Commit Graph

11053 Commits

Author SHA1 Message Date
SkyratBot
997c6c58de [MIRROR] Fixes iron duplication bug [MDB IGNORE] (#21965)
* Fixes iron duplication bug (#76203)

## About The Pull Request

Each regular floor tile was worth 50 before, fixed to be 25 instead
## Why It's Good For The Game

fixes #76191
Prevents turning 5000 iron into 10000 iron in less than 10 seconds
## Changelog
🆑
fix: changed station floor tiles to be worth 25 instead of 50, one
quarter of an iron sheet.
/🆑

* Fixes iron duplication bug

---------

Co-authored-by: Oreo <20830349+Peliex@users.noreply.github.com>
2023-06-23 16:07:22 -07:00
SkyratBot
1beff3980c [MIRROR] Air Sensor are Craftable, Removed from RPD UI, Have New Linking System [MDB IGNORE] (#21964)
* Air Sensor are Craftable, Removed from RPD UI, Have New Linking System (#75869)

## About The Pull Request

**1. Craftable & Removed from RPD UI**

1. Air sensor's are now craftable
2. You can turn them on/off with hand. Even though turning off the
sensor will change it to a diffrent type[from `obj/machinery/air_sensor`
-> `obj/item/air_sensor`] it's I/O port's are sill preserved when
turning them on although you have to assign it a new name again which is
usefull if you want to change the sensor's purpose in game.
3. They can now only be deconstructed by a welding tool and should be
wrenched in place to turn them on.
4. Turned off air sensor's once unwrenched can be picked up like any
regular item
5. Air sensor's are removed from the RPD UI because they don't go with
pipes so it logically doesn't make sense to group them with pipe related
device's

Removed unused code in the process

https://github.com/tgstation/tgstation/assets/110812394/3439a0f3-9c48-43ac-8f4b-98135435ec13

**2. New ID System**
The problem with air sensor's is that each sensor is assigned a unique
ID which is then stored in `GLOB.objects_by_id_tag` list. Each sensor
name it's assigned based on the gas it's trying to sense(for naming only
even though it can detect other gases) So if 2 sensor's having the same
ID are made they will overwrite each other in this list leaving one
sensor orphaned in the world which cannot be referenced because it's
value was overwritten by a new sensor having the same ID in this list.

The Solution? Rather than having all atmos computer's look up sensor's
from this 1 global list make each computer keep track of all sensor's
it's responsible for in it's own local list[which i called
`connected_sensor's`] this way 2 sensor's can have randomly generated
names in the global `GLOB.objects_by_id_tag` list but the computer will
know what sensor to look up in this list based on the stored sensor ID's
in the `connected_sensor's` list

Basically what i am getting at is now you can make as many air sensor's
as you wish but you will know have to connect that sensor to the
computer using a multitool.
Notice in the video how i made 2 sensor's called `Supermatter Chamber
Sensor's`] and every time you try to connect an sensor which has the
same name[`Supermatter Chamber Sensor's` in this case] they will
ovewrite the old sensor in it's list as shown in the video

https://github.com/tgstation/tgstation/assets/110812394/b5283c3b-c8a1-4b94-a6a8-8ba7a0007615

**Why it's good for the game**
![Screenshot
(247)](https://github.com/tgstation/tgstation/assets/110812394/6a7eb501-4414-4f01-a6ef-3e9b70f4af06)

I agree. Also air sensor's taking up a full Tab/Section in the RPD UI
wasted a lot of UI space so that's removed now. Also making the air
sensor's wrenchable and pickable item's was also requested in
https://github.com/tgstation/tgstation/pull/72019#issuecomment-1355499873
so you relate them to device's like meter's

Another huge issue was that the number of air sensor's you can make in
the world was limited because each sensor in the world must have a
unique ID but that's finally fixed now so yeah make as many sensor's as
you want.

## Changelog
🆑
add: air sensor's are craftable
refactor: air sensor's can now be turned off by hand and can only be
deconstructed by a welding tool
refactor: removed `Params()` proc
qol: unwrenched air sensors can be picked up & recycled like regular
item's
del: air sensor are removed from the RPD UI
qol: air sensor's are no longer restricted by their unique ID's which
mean you can craft as many air sensors as you want.
/🆑

---------

Co-authored-by: Time-Green <timkoster1@ hotmail.com>

* Air Sensor are Craftable, Removed from RPD UI, Have New Linking System

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@ hotmail.com>
2023-06-23 16:06:45 -07:00
SkyratBot
ac3fb4db29 [MIRROR] can't answer calls 'cause i'm baseballin - adds a baseball recipe to leather [MDB IGNORE] (#22004)
* can't answer calls 'cause i'm baseballin - adds a baseball recipe to leather (#76135)

## About The Pull Request
baseballs can now be crafted with 3 leather

## Why It's Good For The Game
throwing interactions (correct me if i'm wrong but you literally can't
get these out of mail goodies, outside of having the throwing arm quirk
or the holodeck)

## Changelog

🆑
add: Baseballs can now be crafted with 3 leather.
/🆑

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

* can't answer calls 'cause i'm baseballin - adds a baseball recipe to leather

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
2023-06-23 15:01:33 +02:00
SkyratBot
c4b550c1a9 [MIRROR] New Wizard spell "branch": Vendormancy [MDB IGNORE] (#22008)
* New Wizard spell "branch": Vendormancy (#75679)

## About The Pull Request
New item for wizards, ~~the Staff~~ Scepter of Runic Vendormancy.

With it, you can summon Runic Vending machines to block your enemies,
push them 2 tiles back around the summoning tile, throw the vendors 4
tiles away to squash them or simple detonate the vendors for direct
damage against enemies within a 2 tile range.

The scepter has 3 charges that can be recharged after a "long" channel
so while powerful, it is a tactical weapon and wizards can't directly
steamroll the crew with endless vendors. (Unless they buy multiple
scepters, but that is just funny.)

Also, there is a bug with the throw... I copied how baseball bats deal
with knockback, but they consistently don't push the vendors back, just
spin them on the same tile... I appreciate if anyone has any idea on how
to fix or change that to a better system.

## New changes I made
The vendor has a random set of REAL wizard robes and hat, sandals and a
foam vendor scepter as products to sell now.
This gives the crew some real armor, and if it is considered too much, I
can swap it for the fake versions.
IMO the real clothes work as the perfect bait for the crew to approach
the vendors and get exploded in the process, and while a random
assistant might get real wizard armor to go valid hunt the wizard, the
crew might just mistake them for the real wizard and beat them to death,
which is too funny.
## Why It's Good For The Game

![vendormancerPR](https://github.com/tgstation/tgstation/assets/55374212/f9d98f3e-5916-4a17-987e-249f4cdb7185)

About a year ago I played Stoneshard, and it has such an amazing
Geomancy Wizard that I wanted to port some of its gameplay to SS13 as
our wizards, while funny and destructive, are kinda simple to play...

Summoning and blowing up rocks was nice, but I randomly had the idea of
summoning Vendors while at work and vendors squashing people has become
such an iconic SS13 thing to me that I had to stop being lazy and start
working on this.

Something, something, enviromental combat wizard.
## Changelog
Gonna polish the changelog later too...
🆑 Guillaume Prata
add: New Wizard spell branch: Vendormacy! Summon runic vending machines
with your Vending Scepter, force push them on your enemies to squish
them or blow them up while they are busy buying from the machines.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>

* New Wizard spell "branch": Vendormancy

---------

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>
2023-06-23 14:39:04 +02:00
SkyratBot
2dc5c8830f [MIRROR] Makes the cardboard sprite 3D [MDB IGNORE] (#22002)
* Makes the cardboard sprite 3D (#76103)

image: Tweaks cardboard sheet sprite

* Makes the cardboard sprite 3D

---------

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
2023-06-23 14:31:02 +02:00
SkyratBot
592e1f97d1 [MIRROR] Removes actually concerning religious references [MDB IGNORE] (#22000)
* Removes actually concerning religious references (#76228)

## About The Pull Request
Someone said something stupid in a comment so I'm removing it

## Why It's Good For The Game
Not every religious reference is concerning, but the "allahu ackbar"
meme died out in the 2010s and was always kind of racist.

## Changelog
Doesn't need one.

* Removes actually concerning religious references

---------

Co-authored-by: TheVekter <TheVekter@users.noreply.github.com>
2023-06-23 01:35:57 +01:00
SkyratBot
76e3348760 [MIRROR] Replaces the Reaper Scythe with the Vorpal Scythe (also the Morbid trait) [MDB IGNORE] (#21958)
* Replaces the Reaper Scythe with the Vorpal Scythe (also the Morbid trait)

* fix

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-22 20:21:36 +00:00
SkyratBot
16a32a37f2 [MIRROR] New Null Rod Sprites [MDB IGNORE] (#21930)
* New Null Rod Sprites (#76061)

## About The Pull Request

Updates a few Null Rod sprites, and few non null rod sprites, including
the Supermatter sword.

![image](https://github.com/tgstation/tgstation/assets/28636915/fe5e81c8-98c3-4e18-ab37-5636acfa9fb6)

## Why It's Good For The Game

Old sprites give me a headache, so does doing inhands, which I will get
around to, but at least the icon sprites look better.

## Changelog
🆑
image: Updated several Null Rod Graphics. Also updated: the supermatter
sword.
/🆑

* New Null Rod Sprites

---------

Co-authored-by: Mey-Ha-Zah <tomboxallghss@gmail.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-22 16:50:54 +00:00
SkyratBot
c6a23e4925 [MIRROR] Adds shark plushie, removes pickle Rick plushie [MDB IGNORE] (#21993)
* Adds shark plushie, removes pickle Rick plushie (#76206)

## About The Pull Request
Come on, look at it. It's adorable.

![image](https://github.com/tgstation/tgstation/assets/7019927/16b30cc4-b416-442f-a8b8-e134692c580a)

![image](https://github.com/tgstation/tgstation/assets/7019927/4ae4bd77-0621-4ca1-a858-f64faffde9aa)
Sprites courtesy of INFRARED_BARON

Available for purchase from Cargo as a goodie.

Acts as a replacement for the pickle Rick plush which is going to Brazil
where it belongs

![image](https://github.com/tgstation/tgstation/assets/7019927/0c5c0a3b-6966-4b27-aba1-0c4a1c5d3c34)

## Why It's Good For The Game
Everyone needs a shark plushie. Happy pride!

## Changelog
🆑
add: Adds a shark plush, obtainable from Cargo for a nominal fee.
del: Removed plush cucumber by popular request. Cucumber has been
replaced by the shark plushie in arcade machines.
/🆑

* Adds shark plushie, removes pickle Rick plushie

* add to loadout

---------

Co-authored-by: TheVekter <TheVekter@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-22 16:35:42 +00:00
SkyratBot
a8c539f24c [MIRROR] Hairless hides are created from the entire stack of hides instead of only one item from stack [MDB IGNORE] (#21933)
* Hairless hides are created from the entire stack of hides instead of only one item from stack (#75974)

Tanning is barely used because biogens are available everywhere and are
a default source of leather.

This PR makes one of the steps - hairless hide creation - easier, as
before to process 5 hides you had to either click on the stack 5 times
in sequence, or manually separate 1 hide from the stack, throw around
you avoiding their merging, click on each of them and then merge them
back.

Maybe people will use this way of leather creation more often.

* Hairless hides are created from the entire stack of hides instead of only one item from stack

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2023-06-21 14:43:22 -04:00
SkyratBot
ce30559999 [MIRROR] [MDB IGNORE] Subtypes out kirbyplants, also changes them to said subtypes [MDB IGNORE] (#21952)
* [MDB IGNORE] Subtypes out kirbyplants, also changes them to said subtypes (#76050)

* [MDB IGNORE] Subtypes out kirbyplants, also changes them to said subtypes

* woow

---------

Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
2023-06-21 01:33:45 +00:00
SkyratBot
068089fb52 [MIRROR] Standardize Welder Fuel Usage [MDB IGNORE] (#21943)
* Standardize Welder Fuel Usage (#76021)

Remove welder fuel usage from all actions except attacking and leaving
it on
most welder tasks require a minimum of 1u of fuel, some longer tasks
require a minimum of 2 or 3u welders now drain 1u every 5 seconds
they're active
## About The Pull Request
Prior to this PR welder fuel usage was random, a lot of tasks didn't use
any welder fuel and welders were basically near infinite so long as you
didn't use them for combat, it took 26 seconds of activity to drain 1u
of fuel, that means an emergency welder alone could run for 5 minutes
straight before needing a refuel

After this PR all welders will drain 1u every 5 seconds instead of every
26 seconds, but welding objects won't require extra fuel anymore, making
the fuel usage much more consistent.

resolves #55018
## Why It's Good For The Game
Actually makes fuel tanks useful and relevant without making it
obnoxious to do repetitive quick tasks like turn rods into plates,
there's actually a reason to upgrade off the emergency welder now since
it lasts 50 seconds rather than 5 minutes
## Changelog
🆑
qol: Welders now have a more consistent fuel usage
/🆑

* Standardize Welder Fuel Usage

---------

Co-authored-by: Couls <coul422@gmail.com>
2023-06-20 09:39:49 -07:00
SkyratBot
3079143be5 [MIRROR] Tablet apps are now deleted when necessary & removes console preset. [MDB IGNORE] (#21942)
* Tablet apps are now deleted when necessary & removes console preset. (#75863)

## About The Pull Request

Apps now properly delete themselves when removed, so they don't exist in
nullspace anymore.
Chat client now actually updates the uid, because its New() didn't call
parent.
Deletes the 'console' subtype of modular computer
Updates how downloading and transferring files are handled
Fixes being able to infinitely upload apps to a disk

## Why It's Good For The Game

Fixes some more bugs I found with apps and prevents spamming apps in a
disk.

## Changelog

🆑
fix: Maintenance data disks now properly transfer from PC to disk
fix: Disks can no longer be flooded with the same app repeatedly.
/🆑

* Tablet apps are now deleted when necessary & removes console preset.

* updatepaths

* feex

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-06-20 14:36:09 +00:00
SkyratBot
a863e7787d [MIRROR] Unit tests now catch decals in walls/space [MDB IGNORE] (#21862)
* Unit tests now catch decals in walls/space

* the fuck

* vr

* vr

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-06-20 10:28:46 -04:00
SkyratBot
bcb7bcc5c5 [MIRROR] Food gets stink lines when about to go rotten [MDB IGNORE] (#21925)
* Food gets stink lines when about to go rotten (#76038)

## About The Pull Request

Title says it all, food that decomposes gets stink lines halfway
through.

![image](https://github.com/tgstation/tgstation/assets/82850673/ae90220c-4b27-49dd-873a-6f349055f891)

![image](https://github.com/tgstation/tgstation/assets/82850673/c982055d-ed69-4935-bda5-7851836fad2c)

Moldy messes always gets stink lines.

## Why It's Good For The Game

1. It's funny
2. It's a visual indicator for food going bad which is kinda nice

## Changelog

🆑
add: Food now gets stink lines when going bad. Uh oh, stinky.
/🆑

---------

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

* Food gets stink lines when about to go rotten

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-06-19 17:34:53 -04:00
SkyratBot
8f2969d830 [MIRROR] mediborg beaker apparatuses can now hold test tubes [MDB IGNORE] (#21923)
* mediborg beaker apparatuses can now hold test tubes (#76118)

## About The Pull Request

In addition to the beakers and bottles they could already hold, mediborg
beaker apparatuses can now hold test tubes.

The descriptions of beaker and drink apparatuses have been updated to
more accurately reflect what they can and can't hold.

## Why It's Good For The Game

Fixes https://github.com/tgstation/tgstation/issues/76111.

This seems to just be an oversight from the PR that added test tubes,
especially since service borg drink apparatuses can hold condiment
packets.

## Changelog

🆑
fix: In addition to the beakers and bottles they could already hold,
mediborg beaker apparatuses can now hold test tubes.
spellcheck: The descriptions of beaker and drink apparatuses have been
updated to more accurately reflect what they can and can't hold.
/🆑

---------

Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>

* mediborg beaker apparatuses can now hold test tubes

---------

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
2023-06-19 17:33:58 -04:00
SkyratBot
4a451d4e24 [MIRROR] Removes some boilerplate from transforming component [MDB IGNORE] (#21885)
* Removes some boilerplate from transforming component

* conflicts

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-19 17:14:10 -04:00
SkyratBot
d8bae448f8 [MIRROR] Gives meatballs the right name for inhand sprites [MDB IGNORE] (#21880)
* Gives meatballs the right name for inhand sprites (#76055)

## About The Pull Request
## Why It's Good For The Game
Makes it so you can see when someone is holding a cooked meatball yummy

![dreamseeker_bXP6P0cmh8](https://github.com/tgstation/tgstation/assets/84478872/866c9f14-6caa-40d2-82e7-8d1a4064e2bd)

## Changelog
🆑
fix: fixes meatballs not having inhand sprites
/🆑

* Gives meatballs the right name for inhand sprites

---------

Co-authored-by: Hoolny <84478872+SethLafuente@users.noreply.github.com>
2023-06-18 15:05:27 +01:00
SkyratBot
24c71ac79f [MIRROR] You can no longer abuse aicard shitcode to return to lobby as an AI [MDB IGNORE] (#21791)
* You can no longer abuse aicard shitcode to return to lobby as an AI (#75964)

See title.

* You can no longer abuse aicard shitcode to return to lobby as an AI

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-06-18 14:29:57 +01:00
SkyratBot
124ff7955c [MIRROR] Improves mob resizing (and UpdatePaths). [MDB IGNORE] (#21726)
* Improves mob resizing (and UpdatePaths).

* updatepaths

* conflicts

* update modular

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 14:23:05 +01:00
SkyratBot
6dfe17306c [MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals

* update modular

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 13:18:23 +00:00
SkyratBot
da5da42a18 [MIRROR] Refactors the worst list ever, Stun Absorptions, into status effects + makes status flags more accurate (making certain mobs more vulnerable to incapacitations?) [MDB IGNORE] (#21884)
* Refactors the worst list ever, Stun Absorptions, into status effects + makes status flags more accurate (making certain mobs more vulnerable to incapacitations?) (#76000)

## About The Pull Request

- Refactors the stun absorption list into a status effect

- Does a fair bit of cleanup around stun code

Weird thing involved in this.
Check out this define.
`IS_STUN_IMMUNE(source, ignore_canstun) ((source.status_flags & GODMODE)
|| (!ignore_canstun && (!(source.status_flags & CANKNOCKDOWN) ||
HAS_TRAIT(source, TRAIT_STUNIMMUNE))))`
Notice anything odd about it?
It only checks for `CANKNOCKDOWN`.
What does this mean?
Well, *every single* one of the stun procs used this macro for checking
stun immunity. Which means every method of stun checked the
`CANKNOCKDOWN`.
This means that, say you have a mob which has `CANSTUN` but not
`CANKNOCKDOWN`.
Intuitively this means that the mob cannot be knocked down, but can be
stunned.
But instead, this means the mob can't be stunned either.
This doesn't affect humans, they have all the status flags, but it does
affect some other mobs.
Alien adults (not queens) have `CANUNCONSCIOUS|CANPUSH`. Before, they
didn't have `CANKNOCKDOWN`, so they were fully immune to stuns and
sleeps. But now, they can be knocked unconscious.
However, overall it doesn't change much, as most mobs that flipped off
`CANKNOCKDOWN` flipped off the others too.
For consistency though it makes sense for these flags to work as they
imply.

- `incapacitate` didn't have a signal, now it does

## Why It's Good For The Game

More consistent, better code? I may use this in the future.

## Changelog

🆑 Melbert
refactor: Refactored Stun Absorptions (Bastard Sword, His Grace)
refactor: Refactored Stun Immunity. Note this means that some mobs
which, prior, were immune to all forms of incapacitation are now
vulnerable to some. Notably, adult non-queen xenomorphs are now
vulnerable to falling unconscious.
/🆑

* Refactors the worst list ever, Stun Absorptions, into status effects + makes status flags more accurate (making certain mobs more vulnerable to incapacitations?)

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-06-18 14:18:06 +01:00
SkyratBot
8b3de29292 [MIRROR] Deadchat Announcement Variety Pack 2 and also some fixes to other popups [MDB IGNORE] (#21894)
* Deadchat Announcement Variety Pack 2 and also some fixes to other popups (#76053)

## About The Pull Request

This adds ghost orbit popups for the following:
- Macrobombs (or stacked microbombs) being triggered.
- HFR Meltdowns.
- Living players about to be gored by an emagged organ harvester.
- Nuclear devices being armed.
- Doomsday devices.
- Blob hosts bursting.

This also modifies the following ghost orbit popups:
- Toy hot potatoes will no longer cause a popup when armed.
- Normal spider eggs will not flash the byond window, only special egg
types.
## Why It's Good For The Game

Gives more gathering spots/information to deadchat. Let no entertaining
moment in this game go unobserved.

Spider eggs flashing your window for every single egg produced makes
alt-tabbing suck. I saw some guy on the forums complaining about it and
thought "huh yeah I guess he's got a point that pisses me off too" so
here we are.
## Changelog
🆑 Rhials
qol: Basic spider eggs no longer flash the byond window when ready to
hatch.
qol: Toy hot potatoes no longer give a ghost notification.
qol: Deadchat will be notified in the event of an imminent macrobomb
detonation, HFR meltdown, organ harvesting,
qol: Deadchat will be notified when a nuclear/doomsday device is
activated, as well as when a blob-infection bursts.
/🆑

* Deadchat Announcement Variety Pack 2 and also some fixes to other popups

---------

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
2023-06-18 14:14:32 +01:00
SkyratBot
06b9606beb [MIRROR] Fixes stowing suit storage jetpacks when retracting modsuit chestplates [MDB IGNORE] (#21888)
* Fixes stowing suit storage jetpacks when retracting modsuit chestplates (#75844)

## About The Pull Request

This is a bizare bug I discovered while trying to develop another
feature, so let's just get into the reproduction steps:
- Wear a modsuit and extend it's parts
- Put a jetpack in the suit storage slot and turn it on. Currently, the
only jetpack that fits in the storage slot on TG is the captain's
jetpack.
- While the jetpack is activated, deactivate your modsuit using the UI,
which stows the jetpack into your storage module automatically.
- This fails to unregister some signal thing because it can't find the
user.

My fix *could* be shitcode, so any feedback would be appreciated.

Jetpack activation and deactivation signals now pass a user.
`/datum/component/jetpack/proc/activate(datum/source, mob/user)`
`/datum/component/jetpack/proc/deactivate(datum/source, mob/user)`

Some jetpack `pre_move_react` thing now has a check to see if it's
argument is null.
```
if(!trail)
	return FALSE
```

## Why It's Good For The Game

Stops a crash/runtime.
## Changelog
🆑 stonetear
fix: jetpack signals now pass a user argument. This fixes an error when
automatically stowing a captain jetpack into your modsuit.
/🆑

* Fixes stowing suit storage jetpacks when retracting modsuit chestplates

---------

Co-authored-by: Stonetear <89315023+Stonetear@users.noreply.github.com>
2023-06-18 14:03:59 +01:00
SkyratBot
64867887dc [MIRROR] Improves some confusing aspects of the Library [MDB IGNORE] (#21893)
* Improves some confusing aspects of the Library (#75781)

## About The Pull Request

The barcode scanner now uses balloon alerts and only has 2 modes: check
in and add to inventory. It used to have 4, 2 of which were useless.

Added a title and author to chuuni granter so it's not broken to the
Curator's console. Moves inventory ui data stuff to ui static data so we
can reference it in checkout, which now uses a dropdown list of all
books in checkout, instead of having you fill out the name of the book
yourself.

Removes sending things to a computer by scanning a book then connecting
it to a computer. Just connect it to a computer first, there's no need
for this copy and paste stuff.

Finally, lets the book bag hold posters, since the Curator prints them
and it would be nice if they can also carry them without filling a bag.

Video was taken before the balloon alert stuff so just ignore that part

https://github.com/tgstation/tgstation/assets/53777086/e78011af-fb23-4553-a92d-f3dcc8bb5601

## Why It's Good For The Game

The library is currently very confusing for new people to figure out, I
thought this might be able to help with that.
The dropdown in the UI now means it's easier to give out books in
inventory, and you can no longer just type whatever the hell you wanted.

## Changelog

🆑
qol: The Curator's barcode scanner has been simplified into 2 modes:
check-in and add to inventory.
qol: The Book bag can now hold posters.
ui: The library console can now lend books out easier with a dropdown
menu to all inventory books.
/🆑

---------

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

* Improves some confusing aspects of the Library

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2023-06-18 14:02:19 +01:00
SkyratBot
8b7bdc4959 [MIRROR] Shuttle events [MDB IGNORE] (#21917)
Shuttle events

Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-18 15:02:04 +02:00
SkyratBot
70ceb501a9 [MIRROR] Ejecting ink cartridge from airlock painter now requires proximity [MDB IGNORE] (#21900)
* Ejecting ink cartridge from airlock painter now requires proximity (#76092)

## About The Pull Request
Fixes #76073

## Changelog
🆑
fix: you need to be in proximity of the airlock painter to eject its
cartridge.
/🆑

* Ejecting ink cartridge from airlock painter now requires proximity

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-06-18 14:00:58 +01:00
SkyratBot
9b3466f201 [MIRROR] Potted plant fixes [MDB IGNORE] (#21759)
* Potted plant fixes

* i don't get paid to do this

---------

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-06-15 15:07:43 +01:00
SkyratBot
22a172b1f6 [MIRROR] Autopopulate bank account ID when linking [MDB IGNORE] (#21834)
* Autopopulate bank account ID when linking (#75975)

## About The Pull Request

I have no idea how many times I've had to open memories to link my bank
account to my ID.

## Why It's Good For The Game

Your mob has a memory, use it and fill in the dialog box!

## Changelog
🆑 LT3
qol: ID card linking now preloads your bank account number
/🆑

* Autopopulate bank account ID when linking

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-06-14 12:17:19 -07:00
SkyratBot
c17af5558d [MIRROR] Changes the base amount of bone gel. [MDB IGNORE] (#21677)
* Changes the base amount of bone gel. (#75851)

## About The Pull Request
Changed the amount from 1 to 5 for original `bone_gel` so it's easier
for mappers to add the right bone gel.
Deleted subtype `/four` and added subtype `/one` specifically for bone
gel creating.
Increased from 4 to 5 because surgical tape has 5.
## Why It's Good For The Game
Having 1 bone gel near 5 surgical tapes always seemed off.
## Changelog
🆑
balance: Bone gel standart amount has been increased to 5.
/🆑

* Changes the base amount of bone gel.

* i am NOT a coder do NOT ask me what i did

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-06-14 13:42:46 +00:00
SkyratBot
8314290832 [MIRROR] Experimental Mineral Balance PR. [MDB IGNORE] (#21784)
* Experimental Mineral Balance PR. (#75437)

Good morning fokes, this PR is going to attempt to tweak around some of
the values of mineral costs in-game in the hopes of making the mineral
economy more engaging to the base gameplay loop, in the hopes that by
making it more self-realized, it would allow for better integration with
the rest of the gameplay loop as well as so that it doesn't completely
overshadow the credit economy. That said, **this pr only makes changes
to mined and station minerals**.

So, the base change is as follows: items with designated costs of
minerals below 1000 minerals, as designated in #75052 as
`SMALL_MATERIAL_AMOUNT`, have been left alone. Any item above 1000 or
2000, from `HALF_SHEET_MATERIAL_AMOUNT` and `SHEET_MATERIAL_AMOUNT` have
been adjusted, as sheets will now contain **100 minerals each**.

For example, if an object costed 4000 iron, 1000 glass, and 500 diamond
with the old numbers, with the changes to these defines, that item would
cost 2000 iron, 500 glass, and 500 diamond.

* Experimental Mineral Balance PR.

* materials

* more mats

* more mats

* Update medical_designs.dm

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-06-12 13:04:33 -07:00
SkyratBot
0bc956696e [MIRROR] Light replacer & item patches [MDB IGNORE] (#21773)
* Light replacer & item patches (#75960)

## About The Pull Request
Somehow this code break's every week, hopefully this should be the last

1. Fixes #75951
It wasn't just a problem with Jani Borg light replacer but the normal
one's too. Now they all accept glass sheet's & light tubes (including
broken one's) when you attack them with a light replacer and not just
when you pick them up with hand (which Borg's can't do obviously) and
then clicking them on the light replacer.
2. Glass sheet's & shard can be put inside backpack's or other storage
item's and now they will all be consumed from the storage and not just
light tubes & bulbs
3. Make's feedback message's more informative and display them for all
insert event. they weren't displayed when a broken light tube was put in
the light replacer
4. Only glass shards are accepted by the light replacer and not plasma,
titanium shards etc. we should not use `istype()` for this purpose
5. Removed redundant` Initialize()` proc from `obj/item/light`
6. VV editing var's works properly
7. Blue beam for bluespace light replacer last's just 0.5 seconds so it
doesn't look awkward

## Changelog
🆑
fix: light replacer accepts glass sheets & light tubes when you attack
them with a light replacer
fix: only glass shards can fill the light replacer not other shard types
qol: glass sheet's & shards inside storage items like backpacks are also
consumed when you attack the light replacer with it
qol: feedback messages when inserting lights, glass sheet's, shards into
the light replacer are more descriptive and displayed for all insert
event's
qol: blue beam for bluespace light replacer last's just 0.5 seconds so
it doesn't look awkward
refactor: renamed `add_shards()` to just `add_shard()` for adding 1
shard at a time
refactor: removed redundant` Initialize()` proc from `obj/item/light`
refactor: VV editing var's works properly
/🆑

---------

Co-authored-by: Time-Green <timkoster1@ hotmail.com>

* Light replacer & item patches

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@ hotmail.com>
2023-06-11 23:11:05 -07:00
SkyratBot
7537ed425e [MIRROR] Assistants get a liver trait + Officer's sabre banes against them [MDB IGNORE] (#21763)
* Assistants get a liver trait + Officer's sabre banes against them (#75933)

## About The Pull Request

Assistants get a new liver trait, maintenance metabolism. This trait
only lets them process maintenance drugs, grey bull, and pump-up for 20%
more time and gives them a probably-positive 2 minute moodlet when
ingesting these.

The officer's sabre has gained a small amount of bloodthrist for
assistants!

Fixed liver masters being unable to inspect the liver of scientists.

## Why It's Good For The Game

> Assistants get a new liver trait, maintenance metabolism. This trait
only lets them process maintenance drugs, grey bull, and pump-up for 20%
more time and gives them a probably-positive 2 minute moodlet when
ingesting these.

This trait is pretty much entirely here for the actual
liver-identification of assistants the sabre uses, though I didn't want
to just add an empty trait so I gave it the above effects as pretty damn
harmless effects. I'm sure the maints will dislike even this so I'm open
to anything.

> The officer's sabre has gained a small amount of bloodthirst for
assistants! Or at least their livers.

I find the concept of the sabre having a bane against assistants
amusing, and it wouldn't hurt to give them something that may help
against tiders. As a smidgen of fairness, the detection is tied to the
liver - if they want to take less damage they can have it replaced,
though the captain can also help with that by disemboweling organs. The
liver being used for something that isn't reagents processing might be a
bit controversial, but like I said, I'd rather have that than have it
permanently, intrinsically tied to a job.

> Fixed liver masters being unable to inspect the liver of scientists.

Ballmer metabolism quacks like a duck, traits like a duck, and thus
should be able to be duck inspected by the duck master, since there is
no practical difference between it and other 'official' metabolisms.

## Changelog

🆑
add: Assistants get a new liver trait, maintenance metabolism. This
trait only lets them process maintenance drugs, grey bull, and pump-up
for 20% more time and gives them a probably-positive 2 minute moodlet
when ingesting these.
add: The officer's sabre has gained a small amount of bloodthrist for
assistants!
fix: Fixed liver masters being unable to inspect the liver of
scientists.
/🆑

---------

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

* Assistants get a liver trait + Officer's sabre banes against them

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-06-10 19:43:38 -07:00
SkyratBot
a12b13250a [MIRROR] [NO GBP] RPD UI tweaks [MDB IGNORE] (#21748)
* [NO GBP] RPD UI tweaks (#75900)

![image](https://github.com/tgstation/tgstation/assets/3625094/6cb8384f-8d95-4821-9a4f-f38c57c1b4bd)

![image](https://github.com/tgstation/tgstation/assets/3625094/f54ad14d-35ae-411f-a197-69378cbee264)

## About The Pull Request

The recent changes were aimed at better UX, yet there were reports about
their flaws.

This PR should address some of the concerns.

The Devices tab was reduced, creating a new tab for Pumps and Valves,
called "Binary" (perfect timing for such tab 🤭) No scrolling required
now.

Also moved options to the left side for less mouse movements and
consistency with RCD and Plumbing RCD.

## Why It's Good For The Game

Better UI according to feedback from the main users - atmos techs.

## Changelog

🆑
qol: RPD UI: Devices split in two categories, options are aligned to the
left
/🆑

* [NO GBP] RPD UI tweaks

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2023-06-10 19:37:40 -07:00
Kepteyn
c047d9069f Reduces bone spear damage to pre-regress values (#21722)
Adapts damage
2023-06-10 19:19:43 -07:00
SkyratBot
f0a55803ae [MIRROR] Belt resprite with soul? Blasphemy! [MDB IGNORE] (#21720)
* Belt resprite with soul? Blasphemy!

* fix

* screenshot test

---------

Co-authored-by: Youtubeboy139 <jared.klaas@gmail.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-08 13:59:56 +00:00
SkyratBot
6e3da1dc82 [MIRROR] Light Replacer Patches [MDB IGNORE] (#21692)
* Light Replacer Patches (#75690)

## About The Pull Request
Fixes #75686.

1. `/obj/machinery/light/attackby()` checks if it is attacked by a light
replacer and `/obj/item/lightreplacer/attackby()` checks if it is
attacking a light tube causing the same replace light action to be
performed twice and the error message to appear, so i removed the
attackby code from the light tube
2. `/obj/structure/floodlight_frame/attackby()` has the same problem as
well so i removed it's light replacer attackby code as well.
3. Now only the light replacer checks what target it's attacking in it's
`preattack()` & `after_attack()` code. also made sure to return `TRUE`
in it's `attackby()` code so it doesn't call `afterattack()`. It also
calls it's parent proc
4. did some other code clean such as replacing `can_use()` proc with
just `Use()` so it can perform both actions at once

## Changelog
🆑
fix: light replacer displaying error message after it finished replacing
the light
refactor: merged the `can_use()` proc with the `Use()` proc to perform
both actions at once
refactor: `/obj/item/lightreplacer/attackby()` returns TRUE to prevent
calling it's `after_attack()` code and calls it's parent proc
/🆑

* Light Replacer Patches

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-06-07 16:48:07 +02:00
SkyratBot
dd82caf052 [MIRROR] Fixes a little inconsistency with the peanut butter banana sandwich and makes sandwiches subtypes of the generic sandwhich. [MDB IGNORE] (#21555)
* Fixes a little inconsistency with the peanut butter banana sandwich and makes sandwiches subtypes of the generic sandwhich. (#75750)

## About The Pull Request
The peanut butter banana sandwich is presented ingame as grilled when it
doesn't require a griddle to make.
Also, I'm taking the opportunity to repath the sandwich types, since
they all share the same weight class, food flags and icons file.

## Why It's Good For The Game
This will fix #74585.

## Changelog

🆑
fix: The peanut butter banana sandwich is no longer presented as grilled
when it doesn't require a griddle to make.
/🆑

* Fixes a little inconsistency with the peanut butter banana sandwich and makes sandwiches subtypes of the generic sandwhich.

* updatepaths

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-06-07 14:27:10 +00:00
SkyratBot
19d04376e6 [MIRROR] Refactors chicks into basic mobs [MDB IGNORE] (#21602)
* Refactors chicks into basic mobs (#75663)

## About The Pull Request

On the tin. They have pretty much nothing in common with chickens, so no
subtyping. They are in the same folder to keep that whole thing tidy,
though.

Also includes fixes to `growth_and_differentiation` element that I made
for spiderlings, since some stuff was yorked without me realizing. It
pretty much worked flawlessly for these chicks otherwise though. It all
works fine now.
## Why It's Good For The Game

More verbose naming scheme (instead of "holo", we get "permanent"
chicks), smarter AI for chicks, knocks them off the list, etc. etc.

One thing that I wanted to do was to have chicks recognize their mother
(if they had one), but that would be way out of scope for this simple
port PR. I'll dwell on adding something cool for that in the future.
## Changelog
🆑
refactor: Chicks are now a bit smarter, be careful not to squish them!
/🆑

Let me know if the whole "COMPONENT_KILL" thing is cringe, I couldn't
figure out a better way to do it without abusing `GetComponent()` to
`qdel()` it that way.

* Refactors chicks into basic mobs

* fix

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-07 13:58:53 +00:00
SkyratBot
0a5923c981 [MIRROR] Biscuit papers and Laser pointers can now be placed inside wallets [MDB IGNORE] (#21672)
* Biscuit papers and Laser pointers can now be placed inside wallets (#75834)

Added the paper biscuits (the ones with the id code) and laser pointers
to the list of things that you can put inside a wallet. If you have
ideas for anything that should also be allowed to be inside wallets,
comment it. I'm sure we have missed some things along the way.

* Biscuit papers and Laser pointers can now be placed inside wallets

---------

Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com>
2023-06-07 15:52:43 +02:00
SkyratBot
50a20c3eb4 [MIRROR] Fixes moffic grilled hard cheese burning on the grill instantly [MDB IGNORE] (#21664)
* Fixes moffic grilled hard cheese burning on the grill instantly (#75788)

Fixes the bug that makes grilled cheese burn instantly upon creation
## About The Pull Request
Does what it says on the tin, adds Adds burns_on_grill = TRUE on hard
grilled cheese
## Why It's Good For The Game
You can now make moffic grilled cheese without burning it on the grill
## Changelog
🆑
fix: fixes moffic grilled hard cheese burning on the grill instantly
/🆑

* Fixes moffic grilled hard cheese burning on the grill instantly

---------

Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com>
2023-06-07 15:49:50 +02:00
SkyratBot
e4583c5fb2 [MIRROR] Refactors Ant into Basic Mob [MDB IGNORE] (#21601)
* Refactors Ant into Basic Mob (#75662)

## About The Pull Request

On the tin. No new fancy AI wheels or anything, just a simple port.
## Why It's Good For The Game

Knocks another one off the list, just really light stuff. They're a bit
smarter now too, I think the intention was them for them to be pet-like
as well (according to the code). Should be really rather easy to give
them the pet-like behaviors and elements if someone really wants to in
the future, just sorta paving the way for more work to be done to make
mobs more intricate/interesting.
## Changelog
🆑
refactor: Giant ants are now more capable of distinguishing friend and
foe.
/🆑

* Refactors Ant into Basic Mob

---------

Co-authored-by: san7890 <the@san7890.com>
2023-06-07 15:39:41 +02:00
Kepteyn
7bb066ee9e Fixes Bone Spear Reach To Two Tiles (#21608)
Edit bone spear reach to 2
2023-06-07 15:26:56 +02:00
SkyratBot
5ac0aae724 [MIRROR] Removes all uses of text() [MDB IGNORE] (#21579)
* Removes all uses of text()

* Update record.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-06-07 14:43:37 +02:00
SkyratBot
0b02ca3869 [MIRROR] Change pride tiles to generic holiday tiles, add Tramstation support [MDB IGNORE] (#21693)
* Change pride tiles to generic holiday tiles, add Tramstation support

* skyrat edits

* Update floors.dmi

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-06-06 21:41:02 -07:00
SkyratBot
ddd018f4d5 [MIRROR] Changes syndicate surgery duffelbags to contain advanced tools [MDB IGNORE] (#21619)
* Changes syndicate surgery duffelbags to contain advanced tools (#75846)

## About The Pull Request

Changes syndicate surgery duffelbags to contain advanced tools.

In total, they contain
- All advanced surgical tools, alongside the normal ones without an
advanced version
- Sterilizine gel
- Bone gel and surgical tape
- Roller bed
- Straight jacket, muzzle, and MMI

Changed the Syndicate Infiltrators' surgery areas to contain a full
syndicate surgery duffelbag.

The normal infiltrator now has a operating computer and a closet of
misc. surgical clothing and anesthesic tank.

## Why It's Good For The Game

> Changes syndicate surgery duffelbags to contain advanced tools.

> In total, they contain (...)

The only real reason to buy this item is for the increased storage space
the duffelbag gives, and I find that a little sad. Surgical tools are
plentiful, as they can either be lathed from cargo, medbay, or just
taken. A surgeon, the role that *should* thematically need this the
most, has absolutely no reason to take it. Now they do! A full set of
advanced tools is certainly something that can be considered for
purchase, especially with all the bonus items in here - which might just
allow a traitor to repair their bones if they're heavily wanted and
licking their wounds in maintenance. The TC cost has been increased to 4
to compensate.

> Changed the Syndicate Infiltrators' surgery areas to contain a full
syndicate surgery duffelbag.

Similar to above, but instead, the reasoning is that nukies really do
not have a lot of time to do surgery. A lot of the 20 minutes of prep
time in War is spent figuring out what you're buying with your
exorbitant amount of TC, in non-War you don't really want to delay the
mission for five minutes for surgery, and its hassle means that most
people do not really want to bother with things like nerve threading,
etc. due to the large, annoying time cost.

> The normal infiltrator now has a operating computer and a closet of
misc. surgical clothing and anesthesic tank.

The former is because, well, what the hell, why didn't it have one!
Removing the loose tools gave me the space for it. The latter is just me
realizing that empty closet is weird and lame and so I gave it some
fluff contents to give it a reason to exist.

## Changelog

🆑
add: Changes syndicate surgery duffelbags to contain advanced tools,
sterilizine, surgical tape, and a roller bed.
add: Changed the Syndicate Infiltrators' surgery areas to contain a full
syndicate surgery duffelbag.
add: The normal infiltrator now has a operating computer and a closet of
misc. surgical clothing and anesthesic tank.
/🆑

* Changes syndicate surgery duffelbags to contain advanced tools

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-06-04 23:10:01 -07:00
SkyratBot
20bd7a9f6f [MIRROR] [NO GBP] Fixes dead plant missing icon state [MDB IGNORE] (#21582)
* [NO GBP] Fixes dead plant missing icon state  (#75777)

## About The Pull Request

I assumed that it will run update_appearance on init, and didn't bother
to test my shit after the feedback. Sorry.

## Changelog

🆑
fix: fixed dead plant having wrong icon roundstart
/🆑

* [NO GBP] Fixes dead plant missing icon state

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2023-06-04 17:30:15 -07:00
SkyratBot
66c232de84 [MIRROR] Fix radio playback on non-common frequencies [MDB IGNORE] (#21561)
* Fix radio playback on non-common frequencies (#75721)

## About The Pull Request
When enabling the speaker on a radio, it gets set to listen for signals
specifically on FREQ_COMMON, instead of whatever frequency it's
programmed to, which stops you from hearing talking on said channel.
This fixes that.

This applies to all the selectable frequencies on bounced radios and
headsets, and is something that has probably often messed with AIs that
try to talk to people on AI Private. Changing the frequency while the
speaker is enabled gets around this bug, until the speaker is reset
again.
## Why It's Good For The Game
Fix bugs, stop accidentally gaslighting people into thinking you're
ignoring them on the radio
## Changelog
🆑
fix: Radios tuned to things other than common respond properly to
turning on the speaker
/🆑

* Fix radio playback on non-common frequencies

---------

Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
2023-06-03 18:36:02 -07:00
SkyratBot
f7d35bc80d [MIRROR] Stops shields getting broken by pillows and disablers. [MDB IGNORE] (#21588)
* Stops shields getting broken by pillows and disablers. (#75759)

## About The Pull Request
See the title. Doing so by adding a new arg for damage type to
`check_shields()` and `hit_reaction()`. The other way would had involved
a couple istype checks for item or projectile damage type, but this is a
longer term solution and can tackle more than just that.

## Why It's Good For The Game
Fixes #74876.

## Changelog

🆑
fix: Stops shields getting broken by pillows and disablers.
/🆑

* Stops shields getting broken by pillows and disablers.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-06-02 21:36:53 -07:00
SkyratBot
2dcbc884ae [MIRROR] Fixes syndicate holster storage issue. [MDB IGNORE] (#21556)
* Fixes syndicate holster storage issue. (#75731)

## About The Pull Request
The main problem was `max_total_storage = 3` which made it impossible
for you to fit items in properly, so i changed it to
`max_specific_storage` as it is in other normally functioning holsters.
Also cleaned up code a bit? I assume 3 initializations may have a
purpose but like why, when it works the same without them?
## Why It's Good For The Game
Thing works as intended?
## Changelog
🆑
fix: Syndicate Holster now works as intended (You can finally put both
revolver and speedloaders in it at the same time).
/🆑

* Fixes syndicate holster storage issue.

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Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
2023-06-01 16:28:37 -07:00