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## About The Pull Request
title, will be used when i tgify machines (upgradable machinery)
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## Why It's Good For The Game
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## Changelog
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🆑
code: properly implement `INTERACT_ATOM_*`
/🆑
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## About The Pull Request
yeah
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## Why It's Good For The Game
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## Changelog
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- separates the composition of cyborgs into modules, iconsets, chassis,
upgrades
- modules / chassis atm can provide items, so can upgrades; in the
future we will want to probably generalize the item API a bit so
components can work
- chassis now can (unimplemented) easily be made to give different stats
- reorganizes all the cyborg sprites
- adds generalized item mounts with redirection support and tears out
legacy cyborg items
- entirely rebalances modules & writes some new lawsets in for future
use
---------
Co-authored-by: silicons <silicons@silicons.dev>
- all cells in the game are now small, medium, large
- super, hyper capacity cells, device, and weapon cells are all removed
- cells now have standardized variants, some of which are printable by
R&D
- energy weapons rebalanced
- **advanced energy guns and stun revolvers removed** - use the new
modular weapon system and microfission cells.
---------
Co-authored-by: silicons <silicons@silicons.dev>
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## About The Pull Request
removes the adminbus_trash variable
removes the option to play audible hunger noises
removes option to TF people into eggs
Moves the feral variable from /mob/living to the xenochimera species
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## Why It's Good For The Game
Unused variables are not helpful.
TF to egg is unused and broken.
only chimera uses the feral variable anyway, and even then it mirrors
the mob variable for use, so lets just move it to chimera
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🆑
del: Removed unused variables that held over from vorestation
del: Removed Vore belly transform to egg options
del: Removed audible hunger noises
tweak: tweaked feral to be a chimera specific variable, instead of a mob
variable thats only used by chimera
/🆑
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## About The Pull Request
As it says on the tin, tell it to always be on the bottom left, worked
both for 15x15 and widescreen.
## Why It's Good For The Game
Fixes what 516 broke
## Changelog
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🆑
fix: darksight
/🆑
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Co-authored-by: MarsMond <no@email>
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## About The Pull Request
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## Why It's Good For The Game
Fixes#6728
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## Changelog
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🆑
fix: fixed feign impairment being activated while not conscious
fix: fixed corpses jittering around
refactor: refactored some variables on /mob level to be in the
mob_defines.dm file, where most of the type is defined
/🆑
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for future use in remote control indirection
Actions are now multiple owner single target
Adds a lot more handling for things
Generally, the HUD of a mob is going to be split into components.
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## About The Pull Request
The location descriptors already include prepositions.
## Why It's Good For The Game
Genuinely a typo.
## Changelog
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🆑
spellcheck: "On your on your back" etc. fixed
/🆑
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## About The Pull Request
adds generic system for atom health / integrity / damage
everything that isn't flagged with not-bludgeonable can, well, now be
bludgeoned.
## Why It's Good For The Game
more interactive game world through the means of making people able to
break Everything.
## Changelog
🆑
add: atom damage - (almost) everything is now breakable.
refactor: new /atom level materials system
refactor: a lot of the combat system / click code
refactor: melee attack styles
/🆑
---------
Co-authored-by: silicons <no@you.cat>
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## About The Pull Request
Title.
Specifically, this was done so that macro/micros don't have to deal with
fucky radials when they're using the switchtool or whatever else.
I don't think this will break anything. I've tested the switchtool on
local testing and it seems fine.
## Why It's Good For The Game
Fix good.
## Changelog
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🆑
fix: Radials no longer resize based on size of atom it's attached to.
/🆑
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moves & renames _onclick and _rendering to click and rendering and moves
_onclick/hud to rendering/legacy_hud
moves those to game folder
## Why?
because i don't think the root /code folder having them is correct
what the idea is is that:
- /code/game has 'whole game' stuff that should depend on as little else
as possible (can't avoid stuff like subsystems atmos and tgui obviously
so this is a loose suggestion); this is more aimed at that we shouldn't
have, say, a hypospray in here when hyposprays are logically part of the
reagents module since hyposprays don't work without reagents and are
primarily content for engaging with the reagents module
- /code/modules are standalone 'modules' that contain a tightly related
subset of the game, e.g. chemistry, maploader/management systems, etc.
- /code/controllers are core systems; many of them rely on / utilize
stuff from game/modules (duh) but they're here forever since they're
important
- /code/datums are mostly just helper datums;
object/item/whatever-specific datums should be stored in their given
files.
---------
Co-authored-by: silicons <no@you.cat>