* staves
* projectiles
* sapped event
* last of the staves (need to sprite and get sounds)
* last of the projectiles
* Squash is a single-use plant in Plants vs. Zombies and returns as a premium plant in Plants vs. Zombies 2.
* removes staff of cooperation, adds fly magic status effect
* a couple things with flight + tweaks
* removes old bolts/staves, finishes and adds parts of the new set
* fixes
* fetching + flying fixes, added chill and wipe
* and done
* cobblestone's review
* fugitives
* lets make this a bit cleaner
* cultists and the beginnings of security detail, lots of wip
* wip security
* WALDO (and some more work on yalp, of course)
* adding antagonist teams for both hunter and fugitives, roundend report beginnings
* this whole file is shit, but hopefully a little better
* it compiles (+ space police)
* some more work
* S.E.L.F. fluff
* grammar and icon fixes
* lets finish yalp elor, give it the justice it deserves
* moves hunter spawns to ship pods + russians P1
* moves hunter spawns to ship pods + russians P2
* fugitives and hunters now recognize eachother
* hunter spawning finished(?)
* missed this
* ATH's review
* runtime fixed, added yalp's transport ability
* anturk's review
* makes hunter.dm better trust me
* oopsies
* INVOKE_ASYNC
* russian ship + finally a (bad) sprite for the capture machine
* step > pixel, thanks travis
* mooshroom review p1
* mooshroom review p2
* improper use of /improper
* waldo's radio doesn't stick, police id
* candidate picking is more flexible + minor things
one of three things.
1. They don't use RegisterWithParent or UnregisterFromParent to unregister
and register signals
2. They use callbacks which refer to a source object, which is usually deleted
on transfer, or lost in some manner, or simply makes no sense at all to be
transferred
3. the component was never designed to be transferred at all
TransferComponents gave no shits about any of this and just blindly transferred
all components, if they were actually capable of it or not.
I only noticed this because it was causing chairs to break as they would not register signals
and verbs correctly for rotation after being picked up and then placed down, and a player
reported that issue via ahelp.
Luckily we caught it before the rot got anywhere, only chairs and the shuttle subystem
tend to use this proc (Shuttle uses it on turfs), can you imagine if everything was using
this LMAO
Which is good because it's more dangerous than a loaded gun
I have added a can_transfer var, that is true when a component is valid to
actually transfer, which means the dev has actually thought about what happens when
you take the parent object away and swap it for another and all the crazy that is entailed
by this
I have done my best to audit what components are actually
transferable, but things are basically a hot mess (Thanks @Cyberboss )
The following components required edits:
Forensics:
did not register/deregister the clean_act signal properly, did not checkblood on new parent
Rotation:
did not use RegisterWithParent or UnregisterFromParent, turned out
to not be transferable anyway due to having callbacks that can be
passed in to the parent with unknown sources that we can't feasibly
reuse (i.e if you're transferred from a chair to a bed, your old rotation
call backs are no longer valid). Turns out the use case it was for (just chairs)
didn't need it anyway, so I just made it non valid for transfer.
Wet Floor:
Honestly this one is just a hot mess, it should be a subtype of the slippery
component with the extra wet turf handling.
As it is it basically manages a slippery component on top of it's own extra
functionality, so that's a major code smell.
I added registration/unregistration of the signals, and made it's pretransfer
remove the slippery component and the posttransfer add it back (via update_flags)
Components that seem transferable without issues
mirage_border
orbiter
decal
spill
storage (I hope to earth)
Meant to be part of #42864 , but got a little big so I'll add it to wichever gets merged last.
[Snailcrawl demonstration](https://youtu.be/IL7WFpfRo4c)
PROS
- Gets snailcrawl, wich makes them greatly faster and gives them a lube trail
- Their blood is spacelube
- They get a cool armored nodrop snail shell
- They don't slip
CONS
- Very slow
- Punch is pathetic
- Tttaaalllkkk llliiikkkeee ttthhhiiisss
- Extremely vulnerable to salt
- Can't wear glasses
Adds gastrolisis, wich is pretty much [this](https://www.youtube.com/watch?v=lFbPi8o0OEU) spongebob episode where they slowly turn into snails
You can also get gastrolisis by random_reagent_id, so maintpills and botany
🆑
add: Adds snailpeople as a rare genetics accident.
sprite: Snailshell sprites by nickvr628
/🆑
Snailshell sprites by @nickvr628
Why: It's a silly gimmicky race and it's a rare occurence. Also extremely highly requested for some reason
* nice.
* They exist to cease.
* "They've got eyes inside my head!"
* frick
* unstable insanity
* Just try taking this bull by the horns. (eyeballs)
* It's a thankless job, and you'll probably die in an explosion. But the pay is pretty good.
* "The best denials are simply that: a beginning and end unchanged, a dream with no memory."
* fixes the dme
* Add a virus log, plus a log for facehuggers
Logs each infect event and contains detailed descriptions of the virus
I also added a log message for printing virus culture bottles including
who printed them
Finally i tacked on a change to adding a game log entry for facehuggers
because why not
* Further logging fixes and updates
Medbots now combat log
combat log no longer tries to run keyname on an object because that
doesn't make much sense
* Dead say no longer logs twice
* tabs to spaces
* makes genetic meltdown a little more interesting
* uses SLIME toxin and maybe melting your skin doesnt kill
* adds more genemelt effects
* removes accidental snail
* fixes .dme
* dir to dirextion and splits the spawn into a seperate proc
Hypnosis no longer runtimes forever if it can't generate a valid regex
from the user phrase
Hypnosis also no longer constantly regenerates the regex and instead
just matches using the existing regex
cl ShizCalev
fix: Corrected slime mutation not correctly replacing the word douchebag.
fix: Fixed Elvis speech mutation inserting the word "getting" when saying "muh valids"
/cl
Fixes the crawling sound from being played from moving buckled/mounted mobs.
## Why It's Good For The Game
Apparently I didn't catch the crawling sounds being played from buckled mobs that are moving. Examples include the Janitor on their pimpin' ride or some assistant piggy-backing off of a cyborg.
* one
* ???
* big
* sprites
* it is done
* oofs
* no more bad jokes
* location -> reception
* i forgot a feature lmao
* yo lemme nerf this op power
* adjust removal and makes panic less insane
* hey i forgot another feature
* one mind removals
* *laser eyes meme*
* Disables multiple one minds for real this time
* adds the antenna power to genetics
it gives you an innate radio
* adds paranoia and mind reader
* foil hat interaction, sprites, tweaks
* upstream change
never webedit, kids
* fixes conflict-fixing error
* Add files via upload
* Rename space_dragon.dm to code/modules/events/space_dragon.dm
* Adds Space Dragon
* Adds Space Dragon Event
* Remove Copied File
* Put antagonist definition in proper location for space dragon
* Update space_dragon.dm
* Removed passive health regen from space dragon
* Updated Weight and Earliness for Space Dragon
* Added Objective to Space Dragon, Updated Starting Blurb
* Cleaned Up the Objective Determiner
* Actually fix the space dragon objectives
* Fix the objective display for the space dragon's target
* Updated Space Dragon Intro Blurb
* Updated Centcom Message When Space Dragon Spawns
* Updated Space Dragon's description with new lore
* Clean Up Space Dragon's OnFire()
* Add Space Dragon Sprites
* Sprite in wrong location
* Properly adds Space Dragon Sprites
* Adds Space Dragon Tiny Sprite to be Carp
* Space Dragon Uses New Sprites, Tiny Form Updated
* Increased Time Til' Dragon Spawn
* Drake's Tail Sweep Now Uses Prebuilt Spell
Thanks to Cobblestone for the head's up on this.
* adds chromosomes
* Makes the framework nice and functional
* Adds chromosome interaction
* Makes chromosomes work
* removes the double instability update
* Apply suggestions from code review
Co-Authored-By: Time-Green <timkoster1@hotmail.com>
* more review stuff
also fixed some inconsistencies in chromosomes
* unfucks defines
* Fixes saved mutations runtiming with empty pods
* Adds stability to the dna console and advanced health scanner
* removes a random bug i stumbled upon
* Update code/game/machinery/computer/dna_console.dm
Co-Authored-By: Time-Green <timkoster1@hotmail.com>
* makes chromosomes harder to get
fixes double mutations, adds reinforcer and nerfs stabilizer
* fixes edge case where fireballs would be harmless
* cleans up find/replace all mess and 1 in 10 trillion chance of fireball breaking
Nobody made a report but I noticed this issue: Downed players being dragged are playing footstep sounds, specifically the bare footstep sounds via their hands from what I noticed.
Fixes (hopefully) footstep sounds from being played from incapacitated mobs that are being moved (via dragging for example). Instead, lying mobs will play a crawling sound when moving.
## Why It's Good For The Game
Footstep sounds shouldn't be played when mobs are being dragged.
* does the tweaking
* indent fix
* adds more canadian variety
* no longer mr politeman
* adds cobby's review suggestion
* gets rid of mutation defines
* makes it use speechmod
* removes accidental letters
* gets rid of unneeded comma in .json
* changes magic number into defines
i hope it's supposed to be like this
* compile fix
* gets rid of yelling define in dna.dm
* removes unneeded line in .json