* Fixes MODsuits not turning off their modules upon seeing one of their parts being retracted.
* Makes it so all parts need to be deployed to use a module that can't be used while the MODsuit is inactive
* medical/security modsuit updates and modules (#69194)
tweaks the colors on the security modsuit to be lighter, i think i did that on the original pr but it got reverted due to merge conflicts
makes the standard quick carry module have nitrile level carrying instead of latex level
environmental bodybags are now always pressurized
adds medical and security hardlight bags, which are environmental bags you can use to move people through space, security ones can be sinched to prevent escape
adds a medical version of the prisoner capture module, for patient transport, prisoner capture and patient transport now use the medical/security holobags, medical one deploying them faster. when you move too far out of range the holobag dissipates
adds a defibrillator module, extends shock paddles
adds a thread ripper module, this module temporarily rips away the matter of clothing, to allow stuff like injections, surgery, defibrillation etc through it
adds a surgery processor module, essentially a portable surgery computer like borgs have
fixes a bug where you can unwield defibrillator paddles just after starting the do_after to defib onehanded
fixes a bug where the modsuit gps would have a broken name when renamed
* medical/security modsuit updates and modules
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Reworks and resprites the metal hydrogen fireaxe (#69467)
* Reworks and resprites the metal hydrogen fireaxe
* Move the fireaxe icons around to fix the conflict.
Also kills the folder I made for items, as a previous PR splitting DMIs did that already.
* Deletes a DMI that I forgot to remove
* Reworks and resprites the metal hydrogen fireaxe
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Adds more multiz support (#69420)
* Adds more multiz support by making use of ``is_valid_z_level`` instead of simply checking if z is the same.
* Adds more multiz support
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Fixes storage mass transfer being generally broken, adds mass transferring onto griddles (#69084)
* - Fixes storage mass transfer
- Brings some sanity to storage procs
- Implements a griddle feature that never was
* Uncomment this
* Right-click attack fix
* Scoop fix
* Smartfridges use silent
* Restores some lost checks
* Fixes storage implants
* Fixes storage mass transfer being generally broken, adds mass transferring onto griddles
* update modular
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Replaces the mood component with a mood datum
* Fixes merge conflicts and updates all of our mood events to use the new mood datums
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes 118(give or take) cases of mapload not being passed to initilaize (#69107)
fixes 114 cases of mapload not being passed to initilaize
* Fixes 118(give or take) cases of mapload not being passed to initilaize
* Fixes a lot (give or take) cases of mapload not being passed to initilaize
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* mining modsuit changes (#69011)
the mining modsuit now costs 3000 from 2500
the mining modsuit now still slows you down over lava, though you still resist it
the plasma core now accepts plasma both in sheet form and ore form
the plasma core should no longer buggily not refill you
the mining modsuit bombs should now have enemies target you
* mining modsuit changes
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Change for hat stabilizer (#68635)
* Change for hat stabilizer
* Update code/modules/mod/modules/modules_general.dm
Co-authored-by: ShizCalev <ShizCalev@ users.noreply.github.com>
* Change for hat stabilizer
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@ users.noreply.github.com>
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033)
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs
* wew
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code
* Delete storage.dm
* yippee
* shit
* holy shit i am stupid
* more fixes
* fuck
* woops
* 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
* Makes backblast not runtime, moves some of its behaviour to an "incendiary/fire" parent
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* 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.
* our changes
* yes
* 0
* Update blackmesa.dmm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Adds the Active Sonar mod to the game. (#67828)
Adds the Active Sonar Module to the game, a module which lets you see the locations of living creatures within a 9 tile radius.
It can be attained by researching Security Modules, and then printed like any other module.
It takes 3 complexity to house, has a 25 second cooldown, and takes a good amount of energy to use.
* Adds the Active Sonar mod to the game.
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE
* fex
* fex
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* gps and ore bag modsuit modules are now usable when suit is off (#67781)
gps and ore bag modsuit modules are now usable when suit is off
* gps and ore bag modsuit modules are now usable when suit is off
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Gives the space ninja MODsuit a storage module (#67673)
* adds storage
* passive
* fuck u fikour
* Gives the space ninja MODsuit a storage module
Co-authored-by: castawaynont <76170211+castawaynont@users.noreply.github.com>
* This tail refactor turned into an organ refactor. Funny how that works.
* Firstly, fixing all the conflicts.
* Fixes all our maps (hopefully)
* Actually, this should fix pod people hair :)
* Almost everything is working, just two major things to fix
* Fixed a certain kind of external organ
* Cleaning up some more stuff
* Turned tail_cat into tail because why the fuck are they separate?
* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file
* Adds relevant_layers to organs to help with rendering
* Makes stored_feature_id also check mutant_bodyparts
* Fixes the icon_state names of ALL the tails (pain)
* Fixes wagging, gotta refactor most mutant bodyparts later on
* I Love Added Failures
* Fixed some organs that slipped through my searches
* This could possibly fix the CI for this?
* It doesn't look like it did fix it
* This will make it pass, even if it's ugly as sin.
* Fixed Felinids having a weird ghost tail
* Fixes instances of snouts and tails not being properly colored
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* fixes modsuits fucking up when unequipping every item (wabbajack) (#67533)
sad
* fixes modsuits fucking up when unequipping every item (wabbajack)
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* you refill the modsuit plasma core with all your plasma at once (#67242)
* The Mining MODsuit will now recharge with as many plasma as you can put in it.
* you refill the modsuit plasma core with all your plasma at once
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Adds a comment to springlock module and improves some comments for visor modules and chrono field (#67134)
* adds a comment to springlock module and improves some comments for visor modules and chrono field
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* [NO GBP] Jetpack and spacedrift: Fixes and niceties (#66628)
* Jetpack and spacedrift: Fixes and niceties
Ok so when I ported spacemovement onto movement loop,
I neglected to port this behavior that existed to support jetpacks.
Basically, if something that lets you move while spacedrifing
completes a move while you're spacedrifting, the
drift should "disable" to let it complete, and then later restart.
I neglected to add support for that, so that's what this does.
There's some other stuff going on here, mostly things to let jetpacks
ignore some of drift's extra behavior, since when a jetpack is not on
stablized, we want both to coexist.
It's a bit of a mess, I'm sorry about that.
Oh and at temporal's suggestion I've moved the visual_delay set from
newtonian move to an istype on the drift component, that was a good
idea, thanks quiet
* Makes dropping a pull while drifting carry the momentum into the pulled thing\
* Adds some extra context to Process_Spacemove, fixes a bunch of stupid
space bugs
It used to be, if you called Process_Spacemove with a direction, it
assumed you were an "action", so a client or mob trying to move in a
direction.
Unfortuantely for it, I needed to be able to use direction to make mob
pull drifting work. So we now actually pass in a second variable
called continuous_move, which tracks if this Process_Spacemove is on
behalf of a continuous move or not
In addition to this, I've added logic to bumping "off" someone to
prevent backbumping if that makes sense, since the bump is in the form
of a newtonian move that's run before the thing that's bumping actually
moves, we need some way to exclude it from holding the other object in
place.
* Adds a jetpack component, uses it to unify all three versions of
jetpacking
I hate you fikou
There were three copies of the same behavior, which made it hard to fix
stuff. Let's just componentize it
* Fixes jetpacks stabalizing even without fuel
This is mildly hacky. The real fix is to do this with events, but I
really don't wanna bend my brain like that. This'll do
* Ensures turn_off always has a user)
* Shut pu
* Bulky drags no longer effect your movespeed in space, fixing a consistency issue between them and all other forms of drags
* Removes some redundant code, cleans up some messy stuff
* Removes redundant safety checking from jetpack code
* see above
* Removes redundant signals
* [NO GBP] Jetpack and spacedrift: Fixes and niceties
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* MODsuit module update: new stuff and improved old stuff (#67042)
Doubles the range of the MOD Pathfinder AI
Fixes modules rendering below the suit.
Adds the ability for modules to be used when inactive.
Documents/cleans up some code.
Updates some old descriptions and explains some concepts better.
Armor Booster and Ash Accretion can no longer boost your speed over no slowdown at all.
Makes flashlight module start with 4 instead of 3 range, so it's better for people that don't know about configuration.
Doubles t-ray module range, from 2 to 4 (t-ray scanner is 3).
Puts the noslip module lower in progression, lowers its' price to 2.
New sprites for the magnetic harness module by Onule.
Brings back the holster module, it can now be used when the suit is inactive, can be printed with security suit research.
Adds the power kick module for the ERT Commander. It's a powerful kick.
* MODsuit module update: new stuff and improved old stuff
* should be all
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Fix wizard modsuit not having antimagic protection (#66890)
* Fix wizard modsuit not having antimagic protection
* Change TRAIT_ANTIMAGIC_NO_SELFBLOCK comment
* Fix wizard modsuit not having antimagic protection
Co-authored-by: Tim <timothymtorres@gmail.com>
* Makes smoke and foam attempt to fill the available space.
* wew
* reset
* Revert "reset"
This reverts commit 75be4f934504793ceb5c9bf2f3774dc24517df5a.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>