When ahealing someone via the player panel their skillchips weren't transfered correctly.
The actually skillchip object was left in the old brain and eventually hard deleted.
This caused a runtime when ahealing someone a second time (after the harddel).
This then caused the target to actually have 2 brains because of the runtime while ahealing
Fixes#55850.
Why It's Good For The Game
Performance tweak.
Changelog
🆑
fix: Mimics can no longer eat an unlimited amount of stuff and are instead limited to 10 mobs and 50 things overall. This means player mimics are no longer able to cause significant lag by opening and closing themselves.
/🆑
Speeds up gas movement significantly
Documents the intent and finer details of the atmos system (Thanks dunc)
Fixes excited groups constantly rebuilding, this broke 4 years ago
Fixes superconductors just straight up not working
Allows turfs to sleep while inside an excited group
Adds a new subprocess to SSAir to support rebuilding in this state
Most heat based behavior no longer relies on being inside a fire
Adds a new element to support doing this cleanly
Adds a new subprocess to SSAir to support doing this while a turf is asleep
Refactors air_update_turf to allow for finer control
Makes apcs take damage in heat to prevent infinite plasma fire diffs
Cleans up immutable gas mixtures to make them work properly when the mix has gas in it
Planetary turfs no longer create a new copy of themselves each time they process. We instead use a global
immutable mix
Cleans up a typed for loop in reactions
Canisters will take damage from outside heat now
Speeds up excited group dismantle
Increases the superconductor threshold by 200k
Cleans up some roundstart ATs on some ruins
Uses /turf/open/var/excited to track if a turf is actively processing, preventing a |=
Prevents openspace from trying to melt
Tweaks a canister examine line
Makes planetary turfs reset to base when broken down as part of an excited group
Makes it impossible for planetary turfs to rebuild, just like space tiles
Fixes closed turfs not activating their replacement when destroyed by moving closed -> open turf activation to
the adjacent air subsystem. They were activating and then going back to sleep before adjacent air got a chance
to tick.
Fire alarms will trigger when the area gets too cold for humans
When an AI runs out of power, they get a short fluff text story about hacking into their own APC through the powernet or whatever, before having the APC's interface open. The intention is that an AI can re-enable their own breaker after a bit if something flipped it off. However, one of the many checks in TGUI will fail if the AI has no power (specifically, if incapacitated() returns TRUE), making this whole feature not work. In fact, it's probably been broken since TGUI APCs were done. I have fixed it by adding a check in the very same proc to return UI_INTERACTIVE if the UI's source object is the same object referenced in the AIs apc_override variable. Closes#52548
The apc_override variable is now an APC object reference rather than a boolean. It is set to the AI's local APC when the hack flufftext completes, and is null'd when power is restored. This reference is used by the above, so that the AI only gets access to this one APC rather than any APC in general.
AIs now also get a hyperlink in their chatbox, allowing them to open the APC interface should they have closed it. If they have had power restored, the apc_override reference var will be null, and using the hyperlink will simply result in text stating the backdoor to the APC is closed.
If the AI reconnects into a state where it has no power and apc_override is set, it will get a hyperlink to the APC, in case the AI player had been reconnecting when the window would have popped up or otherwise does not have the link for whatever reason.
Destroy() should (almost) never be called directly, it is called by qdel() to clean up references and avoid hard deletions.
It is a shame we don't have private methods.
Examine death bodies should now display the correct text
Changed the logic so that the message tells you if the players is:
- Still in his body (`[t_He] [t_is] limp and unresponsive; there are no signs of life...`) or
- A ghost that could enter the body again (`[t_He] [t_is] limp and unresponsive; there are no signs of life and [t_his] soul has departed, but the link is not yet fully broken...`) or
- No ghost, that can reenter the body and no key (`[t_He] [t_is] limp and unresponsive; there are no signs of life and [t_his] soul has lost the will to live...`)
Also refactored the code a bit:
- Moved the death examine message generation to a proc so that you can work with returns
- Removed pushed_do_not_resuscitate since its not needed this way
The emote CSS class was no longer in use, it has been unitalicized and made into the actual emote class, back into local.
A CSS class for info has been created which has no special CSS.
The who verb has been put into info. (infoplain CSS class)
PDA message receiving has been put into info (PDA message sending was already in info). (infoplain CSS class)
Supply radio has been properly placed into radio.
Service radio has been properly placed into radio.
Binary talk has been placed into radio.
A CSS class for minor announcements has been created.
Minor announcements (shuttle purchases, head of staff office announcements, silicon announcements, etc) have been placed into radio (major announcements are already in radio). (minorannounce CSS class)
## About The Pull Request
Flypeople will now say "s" as "z" (They already say "z" as "zzz", but s -/> zzz) and arent disgusted by toxic food anymore.
I'm hoping that by the end of my changes, Flypeople could be considered a unique and viable race, being actually worth something other than "that one unmaintained race we have disabled" (best-case scenario is they become fit to be a proper roundstart race)
## Why It's Good For The Game
Flypeople is the forgotten race of /tg/, this makes them more unique and fits for them.
Not being disgusted by toxic food fits well due to Flypeople being considered disgusting and vile creatures.
* fix Telekinesis teleporting items
Fixed telekinesis from teleporting the Blackbox, bodybags and all its contents, and brains from MMIs - Nari
* fixes
fixes new bug where opening the bodybag in hand will make it vanish - Nari
made a better method for pulling items out of the recorder and MMI, if activated by hand it puts item into your hands, if activated with telekinesis, it drops it on its tile - Nari
* Update bodybag.dm
changes how it gets the location
Skeleton and plasmaman stomachs now share the same code.
Skeletons now heal brute and burn damage from drinking milk, plasmamen
only heal brute damage.
adds a flag that lets something be held by xenos
adds it to facehuggers
makes the xeno "can i hold this item" check check for flag instead of facehuggers
Stop me if you've heard this one before: infectious zombies specifically were immune to being wounded and thus dismembered. I'm not sure how this happened or when, but the definition for apply_damage() on their species was missing an argument for spread_damage and thus I think it tried defaulting to spreading out any damage taken, which is obviously problematic for trying to remove specific bodyparts (IE the head). This fixes that, and here's proof you can dismember these bastards
fix_non_native_limbs was called AFTER the on_species_gain proc gives the lizards their legs, and because digitigrade legs are not in their bodypart_overides list it was immediately replaced with normal legs.
* Refactor on_mob_death and death implants
There is a proc on `/obj/item` called `on_mob_death` called on all
items in the contents of a mob on that mob's death. It is currently used
for explosive implant detonation, and the deactivation of the
Peaceborg's projectile dampener.
Instead of using this old proc, both of them now instad use the
COMSIG_LIVING_DEATH signal, already emitted when their owner dies.
The activation of an explosive implant will now occur after the rest of
the death code has run, since it activates with an async applied
function, since some other implants may still want the mob's body
intact, and you shouldn't use `sleep()` (which it does in the "slow
explosion mode") in signal handlers.
In addition, the "can_be_implanted" proc for /mob/living (and overriden
for silicons, slimes and simple animals) has been folded into the
`/obj/item/implant/proc/can_be_implanted_to` proc. Some future implants
may want to be more permissive than the current permissions, but that
isn't possible when checking both procs.
- Fixes greyscale material floor tiles created from cyborg stacks
- Makes cyborg stacks contain materials
- Prevents a potential bug involving metalgen and stacks
* Bananium golems can wear clown shoes and are clumsy. Clownlike creatures, including clowns, bananium golems and clown ops, heal from bananas and bananahonk. Clown Ops also don't understand death, like real clowns!
Skeletons, abductors and ethereals have no sense of taste. Previously
they would taste something "indescribable", but instead, they will not
taste anything or get any message. This also means they will no longer
get mood buffs from eating/drinking high quality food.
Carbons without tongues also can no longer taste anything.
- The utility item "taster" has had some additional messages added.
* Remove can_taste proc
Instead of a single proc that is only used, so carbons can override it
with the missing tongue, just have carbons unable to taste anything by
default, and then have the tongue "supress" that.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
#54939 removed a part of individual logging code that used the length of the individual's logging list as part of the index for storing a given line of logging.
The problem is, that number was important for avoiding collisions in the logging lists. Since the length of an atom's logging list can only ever increase by 1 every time a new line is logged, you were guaranteed to always have a unique index for each new line. Without the length in the index, if any logging event was triggered on the same atom multiple times in the same second (like if someone spoke once willingly and once by force from something like tourettes at the same time), two entries would be logged, but both of them would point to whichever one was processed last.
This was most noticeable with wound logging, since the victim would log both the attack itself and the wound it caused at the same time in the same category (LOG_ATTACK), meaning that the wound log would just be turned into a copy of the attack entry, but I believe this is the cause behind most (if not all) of the issues logging has had with duplicating some events and losing others entirely.
The fix is simple, just adding the length of the list to the end of the index. This still allows logs to be sorted by timestamp while ensuring that each log entry is unique.
`module_traits` are a collection of traits applied to the cyborg/robot
mob when a given module is loaded. When a different module is loaded,
all old module traits are cleared.
As an example, the `can_be_pushed` module variable has been replaced
with the new functionality, adding a TRAIT_PUSHIMMUNE, rather than
setting a `status_flag`.
🆑 coiax
tweak: Tom, the legendary prison mouse, no longer fears chewing
electrified wires.
/🆑
If a mouse has the TRAIT_SHOCKIMMUNE trait, whether innately (like in
Tom's case), or if a scientist has installed shock proofing nanites in
the mouse, they will no longer die when chewing electrified wires.
It is sad discovering Tom dead at the hands of an electrified wire in
the brig, life in the brig is hard enough without the friendly mouse
companion. Also, it opens the possibility, however slim, of a horde of
electrically immune nanite mice terrorising the station.
About The Pull Request
Adds a minor negative quirk, Bad Touch. This quirk gives you negative moodlets from hugs instead of positive ones, as well as negative moodlets from headpats and passive grabs.
Why It's Good For The Game
The quirk catalogue is still quite short and could use some more to fill it out. So here's a minor quirk that could be really fun or interesting to play with, especially if you also take unstable and/or hypersensitive, given how common hugs are in station life. Someone suggested it to me so I thought why not.
Changelog
🆑 Melbert
add: New negative quirk: 'Bad Touch'. With it, you gain a negative moodlet from being hugged instead of a positive one, and you gain a negative moodlet from headpats and grabs.
fix: blind people can now feel headpats
/🆑
When you were a simple animal being shoved, you would get a message
along the lines of "You're pushed by Poly!", using you, the animal's
name, rather than the pusher.
This commit corrects that.