There was an oversight with one of the explorer drone trader events who
wants /obj/item/clothing/suit/armor (base armor path) which currently
doesn't have its own name so it gets referred to by the inherited name
from /obj/item/clothing/suit in game. I've given it the proper generic
name "armor" so this sort of thing won't happen in the future.
Ran into a player doing explorer drone who tried using different types
of clothing because the trader asked for "suit" and not even the admins
online knew what it meant. This will clear things up and stop similar
confusion in the event any code needs to refer to the base armor path by
name.
## About The Pull Request
This PR refactors mind language holders into non-existence
As a result, `update_atom_languages` is no longer necessary
Mind-bound languages are transferred via `/mind/proc/transfer_to`
Species changing no longer deletes and re-creates the mob's language
holder, allowing them to keep any languages they have.
Species languages are sourced from `LANGUAGE_SPECIES` now, meaning they
are removed when they change species. If the mob is not a human with a
species datum, these are effectively just atom level languages.
Makes a bunch of unit tests to ensure language transfer over certain
events works as intended
## Why It's Good For The Game
Mobs with minds having two independent language holders results in a
good few bugs, and simply doesn't make sense when we have sources
(`LANGUAGE_MIND`).
Instead of tracking two language holders, we can simply use sources
better and only track one.
This means that the language holder you start with is your language
holder, period. It doesn't get deleted or re-instantiated or whatever.
## Changelog
🆑 Melbert
refactor: Refactored language holders, making species changes not delete
all of your known languages
/🆑
## About The Pull Request
what the title says, it gives you fullbright
## Why It's Good For The Game
it'd be really funny to see people use it in dark areas for the night
vision while trying to work with the full red/black screen
## Changelog
🆑
balance: nightmare vision goggles give you night vision
/🆑
## About The Pull Request
Serrated bone shovels can be created with any kind of shovel now, not
just a spade (???)
Serrated bone shovels can be used in place of circular saw in most
surgeries.
Added a duller (still deadly) variant of the serrated bone shovel as
coroner mail.
Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
Increased the force, throwforce, and wound bonus of inert ritual knives
and scythes.
Coroner gloves can quickly apply medicine like nitrile gloves.
## Why It's Good For The Game
> Serrated bone shovels can be created with any kind of shovel now, not
just a spade (???)
Weird ass bug.
> Serrated bone shovels can be used in place of circular saw in most
surgeries.
It's serrated, it's cool, it's rare, it has a fast toolspeed.
> Added a duller (still deadly) variant of the serrated bone shovel as
coroner mail.
Very thematic for the coroner, should probably also be a heirloom item
but whatevs. Weaker so there's still a reason to seek out the OG.
> Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
Scanning corpses is pretty important during surgery - it tells you how
much blood they have, organ damage, diseases... these things don't
appear in the surgical computer readout, which means the coroner has to
go out of his cave to pick up a boring light blue meatbag wound scanner.
This also incentivizes coroners to do their job by giving them something
cool that only works on dead bodies.
> Increased the force, throwforce, and wound bonus of inert ritual
knives and scythes.
These two options in the MortiDrobe are pretty frickin' badass,
especially with how SICK the Coroner looks with them, double especially
in combat.

However, there's the large issue that as actual weapons they're really,
really weak. Not enough damage, when I use them in combat I both feel
badass but also get a nagging feeling in the back of my mind that I'm
intentionally gimping myself, and with only 10 damage I can *really*
feel it. I find it unfair that these are objectively worse than a
welding tool or even a Butcher's Cleaver when they're a lot more
involved to find, and scarce besides. These arguments apply equally to
the Wizard's ritual knife, and the scythe.
Additionally on the scythe, the crew really needs more good ghetto
weaponry that isn't the boring same ol' of baseball bats, spears,
cleavers... and making scythes useful is a great way to help bridge that
gap. They deal a satisfying amount of damage now, with the clear
downside, of course, being that they're bulky and hard to lug around.
> Coroner gloves can quickly apply medicine like nitrile gloves.
'Fast medicine' doesn't just cover sutures, it also covers medical gel.
Specifically, sterilizer gel. I find it annoying that the Coroner is
encouraged to give up his drip for the boring life-saver nitrile gloves,
because the difference in applying time really does make a difference -
it makes gel applying go from annoying to smooth, which is important
considering the whole purpose of sterilizer gel is to make surgeries go
faster. The Coroner has surgery and thus medical locker access to begin
with, so this isn't a balance problem, (and nitrile gloves are found by
the dozen anyways) especially with how rare the coroner gloves are.
## Changelog
🆑
fix: Serrated bone shovels can be created with any kind of shovel now,
not just a spade (???)
add: Serrated bone shovels can be used in place of circular saw in most
surgeries.
add: Added a duller (still deadly) variant of the serrated bone shovel
as coroner mail.
add: Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
add: Increased the force, throwforce, and wound bonus of inert ritual
knives and scythes.
add: Coroner gloves can quickly apply medicine like nitrile gloves.
/🆑
## About The Pull Request
If you are wearing a bible or lighter in your suit slot, or a cowboy hat
on your head, there is a small (2%) chance that bullets (only bullets,
not lasers) will hit them instead of you.
This destroys lighters, removes the storage capacity of the bible, or
sends the hat flying off your head.
The Bounty Hunter's cowboy hat has a significantly higher chance to
intercept bullets.
## Why It's Good For The Game
Adds some fun flavour to these items.
## Changelog
🆑
add: A bible or lighter in your suit slot, or cowboy hat on your head
will occasionally intercept a bullet.
/🆑
## About The Pull Request
I was looking at uniform code and noticed that spacepol jumpsuits didn't
have 10 wound armor like the rest of the security jumpsuits in the file
it's in.
## Why It's Good For The Game
Improving the wound armor of spacepol jumpsuits makes it more consistent
with the other security uniforms and slightly increases spacepol
survivability considering they don't have any medicine.
## About The Pull Request
This fixes a vile and long-standing bug where putting a mouse inside
your hat would not allow the mouse to control your movements, as it
would pop out of the hat whenever it tried to move.
Additionally as a feature this allows a mouse sitting on your head to
convey complicated instructions such as "scream" or "do a flip", via
emoting. Through drift compatibility, the rat's living mech will also
perform this action.
I could have made this into a component but there's no fucking way any
other item is going to have this behaviour, so I didn't.
## Why It's Good For The Game
This feature was already in the game but broken and I want it not to be
broken.
The mouse should be able to control your entire life.
## Changelog
🆑
fix: Placing a mouse inside your chef hat will once more allow it to
pilot you around.
add: A player-controlled mouse inside your chef hat can compel you to
perform complex actions, such as flipping and spinning. You will obey
because the mouse knows better than you do.
/🆑
## About The Pull Request
Makes sure only ONE LEADER SPAWNS instead of like 3
Also they have headsets
And I removed their energy pistols
Renames the ERT roles to shorten the names, I totally didn't get how
that worked
## Why It's Good For The Game
TOO MANY LEADERS WERE SPAWNING
Headsets good
The energy pistols detracted from the musket, which is what makes em
unique and fun.
The ERT names were too direct a reference.
## Changelog
🆑
fix: Frontier Militia only have one general now, and have headsets.
balance: Frontier Militia no longer have energy pistols.
/🆑
## About The Pull Request
This PR overhauls and adds functionality to Stethoscopes and Flashlight
examinations (i.e. shining a penlight into someone's eyes/mouth).
Stethoscope Changes
- Dynamic results based on targeted body part.
- Chest: Assess whether the heart is beating, whether it is damaged
(above 10 dmg), and whether or not the player has suffered severe blood
loss. Assess whether the player is breathing, has lung damage (above
10dmg), and whether or not they have suffocation damage (above 10dmg).
- Head/Extremities: Assess heart function as above, and blood level
(nominal/low/critical).
- Groin: Assess whether or not the liver or the appendix have suffered
damage (above 10dmg). (The latter is only detectable if the patient is
conscious)
Flashlight Changes
- Eyes: Assess whether the patient is dead, has sustained brain damage
(above 20dmg), or has an X-Ray mutation.
- Mouth: Assess mouth organs, dental implants, suffocation damage (above
20dmg), and blood volume (nominal/low/critical)
## Why It's Good For The Game
Adds some proper functionality to two very rarely used tools.
Loosens up medical players' dependence on health analyzers to assess
their patients Provides an alternative, if manual and less accurate,
means of assessment.
For players interested in a more hands-on, RP focused approach to medbay
(or those in areas without power to recharge analyzers); I think this
will be a welcome addition.
## Proof of Testing
<details>
<summary>Screenshots/Videos</summary>
https://github.com/tgstation/tgstation/assets/107971606/43e87774-6db5-4db1-b7fa-92c3565c1009https://github.com/tgstation/tgstation/assets/107971606/9ec42cc4-a996-4d60-a6f1-1aecf24b9bc8
</details>
## Changelog
🆑
add: Stethoscopes may be used on the chest, groin, or extremities to
assess organ damage, blood level, and/or suffocation damage depending on
the targeted area.
add: Shining flashlights into the mouth or eyes of other players will
additionally assess brain health, suffocation damage, and/or blood level
depending on the targeted area.
balance: Halves the duration of the flash effect from shining lights
into players' eyes (2s -> 1s). Use combat mode to get the full duration.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Gives duffelbags their proper slot count
They inherited this from backpacks, but I sorta just forgot about that
[Creates "levels" of locked objects, uses that to make locked duffels
work](https://github.com/tgstation/tgstation/pull/76442/commits/c613c00f62fa3ff03bb33737d24da9acbf2050e3)
[c613c00](https://github.com/tgstation/tgstation/pull/76442/commits/c613c00f62fa3ff03bb33737d24da9acbf2050e3)
Turns locked into something that holds defines, this makes life a lot
easier.
Requires a lot of boilerplate because of how many uses of these procs
there are and all the passthrough and shit.
Adds a few outfit subtypes to avoid this class of failure in future.
Renames the args in a few but not all touched procs, one thing at a time
Closes#76407Closes#76430 Had the lock check in the wrong place
Closes#76441 GOD I HATE TK SO MUCH
Wrote half the pr without glasses so if it's weird gimme some grace
yeah?
## Changelog
🆑
fix: Fixes some fuck with duffelbags, them not holding enough + issues
with spawning gear in them (job shit and all)
/🆑
## About The Pull Request
This adds a craftable laser musket to the game. It's slow and unwieldy,
but consistent! I'd be happy to tweak the numbers if it's too good/bad.
This PR also adds an independent militia ERT, who travels the spinward
sector to help defend stations!
TO DO LIST:
- [x] Finish worn sprites
- [x] Add a crafting recipe on par with the pipegun
- [x] Add bayonets
- [x] Separate charging into two stages and REDO THE AUDIO AAAA
- [x] Clean up code (Needs review, totally)
Scrapped:
- Possibly add overcharge mechanic (This is just beyond my skill level
for now)
- Find a unique sound for the weapon firing (We have a unique
projectile, and I can't a sound that fits more than the laser gun one)





Inhands by RedSentry27
Suit sprite by Kinnebian
Prime Laser Musket sprites by RedSentry27
Balance Considerations (ew):
25 damage (30 on prime)
Normal wound
40 Stamina damage (45 on prime)
Weak to armour (prime not weak to armor)
2 second charge time, needs to be charged twice
No overcharge
Requires two hands to hold (like a chainsaw)
Crafting Recipe:
One rifle stock
Fifteen Cable Coils
Four Iron Rods
One micro laser
One capacitor
One pair of prescription glasses
One drinking glass
Craft for 10 seconds with a wirecutter and screwdriver
Prime crafting recipe: (REQUIRES READING MAINTENANCE LOOT: "journal of a
space ranger")
One laser musket
Fifteen cable coils
Five silver
One water recycler
Fifteen units of nuka cola
Craft for 30 seconds with a screwdriver while wearing cowboy boots and a
cowboy hat
## Why It's Good For The Game
The idea of assistants and revs forming firing lines in the halls to
shoot eachother sounds hilarious. Besides, we need a parallel to the
pipegun, and this is the funniest way to do so.
## Changelog
🆑 Cheshify, Kinnebian, and RedSentry27
add: Maintenance engineers have sent out blueprints across the sector
for a new laser musket.
admin: A new energy-gun toting ERT is available to send to the crew.
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
## About The Pull Request
Continues the work I started on
https://github.com/tgstation/tgstation/pull/76074
Fixes https://github.com/tgstation/tgstation/issues/73782
Implements a bunch of wrapper procs for hair style, facial hair style,
etc etc the whole nine yards.
Fixes many issues, especially with gradients because I did sloppy tired
code that didn't work there.
Makes head/get_limb_icon() not a disgusting mess (well, at least makes
it less of a disgusting mess).
## Why It's Good For The Game
Actually makes hair and lips depend entirely on the bodypart.
## Changelog
🆑
refactor: Head rendering code has been updated significantly... Again.
Please report any issues with hair, facial hair, lipstick and such.
/🆑
## About The Pull Request
See #76345 (which said:
Unit test clothing_under_armor_subtype_check is unticked in _unit_test.dm and also would fail if it was ticked
It's not included, it doesn't run
Even if it would run, it's currently doing an istype when it should be doing an ispath, so it'd fail)
## Why It's Good For The Game
This will fix#76345.
## Changelog
N/A
## About The Pull Request
Refactors the behaviour of "one clothing item deploying another clothing
item" from `/obj/item/clothing/suit/hooded` and makes it into a
component.
This allows you to make hooded items which are not part of that
typepath. It also means you could make (for instance) a hat which can
deploy a pair of sunglasses into the eye slot or a jumpsuit with
deployable clown shoes or something.
I need to pass in an assload of callbacks because we have a bunch of
special hoodies that want to do things when you raise and lower the
hood, but for a normal item you would not need these.
## Why It's Good For The Game
Frees people from the tyrrany of typepaths, mostly.
Plausibly you could use it to do something fun we don't currently do.
## Changelog
Not player facing, hopefully. As long as I did this all right.
## About The Pull Request
Having a variable in species that constantly gets modified by outside
sources is very hacky, and I don't want that.
Bodytypes are handled by bodyparts in the synchronize_bodyparts() proc,
no matter the species. Simply put, they are every bodytype gotten from
every bodypart, cached.
As such, bodytypes is pretty much a convenience variable (so we don't
have to constantly loop through the bodyparts list), and instead of
putting it on species, it'd be better to put it on /mob/living/carbon.
## Why It's Good For The Game
Makes the bodytype of human mobs easier to access by making it direct,
instead of having to go through dna and species.
## Changelog
nah
## About The Pull Request
Simple pr that makes the doctors surgical cap hide your hair.
## Why It's Good For The Game
Less hair in patients insides.
But actually, I think this looks better, and it opens some more
possibilities to go incognito as a doctor.
Plus, that's what a surgical cap is supposed to do!
## Changelog
🆑 Seven
add: Surgical caps now actually hide your hair
/🆑
Theres one player-facing change in this PR and it's that I removed human
gibs from being valid in space turfs, making it more consistent with the
other gib decals.
I've cleaned up many instances of decals spawning in bad turfs on
mapload in https://github.com/tgstation/tgstation/pull/75189, but making
it error anytime in-game a decal is put over an invalid turf is bad as
it punishes contributors for not optimizing their decals properly.
This changes it so it only errors if it's on mapload, unit testing or
not.
I've also removed ``turf_loc_check`` and replaced instances of it with
overwriting ``NeverShouldHaveComeHere``, which gives us greater control
of where decals can be placed.
This let me remove 2 subtypes that were made to have decals in specific
places (which then got placed elsewhere, ruining it all).
Mappers are still able to set decals to be placed anywhere, they just
need to add it as a valid turf for that decal.
## About The Pull Request
Makes toys, stamps, and spacecash invisible in suit storage, fixing some
missing textures
adds stamps to the allowed suit storage items for hop, qm, and cargo
wintercoats
## Why It's Good For The Game
The /datum/unit_test/suit_storage_icons failure list is awfully long,
and while some of them require more thoughtful fixes, just these couple
of lines clears more than 100 lines from the failure list.
While I was here I added the stamps to the allowed suit storage for hop,
qm, and cargo wintercoats cause that seems fair
## Changelog
🆑 Seven
fix: toys, stamps, and spacecash no longer has a missing texture when
put into suit storage
qol: stamps are now allowed suit storage items in the hop, qm, and cargo
wintercoats
/🆑
Weakens stickman summoned from the summon stickman spell.
Its very toxic to play against it only encourages spamming stickmen who
die from 4 laser shots(even after the laser gun buff) This will lower
them to be either 1 hittable or 2 hittable depending what weapon you
have available as exchange of how fast they can be summoned.
Most people who do paper wizard tend to cheese it one or the other way
either trough atmos or having self revives as for example a changeling.
🆑 Improvedname
balance: Weakens summoned stickmen to be 1 or 2 hit
/🆑
## About The Pull Request
Title.
I saw a comment on psyker code complaining about these species traits
(which admittedly, they suck) and heeded the call to turn all of this
crap into something defined almost entirely by the head bodypart.
## Why It's Good For The Game
Potential to simplify species code further in the future, by delegating
more visuals to bodyparts, which is where most of them should be
handled.
## Changelog
Should not be player facing, unless I fucked up.
---------
Co-authored-by: Time-Green <timkoster1@hotmail.com>
it was missing a GAS_FILTERING lmao lol even
## Why It's Good For The Game
fixes#75218
that also probably means that plasmeme special filters in the sechailers
were not operational lmao
## Changelog
🆑
fix: fixed sechailers/SWAT masks not using the installed air filter
/🆑
adds the Vorpal Scythe, a special chaplain null rod variant, replacing
the Reaper Scythe, a not so special null rod variant.
When you choose the vorpal scythe, it comes as a shard that you implant
into your arm, similar to a cursed katana.
Once implanted, you can draw it at any time like an arm implant.
However, sheathing it again presents some problems. (Also, implanting
the organ gives you ``TRAIT_MORBID``, which I'll explain in a bit)
The Vorpal Scythe has 10 force, one of the weakest null rod variants for
force that isn't a joke null rod. However, it has exceptional armor pen
and also has 2 tiles of reach. So quite unique.
It also has a special beheading ability when you right-click someone.
This borrows some code from amputation shears, functioning pretty
similarly, except with a few additional ways to speed up the action and
restrictions. (It takes 15 seconds baseline to behead someone standing
and conscious, and speeds up or slows down based on factors such as
incapacitation and whether or not our scythe is already empowered)
When you successfully behead someone with a mind, the vorpal scythe
gains 20 force and can be safely stowed and drawn for 2 minutes.
Performing more death knells like this will reset the timer.
If it has not performed its 'death knell', or you haven't hit a living
mob, then it will cause severe damage to you if you ever try and stow it
(or its forced back into your arm). Just hitting a mob with the scythe
will sate it for 4 minutes. Unless it is a non-player monkey. Horrible
things. Just hitting mobs does not reset the timer on empowerment.
What this means is that the chaplain may be more hesitant to simply draw
their weapon on people. It also means that potentially, the chaplain
will not always have magic immunity, since they may end up stowing the
weapon away and be reluctant to draw it on a whim without either taking
damage for sheathing it without hitting something, or dealing with
having one less hand up until they can.
While empowerment only happens when you behead mobs with a mind,
beheading monkeyhumans and other mindless humans subtypes causes their
heads to become haunted! It's mostly harmless and largely just SpOoKy.
We don't want heads with actual players in them to go floating off to
space. (Does not work on monkey heads for sanity reasons)
When you have the Morbid trait, you think creepy stuff is cool and hate
saving peoples lives. You get a mood boost from graverobbing, autopsies,
dissections, amputations (including beheadings with the scythe and
amputations with the shears) and revival surgery. However, you get a
mood penalty when you tend wounds on the living, as well as a hefty
penalty when you perform CPR or defibrillate someone. I was thinking
Victor Frankenstein when I was choosing which actions had an associated
moodlet, so anything that I might have missed would be appreciated.
You also count as potentially cool with regards to haunted objects.
Ghosts think you're neat. (Revenants probably will still kill you if
they had the chance)
## About The Pull Request
Adds wound armor to ALL jumpsuits that were missing it.
Every jumpsuit, by default, has 5 wound armor. However, because for some
godforsaken reason armor datums don't use subtypes (seriously, the
fuck?), the vast majority of jumpsuits weren't updated to have anything
in case they overrode the base armor.
This includes critical oversights such as any nonstandard jumpsuit meant
to be armored (Tracksuits, turtlenecks, admin suit, tgmc suit). This is
especially critical a problem on nuclear operatives, who face a lot of
combat every round and need that wound armor.
Any nonstandard jumpsuit that also protects from departmental hazards
doesn't recieve the wound armor, this is seemingly reasonable with, say,
medical jumpsuits, but starts to get weird when it includes engineering,
botany, the RD, CMO, and CE..
Plasmaman envirosuits also don't by default. This may or may not be on
purpose but I added it on them just in case.
Armored jumpsuits that didn't have the wound resistance now have 10,
instead of the base 5, since they're meant to be, well, armored. This
might also make durathread useful for something (lol, as if)
## Why It's Good For The Game
Consistency. It's very inconsistent that 'wound' armor randomly pops in
and out of places ingame. It requires you to think like a space whale to
figure out what's the Best Combat Uniform rather than picking what
SHOULD be the right choices.
## Changelog
🆑
fix: Adds wound armor to ALL jumpsuits that were missing it
/🆑
Remove welder fuel usage from all actions except attacking and leaving
it on
most welder tasks require a minimum of 1u of fuel, some longer tasks
require a minimum of 2 or 3u welders now drain 1u every 5 seconds
they're active
## About The Pull Request
Prior to this PR welder fuel usage was random, a lot of tasks didn't use
any welder fuel and welders were basically near infinite so long as you
didn't use them for combat, it took 26 seconds of activity to drain 1u
of fuel, that means an emergency welder alone could run for 5 minutes
straight before needing a refuel
After this PR all welders will drain 1u every 5 seconds instead of every
26 seconds, but welding objects won't require extra fuel anymore, making
the fuel usage much more consistent.
resolves#55018
## Why It's Good For The Game
Actually makes fuel tanks useful and relevant without making it
obnoxious to do repetitive quick tasks like turn rods into plates,
there's actually a reason to upgrade off the emergency welder now since
it lasts 50 seconds rather than 5 minutes
## Changelog
🆑
qol: Welders now have a more consistent fuel usage
/🆑
## About The Pull Request
- Refactors the stun absorption list into a status effect
- Does a fair bit of cleanup around stun code
Weird thing involved in this.
Check out this define.
`IS_STUN_IMMUNE(source, ignore_canstun) ((source.status_flags & GODMODE)
|| (!ignore_canstun && (!(source.status_flags & CANKNOCKDOWN) ||
HAS_TRAIT(source, TRAIT_STUNIMMUNE))))`
Notice anything odd about it?
It only checks for `CANKNOCKDOWN`.
What does this mean?
Well, *every single* one of the stun procs used this macro for checking
stun immunity. Which means every method of stun checked the
`CANKNOCKDOWN`.
This means that, say you have a mob which has `CANSTUN` but not
`CANKNOCKDOWN`.
Intuitively this means that the mob cannot be knocked down, but can be
stunned.
But instead, this means the mob can't be stunned either.
This doesn't affect humans, they have all the status flags, but it does
affect some other mobs.
Alien adults (not queens) have `CANUNCONSCIOUS|CANPUSH`. Before, they
didn't have `CANKNOCKDOWN`, so they were fully immune to stuns and
sleeps. But now, they can be knocked unconscious.
However, overall it doesn't change much, as most mobs that flipped off
`CANKNOCKDOWN` flipped off the others too.
For consistency though it makes sense for these flags to work as they
imply.
- `incapacitate` didn't have a signal, now it does
## Why It's Good For The Game
More consistent, better code? I may use this in the future.
## Changelog
🆑 Melbert
refactor: Refactored Stun Absorptions (Bastard Sword, His Grace)
refactor: Refactored Stun Immunity. Note this means that some mobs
which, prior, were immune to all forms of incapacitation are now
vulnerable to some. Notably, adult non-queen xenomorphs are now
vulnerable to falling unconscious.
/🆑
## About The Pull Request
Welding gas masks make the same sound effect that welding hardhats use
## Why It's Good For The Game
I could've sworn they used to but I think I'm being Mandela Effected.
Provides some nice audio feedback that's similar to existing items.
## Changelog
🆑 Melbert
sound: Welding Gas Masks make the same sound effect as Welding Hard Hats
when they toggle
/🆑
## About The Pull Request
A set of parenthesis a day keeps weird order of operations away
## Why It's Good For The Game
Might be causing bugs?
## Changelog
🆑 Melbert
fix: Maybe fixes minor bugs in disease cure, revolution, hooded suit
code
/🆑
## About The Pull Request
ATTENTION:
In celebration of government sanctioned Pride Month as well as Breast
Cancer Awareness, NanoTrasen has temporarily swapped out the uniforms of
the Security Department with pink variations. Reminder, laughing at
security officers wearing this new uniform is ~~encouraged~~ frowned
upon and will be met with ~~praise~~ disciplinary actions in the form of
~~increased~~ docked pay.

## Why It's Good For The Game
https://www.youtube.com/watch?v=ZyhrYis509A
## Changelog
🆑
add: Added security specific gloves
image: Changed all standard security uniforms pink
/🆑
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
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## About The Pull Request
Short and simple, just converts the changeling's headslug (that ability
they get that lets them infest another body) into a basic mob. Also
touches up some of the code, as well as split up the code such that the
headslug resides in the basic mobs folder, while the eggs are in the
changeling's antagonist folder, rather than one megafile for both.
No AI because this is 100% a player-controlled mob, it never exists in
any other context. No UpdatePaths for the same reason as well, this
shouldn't (and really doesn't) exist on maps because its sole purpose is
player-driven.
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## Why It's Good For The Game
Knocks another one off the list, potentially clears up some janky code
with how this operated and just beautifies it overall. I also
standardized the name "headslug" in any applicable context because the
name "headcrab" is quite confusing. Some other code still refers to it
as headcrab/crab, but that's whatever, at least the paths are a-okay
now.
Also opens the door in case someone really wants these to be AI-powered?
That sounds really weird and I don't really support that idea, but it's
indeed possible.

Grow and regrow, the life cycle.
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## Changelog
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🆑
refactor: Headslugs (the really small slug-like changeling form) are now
basic mobs. They only wander around aimlessly now instead of attacking
corpses all the time, and examining will let you know what type. Should
probably still smash them before they suddenly gain sapience...
/🆑
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## About The Pull Request
the cake hat does more wounds (similar to welders, but a little less
bare wounds)
the cake hat no longer makes you bald and no longer hides your ears
## Why It's Good For The Game
brings it back to its glory
## Changelog
🆑
balance: the cake hat wounds more
fix: the cake hat no longer balds you
/🆑
## About The Pull Request
See the title. Doing so by adding a new arg for damage type to
`check_shields()` and `hit_reaction()`. The other way would had involved
a couple istype checks for item or projectile damage type, but this is a
longer term solution and can tackle more than just that.
## Why It's Good For The Game
Fixes#74876.
## Changelog
🆑
fix: Stops shields getting broken by pillows and disablers.
/🆑
## About The Pull Request
This adds a few more regular glasses options to the nearsighted pref
menu:
- Random
- Jamjar
- Binoclard
It also displays the icons for the TGUI dropdown menu.
## Why It's Good For The Game
More variety and better visualization. (nearsighted... get it?)
## Changelog
🆑
qol: Add more glasses to the nearsighted pref menu with icons
/🆑
---------
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
## About The Pull Request
Fixes epipens, pillbottles, and test tubes having a missing texture when
put into suit storage.
Makes pills and patches invisible on the player when put into suit
storage.
Turns the paper hat into a craftable item, and by extention fixing an
issue where a paper hat would appear on your head when you put paper
into suit storage.
fixes: #69504
## Why It's Good For The Game
Fixes some missing texture sprites, makes it so the paper hat does not
appear on your head when you put it in suit storage.
Pills and patches also appeared on your body when put into suit storage,
which I thought looked weird, since they would be in your pocket or
something.
## Changelog
🆑 Seven
fix: Fixes epipens, pillbottles, and test tubes missing texture when put
into suit storage
fix: A paper hat no longer appears on your head when putting paper into
suit storage
add: The paper hat is now a craftable item
image: Pills and patches are no longer visible on a person when put into
suit storage
/🆑
## About The Pull Request
Adds defines for gasses and replaces uses I've found to instead use the
defines.
Can you believe I made this PR while trying to work with Xenos? This
sucks!
## Why It's Good For The Game
There's a lot of different uses of things like "o2" and "plasma", and
they are pretty inconsistent. In some places, it's "hydrogen", in others
it's "h2". In some it's "plasma", others "plasm". This unifies it all
under defines so it has a less chance of breaking in the future.
## Changelog
Nothing player-facing.
## About The Pull Request

Bottles have varied volumes - some of them hold 30, some 50, while
having the same sprite. And the size is comparable with small beaker, so
it was a bit weird that it can hold only 30 units. Now the default
bottle volume is 50, consistently.
Test tubes are the new 30u container that replaces bottles created in
chem master (but not condi master) and pandemic.
For better management of test tubes, this PR also adds a rack that can
be crafted from 1 wooden plank. The rack stores up to 10 test tubes and
can pick them up and drop quickly similar to how the pill bottle works
with pills.

## Why It's Good For The Game
Consistent volume for the bottle sprite instead of some being 30, some
50.
Essential attribute for chemical lab, good company for Chem Separator.
## Changelog
🆑 MTandi, coiledlamb
add: Added test tubes and racks for them
balance: All 30u bottles now have 50u volume and chem master/pandemic
spawn tubes instead of bottles
/🆑
## About The Pull Request
This allows plasmamen helmets to work for internals without needing
breathing masks, just like most EVA helmets, and removes the masks from
the plasmamen outfits that don't have a mask with unique features.
So Plasmamen still spawn with sechailers and clown masks with the plasma
filter, but medical masks are gone as they don't have any utility
outside of some disease protection interactions, which the helmet
already covers, I think... tell me if I'm dumb and I will revert this
one.
It was really silly that the species that is complete sealed from the
enviroment or they would burn to death had the "Your helmet is not
sealed!!!" error message when they tried to use their complete atmos
sealed helmet without a mask.
I assume this was mostly an oversight with the PR that added maskless
internal supports for helmets, EVA helmets all have it, even biosuits
do, but plasmamen were left out.
Maint approval for species change:

## Why It's Good For The Game
This frees the mask slots of plasmamen that have been blocked forever,
we won't have plasmamen chefs depressed they don't get to enjoy their
moustache's accent, we also don't need to make plasmamen version of any
job specific mask in the future (Tho that never happens, they were
always left down...)
Pretty clear buff to Plasmamens as they can now be smokers, eat
bubblegum, run around with a toast in their mouth, but the fungus people
deserve to enjoy these "mostly" cute features without having to swap
helmets.
## Changelog
🆑 Guillaume Prata
balance: Plasmamen won't spawn with breathing masks anymore as their
helmet has maskless internals support now. Enjoy your moustache's accent
plasmacooks!
/🆑
## About The Pull Request
Tower of Babel (Curator), Naive (Clown), and Storm detector (Shaft
Miner), are all traits that are given to your mind upon taking these
jobs.
However, we have been checking the body for these traits, not the mind.
This meant that Shaft miners werent alerted of ice storms, Clowns didnt
have their unique examine text, and Curators were affected by Tower of
Babel.
This fixes all those issues.
Naive and Tower of Babel realistically should only be on the mind, so I
changed all instances to check the mind. Storm detection is something
you can get through analyzers, so I left it as a check for both your
body and mind traits.
Clown's Naive:

Tower of Babel:

## Why It's Good For The Game
Fixes several bugs for 3 jobs all at once. I don't see any issue reports
on any of these, but they existed.
## Changelog
🆑
fix: Shaft Miners are now alerted of Icemoon storms, Clowns are naive,
and Curators are immune to the Tower of Babel again.
/🆑
## About The Pull Request
It's kinda strange that security plasmamen has no proper armor and you
can just bully them with bottlesmashes. Literally.
Also suits had no wound armor for some reason, which considering that
mold dies without hand kinda silly too.
And helmets just had no armor besides 1 melee armor.
## Why It's Good For The Game
Plasmamen security won't die that easilly. I mean, still easy to kill
them, but not that much.
## Changelog
🆑
balance: Security Plasmamen now have Security armor. No bullying them
with bottlesmashes anymore.
/🆑