* Cleans shit up, adds some upper limits on zap count, makes explosions less commen. Need to fix apc issue before
I test how it plays
* Mood, buffs and nerfs tesla
* Cherry-Picking
* eyyo
* back to basics
* aight
* broooooooooooooooooo
* adds else
* range
* fixes shit
* Sure
* Cleans shit up
* Fixes prob issue
* Gee I like this spooky guy
* I swear to god if prob picks just makes a list I am gonna blow a gasket
* Adds spray-on insuls
* gloves go bye bye if you lose an arm
* whoops
* merge conflicts? in MY pr? its more likely than you think
now featuring Signals™
* travis you fuck
also adds feedback if you cant spray them on
* forgot to remove a commented out line
* Removes snowflake
that moment when you lose all motivation to code after getting a review so you put it off for a week and then it goes stale 5 minutes after you start working on it again
* Uncurses gloves
* formalities
thank you arcane man
* formatting fix
i swear i used the tab button but i guess i am just cursed
* thank you strange bee creature
thank you strange bee creature
Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
Trying this again. When *spin-ing as a cyborg, the way mobs are thrown off you depends on your intent. On help intent, they will be thrown a shorter distance from you and will never be damaged or stunned (they will still be knocked down). On harm intent, they will be thrown the current distance and will be damaged and stunned if they hit a wall or another person.
WHAT THIS ACTUALLY CHANGES:
Currently, whether or not *spin-ing will actually hurt/stun someone depends on whether or not the *spin-ing borg is emagged. This PR also reduces the range of the help intent throw, but since the knockdown happens whether or not the thrown mob hits something this is in most circumstances a cosmetic change. So, in summary, if you are a non-emagged borg in help intent the only thing this changes is you will chuck people a slightly shorter distance.
Why It's Good For The Game
This isn't exactly the most important change, but a borg should be able to control their behavior. Having damage/stun from throwing determined solely by emag-ness seems more like a hacky kludge than a legitimate design choice. Also, having the behavior of borg-throwing determined in the code for carbons is messy.
Changelog
🆑
add: The behavior of cyborg's *spin emote now changes with intent; on harm intent, it will throw its passenger farther and damage and stun them if they hit a wall or another person.
/🆑
Living and machine stat vars are pretty different, one uses flags and other number-defines.
This should make some other mass-replacements and searches a bit easier.
🆑 Kryson & Qustinnus
add: New BEPIS design; a self heating mug
/🆑
A self-heating mug that you can get from BEPIS designs. the better the cell thats in it, the higher the max temp and the faster the temp goes up.
* Unicode support Part 2 -- copytext()
This is the transition of all copytext() calls to be unicode aware and also some nearby calls in the same functions. Most things are just replacing copytext() with copytext_char() as a terrible character limiter but a few others were slightly more involved.
I replaced a ton of
````
var/something = sanitize(input())
something = copytext(something, 1, MAX_MESSAGE_LEN)
````
with a single stripped_input() call. stripped_input() already calls html_encode(), trim(), and some other sanitization so there shouldn't be any major issues there.
This is still VERY rough btw; DNA is a mess, the status displays are complete ass, there's a copytext() in code\datums\shuttles.dm that I'm not sure what to do with, and I didn't touch anything in the tools folder. I haven't tested this much at all yet, I only got it to compile earlier this morning. There's also likely to be weird bugs until I get around to fixing length(), findtext(), and the rest of the string procs.
* Makes the code functional
* Assume color hex strings are always # followed by ascii.
Properly encodes and decodes the stuff in mob_helpers.dm which fixes some issues there.
* Removes ninjaspeak since it's unused
* Added cult major loss if Narsie is destroyed.
* Minor corrections.
* Why did this compile?
* Minor fixes.
* Not bool
* Changed to defines as requested
* Goof I will find you and I will berate you
holy hell
Calm and peaceful ahhhhh
I swear goofs pc failing was the biggest tragedy in gaming
Fixes some flags
More touchups
Now to squash
Goofs PC failing was the biggest tragady in GAMING
* Fixing some misspellings before the bee gets me
* GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
* Full vehicle support
* Changes some flags around, "fixes" some bugs, makes being shocked less insane
* Makes spliting more reasonable, unfucks some shitty tesla code I copypasta'd into the sm, godspeed shitcode,
none noticed you.
* Removes my tesla_ignore_1 fix, another pr is up that should solve things, so we're just leaving it in for now,
gonna have to deal with merge conflicts when it gets merged, but that won't be too bad
* tfw
* Nothing to see here folks
* I'm a boomer
* Makes all CanPass procs call parent
* Makes CanPass more extendable and gives the mover a say in the matter
* Replace CanPass with CanAllowThrough to use the new system
Regex replace `(?<!proc)/CanPass\(` => `/CanAllowThrough(`
* Simple optimization pass
* prices & income
* more prices
* lower megaseed premium prices
* custom prices for premium tools
* slightly lowers prices for some snacks/drinks/cigs
* hey get back here
Comments all of process_atmos() and some of the related static
variables. Adds some parenthesizes to make an if statement more clear.
This makes it easier to change the sm code without setting off a
rube-goldberg machine, and given the talk of changing the engine, that
sounds like an upside to me.
Improves the code for the solar panels a lot. It's still pretty bad but to make it better I'd have to dive into powernets.
Solar panels visually rotate a full 360 degrees instead of being locked to ordinal directions only. In 513 this uses vis_contents, in 512 it uses a regular overlay that needs to be reset constantly.
Adds a signal from the sun SS when the sun moves.
Timed tracking is now measured in degrees per minute instead of degrees per hour.
* Properly zeros bz curve, maybe fixes negative rads
* Reverting so it can be better modified.
* Ah hell
* Adds Min that takes over power degen
* Changes constant
* Future proofs against negative positive switch
* Changes powerloss formula again, takes the absolue value to keep it aboove the curve.
* Changes the second formula to a proportional one, needs further testing.