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 15:36:13 -05:00
committed by GitHub
co-authored by Henri215 Ryan S34N SteelSlayer
parent 9108007709
commit 76a845d380
169 changed files with 9276 additions and 329 deletions
@@ -125,9 +125,13 @@
/obj/item/storage/lockbox/research/deconstruct(disassembled = TRUE) // Get wrecked, Science nerds
qdel(src)
/obj/item/storage/lockbox/research/large
name = "Large lockbox"
desc = "A large lockbox"
max_w_class = WEIGHT_CLASS_BULKY
max_combined_w_class = 4 //The sum of the w_classes of all the items in this storage item.
storage_slots = 1
/obj/item/storage/lockbox/research/modsuit
name = "Plating lockbox"
desc = "A larger lockbox. Looks a bit less secure than other lockboxes."
/obj/item/storage/lockbox/research/modsuit/emp_act(severity) //I want emp to get around it, it's not a gun, I just want people not to always make sec / med modsuits.
. = ..()
if(prob(50 / severity))
locked = FALSE
icon_state = icon_broken
origin_tech = null //wipe out any origin tech if it's unlocked in any way so you can't double-dip tech levels at R&D.
@@ -132,14 +132,29 @@
/obj/item/gun/projectile/automatic/pistol, // 4TC
/obj/item/ammo_box/magazine/m10mm/fire, // 2TC
/obj/item/ammo_box/magazine/m10mm/fire, // 2TC
/obj/item/storage/box/syndie_kit/hardsuit, // 6TC
/obj/item/storage/box/syndie_kit/modsuit, // 6TC
/obj/item/clothing/gloves/combat, // 0TC
/obj/item/card/id/syndicate, // 2TC
/obj/item/clothing/shoes/chameleon/noslip, // 2TC
/obj/item/encryptionkey/syndicate) // 2TC
var/static/list/metroid = list( // 21 + modules + laser gun
/obj/item/storage/box/syndie_kit/modsuit/elite, // 9TC
/obj/item/mod/module/visor/thermal, // 3 TC
/obj/item/mod/module/stealth, //0 TC but strong
/obj/item/mod/module/power_kick, //0 TC but funny
/obj/item/mod/module/sphere_transform, //0TC but should not be allowed to normally be installed
/obj/item/autosurgeon/organ/syndicate/laser_arm, //0 TC but otherwise not obtainable.
/obj/item/pinpointer/advpinpointer, //4 TC
/obj/item/storage/box/syndidonkpockets, //2TC, otherwise they will just die in the first combat to disabler.
/obj/item/storage/belt/utility/full/multitool, //0 TC
/obj/item/clothing/head/collectable/slime, //Priceless (0 TC)
/obj/item/encryptionkey/syndicate) //2 TC
/obj/item/storage/box/syndie_kit/bundle/populate_contents()
var/list/bundle = pick(spy, agent13, thief, bond, infiltrator, payday, implant, hacker, darklord, professional, grenadier)
var/list/bundle = pick(spy, agent13, thief, bond, infiltrator, payday, implant, hacker, darklord, professional, grenadier, metroid)
for(var/item in bundle)
new item(src)
@@ -154,13 +169,21 @@
new /obj/item/clothing/mask/gas/syndicate(src)
new /obj/item/tank/internals/emergency_oxygen/engi/syndi(src)
/obj/item/storage/box/syndie_kit/hardsuit
name = "Boxed Blood Red Suit and Helmet"
can_hold = list(/obj/item/clothing/suit/space/hardsuit/syndi, /obj/item/tank/internals/emergency_oxygen/engi/syndi, /obj/item/clothing/mask/gas/syndicate)
/obj/item/storage/box/syndie_kit/modsuit
name = "Boxed Blood Red MODsuit"
can_hold = list(/obj/item/tank/internals/emergency_oxygen/engi/syndi, /obj/item/clothing/mask/gas/syndicate)
max_w_class = WEIGHT_CLASS_NORMAL
/obj/item/storage/box/syndie_kit/hardsuit/populate_contents()
new /obj/item/clothing/suit/space/hardsuit/syndi(src)
/obj/item/storage/box/syndie_kit/modsuit/populate_contents()
new /obj/item/mod/control/pre_equipped/traitor(src)
new /obj/item/clothing/mask/gas/syndicate(src)
new /obj/item/tank/internals/emergency_oxygen/engi/syndi(src)
/obj/item/storage/box/syndie_kit/modsuit/elite //I have been informed this is a good idea.
name = "Boxed Elite MODsuit"
/obj/item/storage/box/syndie_kit/modsuit/elite/populate_contents()
new /obj/item/mod/control/pre_equipped/traitor_elite(src)
new /obj/item/clothing/mask/gas/syndicate(src)
new /obj/item/tank/internals/emergency_oxygen/engi/syndi(src)