* 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>
* 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>
* [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)
This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game
* [MDB IGNORE] More /area/ typepath organization and cleanup
* wew
* e
* Update CentCom_skyrat.dmm
* wew
* ews
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Refactor and improve antimagic to be more robust (#64124)
This refactors the antimagic component to use and have bitflags, documentation, defines, code comments, named arguments, and renames variable names for clarity.
- /obj/effect/proc_holder/spell/aoe_turf/conjure/creature/cult is not used anywhere and has been removed
- /obj/effect/proc_holder/spell/targeted/turf_teleport/blink/cult is not used anywhere and has been removed
- New sound effects are played when magic is blocked. Depending on the type of magic being used it will be either:
- Equipping antimagic now properly updates the magic buttons
- Any magic being blocked or restricting casting now displays a message
- MAGIC_RESISTANCE_MIND now properly blocks telepathy effects
- Removes blood splatter when fireball is blocked
- Magic projectiles for staff of locker no longer spawn lockers when blocked by antimagic
- Fire breath is no longer blocked by antimagic
- Spellcards are now blocked by antimagic
Any antimagic on a mob blocks that magic type from being casted. (certain spells such as mime abilities completely ignore antimagic)
- Foilhats prevent someone from casting mind magic (telepathy, mindswap, etc.)
- Bibles, ritual Totems, nullrods, holymelons, and TRAIT_HOLY prevent someone from casting unholy magic (cult spells, etc.)
- Nullrods, ritual totem, and holymelons prevent someone from casting wizard magic (fireball, magic missile, etc.)
- Immorality talismans, berserker suits, and TRAIT_ANTIMAGIC prevents all types of magic (except stuff like mime abilities)
- Touch of Madness and Mindswap is now blocked with MAGIC_RESISTANCE and MAGIC_RESISTANCE_MIND
- Voice of god is now blocked with MAGIC_RESISTANCE_HOLY and MAGIC_RESISTANCE_MIND
* Refactor and improve antimagic to be more robust
* Update tiedshoes.dm
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* fixes thieves not being able to complete the guns objective (#65185)
* fixes thieves not being able to complete the guns objective
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Fire breath can be used without the ability to speak (+ code improvement) (#64796)
* fire breath can be done without the ability to speak + SPELL code improvement
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* OPFOR PART ONE
* 0
* E
* E
* 0
* E
* e
* Update opposing_force_datum.dm
* E
* E
* Admin stuffs
* Admin control GUI
* E
* Chat
* 0
* Update opposing_force_datum.dm
* System messages, better admin chat procs, UI fixes.
* Update _basemap.dm
* who thought holding a ref to the client was a good fucking idea?
* 0
* Update opposing_force_datum.dm
* Update modular_skyrat/modules/opposing_force/code/opposing_force_datum.dm
* Equipment tab
* equipment part 2
* Tidy up, finishing up equipments panel, some font fixes
* clarity and continuity
* Update opposing_force_datum.dm
* more logic fixes
* Update opposing_force_datum.dm
* weeee
* Update opposing_force_datum.dm
* chat commands
* 0
* ee
* Update opposing_force_datum.dm
* Itemspawning
* Assassinate objectives only need one kill
* new commands
* Update opposing_force_datum.dm
* f
* weee roundend report
* E
* ew
* E
* E
* more fixes
* E
* E
* Update opposing_force_datum.dm
* Update opposing_force_datum.dm
* Fixes
* request opfor
* Update admin_procs.dm
* Update adminhelp.dm
* Update opposing_force_datum.dm
* fex
* admin info panel, approve checks, queue position checks
* panel improvements, better logging format
* Barboza equipment list Vol 1 (#10386)
* Update opposing_force_equipment.dm
* silly little changes to the silly little code
i doubt this will be seen by anyone teehee
* OpFor Prep Balance
Shotguns have been prepped into opfor catalog. Model 23-37 is now an 8 rounder pump action, M2 is untouched as a semi auto peacekeeper variation and SAS14 is semi auto as it was meant to be
* OpFor Prep Balance
Shotguns have been prepped into opfor catalog. Model 23-37 is now an 8 rounder pump action, M2 is untouched as a semi auto peacekeeper variation and SAS14 is semi auto as it was meant to be. 23-37 keeps its beanbag load while M2 comes with slugs as a proper combat shotgun
* Gear Pass 1
* Mag Variety for SAS14
Since its gonna be an opfor exclusive why not add some choices. Refilling its ammo is nigh impossible so here comes new mags!
* Gear Pass 2
yes I 'code' in github web
* Gear Pass 3
just martial arts and some stuff for today, tomorrow i add the discord suggestions
* opfor equipment up the ass
woo spider
* descs for everyone
* g357
* altyn
* Gear Pass 4
syndicakes and nri
* Item Variety Document for Opfor
* gunman loadout
* gunman update
* Gear Pass 5
gear harder
* Update opposing_force_equipment.dm
* big typo fuckup fix
* lcoat desc fix
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* DocNameChange
also no more shamwow
* Update opposing_force_equipment.dm
* Update modular_skyrat/modules/sec_haul/code/guns/guns.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/sec_haul/code/guns/guns.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update items.dm
* Update opposing_force_equipment.dm
* Update modular_skyrat/modules/opposing_force/code/items.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* More Categories and Expanded Title
Adds loadouts and explosives tab, increases title limit to 40 instead of 20 for objectives
* Apply suggestions from code review
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: dawsonkeyes <76002401+dawsonkeyes@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Automatic changelog generation for PR #10386 [ci skip]
* E
* Update opposing_force_equipment.dm
* E
* Update items.dm
* Vol2Remastered (#10413)
* Update modular_skyrat/modules/opposing_force/code/opposing_force_datum.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Bye bye high-frequency sword
* Fixed the space cash too
* Review comments
* Update counter.dm
* general antagonist ban
* opfor ban
* Update opposing_force_subsystem.dm
Co-authored-by: ErdinyoBarboza <erdinyobarboza@gmail.com>
Co-authored-by: dawsonkeyes <76002401+dawsonkeyes@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Removes IAA & IAA pinpointer code improvement (#64008)
Since the gamemode isn't wanted here, even just to maintain (and especially now that progression Traitors are being added which will break IAA even more), I'm gonna give my alternate idea to just remove IAA entirely.
This is also to help downstream, as any plan on just 'adding it downstream' is kinda screwed over by it TECHNICALLY still being upstream, and its code conflicting with my own, even if it is just broken and unmaintained.
* Removes IAA & IAA pinpointer code improvement
* Removes IAA & IAA pinpointer code improvement
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* the protect objective now checks for mob and brain suicides (#63600)
* the protect objective now checks for mob and brain suicides
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Maroon objective no longer fails when the target is borged (#63266)
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
* Maroon objective no longer fails when the target is borged
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
* Removes cryostasis pods from the game pending creation of a proper design document
* Axe body spray
* Update ai.dm
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* the "no organics on shuttle" objective now only counts actually organic creatures (#62084)
The "don't allow any organics to escape on the emergency shuttle alive" objective no longer counts inorganic species like golems, plasmamen, androids, etc.
Some malf AI objectives have had their descriptions updated to reflect them only caring about player-controlled creatures.
* the "no organics on shuttle" objective now only counts actually organic creatures
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Replaces downloading research notes with a new antag objective and station sabotage point. (#61685)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Replaces downloading research notes with a new antag objective and station sabotage point.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Makes sure contractors only get extraction points on station (#61389)
Extraction areas are now checked with GLOB.the_station_areas, and not just for being on the same Z level. This fixes#61287 (Contractor dropoff points being inside ruins)
There's probably a more elegant way to do this, but it works.
* Makes sure contractors only get extraction points on station
Co-authored-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
* Fixes the protect objective.dm (#61037)
A ternary operator was screwing things up. I have also replaced some . path operators with ?. to avoid runtime errors. And yes, I have tested it.
* Fixes the protect objective
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* find_target can no longer choose people on the arrivals shuttle (#58555)
* BLAMMED!!!!
* doesn't check if late arrivals exists
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
* splits up the yuge check
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
* find_target can no longer choose people on the arrivals shuttle
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
* Area-based escape condition checking (#55677)
It turns out that checking if a traitor is in custody for their objectives checks if they're on a red plasteel or plastitanium floortile. This is pretty unintuitive, and one of our newer shuttles (the nature emergency shuttle) didn't have these floortiles in their brig. This changes the checking of a traitor's turf to their area.
I've also gone through all of our existing shuttles that have clear brigs (didn't touch things like the hyperfractal and disco inferno) and changed their areas to this new one.
* Area-based escape condition checking
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
* Removes changeling teams and hivemind channel (#54054)
* Removes changeling teams and hivemind channel.
* More cleanup
* some more stuff
* Removes changeling teams and hivemind channel
* Update horror_form.dm
* Update horror_form.dm
* Update horror_form.dm
Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Malf AIs no longer fail their survive objective if piloting a shell (#54346)
* Malf AIs no longer fail their survive objective if piloting a shell when the round ends
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
* Fixes heretic giving you both hijack and dagd, fixes protection objective. (#54374)
Heretic can no longer give you both hijack AND die a glorius death objective.
Protection objective was broken for some time, it always suceeded. It should be fixed now.
* Fixes heretic giving you both hijack and dagd, fixes protection objective.
Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
* Ports #10649 from Citadel: An attempt at making hijack not shit and more about point defence (#54146)
So essentially there was discussion already here (https://tgstation13.org/phpBB/viewtopic.php?f=33&t=27620) about how hijack is one of the few objectives on Manuel that you can murderbone with, which is mildly at odds with the intention of the server.
Personally, I think hijack is just straight up terrible regardless of what server you're on. The way it functions is dreadful. Nobody must be aboard the shuttle in any part of the shuttle at all. This means you have people hiding in the walls or hiding in some invisible corner of the shuttle, cucking you of the hijack. For the most part, the only way to actually hijack the shuttle is to render it completely inhospitable or destroying it utterly save for, maybe, one square. The one you are standing on.
It's absurd. So, I knew kev made a pretty honest attempt at reworking hijack. And it works pretty well. It doesn't necessarily solve the problem of hijackers being mandatory mass shooters, but it goes some ways to improving the objective in a more interesting fashion, and allows for the discussion around the objective to be a little more open ended for the sake of the higher roleplay servers without actually detracting from the lower roleplay servers at all. If anything, this should improve the experience of being that gamer to stage a hijacking all the more interesting and about robustness, and less of hide-and-go-seek.
* Ports #10649 from Citadel: An attempt at making hijack not shit and more about point defence
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
* Converts all A && A.B into A?.B
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
* Merge pull request #53702 from zxaber/kiltborg
[READY] Highlander mode now includes silicons
* [READY] Highlander mode now includes silicons
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is
Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
* Removes the "obtain red/blue documents" objective from possible traitor objectives (#53143)
* Removes the "obtain red/blue documents" objective from possible traitor objectives
Co-authored-by: tattlemothe <66640614+dragomagol@users.noreply.github.com>
* Cleanup up all instances of using var/ definitions in proc parameters. (#52728)
* var/list cleanup
* The rest of the owl
* plushvar bad
* Can't follow my own advice.
* Cleanup up all instances of using var/ definitions in proc parameters.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>