Commit Graph

3982 Commits

Author SHA1 Message Date
SkyratBot
02e3251f84 [MIRROR] Makes gasses use defines [MDB IGNORE] (#21492)
* Makes gasses use defines

* Mirror!

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-06-01 15:24:31 +12:00
larentoun
33d73d6988 ref: Ammo HUD, more modularisation (#21406)
* ref: welding tool ammo hud

* ref: guns ammo_hud

* update readme

* fix: set welding ammo update
2023-05-31 11:43:42 -07:00
SkyratBot
e67fe9ca0a [MIRROR] Adds Ethereal Drinks [MDB IGNORE] (#21490)
* Adds Ethereal Drinks (#75487)

## About The Pull Request
Adds 3 new electric-themed drinks for ethereals. They count as food for
etherials, (not much, one glass is about equivelant to a plasma burger),
but humans can drink them as well, among other effects.
## Why It's Good For The Game
As an ethereal player, I do feel while our food is convenient, that we
miss out on the RP other species get from going to the bar. This allows
for etherials to order drinks from the bartender. All effects work on
all races, with the hunger satiation as the exception.
## Changelog
🆑
add: Voltaic Yellow Wine - New "base" drink, found in booze-o-mat. No
special effects besides acting as a weak ethereal food. Not very potent
in terms of alcohol.

add: Telepole - New mixed drink themed after thunderstorms, gives the
same shock-resist grey bull does. Made from 1 part Voltaic Wine, 1 Part
Sake, and 2 parts Dark & Stormy. Moderately potent.

add: Pod Tesla - New mixed drink, themed after the old removed tesla
engine (the singulo gets a cocktail, it should too!) Grants a brave -
bull phobia resist, and a stronger grey bull shock resist allowing you
to (temporarily) resist tesla arcs from reactive armor and the SM's
tesla coils. Gives a pleasant thought to whoever drank it, because this
thing is a pain to make. Made from 5 parts admiralty, 5 parts telepole,
and 3 parts brave bull. Highly potent.

qol: Unsure if this counts as QOL or balance, but the fact sol dry is in
3 different cocktails but the bartender has to buy 30u cans of it made
me feel it deserved being added to the soda dispenser.

image: Added graphics for the above drinks, shown below, from left to
right: Pod tesla, Voltaic Yellow wine, Telepole, Voltaic Wine (bottle)
<img width="171" alt="image"
src="https://github.com/tgstation/tgstation/assets/69398298/901b2f64-1723-44b6-8f78-ef21bd477d96">

/🆑

---------

Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>

* Adds Ethereal Drinks

---------

Co-authored-by: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com>
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
2023-05-31 22:41:41 +12:00
SkyratBot
34a15461b5 [MIRROR] Fixes some missing textures on the labcoat suit storage + makes the paper hat a craftable item [MDB IGNORE] (#21501)
* Fixes some missing textures on the labcoat suit storage + makes the paper hat a craftable item (#75681)

## 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
/🆑

* Fixes some missing textures on the labcoat suit storage + makes the paper hat a craftable item

---------

Co-authored-by: Lufferly <40921881+Lufferly@users.noreply.github.com>
2023-05-29 18:30:09 +01:00
SkyratBot
14862dd679 [MIRROR] Adjust objects to tabletop when wrenched [MDB IGNORE] (#21486)
* Adjust objects to tabletop when wrenched (#75671)

![dreamseeker_2f6HEd87Kb](https://github.com/tgstation/tgstation/assets/3625094/c272df94-cdb6-427e-a3dc-c0e7d9cca4ea)

## About The Pull Request

Added a variable to `/obj/` that can be set to adjust the object sprite
when it mapspawns or being wrenched on top of a table.

Set this variable for some popular tabletop machines, removing the
default `pixel_y` offsets for some of them.

Also moved the wrenching logic to /obj/. It was under machinery for some
reason.

## Why It's Good For The Game

Did you ever unwrench something from the table by accident and then was
annoyed that you can't revet it back?

## Changelog

🆑
qol: Objects have a variable to adjust them visually when they're
wrenched or spawned on a table
refactor: Removed redundant code that had similar purpose, moved `obj`
wrenching logic into the `objs.dm`
qol: food/slime processor can be moved on table and adjusts to it when
wrenched
/🆑

* Adjust objects to tabletop when wrenched

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2023-05-27 20:49:30 -07:00
SkyratBot
d9a76c8245 [MIRROR] Makes virus food a hot reaction instead of cold [MDB IGNORE] (#21482)
* Makes virus food a hot reaction instead of cold (#75678)

## About The Pull Request

Fixes #75401.

There might be a more elegant way to do this, but Melbert and I decided
it'd be better to just make it a hot reaction instead of cold to dodge
the water freezing before the reaction could finish. There was also a
suggestion to do something with the pH to keep it from freezing but that
feels weird and doesn't make sense.

There's an argument to be made that this makes ghetto virology harder,
but it's not _that_ hard to get a heater board.
## Why It's Good For The Game

Couldn't make thing, now we can.

## Changelog

🆑
fix: Fixed virus food being unsynthesizable by making it a hot reaction
instead. Now requires 600K to synthesize.
/🆑

* Makes virus food a hot reaction instead of cold

---------

Co-authored-by: TheVekter <TheVekter@users.noreply.github.com>
2023-05-27 23:38:48 +01:00
SkyratBot
e9af1f27a9 [MIRROR] Removes a lot of boilerplate from hydroponics apply, adds a mushroom mechanic for milk as implied by comments [MDB IGNORE] (#21412)
* Removes a lot of boilerplate from hydroponics apply, adds a mushroom mechanic for milk as implied by comments (#75491)

## About The Pull Request

- Removes a ton of boilerplate from `on_hydroponics_apply`
- Replaces `chems.get_reagent_amount(type)` with `volume`. The former is
a roundabout way of accomplishing the latter, the only thing the proc
did was add un-necessary iterating and also round to the chemical
quantisiation level, which wasn't really necessary as most locations
rounded anyways.

- While doing this, I saw th is comment: `Milk is good for humans, but
bad for plants. The sugars cannot be used by plants, and the milk fat
harms growth. Not shrooms though. I can't deal with this now...` This
was super easy to just throw in so I did it.

- Additionally, I noticed Uranium and Radium had this var, `tox_damage`,
which was ... the same for both, but one used REM and one didn't, but it
shouldn't have been using REM since it was multiplied by REM in the
proc... so I removed the REM from the latter, making it doubly strong
(0.5 -> 1). I did this just because I could use it nicely for the hydro
proc but... I unno.

## Why It's Good For The Game

Makes it a bit clearer on working with hydro chems

## Changelog

🆑 Melbert
balance: Milk no longer harms the potency of mushrooms. Apparently it's
good for them?
balance: Radium now does slightly more tox damage than Uranium
code: Removed a ton of boilerplate from chem hydro interactions
/🆑

* Removes a lot of boilerplate from hydroponics apply, adds a mushroom mechanic for milk as implied by comments

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-05-25 17:25:18 -07:00
SkyratBot
86aec08be8 [MIRROR] Test tubes and racks [MDB IGNORE] (#21400)
* Test tubes and racks

* fixes

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-05-24 17:41:32 +02:00
SkyratBot
13970a9399 [MIRROR] honeycomb fixes [MDB IGNORE] (#21392)
* Refactors honeycomb into a food (#75551)

## About The Pull Request

Updates to honeycomb for the new reagent system

## Why It's Good For The Game

The plant bag can hold honeycomb but the all-in-one grinder does not
accept honeycomb from the plant bag, requiring manual removal and
placement into the grinder. This speeds up workflow and makes bees less
clunky and more accessible.

## Changelog

🆑
refactor: honeycomb is now edible
fix: all-in-one grinder now notifies the user when trying to dump an
empty bag
fix: all-in-one grinder now accepts honeycomb from plant bags
/🆑

* honeycomb fixes

* fixes

* almost slipped me by

---------

Co-authored-by: Oreo <20830349+Peliex@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-05-24 15:38:40 +00:00
SkyratBot
3a48a87464 [MIRROR] Adds Hereditary Manifold Sickness, a Chronic Illness Quirk [MDB IGNORE] (#21384)
* Adds Hereditary Manifold Sickness, a Chronic Illness Quirk (#75035)

## About The Pull Request

Adds a new quirk called Chronic Illness. It provides a -12 score as it's
a pretty life-altering quirk, but could give way to interesting RP.

- Hereditary Manifold Sickness (HMS) can not be cured, it can only be
delayed and treated using a new unmakable vaccine called
"Sansufentanyl". You spawn with 6 pills and are able to order crates
containing 12 more from cargo as it's proprietary to Interdyne.

- HMS has 5 stages total.
Stage 1 does nothing
Stage 2 gives minor effects
Stage 3 becomes debilitating
Stage 4 is a danger zone.

Upon reaching Stage 5, there are 4 possibilities, 1 is a recovery back
to stage 1, and the other 3 are deaths which I won't explain here to
avoid ruining it. (read the code I guess.)

This also adds a new traitor objective to infect someone with HMS.

- [x] Correcting the chronic aspect.

- [x] Add traitor objective.

- [x] Tweaking for fairness.

## Why It's Good For The Game

HMS is a new quirk that gives a much more hardcore junky or tumor
playstyle. Neglecting HMS can mean the end of your shift. it's not
something you want to mess with.

It puts a reliance on cargo rather than medical for a quirk and gives a
use case for money. (price may be tweaked still). I think it'd be
interesting to see if people will start mugging or robbing the vault
more to get their life-saving medication.

## Changelog
🆑
add: Interdyne has released a new medication to treat those who are in
the wrong timeline!
add: Interdyne has also realized this is VERY profitable! They've begun
arming their operatives with an autoinjector.
/🆑

---------

Co-authored-by: Tom <8881105+tf-4@ users.noreply.github.com>

* Adds Hereditary Manifold Sickness, a Chronic Illness Quirk

---------

Co-authored-by: Charlotte <98856144+orthography@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@ users.noreply.github.com>
2023-05-24 16:56:31 +02:00
SkyratBot
98cbe7bc1c [MIRROR] Converts butterflies to basic mobs and adds them to cytology [MDB IGNORE] (#21355)
* Converts butterflies to basic mobs and adds them to cytology (#75582)

## About The Pull Request

Converts butterflies into basic mobs.
Also a little list organisation.

<details>
<summary>Yep, those are some butterflies alright</summary>

![image](https://github.com/Skyrat-SS13/Skyrat-tg/assets/8881105/d9e3a14e-e0a5-4275-b440-af0a56e7b8fe)

</details>

## Changelog
🆑
refactor: Converted butterflies to the basic mob system
add: Butterflies can now be grown in cytology
/🆑

* Converts butterflies to basic mobs and adds them to cytology

* updatepaths

---------

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-05-23 16:36:53 +00:00
SkyratBot
2dcb04f0e4 [MIRROR] Adds a var to chemical reactions that allows them to take place in subtypes of their required container [MDB IGNORE] (#21323)
* Adds a var to chemical reactions that allows them to take place in subtypes of their required container (#75527)

## About The Pull Request

As the title may imply, a variable has been added to chemical reactions
that'll make them check istype on the required container, rather than
looking for the exact type path.
## Why It's Good For The Game

In my specific example, lets say I want to have sybtypes of soup pots.
The current behavior doesn't allow for these subtypes of soup pots to
actually make soup, which is sub-optimal.
## Changelog
🆑
code: A var has been added to chemical reactions (defaulted to FALSE to
keep current behavior) that allows subtypes of that reactions required
container to be used as well, rather than the exact type.
/🆑

* Adds a var to chemical reactions that allows them to take place in subtypes of their required container

---------

Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
2023-05-21 22:49:18 +01:00
SkyratBot
4d9d65b7ac [MIRROR] Glass bottles can be used as ghetto rolling pins [MDB IGNORE] (#21272)
* Glass bottles can be used as ghetto rolling pins (#75470)

## About The Pull Request

Glass bottles are long cylinders and functionally identical to a rolling
pin, so they work as one just in case you're too lazy to go find some
wood planks, or you're multitasking as the Bartender. Ever so slightly
slower to use than just getting a normal rolling pin.

## Why It's Good For The Game

Ghetto alternative just in case the librarian is threatening to gut you
if you keep trying to crowbar the shelves.
Makes sense from a realistic standpoint and I don't think it'll cause
any issues with reagents since rollingpin tool use is pretty niche.

## Changelog
🆑
qol: Bar bottles now work as makeshift rolling pins
/🆑

* Glass bottles can be used as ghetto rolling pins

---------

Co-authored-by: YakumoChen <king_yoshi42@yahoo.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-05-20 22:23:11 +01:00
Tom
de5324c5d9 Adds missing sbiten glass style (#72565) (#21221)
Sbiten was accidentally not given a glass style, I have fixed this.

Co-authored-by: Profakos <profakos@gmail.com>
2023-05-18 15:20:16 +02:00
SkyratBot
53a1797a2d [MIRROR] Fixes secret recipes considering stranger reagent and inaprovaline valid. [MDB IGNORE] (#21152)
* Fixes secret recipes considering stranger reagent and inaprovaline valid. (#75307)

Fixes #75304

🆑 ShizCalev
fix: Secret recipes will no longer contain inaprovaline or stranger
reagent.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Fixes secret recipes considering stranger reagent and inaprovaline valid.

---------

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2023-05-14 22:40:07 -07:00
SkyratBot
d54f6bacc0 [MIRROR] Patch resprite [MDB IGNORE] (#21102)
* Patch resprite (#75141)

## About The Pull Request
Adds more selectable patches.

![image](https://user-images.githubusercontent.com/66163761/236027913-449b7744-6df9-492d-827f-ee18e97f01d1.png)

## Why It's Good For The Game
Currently there are only 4 patches to pick from. This selection is
tragic, so how about a few more?
Adds more patches so that chemists have some choice.
## Changelog
🆑 @ Xander3359 Sprites: Nebby#1467
image: Replaces the old patches with some new sprites
/🆑

* Patch resprite

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2023-05-12 00:47:21 -07:00
SkyratBot
5c157cb3c6 [MIRROR] New syringe sprites [MDB IGNORE] (#21057)
* New syringe sprites (#75212)

![dreamseeker_VLjPCpzfo7](https://user-images.githubusercontent.com/3625094/236654592-a03ce709-1655-4d2a-a580-ebe8c542d1a9.gif)

## About The Pull Request

Resprites syringes.

## Why It's Good For The Game

Syringes were too small and hard to click, now they're easier to click
and the reagent color can be seen better.

## Changelog

🆑
image: New sprite for syringes
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* New syringe sprites

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-05-11 05:56:24 +00:00
SkyratBot
5e9d2379bf [MIRROR] Stock Part Resprite [MDB IGNORE] (#21014)
* Stock Part Resprite

* wew

* alright

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 04:10:18 +01:00
SkyratBot
aac6045ba8 [MIRROR] Golem Rework [MDB IGNORE] (#21001)
* Golem Rework

* SECT 9

* ok

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 03:56:30 +01:00
SkyratBot
88e4c08a98 [MIRROR] New Medical job: The Coroner [MDB IGNORE] (#20963)
* New Medical job: The Coroner

* Fixes coroner (code-side) (#21005)

* Fixes coroner

* Update jobs.dm

* trailing newline

* wew

* VR Replacements

* w

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-08 03:44:11 +01:00
Shadow-Quill
01253c9a1c Ammo updates on fuel use now (#20947)
* Ammo updates on fuel use now

* Missed a few more bits
2023-05-06 17:50:33 +01:00
SkyratBot
fc1471c818 [MIRROR] Deadchat Announcement Variety Pack 1 [MDB IGNORE] (#20957)
* Deadchat Announcement Variety Pack 1 (#75140)

## About The Pull Request

Adds announce_to_ghosts()/notify_ghosts() calls to a bunch of different
things.

**THIS INCLUDES:**
- Powersink being activated/reaching critical (explosion) heat capacity.
- His Grace being awoken.
- Hot Potatoes being armed.
- Ascension Rituals being completed.
- Eyesnatcher victims.
- Ovens exploding as a result of the Aurora Caelus event.
- Wizard Imposter spawns.
- Rock-Paper-Scissors with death as the result of Helbital consumption.
- BSA impact sites.
- Spontaneous Appendicitis.
- The purchasing of a badass syndie balloon.
- The Supermatter beginning to delaminate.

This was everything that I could think of that would be worth announcing
to deadchat. These were all chosen with consideration to questions like
"how easy would it be to spam deadchat with this?" and "will observers
actually see the interesting thing happen, or just the aftermath?".

Not gonna lie, I've really become an observer main as of recently. Maybe
that's being reflected in my recent PRs. Who's to say? Deadchat
Announcement Variety Pack 2 will probably never come out. Sorry.
## Why It's Good For The Game

Gives deadchat a better indiciation of when/where something **REALLY
FUNNY** is about to happen. Draws attention to certain things that are
likely to gather an audience anyways, but sooner (for your viewing
pleasure). In simple terms, it helps the observers observe things
better.

Some cases, such as the aurora caelus or helbitaljanken, are occurrences
so rare that they deserve the audience.
## Changelog
🆑 Rhials
qol: Observers now recieve an alert when a powersink is activated/about
to explode.
qol: His Grace being awoken now alerts observers, to give you a
headstart on your murderbone ghost ring.
qol: Ascension Rituals being completed will also alert observers, for
basically the same reason.
qol: Arming a hot potato will now alert observers. Catch!
qol: Eyesnatcher victims will now notify observers, and invite them to
laugh at their state of misery and impotence.
qol: Observers will be notified of any acute references to The Simpsons
or other 20th Television America copyright properties.
qol: Wizard Imposter spawns alert observers, much like any other ghost
role event should.
qol: Playing Rock-Paper-Scissors with death will now alert the observers
and invite them to watch. Better not choke!
qol: Observers now get an orbit link for BSA impact sites. Why does it
keep teleporting me to the AI upload??
qol: Spontaneous Appendicitis now alerts deadchat.
qol: The purchasing of a badass syndie balloon now alerts deadchat. You
might not be any more powerful, but at least you have an audience.
qol: When beginning to delaminate, the Supermatter will alert observers
and invite them to watch the fireworks.
/🆑

* Deadchat Announcement Variety Pack 1

---------

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-05-05 15:34:05 -07:00
SkyratBot
b44715db5d [MIRROR] ex_act() will work on basic mobs again (lol) + Unit Test [MDB IGNORE] (#20919)
* `ex_act()` will work on basic mobs again (lol) + Unit Test

* COnflict

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:51:49 +01:00
SkyratBot
c4d4e1da63 [MIRROR] Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. [MDB IGNORE] (#20916)
* Minerals have been refactored so costs and minerals in items are now in terms of mineral defines.

* AI GEN RUN ONE

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:48:10 +01:00
SkyratBot
f5e769dfcd [MIRROR] Fixes some miscapitalization of Nanotrasen [MDB IGNORE] (#20846)
* Fixes some miscapitalization of Nanotrasen  (#75026)

## About The Pull Request

Fixes #75019

Also fixes it in a drink, the ethereal lore, and some photocopier
paperwork.

And also adds "NanoTrasen" to common spelling mistakes

## Why It's Good For The Game

Nanotrasen is the correct capitalization
## Changelog
🆑
spellcheck: Fixed Nanotrasen being miscapitalized in traitor posters, a
drink, the ethereal lore, and some photocopier paperwork
/🆑

* Fixes some miscapitalization of Nanotrasen

* Fixes the linters

---------

Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-05-03 01:35:18 +01:00
SkyratBot
8d3da0e05a [MIRROR] Electrolysis works with enriched liquid electricity [MDB IGNORE] (#20892)
* Electrolysis works with enriched liquid electricity (#74977)

## About The Pull Request

Electrolysis reaction seems to be overlooked with introduction of
enriched version of LE.

## Why It's Good For The Game

Reaction actually works for LE from Jupiter Cups, Energy Bars, Empowered
burgers - the common sources of LE.

## Changelog

🆑
fix: Electrolysis chemical reaction works with enriched liquid
electricity
/🆑

* Electrolysis works with enriched liquid electricity

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2023-05-02 12:29:23 +01:00
SkyratBot
97ed91be26 [MIRROR] Auto-wiki setup for soup [MDB IGNORE] (#20851)
* Auto-wiki setup for soup (#74931)

## About The Pull Request

Sets up an auto-wiki run for Soup.

It's all in the in game cookbook, but keeping the wiki up to date is
good.

Still figuring out how auto-wiki works with the help of Smithers, so it
might need to be updated in a follow-up PR.

```
{{Autowiki/SoupRecipeTemplate
|name=Tomato Soup
|taste=tomato
|foodtypes=Vegetables, Fruits
|description=Drinking this feels like being a vampire! A tomato vampire...
|icon=soup/Tomato Soup
|requirements=50 units Water, 2 tomatos, at temperature 450K
|results=30 units Tomato Soup, 20 units Tomato Juice
}}
```

Templates:
https://tgstation13.org/wiki/Template:Autowiki/SoupRecipeTemplate
https://tgstation13.org/wiki/Template:Autowiki/SoupRecipeTableTemplate

* Auto-wiki setup for soup

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-05-01 14:11:32 -07:00
SkyratBot
e8e3981e6f [MIRROR] Fixes drink description inaccuracy [MDB IGNORE] (#20849)
* Fixes drink description inaccuracy (#74898)

## About The Pull Request
Changes the taste of the Bloody Mary to "liquid murder", as stated by
the drink's description.

## Why It's Good For The Game

Makes the description of the Bloody Mary more accurate to its in-game
effect.

## Changelog

🆑
fix: Bloody Mary flavor is now accurate to its description.
/🆑

* Fixes drink description inaccuracy

---------

Co-authored-by: NoselessCanine <131471598+NoselessCanine@users.noreply.github.com>
2023-04-30 10:55:14 +01:00
SkyratBot
1b18ba29b7 [MIRROR] Fixes silliness involving soup pots clearing ingredients list [MDB IGNORE] (#20700)
* Fixes silliness involving soup pots clearing ingredients list  (#74882)

## About The Pull Request

Fixes #74866

The issue is misleading, it never deleted the disk. The disk remained in
the pot's contents but was no longer tracked as an ingredient, leaving
it stuck

Foolishly I had a case for indestructible things when soup reactions
finished, where it wouldn't delete stuff like the disk.
But I never removed it from the pot. I just nulled the ingredients list.
Oops.

So pots will drop ingredients that fail to cook into anything when the
reaction finishes.

---

Semi-unrelated but stuff like stoves, ovens, and chem heater should
probably `allowdrop() return FALSE`. I cannot think of many (any)
situations where you would want to use `drop_location` from something in
an oven, stove, or heater and actually want those returned rather than
their own loc.

## Why It's Good For The Game

Whoops

## Changelog

🆑 Melbert
fix: Ingredients which fail to react in soup reactions drop when the
reaction finishes as intended
/🆑

* Fixes silliness involving soup pots clearing ingredients list

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-04-22 07:36:59 -07:00
SkyratBot
5bb1d1cdfa [MIRROR] Fixes oculine overheat reaction not working for 2 years [MDB IGNORE] (#20664)
* Fixes oculine overheat reaction not working for 2 years (#74849)

## About The Pull Request

![image](https://user-images.githubusercontent.com/51863163/233008471-d1907b00-1ceb-48c3-a447-d7e5a9fe2179.png)

This proc takes a holder and an equilibrium, of which these calls forgot
to supply

`/datum/chemical_reaction/proc/explode_flash(datum/reagents/holder,
datum/equilibrium/equilibrium, range = 2, length = 25)`

## Why It's Good For The Game

Runtime

## Changelog

🆑 Melbert
fix: Overheating Oculine will flash people nearby, as was intended 2
years ago (never worked)
/🆑

* Fixes oculine overheat reaction not working for 2 years

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-04-21 01:44:11 +01:00
SkyratBot
dad84df983 [MIRROR] Makes a whole bunch of wooden objects flammable [MDB IGNORE] (#20670)
* Makes a whole bunch of wooden objects flammable (#74827)

## About The Pull Request

This whole PR started because I realized that baseball bats are not
actually flammable which I found weird, then I looked at a whole bunch
of other stuff that really should be flammable but also isn't.

## Why It's Good For The Game

Makes wooden objects behave slightly more consistently? Honestly, most
of these seem like oversights to me.

## Changelog

🆑
balance: The following structures are now flammable: Picture frame,
fermenting barrel, drying rack, sandals, painting frames, paintings,
spirit board, notice board, dresser, displaycase chassis, wooden
barricade
balance: The following items are now flammable: Baseball bat, rolling
pin, mortar, coffee condiments display, sandals, wooden hatchet, gohei,
popsicle stick, rifle stock
/🆑

* Makes a whole bunch of wooden objects flammable

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
2023-04-21 01:42:34 +01:00
SkyratBot
f4aee43e79 [MIRROR] Tones down the power of nitrous oxide, the reagent. Makes heparin a bit harder to fix to compensate [MDB IGNORE] (#20610)
* Tones down the power of nitrous oxide, the reagent. Makes heparin a bit harder to fix to compensate (#74703)

## About The Pull Request

Nitrous Oxide, rather than directly subtracting blood volume per tick,
instead applies the anticoagulant trait ''TRAIT_BLOODY_MESS''. It shares
this with heparin.

However, unlike, heparin, coagulants like Sanguirite will remove the
trait and allow for continued clotting while the reagent is present,
neutering the nitrous oxide's anticoagulant effects (but not the other
parts)

Heparin, on the other hand, will purge Sanguirite while it is in you
system. You must remove the heparin before you can apply an
anticoagulant.

## Why It's Good For The Game

Nitrous Oxide, on top of being a knockout chem that causes you to
suffocate and become drowsy, just starts deleting blood rapidly. About
15 units of it, standard in a syringe, will kill you in about a minute,
but you'll be unconscious for most of it (you'll be at around 50%-60%
blood by the time it is out of your system, so as good as dead). It
doesn't matter that it metabolizes quickly either, since because it
isn't a toxin, it doesn't get purged by livers/improved livers, so you
will probably metabolize all of the chem that enters your system.

Blood is one of those 'hidden damage types', a bit like brain damage.
Once you start losing it _directly,_ you probably don't have a lot of
options to resolve it (unlike a bleed, which you do in various manners),
and the means of causing blood loss has been mostly pretty well
controlled as of late. Heparin directly interacts with wounds as a good
example.

Blood loss is also tied into oxyloss, which is another very mean damage
type in that it causes you to fall into unconsciousness at 50 damage, so
significantly more lethal than normal damage, kept in check by the fact
that breathing restores some of it. Nitrous oxide, you might note,
causes you to stop breathing.

It's cheaper to make than either heparin or lexorin, and since it isn't
a toxin like those chems, it is able to circumvent a few game mechanics
to simply just start killing you. It does the work of chloral hydrate,
lexorin and heparin while it has a remarkably easy recipe.

Following the example of how lexorin was pulled into line, and
consistency with heparin, I've made nitrous oxide an anticoagulant that
may or may not come into play as one. I think this is more up to date
with the state of toxins and chem warefare as a whole, and works with
the relative ease in making nitrous oxide. And it has been this way for
about 5 years, before we got wounds.

(did I mention that nitrous oxide is also an explosive if it gets hot
enough?)

## TL;DR

I think a chem with a pretty basic recipe shouldn't be doing the work of
5 other, more complicated, chemicals while also not being a toxin and
also not interacting with the wounds system or purity system whatsoever.
And being an explosive.

## Changelog
🆑
balance: Nitrous oxide, the reagent, increases bleed rate from wounds
rather than directly subtracting blood. It can be counteracted using
coagulants (such as those in epipens).
balance: Heparin purges coagulants. You have to remove heparin from
someone's system before you can use coagulants.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Tones down the power of nitrous oxide, the reagent. Makes heparin a bit harder to fix to compensate

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-04-17 01:26:08 +01:00
SkyratBot
327ebcb31c [MIRROR] Reworks burning objects to be a component [MDB IGNORE] (#20543)
* Reworks burning objects to be a component (#74688)

## About The Pull Request

Title.

## Why It's Good For The Game

Simply put, allows for atoms which are not /obj but use atom_integrity
to burn up too, which is nice and good.
But also, it allows for neat behavior like burning particle effects
(only structures use that right now to spawn smoke)

![image](https://user-images.githubusercontent.com/82850673/231595051-2a8d0574-33cc-4cd9-9d61-65566decf4ef.png)

## Changelog

🆑
add: Burning structures spawn smoke particles. Sick.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Reworks burning objects to be a component

* modular

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-04-14 23:44:14 +01:00
lessthanthree
a40759ad1b [MIRROR] Fixes two chems not updating health in expose mob (#20518)
Fixes two chems not updating health in expose mob (#74662)

## About The Pull Request

Fixes #74652 

`expode_mob` has no API for batch updating `update_health` procs like
`on_mob_life`, so these should be, well, updating health.

## Why It's Good For The Game

Thing take damage

## Changelog

🆑 Melbert
fix: Fixed Hydrogen Peroxide and Acetone Oxide not dealing damage until
you take damage again
/🆑

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-04-14 13:24:38 +00:00
Bloop
ac939443ff Fixes inverse neurine being able to give lewd quirks against will (#20533)
Fixes inverse neurine being able to give lewd quirks.
2023-04-13 22:10:59 -07:00
SkyratBot
9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
SkyratBot
fe8fc4d010 [MIRROR] Split weapons_and_items.dmi icons into their own categories [MDB IGNORE] (#20360)
* Split weapons_and_items.dmi icons into their own categories

* update modular

* I hate the dme

* random ass define removal fix

* missing icons fix

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 19:53:43 +01:00
SkyratBot
56f12bce61 [MIRROR] Adds a new solo fugitive backstory: The Invisible Man [MDB IGNORE] (#20405)
* Adds a new solo fugitive backstory: The Invisible Man (#74415)

## About The Pull Request

A disgruntled scientist, formerly the project lead at an experimental
cloaking technology lab, now on the run for stealing the very prototypes
they helped create.

![image](https://user-images.githubusercontent.com/28870487/229234117-ef2d3951-4f57-4d62-9001-6d17808e2799.png)

You start off with a toggleable cloaking implant (makes you a bit more
invisible than a cloaked ninja), and some Stabilized Saturn-X injectors
(Which turn you COMPLETELY invisible).

The three Saturn-X injectors grant you a cumulative 30 minutes of total
invisibility (with the caveat and associated complications of you having
to be naked and not able to just take them all at once
consequence-free). It may not be as powerful as Waldo and his almighty
Knock spell, but don't underestimate how much the camouflage can do for
you in the dark.

![image](https://user-images.githubusercontent.com/28870487/229234660-7d8ded61-8997-4536-8c13-a326a1635d03.png)

So go on, blend in with the crew. When the hunters come looking, shed
your uniform and disappear...

The color of this PR is: **Purple**.
## Why It's Good For The Game

Adds some variety to solo fugitive selections (Waldo is still a
bastard). Gives the opportunity for High-End SS13 Stealth Gameplay.
## Changelog
🆑 Rhials
add: New solo fugitive backstory: The Invisible Man!
spriteadd: New purple medipen and admittedly bad camouflage icon hud
button sprite.
/🆑

* Adds a new solo fugitive backstory: The Invisible Man

---------

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-04-08 18:49:43 +01:00
SkyratBot
6f3befe233 [MIRROR] Reagent soup / Soup rework / Stoves - A kitchen expansion [MDB IGNORE] (#20410)
* Reagent soup / Soup rework / Stoves - A kitchen expansion

* fixes that stuff

* puts the range stove on maps that sohuld have it

* fixes some paths that don't exist anymore

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2023-04-08 13:30:41 -04:00
Hatterhat
6de868819c [modular (one-line edit)] thrown reagent containers that splash on mobs also spill liquids on floor (#20316)
the grand finale to the molotov series

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2023-04-04 17:40:11 +01:00
SkyratBot
f3614ce53c [MIRROR] Thrown containers splashing on mobs spill some contents on the floor [MDB IGNORE] (#20252)
* Thrown containers splashing on mobs spill some contents on the floor (#74345)

## About The Pull Request
Spiritual continuation of tgstation/tgstation#74187.

![image](https://user-images.githubusercontent.com/31829017/228645705-5a32cc67-37e0-48d6-9e95-6006f455ed3c.png)
Reagent containers that splash their contents on people also splash the
floor - the amount that gets splashed on the floor is the amount that
missed the target.
### Mapping March

Ckey to receive rewards: N/A (it's not a mapping PR)

## Why It's Good For The Game
Splashing people with a molotov filled with Random Shit now also
splashes that Random Shit all around, making them slightly more spicy to
play around with. Unfortunately, I couldn't figure out how to make fuel
puddles ignite off of lit objects resting on top of them (there's no
item-level proc for hotspot exposure or something). If anyone wants to
advise me on how to make that happen, that'd be cool.

## Changelog
🆑
add: Reagent containers that splash on people when thrown (e.g.
molotovs) now spill their contents on both target and turf. (This means
that throwing molotovs with enough fuel spills fuel puddles, throwing
beakers with acid spills acid on the floor, etc. etc.) Unfortunately,
molotovs still lack the ability to ignite their own spilled fuel, but
we'll get there one day.
/🆑

Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>

* Thrown containers splashing on mobs spill some contents on the floor

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
2023-04-01 21:13:08 +01:00
SkyratBot
3464b6bfb2 [MIRROR] Refactors Regenerate Organs, and a few organ helpers [MDB IGNORE] (#20094)
* Refactors Regenerate Organs, and a few organ helpers

* MERGE CONFLICTS

* GETORGANSLOT > GET_ORGAN_SLOT

* GETORGAN > get_organ_by_type

* lint repairs

* more lint

* Update tgstation.dme

* Update surgery_step.dm

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-01 02:51:06 +01:00
Gandalf
e4b4d4d3c0 MISSED MIRROR [Lints Against Unmanaged Local Defines] (#20204)
* https://github.com/tgstation/tgstation/pull/74333

https: //github.com/tgstation/tgstation/pull/74333
Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* var stuff

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* vars

* Update sol_fed.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-04-01 01:15:22 +01:00
SkyratBot
f427f0b558 [MIRROR] Fixes suffocation damage and healing for reagents [MDB IGNORE] (#20195)
* Fixes suffocation damage and healing for reagents (#74292)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

This fixes a hidden side effect of the "refactor" in #73147 that
actually caused ALL existing suffocation damage dealing/healing
chemicals to not work on species that breathe gases other than oxygen.

This is also good for future code since if you want a chemical to not
affect a specific species or such, you should explicitly define that, it
shouldn't be implicitly done for you in the background with 0
implication.

Also reverts #74247 since it's no longer needed.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

First off, the change was unintended. It was intended to be a refactor.

Second, the change is unfun and isn't explained anywhere. It isn't very
fun to sit on the floor in medbay while even the most experienced
doctors can't figure out why the strongest suffocation healing chemicals
in the game aren't working. Cue this on repeat for 30 minutes. I've
personally experienced this like 10 times now and even I didn't know why
it was happening.

Even if you know the change exists, it's still extremely convoluted to
get around. You have to do CPR on a plasmaman at the speed of an average
cheetah or abuse the brute/burn revival method.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: Suffocation-handling reagents work on all species once more.
spellcheck: Added a previous tip for handling plasmaman suffocation back
into the game.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

* Fixes suffocation damage and healing for reagents

---------

Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com>
2023-03-31 03:01:27 +01:00
SkyratBot
42e8507c9c [MIRROR] Adds the Piña Olivada - The Hottest Drink Of The Year [MDB IGNORE] (#20187)
* Adds the Piña Olivada - The Hottest Drink Of The Year (#74288)

Have you ever had rich, thick olive oil paired with fresh pineapple
juice? What about with a splash of rum? No? Well you can try it now in
the 2d spessman game (photo of it on the northern table)

A very simple drink to make with some "interesting" aftereffects. A
small amount of absurdist humor. I think it's funny, and a "good" use of
olive oil since not many things use it (i think)

* Adds the Piña Olivada - The Hottest Drink Of The Year

---------

Co-authored-by: san7890 <the@san7890.com>
2023-03-29 21:44:24 -07:00
SkyratBot
2f291c7ea1 [MIRROR] Reworks blood deficiency backend, & some adjustments to slime blood deficiency [MDB IGNORE] (#20037)
* Reworks blood deficiency backend, & some adjustments to slime blood deficiency

* Update jellypeople.dm

* e

* wew

* https://github.com/tgstation/tgstation/pull/74246

Co-Authored-By: san7890 <the@san7890.com>

* https://github.com/tgstation/tgstation/pull/74189

I was looking over https://github.com/tgstation/tgstation/pull/74143 one
last time as I tend to do with merged PR's and noticed a couple of
nitpicky comment formatting things that will grate on me. Sorry about
this @san7890

Edit: Then even worse I found a bug. Roundstart species with blood
deficiency should now get the appropriate blood pack mail goodies sent
to them. I had completely forgotten about ethereals. Code is a bit
cleaner too.

Fixes bug, dmdoc formatting

🆑
fix: fixed blood deficiency quirk sending the wrong blood pack to
roundstart species who have exotic blood
/🆑

Co-Authored-By: san7890 <the@san7890.com>

* https://github.com/tgstation/tgstation/pull/74229

Followup to #74189

What it says on the tin. This is the last time I will ping you on a
blood-deficiency related PR, I swear! @san7890

About lizards--they have a special bloodtype that isn't compatible with
the generic O- that gets sent to everyone else, which I am just now
realizing.

I also realized that there is never a situation when `on_species_loss`
gets called without `on_species_gain` so there is no reason to call
`update_mail_goodies` in each of those. I deleted the extra proc calls
in `on_species_loss` to save on performance.

Also cleans up some single letter vars in the lizard species file.

Fixes an oversight, cleans up some code.

🆑
qol: lizards with blood deficiency now receive the type 'L' blood packs
instead of an unhelpful type 'O-' one.
/🆑

Co-Authored-By: san7890 <the@san7890.com>

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-03-27 03:27:08 +01:00
SkyratBot
6e029611ac [MIRROR] Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test [MDB IGNORE] (#19959)
* Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test

* MISSED MIRROR https://github.com/tgstation/tgstation/pull/71606

* Update modules_supply.dm

* Update tgstation.dme

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-27 03:26:52 +01:00
SkyratBot
96be018eb1 [MIRROR] Refactors Suiciding Variable Into Trait [MDB IGNORE] (#20017)
* Refactors Suiciding Variable Into Trait

* suicide

* https://github.com/tgstation/tgstation/pull/72919

MISSED IRROR

* better suicide handling

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-27 02:03:05 +01:00
SkyratBot
8a6df45aed [MIRROR] Fixes thrown reagent containers (like molotovs) fully splashing against mobs when they apparently shouldn't [MDB IGNORE] (#20052)
* Fixes thrown reagent containers (like molotovs) fully splashing against mobs when they apparently shouldn't (#74187)

## About The Pull Request
Not a mapping PR but I probably could take a crack at it anyway if I had
any good ideas but anyway -
Fun fact: throwing molotovs at people, or open reagent containers in
general (beakers, glasses) applies the full force of their contents at
their target. (This is probably not supposed to happen.)

![image](https://user-images.githubusercontent.com/31829017/227109778-11b530fc-4b91-4cf6-b6c3-8e464b0c0a0b.png)

This is because multiplying the `total_reagents` down doesn't actually
affect the reagents as stored in a list, so even if it was supposed to
splash less (because of the inherent in-universe inaccuracy of hucking
things), it... didn't!

This PR fixes this by making a separate variable, `splash_multiplier`
(which defaults to 1), multiplying it down when it hits a mob, and
passing that along to the `reagents.expose` call.

This does not affect non-thrown reagent containers.

![image](https://user-images.githubusercontent.com/31829017/227110370-b553b7e9-e19b-4c97-8014-74aa8ac9d99f.png)

## Why It's Good For The Game

Apparently, this isn't intended according to the comments; even though
it says "not all of it makes contact", the first screenshot kinda shows
that it does, which is suboptimal.

On second thought, I maybe could've made it so that the part of the
reagents that don't hit the target get applied to the floor, instead,
but that's... probably for a sequel PR (mostly applicable to stuff that
splashes on floors e.g. weldfuel (puddles))? Unless a maintainer wants
me to add that as a feature! And then make this less a fix.

Please advise.

## Changelog

🆑
fix: Thrown reagent containers (beakers, molotovs) hitting mobs no
longer fully splash their target with their contents, as this was
unintended behavior. The intended behavior was 0-50% of the splashed
reagents being ignored. Throwing stuff at floors/walls is unaffected.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>

* Fixes thrown reagent containers (like molotovs) fully splashing against mobs when they apparently shouldn't

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-03-25 01:04:21 -07:00
SkyratBot
0d2ba72250 [MIRROR] Replaces internal_organs with organs [MDB IGNORE] (#19871)
* Replaces internal_organs with organs

* Makes all of the necessary internal_organs -> organs in our files to compile

And it seems to work too!

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Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-03-24 13:27:48 -04:00