All powers that don't have their own feedback calls, Absorb DNA and Linglink, now call ..() after any cancelling returns.
Fixes#41621, Absorb DNA would do an extra feedback call from try_to_sting()
tweak: Suppressed and dry fire sounds are now stored as a variable, and can be edited on a per gun basis.
sounddel: The standard gun dry fire sound was collapsed to one sound instead of 4. They were all just pitch variations anyways, which is now covered by built in sound pitch variation.
soundadd: Revolvers now have a unique gunshot sound that is slightly different for 357 and 38.
soundadd: Revolvers now have a unique dry fire sound.
soundadd: Revolvers now make a unique noise when emptying them besides just the sound of shells falling out.
soundadd: Spinning a revolver such as the Russian Revolver now makes a sound.
spellcheck: Syndicate sniper kit now includes a suppressor instead of a "supressor."
cl
tweak: spellbooks now count towards the survivalist objective if they were not used.
/cl
fixes#40857
It feels like shit if you don't know spellbooks don't count and you just lose out of nowhere. It also doesn't make sense for them to count if they still have magic powers.
cl XDTM
add: Added the Hypnotic Flash to the uplink for 7 TC.
add: The Hypnotic Flash temporarily confuses and pacifies those it's used on.
add: If the victim is in a mentally vulnerable state (hallucinating, insane, reduced mental activity) they will instead fall into a trance, and will be hypnotized by the next words they hear.
/cl
Controlled hypnosis for traitors. Usual caveats apply: Mindshield prevents the trance effect (but not the confusion/pacification) and it can still deconvert from hypnosis; a new hypnosis will override the previous one; and most importantly for any ambiguity the interpretation is mostly up to the victim, so it's not a 100% sure conversion (i'm hoping people won't use this clause to just ignore it).
cl Skoglol
add: Added click shortcuts to xenobiology console. You no longer have to aim with the camera eye to do slime science.
/cl
https://www.youtube.com/watch?v=zP5GP3sc0e0
Xenobiology is kind of a pain in its current state, where you gotta aim with the camera eye. The eye has inconsistent speed, and is prone to lag. This addition allows you to click the things you wish to manipulate instead, which is a lot smoother.
I've added a help action that explains the controls.
Threw together a icon for the button:
For now, shortcuts are:
Slime: Shift click slime to pick up, turf to drop all. Ctrl click to scan, alt click to feed potion.
Monkey: Ctrl click critted monkey to pick up, turf to drop a new one.
cl ShizCalev
fix: Fixed chem OD's causing damage to robotic limbs.
fix: Fixed wood golems repairing robotic limbs every tick of life()
fix: Fixed vampires repairing robotic limbs every tick of life()...
fix: Fixed shadowpeople healing robotic limbs every tick of life()
fix: Fixed poppeople healing robotic limbs every tick of life()
fix: Fixed adjustBruteLoss and adjustFireLoss not properly discriminating for limb status types.
tweak: Fixed bibles healing robotic limbs, because your false deity can't fix SCIENCE.
fix: Fixed the Starlight Condensation, Nocturnal Regeneration, Tissue Hydration, Regenerative Coma, and Radioactive Resonance virus symptoms repairing robotic limbs.
/cl
Gonna be away the next two weeks, so if there's anything major after today just go ahead and close it and I'll fix it when I get back.
cl MMMiracles
add: Signalers can now be attached to active paystands to send a signal when a certain amount of money is deposited.
add: Swiping your card on a paystand you own will let you lock it down, preventing it from being unbolted from the ground.
tweak: Paystands now ask for how much you want to deposit when interacting instead of a static price.
/cl
I thought it was pretty dumb the paystands designed to encourage shops was also forced to a single static price instead of allowing the person to put in how much they actually wanted to pay.
The signaler attaching lets you hook up a signaler to any active paystand and set up a threshold. Any amount of money deposited after this will start counting up to the threshold and reset when said threshold is hit, activating the signaler in the process.
cl Skoglol
code: Added missing typepaths for syndicate implanters.
tweak: Stealth implant now comes in a box.
spellcheck: Changed the names of some syndicate boxes.
/cl
Some implanters were specific typepaths, others were basic implanters that had implants put in when the box was created. This makes them all behave the same. I considered removing the boxes for the implants as they aren't strictly needed to hold one thing, but I know some people like using boxes in their atmosphere and inventory management sim so I left them in.
Otherwise, specifying that a box contains something that is boxed was silly so I changed that. Except for the space suit, because that feels right.
And of course the stealth implant gotta come in a box.
Alien infestations are not limited to once per round only, but will never
happen while existing aliens are alive.
Essentially, it's really disheartening when a larva is spawned, and it dies
quickly because the player makes a mistake or is unlucky. So, aliens MAY happen
again, but it's still a weight 5 event, so don't get your hopes up.
initial_gas_mix for turfs were all over the place instead of using defines. I
didn't change turfs that only show up in a single place, like the Snowdin
plasma river turf.
KITCHEN_COLDROOM_ATMOS isn't used yet; if this gets merged I'll use it to turn
kitchen cold rooms into proper.... cold rooms
Blindfolds don't actually need to inherit anything from sunglasses, from what I
can see, unless there's some bad type checking somewhere in the code that I'm
not aware of.
Exploit is: cloth makes blindfold + medHUD -> medHUD sunglasses -> remove
medHUD, regular sunglasses.
* Layered pipes no longer stick out of their tile, also vents and other
machines will always be in the middle of the tile.
* Layer manifold now looks like an adaptor.
* Some pipe mapping helpers were made into macros so maintianing things is
easier.
* Some unused icons were removed.
* A lot of icons were added, so that pipe layering looks better.
* Layer manifold renamed to layer adaptor and resprited to look more like an
adaptor.
cl XDTM
add: Spraying holy water on tiles will now prevent cult-based teleportation from using them as a destination point.
tweak: Quantum, wormhole and magic teleportation is no longer disrupted by bags of holding.
/cl
Refactors some teleportation code so it uses do_teleport instead of directly forceMove.
do_teleport now has a channel argument, to specify the type of teleportation used. This will affect what can and cannot interfere with teleportation. For example, BoHs interfere with bluespace teleportation but not wormhole, quantum or magic teleportation.
do_teleport now sends a COMSIG_ATOM_INTERCEPT_TELEPORT signal, allowing the target turf (or anything placing a signal on said turf) to react appropriately. As a proof of concept, blessed tiles use it to prevent teleportation from the cult channel.
Intercepting teleportation can have interesting potential uses, from teleport denial fields, to teleport scramblers (teleports you somewhere else instead), telefraggers that gib anyone unlucky enough to teleport in their area of effect, teleport anchors that shunt all teleportations in a wide area to themselves, and so on.
cl Skoglol
fix: Reduced ventcrawl lag greatly.
/cl
Basically prevents adding pipe images to client if they are outside view range. I don't know of any situations where the view range while vent crawling is higher than the standard 7, if there are let me know so I can up it.
Partial fix of #41433 as vent crawling is still fairly expensive for the server, but at least alleviates the client lag. See the short videos below for a comparison.
cl Qustinnus / Floyd / Ethereal sprites by Space, is that it? / Alerts and food sprites by MrDroppodBringer
add: Adds Ethereal; a race which lives off of electricity and shines bright. If they are healthy they shine a bright green light, and the more damaged they are, the less they shine and the greyer they become. Their punches do burn damage and they are weak to blunt attacks!
They dont need to eat normal food and dont have nutrition, Instead they gain charge by going into borg rechargers, eating ethereal food or doign specific interactions.
refactor: all nutrition changes now go through a proc so we can override behavior
/cl
Adds Ethereal. A race which is essentialy inspired by Zoltan but then with different mechanics to make it fit with SS13 more. I'm trying to stay away from making them actually provide power but the change from nutrition to electricity seemed kind of fun.
They have the following specifications:
They are walking lights; and shine bright and green if healthy, and get greyer and darker the more damaged they are. When dead they are just a grey unlit corpse.
They do burn punch damage instead of blunt.
They are weaker to blunt; especially when low on charge
They have charge instead of nutrition. Charge is gained by some interactions or by going into a borg charger. or eating new ethereal food.
They are slightly stronger to shock damage, and gain charge from it a bit; however, it is still deadly to them and thus they aren't free insulated gloves.
cl
add: Added pirate language, equip a pirate hat to speak it.
/cl
I haven't made a PR here since #23676 but this is pretty simple, it just adds "pirate language" (language only spoken/readable by fellow piratespeakers that looks like pirate slang to others), and makes the pirate hat (yes, the one obtainable from the autodrobe) grant/remove the language.
also i have no experience in dream maker so i'm at least 87% sure i flubbed something up
thanks to qustinnus for helping me out
cl imsxz
balance: AI can now only interact with things on its z level
/cl
oranges endorsed. this is untested, i'm about to go to sleep and will fix any issues in when i wake up. at the time of posting, this is mostly proof of concept, please yell at me how to do it correctly.