* Adds sorting to most input() lists.
* Sorted some global lists, added more input sorting
* Should now use correct sort everywhere.
* compiles
* Last fixes.
* Reverts italics-span back to no color.
* Cleans up many extra spaces and indents.
* Adds 'hear' span class.
* Replaces all 'italics' used in heard messages with 'hear'.
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
About The Pull Request
Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game
This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
About The Pull Request
Completely removes item_color and the clusterfuck of bad programming it caused.
In places where item_color was used for entirely unique purposes it was split off and renamed to a new var on that typepath only, or refactored so it wasn't needed
In places where item_color was used as a dye color, it was converted to the new dye_color var
In places where item_color was used as the worn overlay it was removed and instead now icon_state is always used as the clothing overlay.
A new mob_overlay_icon var was added for manually setting where the mob overlay icon path is for specific items.
Moved some mob overlay files relating to clothing to their own directory as well for organization purposes.
Totally refactors washing machines, instead of the horrible abortion that was iterating through the typepath it now uses a registry of dye results.
Some bonus functionality to come out of this:
the washing machine now supports arbitrary dye colors.
Why It's Good For The Game
It's been 4 years since the "this should be deprecated soonish" comment was added, and this var is a shitpile of confusion if you just trace the usage of it.
Changelog
cl
add: Washing machines now support arbitrary dye color
add: Washing machines now dye nearly every item.
refactor: lots of backend changes to clothing overlays, report any issues
/cl
* 1/4 done? maybe?
* more
* stuff
* incremental stuff
* stuff
* stuff & things
* mostly done but not yet
* stuffing
* stuffing 2: electric boogaloo
* Git Commit and the Kingdom of the Crystal Skull
* make it actually compile
* found more stuff
* fixes
* fix AI laws appearing out of order
* fix windows
* should be the remaining stuff
* this time for real
* i guess it should compile too
* fix sechuds
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
* Refactors NODROP flag into TRAIT_NODROP
🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑
Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.
I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.
- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.
* Drop location
* Passes thrownthing to hitby
* Items now also pass thrownthing
* No longer uses default arguments
Also fixes bananium shield
* Adds more arguments to hitby calls
* Standardises throw_impact
* Clears up some loose ends
* Adds back wacky comment
* Reinstates can_push=FALSE on bananium shield
* the coders send their regards *shanks the king of the bugs*
* leave one bug alive and the code is never safe
* He did this. He poisoned my code. Take him, take him! TAKE HIM! TAKE HIM!
* owie my brain hurty - olenna tyrell, probably
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
* adds signal and modifies each call of afterattack to call it's inherited proc
* uses new macro for sendsignal()
* map fuck
* skip precommithooks
* combine and negate 2 ifs
* It works, but is it worth it?
* bitfield helpers take 1
* Would this work?
* remove dangling debug code
* rebase & fixes
* vv bitfield stuff, reading
* DNM oceans of shitcode DNM
* honk
* honk2
* plonk
* rebase & fix
* Antag Panel & Friends Refactor
* Prettfying
* Removes abduction also blob from default configs.
* Ninja fixes
* Ninjafix
* First draft of the new check_antags
* I love coding without compiler
* Yes
* Fixes
* Check_antags part 2
* Fixes and cleanup
* Okay should be good now.
* Adds simple no move & no tc syndie for events
* Integrates toggle objective pr
* Why i even bother.
* Offer mob shows all antags
* Some minor visual stuff
* Proper name for the helper
* Roundend report refactor
* I won't be fixining every moved part but here you go
* Preparation for feedback
* Fixup
* First draft of feedback (wip)
* Simple version of feedback for custom objectives/explanation texts
* Debug verb removal
* Fixes & show again action button
* Admin objective handling
* Fix and first step of css standarization.
* Every time
* More css
* Fix
* Fixes, abductee datum, css tweak
* Feedback and css fix
* CLIENT DETAILS DATUM + CLIENT ACTIONS + spilled css fix
* Integrates clockult badcode
* Fix
* Fix lists in assoc feedback
* Unified antagonists and teams feedbacks, bumped up antagonists version
* Adds chat link to reopen the the report
* Fixes some clockcult stuff, passes antag name to feedback
* review stuff
* fix
* Adds some missing spacing
* Roundend corners, has css gone too far.
* Spacing between same antags
* Changeling and traitor objectives now have same spacing
* Wizar report typo fix
* Wrap brother team.
* Also move it to more relevant file
* Fixes cult summon objective
* Fixes roundend report for full-round observers
* Fixes wizard with apprentices roundend report
* Tutorial scarabs don't show in roundend anymore, adds some check_ticks
* Prettier station goals
* Merges roundend delay things
* Spread the lag around
* Fixes relogin qdeling eminence
* ckey -> key