## About The Pull Request
- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`
I have manually tested many of the refactored procs but there was 200+
so it's kinda hard
## Why It's Good For The Game
Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item
This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.
If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`
This does result in some instances of boilerplate as shown here:

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution
~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~
## Changelog
🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
## About The Pull Request
Medical tools have some operation sounds that added to the aesthetic of
their work so I thought why not engineering.
https://github.com/tgstation/tgstation/assets/92416224/30e4558c-8a64-407b-a7fb-b1ad30966fe5
## Why It's Good For The Game
People play engineering to fix stuffs so making the aesthetic of using
the tools better should make it fixing more enjoyable.
## Changelog
🆑
sound: added operating sounds for wrench, wirecutter and crowbar
/🆑
---------
Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
## About The Pull Request
**1. Qol**
- Screentips & examines for welder, wrench & plunger tools
- Examining plumbing machinery will display the reagents & their
respective volumes present inside
- Plumbing grinder now has a grind/juice mode which can be changed by
hand
**2. Code Improvements**
- Rapid plumbing device now uses the new attack
chain(`interact_with_atom()` & `interact_with_atom_secondary()`) instead
of the general `attackby()`
- Same attack chain improvements applied for plumbing grinder
- Plumbing grinder now processes items that enter into it asynchronously
**3. Fixes**
- Fixes#83538. Contains various sub changes
- You can now attack the plumbing grinder with any item in combat mode
without the grinder trying to consuming it
- You can deconstruct the plumbing grinder with the Rapid plumbing
device without the grinder trying to consuming it
- You cannot grind abstract & hologram items in the plumbing grinder
- Growing vat now uses the correct layer selected on rapid plumbing
device
## Changelog
🆑
qol: more examines & screentips for plumbing machinery
qol: plumbing grinder has a grind/juice mode which be toggled by hand
code: improved attack chain for RPLD & plumbing grinder
fix: You can deconstruct the plumbing grinder with the RPLD
fix: You can attack the plumbing grinder with any item in combat mode
without getting that item consumed
fix: You cannot grind abstract/ hologram items in the plumbing grinder
fix: growing vat now uses the correct layer selected on rapid plumbing
device
/🆑
## About The Pull Request
This is a collection of tiny alt-click context fixes that I found during
testing #82920, but I felt were not right to put in there.
Most of the following explanation is for posterity, like they're mostly
one-liners, there's only so much explanation to do.
First off, the emotion mask would reset `current_skin` for infinite
reskinning, while we have the `INFINITE_RESKIN` flag:
0c562fd742/code/modules/clothing/masks/costume.dm (L16-L19)
We set this to `INFINITE_RESKIN` for sanity's sake.
Then, `/obj/item/clothing/under/add_context(...)` would call its parent,
but sometimes return `NONE` when its parent returned
`CONTEXTUAL_SCREENTIP_SET`:
0c562fd742/code/modules/clothing/under/_under.dm (L83)
This is bad, because reskinning context is handled on the parent
(`/obj/item`), and we have an item inheriting this which can be
reskinned, the mech pilot's suit:
0c562fd742/code/modules/clothing/under/costume.dm (L224-L240)
So we make this return the parent return value rather than `NONE`:
```dm
return changed ? CONTEXTUAL_SCREENTIP_SET : .
```
Next up, `/obj/item/clothing/accessory/add_context(...)` would never
actually call the parent and thus neither the reskinning context. It
also checks for whether you have an item in your active hand when
context is added, even though the context it adds actually only applies
when the accessory itself is in your active hand.
0c562fd742/code/modules/clothing/under/accessories/_accessories.dm (L205-L210)
So we instead make it call the parent first, check for whether the
accessory itself is in our active hand, and return the parent value if
not:
```dm
/obj/item/clothing/accessory/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = ..()
if(held_item != source)
return .
(...)
```
This resolves our issue.
We're almost there!
`/obj/item/reagent_containers/spray/medical/add_context(...)` exists,
but is entirely redundant due to this now being handled on the base
item, and also misses some of the checks it has.
0c562fd742/code/modules/reagents/reagent_containers/spray.dm (L442-L447)
So we just remove it.
Finally, what is to me the funniest one:
9145ecb7e1/code/game/objects/items_reskin.dm (L8-L9)
To add reskinning context, we check `item_flags` for `INFINITE_RESKIN`,
while it is actually on `obj_flags`.
So, instead, we were checking for the equivalent value in `item_flags`,
being `IN_STORAGE`.
9145ecb7e1/code/__DEFINES/obj_flags.dm (L15)9145ecb7e1/code/__DEFINES/obj_flags.dm (L34)
And thus reskinning context for infinitely reskinnables would only show
up if they were in storage.
For now, we just update this to use `obj_flags` instead.
That's everything I found so far, which this should all fix.
## Why It's Good For The Game
Having working item usage context tends to be a good thing.
## Changelog
🆑
fix: Emotion masks no longer use a janky workaround for infinite
reskinning.
fix: Mech pilot suit shows reskinning usage context correctly.
fix: Accessories show "wear above/below suit" usage context
appropriately.
fix: Accessories don't block reskinning usage context when they
shouldn't.
fix: Showing reskinning usage context cares about the infinite
reskinning flag, rather than whether it's in storage or not.
del: Removed redundant reskinning usage context code from medical
sprays, now shows reskinning usage context like other reskinnables.
/🆑
## About The Pull Request
**Edit: Since writing, this pr has been updated to address failing CI
based on code-general suggestions, invalidating the previous
descriptions. The previous descriptions has been included as spoilers
for posterity**
Right, so, this has gone from just a simple pride pin fix to realizing
CI fails with it to doing a more complex lasting fix based on
suggestions.
Recap time. Objects get reskinning set up if they have `unique_reskin`
set when `Initialize(...)` runs.
9145ecb7e1/code/game/objects/items.dm (L267-L269)
Because pride pins use a global list, we set it in `Initialize(...)`...
After we call the parent.
9145ecb7e1/code/modules/clothing/under/accessories/badges.dm (L196-L198)
Obviously this fails.
However, moving this *before* `Initialize(...)`, while fixing the issue,
causes CI to fail due to calling `register_context()` twice.
Why? Well, it's simple. We automatically call `register_context()` if we
have `unique_reskin` set, as seen above, but we *also* call it on
accessory `Initialize(...)` due to it having its own context.
0c562fd742/code/modules/clothing/under/accessories/_accessories.dm (L29-L31)
This causes it to try register the same thing twice, which doesn't
_break_ things, but it sure as hell isn't clean.
So talking about this with San in code general, we decided to try go
with the following:
We add two new procs, `setup_reskinning()` and
`check_setup_reskinning()`, and handle all this fuckery within those.
This lets subtypes override them with their own new checks or
differences in setup.
Then we override `setup_reskinning()` for `/obj/item/clothing/under` and
`/obj/item/clothing/accessory` to not register context again, and do the
same for `/obj/item/clothing/accessory/pride` but while also setting
`unique_reskin`.
This fixes it.
<details>
<summary>Previous implementation for posterity</summary>
Back from my short code break, time to fix some of the things I've been
annoyed by.
Firstly, I noticed pride pins could no longer be reskinned since the
alt-click refactor.
Looking into it, this seems to be because we now only register this on
`Initialize(...)` if `unique_reskin` has been set:
9145ecb7e1/code/game/objects/items.dm (L267-L269)
While due to using a global list we don't set this in the item
definition, but in `Initialize(...)` :
9145ecb7e1/code/modules/clothing/under/accessories/badges.dm (L196-L198)
Where we call the parent proc _before_ setting `unique_reskin`, and thus
not registering our ability to reskin.
So all we do is set this to our global list _before_ we call the parent
proc.
```dm
/obj/item/clothing/accessory/pride/Initialize(mapload)
unique_reskin = GLOB.pride_pin_reskins // Set before parent proc checks for it.
. = ..()
```
This fixes it.
</details>
## Why It's Good For The Game
Fixes pride pin reskinning.
Theoretically makes it easier to avoid this happening in the future, and
allows `setup_reskinning()` to be manually called in the case of values
being edited post-initialize.
<details>
<summary>Previous pitch for posterity</summary>
Fixes pride pin reskinning.
</details>
## Changelog
🆑
fix: Pride pins can be reskinned again with alt-click.
/🆑
## About The Pull Request
Fake handcuffs/zipties do not apply a click cooldown upon resisting.
I'm not super happy with the solution to this (adding another item-level
var) but I told myself I'd fix this, and wasn't about to give up after
my handcuff-level solution didn't work.
Which calls into question -- Why does the breakout proc use item
typecasting over the restraint type? Is this necessary for anything to
function? I was too afraid to change it and accidentally break something
else.
## Why It's Good For The Game
Closes#82711.
Makes fake handcuffs a properly harmless joke item.
## Changelog
🆑 Rhials
fix: Fake handcuffs/Zipties no longer block clicks for a few seconds
after being resisted out of.
/🆑
## About The Pull Request
refactors clothing visors to use the same system, including masks being
toggled and stuff like riot helmets toggling using the same system and
welding helmets and such
adds a handler that updates all visuals in slots that an item has
obscured, each visual proc calls that so you no longer have weird shit
happening like having to hardcode a proc for heads where you need to
also update hair, mask, glasses everytime you put on an item
one thing here i could also do is make check_obscured_slots return the
HIDEX flags instead of item slots, because in 99% of cases its hardcoded
to be ran against specific slots (like eye code running it against the
glasses slot), but maintainers didnt seem to like that :/
## Why It's Good For The Game
fuck this 2003 bullshit
## Changelog
theres like several bugs here i fixed but i forgot them all and they are
small
## About The Pull Request
Rewrites how alt click works.
Based heavily on #82625. What a cool concept, it flows nicely with
#82533.
Fixes#81242
(tm bugs fixed)
Fixes#82668
<details><summary>More info for devs</summary>
Handy regex used for alt click s&r:
`AltClick\((.*).*\)(\n\t.*\.\.\(\))?`
`click_alt($1)` (yes I am aware this only copies the first arg. there
are no other args!)
### Obj reskins
No reason for obj reskin to check on every single alt click for every
object. It applies to only a few items.
- Moved to obj/item
- Made into signal
- Added screentips
### Ventcrawling
Every single atmospherics machine checked for ventcrawling capability on
alt click despite only 3 objects needing that functionality. This has
been moved down to those individual items.
</details>
## Why It's Good For The Game
For players:
- Alt clicking should work more logically, not causing double actions
like eject disk and open item window
- Added context menus for reskinnable items
- Removed adjacency restriction on loot panel
For devs:
- Makes alt click interactions easier to work with, no more click chain
nonsense and redundant guard clauses.
- OOP hell reduced
- Pascal Case reduced
- Glorious snake case
## Changelog
🆑
add: The lootpanel now works at range.
add: Screentips for reskinnable items.
fix: Alt click interactions have been refactored, which may lead to
unintentional changes to gameplay. Report any issues, please.
/🆑
## About The Pull Request
Fixes#82440
This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.
I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.
## About The Pull Request
Fixes#81052Fixes#58008
Setting weight class of items is now done via `update_weight_class`.
I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.
This is done to allow datums to react to an item having its weight class
changed.
Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.
## Changelog
🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
## About The Pull Request
- Fixes#82266. Anything that has reagents can be either grinded or
juiced
- If something doesn't have reagents but has grind results it can still
be grinded but not juiced
## Changelog
🆑
fix: anything that has reagents can be either grinded or juiced
fix: stuff that does not have reagents but has grind results can still
be grinded but not juiced
/🆑
## About The Pull Request
This PR adds a new line reel, which speeds up the baiting phase of the
fishing minigame and skips the biting phase, thus starting the minigame
without the initial input from the player.
The auto-reel line will also throw items (or other people/things, if you
have the right hook) in your direction when snagged, with the added
bonus of catching the item mid-air. Turn your fishing rod into a
discount meat hook.
I've lowered the deceleration coefficient and bounce threshold of the
minigame by 1/4. My rationale is that these two numbers are a must lest
we end up with an uncontrollable mess of a minigame, though they also
feel like a sack of flour hitting gravel rn, making specific hooks like
the bi-directional one and the weighted other a bit useless.
Another change is to the baiting and biting phase. Previously, if you
clicked anywhere during the baiting phase, it'd reset the whole timer
back to any value between 1 and 30 seconds, spelling futility to the
time you've just spent waiting. Now, it'll simply add another 4 seconds
or so to the current timer, capping at 30s.
One last thing*. Once the biting phase start, the faster your input is,
the higher the starting completion of the minigame will be, and the
other way around, if you're very slow. The difficulty variable can also
lower the starting completion.
*I lied. I've also added a short cooldown to casting a fishing rod so
you can't just spam it.
## Why It's Good For The Game
Finetuning the minigame, quality of life and balance, making fishing
even more gimmicky.
## Changelog
🆑 Ghommie
add: Added a new fishing line reel that speeds up the first half of the
fishing minigame, and also let's you catch things from afar like a
discount meat hook.
balance: During the biting phase preceeding the actual minigame,
initiating it as soon as the "!!!" alert pops up will net you an
advantage. Conversely...
qol: Clicking during the baiting phase will no longer wholly reset it
and make you lose your patience. Instead, it'll delay the next phase by
about 4 seconds.
balance: The deceleration and bounce should feel less sudden and stiff,
meaning the controls are 25% more slippery again.
balance: Added a cooldown to spam-casting fishing rods.
imageadd: Resprited line reels a little.
/🆑
## About The Pull Request
- Large amount of storage datum cleanup.
- Documentation.
- Maybe more consistent use of parent vs real_location.
- Removes the weakrefs, replaces it with just references.
- These were already managed references anyways so why bother?
- Removes a bunch of arguments no one used and would ever used so only
the most useful args are left.
- Some bugfixes.
## Why It's Good For The Game
Aiming to make storage easier to work with. The whole intent of this was
to bugfix the whole "weight class" thing that keeps popping up but I had
to do this first.
## Changelog
🆑 Melbert
fix: When placing an item into storage (such as backpacks), all nearby
mobs now get a message, rather than just the first mob.
fix: TGC decks of cards should act a bit less odd when looking inside.
refactor: Refactored a bit of storage, cleaned up a fair bit of its
code. Let me know if you notice anything funky about storage (like
backpacks).
/🆑
## About The Pull Request
if the creator of the statue got deleted, it might cause a hard delete.
also i noticed this variable wasnt being used so i removed it and
instead directly added the ref of the creator to the mob's faction list.
also i noticed the proc that was setting it had alot of nested
typechecks so i split it into child procs
## Why It's Good For The Game
fixes a hard delete
## Changelog
not player facing
## About The Pull Request
Throwing a bee at someone injects that bee's reagents.
This has a larger code footprint than you might expect because venom
injection is done via an element which in turn gives a callback to a
component.
While I was touching that I also separated `COMSIG_MOVABLE_IMPACT` into
`COMSIG_MOVABLE_PRE_IMPACT` because a lot of effects trigger from
`COMSIG_MOVABLE_IMPACT` despite the fact that the throw impact can be
cancelled after the signal is sent.
I also added an inject check onto the venomous element for mob attacks,
so thick clothing can now protect you from venom injection.
I elected that Giant Spiders have big enough fangs to ignore this such
that this isn't a major balance change, as do moonicorns (that horn is
massive), Fire Sharks, and Clowns (no idea how they are applying chems
at all to be honest).
## Why It's Good For The Game
I thought about someone throwing a bee at someone like a little dart and
thought "hee hee"
## Changelog
🆑
add: If you throw a bee at someone it will hit them sting-first and
inject that bee's reagent
balance: Thick clothing can now protect you from the venom of bees,
snakes, frogs, and (small) spiders
/🆑
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request
Standardizes vv_do_topic() procs on subtypes
Mostly formatting changes
- Add a !. check for every subtype
- Add a space in between each href_list
- Standardize !check_rights(), default is !check_rights(NONE) in the
event that something isnt specified
## About The Pull Request
This PR makes the following changes:
- Refactors inserting items into foam darts into a component on items
that can be inserted into darts
- Adds the aforementioned component to pens
- Provides an inspection tip for how to modify a foam dart
- Gives different pen types specific behavior when used in a foam dart
Pens typically give a foam dart 5 brute and 50% embed chance (affected
by falloff). The following types of pens give the specified properties
(usually directly derived from the pen's stats and additional
functions):
- Red pen (and four-color pen set to red): Slightly faster dart
- Captain's fountain pen: Slightly faster dart, and 75% base embed
chance
- Sleepypen: Tries to inject its reagents into the hit mob, but doesn't
penetrate thick clothing like syringe guns do
- Energy Dagger: 35 brute, 100% base embed chance, and slightly faster
dart
- Survival Pen: Mines rocks on impact
- Fine Tip Pen (if someone somehow manages to get one): 100 bare wound
bonus and 9000 demolition modifier
## Why It's Good For The Game
Expands the emergent gameplay possibilities of using pens in foam darts.
While there are balance risks involved with traitors being able to buy
the equivalent of reusable 45u syringe shots and 35 brute bullets, you
are not likely to get your pen back once it hits its target, unless you
somehow have the recall spell and have bound the pen to it. There are
probably more TC-efficient ways to achieve comparable projectile
weaponry, but foam dart guns have an air of subtlety to them... at least
until your skin is pierced by a pointy writing implement that may also
be something more deadly. If maintainers still have balance concerns,
please let me know.
## Changelog
🆑
add: Certain types of pens now function like you expect they would when
inserted into a foam dart
qol: Examining a foam dart closely will show you how to modify it, or
what it is modified with
/🆑
## About The Pull Request
I made this to help me move more towards my goals [laid out
here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) which currently doesn't
have much interest.
This makes the Destructive Analyzer use a little neat TGUI menu instead
of its old HTML one. I also touch a lot of science stuff and a little
experimentor stuff, so let me explain a bit:
Old iterations of Science had different items that you can use to boost
nodes through deconstruction. This has been removed, and its only
feature is the auto-unlocking of nodes (that is; making them visible to
the R&D console). I thought that instead of keeping this deprecated code
around, I would rework it a little to make it clear what we actually use
it for (unhiding nodes).
All vars and procs that mentioned this have been renamed or reworked to
make more sense now.
Experimentor stuff shares a lot with the destructive analyzer, so I had
to mess with that a bit to keep its decayed corpse of deprecated code,
functional.
I also added context tips to the destructive analyzer, and added the
ability to AltClick to remove the inserted item. Removing items now also
plays a little sound because it was kinda lame.
Also, balloon alerts.
## Why It's Good For The Game
Moves a shitty machine to TGUI so it is slightly less shitty, now it's
more direct and compact with more player-feedback.
Helps me with a personal project and yea
### Video demonstration
I show off connecting the machine to R&D Servers, but I haven't changed
the behavior of that and the roundstart analyzers are connected to
servers by default.
https://github.com/tgstation/tgstation/assets/53777086/65295600-4fae-42d1-9bae-eccefe337a2b
## Changelog
🆑
refactor: Destructive Analyzers now have a TGUI menu.
/🆑
## About The Pull Request
[Implements the backend required to make targeting datums
global](6901ead12e)
It's inconsistent with the rest of basic ai for these to have a high
degree of state, plus like, such a waste yaknow?
[Implements
GET_TARGETING_STRATEGY](d79c29134d)
Regexes used:
new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1)
Renamed all instances of targetting to targeting (also targetting datum
-> targeting strategy)
I've used GET_TARGETING_STRATEGY at the source where the keys are
actually used, rather then in the listing. This works out just fine.
## Why It's Good For The Game
Not a misspelled name through the whole codebase, very slightly less
memory load for basically no downside (slight cpu cost maybe but not a
significant one.
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request
- Dehardcodes microwave cleaning
- Instead of hard istyping for a rag, soap, or space cleaner, we just
use `wash`.
- Gets rid of a redundant signal
- `COMSIG_ATOM_WASHED`: not only was it misleading (only sent to items),
but it was pointless because `COMSIG_COMPONENT_CLEAN_ACT` is the same
signal.
- Improves microwave attackby code, splitting tool stuff into tool-procs
- Allows spray cleaner to work on dense objects such as windows
- Clicking on a dense object or mob adjacent to you with spray cleaner
will spawn the puff cloud on the target, rather than on your own
position.
- This will skip the moveloop and just clean everything on the target
turf alone.
- This means you can spray down a bloody window with a spray bottle, as
janitor gods intended.
- It also means you can fill the spray with other stuff to spray onto
dense objects directly, which might be worth noting. Especially for
stuff like Napalm.
Fixes#79261
## Why It's Good For The Game
Opens up the sandbox to allow more objects to clean microwaves + better
code.
## Changelog
🆑 Melbert
qol: Clicking on an adjacent dense object (or mob) with Spray Cleaner
will now spritz it rather than doing nothing. This means you can use
Spray Cleaner to clean bloodied windows, as the janitor gods intended.
It also means you can fill a spray bottle with Napalm, I guess.
refactor: Any cleaning object can now clean a microwave.
/🆑
## About The Pull Request
The fantasy "summon x" affix blacklist doesn't work, and probably hasn't
worked for a significant amount of time.
This is because it generated a typecache with true/false values
representing whether we should be able to spawn a mob... and then
performed a `pick` on it. Pick doesn't care if the value is true or
false, so everything in the blacklist was explicitly whitelisted.
For some reason the list was also containing subtypes of a datum? Then
passing this to a component which expected typepaths of mobs it could
spawn? That doesn't work either.
We _also_ never added basic mobs to this list, so it would never spawn
those and they're an increasing number of our mobs total.
While I was there I also just did some general code tidying. I moved the
list of "specific subtypes to remove" to a global list because I suspect
something else either will need it in the future or already does.
## Changelog
🆑
fix: Megafauna, lavaland elites, and abstract mobs now correctly cannot
be spawned by a toolbox of ash drake summoning
/🆑
## About The Pull Request
This deals with grinding & juicing in 4 stages
**1. General grinding & juicing**
Nothing player facing, just added some extra null checks to ensure we
use `reagents` and `target_holder` only when they are not null. The
current way it was setup did not check for this
**2. Grinding Stacks**
- Fixes#48387
- Fixes#78180
- Fixes#77878
This changes the way stacks are grinded. Rather than grinding the whole
stack and have reagents wasted from grinding because there isn't enough
space in the beaker we do the reverse.
We calculate how many pieces of cable(or sheets of material) can be
grinded "based" on the available volume inside the `target_holder`(i.e.
beaker for all in 1 grinder, or internal buffer for chemical plumbing
grinder, mortar & pedestal)
**For example**
Say you have a beaker of 100 ml capacity and you have a stack of 50 iron
sheets where each sheet of iron when grinded yields 20 units of iron
reagent. Doing some simple math we should only be able to grind 5 sheets
of iron(20 units of iron per sheet x 5 = 100 ml capacity). This means
the remaining 45 sheets of iron should be left untouched and we should
be able to eject and regrind them in a different beaker if we don't have
the space for it.
This PR does exactly that. It computes how many pieces/sheets can be
grinded based on the available volume for grinding (e.g. based on the
available volume in your beaker for the all in 1 grinder) and grinds
exactly that many pieces, leaving the rest of stack untouched so you can
reuse them
This way you avoid wasting stacks when your beaker doesn't have the
required space to hold its reagents
**3. Plumbing Chemical Grinder**
- Not sure how nobody noticed but the plumbing chemical grinder
completely stopped working because wrong arguments were passed to the
items grind & juice procs
2ddbdca1b7/code/modules/plumbing/plumbers/grinder_chemical.dm (L47)
When it fact it should have been
`I.grind(reagents, usr)`
So yeah the plumbing chemical grinder works again
- Fixes#75429
The plumbing chemical grinder now blocks anything that isn't an
`obj/item` from entering inside it. The `grind` proc is set up to accept
only items anyway so allowing mobs to enter is just a waste of
processing power. That way nobody gets stuck inside,
- Fixes#62822
The chemical grinder now accepts items coming at it from any direction.
if you don't want to throw stuff at it you can manually put stuff in it
with hand. If you try to use a storage item like a bag(plant bag or any
bag) it dumps all its contents in the grinder.
**4. All in 1 Grinder**
- Fixes#76983
You can now remove the beaker when the blender is unpowered with right
click. The left click does not work when power is off because
`ui_interact()` proc is disabled which was responsible for ejecting the
beaker & its contents. The right click was meant to compensate for this
but it also checked if power was available and it also failed. Now that
check has been removed meaning you can eject the beaker & its contents
via right click
- Fixes#54813
The delay and shake animation is already handled by the `operate()` proc
but the mix settings would add an additional timer on top of that with a
fixed delay of 50 deciseconds. That timer is adjusted so its reduced
from upgraded parts
## Changelog
🆑
code: added some null checks for general juicing & grinding items
fix: grinding stacks now grinds as many pieces/sheets from the stack as
possible that can fit in a beaker/container without wasting the whole
stack
fix: plumbing chemical grinder now actually works again
fix: the plumbing chemical grinder allows stuff to enter from any
direction but not mobs and also accepts items put inside it via hand
including bags
fix: You can remove the beaker from the all in 1 grinder when power is
off via right click
fix: All in 1 grinder now mixes faster with upgraded parts
refactor: you can no longer walk into a plumbing chemical grinder
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
## About The Pull Request
Having seven trillion boolean arguments isn't kino nor poggerchampion,
let's adjust it so we use a define flag-based system that works really
nice. I also cleaned up a lot of jank and stuff that simply just never
was meant to work.
We also had sprites for nanite vomit, but this was completely unused!
Since we still have an interaction where you're meant to throw up
nanites, I added that it so it could be leveraged. Neato.
## Why It's Good For The Game
Much easier to pass in the right args or special args to a high-profile
proc.
## Changelog
🆑
image: When you throw up nanites, your vomit should now be appropriately
nanite-colored.
/🆑
Let me know if I glonked anything.
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Resolves#78063
The Foodening refactored grinding and juicing in the reagent grinder,
but there were a few mistakes along the way. Most notably, items that
gave extra reagents when ground were not doing that (such as peptides in
livers) due to an error in adding those reagents. This error has been
corrected.
I've also fixed the code for juicing, which was erroneously passing a
beaker as its own reagents datum, though I couldn't tell if this
actually had any negative effects. Somehow. Better safe than sorry.
## Why It's Good For The Game
It's good to get everything you're supposed to get when you grind stuff.
The main source of peptides being inadvertently removed also made
cytology harder, and cytology really doesn't need to be made _more_
inconvenient.
## Changelog
🆑
fix: Fixed all-in-one grinders not giving all the correct reagents when
grinding.
/🆑
## About The Pull Request
replaces all instances of surgical duffels with surgery trays, and all
coroner duffels with morgue surgical trays.
they contain about the same items, with surgical trays/carts also having
bone gel and tape, since their list of holdable items is much more
limited.
the surgery tray is a diagetic storage unit that displays any surgery
tool it's holding in a small, almost world-state esque form on top of
it. it can be carried around by dragging it on to yourself, but it will
slow you down like an unzipped duffel would. it can also be deployed by
activating it, and pulled around, but it will roll noisily in the
process.
currently, all tool tiers are supported - from alien, to advanced, to
cruel, to normal.

here you can see just a few of the possible combinations of tools -
default, default morgue, advanced, and alien. but any combination of
these tools should work together somewhat cleanly, as you can see here:

also adds a medical razor variant, because otherwise they wouldn't fit
with the look of the other tools on the tray, before and after here:

## Why It's Good For The Game
having constantly visible tool storage like this means you don't have to
worry about the one tool you need from the bag being stolen - if it is,
you can see it before an operation starts, and plan around that! it also
gives a little flexibility to mappers - if they'd like a more mobile
cart for their medbay, or if they'd like the somewhat stationary tray.
it also plain looks cool, and isn't quite as clunky as a duffelbag would
be.
## Changelog
🆑
add: adds medical carts and surgery trays
image: gives the surgery razor a unique sprite
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Transferred.
## Why It's Good For The Game
How did this get to be in 71 files?! This bothers me.
Also changes 'quality_oil' typepath in the reactions to 'olive_oil' to
match its rename post-foodening.
## Changelog
N/A
Closes#77631
## About The Pull Request
Hey there,
Ticked File Enforcement simply wasn't catching files that were missed.
That's a bit stupid, so I decided to look into what the issue might be,
and whoopsie daisies I did double periods back in #76592
(020ac24053).

I also added some debug info and some more checks to prevent such a
break from happening again on runtime of this script. I thought it was a
weird string concatenation issue (and not the simple break I thought it
was), so I rewrote how it adds `glob`s. I think it's cleaner so I'll
keep it anyhow
This PR also corrects the oversight of the missing unit test (introduced
in #77218 (69827604c4)) by reticking it in
the `_unit_tests.dm` file, and also makes it compile because it didn't
do that.
I also then had to do some more work to get the unit test to work.
* Genericizes the Create-and-Destroy "ignore" list to be a static list
on `/datum/unit_test` to allow it to be shared between these types of
tests that we need to test.
* Adds that list to C&D and the broken unit test regarding fantasy
bonuses
* Fixes some actually broken that the unit test was made to catch (beam
rifles, butterdogs and other slippery items, random ingredient boxes).
* Adds cases for things that the unit test and overall framework really
shouldn't be altering anyways (mythril), and was likely causing
inappropriate stack traces on master
## Why It's Good For The Game
Unit Tests WORK. Tools WORK.

## Changelog
🆑
fix: Beam rifles will no longer inappropriately retain any bonuses they
may gain from wizardry.
fix: Inappropriate stack traces over bonuses being applied to components
that gain bonuses innately (like Mythril stacks) should cease.
/🆑
## About The Pull Request
Ressurects this old concept from (#64530), if we're making pAIs conform
to being personal assistants more often then they should be better at
assisting your person.
You can insert a pAI into a MODsuit simply by using the card on a
MODsuit with an open panel. You can eject it again from the MODsuit
control panel UI (though the maintenance panel still needs to be
unscrewed).
Inserted pAIs can:
- Deploy and undeploy suit parts.
- Turn the suit on and off.
- Monitor any stats on the MODsuit panel.
- Activate any of your suit actions.
Inserted pAIs cannot:
- Move the suit.
This does not remove the ability to place AIs into your suit. AIs can do
all of the above but can _also_ move the suit around while you are
critically injured.
You can't have _both_ an AI and a pAI in your suit at the same time.
Additionally I had to mess around with the backend for pinning actions a
little bit.
AIs who tried to pin MODsuit actions to their screen would pin them to
the UI of the person wearing the suit instead, because it passed through
`grant_item_action`. We _want_ to use that interface for the other stuff
it does, but we need to catch and override who is _actually_ being
granted the action so it goes to the person who pinned it rather than
the person wearing the suit.
## Why It's Good For The Game
Gives more things for your pAI to do, now you can delegate manging some
suit functions to your little buddy.
## Changelog
🆑
add: pAIs can be inserted into MODsuits and can control suit modules
(but are not capable of moving the suit).
fix: AIs/pAIs in MODsuits can properly pin actions
/🆑
## About The Pull Request
As the title says. Adds a bunch more stat changes to various different
items and a somewhat simple way of modifying them whilst minimizing
side-effects as much as possible.
Added a new negative curse of polymorph suffix that can randomly
polymorph you once you pick up the item.
Curse of hunger items won't start on items that are not on a turf.
Curse of polymorph will only activate when equipped.
Bodyparts, two-handed melees, bags, guns and grenades, to name a few,
have a bunch of type-specific stat changes depending on their quality.
Some items won't gain fantasy suffixes during the RPG loot event, like
stacks, chairs and paper, to make gamifying the stats a bit harder.
I'm sure there'll still be other ways to game the event, but it's not
that big of a deal since these are the easiest ways to game it.
High level items also have a cool unusual effect aura
## Why It's Good For The Game
Makes the RPG item event cooler. Right now, it's a bit lame since
everything only gains force value and wound bonus on attack. This makes
the statistic increases more type-based and make it interesting to use
It's okay for some items to be powerful since this is a wizard event and
a very impactful one too. By making the curse of hunger items not spawn
on people, it'll also make it a less painful event too.
## Changelog
🆑
add: Expanded the RPG loot wizard event by giving various different
items their own statistic boost.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Listing the changes, off the top of my head:
- Resprited fishing rods, hooks, and the worm bait!
- Added a new, telescopic fishing rod, that can be bought as a goodie.
The master rod is also telescopic now.
- Added a couple hooks. One that lets you move the bait up and down,
otherwise keeping it in place, and another that stops the fish from
escaping, but slowly kills it. The former from the bepis fishing tech
node, the latter frm the black market.
- Added a fishing skill and relative legendary reward: A fishing hat,
like the one that recites "women fear me, fish fear me"
- You can now stop fishing by activating the fishing rod in your hand,
and stops it from stealing all clicks on other things if it isn't in
your active hand.
- Reworked fishing traits into fish traits, which can apply to fish
after it has been caught.
- Expanded the fish breeding system. Traits may be passed down to
offsprings, and offsprings may evolve (mutate?) into different kind of
fishes if conditions when conditions are met.
- Added half a dozen new fishes, each with its own traits: lubefish,
sludgefish (and its purple variant), slimefish, unmarine bonemass and
unmarine mastodon. Also, holodeck fish, as a joke.
- New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin
immunity, predator, necrophage, no mating, crossbreeder, aggressive and
revival. Converted Emulsijack's ability and Donkfish's yuckiness into
traits as well.
- Added a fish analyzer that you can scan aquariums and fishes with.
- Fish can now be blended if you really want to. The number of reagents
from blending, w_class, and the number of fillets you get from cutting
fish now scale with size and weight.
- fish feed is no longer infinite (but it should still be plenty).
- Implemented temperature requirements for aquarium fish.
- You can now buy (dead) fish from the black market for dirt cheap.
- Last but now least, toilets are now valid fishing spots.
## About The Pull Request
WHAT HAS CHANGED MECHANICALLY
You can now lean up against walls.
https://github.com/tgstation/tgstation/assets/55666666/bf81b7b5-6cab-4fc3-9887-075351511505
To lean against a wall, simply face opposite to it and drag your sprite
onto it.
Doing so makes you non-dense, just like if you were laying down. This
means people can walk through you, but you are still susceptible to
melee and ranged attacks. Leaning up against a wall also mitigates your
FOV loss by 30 degrees, as you can have a better look at your
surrounding when you put more of your surroundings infront of you.
Because it seemed thematic to lean up against the wall while smoking and
then flick a cigarette away, cigarettes will now say they where
"flicked" instead of thrown when you toss them, I also took the time to
add a bit of variation into the throw text.
A few bugs where you could become non dense and then run straight
through people has been patched.
NOT PLAYER FACING
So basically I've implemented a system that keeps effects that manage a
mob's density consistent with eachother.
An example of some of the situations that could occur
Effect A would render a spaceman undense and turn the player dense again
once it was concluded
Effect B would render a spaceman undense and then after a timer revert
the spaceman to whatever state the spaceman was in before effect B
started.
Thus if you enabled effect A and then Effect B, setting your previous
state of denseness to undense, and then concluded effect A, when Effect
B would finish it would put you back into the state of density you were
in when you started. This would render the spaceman permanently undense.
To solve this, the system has been updated so that all instances of
density adjustment to mobs are handled by traits from unique sources
(with the exception undensity gained by laying down due to its
prevalence.) All effects that handle density will no longer step on each
others toes and can now be rain simultaneously without fear.
## Why It's Good For The Game
Leaning is cool. Bugs are bad.
## Changelog
🆑 itseasytosee
add: You can now lean against walls! Simply turn your back to the wall
and clickdrag yourself onto it.
fix: There should no longer be any instances of spacemen being able to
run straight through eachother as if they weren't even there.
spellcheck: Added more variance to item throwing text.
refactor: Mob density has been refactored
/🆑
## About The Pull Request
Rather then using images and displaying them with client.images, we can
instead simply make an object, give it the passed in image/MA's
appearance, and then vis_contents it where we want.
If you want to animate things, you can just use the atom we return from
the proc call.
This ends up costing about 25% of the best case scenario (one guy
online)
It will save more time with more users, but it also allows us to avoid
the hypersuffering that is passing GLOB.clients into the flick proc. So
I think I'm happy enough with this.
For context, here's average per call cost for flick_overlay_view() right
now.
It winds between 5e-5 and 1e-4. With these changes we should pretty
consistently hit the low end of this, because none of our work really
varies all that much.

(I was using sswardrobe for this, but it ends up being a lot slower so
like, why yaknow)
```
/atom/movable/flick_visual
New: 3.65625ms
Provide: 7.4375ms
Qdel: 9.4375ms
Stash: 9.46875ms
```
## Why It's Good For The Game
Using our tools should not make your code eat cpu time for no reason.
Hearers is expensive, iterating clients is expensive, let's not be
expensive.
## About The Pull Request
Due to a mental breakdown caused by unfathomable abomination that is
icons folder, I swore to myself to one day clean it. Today is kind of
that day. Been at it for around 6, you gotta understand I need a rest. I
tracked most changes in descriptions of commits if you are looking for
details.
## Why It's Good For The Game
Saner spriters make better sprites. And also, just helps keep track of
things.
## Changelog
🆑
image: added sprites for different variants of scrolls.
image: modified couple posters with ghost pixels.
/🆑
---------
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
## About The Pull Request
Converts the `bullet_act`/`hitby` overrides on
`simple_animal/hostile/asteroid` into an element,
This is currently "reused" in that it's also applied to its equivalent
on `basic/mining` although some day hopefully the `hostile/asteroid`
subtype will stop existing.
This is a specific-ass component but it's not totally impossible
something else will want it some day.
## Why It's Good For The Game
I'm a little mixed on this one honestly, I did this because I am
adapting some old code but I would be open to the idea that this should
just be left where it is (`bullet_act`/`hitby` overrides) and just
copied/pasted onto `basic/mining`.
I am also open to the idea that we don't need this at all and should
just delete it, it seems unecessarily protective to me but I wasn't
around at the time and maybe people really _were_ chucking hundreds of
floor tiles at goliaths and that was a problem.
If it _is_ a problem then I guess this extends those protections to
Bileworms now, because they need to be more durable and less possible to
take down using non-mining tools, obviously.
## Changelog
🆑
fix: Bile/Vileworms now have the same projectile and thrown weapon
resistances of other mining mobs.
/🆑
## About The Pull Request
Gives duffelbags their proper slot count
They inherited this from backpacks, but I sorta just forgot about that
[Creates "levels" of locked objects, uses that to make locked duffels
work](c613c00f62)
[c613c00](c613c00f62)
Turns locked into something that holds defines, this makes life a lot
easier.
Requires a lot of boilerplate because of how many uses of these procs
there are and all the passthrough and shit.
Adds a few outfit subtypes to avoid this class of failure in future.
Renames the args in a few but not all touched procs, one thing at a time
Closes#76407Closes#76430 Had the lock check in the wrong place
Closes#76441 GOD I HATE TK SO MUCH
Wrote half the pr without glasses so if it's weird gimme some grace
yeah?
## Changelog
🆑
fix: Fixes some fuck with duffelbags, them not holding enough + issues
with spawning gear in them (job shit and all)
/🆑
This PR introduces a whole bunch of Coroner and Morbid related content.
Firstly, Morbid is now a mind trait, and specifically, coroners start
with it.
Coroners also have a liver trait that allows them to heal toxins (very
slowly) from eating pickles and drinking pickle juice. They also
can...drink formaldehyde. I guess. Dissections is thirsty work.
Coroners gain a whole set of special tools specifically for use in any
surgeries marked as interests of the Morbid. This is determined by the
``surgery_flag`` called ``SURGERY_MORBID_CURIOSITY``. Currently, these
surgeries are included;
dissections, autospies, revival surgery, plastic surgery, organ/feature
manipulations, amputations
To fit the theme, TRAIT_MORBID also applies the reduction to eye
snatchers.
While using their special tools, and the surgery is a morbid curiosity,
the coroner/anyone who is morbid gains a 30% speed boost! This stacks
with the dissection speed boost. Otherwise, the tools are just regular
tools with a special name (though the scalpel is better at killing
undead, because, you know, you're watching over the dead).
The coroner's special medkit, which is the only one you can get in a
round, can fit their autopsy scanners and tools. Anything that comes
standard with their kit can go back into it.
Anyone who is morbid can safely retrieve the secrets of the elephant
graveyard. The serrated shovel, notably, is a much better tool and
notably better at killing organics, but not inorganics (like the dead).
(Gives roboticists secure morgue access during skeleton crew pop totals)
## About The Pull Request
Fixes#76405Closes#76408

I goofed this one by not properly testing my review changes after moving
some code around.
Also comes with a nicer solution to a problem I was having with
deletion.
## Why It's Good For The Game
I think it's good to be able to use item actions.
## Changelog
🆑
fix: Actions granted by equipped or held items now actually appear again
/🆑

## About The Pull Request
There is a 10% chance of getting one of 3 new diseases when you eat
dirty things.
Things become dirty when left on the floor for [more than 5
seconds](https://en.wikipedia.org/wiki/Five-second_rule).
But you can wash (with any method you know from spraying water to
cleaning with soap) or cook them later to avoid this.

Packaged, bowled, canned food (any food that spawns package as trash
afterwards) is protected from this effect.
Makes crafted food spawn on nearby tables when the hands are full.
Except the one behind you.

#### New diseases:
40% chance:

40% chance (Vomiting is of special type that does not stun):

20% chance:

## Why It's Good For The Game
Things that are left on the floor for too long intentionally are trash
that should be disposed by janitor. If you make a meal or prepare a
medication, it makes sense that you should keep your product sanitized.
Things that are dropped unintentionally are supposed to be picked up
quickly. "Oops I dropped this pie, need to pick it up quickly before the
germs spread". 5 seconds are enough for this. If you didn't manage you
will be like "Oh dammit, now I need to wash this pie in a sink".
Now players will consider to not just throw items meant for eating onto
the floor neglecting the fact that it looks odd. If they still ignore
it, people who consume the items will receive a harmless but annoying
disease.
In general this PR aims to force some IC gameplay onto Medics, Chefs and
Botanists so that they care a bit more about things they make for other
players.
The items have a warning message saying that they are dirty and
dangerous, so the consumers have a way to detect dirty items and an
option to wash them with soap/rag/sink/shower/fire extinguisher to
remove the harmful part from the edible item.
So to avoid this, players just need to examine an item before eating it.
Botanists can spray a pile of fruits from a hose for the same effect,
and washed items that stay on floor dont regain germs until moved to
another tile.
Food that converts into another item during cooking (like meat slab
turning into steak) or crafting, will not retain the infection. This
kinda simulates the sanitizing during cooking.
Medics can use elevated structures (e.g. conveyor belt) to avoid getting
their pills dirty during creation in plumbing. Or they can wash the
pills they want to distribute in the shower before packaging them into
pill bottles or a bag.
## Changelog
🆑
add: Food and pills have a 10% chance to infect with one of three new
diseases on consumption when left for more than 5 seconds on the floor.
You can wash it to avoid disease. ChemMaster and Pill Press are added to
the list of elevated structures (Considered as tables for pills). Made
harvest spawn on top of hydrotrays to stay protected from germs.
add: Added three new advanced diseases: Gastritium, Carpellosis, Nebula
Nausea with static cures obtained by digesting dirty food.
fix: Food no longer decomposes on Hydrotrays, Grilles, Bonfires and all
dense kitchen machinery
code: Decomposition now uses `germ_sensitive` component and follows 5
second rule too.
qol: Crafted food items spawns on nearby tables (except the one behind
you) instead of dropping on floor when hands are full.
/🆑
## About The Pull Request
Refactors the behaviour of "one clothing item deploying another clothing
item" from `/obj/item/clothing/suit/hooded` and makes it into a
component.
This allows you to make hooded items which are not part of that
typepath. It also means you could make (for instance) a hat which can
deploy a pair of sunglasses into the eye slot or a jumpsuit with
deployable clown shoes or something.
I need to pass in an assload of callbacks because we have a bunch of
special hoodies that want to do things when you raise and lower the
hood, but for a normal item you would not need these.
## Why It's Good For The Game
Frees people from the tyrrany of typepaths, mostly.
Plausibly you could use it to do something fun we don't currently do.
## Changelog
Not player facing, hopefully. As long as I did this all right.
This PR is way less than the file changes make it seem like it is.
Okay, first, the boring part:
- Picking up burning items is now a signal registered on the burning
component itself, instead of being a direct /obj/item/attack_hand()
check
- Sear sound now has an SFX define for convenience, since it is very
commonly used
- Fire stacks when extinguished on mobs will no longer clean acid on
items (WTF?)
## About The Pull Request
Read the title. The code was modified a little to allow the pickup
animation to play even if the item is being moved from movable to
movable, and cut copypasta.
## Why It's Good For The Game
This will fix#75081
## Changelog
🆑
fix: Taking items from your inventory while flying over lava or a chasm
will NOT set them on fire or drop them into chasms ANYMORE
/🆑
## About The Pull Request
Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.
This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.
[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)
[Moves signal procs over to their own
file](33d07d01fd)
[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)
[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)
[And finally passes over the examine
signals](65917658fb)
## Why It's Good For The Game
Code makes more sense, things are better teased apart, s just good imo
## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
## 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.
/🆑
## About The Pull Request
Now whenever an attack is blocked, the sound will play and deflection
with the item now plays sound too:
https://github.com/tgstation/tgstation/assets/42353186/1a0cc5b7-f2af-4d72-88d7-57cc11f5baa3
The parry.ogg was updated to a better-sounding one
https://github.com/tgstation/tgstation/assets/42353186/5ffc53d8-0b3c-4e6b-9256-b7b9735918bc
Every item now has a "block_sound" that can be set, it determines what
sound is played when you block an attack with it.
Cult items no longer have their own way of fuckery to play parry sounds,
now they use this system as well.
Now shield bash sound is 80% smaller after cutting out all of its noise
and silence.
## Why It's Good For The Game
Adds feedback on whether the attack was blocked or not, signalling both
to the attacker and defender that it didn't go through even if the
animation played, which is a great QoL. Same with the deflection sound
(although deflection is still pretty visible, the sound would not hurt)
New sounds add more flavour to the weapons, especially the energy sword,
giving it even more badassery.
Cutting down the noise from the shield bash sound has made it better to
listen and saved some kilobytes of information. And making every item
use the universal system for blocking sounds, removing cultist items'
own code for playing parrying sounds.
## Changelog
🆑 DrDiasyl aka DrTuxedo#0931
qol: Now blocking an attack will play a sound and display a spark
effect, giving back feedback
sound: parry.ogg was updated to a better-sounding version
sound: shieldbash.ogg no longer has noise and unnecessary silence
sound: New block_shield.ogg and block_blade.ogg for shields and energy
swords
code: Cultists items no longer have their own code for playing parrying
sounds
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Tablet UIs are now changed when opening/closing an app, instead of
constantly checking for a UI change every ui update.
Program UI acts no longer call parent, as it was unnecessary, Computers
are the ones that should be calling it.
Fixes a ton of problems with static data not updating, such as in
Messenger, ID management, Siliconnect, and Chat client
Chat Client's Admin mode also works again, which was broken when
accesses to check was turned into a list.
Turns a few lists in Robocontrol into static ones when we aren't
changing anything, and makes it actually scan your ID's access.
Fixes budget ordering being unable to show the cart/call the cargo
shuttle.
## Why It's Good For The Game
While I can't seem to find a single issue report on any of the above,
these are still problems that should be fixed.
## Changelog
🆑
fix: SiliConnect can download borg logs again.
fix: The RD can once again enable Admin mode on Wirecarp
fix: NT IRN can once again see the shopping cart and call the cargo
shuttle.
fix: Chat Client, ID Management and Messenger should now update their
UIs properly.
code: PDAs will hopefully not lag as much when clicking on buttons (such
as in ID management).
/🆑
## About The Pull Request
Generally cleans up code on both components.
Moves burn proc back to /obj level, I'm not sure why I moved it to /atom
level, it was unnecessary.
Acid component generalized so it can be used on any atom that uses
atom_integrity.
Fixes a bug where objects that stopped burning didn't update their burn
overlay properly due to bad removal logic and leftover code.
Standardizes examine messages on burning items by just slapping an
examine signal registration on the component.
Adds fire particles to items thanks to Lemon's PR:
https://github.com/tgstation/tgstation/pull/74524
## Why It's Good For The Game
Particles look cool


Bugfixes are good
Code improvements are good
## Changelog
🆑
add: Burning items now get (small) smoke particles. Sick.
fix: Burning objects now clear their burning overlay properly.
qol: Examining burning objects will always tell you that they are
burning.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>