Commit Graph

2657 Commits

Author SHA1 Message Date
LemonInTheDark
a625fc8038 Cleans up the fallout from plane cube (#70235)
* 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
2022-10-20 09:00:02 +13:00
Tim
09d88b31ee Wizard DLC - Tower of Babel (#69629)
About The Pull Request

This adds a new status effect called - Tower of Babel

Any carbon mob afflicted by the status effect will lose knowledge of every known language and gain a randomized one as a replacement. The affected mob will also be hit with a depressing moodlet that lasts for 15 seconds. Silicons are immune to all effects.

This effect is implemented in several ways:

    Tower of Babel wizard event (all crew on the station z level are affected. The wizard is not and gains mastery of every language to taunt their victims)
    Admin smite option
    Admin secret event (can be reversed)
    Staff of Babel (formerly the Staff of Sapping) will spawn during spawn magic wizard event
    Magicarp will randomly shoot bolts of babel
    Staff of Chaos will randomly shoot bolts of babel
    Overdosing on Mushroom Hallucinogen will temporarily and sporadically acquire the effect

The effect can be blocked or cured in several ways:

    Curators are given immunity
    Reading a book of babel (via lavaland loot) cures and gives immunity
    Reading a language book cures and gives immunity ONLY for that particular language

Note - The Tower of Babel does not allow tongueless, mute, or tongue tied people the ability to speak
2022-10-19 05:17:05 +00:00
san7890
2878345ebb Swaps sleep() to use SECONDS define, changes some sleep(1) to sleep(1 TICKS) (#70452) 2022-10-18 21:25:23 -07:00
John Willard
d6000a1cc1 Russian revolver now lets you suicide with it (#70568)
* Russian revolver now lets you suicide with it

Russian revolvers now use fire_gun instead of afterattack, so the gun's suicide (which uses process_fire) will now work.
I haven't tested, but this seems to fix https://github.com/tgstation/tgstation/issues/66152 too (Monkeys getting aggro on people pointing the gun at them).

* actually, don't check for mob

Now the text is consistent with how it previously was, while always displaying the visible message.

* fix the comment to state yourself only
2022-10-18 08:36:58 -04:00
VexingRaven
9a70367815 Replace some chat messages for guns with balloon alerts (#70398)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-10-15 14:14:23 -07:00
MrMelbert
ced20c8e63 Converts silent to status effect + small cleanup of can_speak / can_speak_basic / IsVocal, and sign language (#69963)
* 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
2022-10-09 23:46:57 -04:00
arnociiroc
2b02bf103b nerfs shotgun darts (#70112)
* Shotgun darts now only hold up to 15 units, with the nukie-variation being able to hold up to 30. This puts it on-par with the Syringe gun.
2022-10-09 23:33:15 -04:00
ShizCalev
7048110298 Inhands var hardsetting (#70364) 2022-10-07 19:08:09 -07:00
Yaroslav Nurkov
04ca99d7e9 NT Pay app. Money send on distance, transaction log! (#70108)
* 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>
2022-10-05 18:25:38 -04:00
ShizCalev
1a32f60cf4 [ready] adds unit test for missing inhand icons. fixes a bunch of missing inhand icons (#70037)
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!
2022-10-04 10:20:24 -07:00
John Willard
91f02f2a6b canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE (#69790)
* canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE

The most idiotic thing I've seen is canUseTopic's defines, they literally just define TRUE, you can use it however you want, it doesn't matter, it just means TRUE. You can mix and match the args and it will set that arg to true, despite the name.

It's so idiotic I decided to remove it, so now I can reclaim a little bit of my sanity.
2022-10-01 09:47:52 -07:00
AnturK
839b7a4c14 Fixes pulse rifle sound and converts some text paths (#70189) 2022-09-29 11:08:25 -07:00
ShizCalev
80f0d27188 energy gun infinite cell runtime fix (#70115) 2022-09-27 08:31:45 -07:00
MrMelbert
45516f4741 Adds macros to help with common set_- and adjust_timed_status_effect uses (#69951)
* Adds helpers for status effect application
2022-09-24 11:04:26 -04:00
MrMelbert
6baebf47a1 Completely refactors hallucinations, and also adds a few (#69706)
* Refactors hallucinations slightly, organizes them

* Refactors hallucination into a status effect

* Further hallucination proper refactoring

* Refactors battle hallucinations

* Refactors "fake item other" hallucination

* Gets it a bit closer to working state

* Refactors screwydoll and fake alerts

* Refactors fake inhand items

* Refactors a few more.
- Fake death
- Fake messages
- Fake sounds
- Projectiles

* Refactoring delusions, hallucination effects

* Furthering the hallucination status effect
- removes copypaste of hallucination pulses

* Almost finalizes the changeover to status effect

* Last staus effect stuff

* Delusion business

* Airlocks, fire, and more delusion stuff

* Finishes screwyhud. It compiles now!

* Swaps screwyhud over to a grouped status effect

* Removes hal_screwyhud

* Comment

* Bugfixing

* image cleaning

* Get rid of this it came back

* What if I finished this branch?

* Oops

* Messing with the randomness

* Mass hallucination tweaks

* +

* Some more mass tweaks

* Review

* Updates

* Unit tests hallucination icons

* More tweaks

* Move folder

* Another re-name

* Minor tweaks

* Anomaly unity

* Mass hallucination buffs

* t

* Sig

* Merge

* Lints

* Unit test already coming in clutch

* Another failure

* Use named args for cause_hallucination via some define trickery

* Some cleanup

* This is better

* adds some hallucinations

* Oops

* More sounds

* Tweaks

* Some additional documentation

* Flash

* Fixes mass hallucination

* Json changes

* Updates documentation

* Json conflicts

* Makes it work

* Missed that one too

* Helpers

* More signalization (WIP)

* Fixes bump

* Missed a helper use

* Dumb
2022-09-21 01:30:04 -04:00
ShizCalev
310d880ceb Makes medibeams more resilient to lag (#69919) 2022-09-17 20:32:23 -07:00
Tim
8f59a6dbac Fix plasma cutter or guns that burn not being able to ignite plasma (#69584)
* Plasmacutter projectiles now deal BURN instead of BRUTE
* BURN projectiles now properly detonate plasma and explodables.
2022-09-14 23:43:58 -04:00
ShizCalev
d881920e0c Improves mecha / projectile logging (#69805)
fix: Projectiles fired by non-mob sources (IE turrets) now log reagents contained after hitting a target.
admin: Cleaned up projectile reagent logging a little.
admin: Projectiles fired from mecha will now combat log on the target AND the firer.
admin: Mecha chassis logs will now contain the name/ckey of the person who fired the mecha's weapon.
admin: Projectiles fired from vehicles are now more likely to be combat logged properly after hitting a target (this logs for all people with control of the mecha which is a little messy with multi-seat mecha. Check the vehicle's logs or a user's combat logs for the person that actually SHOT the projectile.)
2022-09-10 17:43:51 -07:00
tralezab
a88a2f8132 Shadowpeople's healing is from their brain, splits up surgery.dmi (#69543)
About The Pull Request

    Shadowpeople
        brain now holds their healing properties.
            while possible to extract the brain and put them in another species, the burn-in-light downside really makes it a lot more worth it to just stay a shadowperson and enjoy their other benefits than to swap.
        Now use burning eyes from nightmares instead of an unsprited nightvision granting eyeball.
    surgery.dmi split up
        surgery_ui.dmi holds zone selection ui things for research
        surgery_tools.dmi holds surgical tools
        /organs folder holds organs.dmi, and species specific organ files for flies and shadowpeople
            flies don't put in their random organs because of dmi memes, all their UNIQUE organs will be in the .dmi

Why It's Good For The Game

moving behavior onto the organ moves us closer to species as a blueprint, not species as something that magically grants immutable bonuses.
surgery.dmi is poorly described, holds many different things, and conflicts often because of it.
Changelog

cl
add: Shadowpeople now heal from their brains! Their brain-tumor-thingy!
code: split up surgery.dmi
/cl
2022-09-02 10:07:24 +12:00
MrMelbert
de04b3be80 Kills /obj/shapeshift_holder, replaces it with /datum/status_effect/shapechange_mob, also does a lot of Wabbajack refactoring (#69091)
About The Pull Request

    Deletes /obj/shapeshift_holder, replaces it with /datum/status_effect/shapechange_mob
    Refactors Heretic worm form into a shapeshift spell
    Refactors Wabbajack, and associated code

Fixes #69117
Fixes #65653
Fixes #59127
Fixes #52786
Why It's Good For The Game

/obj/shapeshift_holder was one of the worst remaining abuses of /obj direct subtypes, so I replaced it with a cool fancy datum.

This also decouples the shapeshifting behavior entirely from the shapeshifting spell. So we have support for shapeshifted mobs not sourced from a spell. Which is neat, we could technically swap Wabbajack to use this in the future.
Changelog

cl Melbert
fix: Wabbajacking a shapeshifted mob no longer runtimes horribly. When a shapeshifted mob is wabbajacked, they'll now be removed from their shapeshift and stunned.
fix: Transforming via a shapeshift should no longer rob you of your hearing / runechat awareness.
fix: Shapeshifting plays nicer with holoparasites.
fix: Being polymorphed from a xeno to a non-xeno correctly makes you a non-xeno
refactor: Refactored shapeshifting, the shapeshift holder is now a status effect instead of an object.
refactor: Heretic worm form is a shapeshift spell now, this might have some minor behavioral changes but should overall be the same.
refactor: Refactored Wabbajack (+ cursed pool). Overall a bit more clean / consistent behavior.
/cl
2022-09-02 09:44:41 +12:00
tattle
d91390a447 [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) (#69416)
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
2022-08-24 20:49:35 -03:00
ShizCalev
50f8a03502 Converts a bunch of things over to get_random_valid_zone() (#69331)
refactor: A bunch of things that used to not do anything (or just fall back on the chest) when targeting a limb that someone was missing will now be far more likely to attack another limb!
2022-08-21 16:27:12 -07:00
Seth Scherer
f1a363c825 Converts a shitload of istypes to their more concise macros (#69260)
* Converts a lot of istypes() to use their istype macro helpers.
2022-08-18 22:08:44 -04:00
Kapu1178
2eccf3cea0 Cleans up update_icons, makes the update_icon_updates_onmob element bespoke, updates CODEOWNERS (#69179)
* I just realised this is all one commit.

* hail marry

* fix.

* FIXES IT FOR REAL

* Update code/datums/elements/update_icon_updates_onmob.dm
2022-08-16 13:50:21 -04:00
John Willard
952c3ee0d3 Removes ComponentInitialize() (#69118)
* Removes ComponentInitialize()

Completely removes ComponentInitialize() as a proc, which was called on every single atom in the game, twice in some instances (like new players), over something that can already be done with Initialize().
This is the second attempt at doing this, after the first attempt fell apart for some reason. This time it was way easier though, since storages are no longer a Component.

* update icon blocker added before calling parent

* Update code/game/machinery/porta_turret/portable_turret.dm

Co-authored-by: san7890 <the@san7890.com>

* adds a mapload while I'm here

* moves human mood

* Does some UNRELATED thing to the PR

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-08-11 19:01:32 -04:00
necromanceranne
25094ac203 Nukies Update 5: Bulldog Unchained (Wardens hate this) (I gave it a second magazine) (#69119)
Gives the Bulldog Shotgun a secondary magazine. You can press rightclick to fire and swap to the secondary magazine. You can also swap the magazine manually by pressing Alt-Rightclick on the gun, and load in a new magazine by rightclicking the gun with the magazine.
2022-08-11 23:19:14 +02:00
Seth Scherer
34b4034777 Replaces the mood component with a mood datum (#68592)
About The Pull Request

Mood was abusing signals and get component pretty badly, so I redid it as a datum to stop this.
Why It's Good For The CODEBASE

Better code pratices, also gives admins easier tools to manage mood
Changelog

cl
admin: Added two new procs into the VV dropdown menu to add and remove mood events from living mobs.
/cl
2022-08-12 08:59:20 +12:00
MrMelbert
92dc954ab5 Fixes 118(give or take) cases of mapload not being passed to initilaize (#69107)
fixes 114 cases of mapload not being passed to initilaize
2022-08-11 10:22:33 -04:00
Zonespace
26df50fb87 Butcher's meathook is no longer restricted by TRAIT_NOGUNS (#68989)
can_trigger_gun always returns TRUE on meathooks, because they aren't real guns so shouldn't be checking if guns can be used.
2022-08-09 23:08:48 -04:00
ShizCalev
41e218862e [s] holdup fixes (#69067)
holdup fixes
2022-08-10 04:21:51 +02:00
Mooshimi
f340897498 blind people know when things happen to them (#68950)
* Update strippable.dm

* hit by things blind support

* indentation sadness

* wrong var type moment

* Update code/datums/elements/strippable.dm

I didn't touch this but sure we can add this

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>

* requested changes

Co-Authored-By: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-08-05 20:25:59 -04:00
Mooshimi
b09f3868f8 individual LOG_GAME (#68683)
About The Pull Request

    replaces a ton of log_game with user.log_message so the log is added to individual and global logs.
    adds a few logs for individual LOG_VICTIM, LOG_ATTACK etc logging.
    adds logging for bluespace launchpad's tele coords being changed.
    took the word "has" out of log_combat, as it's extra and just lengthens the log.

Why It's Good For The Admins

It's extremely laggy to open game.txt so an alternative is individual game logs
Changelog

cl
admin: A lot of game logs will now also be in individual game logs, for convenience in log diving.
admin: Added logging for bluespace launchpad x and y offset changes, which go to individual game logs.
admin: Attack logs will now be slightly shorter, one useless word was removed.
/cl
2022-08-05 09:32:02 +12:00
Y0SH1M4S73R
0debbf03c4 Adds the COMSIG_PROJECTILE_RANGE signal and the pixel_speed_multiplier var for projectiles (#68647)
The COMSIG_PROJECTILE_RANGE signal can be used to add signal handlers for behaviors that a projectile should execute each step of its travel. Currently, nothing uses it, but it is available for use in admin circuits or lua scripts.

The pixel_speed_multiplier var for projectiles acts as the value passed to the trajectory_multiplier argument of pixel_move, which originally was passed a constant value of 1. By lowering this var, you can reduce the speed of projectiles without them becoming jumpy. As an example, magic missile, gauntlet echo, the demonic watcher's temp beam, and the demonic frost miner's projectiles have all been changed to use this var. As such, their movement will be much smoother (but still the same effective speed).
2022-07-31 10:30:45 +03:00
Fikou
731f87895a [NO GBP] fixes tk firing for real (#68804) 2022-07-27 15:31:50 -04:00
Salex08
8a8fa9c99c Replaces GetComponent in Mining items with Signalers (#68575)
* Replaces many instances of GetComponents in mining items with signals and better uses overall of Components, in drills and the GPS handcuffs.
* To do this, also added 3 new signals to mechs when you are adding/removing mech equipment onto one.
2022-07-27 14:30:04 -04:00
Fikou
0ff9909c97 secondary fires no longer kill the user (#68734) 2022-07-27 14:27:06 -04:00
itseasytosee
4f59986661 Gunpoint Fix Revaliance, Afterbith (#68556)
Fixes being able to point anything at gunpoint
2022-07-20 20:32:21 -05:00
itseasytosee
71c273a01a Holding people at gunpoint is FIXED (#68361) 2022-07-17 00:45:55 -07:00
Kylerace
fe7513d282 addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033) 2022-07-16 21:44:41 -07:00
necromanceranne
a59960f91f Fixes speedloaders and stripper clips only being able to load their initial ammo subtype, and not their matching caliber as intended. (#68394)
Allows speedloaders for the .357 and .38 to load any matching caliber. Allows stripper clips for 7.62 to do the same.
2022-07-16 20:06:55 -05:00
Fikou
71835a7c1c Nukie Rework Part 2: Nuclear Operative starting gear rework (#68401)
Replaces the nuke op Makarov with the Ansem, a clandestine pistol firing 10mm rounds which do more damage. Ammo costs more.
Replaces the nuke op survival knife with the energy dagger, as well as giving it a soft light, light armor penetration and a light wound bonus.
Replaces the diamond drill in their closet with an entrenching tool, which swaps between crowbar, pickaxe and shovel modes.
Gives the nuke op survival box the syndie box design, as well as a crowbar, screwdriver and mini welder.
Removes the nuke op leader's Krav Maga gloves.
Updates the esword and edagger sprites with ones i had lying around from 2019, they are more consistent.
Moves pistol sprites a bit up to center them.
2022-07-16 19:25:52 -04:00
Fikou
a592c777ff Makes backblast not runtime, moves some of its behaviour to an "incendiary/fire" parent (#68397)
* just a normal fire projectile

* Update code/modules/projectiles/projectile/bullets/_incendiary.dm
2022-07-16 05:03:44 -07:00
Y0SH1M4S73R
111b1ffe01 Most compoennts/elements that register COMSIG_PROJECTILE_ON_HIT can now be applied to turrets and projectile spells (#68238)
expands elements that register COMSIG_PROJECTILE_ON_HIT
2022-07-15 23:59:36 -07:00
necromanceranne
09fe98c103 Touches up the Makarov sprites one last time, totally doesn't add a shadowy fake 10mm Makarov. (#68160)
Redoes the Makarov sprite again, adds the Ansem pistol, the shadowy fake of the Makarov in 10mm.
2022-07-12 19:48:08 -07:00
magatsuchi
7d0f393f5d Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code (#67478)
Currently, storage works as a subtype of /datum/component, utilizing GetComponent() and signals to operate. While this is a pretty good idea in theory, the execution was pretty trash, and we end up with alot of GetComponent() snowflake code (something that shouldn't even need to be used frankly), and a heaping load of scattered procs that lead into one another, and procs that don't get utilized properly.

Instead, this PR adds atom_storage and proc/create_storage(. . .) to every atom, allowing for the possibility of storage on quite frankly anything. Not only does this entirely remove the need for signals, but it heavily squashes down the number of needed procs in total (removing snowflake signal procs that just lead to one another), reducing overall proc overhead and improving performance.
2022-07-08 18:13:18 -07:00
GuillaumePrata
eb6c33a762 Balloonify and removes some to_chat spam for miners (#67816)
About The Pull Request

Playing as miner and paying attention to the radio is pure pain, so many of your job related actions create useless spam messages inside your chat/radio tab (unless you split them, which creates other issues) so this PR changes a few of them:

1 - PKAs won't send a useless * click * message to your chat window when it's not ready to fire. It already has a different and clear sound that does it's job.
2 - Guns won't send a message to your chat with "you shoot the gun". You clicked your mouse, you hear the sound, you see the projectile leave and you already get a message logged there with what you hit.
3 - Digging with a pickaxe/shovel/hand is a balloon alert and the message for when you finish digging a wall is removed as you just seen the wall of basalt disappear so you know what happened...
Why It's Good For The Game

As a miner most of your interaction with the station is over the radio, less useless spam on the chat tab will hopefully help make mining feel less like a single player game.
Changelog

cl Guillaume Prata
qol: Miners rejoice! A few of the mostly useless and spammy messages that get send to your chat were changed to balloon alerts or straight up removed. Hopefully, you will have an easier time listening to the radio chatter now.
/cl
2022-07-05 09:17:22 +12:00
Salex08
34e6b0b6c6 Fixes a big oversight with steal guns objective (#68093) 2022-07-04 01:03:11 -07:00
MrMelbert
f8f3dbed98 Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. (#67083)
* destroy proc holder pt1
- change proc_holder/spell to action/cooldown/spell
- docs all the spell vars, renames some of them
- removes some useless vars
- start with pointed spells, as they're easy

* kill proc_holder pt2
- kill a buncha vars and replace it with flags
- convert a ton over
- general code improvements

* kill proc_holders pt3
- convert a good few more spells
- rename some signals
- handle statpanel
- better docs

* kiill proc_holder pt4:
- restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with
- converts touch attacks to actions
- converts blood crawl, jaunt subtype

* kills proc_holder pt5
- clears up some icon issues so all the currently converted pages don't have errors
- shapeshift
- some more action cleanup

* kills proc_holder pt5.5:
- some documentation
- reworks feedback to prevent oversight with teleports and stuff

* kills proc_holder pt6:
- converted cult spells
- converted magic missile
- converted mime spells
- chipped away at the errors
- removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own.
- merged magic/spell and magic/aoe, as the comment intended
- more unified behavior for spell levelling

* kill proc_holders pt 6.5:
- replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby

* kills proc_holder pt 6.75:
- minor fixes

* kills proc_holder pt7:
- cuts down on some errors
- refactors some wiz events

* kills proc_holder pt 7.5:
- malf ranged modules
- some minor errors

* kills proc_holder pt 7.75:
- mor eminor error handling, cleaning up changes

* kill proc_holder pt8:
- refactors spell book
- refactors spell implant
- some more minor error fixing

* kill proc_holder pt 8.5:
- scan ability

* Adds some robust documentation

* kill proc_holder pt9:
- converts some / most mutations over

* kill proc_holder pt10:
- sort out all the granters
- refactor them slightly
- fix some compile errors

* Some set-unset sanity - going to need to test removing Share()

* Removes transfer actions. It doesn't seem to do anything.
- Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though

* Removes sharing from actions, docs actions better

* Some better documentation for spell and spell components

* Kills proc_holder pt11:
- Finally finishes ALL THE SPELLS IN THE SPELL FOLDER
- Fixes some more errors

* kills proc_holder pt11.5:
- minor error fixing and sanity

* Method of sharing actions. Can be improved  in the future, needs testing

* Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now.

* Curse of madness bug I put in.

* kills proc_holder pt12:
- sub 500 errors!
- converts cytology mobs
- converts and refactors spiders slightly
- some minor fixing around the place as usual

* kill proc_holder pt13
- Finishes heretic spells
- Sub 300 errors!
- some touch refactoring to account for mansus grasp

* kills proc_holder pt14:
- revenant
- minor bugfixing for heretic stuff

* kills proc_holder pt14.5:
- some missed stuff for revenant + heretic

* kills proc_holder pt15:
- alien abilities
- more minor fixing
- sub 100 errors. The end is nigh

* kill proc_holder pt16? 17:
- Finishes cult spells
- sub 50 errors!
- refactors the way charge works
- renames / moves some signals

* kills proc_holder pt final:
- sdql spells
- no more errors!

* Bugfixes round 1

* Various bugfixing
- documentation done
- give spell works
- can cast spell gives feedback conditionally
- is available takes into account casting ability

* Some accidental reversions + fixes

* Unit tests

* Completely refactors jaunting
- All bloodcrawling is now handled on the action itself instead of across various living procs
- slaughter demons have their own blood crawls
- jaunting dummies don't have side effects on destroy() anymore

* Wizard spell logging and even more refactoring
2022-07-01 02:01:02 -04:00
FinancialGoose
db3ee3a6cf Fixes teleporting gun with telekinesis (#68083)
So when you fire a gun with the clumsy trait it has a chance to backfire at you and shoot yourself and if you dont have the no_drop trait will drop the gun on your location hence the teleporting gun bug with telekinesis. This pr adds a check to whether the user is firing via tele or not.

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-07-01 01:29:20 -04:00
necromanceranne
7096580260 Updates the sprites for bullets (inflight), adds pellet sprites, redoes the thermal projectile sprites (#67856)
imageadd: Improves the sprites for bullets, thermal projectiles, and introduces pellet sprites.
2022-06-30 23:17:27 -04:00