* Fix: #41250 You can't use a tablet while inside a locker (#68171)
* Fix: #41250 You can't use a tablet while inside a locker
Co-authored-by: Matt <gavxn@zanidrak.com>
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.
* our changes
* yes
* 0
* Update blackmesa.dmm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
* wew
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Head of Personnel Resprite & New HoP Coat (#67286)
add: Brand new HoP coat!
imageadd: New sprites for HoP's uniform, skirt, cap, and the ID Painter.
* Head of Personnel Resprite & New HoP Coat
Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
* Fixes tablet lights (#67315)
* Fixes tablet lights
Makes tablet lights properly be directional lights like PDAs were.
I also replaced some single-letter vars for no particular reason.
* re-adds action button updating
* Fixes tablet lights
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Readds Captains fountain pen (#67164)
bout The Pull Request
Was working on a different fix and noticed the Captains Fountain pen was missing so i went through some other jobs on a pre modular PDA build and found that QMs survial pen was also missing. Ignored the fountain pens for all Heads of Staff i presume that was intentional.
Why It's Good For The Game
Minor Fix, gives the Captain back back his Unique Pen and dignity
QM gets their survial pen back as well.
Changelog
Captains and Quartermasters now receive their unique pens in their PDAS again.
cl
fix: Restores Captains pen and QM survial pen in respective Pdas
/cl
* Readds Captains fountain pen
Co-authored-by: Dmeto <75919495+Dmeto@users.noreply.github.com>
* Fixes spray cans and pipes fitting inside of tablets. (#67057)
They were subtypes of crayons and cigarettes which allowed them to be fit inside. To fix this, the tablet can only hold tiny items and spray cans and pipes have been changed from tiny items to small.
* Fixes spray cans and pipes fitting inside of tablets.
Co-authored-by: ReinaCoder <83892995+ReinaCoder@users.noreply.github.com>
* Mass-PDA perms is configured on Wirecarp (#66889)
Lawyers and Captains spawn by-default with the ability to send mass PDA messages, but the Wirecarp app (so Research Director and Captain) can grant/revoke permission to send PDAs to everyone
* Mass-PDA perms is configured on Wirecarp
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes the captain's PDA (#66908)
I screwed it up and didn't make the Captain's PDA a subtype of heads, so captain was spawning with the wrong PDA.
* Fixes the captain's PDA
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* [MDB IGNORE] Removes tablet cartridges + reworks a ton more (#66505)
- All tablets who previously had apps in a cartridge now has them built-into their tablet instead. This means it costs space for it.
- Rebalances the sizes of several apps to help them fit on Command tablets (Cargo ordering costed 20!!)
- Removes tablet cartridges, they've been reworked into a regular old portable disk (the same you use for toxins/borgs)
- Removes Signaller (the module required to run the signaller app) from tablets (likely will remove more in the future)
- Refactors the health/chem scanning app to not be as bad
- Dehardcodes detomatix resistance
- Ability to send PDA's to all is now tied to your access rather than a cartridge
- Moves 'eject disk' button to the very top of the UI
* [MDB IGNORE] Removes tablet cartridges + reworks a ton more
* wew
* wew
* ok
* Update nanotrasen_consultant.dm
* Update nanotrasen_consultant.dm
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Set steel_sheet_cost for tablets (PDAs) to 2 (#66773)
Destroyed player PDA / tablet drops half of the steel_sheet_cost as a stack on destruction. Having this set to 1 creates zero sized stacks of iron. Rather than fix the code that drops, I just upped this to make it drop 1 sheet on destruction, which is probably the intended effect.
* Set steel_sheet_cost for tablets (PDAs) to 2
Co-authored-by: Iain Price <github@predestined.net>
Materials got removed from the PDA that all crew members spawned with when we switched over to tablets.
This readds that as that was originally done in #57923 (2e309d4ead)
Allowing players to interact through obscure mechanics to bait each other to blow up a microwave in an attempt to charge their tablet is fucking hilarious.
Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
* adds pda paper scanning, and gives head job disks the tech web (#66470)
lets you uhhh scan papers i nto your notes app and also uhhh gives all heads the techweb app and also uhhh removes some role tablets because they dont really like need them anymore yeah cool awesome
coming one step closer to orange's vision of having techweb be heads only
* adds pda paper scanning, and gives head job disks the tech web
Co-authored-by: magatsuchi <88991542+magatsuchi@users.noreply.github.com>
* Makes flashlight action button update when flashlight toggles (#66434)
* Makes PDA flashlight action button update when its flashlight toggles
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Properly adds the syndicate PDA theme (#66376)
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* Installs Syndix on the military tablet PDA
Co-authored-by: Vladin Heir <44104681+VladinXXV@users.noreply.github.com>
* [NO GBP] more tablet additions (#66358)
About The Pull Request
actually makes the damn action button for the flashlight on your device work, as well as fixing clown/silicon/mime names properly showing up
fixes not chunky finger people not being able to use pdas
Why It's Good For The Game
tweaks to make the tablet more user friendly
Changelog
cl
fix: actually makes the flashlight action button work, and fixes silicon/clown/mime names showing up properly on tablets/messenger
/cl
* [NO GBP] more tablet additions
Co-authored-by: magatsuchi <88991542+magatsuchi@users.noreply.github.com>
* Fix skin tone sorting and refactor color procs (#63554)
* Remove superfluous hash from hex2rgb call
Add stack_trace to hex2rgb to catch future nonsense
* Fix skin tone sorting and refactor color procs
Co-authored-by: AndrewL97 <andrewjlove97@gmail.com>
* Fixed spelling of possession, separate, and cemetery (#63203)
Just fixes some spelling for gangs. I also fixed misspellings for "posession" to "possession". Fixed "seperate " to "Separate" Fixed "Cemetary" to "Cemetery"
* Fixed spelling of possession, Separate, and Cemetery
Co-authored-by: Doctor Pope <84367152+Dr-Pope@users.noreply.github.com>
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before. (#61943)
* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Eng/Atmos/CE tablet come with Canary (Alarm monitor) preinstalled (#61322)
Tablets are often found thrown around a corner of the foyer, and I'm tired of bullying people to use it at this point. It's IMO the most powerful tool engineering has to keep the station in good condition but only a few players ever download anything in a round.
So let's make their lives easier, engineering tablets come preinstalled with Canary and the Atmos with the Gas Scanner too. (Even if I never saw anyone use that, just because the tablet comes preinstalled with the sensor that enables it.)
Canary is a powerful tool to assist on station maintenance that is not well known to the player, maybe this will get people curious enough to open it and start to enjoy having all alarms green as much as I do.
Nothing hurts more than a small breach at science that goes unfixed for half an hour and slowly creep in turning the station into Firelock hell... and nothing is funnier than screaming "Atmos alarm at the HoS Office!" the second it pops up only for the AI to lock the shutters down and tell sec that a random lizard broke the window and is trying to Esword the HoS locker.
* Eng/Atmos/CE tablet come with Canary (Alarm monitor) preinstalled
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* small refactor to can_interact() so that borg range is fully respected (#60693)
Its a relatively small refactor that changes the previous machinery "can_interact()" proc that literally did a full override despite half of their checks already existing in not one, but TWO parent procs, so i removed the redundant checks, added callbacks to its parents and then added the cyborg range check on the can_interact_with() itself. in doing so i also moved the interaction range var from silicons only, to mobs as a whole and defaulted it to a single tile, silicons override it to 7 (so pAIs and borgs like before) but then set AI and AI.eye to "null", because i have a check in can_interact that if there is no range set, then the range is effectively unlimited. and i even added code for when AI is carded and their wireless transmission is disabled it sets their range to "0" aka, it has no range to do anything even if it could
this was really complicated for me so despite my extensive testing it probably would be a bad thing if any of you want to test my code yourself to ensure there isnt a bug with this (theres no runtimes ive come across)
note: i did a lot of searching and going through machinery to ensure i caught all the little snowflake overrides and added can_interact() checks to them, but i may have missed one or two things, especially maybe a altclick or ctrlclick somewhere, however i believe i caught most of them
one nice side effect of this refactor is that you can actually set another mobs range to something other than 1 tile and they can interact at range, rather than only silicons getting this ability, an admin could VV a human to have a 3 tile arm reach as a meme if they want
* small refactor to can_interact() so that borg range is fully respected
Co-authored-by: 小月猫 <alina.r.starkova@gmail.com>
* Del The World: Unit testing for hard deletes (#59612)
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
* Del The World: Unit testing for hard deletes
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>