This PR adds drone shell activation logging + admin notify with the
activation location, so that drones can't hop over to the station and
claim that someone brought their inactive shell over to the station
first.
* De-linkifies names in deadchat_broadcast(), makes deadsay css class default too
* Makes the source argument come after message, since it is optional
* Removes excess </span>
About The Pull Request
Part of #44440
Surgery now gives detailed description to the surgeon and anyone within one tile of distance, and more vague or ambiguous descriptions to the patient and anyone further away. This can lead to a surgeon being able to perform a brainwashing in place of a brain surgery with nobody being the wiser, or implanting a different organ than the one agreed on, and so on.
Changelog
cl
add: Surgery steps are now shown in detail only to the surgeon and anyone standing adjacent to them; the patient and people watching from further away get a more vague/ambiguous description.
/cl
About The Pull Request
my second fetish content PR about socks, this one removes black stockings from Affected's PR (#44274)
Why It's Good For The Game
Black stockings are literally "Striped Thigh-highs" and thus they take up space. (it's not like it's just 3 lines of code and some meaningless bytes)
Changelog
cl Rowell
del: Removed black stockings
/cl
About The Pull Request
Splits stamcrit into its own variable checked by isparalyzed().
Why It's Good For The Game
Fixes a few bugs + inconsistencies, stamina damage now behaves more like real damage instead of stunning you for 10 seconds at a time.
Max stamina damage to the chest is changed to 120 so you can lock someone with small amounts of stam healing chems in stamcrit without counterintuitively shooting multiple limbs.
Changelog
cl
balance: max stamina damage to the chest is now 120.
fix: stamcrit and stuns now stack properly (stamcrit cleanse no longer cleanses other stuns)
fix: stam paralysis now ends instantly on healing stamina damage to below 100
fix: stamina damage will no longer spam exhaustion messages if you are stunimmune
tweak: stamcrit will still respect stun immunity, but not stun reduction (as it has no well-defined duration).
/cl
* welp
* Savages, savages, barely even human.
* Savages, savages, barely even human
* You didn't see this
* h
* bee gone
* FFS, I mixed up my... ugh
* savage
* removed test line
* Turns ashwalkers into antags
* fuck
* hjjg
* fixes stupid
* g
* h2
* Damn...
* There we go?
* If it compiles, we can ship it
* Forgot the actually remove the thingy
If you were below 0 or above 125 sanity, the action speed multiplier
wouldn't come into play. Now it does. Also prevents sanity from
constantly going overboard and being reeled in all of the time.
hear_intercept is removed in favor of having the things that care register for the COMSIG_MOVABLE_HEAR signal instead.
The signal has been changed to be like the speech one with an args list.
Nanite datums no longer register for the hearing signal just in case, only the voice sensor nanite program does.
Dead code has been removed from to_chat, the savefile/sound checks being just-in-case boilerplate checks made during the conversion to to_chat, the replacetexts sidestepping a byond bug that was fixed in 512.1420.
* adds small sprites for many of the large megafauna
moves fireball target code back to drake file
changes the speed of every megafauna mob to its move to delay so player controlled ones have the same speed
adds action abilities to each megafauna so players can select the type of attack they want
refactors pretty much all of the megafauna code to be simpler to edit and easier to read as well as have some consistency in where stuff like initialize goes
lesser ash drake now inherits alt click on instead of normal ash drake having it
hierophant no longer blinks on alt click as well
removes pointless check in legion code for ranged timer delay as the proc that calls openfire already checks that
adds icon for new bubblegum blood tracks
bubblegum blood no longer leaves footstep trails as it caused massive lag when many blood tiles were run over in a fight as well as being way too excessive
* fixes a megafauna bug where they could not attack while in space
megafauna can now move through space normally as they would anywhere else
bubblegum no longer runs from corpses and people dying
* fix the weird line errors
* lots of sins have been cleansed (0 = false 1 = true)
switch cases for player attack selection
bubblegum has been bug fixed a bit (steps can be blood warped to, adds blood warp ability)
bubblegum now has some slight additions to its attacks to keep the fight faster paced
bubblegums enrage mode now lasts longer and makes him move faster
legion now has their speed changed properly when they charge (wow this is an old fucking bug like old old)
bubblegum now tries to be aggressive towards people that are laying down (no more resting under bubblegum charges without consequences)
bubblegum now spawns slaughterlings when he devours targets
* fine tunes new bubblegum attacks and replaces some is_procs with defines
* fixes stupid snowflake stuff in bdm code
specifies in defines for bubblegum
lots of sleep_check_death now to avoid stupid stuff
removes need for hierophant_dying var as well as combines all the blast procs into one since they were so similar
About The Pull Request
Dragging prone mobs (resting, knocked down, stunned, dead, in crit, etc) that aren't buckled to anything slows you down.
You can fireman carry by aggressive grabbing then click dragging onto yourself. This causes a slight speed penalty that is lower than dragging.
Why It's Good For The Game
Prevents the classic "stun and beat the shit out of while zipping off" which is obnoxious and I don't think anybody likes besides the people who do it.
Makes it so if you feel like being a cunt you can rest while being arrested to make you a pain to take back.
Makes it harder to steal bodies and move away before anybody can properly react, but makes dragging bodies riskier at the same time
Fireman carrying adds an element of risk reward, it takes a little while of standing still to pick them up and also slows you down slightly. More useful to move someone a long distance out of a relatively safe area than a quick pull away.
Changelog
cl
add: fireman carrying. Aggressive grab then click drag onto yourself.
tweak: pulling prone mobs slows you down.
tweak: carrying another human slows you down.
tweak: pacifists can aggressive grab.
/cl
About The Pull Request
This PR removes speech message and span hooks from dna, mutations, pierrot throat disease, species, tongues, masks, hats, held items, brain traumas and a carbon proc overload handling tonguelessness.
Tonguelessness is now handled by tongue removal registering for the speech signal and the hook being deregistered by having a tongue put in.
Also cleans up some /atom/movable/proc/get_spans() overloads that called the empty parent or overloaded the parent to do the exact same thing as the parent proc did.
Also cleans up calls to radio.talk_into() where the caller would often, as a result of copypasta, provide the proc with fresh copies of the proc's default values for proc args, and makes say_quote() better by giving it a default spans value so that none of the callers have to provide the same default one.
Why It's Good For The Game
Changelog
cl Naksu
code: Cleaned up saycode
/cl
* start with this
* oh man this looks so good
* hats are dead
* /obj/item/proc/speechModification is dead
* brain traumas and get_held_item_speechspans() are dead
* these should be static
* unfortunately we still need this
* /mob/living/carbon/treat_message(message) is kill
* clean up get_spans()
* dunk get_spans, modifies_speech for brain traumas, some superfluous static stuff
* move stuff around
* return values
About The Pull Request
Stamina damage no longer stacks with regular damage.
Stamina regen is paused for 10 seconds every time you take stamina damage
Stamina damage is purged if stamina regen resumes after you enter stamcrit
changes to make this work:
disablers knocked down to 30
punch damage changed to full raw, 1.5x stamina.
flesh-eating symptom deals 2x stamina damage
CQC unchanged
Bostaff manually stacks
Energised jelly blob deals full stamina damage
Pressurised slime blob deals full stamina damage
Blood boil deals 1.5x stamina damage to servants of ratvar (why do I bother?)
Revenant blight now deals 20 stamina damage
Space carp no longer deal stamina damage, but deal 20 brute.
Enchanted bullets deal 20 brute damage
Beanbags reduced to 55 stamina damage
Rubbershot damage untouched
Ebow stamina damage increased to 60
bone hurting juice deals 7.5 stamina damage per tick, down from 15
Why It's Good For The Game
Stamina damage not stacking with regular damage is meant to make disablers less good as a weapon for all-out firefights, but remain good for arresting criminals as a sec squad.
The stamina regen pause allows for chemicals that deal stamina damage to be effective even if they don't only target one body part (as in #43924), and gets rid of the counterintuitive speedy regeneration if multiple bodyparts are damaged. It also makes stamina damage calculations more straightforward - currently 4 damage/tick to the chest is really 1, and adding 25% more damage to the chem deals 100% more damage per tick.
The stamina purge is to make stamcrit less of a confirmed win - several times as sec officer I've succumbed to poison, run out of charge, etc only for the rest of sec to arrive before the perp awakes from his 3 hour sleep. Stamina damage is fully purged to make keeping someone down require more attention, since under the current system even if they somehow get up they'll be so slow it'll be trivial to put them down again. Basically, makes handcuffs more useful again.
Changelog
cl
add: stamina damage now pauses natural stamina regen for 10 seconds
add: stamina regenerates fully when it can.
balance: disabler damage reduced
tweak: stamina damage no longer stacks with normal damage for the purposes of damage slowdown and crit
balance: many sources of stamina damage have been adjusted, check PR for details
/cl