* Updates Liver Failure Eyes Examine Text (#69967)
So when livers fail it adds something about eyes to the carbon's examine text. The 2nd state of eye yellowness used a static he, that has been replaced by a helper to get the correct pronoun. The 3rd state didn't capitalise the first pronoun use and followed it up with a static they, that has also been replaced by a pronoun helper.
* Updates Liver Failure Eyes Examine Text
Co-authored-by: Jackraxxus <60418544+Jackraxxus@users.noreply.github.com>
* Shadowpeople's healing is from their brain, splits up surgery.dmi (#69543)
About The Pull Request
Shadowpeople
brain now holds their healing properties.
while possible to extract the brain and put them in another species, the burn-in-light downside really makes it a lot more worth it to just stay a shadowperson and enjoy their other benefits than to swap.
Now use burning eyes from nightmares instead of an unsprited nightvision granting eyeball.
surgery.dmi split up
surgery_ui.dmi holds zone selection ui things for research
surgery_tools.dmi holds surgical tools
/organs folder holds organs.dmi, and species specific organ files for flies and shadowpeople
flies don't put in their random organs because of dmi memes, all their UNIQUE organs will be in the .dmi
Why It's Good For The Game
moving behavior onto the organ moves us closer to species as a blueprint, not species as something that magically grants immutable bonuses.
surgery.dmi is poorly described, holds many different things, and conflicts often because of it.
Changelog
cl
add: Shadowpeople now heal from their brains! Their brain-tumor-thingy!
code: split up surgery.dmi
/cl
* Shadowpeople's healing is from their brain, splits up surgery.dmi
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* medical/security modsuit updates and modules (#69194)
tweaks the colors on the security modsuit to be lighter, i think i did that on the original pr but it got reverted due to merge conflicts
makes the standard quick carry module have nitrile level carrying instead of latex level
environmental bodybags are now always pressurized
adds medical and security hardlight bags, which are environmental bags you can use to move people through space, security ones can be sinched to prevent escape
adds a medical version of the prisoner capture module, for patient transport, prisoner capture and patient transport now use the medical/security holobags, medical one deploying them faster. when you move too far out of range the holobag dissipates
adds a defibrillator module, extends shock paddles
adds a thread ripper module, this module temporarily rips away the matter of clothing, to allow stuff like injections, surgery, defibrillation etc through it
adds a surgery processor module, essentially a portable surgery computer like borgs have
fixes a bug where you can unwield defibrillator paddles just after starting the do_after to defib onehanded
fixes a bug where the modsuit gps would have a broken name when renamed
* medical/security modsuit updates and modules
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Breathing Pluox while sleeping slowly heals organ damage Take 2: No broken github edition. (#69320)
* Breathing Pluox while sleeping heals organ damage. Also organizes atmos chems, and fixes n2o's var name in lung breathing.
* Breathing Pluox while sleeping slowly heals organ damage Take 2: No broken github edition.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Being in combat mode hits your target with the surgical tool during an ongoing surgery. (#69489)
This is how it worked at some point, I couldn't find what messed it up.
This makes sense, and kills the very odd strategy of starting any surgery on yourself in order to make yourself completely immune from people trying to attack you with scalpels, energy swords, knifes, glass shards, and in fact, any sharp item.
Also, this kills ai monkeys being able to preform surgery on people out of raw monkey spite. Surgery should also probably require IS_ADVANCED_TOOL_USER, but that's a PR for a different day.
* Being in combat mode hits your target with the surgical tool during an ongoing surgery.
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
* reset TG human_helpers, modularly overwrite proc's examines (and better)
* better DNR trait itself (wish this could be more modular...)
* ghosts that DNR ACTUALLY go DNR
* might as well make sure it can be undone cleanly
* idk if med_hud_set_status will actually change it but its MEANT to
* removes excess info (it's in the PR body itself now)
* Small organ code clean up (#69123)
* Cleans up organ code, removing the EXTERNAL_ORGAN flag, as it can just simply use the external organ subtype instead
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@ users.noreply.github.com>
* Small organ code clean up
* Update taur_types.dm
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Splits up 'Gross' food from 'Gore' and reshuffles taste preferences accordingly (#68899)
* Splits up 'gross' food from 'carrion'
* Adds a couple of missed burgers.
Moths dislike Carrion rather than it being poison to them.
* BEES is now BUGS
* It's always safe and a good idea to use find/replace
* Splits up 'Gross' food from 'Gore' and reshuffles taste preferences accordingly
* Splits up 'Gross' food from 'Gore' and reshuffles taste preferences accordingly
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* The Great Species Dedatumming 2: Makes external organs operable
* Fixes merge conflicts
* Partly fixes taur bodies (makes them external and use the mob sprite as their icon)
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Replaces the mood component with a mood datum
* Fixes merge conflicts and updates all of our mood events to use the new mood datums
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* [GBP No Update] Perish, individual logging runtime (#69024)
missed 2 or 3(lol it was more when I look back at the files), LOG_GAME tags on the log_message line, and did some cleaning up since i was looking through every log_message again
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* [GBP No Update] Perish, individual logging runtime
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* fixes warning message that occurs every single time an ethereal dies (#68868)
[20:47:13] Runtime in stack_trace.dm,3: atom_examine overridden. Use override = TRUE to suppress this warning
proc name: stack trace (/proc/stack_trace)
src: null
call stack:
stack trace("atom_examine overridden. Use o...")
the crystal core (/obj/item/organ/internal/heart/ethereal): RegisterSignal(Crux V (/mob/living/carbon/human), "atom_examine", /obj/item/organ/internal/heart... (/obj/item/organ/internal/heart/ethereal/proc/on_examine), 0)
the crystal core (/obj/item/organ/internal/heart/ethereal): on stat change(Crux V (/mob/living/carbon/human), 4, 0)
Crux V (/mob/living/carbon/human): SendSignal("mob_statchange", /list (/list))
Crux V (/mob/living/carbon/human): set stat(4)
Crux V (/mob/living/carbon/human): set stat(4)
Crux V (/mob/living/carbon/human): set stat(4)
Crux V (/mob/living/carbon/human): death(null)
Crux V (/mob/living/carbon/human): death(null)
Crux V (/mob/living/carbon/human): death(null)
Dead Body placer (/obj/effect/mapping_helpers/dead_body_placer): LateInitialize()
Atoms (/datum/controller/subsystem/atoms): InitializeAtoms(null, null)
Atoms (/datum/controller/subsystem/atoms): Initialize(27974)
Master (/datum/controller/master): Initialize(10, 0, 1)
* fixes warning message that occurs every single time an ethereal dies
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Pirate b-gone!
* Monkey and beachbum next!
* Sorry mushroom, but like, no one uses you-
* Revert "Auxiliary commit to revert individual files from cda0bf7358b76614e31597fdb017116365bd5b77"
This reverts commit 6ef611cfdd871ade70301c5f015cbba50e9eb889.
* Modular secret var!
* Revert "Auxiliary commit to revert individual files from d8e6ef9e2becb302ddb4f1a95d19e1bf9191b33a"
This reverts commit 4b2d099c4093ed05d3b62af1239ba24843b95461.
* Reflavour piratespeak, restore it to pirates
* Oops
Co-authored-by: mcmeiler <83819203+mcmeiler@users.noreply.github.com>
* Uh no
* Add more syllables!
Might want more, but I'm having a hard time thinking of stuff that'd fit-
* Bye pirate reflavour, next PR for you!
* Bye slated to be removed languages!
* Reflavour some languages
* Oop, forgot a file-
* A few files, actually-
* Last of the changes for now!
* Happpy-golden-inating
* Better formatting of Gutter's description!
* Update piratespeak.dm
* Yangyu syllable expansion!
* Oops!
* Less chance for long Yangyu syllable chains!
Co-authored-by: mcmeiler <83819203+mcmeiler@users.noreply.github.com>
* Had to commit this because of conflicts, rest coming soon (thanks tom :) )
* Adds some more bodytype defines
* Adds some more defines for taur slots and limbs
* Removes a random merge conflict I found along the way
* Added a new file for invisible taur leg sprites
* Added the ability to have non-surgically-removable bodyparts
* Added actual taur legs, which are non-dismemberable and impossible to remove surgically
* Makes it so shoes don't show up on taurs that shouldn't show shoes
* Added some comments about undocumented non-modular changes
* Adds a flag for sprite accessories to allow them to prevent shoe display
* Refactaured (teehee) how the taur body extension is handled, making it an external organ, amongst other things
* Adds a missing keyword to Remove(), better documents some variables and removes an unused one
* Fixes taur bodies not allowing you to customize their colors properly
* Okay, okay, what if I told you, no more lower half of clothes?
* Adds a few stuff that won't get cropped on taurs
You know, could maybe change gets_cropped_on_taurs to be in supports_variation_flags.
* Adds the icon_state manually to the mutable_appearance generated by the female clothing proc, so indexing mishaps should no longer occur.
* Makes liver/stomach repair surgery consistent with heart/lung repair. (#68766)
* Makes liver/stomach repair consistent with heart/lung repair - everybody gets one.
* Replicates operated vars for stomach/liver.
* It'd be good if the surgery wasn't repeatable.
* And if the fix didn't break it.
* Makes liver/stomach repair surgery consistent with heart/lung repair.
Co-authored-by: Higgin <cdonny11@yahoo.com>
* Cyber Stomach consistency (#68790)
* missing a 0
* If you change the code, update the comments..
* Cyber Stomach consistency
Co-authored-by: StormCloud <RabidRenamon@gmail.com>
* Replaces GetComponent in Mining items with Signalers (#68575)
* Replaces many instances of GetComponents in mining items with signals and better uses overall of Components, in drills and the GPS handcuffs.
* To do this, also added 3 new signals to mechs when you are adding/removing mech equipment onto one.
* Replaces GetComponent in Mining items with Signalers
Co-authored-by: Salex08 <33989683+Salex08@users.noreply.github.com>
* Pirate b-gone!
* Monkey and beachbum next!
* Sorry mushroom, but like, no one uses you-
* Revert "Auxiliary commit to revert individual files from cda0bf7358b76614e31597fdb017116365bd5b77"
This reverts commit 6ef611cfdd871ade70301c5f015cbba50e9eb889.
* Modular secret var!
* Revert "Auxiliary commit to revert individual files from d8e6ef9e2becb302ddb4f1a95d19e1bf9191b33a"
This reverts commit 4b2d099c4093ed05d3b62af1239ba24843b95461.
* Reflavour piratespeak, restore it to pirates
* Oops
Co-authored-by: mcmeiler <83819203+mcmeiler@users.noreply.github.com>
* Uh no
* Add more syllables!
Might want more, but I'm having a hard time thinking of stuff that'd fit-
* Bye pirate reflavour, next PR for you!
* Bye slated to be removed languages!
* Commit suggestion!
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: mcmeiler <83819203+mcmeiler@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fixes xenomorph corrosive acid being able to be used on mobs
* A conflict solved is a.... no quip here today folks
Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Fixes digitigrade legs drawing incorrectly with certain suits. (#68287)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes digitigrade legs drawing incorrectly with certain suits.
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* ethereals no longer revive after being changeling drained (#68184)
* ethereals no longer revive after being changeling drained
* Drain() on absorb proc is applied after mob death. This means the signal will run first and our code won't matter, so let's run it on crystallize instead!
* ethereals no longer revive after being changeling drained
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>