* Cutting the Burdened Cheese Part 1: Removes free burden points from removing unnecessary or cosmetic organs. (#71938)
Burdened organs now only count for the main organs only. Cyberimplants
don't count, alien organs don't count, etc. This is because someone
could get a bunch of extra organs, and then take the burdened sect and
remove them for free burden points.
Useless organs for species also do not count (stomachs given to species
that do not hunger, for instance)
Removes the error on burden points clamping on negative values. This can
happen when someone previously disabled takes burden sect.
Cheese is being used to bypass the unique gameplay goals burdened sect
provides. Will throw another pr when fikou finishes bat mutants ;)
🆑
fix: Removed some cheese strategies from burdened sect.
/🆑
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Modular!
* Aaaaaa
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* This tail refactor turned into an organ refactor. Funny how that works.
* Firstly, fixing all the conflicts.
* Fixes all our maps (hopefully)
* Actually, this should fix pod people hair :)
* Almost everything is working, just two major things to fix
* Fixed a certain kind of external organ
* Cleaning up some more stuff
* Turned tail_cat into tail because why the fuck are they separate?
* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file
* Adds relevant_layers to organs to help with rendering
* Makes stored_feature_id also check mutant_bodyparts
* Fixes the icon_state names of ALL the tails (pain)
* Fixes wagging, gotta refactor most mutant bodyparts later on
* I Love Added Failures
* Fixed some organs that slipped through my searches
* This could possibly fix the CI for this?
* It doesn't look like it did fix it
* This will make it pass, even if it's ugly as sin.
* Fixed Felinids having a weird ghost tail
* Fixes instances of snouts and tails not being properly colored
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* species now correctly do not include organs they do not use (#53030)
* species now correctly do not include organs they do not use
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* getting somewhere
* cleanup one
* cleanup two
* supermatter immunity > HADS
* more fluff
* proper return, compile
* lint
* lint 2 electric boogaloo
* cobby happy
* HADS
* some more changes
* i don't know why this file went rogue
* final fixes, small name change, difficulty up (polish!)
* skog help
* EUREKAAAAAAAAAAAAAAAAAAA
* chelp
* reverts some regenerate limbs changes as they are no longer needed, fully integrates attach limb power
* minor fuck before the big fuck
* the big fuck ALMOST DONE, FINISHING TOUCHES NEEDED
* the big fuck finale
* teenie fuck ;)
* line endings
Co-authored-by: spookydonut <github@spooksoftware.com>
* component
* progress
* stuff
* Makes minor progress on edible component
* Finishes component and applies it to organs
* newline
* forgot to send signal
* domob addition
* wave that organ flag
* return adde
* fixes some minor issues
* fixes
* done
* done
* done
* added last one
* done
* done
* fix
* Brain damage works on organ damage procs, some defib reworks
* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again
* Cleans up reused global
* Organ damage procs on living and living/carbon
* Changes brain damage procs again
* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.
* Damage and failure effects for the appendix, ears, and some touchups on the stomach
* Committing changes so I don't lose them
* Organs now cease decaying in the proper containers
* Organ Fridges
* Reverts map changes
* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime
* Actually fixes merge conflict
* Smartfridge tweaks
* Think I figured out map merger
* Evidently not
* Still runtiming with glass shards even after I remove the map changes?
* Fixes runtime error with brain_item
* Runtime fix on living/carbon/life
* Cleaning up old PR code
* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were
* Wrong math operation used
* Brains in MMIs no longer decay
* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts
* Removes misleading comment
* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss
* Removes random spaces, scanners check brain damage severity now
* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it
* List change
* Runs off of an index instead of using cut
* Brains can be put into organ fridges
* Fixes minor type, hotfix for cloning problem
* Removes pointless check
* Demon hearts no longer decay
* Nightmare hearts no longer decay
* Removes istype() check on process, sets can_decompose instead
* Condenses organ damage report
* Removes organ failure messages
* Less organ damage spam, implements organ threshold messages instead
* Brain damage messages go to owner, not source
* Self-examine shows damaged organs
* Minor code cleanup, adds autodoc comments to the new procs
* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.
* Merged the booleans into a set of flags
* Healthy living improves organ healing rates
* dunno why this didn't update
* my actions have consequences
* Sets ORGAN_SYNTHETIC for overlooked robotics organs
* Doubles heart decay time
* 3 minute heart decay
* Lobectomy/Coronary_Bypass heal more
* removes hivemind spells from the changes
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
* Virus antagonist initial commit
* Updated disease code
* Sentient virus improvements
* Renamed /mob/living/var/viruses to diseases, and /mob/living/var/resistances to disease_resistances
* Added sentient virus event
* Renamed VIRUS defines to DISEASE defines
* Fixed bugs in rewritten disease code
* Fixed advanced disease Copy()
* Finalized disease antagonist
* Made cooldown buttons stop processing if they are removed from an owner.
Made sentient disease active sneeze and cough not available if the host is unconscious.
Made sentient disease menu refresh when adaptations are ready or hosts are added or removed.
Made sentient disease following use movement signals instead of fastprocess.
* Added better icons to sentient disease abilities
* Refactors ear damage into ear organs
🆑 coiax
add: Centcom would like to inform all employees that they have ears.
add: Adds "ear" organs to all carbons. These organs store ear damage and
deafness. A carbon without any ears is deaf. Genetic
deafness functions as before.
/🆑
- `ear_damage` and `ear_deaf` vars removed from /mob.
- All mobs have a `can_hear` proc, which returns TRUE always except for
carbons.
- Carbons need to have an ear organ that has 0 `deaf` var.
- Explanation of how ear damage works is in the code, it hasn't been
changed from previously. Deafness is applied in number of Life ticks
until you regain hearing, while damage is long team, heals slower, and
when high enough, can cause flashbangs to make you go permamently deaf,
as before.
- Wearing earmuffs halves the healing time of deafness, and promotes
healing long term ear damage, as before. Earmuffs now have a secondary
flag HEALS_EARS, which currently only they own.
* Changes how soundbang deafness works slightly
* Ear organ icon
* Code review I
* Makes fully healing carbons not dependent on having a dna and species
* Gives monkeys and aliens ears
* Whoops
* Split organs into seperate files
* Tweaks.
* Un-removes brain damage lines
* Moved procs onto /mob for ear stuff
* Massages things into compiling
* Replacement of spam_flag with world.time tracker