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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
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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.
## 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>