@ github.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
2020-11-07 15:43:32 +00:00
SkyratBot
4af1148b13 [MIRROR] Non-human mobs can now benefit from held id cards and economy. (#1603)
* Non-human mobs can now benefit from held id cards and economy. (#54647)

* Non-human mobs can now benefit from held id cards and economy.

* Moved these getters toward the upper end.

* oui?
...
dump eet.

* .tee pump
      ...
     ?iuo

* Non-human mobs can now benefit from held id cards and economy.

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-11-07 05:08:36 +00:00
SkyratBot
7813465ef3 [MIRROR] Makes the ChangeTurf same turf optimization work properly again, and converts baseturfs into a string_list (#1601)
* Makes the ChangeTurf same turf optimization work properly again, and converts baseturfs into a string_list (#54277)

I've converted baseturfs into a string list, I had to add a helper proc for baseturf stringlistifying, as the system expects single length baseturfs to not be a list, and I needed to support that. I added a length check of 100 to the helper proc, to help prevent more stuff like what got us into this mess in the first place, the kilo oom bug.

Makes ChangeTurf a lot faster in some cases, as it should be, and saves a lot of memory with cached lists.

* Makes the ChangeTurf same turf optimization work properly again, and converts baseturfs into a string_list

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-11-07 05:06:11 +00:00
SkyratBot
be16d05f08 [MIRROR] Fixes foods crafted from glowing ingredients having incorrect light_overlay (#1592)
* Fixes foods crafted from glowing ingredients having incorrect light_overlay (#54768)

Fixes #54699

Grown foods used in crafting recipes are moved into the contents of the item they are used to craft.

Any grown food with a lighting component was never properly attached to their parent as part of crafting and thus the grown food itself would glow from the containing item instead of the containing item's loc or turf, including when in the user's hand or backpack as per the above issue report.

This PR creates a new signal sent to atoms that are used as part of crafting recipes.

It then makes lightning components register this signal with their parents. If their parents are "consumed" (ie moved into the newly crafted item's contents) during crafting, the signal handler proc re-registers the signal with the newly crafted item and sets the newly crafted item as the attached parent for that lighting overlay component. This now means that crafting using objects with lighting components is now fully supported including when you craft with objects that were crafted with objects with lightning components

* Fixes foods crafted from glowing ingredients having incorrect light_overlay

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-11-07 00:32:56 +00:00
SkyratBot
52d6f77f47 [MIRROR] Change cure and fix cure text for Gluttony's Blessing (#1583)
* Change cure and fix cure text for Gluttony's Blessing (#54822)

Changes the Gluttony's Blessing cure to Nothing, and fixes the cure text.

When you use a med scanner on someone with Gluttony's Blessing, the possible cure is a little funky.

It turns out the reason for this is that the cure_text for Gluttony's Blessing is just /datum/reagent/consumable/nothing, not even in quotes. The actual cure for Gluttony's Blessing is Adminordazine, so essentially, there is no cure.

* Change cure and fix cure text for Gluttony's Blessing

Co-authored-by: alphanerdd <60521518+alphanerdd@users.noreply.github.com>
2020-11-06 19:37:43 +00:00