Commit Graph

105 Commits

Author SHA1 Message Date
SkyratBot
99cdbe4ce2 [MIRROR] Reworks pAIs [MDB IGNORE] (#15162) 2022-07-27 19:10:14 -04:00
SkyratBot
62e04146b9 [MIRROR] Change for hat stabilizer [MDB IGNORE] (#15143)
* Change for hat stabilizer (#68635)

* Change for hat stabilizer

* Update code/modules/mod/modules/modules_general.dm

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

* Change for hat stabilizer

Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@ users.noreply.github.com>
2022-07-22 21:37:53 -07:00
SkyratBot
4af0dd0b8f [MIRROR] addresses reviews on the tram pr made after merge, fixes diagonal movement bugs [MDB IGNORE] (#14943)
* 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>
2022-07-19 00:51:33 +00:00
magatsuchi
4f9df17cb1 [FIXED MIRROR] Tsu's Brand Spanking New Storage: or, How I Learned to Refactor For Skyrat (#14868)
* Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code

* Delete storage.dm

* yippee

* shit

* holy shit i am stupid

* more fixes

* fuck

* woops
2022-07-17 21:16:59 -04:00
SkyratBot
d37f258158 [MIRROR] Makes backblast not runtime, moves some of its behaviour to an "incendiary/fire" parent [MDB IGNORE] (#14931)
* Makes backblast not runtime, moves some of its behaviour to an "incendiary/fire" parent (#68397)

* just a normal fire projectile

* Update code/modules/projectiles/projectile/bullets/_incendiary.dm

* Makes backblast not runtime, moves some of its behaviour to an "incendiary/fire" parent

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-07-16 15:32:04 +01:00
SkyratBot
c68fea7cba [MIRROR] 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. [MDB IGNORE] (#14666)
* 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>
2022-07-01 20:33:30 +01:00
Halcyon
d4336d7c5f Chrono legionnaire outfit fix (#14590)
* bluh

* ghghh

* bbbbb
2022-06-30 18:31:08 -04:00
SkyratBot
89b60b4144 [MIRROR] Adds the Active Sonar mod to the game. [MDB IGNORE] (#14513)
* Adds the Active Sonar mod to the game.  (#67828)

Adds the Active Sonar Module to the game, a module which lets you see the locations of living creatures within a 9 tile radius.
It can be attained by researching Security Modules, and then printed like any other module.
It takes 3 complexity to house, has a 25 second cooldown, and takes a good amount of energy to use.

* Adds the Active Sonar mod to the game.

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
2022-06-25 22:17:18 +01:00
SkyratBot
18a56ffeeb [MIRROR] (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE [MDB IGNORE] (#14477)
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE

* fex

* fex

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-25 01:24:00 +01:00
Zonespace
804410bea0 hhhhh (#14361) 2022-06-17 00:31:24 +01:00
SkyratBot
115b3a406c [MIRROR] gps and ore bag modsuit modules are now usable when suit is off [MDB IGNORE] (#14354)
* gps and ore bag modsuit modules are now usable when suit is off (#67781)

gps and ore bag modsuit modules are now usable when suit is off

* gps and ore bag modsuit modules are now usable when suit is off

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-06-17 00:29:10 +01:00
SkyratBot
b5afe6e4a1 [MIRROR] Gives the space ninja MODsuit a storage module [MDB IGNORE] (#14265)
* Gives the space ninja MODsuit a storage module (#67673)

* adds storage

* passive

* fuck u fikour

* Gives the space ninja MODsuit a storage module

Co-authored-by: castawaynont <76170211+castawaynont@users.noreply.github.com>
2022-06-12 20:59:42 +01:00
SkyratBot
0a1f06a2d1 [MIRROR] This tail refactor turned into an organ refactor. Funny how that works. [MDB IGNORE] (#14017)
* This tail refactor turned into an organ refactor. Funny how that works.

* Firstly, fixing all the conflicts.

* Fixes all our maps (hopefully)

* Actually, this should fix pod people hair :)

* Almost everything is working, just two major things to fix

* Fixed a certain kind of external organ

* Cleaning up some more stuff

* Turned tail_cat into tail because why the fuck are they separate?

* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file

* Adds relevant_layers to organs to help with rendering

* Makes stored_feature_id also check mutant_bodyparts

* Fixes the icon_state names of ALL the tails (pain)

* Fixes wagging, gotta refactor most mutant bodyparts later on

* I Love Added Failures

* Fixed some organs that slipped through my searches

* This could possibly fix the CI for this?

* It doesn't look like it did fix it

* This will make it pass, even if it's ugly as sin.

* Fixed Felinids having a weird ghost tail

* Fixes instances of snouts and tails not being properly colored

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-06-11 23:20:16 -04:00
SkyratBot
d7f1202773 [MIRROR] fixes ninja naked outfit and sec mod theme mentioning shockproofness [MDB IGNORE] (#14253)
* fixes ninja naked outfit and sec mod theme mentioning shockproofness (#67693)

* fixes ninja naked outfit and sec mod theme mentioning shockproofness

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-06-12 02:33:00 +01:00
SkyratBot
35286f5993 [MIRROR] Improves logging for smoke clouds. [MDB IGNORE] (#14156)
* Improves logging for smoke clouds.

* Update robot_upgrades.dm

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-08 02:15:29 +01:00
SkyratBot
61180979a0 [MIRROR] fixes modsuits fucking up when unequipping every item (wabbajack) [MDB IGNORE] (#14119)
* 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>
2022-06-06 04:55:48 +01:00
SkyratBot
99bdd9c71b [MIRROR] Adds the Ninja MODsuit [MDB IGNORE] (#14025)
* Adds the Ninja MODsuit

* fixes (#14034)

Co-authored-by: nevimer <foxmail@protonmail.com>

* Fixed the empty contractor outfit breaking CI

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: nevimer <77420409+nevimer@users.noreply.github.com>
Co-authored-by: nevimer <foxmail@protonmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-06-02 03:32:51 +01:00
Zonespace
ab2d4556b7 Refactors Contractor (#13860)
* refactoringening

* this too

* this was broken before

* done
2022-06-01 18:43:17 -04:00
SkyratBot
80ef449df1 [MIRROR] Security modsuit update [MDB IGNORE] (#13914)
* Security modsuit update (#67131)

* Security modsuit update

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-27 18:02:42 +01:00
SkyratBot
05a7beb4bd [MIRROR] you refill the modsuit plasma core with all your plasma at once [MDB IGNORE] (#13950)
* you refill the modsuit plasma core with all your plasma at once (#67242)

* The Mining MODsuit will now recharge with as many plasma as you can put in it.

* you refill the modsuit plasma core with all your plasma at once

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-05-27 17:56:47 +01:00
SkyratBot
eb96261bf7 [MIRROR] New illiterate quirk [MDB IGNORE] (#13846)
* New illiterate quirk

* Update health_analyzer.dm

* Update health_analyzer.dm

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-24 16:33:47 +01:00
SkyratBot
4f0cd20cbc [MIRROR] adds the kinesis+ module [MDB IGNORE] (#13842)
* adds the kinesis+ module (#67157)

* adds the kinesis+ module

* adds the kinesis+ module

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-05-24 01:01:59 +01:00
SkyratBot
c494a00f06 [MIRROR] the prototype modsuit is now shockproof [MDB IGNORE] (#13841)
* the prototype modsuit is now shockproof (#67198)

* the prototype modsuit is now shockproof

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-05-24 01:01:51 +01:00
Tom
b88c0a96a7 Updates tails.dm, allows tails to show from under more clothing (#13795) 2022-05-23 11:52:42 +01:00
SkyratBot
52c4e47a3b [MIRROR] puts emp shields on some syndie and admin modsuits, adds advanced emp shields [MDB IGNORE] (#13819)
* Puts emp shields on some syndie and admin modsuits, adds advanced emp shields (#67152)

* puts emp shields on some syndie and admin modsuits, adds advanced emp shields

* contractor updates

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-05-22 19:13:57 -07:00
SkyratBot
e29c1970f0 [MIRROR] makes atrocinator use pixel_z instead of pixel_y [MDB IGNORE] (#13771)
* Makes atrocinator use pixel_z instead of pixel_y (#67135)

* makes atrocinator use pixel_z instead of pixel_y

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-05-21 04:41:46 +01:00
SkyratBot
5748a6a7d6 [MIRROR] adds a comment to springlock module and improves some comments for visor modules and chrono field [MDB IGNORE] (#13770)
* Adds a comment to springlock module and improves some comments for visor modules and chrono field (#67134)

* adds a comment to springlock module and improves some comments for visor modules and chrono field

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-05-21 04:41:19 +01:00
SkyratBot
c947ccc4af Fixes jetpack modules not properly disabling (#13757)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-05-20 14:45:25 +01:00
SkyratBot
e416c5b573 [MIRROR] [NO GBP] Jetpack and spacedrift: Fixes and niceties [MDB IGNORE] (#13754)
* [NO GBP] Jetpack and spacedrift: Fixes and niceties (#66628)

* Jetpack and spacedrift: Fixes and niceties

Ok so when I ported spacemovement onto movement loop,
I neglected to port this behavior that existed to support jetpacks.

Basically, if something that lets you move while spacedrifing
completes a move while you're spacedrifting, the
drift should "disable" to let it complete, and then later restart.

I neglected to add support for that, so that's what this does.

There's some other stuff going on here, mostly things to let jetpacks
ignore some of drift's extra behavior, since when a jetpack is not on
stablized, we want both to coexist.

It's a bit of a mess, I'm sorry about that.

Oh and at temporal's suggestion I've moved the visual_delay set from
newtonian move to an istype on the drift component, that was a good
idea, thanks quiet

* Makes dropping a pull while drifting carry the momentum into the pulled thing\

* Adds some extra context to Process_Spacemove, fixes a bunch of stupid
space bugs

It used to be, if you called Process_Spacemove with a direction, it
assumed you were an "action", so a client or mob trying to move in a
direction.

Unfortuantely for it, I needed to be able to use direction to make mob
pull drifting work. So we now actually pass in a second variable
called continuous_move, which tracks if this Process_Spacemove is on
behalf of a continuous move or not

In addition to this, I've added logic to bumping "off" someone to
prevent backbumping if that makes sense, since the bump is in the form
of a newtonian move that's run before the thing that's bumping actually
moves, we need some way to exclude it from holding the other object in
place.

* Adds a jetpack component, uses it to unify all three versions of
jetpacking

I hate you fikou
There were three copies of the same behavior, which made it hard to fix
stuff. Let's just componentize it

* Fixes jetpacks stabalizing even without fuel

This is mildly hacky. The real fix is to do this with events, but I
really don't wanna bend my brain like that. This'll do

* Ensures turn_off always has a user)

* Shut pu

* Bulky drags no longer effect your movespeed in space, fixing a consistency issue between them and all other forms of drags

* Removes some redundant code, cleans up some messy stuff

* Removes redundant safety checking from jetpack code

* see above

* Removes redundant signals

* [NO GBP] Jetpack and spacedrift: Fixes and niceties

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-05-20 14:41:47 +01:00
YakumoChen
594abadcc7 MCRs can be stored on magnetic harnesses (#13675)
* Update modules_security.dm

* Update modules_security.dm
2022-05-20 12:10:18 +01:00
SkyratBot
9e30f1befd [MIRROR] MODsuit module update: new stuff and improved old stuff [MDB IGNORE] (#13685)
* 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>
2022-05-19 07:29:57 -07:00
SkyratBot
396c46023b [MIRROR] Fix wizard modsuit not having antimagic protection [MDB IGNORE] (#13559)
* Fix wizard modsuit not having antimagic protection (#66890)

* Fix wizard modsuit not having antimagic protection

* Change TRAIT_ANTIMAGIC_NO_SELFBLOCK comment

* Fix wizard modsuit not having antimagic protection

Co-authored-by: Tim <timothymtorres@gmail.com>
2022-05-13 11:30:41 +01:00
YakumoChen
06f547f3d0 Update mod_theme.dm (#13501) 2022-05-11 02:16:04 +01:00
SkyratBot
c1a1683db6 [MIRROR] removes permeability, rolling it into bio armor [MDB IGNORE] (#13435)
* removes permeability, rolling it into bio armor

* e

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-09 01:16:27 +01:00
SkyratBot
ef2016732d [MIRROR] Makes smoke and foam attempt to fill the available space. [MDB IGNORE] (#13407)
* Makes smoke and foam attempt to fill the available space.

* wew

* reset

* Revert "reset"

This reverts commit 75be4f934504793ceb5c9bf2f3774dc24517df5a.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-08 04:01:32 +01:00
Useroth
cca7f8ee4c Some missed mirrors (#13415)
* Refactors firestacks into status effects (#66573)

This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.

Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.

Also changed some related proc names to be snake_case like everything should be.

This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing

* Hud Image Culling By Z Level: Theft edition (#65189)

* makes hud images only apply by z level

* makes some of the atom_hud procs have better names

* fixes warning with the hud_user list and adds better documentation

* better docs for hud_images

* removes TODOs

* docs for hud_list

* adds support for linked z levels so mobs can see lower ones

* fixes merge conflict and shittily makes only shocked airlocks get added

* adds support for setting images in the hud as active and inactive

* gets rid of unatomic spatial grid change

* maybe i should actually try COMPILING my changes

* fixes merge skew and makes it compile again

* fixes huds refusing to remove from users who changed z level

* improves z level and registration logic

* fixes antag huds not appearing

* Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me

* Ensures that hiding a basic appearance also hides the atom's active list too

* Fixes antag huds going poof

Ensures that remove_atom_from_hud will return false if the passed atom
isn't managed by it

This fixes antag huds disappearing randomly, since they assumed that if
the parent call of remove_atom_from_hud returned true, we should delete
ourselves. This is a safe assumption for them to make, since they should
only ever have one atom.

Does kinda bork if we call remove_atom_from_hud in a way that is unsure
if the passed atom is actually in that list. We were forced into doing
this by how atom huds use the qdeleting signal.

* makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list

* fixes mistake with hud_users list being set non associatively (bad)

* as anything in bot path loops

* Fixes merge skew problems

* Makes bot paths non global

This way they can show themselves to only the bot that "owns" them, ya
feel me?

* Fixes huds not showing up sometimes, cleans up some code

Post Kapu's limb refactor, we were calling prepare_huds twice in a human
init call chain. What was happening was this:

call prepare_huds() // Human
I gained a new hud image
I set active hud icons to mirror it
call prepare_huds() // Living
I overwrote the new hud image
I attempted to set active hud icons, which failed because it assumes
this can never happen

*cries*

* Renames add_hud_to_atom to show_to

My hope is this will make understanding hud code a bit easier, by tying
the behavior to a "verb" more closely. Also renamed a few vars

* remove_hud_from_mob -> hide_from

* Nitpicks a few comments

* Whoops/fuck/shit/damn it all/hhhhhhhhhhhh

* Moves check down, improves stack trace a bit

Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>

* small touch-up

* this should do it

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
2022-05-08 03:59:40 +01:00
SkyratBot
52dbce8997 [MIRROR] Improper forced qdel cleanup, some expanded del all verbs [MDB IGNORE] (#13384)
* Improper forced qdel cleanup,  some expanded del all verbs (#66595)

* Removes all supurfolus uses of QDEL_HINT_LETMELIVE

This define exists to allow abstract, sturucturally important things to
opt out of being qdeleted.
It does not exist to be a "Immune to everything" get out of jail free
card.
We have systems for this, and it's not appropriate here.

This change is inherently breaking, because things might be improperly
qdeling these things. Those issues will need to be resolved in future,
as they pop up

* Changes all needless uses of COMSIG_PARENT_PREQDELETED

It exists for things that want to block the qdel. If that's not you,
don't use it

* Adds force and hard del verbs, for chip and break glass cases
respectively

The harddel verb comes with two options before it's run, to let you
tailor it to your level of fucked

* Damn you nova

Adds proper parent returns instead of . = ..()

Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>

* Ensures immortality talismans cannot delete their human if something goes fuckey. Thanks ath/oro for pointing this out

Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>

* Improper forced qdel cleanup,  some expanded del all verbs

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
2022-05-07 14:22:06 +01:00
SkyratBot
5963be646f Allows modsuits to be set to wear on other slots. (#66667) (#13359)
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>
2022-05-06 12:48:55 +01:00
SkyratBot
12dd586f1b makes plasma stabilizer only care for helmet (#66114) (#13299)
* makes plasma stabilizer only care for helmet

* 'into flame' suggestion

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* modsuit related -> modsuit-related

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* makes it stop when wearing firesuit too + fixes

* changes how plasmamen handle burning

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2022-05-04 00:14:50 +01:00
SkyratBot
ec0df71b94 Refactors wizard casting clothes into a clothing bitflag (#66604) (#13268)
* refactors wizard casting clothes into a clothing bitflag

* autodocs the `CASTING_CLOTHES` bitflag

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
2022-05-02 12:16:03 +01:00
GoldenAlpharex
795e4e4233 fixes some modsuit bugs (#66574) (#13231)
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-04-30 20:15:45 +01:00
SkyratBot
3b09548b2f [MIRROR] Anomaly expansion - part 1 - Hallucination anomaly [MDB IGNORE] (#13229)
* Anomaly expansion - part 1 - Hallucination anomaly (#66392)

New anomaly, the hallucination anomaly. It has small bursts of hallucinations while alive followed by a big one in the moment of the end.

More anomalies are fun, i'm planning to add more of these

added the hallucination anomaly, spawnrate similar to the flux one, can spawn from the SM if eer are over 5000, can spawn when the SM delams (higher rate than the grav one), you can make the hallucination reactive armor

* Anomaly expansion - part 1 - Hallucination anomaly

* Update hud.dm

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-04-30 20:15:32 +01:00
SkyratBot
f3502a2b84 [MIRROR] genericizes modsuit parts more [MDB IGNORE] (#13169)
* 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>
2022-04-30 11:47:03 -04:00
SkyratBot
f965febda1 [MIRROR] Fixes jumpsuit burning while wearing nukie mod suit [MDB IGNORE] (#13122)
* Adds sealed_invisibility = hidejumpsuit to both nuke op mod suit and clown op mod suit (#66484)

* Fixes jumpsuit burning while wearing nukie mod suit

Co-authored-by: EthanRockss <52188979+EthanRockss@users.noreply.github.com>
2022-04-26 00:25:16 -07:00
SkyratBot
7ca8ed6e2a [MIRROR] fixes the traitor elite nukie suit being id locked [MDB IGNORE] (#13045)
* Fixes the traitor elite nukie suit being id locked (#66430)

* fixes the traitor elite nukie suit being id locked

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-04-24 14:01:32 +01:00
SkyratBot
e99b3624ef [MIRROR] Kills research scanner toggle, moves functionality to examine_more. Improves research scanner code and fixes a modsuit bug. [MDB IGNORE] (#13029)
* Kills research scanner toggle, moves functionality to examine_more. Improves research scanner code and fixes a modsuit bug. (#66415)

* FINALLY. I'VE KILLED IT. I CAN LIVE MY LIFE NOW.

I hate the fucking Toggle Research Scanner action button so god damn much. Why the fuck would I ever not want this to be on? Why do you think I'm wearing the fucking goggles? That stupid button is so annoying to use. Even if I'm NOT using the research scanner aspect of the goggles, that little shit floats there, taking up space on my screen, taunting me.

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>

* Kills research scanner toggle, moves functionality to examine_more. Improves research scanner code and fixes a modsuit bug.

Co-authored-by: Vladin Heir <44104681+VladinXXV@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
2022-04-23 15:03:19 +01:00
Cimika/Lessie/KathyRyals
edc6baae5a [NON-MODULAR] Small MODsuits remaster (#12310)
* [NON-MODULAR] Small MODsuits remaster

* Need to have the chest deployed to be able to use modules.

* Update code/modules/mod/modules/_module.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-04-19 19:50:36 +01:00
SkyratBot
6aebab2146 [MIRROR] MODsuit module update: clamp nerf, replacement of holster and pepper spray modules, some tweaks to suit starting modules [MDB IGNORE] (#12783)
* MODsuit module update: clamp nerf, replacement of holster and pepper spray modules, some tweaks to suit starting modules

* Update mod_control.dm

* fixes

* fix2

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-04-18 20:34:32 -07:00
SkyratBot
7afccc1f3d [MIRROR] makes modsuit locks a bit more clear + are on some suits [MDB IGNORE] (#12849)
* makes modsuit locks a bit more clear + are on some suits

* Update mod_ui.dm

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-04-17 14:08:05 -07:00
SkyratBot
e471f4cc2e [MIRROR] [NO GBP] modsuits now retract if summoned through summon items or some other hijinx [MDB IGNORE] (#12852)
* [NO GBP] modsuits now retract if summoned through summon items or some other hijinx

* Update mod_activation.dm

* Update mod_activation.dm

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-04-17 14:07:57 -07:00