* Replaces some decisecond things with time defines in martial art code (#73191)
## About The Pull Request
Replaces some decisecond things in martial art code with time defines
## Why It's Good For The Game
Improves code readability
## Changelog
🆑
code: Replaces some decisecond things in martial art code with time
defines
/🆑
* Replaces some decisecond things with time defines in martial art code
---------
Co-authored-by: SuperSlayer <91609255+SuperSlayer0@users.noreply.github.com>
* Pacifists can attack people with non-lethal weapons (#72183)
## About The Pull Request
Fixes#72054
Allows pacifists to hit people with weapons which only do stamina
damage.
Additionally, allows pacifists to participate in boxing which also only
does stamina damage.
Is it pacifism to hit someone square in the face while wearing boxing
gloves? I say, maybe.
## Why It's Good For The Game
Pacifists were feeling left out after not being invited to your pillow
fights.
More seriously, they can use _guns_ which only do stamina damage so it
makes sense that they can use melee implements too.
Boxing is fun.
## Changelog
🆑
fix: Pacifists can now hit people with pillows and holographic weapons,
as well as participate in boxing.
/🆑
* Pacifists can attack people with non-lethal weapons
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Easy's Super Omega "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits.
* Removed all the conflicts, and started converting all the arms and legs to the proper typepaths
* Actually makes the game compile :)
* Makes the maps compile too!
* Early mirror of #71143 because it's more relevant to us
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Sleeping Carp deflect works once more (#69821)
* Actually passes user in can_deflect in sleeping carp, making it work again.
* Sleeping Carp deflect works once more
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Makes `TRAIT_BOMBIMMUNE` a non-species trait (why was it a species trait no species used it whyyy) (#69313)
* Makes trait_bombimmune less dumb
* This cast is no longe necessary
* Makes `TRAIT_BOMBIMMUNE` a non-species trait (why was it a species trait no species used it whyyy)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Reverts #49103 Krav Maga: Stompies Edition (mostly) (#69204)
Reverts Krav Maga to a state prior to #49103 with only some minor retention. That is, leg sweep is still a knockdown.
* Reverts #49103 Krav Maga: Stompies Edition (mostly)
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Removes ComponentInitialize()
* Fixes a leftover merge conflict marker
* Fixes the oversight that came from the upstream merge skew
* Fixes all of the instances where we used ComponentInitialize() when we shouldn't've been
* Fixes CI being broken because of the HEV suits
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* fixes cqc knockouts (#68552)
* Fixes CQC resetting their restrain var every time they do something
* Fixes martial arts setting the owner of the martial art as the last target after each combo.
* fixes cqc knockouts
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>
* APOTHEOSIS! now forces you standing when you're in the death animation as a plasma skeleton. (#64189)
* oops
* APOTHEOSIS! now forces you standing when you're in the death animation as a plasma skeleton.
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* MOD update: Modular Cores
* Fixing all dem conflicts
* Okay now it's going to compile too
* Fixing some Trigger() (they triggered me)
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Makes sure COMSIG_ATOM_EX_ACT is always called. (#63685)
Creates a wrapper macro for ex_act() and moves the signal and contents explosion calls to there. This way we can ensure the signal is always fired. Also desnowflakes reagents responding to explosions.
Ensures that a signal is always called when the attendant proc is called.
* Makes sure COMSIG_ATOM_EX_ACT is always called.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Replacing more C-style for loops with the faster, traditional ones. (#62908)
* Replacing more C-style for loops with the faster, traditional ones.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Removes reference to intents from Martial Arts instructions (#59921)
In CQC, Plasma Fist, Sleeping Carp and Wrestling instructions verb:
Harm -> Punch
Disarm -> Shove
Also removed reference to intents from the changeling's tentacle grab, changing it to neutral/combat stance.
* Removes reference to intents from Martial Arts instructions
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Moves chef's CQC area whitelist into the mapping config and better balances chef CQC as a result.
* a
* a
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>