* Cleans up the fallout from plane cube
Alright.
Makes cleaning bubbles respect planes
Adds support for updating overlays on move, fixing an issue with pointing at items
Adds better error messages for failing to provide args for mutable_appearance()
Fixes a bug where string overlays were not respecting insertion order
* Adds documentation for offset spokesman and offset_const
* Better stack trace
* Removes some redundant uses of cached MAs
At this scale, attempting to cache MAs like this has 0 impact on anything
And just makes things more messy then they need to be
* ensures fullscreen objects START offset, so things are always proper
* ensures chatmessages always have the right offset
* fixes compile
* whoops, the above lighting plane should actually be ABOVE the lighting plane
* fixes compile, also cleans up the fire overlay a tad
* Adds a unit test for plane masters that are shrunk by multiz being double shrunk
This is slightly hacky because of how I'm handing the plane master
group, but it's not THAT bad, and gives me some real good coverage
* Properly targets the seethrough plane at the game world plate. This fixes unit tests, and also just makes more sense
* whoops
* oh
* adds datum support for allocate(), cleans up a harddel from testing
* Makes camera chunks index at 1, and also makes them support non powers of two sizes, since that was unneeded
* fixes runtime in allocate
* PKP Mind Virus: Glorfing Cigs edition
If you glorf while smoking you'll get the cig stuck in your throat, leaving you unable to breath, speak, or eat. Based off the sort of cig you have a random delay before you vomit up the cig. (Pipes last forever don't philoso-larp kids). Other players can help you by using the help action on you while you're hurt, which leads to something imitating the himelich manuver, a broken chest, and a vomited up blockage. Other forms of vomiting will work too, if that's even applicable.
Oh I fixed a bug in vomit code. Because paralyzing you forces you to the ground, thus changing your dir, paralyzing vomits always went down. This is cringe, easy fix tho.
Ah and I added some extra functionality to sound loops too. You can set them to pick and take from the provided list, then refilling it once it's empty. This keeps some variety while preventing the risk of repeat sounds
Oh and I added some new signals. Some misc ones, for force say and a different kind of help then the existing one, which I renamed. One for breathing, which I used to clean up leroxin. I was planning to hook this but didn't need to in the end.
One for vomiting too. and eating. Also added a way to update looping timer delays. Forgot about that, I also added variable delay for sound loops, because I thought it sounded better here.
Features audio courtesy of our very own san7890, and the quake jump sound.
Adds a few new types of stairs, and makes stairs buildable within rounds.
Also removes the terminator sprite variation for stairs, because its basically unused and really not needed with plane cube multiz.
* Fixes Deltastation EVA and Ashwalker's belts not being actual toolbelts.
* Gives the base belt type a unique name and description to stand out from actual toolbelts.
* Adds screentips to flashlights, and makes Right-Click immediately turn it on if done with an empty hand.
* Also gives glowsticks and flares different sounds so they differentiate more from flashlights and eachother.
* Hopefully fixes Cleaning
* Cleaning off window blood is now handled by the Window itself
* Cleanbots now have an advanced mop built into them, I am hoping in the future we can make cleanbots have their mops taken off, but I'm not good at spriting so it isn't a thing yet.
* Adds a pre_clean_callback to replace the should_clean arg (mostly)
* Removes the atom cleaning proc, replaces it with a signal for afterattack on a cleaning tool.
* Fixes and improvements
* adds a new define that allows pre_clean_callback to cancel cleaning entirely, used for mops to check for being wet or attacking buckets and such.
* Fixes cleanbots not properly working, removing their mop and just registering for a signal that bots send instead.
* Changes cleaner component to take proximity into account, that way we don't have to check it on each item's individual afterattacks, that way we don't have to call parent at the end either.
* Improves check_allowed_items a little bit because I hated how it was used for soap.
* Update cleaner.dm
* reviews
Fixes#70377
Stobe shield has been broken for.... hell I don't even know how long lmao
cl ShizCalev
fix: Fixed some missing shield inhand icons.
fix: The strobe shield's inhand icon now plays the flashing animation when triggered again.
fix: The strobe shield will no longer blind the person holding it when it deflects a blow.
fix: The light from the strobe shield's flash no longer appears in your held inventory slot.
fix: Fixed the east facing left-handed strobe shield sprite being misaligned by two pixels.
/cl
Attacking stuff can destroy it (ie beepsky) if they have low enough health.
The following runtime has occurred 1 time(s).
runtime error: Qdeleted thing being thrown around.
proc name: throw at (/atom/movable/proc/throw_at)
source file: atoms_movable.dm,1132
usr: Harold McKormack (as Adam Karl... (/mob/living/carbon/human)
src: Sergeant-At-Armsky (/mob/living/simple_animal/bot/secbot/beepsky/armsky)
* Gets rid of a lot of weird vocal checks
- unifies all vocal checks under can_speak and try_speak
- de-spaghettis a bit of sign language stuff
- introduce a silence status effect
Renames compressed matter cartridge to RCD matter cartridge, to better reflect what it actually is, making it less confusing for people who want to print it out. It's already been renamed on its design, just not the item itself.
* Reconfigures the Infiltrator armor set into the Infiltrator modsuit. Comes with a brain agony demoralizer device, and makes it literally impossible to examine you.
This adds two easter eggs that have been apart of SS13 lore since the game was created:
Captain's Log - Broken tape recorder that (spawns on the derelict station)
Woody's Got Wood - Used spellbook that makes a person go temporary blind if they read it (spawns in curators forbidden knowledge bookcase)
Why It's Good For The Game
These have been apart of SS13 lore for a long time. It would be cool to have some "official" easter eggs for players to discover.
Changelog
cl
add: Add mail goodies for curator. (random books)
add: Adds easter egg - Captain's Log. Tape recorder that spawns on derelict station.
add: Adds easter egg - Woody's Got Wood. Will rarely appear as a mail goodie for curator.
/cl
Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard.
Moves animal/pet head sitting icons to 1 folder, pets_head.dmi
Renames PAI head sitting icon file to pai_head.dmi
* Makes engines machines instead of structures
* Updates the maps
* Fixes boards and anchoring
* Removes 2 unused engine types
Router was actually used a total of once, so I just replaced it with propulsion.
I think cutting down on these useless engine types that make no difference in-game would be a nice first step to adding more functionalities to them.
* Don't use power (since shuttles dont have)
Shuttles don't have APCs, instead they just have infinite power, so I'm removing their power usage for now. I'm hoping this can be removed when unique mechanics are added to engines, because I would like them to make use of power like other machines.
* re-organizes vars
* deletes deleted dm file
* Slightly improves cargo selling code
* Renames the updatepaths
* Removes in_wall engines
I hate this stupid engine it sucks it's useless it's used solely for the tram it provides nothing of benefit to the server
replaces them with regular engines
* Adds a new 'Knucklebone' crate to the Cargo console under Service's "Costume & Toys" section, which comes with a crayon, 19 dices, and a paper explaining how Knucklebone works.
* base
* reasons
* GetToken proc, with a many remarks
* Add a way to change reason in transfer_money proc. Add a reasons.
* Reason to use the app. Commission. Standard application.
* Apply suggestions from code review - Tralezab
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Tralezab & jlsnow301 advices. New format(everywhere)
* Nanotrasen
* Refactor TGUI(not me:( ). Fix useless capitalize
* Update code/modules/economy/account.dm
* Trans transforms in transaction
* coMmission. little autodoc mistalke. Translation != Transaction
* oops
* Merge Conflict
* ...
* back feats
* mistakes bye!
* ну да
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
* Add mail goodies for neutral quirks
* todo later... hur hur hur
* Add mail goodies for quirks
* Move money goodie to random spawner effect
* Add more goodies to positive quirks
* Add more mail goodies for negative quirks
* Add pajama clothing to heavy sleeper mail goodies
* Ad fedora to mail goodies for gamer quirk
* Add trenchcoat to monochromatic quirk mail goodies
* Add mail goodies to all remaining quirks
* Fix linter error
* Add candle box to spirtual quirk mail
* Clean up code for mail goodies
* Rebalance generic goodies mail weight
* Add mail goodies quirk code comments
* Add more noir items for monochromatic
* Add 3 new random spawners icons
* Add nightcaps to heavy sleeper mail goodies
* Fix plushies random spawner to work correctly
* Add code comment explaining quirk weight value
* The clown box can now eat you again.
* Update code/game/objects/items/storage/boxes/job_boxes.dm
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Fix xeno hivemind talk causing hissing sound
* Fix dullahan speech arg
Add message_range and saymode to say arguments
Add new say args to other say procs
Add new say args to other say procs
* Revert "Fix dullahan speech arg"
This reverts commit abff2bec1a03c1270b2896faa547c465e046ad78.
* Fix speech_args to be list
* Refactor hulk speech signal handler
* Revert "Revert "Fix dullahan speech arg""
This reverts commit 58997930096ef6b7fa8a1c79395595e61db954c6.
* Change filterproof to be null like other say procs
* Remove unused COMSIG_MOB_SAY defines
* Readd defines for COMSIGH_MOB_SAY