* the mining gas mask no longer protects against pepper spray (#66206)
* the mining gas mask no longer protects against pepper spray
Co-authored-by: Fikou <23585223+Fikou@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>
* Block free golems from using shuttle consoles, other than to go home (#65991)
* Block golems from using shuttle consoles
* Update code/modules/mob_spawn/ghost_roles/golem_roles.dm
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Block free golems from using shuttle consoles, other than to go home
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Lowers the Kheiral Cuff price to be more reasonable with their changed function (#65697)
* Lowers the Kheiral Cuff price to be more reasonable with their changed function
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Adds proper sound effects to attacks against flora (#65508)
* Adds proper sound effects to attacking flora
* Normalises all the sounds to make them as loud as possible and the same volume
* named arguments
* Adds proper sound effects to attacks against flora
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* better resonator (spreading) (#65297)
adds some documentation to resonators
adds spreading to resonators, where the field has a chance (that lowers each spread) to spawn more fields.
the spreading idea did come from yogstation, but I changed how it decides to spread
* better resonator (spreading)
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
* Refactors Lich Phylactery to be a component, makes it actually work (#65366)
* Refactors phylactery to be a component
- Overall improves lich code
- Changed the SOUL_IMBUE signal to return a bitflag
- Minor style improvements (indentation and such)
* Tweak initialize + fixes a bug with being gibbed
* adds a clarification comment
* And fixes a compile error oops
* reorganizing
* clear the revive timer, just in case
* oops this should drop stuff
* missing no soul trait
* type in a variable name
* god damn devil removal
- this check was removed when devil was and i think it's kinda important to prevent stacking lichdom
* rework this a bit
* plurals
* also, wrong source
* updates the description
* Some review + undoes some changes
- Corrects some comments
- Uses defines
- Rewords the lichdom entry and spell desc
- Sets default time per res to 0 secs to avoid changing behaviors
* Refactors Lich Phylactery to be a component, makes it actually work
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds the Kheiral Cuffs to the game, a life-saving wrist device (#65253)
They can be bought from the mining vendor for 2750 points.
The Kheiral cuffs act as a suit sensor booster off-station, and don't do anything on-station.
This was originally #65210, but after realizing the potential I scrapped that and jumped on this.
If you die as a miner, your only potential and realistic way of being revived is if someone makes the random decision to ask if you're alright over the comms, decides to do something when you don't respond, and then makes the trip all the way to and from your location of death.
This provides a way to reward miners who worked hard to get their points with a way to possibly get revived in the event of their death, without outright reviving them or something like that.
People will still need to retrieve your body, but at least they'll know you're even dead in the first place.
* Adds the Kheiral Cuffs to the game, a life-saving wrist device
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Adds a new Mapping Icon for Light Emitter Effect Placement (#65370)
* Adds a new mapping icon for light emitter effects
Hey there,
So, I was working on some other PRs and noticed this:
Ugly, stupid, dumb. The "L" is even capitalized! It's non-descript, and you might think it's an error looking at it. I decided to take a peek and see if I could come up with a more creative icon.
So, I used the icon found at icons/effects/light_overlays/light_32.dmi and made it yellow. Now, it looks something like this:
* Update code/modules/mining/mine_items.dm
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* this was uncommited
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Adds a new Mapping Icon for Light Emitter Effect Placement
Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* fixes arm implants breaking the drop key (#65002)
fixes#65001 (Surgical Toolset Implants (possibly integrated toolset implants too?) cause the drop hotkey to stop working properly)
The dropkey signal always gets called, even when the item isnt extended.
Comsig_kb_activated cancels the key from being sent
We were doing our check inside retract, but we always assumed the dropped item was us. bad
* fixes arm implants breaking the drop key
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>
* Fixing a number of issues with burial mounds and abandoned crates. (#64482)
Ok, I'm fixing a few issues with certain crates, namely the abandoned one and the burial mound:
An oversight with the skittish trait letting players dive into burial mounds, which are technically a subtype of crates.
A runtime that made abandoned crates not update their lock lights when unlocked (the togglelock call was missing the user arg). This one was my fault.
An oversight with abandoned crates not resetting the number of attempts left and not nulling the last attempted code when re-locked. Idem.
Burial mounds somehow getting lock lights overlays.
Also i'm taking this opportunity to make the closets unit test not early return at the first encountered failure (at the time I made it I didn't know TEST_ASSERT & co would early return on failure) since we want this unit test to finish looping through all non-blacklisted closets.
* Fixing a number of issues with burial mounds and abandoned crates.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Fixes a few runtimes with armor, spatial grids, and notes (#64514)
* Atoms (mostly new players caused by logout) can get deleted before spatial grid initializes.
* Fixes images when viewing your notes before SSassets initializes.
* Fixes abandoned crate runtime.
* Fixes armor runtimes on eating clothes (this really needs alternative solution)
* Fixes a few runtimes with armor, spatial grids, and notes
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* Actually fixes strange mob delays: BEEPSKY IS TOO FAST edition (#64351)
* Revert " Properly speeds up a lot of things, mostly mobs (#64270)"
This reverts commit a836574388.
THE BYOND REF WAS A LIE, THE PLAYERS ARE FOOLS, HELP, HELPPPPPPP
It turns out that despite what the byond ref says, the walk proc's delays were not in fact in ticks, but in deciseconds.
This means when I "fixed" mob movement by doubling all walk delays, what I actually did was double the speed of anything that used walk()
I have a feeling that the actual issue players were seeing was just move_to having fucked up distance logic, and the movement of slow mobs being smoothed out. I've changed that, so hopefully this puts a seal on the whole problem
I've had a request put in to make beepsky faster, but I think that's best done in a seperate pr
* Adds a flag to disable smooth moveloop movement
Applies it to hostile mob's Goto()
Backports the fixes to move_to and move_away from the previous pr
* Actually fixes strange mob delays: BEEPSKY IS TOO FAST edition
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Desouls the legion (#64174)
I really hope I didnt fuck the pr up lol
also big thanks to SgtHunk and JohnWillard for code help
* Desouls the legion
Co-authored-by: Sheits <81964183+Sheits@users.noreply.github.com>
* Properly speeds up a lot of things, mostly mobs (#64270)
When I made my move loop changes (815bb8a) 62567, I converted a few walk() procs to
the new system
What I didn't know when I did that conversion is that walk() operates on ticks, when move loops operate on
deciseconds
So when I converted say, mob movement over, I accidentially halved the attack movespeed of all of our mobs
This resolves that, alongside a few other misteps
Of note: There are old comments implying that walk()'s delay is not actually linear, or simply as the reference says "in ticks"
I don't have a good idea of how fast things actually should be though, which makes this tricky
In light of this, I've decreased the move speed of legion slightly, in hopes that it will feel more "normal"
I've also fixed a bug with move_to and move_away, they were treating their distance parameters as move to this and one more, rather then move to this. This lead to mobs attempting to overlap with your sprite. s cringe, and also fixed
* Properly speeds up a lot of things, mostly mobs
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@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>
* Fixes marker beacons instantly teleporting to your hands with TK #63885
* Fixes marker beacons instantly teleporting to your hands with TK
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* [Ready] MODsuits
* we dont need to add these people as codeowners, goodness gracious
* have to remove this because upstream
* part 1 of these fixes
* EEEE
* Update peacekeeper_clothing.dm
* E
* E
* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"
* E
* Update expeditionary_trooper.dm
* more removal
* nice
* modsuti modstui modusuti
* fixes
* E
* ITS MODsuit not HARDSUIT
* more hardsuit references
* MODSUIT NOT HARSUITEDSA
* Maps
* More ,map
* oop
* e
* oo aa
* 0
* ting tang
* Update modsuit_tailsprites.dm
* hi fikou
* bs tech update
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Field of View and Blindness improvements [bounty + upstream push]
* Update death.dm
* almost done
* Update fov_handler.dm
* Face mouse when in combat mode, fix
* Fixes the category for the fov admin verb. #63401
* Fixes objects with bad planes and FoV bugs #63412
* pain
* there we go
* face pref
Co-authored-by: Azarak <azarak10@gmail.com>
* Stops aux base turrets from hard-deleting (and 1 other fix) (#63424)
Fixes#62643
Fixes aux-base turrets from hard-deleting by handling their deleting on the aux base itself.
Converts the turrets list to a proper lazylist and cleans up some surrounding code involving the turrets list.
Also fixes a copy+paste error with tiny fans being placed.
* Stops aux base turrets from hard-deleting (and 1 other fix)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Job specific clothes storage slots now can carry bags (#63102)
* Bags onto coats
* Bags fit onto wintercoats suit slot
* Bags fit onto suits suit storage slot
* Bags fit onto suits suit storage slot
* Adding mirror tray sprite to belt_mirror.dmi
* Bags fit onto suits suit storage slot
* Construction bag fits into hazard vest suit storage slot
* Fixes and hazard vest/explorer suit expansion
* Explorer suit ore bag
* Once again fix
* Even once more fix
* More and more fixes
* We love fixes. I hope its the last one
* Im back here once again. Fix
* Job specific clothes storage slots now can carry bags
Co-authored-by: Cursed <47064429+Amrabol@users.noreply.github.com>
* Gasmaks tint and tint calculation update (Oranges approved edition) (#62947)
About The Pull Request
Gasmaks apply a darkening overlay similar to the welding one but much lighter and open.
Without mask
nomask
With mask
covid
With mask and sunglasses
image
Note that other items that apply tint haven't been changed if worn on their own (sunglasses don't darken the vision) but will increase the darkening effect if staked (mask + sunglasses will give an even darker overlay).
Oranges' approval
dad2
Why It's Good For The Game
All upside and no downside are no fun.
Changelog
cl
balance: gasmasks give a slightly darkening overlay, effect will stack with other items that have tint.
code: tint code has been updated to properly work.
/cl
* Gasmaks tint and tint calculation update (Oranges approved edition)
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Makes sure the abandoned crates anti-tamper mechanism is reenabled only when the crate is locked. (#63012)
* Makes sure the abandoned crates anti-tamper mechanism is reenabled only when the crate is actually locked.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>