* worn overlays proc sends a signal (#73101)
what the title says, it sends the list of overlays to be edited and some
other stuff
makes modsuits use this
* worn overlays proc sends a signal
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* some modsuits now have some modules pinned by default (#72258)
## About The Pull Request
cleans up some modsuit code i dont like about their modules
removes mod theme blacklists, they are unused and weve not needed them
at all so far
adds support for premade suits to have modules they pin by default
the default pins currently are:
advanced suit: jetpack
loader suit: clamp, magnet, hydraulic arms
mining suit: sphere transformation
safeguard suit: jetpack
magnate suit: advanced jetpack
traitor suit: armor booster, jetpack
elite traitor suit: armor booster, advanced jetpack
nukie suit: armor booster, advanced jetpack
elite nukie suit: armor booster, advanced jetpack
spetsnaz pyro suit: armor booster, advanced jetpack, flamethrower
prototype suit: tether, kinesis
apocryphal suit: jetpack
chrono suit: timestopper, rewinder, timeline jumper, kinesis plus,
timeline eradication
ninja suit: advanced stealth, star dispenser, emp pulse, weapon recall,
adrenaline boost, energy net
## Why It's Good For The Game
quickens some stuff up
## Changelog
🆑
qol: some modsuits now have some modules pinned by default
/🆑
* some modsuits now have some modules pinned by default
* SR modsuits
* word
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* initial test
* continued cleanup
* hide mutant part refactor
* slight oopsie
* ux
* more ux
* even more ux
* mask
* mod stuff
* almost done with the code
* 🤠
* fixes
* time for art
* fixes
* forgor
* optimize
* more optimizing
* better rendering
* hardlight tex
* another tex
* file name change
* oopsie with the names
* better colors
* transparency edit
* Revert "transparency edit"
This reverts commit 2c8700ec64e469283d685003997e1413fc4a2bce.
* technically TM ready
* review
thank you!
* small
* test
* Revert "test"
This reverts commit 6abda60fc3a82a19a43e323371afff0dd6cccc16.
* the lizard incident
* Revert "the lizard incident"
This reverts commit 5951a3b0eb324a73538f9ca95ef5caeedd10e0cf.
* updates the liz screenshot cuz apparently i fixed something
* art done
* is_hidden ear fix
* write it better
* extra streamlining
* adds two more mod_themes
* a fix and texture tweak
* Upgrades the Modsuit Adapter Shell (#70286)
Code improvements are much appreciated as some things may be rather hacky.
Adds more options to the currently very limited modsuit adapter shell. Right now you can only select a module and activate (not deploy) the suit.
This has some major problems as you literally can't even deploy the suit to activate it so that's rendered useless and selecting a module is like... kind of a weird input anyways but I won't judge so I left it in. Please comment down below if you'd like for me to add an "Activate Selected Module" input and "On Module Activated" output as those are certainly possible to do. I was just a little torn on how balanced that would be.
Changes:
"Module to Select" input is now an option. You can still use a string input, but simply inserting it into the suit and activating it, then accessing the circuit that way will give you a list of all modules that the modsuit has.
Modsuit quick deploy (RMB) no longer tries to deploy the rest of the pieces when used while the suit is only partially deployed. It will now instead retract the extended pieces. This makes the "Toggle Deployment" input less prone to errors. (Why was it like this in the first place? Having to manually retract the already extended pieces sucks ass.)
Added Inputs:
"Toggle Deployment" is a new signal input that does exactly what it says it does. It simply tries to extend or retract all pieces of the modsuit depending on it's current state.
Added Outputs:
"Activated" is a new number output that outputs 1 if the suit is activated and 0 if it's not.
"Deployed" is a new number output that outputs 1 if all parts of the suit are extended and 0 if they aren't.
"Deployed Parts" is a new string list output that outputs a list of the names of all currently deployed parts.
"On Deploy" is a new signal output that outputs a signal whenever all parts of the suit are deployed or retracted, regardless of the method used.
"Finished Toggling" is a new signal output that outputs a signal whenever the suit has finished activating or deactivating, regardless of the method used.
* Upgrades the Modsuit Adapter Shell
Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com>
* Captain Jetpack now fits on suit storage slot. (#70107)
* Adds a base modsuit chestplate allow list, cutting down on copy paste
* Allows Jetpacks to work while equipped to a de-hardcoded slot_flags list
* Allows the Captain's jetpack to fit on space suits and MODsuits by default
* Makes the Captain's jetpack fit on the Suit storage slot.
* Captain Jetpack now fits on suit storage slot.
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033)
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs
* wew
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* 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>
* fixes modsuits fucking up when unequipping every item (wabbajack) (#67533)
sad
* fixes modsuits fucking up when unequipping every item (wabbajack)
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* MODsuit module update: new stuff and improved old stuff (#67042)
Doubles the range of the MOD Pathfinder AI
Fixes modules rendering below the suit.
Adds the ability for modules to be used when inactive.
Documents/cleans up some code.
Updates some old descriptions and explains some concepts better.
Armor Booster and Ash Accretion can no longer boost your speed over no slowdown at all.
Makes flashlight module start with 4 instead of 3 range, so it's better for people that don't know about configuration.
Doubles t-ray module range, from 2 to 4 (t-ray scanner is 3).
Puts the noslip module lower in progression, lowers its' price to 2.
New sprites for the magnetic harness module by Onule.
Brings back the holster module, it can now be used when the suit is inactive, can be printed with security suit research.
Adds the power kick module for the ERT Commander. It's a powerful kick.
* MODsuit module update: new stuff and improved old stuff
* should be all
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Allows for MODsuit control units to be worn on slots that isn't the bag slot and actually work.
So far no MODsuits will actually use this, but I would like to add one in the future, I'm just not motivated to do the MODsuit itself, so I'm adding the support for it at least to see if it would be approved.
Lawyer tie modsuit will be real in 2023.
This doesn't really change the game much so I don't know how much I actually have to explain here.
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* genericizes modsuit parts more
* Fixed merge conflict in CODEOWNERS
* Resolved the merge conflicts
* Fixed the modsuit tails
* Added a feedback variable for the remove_pai() proc, to try and clear out some issues
* Fixed the issues with the linter by splitting remove_pai in extract_pai and remove_pai
* Very simple fix to ensure all parts use the overslot
* Update modular_skyrat/modules/modsuit_pai/code/mod_pai.dm
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Replaces AIs in MODsuits with pAIs
* Whoops forgot to remove that
* Lmao begone spellcheck shit
* I may be stupid
* Removing comments that commented code when they didn't really need to.
* Stupid linters
* Fixed the fact that mod wasn't a variable of the module anymore
* Fixes modsuit charging and sphere transformation in 0 gravity (#64857)
Handles modsuit borg recharging on the standard core itself instead of the modsuit modsuit, as it should.
* fixes modsuit charging
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Mining MODsuit Rework (#64688)
makes dropkey deactivate device modules
fixes speed potion being fucky
fixes doubled up balloon alerts
makes some cell code better i think
makes the gps module open the gps tgui for you, instead of putting a gps in your hand
the loader suit can now hold mailbags
Reworks the mining modsuit.
The suit is no longer cold-proof (this can be mitigated by using module space for thermal regulators)
The suit fits less modules than standard suits, but cant burn in lava.
In suit storage it can carry ore bags, resonators and kinetic crushers.
It features a storage, gps, ore bag, drill, clamp and by default comes with a plasma core, being recharged with plasma ore rather than by power cell.
Features two new modules:
Ash Accretion, it gathers dust from basalt (or snow) you walk on to create a layer of ash around the suit, acting as armor and a speed up that quickly drains when you walk on other terrain.
Sphere Transform, turns you into a fast moving ball that can travel past lava, you cannot use your hands when in this form, but you can launch aoe mining bombs to attack or mine
* Mining MODsuit Rework
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Fixes harddels in pinned module code, cleans up a musty pattern that I want to die (#64674)
* Please stop typecasting target, noooooooooooooooooo
* Fixes harddels in pinned module code
The logic for pinned modules was intentionally hanging references to the
mob that pinned the action button. I have depression.
The pinned_to list also was never fully cleared, but that would have
just exasperated the issue. I've converted its use of mobs to refs, and
its use of the module var into something better managed
(Friendly reminder that actions will persist in your nightmares forever
unless they are manually qdel'd, this code wasn't doing that.
Also cleaned up how the pinned_to list is managed, hopefully it's a bit
more action centered now
* Fixes harddels in pinned module code, cleans up a musty pattern that I want to die
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* fixes mod devices permanently fucking up (#64237)
if you couldnt equip a device, it would drop it on the ground and fuck up being a nodrop item, fixes that
fixes the modsuit outfits not having internal slots set
adds feedback to not being able to turn on a module due to suit not being active
* fixes mod devices permanently fucking up
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* MOD update: Modular Cores
* Fixing all dem conflicts
* Okay now it's going to compile too
* Fixing some Trigger() (they triggered me)
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* modsuit update: you can now pin modules to your action buttons (#63745)
* modsuit update: you can now pin modules to your action buttons
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* modsuit works with speed potions + ai movement fix + file sortage (#63670)
modsuit examining now tells you about wire panels
fixes being able to remove stuff with the dna lock
fixes 63650
fixes 63633
sorts module files
* modsuit works with speed potions + ai movement fix + file sortage
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>