Modsuits. Ready for review, sorry for the ammount of files changed 👉 👈 (#21147)

* biting off more than I can chew, but I feel like hurting myself

* more shit

* progress continues, moral stays sameish

* bite of 2587

* mod_theme down, but probably broken

* 385 errors, 16 warnings, zero tgui interactions

* 292 19

* final strech to buggy mess, break time

* it compiles. It almost fucking certainly doesnt work, but it compiles

* fudhsciffubgsbgpgb actions not working as should for modules

* fuck it we'll just open the pr as we work on it

* icons work now

* tgui stuff

* more progress

* JUDGEMENT

* IT LIVES. TGUI LIVES. Special thanks to Sirryan and my brother.

* jetpacks, gps, and go do what exo-suits yourself

* almost ready

* sorry to whoever has to review this

* should work™️

* should be good now

* pushing changes so I can do reviews next

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* lore™️ Adds illegals level to modsuit parts from syndicate.

* early returns

* and these illegals

* no uplink reference idiot

* mod inhands are a good idea

* this is needed for inhands nerd

* Bomb detector working, modsutis cover ears. skin things

* overslotting removal, cyborg charging, ert loadout for gamma

* duplicated signal

* modsuit themes, removes broken mister / bad base type module, 2 cores in robotics.

* tether module, orb module, holster stuff

* built in no slip, cheaper 87

* removes modules already installed, engineer ert get jetpack, equip into modsuit storage

* comments spaces and duplicate flags

* Some adjustments and thoughts on armor, heads get guns because they are cool like that / looting command members armor

* Apply suggestions from code review

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Compile TGUI, slowdown adjustment, Modsuit to MODsuit

* sonar, do after, more equipment, acid handling

* overlay bugs / ERT / DS suits autodeploy

* middle click action buttons

* traders, sec modsuit energy nerf

* surplus weighting

* Kinesis module.

* Pathfinder module, kinesis balance, blueprint for pathfinder and kinesis

* more power / unused module removed

* name, ds fix, pre equipped to cc suit

* depot / grammer

* ok should be good™️

* overslot, dupe gun, missing suit storage

* stealth nerf, new kit

* gun stuff  / ds theme

* bio armor is gone

* let me push changes please thank you

* makes shocks work right

* copies over some changes TG made to module prices after porting

* Merge remote-tracking branch 'upstream/master' into Because-I-hate-myself-and-someone-has-to-try-it-

* sirryans changes

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Update code/modules/telesci/gps.dm

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Update code/modules/telesci/gps.dm

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Control define, ERT / DS have gloves / boots again.

* Apply suggestions from code review

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* More changes

* god I hate tgui. Why do all the bundles live underground, instead of in my basement?

* she updates my master till I testmerge

* modsuits can recharge again

* fixes a lot of shit

* Ready for TM probably

* sure fuck it whatever that makes sense I guess

* the pinpointer works better™️

* Another storage module bug fix

* hair and medical stuff

* fuck fuck fuck

* fixes sonar

* Bag exploit fixes / plasma runtimes / ear nerf

* dna lock improvement / cryostorage

* whoops

* Ball form second cooldown wasn't helping, no more infinite cores

* she springs my lock till I ***SNAP***

* plasmaman no longer die

* fixes modsuit emp issues

* atmos no longer fucking dies

* Fixes, module printing, and a restriction on newly constructed modsuits

* Inventory code my hated

* WOOO PREFERENCE CODE WOOOOO

* icons my hated

* fix for mods / spaceproof shit

* holy shit whhhyyyyy

* backpack first

* Update mod_theme.dm

* prevent infinite gun arms / infinite modsuit cores / syndicate modules

* fixes tm error

* scream loudly if species sprites break. They shouldn't, but, you know.

* deconflicted with luck

* converts to refit for species

* fix pathfinder

* fixes modsuits being funky power wise

* lockboxes :gatto: , as well as DN-MP shield lock, and slight nerf to atmos modsuit

* nerfs the atmos modsuit

* magboots for ds / CC modsuit

* downside of autosave: typing in wrong window saves bad stuff

* Gamma ERT have internal cameras again.

* spellcheck when

* ah fuck

* yes delete the null that works

* whoops

* fixes error / description

* un vulps your cannon

* fixes tails disapeering on base modsuits

* space to underscore

* tgui fix / tajaran

* springlock buff, cryopod fix

* u helps

* WHO PUTS A GUN IN ITEMS

* tgui moment

* mining modsuit nerf / hidden holster module

* PAIN

* UNATHI TIDE STATION WIDE

* I love special code

* slightly dense

* shark jumpscare

* fixes ghost item, fixes springlock being bad

* YIPPEEEE IT WORKED

* she decons my flict

* pain

* ebbas days are numbered :^)

* hidden

* r-r-r-ebuild

* fixes more bugs

* qwerty, you are dense

* fixes gps

* fix mulebot crate

* level fix

* adds back icon

* moving storage, fix bug, modules activate / deactivate message

* yeah

* yeah

* yeah™️

* steels requests

* windoors no longer make pathfinder module explode

* chat spam

* oil slicks + modsuits

* whoops

* bag check

* ofc

* Update code/modules/mod/mod_control.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/datums/uplink_items/uplink_nuclear.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/modules/mod/mod_control.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/modules/mod/modules/module_pathfinder.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

---------

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
This commit is contained in:
Qwertytoforty
2023-08-19 16:36:13 -04:00
committed by GitHub
parent 9108007709
commit 76a845d380
169 changed files with 9276 additions and 329 deletions
@@ -120,6 +120,7 @@
continue
smoked_atoms += A
chemholder.reagents.reaction(A)
SEND_SIGNAL(A, COMSIG_ATOM_EXPOSE_REAGENTS, chemholder.reagents, chemholder, chemholder.reagents.total_volume)
if(iscarbon(A))
var/mob/living/carbon/C = A
if(C.can_breathe_gas())
+12 -3
View File
@@ -133,6 +133,8 @@
/obj/item/storage/wallet = 20,
/obj/item/storage/wallet/random = 5,
/obj/item/caution = 10,
/obj/item/mod/construction/broken_core = 4,
/obj/effect/spawner/random_spawners/mod/maint = 10,
////////////////CONTRABAND STUFF//////////////////
/obj/item/grenade/clown_grenade = 3,
/obj/item/grenade/smokebomb = 3,
@@ -161,7 +163,7 @@
/obj/item/storage/fancy/cigarettes/cigpack_syndicate = 2,
/obj/item/storage/pill_bottle/fakedeath = 2,
/obj/item/clothing/suit/jacket/syndicatebomber = 5,
"" = 60 // This should be a decently high number for chances where no loot will spawn
"" = 61 // This should be a decently high number for chances where no loot will spawn
)
/obj/effect/spawner/lootdrop/maintenance/two
@@ -267,6 +269,7 @@
/obj/item/mecha_parts/mecha_equipment/weapon/energy/xray = 25, // mecha x-ray laser
/obj/item/mecha_parts/mecha_equipment/teleporter/precise = 25, // upgraded mecha teleporter
/obj/item/autosurgeon/organ = 50,
/obj/item/mod/construction/plating/research = 25,
// Research / Experimentor
/obj/item/paper/researchnotes = 150, // papers that give random R&D levels
@@ -296,7 +299,10 @@
// Virology
/obj/item/reagent_containers/glass/bottle/regeneration = 50,
/obj/item/reagent_containers/glass/bottle/sensory_restoration = 50
/obj/item/reagent_containers/glass/bottle/sensory_restoration = 50,
// Medical in general
/obj/item/mod/construction/plating/rescue = 25
)
/obj/effect/spawner/lootdrop/trade_sol/sec
@@ -310,6 +316,8 @@
/obj/item/storage/belt/military/assault = 50,
/obj/item/clothing/mask/gas/sechailer/swat = 50,
/obj/item/clothing/glasses/thermal = 50, // see heat-source mobs through walls. Less powerful than already-available xray.
/obj/item/mod/construction/plating/safeguard = 25,
/obj/item/mod/module/power_kick = 50,
// Ranged weapons
/obj/item/storage/box/enforcer_rubber = 50,
@@ -331,7 +339,8 @@
/obj/item/storage/backpack/holding = 25,
/obj/item/clothing/glasses/meson/night = 25, // NV mesons
/obj/item/clothing/glasses/material = 25, // shows objects, but not mobs, through walls
/obj/item/grenade/clusterbuster/metalfoam = 25 // cluster metal foam grenade
/obj/item/grenade/clusterbuster/metalfoam = 25, // cluster metal foam grenade
/obj/item/mod/construction/plating/advanced = 13
)
/obj/effect/spawner/lootdrop/trade_sol/largeitem
@@ -160,6 +160,18 @@
/datum/nothing = 1,
/obj/effect/decal/cleanable/fungus = 7)
/obj/effect/spawner/random_spawners/mod
name = "MOD module spawner"
desc = "Modularize this, please."
icon_state = "circuit"
/obj/effect/spawner/random_spawners/mod/maint
name = "maint MOD module spawner"
result = list(
/obj/item/mod/module/springlock = 2,
/obj/item/mod/module/balloon = 1,
/obj/item/mod/module/stamp = 1
)
// z6 DEPOT SPAWNERS
@@ -264,7 +276,7 @@
// Loot schema: space gear, basic armor, basic ammo (10mm, rcd), drugs, more dangerous/useful gimmick items, lower-value minerals
result = list(/datum/nothing = 27,
/obj/item/storage/box/syndie_kit/space = 1,
/obj/item/storage/box/syndie_kit/hardsuit = 1,
/obj/item/storage/box/syndie_kit/modsuit = 1,
/obj/item/clothing/shoes/magboots/syndie = 1,
/obj/item/clothing/suit/armor/vest/combat = 1,
/obj/item/ammo_box/magazine/m10mm = 1,
@@ -288,7 +300,9 @@
/obj/item/pen/edagger = 1,
/obj/item/stack/sheet/mineral/plasma{amount = 20} = 1,
/obj/item/stack/sheet/mineral/silver{amount = 20} = 1,
/obj/item/stack/sheet/mineral/gold{amount = 20} = 1)
/obj/item/stack/sheet/mineral/gold{amount = 20} = 1,
/obj/item/mod/module/noslip = 1,
/obj/item/mod/module/visor/night = 1)
/obj/effect/spawner/random_spawners/syndicate/loot/level3
name = "officer loot"
@@ -316,7 +330,11 @@
/obj/item/ammo_box/magazine/m10mm/hp = 1,
/obj/item/storage/box/syndie_kit/emp = 1,
/obj/item/toy/plushie/carpplushie/dehy_carp = 1,
/obj/item/clothing/glasses/hud/security/chameleon = 1)
/obj/item/clothing/glasses/hud/security/chameleon = 1,
/obj/item/mod/module/visor/thermal = 1,
/obj/item/mod/module/stealth = 1,
/obj/item/mod/module/power_kick = 1)
/obj/effect/spawner/random_spawners/syndicate/loot/level4
name = "armory loot"
@@ -335,7 +353,8 @@
/obj/item/clothing/glasses/thermal = 1,
/obj/item/chameleon = 1,
/obj/item/reagent_containers/hypospray/autoinjector/stimulants = 1,
/obj/item/grenade/plastic/c4/x4 = 1)
/obj/item/grenade/plastic/c4/x4 = 1,
/obj/item/storage/box/syndie_kit/modsuit/elite = 1)// Adding this as it is something an explorer can use to explore space better, that isn't a high powered murder weapon.
// Layout-affecting spawns