* one at a time let's go
* air alarm
* so many
* meh
* hell
* hell
* hmm
* Attack chain migration: /obj/machinery
* what the fuck?
* hell
* review fixes
* whoops
* fix build
* nuke fixes, more tests
* gland dispsenser and start of autolathe test
* var renames
* small fixes
* i tire of life
* more tests
* more tests
* more tests
* shrink map
* customize autolathe design disk load delay
* cell charger
* fire alarm frame installation test
* funny and burz reviews
* nuke fixes
* refactor: Attack chain, initial setup.
* migrate curtain to make dreamchecker happy
* update thurible
* don't call attacked_by separately for legacy attack chain
* remove duplicate proc
* condense similar code, put allowances for legacy code in new procs
* update docs, include diagram source
* add comment on how to update diagram
* fix admonition
* mindflayer updates
* remove commented out code
* clarify all steps
* after_attack should be overridable
* whoops
* retrofit recent changes
* duh, can't restrict this yet because of tool_acts
* i hate ore bags with the fire of a thousand suns
* return correct value for object attack logic
* Various cleanups.
We don't want to attempt to pull stuff out of `/obj/item/attackby`,
because those pieces are part of the related objects' migrations, not
`/obj/item` itself. Attempting to do this causes knockon effects where
things expected to call e.g. `/obj/item/storage/attackby` in the call
chain were not ferried over to the new item interaction code, because
the related objects hadn't actually been migrated over yet.
I've used refactoring /obj/vehicle as the example for migrating
`attackby` methods instead.
* simplify some argument names
* fuck it
* make it do the thing
* Rename CI module call
* Prove that CI works
* improve test output
* aaand fix it again
* fix curtain tool interactions
* fix compile error
* fix compile error
* Better docs, introduce migration plan tool.
* refactor: datumize security levels
* refactor: implement `SSsecurity_level` for handling security level related stuff
* feat: returns back old `delta_alarm` sound
* refactor: adjust existing code to use `SSsecurity_level`
* fix: remove redundunt new init order
* fix: fix type in var
* refactor: apply reviewer changes
* fix: replace `can_fire=FALSE` with `ss_flags = SS_NO_FIRE`, as subsystem will never fire
* fix: use `flags` instead of `ss_flags` for subsystem
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* fix: replace old security level interactions
* feat: implement `Recover` proc for `SSsecurity_level`
* refactor: add clearer doc for `security_level_set_timer_id` propery of `SSsecurirt_level`
* refactor: swap `security_level` datum properties to make it clearer to read
* refactor: move initialization code from `New` to `Initialize` for `/obj/machinery/firealarm`
* fix: revert back `delta_alarm` annoing sound, use `delta_claxon` on change to delta security level
---------
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* Slightly buffs the atmos backpack
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<!-- You can view Contributing.MD for a detailed description of the pull request process. -->
## What Does This PR Do
Increases the water cap of the atmos firefighting backpack from 200 to 500, to be more in line with the janitor cleaning backpack
<!-- Include a small to medium description of what your PR changes. -->
<!-- Document all changes, as not doing this may delay reviews or even discourage maintainers from merging your PR! -->
<!-- If your PR fixes an issue, add "Fixes #1234" somewhere in the PR description. This will automatically close the bug upon PR submission. -->
## Why It's Good For The Game
Currently, nobody uses the backpack for anything other than metal foam, as the water capacity is simply too little for any effective firefighting, or nanofrost usage.
<!-- Add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. -->
## Testing
<!-- How did you test the PR, if at all? -->
## Changelog
🆑
tweak: Increased atmos firefighting backpack capacity
/🆑
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* Maybe actually do what the PR says
* First attempt
* First stepos
* Cleaning up a bit, no errors :D
* fuck I have to redo the entire move code
* probably won't compile, but I make other PR now
* something is fucky but I'm not fixing it now
* BALL STUCK BALL STUCK
* we making progress
* guhhhh
* moving over to getline() stuff
* yeetus your APCs are deletus
* removes variable that made Cl fail
* Steelslayer suggestions
* hotfix number one
* ANOTHER hotfix
* lewcc reviews
* new findeventarea proc
* Steelslayer review + Almost 100% sirryan review
* this should be all done now
* Hal review
* now 100% CI approved
* Hal review
* no more turf refs
* begone unused lists
* maybe actually delete the list
* doesn't runtime :D
* oops forgot this
* list gone and less runtimes
* steelslayer reviews
* turns off alarm sounds when power is off
when power is turned off a given fire alarm will stop playing the alarm sound.
* resumes alarm when power returns
firealarm sound returns when power is restored
* I AM NOT A KING. I AM NOT A GOD. I AM LUNACY.
* THE SCOPE CREEP
* This was done in vi. No langserver. Send help.
* Progress
* Some issues fixed
* The code builds, but the maps dont
* CC builds, I doubt anything else does
* Do this now
* Safety
* The map compiles
* THE MAPPING HELL
* Airlock controllers dont work
* Fixed bombs
* AND THATS FIXED
* Phantom edit
* Restores LL I think
* The mapmerge hooks are actually retarded
* Fixes spawners
* Half working air control
* Picky
* Hyper efficient tank monitor
* Sanity
* Laying the framework
* Improved alert console
* Dont think this is actually done anywhere
* Metering
* ONE HUNDRED AND ~~EIGHTY~~ TWENTY SEVEN
* WE ARE READY FOR BOX TO BUILD
* One map done
* Well that was easy
* Another one
* I think this is done
* I should have removed this
* I would make a russian joke but <current event>
* Delta WIP
* Makes delta work
* Early review
* TM safeguard
* oops
* METAAAAAAAAAAAAAAAAAAAAAAAAA
* Fix#4213
* Trailing
* oh for piss sake
* Shutter fix
* Roundstart ATs can go away
* Review pass 1
* What could go wrong
* BOOM BOOM BOOM
* Not needed
* Fix seed vault
* Oops
* Review changes
* amogus
* Revert "amogus"
This reverts commit ebaa99c77b.
* Part 1
* rest of the airlocks
holy shit that took a long time
* part 2
* part 3
finale
* conflict resolution
* fixes warnings
* fixes paneloen airlock emissives
* adds back changes from #18145
* #18085 sprites
* SteelSlayer Review
readded process in status_display, idk why I removed it, it broke some functionality
* future proofing firedoors
Talked with the contributor who added emissive appearances to the codebase. As of now they wont block them unless they spawn as closed, but with future PR merges this code will work.
* solar panel PR conflict resolve
* pain
* small fix
* farie82 suggestions
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
* farie82 suggestions part 2
* farie82 suggestions part 3
* finalle
pog champ ers 2000
* farie82 suggestions the sequel
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
* SteelSlayer Suggestions
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic
* Switch a bunch of /obj/machinery from /New to /Initialize
This is an easy and uncontroversial batch.
No globs, no late init, and stuff.
* Move more machinery to Initialize
This time the ones dealing with GLOB vars,
as well as some simpler ones i missed previously.
* More tricky New -> Initialize migrations
* The last of machinery Initialize conversion
* fixups
* Newscaster armor fix
* styling
* Comment on armor handling
* Move newscaster armor definition back to datum
* farie82 review
* kill extra .=
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
* farie's review part 2
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
* Adds 'is_ventcrawling' as a mob define
* General cleanup
* Halts 'ClickOn' for borgs if ventcrawling
* Removes ctrl-clicking fire alarms
* Missed a var
Only used in the ctrl clicking thing, so bye bye
* initial
* bit of code cleanup / refactoring
* review changes
* CRLF to LF
* GLOB stuff
* travis did not like that
Co-authored-by: SteelSlayer <SteelSlayer@users.noreply.github.com>
* Handlers converted, now to fix 3532 compile errors
* 3532 compile fixes later, got runtimes on startup
* Well the server loads now atleast
* Take 2
* Oops
* Adds support for self-filling reagent containers
* Sets tool_behaviour on the default set of tools
* Fixing merge conflicts
* Refactors welder to use tool behaviour
* The refactor: part I
* The refactor: part II
* Tool Refactor Part III: Revenge of the Maint
* Tool Refactor Part IV: A New Hope
* Tool Refactor Part V: The Oldcoder Strikes Back
* Tool Refactor Part VI: Return of the Coder
* VII
* Holy shit, it compiles?!
* Nannek I completed your TODO, you owe me ice cream
* Tool helpers; telepad is compliant
* Bugtest, Round 1: Fight
Fuck refactoring disposals
* Buggfixing, Round 2: Electric Boogaloo
* Personal crafting uses tool behaviours now
* Construction datums use new tool behaviours; better way of handling fueltank refuelling; more bugfixing
* multitool_check_buffer change; removes some useless things in tool_helpers
* proc name change
* TRUE/FALSE changes
* Bugfixing, Round 3: A Good Day To Bugfix Hard
Fixes multiple issues raised by the testmerge
* Minor style changes