About The Pull Request
See title.
Why It's Good For The Game
Plasmamen get the same welding protection as everyone else, that is with welding helmets, with the same trade-off and negatives. Goggles are rather hard to obtain for most roles, (provided #45460 is reverted, which is kind of ought to be) and plasmamen aren't able to use helmets.
Basically nullifies the concept of using this as flash protection unless used by a particularly quick-witted plasmaman, (or someone willing to always be half-blind) while still offering welding protection.
I might consider re-adding transparent helmets but only if humans wear them, as it doesn't look good on plasmamen, which is the whole point of the helmet.
Changelog
cl
balance: Plasmaman helmets now have welding visors, which can't stack with their torches in the helmet and are visible.
fix: Clicking on the helmet with any item no longer tells you that someone's already drawn a face on it, you can't put infinite faces on it.
tweak: Plasmaman helmets hide masks again, the sprites are no longer transparent. Mind, the original bounty just wanted it so you could see faces through it, not for it to be transparent.
tweak:Plasmaman helmets now have special smile sprites rather than pulling from the EVA one, as the visors are different sizes.
balance: You can't eat through plasmaman helmets anymore.
/cl
Adds chemical filters to the plumbing arsenal
They have one input, and three outputs. The left and right outputs can be given filters. It's basically the exact same as atmos filters but it has TWO filter sides.
It doesn't have an enormous list of chems to select from, you just enter a chem and it's added if it's valid.
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add: Adds chemical filters to plumbing
/cl
I was planning to do a bunch at once, but europe is on fire and im delirious
I also moved the existing unique plumbing datums into their own folder, wich was only chemical acclimators
* adds "you" to some combat visible_messages.
* more you-messages and attack verbs to present tense.
* small fixes
* more additions and small fixes
* few message tweaks
* Fixes a typo and few other wordings.
* Adds a GPS component. Megafauna no longer needs gps implants.
* Removes commented out code.
* Removes the last internal radio
* I was already wondering why the diff was so small
* Removes/Moves some weirdly placed variables in martial arts. Splits NO_GUNS and CHUNCKY_FINGERS traits.
* Maybe this should actually compile
* c begone
About The Pull Request
title.
Why It's Good For The Game
The goal of this is to get rid of the Touch hook for gloves. Currently the only other thing that uses this proc is ninja gloves which I will try to remove at a later date.
Changelog
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code: Gloves of the North Star functionality is now handled by a component.
/cl
About The Pull Request
The thing other than ruining maps that I was working on
Refactors VV to use a more standard way of doing topic dropdown options rather than a huge if/else chain
Marking datums is now a right click option
Moves a few files around too/few procs
Why It's Good For The Game
Makes it easier to add more VV dropdown options in the future, and moving href list keys to defines make misspelling them harder.
Changelog
cl
add: Oh yeah also added a "return value of proccall" option for VV var editing.
refactor: View Variables has been refactored. It should now be easier to make VV dropdown options.
/cl
About The Pull Request
Replaces supermatter sounds with a new sound system for it.
Works based on having a constant drone that randomly plays accent noises over it.
https://www.youtube.com/watch?v=k5kKc5mpl-A&feature=youtu.be
I've barely tested this
Why It's Good For The Game
the old sounds are terrible
Changelog
cl
soundadd: New supermatter sound system
/cl
What is it
A new event that will target 1-3 people randomly. The fluff text/emotes from multiple viruses (such as coughing, sneezing, dizziness, confusion, vomiting (just the fluff text no actual vomit), etc) will be thrown at the victims as with a regular virus, but they will not actually be suffering from a virus.
The way it works is that it gives a 3 minute invisible status effect that will throw random spooky messages with increasing spookiness over time (like a real virus would). After the 3 minutes is up, the status effect vanishes and it's like you were never even afflicted. Also, after the 1-3 random people are given this status effect, 1-5 more are made to cough/sneeze/etc exactly once with a randomized brief delay.
Purpose
This should hopefully make people stop and think before immediately going to lynch the virologist when they see a "You feel lightheaded!" message. Adds paranoia.
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add: A new Fake Virus event that makes you think you have a virus when you don't
/cl
About The Pull Request
repaths clothing/under to be more sane
Also fixed a couple of bugs relating to pathing being incorrect, and modified a couple of bad descriptions and names
Also adds a map path updating script, which also helps show the full repath.
Why It's Good For The Game
improves maintainability, makes mapping easier, stages for a clothing dmi split
Changelog
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refactor: repathed all under clothing, keep an eye out for errors
/cl
* Brain damage works on organ damage procs, some defib reworks
* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again
* Cleans up reused global
* Organ damage procs on living and living/carbon
* Changes brain damage procs again
* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.
* Damage and failure effects for the appendix, ears, and some touchups on the stomach
* Committing changes so I don't lose them
* Organs now cease decaying in the proper containers
* Organ Fridges
* Reverts map changes
* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime
* Actually fixes merge conflict
* Smartfridge tweaks
* Think I figured out map merger
* Evidently not
* Still runtiming with glass shards even after I remove the map changes?
* Fixes runtime error with brain_item
* Runtime fix on living/carbon/life
* Cleaning up old PR code
* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were
* Wrong math operation used
* Brains in MMIs no longer decay
* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts
* Removes misleading comment
* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss
* Removes random spaces, scanners check brain damage severity now
* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it
* List change
* Runs off of an index instead of using cut
* Brains can be put into organ fridges
* Fixes minor type, hotfix for cloning problem
* Removes pointless check
* Demon hearts no longer decay
* Nightmare hearts no longer decay
* Removes istype() check on process, sets can_decompose instead
* Condenses organ damage report
* Removes organ failure messages
* Less organ damage spam, implements organ threshold messages instead
* Brain damage messages go to owner, not source
* Self-examine shows damaged organs
* Minor code cleanup, adds autodoc comments to the new procs
* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.
* Merged the booleans into a set of flags
* Healthy living improves organ healing rates
* dunno why this didn't update
* my actions have consequences
* Sets ORGAN_SYNTHETIC for overlooked robotics organs
* Doubles heart decay time
* 3 minute heart decay
* Lobectomy/Coronary_Bypass heal more
* removes hivemind spells from the changes
* Throttle mind notes (memories)
Some dipshit is spamming this on ss13 servers
Limits to 100 times the message limit (removing old text after that), and one call every 5 game seconds.
* Throttle at the right place
* Not here
* We really need a generic throttler solution
* This turns butchering into something that resembles a component.
* Changes how the recycler works.
It no longer uses butchering in disgusting ways.
* I guess this works? It's not pretty though.
* How the fuck...
* Finishes pump and fixes visual bug with disconnecting plumbing objects
* More bugfixes, finishes liquid pump
* Chemical synthesizer, wrench signal to handle unwrenching
* adds input and output pipes and changes ob into obj
* dmdocs all of plumbing through proper means
* adds sprites by meyhaza
also added wrenching interaction and fixed a dumb dumb with me fucking up an object path
* brightens the sprites a little by me
* removes big select from synthesizer ui
* update tgui.js thing
* unfuck pump color
apparently the replace all of spriting has downsides
* chemical acclimator
only heats and cools but i gotta commit and do other stuff
* finishes chemical acclimators
* uodates .dme
* updates .dme again
forgot plumbing component
* One
* adds the attack for megafauna.
* saves a few lines of precious diff
* return
* slightly uncurses it.
* That's a lotta damage
* Legion buffs
* There we go. Audio feedback and stuff.
* Untouches code this has no buisness touching,
* Removes mean comments
* comment spelling
* Alright, this replaces the process.
* Removes the unneeded file
* ian's birthday
* missing )
* hop shirt + bday cake is on front desk
* confetti 1/2
* confetti 2/2
* corgi balloon, hop gets a knife to cut the cake
* forgot knife + inhands + mapping
* oranges review, old var removed
* oranges request ;)
About The Pull Request
This PR adds signals for all basic tool acts.
Replaced signals places where it's appropriate.
Why It's Good For The Game
It's kinda dirty how we used to do attackby and then check for tool behaviour. Since we now have stuff like plumbing and possibly that one laser PR, we need signals that directly relate to tool behaviour.
Changelog
cl
code: Added signals for all basic tool acts.
/cl
Ever since the big BoH nerf, BoH bombing is kind of a joke. The damage it does is not really huge, and it's lame for traitors - it lacks emotion and their target may not even die, as they can use the ladders to get away.
So, what this does is add back some soul into BoH bombing, while not making it too round-ending and adding some degree of damage control for admins in case of griefing.
When BoH bombing, a stationary singulo with custom sprite will spawn. Its gravitational pull is REALLY strong, so people near it are probably going to get eaten, and there will be some real damage to the hull. The singulo will cease existing after 5 seconds.
For antags, I think this becomes much more interesting than the current BoH bombing. In the case of griefers, the damage to the station isn't too big because the singulo is stationary and fades away after some seconds. And then, admins can click a button in their chat to bring back everything the singulo ate into the game (the button expires in 10 minutes, however, but this can be changed if you think it is needed).
Settings like gravitational pull can be tweaked if yall find it to be too strong or something.
Changelog
cl
tweak: BoH bombing changed again. Now it's more violent.
/cl