* Roller Beds: Add roll-up examine hint (#62139)
Adds an examine hint for how to roll up a roller bed.
* Roller Beds: Add roll-up examine hint
Co-authored-by: esainane <esainane+github@gmail.com>
* Monkeys Can Click on Worn Backpacks to Open Them, Killing Ancient Bug (#62125)
Fixes#37518 , which has been in the game for much longer than 3 years. I'd estimate it's been around since monkeys were conceived, with the initial attempt to fix it being back in 2013 (Pull Request #846), over 8 years ago.
Allows monkeys to open worn backpacks instead of needing to drag them onto their sprite. Cause of this is the awful thing that is attack_paw, which is by far one of the greatest evils of our time but I'm not the one to fix that. On a technical level, this PR just adds some of the checks attack_hand does while omitting any balance-changing ones in order to fix this issue.
Do note that due to the nature of this fix, this might fix other monkey item bugs as well or cause unintentional behavior, but I can't think of anything bad coming from this.
* Monkeys Can Click on Worn Backpacks to Open Them, Killing Ancient Bug
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
* Prevent aghosted admins from being forcibly dragged back to their body when being defibbed (#62048)
Aghosted admins won't be forcibly dragged back to their body when being defibbed.
* Prevent aghosted admins from being forcibly dragged back to their body when being defibbed
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Drowsiness refactor (#62104)
Creates two procs in /mob/status_procs for handling drowsiness changes (with check for negative values), and refactors all code to use these procs instead of assigning values to the mob's drowsiness themselves.
* Drowsiness refactor
* Fixing more stuff in our code
Co-authored-by: thatoneplebeian <67017991+thatoneplebeian@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Printer Circuit Component (#62012)
I'm adding a circuit component that can print text string on a paper object in a variety of colors and font typefaces (currently only web-safe ones are available, maybe i'll add some fancy ones in the future but they'd need to be imported either through @ import of @ font-face in a separate CSS not imported by every tgui UI).
It's important to note that because the UI sanitizes new text inputed by users and not what's already written on the paper (so the pen_color and pen_font don't be purged in the process), we can't safely have these strings "printed" into the info variable directly, because of that these values will be stored in two new list variables, one for the text and one for font color, face and the signature. When the paper sheet UI is opened, these will be sanitized and then parsed into the text, so the next time the paper is edited we can clear these two lists.
Obviously better than a hacky byond proc - parsemarkdown() is outdated af -, albeit a bit messy... like the rest of paper code.
Requires #62033.
* Printer Circuit Component
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* The monkey portrait decoration is now a set of random pictures that also act as persistent photo frames. Every station map gets one.
* mirrors changes
* Update mothership_astrum.dmm
* Update BlueShift.dmm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Kat <evesovereign@hotmail.co.uk>
* The start
* More work
* firing modes
* Now displays ammo type when swapping and examining
* code refactoring
* replaces a bunch of code
* custom medicell text
* Update emitter.dm
* removes some testing stuff that isn't needed anymore
* repaths medicells
* This bothered me
* now uses conversion kit framework from https://github.com/Skyrat-SS13/Skyrat-tg/pull/8506/files instead of crafting
* Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes (#61953)
Please don't try and send chat messages if you have nothing to say
Fixes a spurious runtime.
Fixes a runtime caused by my lack of understanding of huds. remove_hud_from is intended for hud watchers, remove_from_hud is intended for hud items. Doesn't really make sense most of the time, and just runtimes out the ass
Fixes a runtime in shapeshifting, restore should not run if the object is not restoring, or if it's deleting. it should run if it's not restoring, and it's not deleted. 4head
Fun fact, if there's two turret control boards they'll override each other. Use weakrefs. Oh also removes a var called cp, nothing good will come of that
Today in: Good lord the stacking machine is an afront to god, we discover that the labor claims console was attempting to act as a console, which of course fails when it comes time to clear it's improperly named var. Disgusting
Attempts to fix potential wound ref hangs in surgeries? maybe?
Fixes a runtime in luminescent stuff I created in my big harddel crusade. owner is a mob, not a species
Fixes a runtime related to headspikes deleting themselves twice. Pain
Fixes hard deletes sourced from the prophet trauma. Good fucking lord this is awful
Offhand item is somehow hard deleting. I have no idea how. Here's hoping signals fixes it, because if it doesn't I'm stumped. It's not a common scenario, but it does happen in spurts that suggest repeated usage
* Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes
* Update turret_id_system.dm
* Update turret_id_system.dm
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* no more regal rat runtimes, and, cheeeeeeeeeeeese can now be eaten by it (#62032)
* no more regal rat runtimes, and, cheeeeeeeeeeeese can now be eaten by it
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
* Adds a BLT sandwich to the game (#62031)
About The Pull Request
Adds a BLT sandwich to the game, including a sprite for it. It can be crafted with bread slices, two bacon, one cabbage, and one tomato.
image
Why It's Good For The Game
Spaceman game thirteen would really benefit from having people eat a nice BLT once in awhile, plus the sandwich category only has one actual sandwich with meat in it (don't tell me a hotdog is a sandwich). Also, highly requested by some people (myself and this guy).
image
Changelog
cl
expansion: Adds a BLT sandwich as a new food to the game.
/cl
* Adds a BLT sandwich to the game
Co-authored-by: SomethingFish <73157400+SomethingFish@users.noreply.github.com>
* runtime fix for hands of cards (#62027)
title
index out of bounds runtime fix on line 905, overlay_cards was = 1, and so it was trying to do things it shouldn't
* runtime fix for hands of cards
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
* Rad collectors gone, tesla coils to generate power (#61917)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Rad collectors gone, tesla coils to generate power
* replaces rad collectors
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Kat <evesovereign@hotmail.co.uk>
* CE blueprints: Fix structural overlay (#61974)
CE blueprints come with a niche but situationally useful ability to view the original atmos, disposals, and power cable layout.
This has suffered a fair amount of bitrot. Not only was this not updated to use the plane and layer variables, but it also didn't handle any client running in widescreen mode - RANGE_TURFS requires a numerical parameter for its radius parameter, and cannot handle a modern viewstring such as "17x17".
* CE blueprints: Fix structural overlay
Co-authored-by: esainane <esainane+github@gmail.com>
* Tracers: Migrate to use new rendering system (#61963)
This fixes Emitters, beam_rifle, and more.
The great rendering refactor (#61286) changed how rendering worked.
Entities need to have a usable plane to render to. This isn't normally
a problem, as sensible defaults are set very low in the type path.
However, tracer effects use an appearance override, which was missing
the plane definition.
This adds the plane to the appearance used when apply_vars is called,
by copying it from the holding entity.
* Fix Emitters, and everything that uses hitscan beams.
Co-authored-by: esainane <esainane+github@gmail.com>
* Borgs can close morgue trays now. (#61976)
Cyborgs can open/close a morgue if the click on the main structure but they couldn't interact with the trays if they are open, instead needing to click on the main structure to close it.
* Borgs can close morgue trays now.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before. (#61943)
* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Bluespace anomalies: Don't teleport camera entities (#61966)
* Bluespace anomalies: Don't teleport camera entities
This means that AI eye, Blob overmind eye, advanced camera consoles and the
Xeniobiology console will no longer be teleported by the bluespace anomaly
event. This is particularly relevant for the Xenobiology console, as the
camera is not supposed to be able to see outside of their area, or be able
to move back from outside of their area.
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Bluespace anomalies: Don't teleport camera entities
Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Delete seeds whenever a plant is deletes, delete plant genes when a seed is deleted, + refactor various gene adding / deleting (#61747)
* Delete seeds whenever a plant is deletes, delete plant genes when a seed is deleted, + refactor various gene adding / deleting
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fix maint loot spawners not deleting after roundstart/spawning their loot. (#61707)
Maint loot spawners hang around and never get qdeleted after spawning their loot.
This does a little bit of simple code logic to limit copypasta and ensure that loot spawners never qdel late and that they qdel precisely when they intend to. Or when SSmapping intends for them to.
* Fix maint loot spawners not deleting after roundstart/spawning their loot.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Adds catburgers, egg with sausage, and sausage bread. (#61894)
expansion: Added 3 new foods: Catburgers, Egg with sausage, and Sausage bread.
* Adds catburgers, egg with sausage, and sausage bread.
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Lets the Goat Plushie huff fat clouds (#61830)
expansion: The Goat Plushie has picked up some bad habits
* Lets the Goat Plushie huff fat clouds
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Choice Beacons now use TGUI menus (#61940)
Choice beacons (Curators/Chaplains/Cooks/Any other that might exist) now use a TGUI menu rather than the default whitebox menu.
* Choice Beacons now use TGUI menus
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* fixes penetrator rounds phasing through vehicles (#61907)
When I gave vehicles the PASSMACHINE flag in #61793 I forgot that penetrator rounds existed leading to them completely ignoring mechs. This time I created a new flag for vehicles, added it to water particle effects, and excluded it from the penetrator rounds.
Additionally this flag has been added to the heretic's phasing ability.
* fixes penetrator rounds phasing through vehicles
Co-authored-by: Invalid <51190031+InvalidArgument3@users.noreply.github.com>
* Removes the augment painter, moves the function to spraycan rightclicking. (#61814)
Right-clicking a robotic body part with a spraycan will open a radial menu and allow for coloring the body part just like the augment painter did. This costs five charge off the spraycan, meaning a single can will paint six augments.
The augment painter has been removed from the game files and from all maps.
* Removes the augment painter, moves the function to spraycan rightclicking.
* removes augment painter
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
Co-authored-by: Kat <evesovereign@hotmail.co.uk>
* Fixes missing color for undershirt/socks
Added color choice to undershirt and socks selection.
* Added SKYRAT EDITs
Added SKYRAT EDITs
* Moved a file to the masterfiles
Moved a file to the masterfiles
* More girder building (#61795)
Allow players to build a girder on a turf by r-clicking the turf with a sheet of iron with enough material in it (2 sheets needed, the same as building it by UI on your location), the girders are not anchored when built this way
Removed girders from iron sheet construction menu and added an examine text for the new girder build way
* More girder building
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Getting hit by the tram will now smash people through lattice and unplated flooring (#61709)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Getting hit by the tram will now smash people through lattice and unplated flooring
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fix the hair dye spray's size (#61797)
* Fix the hair dye spray's size cause I forgot to do it three months ago.
Co-authored-by: Cimika/Lessie/KathyRyals <65850818+KathyRyals@users.noreply.github.com>
* Fixes spirit holding component not working on null rods by adding the subtype picker component to null rods (#60767)
Null rods were not calling parent on attack_self and thus not sending signals to the component. DUMB! STINKY!!!!
I have elected to make subtype picking a component itself so this mistake will never be remade
fixes#60712 (possessed blades cannot awaken a spirit)
also, fixes spirit holder not making sounds
* Fixes spirit holding component not working on null rods by adding the subtype picker component to null rods
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Add local APC cache to /area (#61655)
About The Pull Request
for(var/obj/machinery/power/apc/APC in GLOB.apcs_list) in get_apc makes chuck norris shed a tear
Why It's Good For The Game
tears are bad
Changelog
cl
code: /area now retains a local reference to the APC in the area, if any
/cl
* Add local APC cache to /area
Co-authored-by: esainane <esainane+github@gmail.com>