* Globals work
* Double access works
* All other things
* Revert "All other things"
This reverts commit 6574442eb6.
* More changes that compile and work
* IT WORKS AAAAAA
* Changes even more .len to length()
* Apply suggestions from code review
* Update code/datums/mind.dm
* Update code/__HELPERS/sorts/InsertSort.dm
Co-authored-by: Deniz <66401072+Oyu07@users.noreply.github.com>
* Update code/__HELPERS/sanitize_values.dm
Co-authored-by: Deniz <66401072+Oyu07@users.noreply.github.com>
---------
Co-authored-by: FunnyMan3595 (Charlie Nolan) <funnyman@google.com>
Co-authored-by: Deniz <66401072+Oyu07@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
* Initial Commit - Trying to add DC to Travis
* Forgot to chmod
* This took too long
* Farie Fixes
* Fixes new code
* Job factions are fucking smelly
* Loadouts work again
* Runtime fixes
adds armor to many objects
re-adds the clockcult floor sprite (accidentally removed in another PR)
adds clockcult effects to the clockcult floor
adds clockcult grilles
adds var/broken to /obj/structure
adds unused resistance_flags var
moves burn_state and resistance_flags to flags.dm
more updates to attack code
updated obj_defense.dm procs
Start of porting the /tg/station mecha update.
This commit only cleans up the code and adds the proper dependencies for
the mecha.
- Removes relative pathing from /datum/events
- Updated Process_Spacemove() to use
atom/movable/proc/get_spacemove_backup()
- Basically just makes launching off of unanchored objects in space an
OOP behaviour
- Removed styling atrocities and relative pathing from most of the mecha files.
- Notable exceptions:
- code/game/mecha/mech_bay.dm
- code/game/mecha/mech_fabricator.dm
- code/game/mecha/mecha_construction_paths.dm
- code/game/mecha/mecha_parts.dm
- code/game/mecha/mecha_wreckage.dm
- code/game/mecha/paintkits.dm
- Removed dyndomove/dyndoattackby/dyndobulletact. No more icky dynamic
calls. Replaced by specific code for the 3 modules that used it.
- Refactored module cooldown. It now uses addtimer, and power usage is
hooked directly into the cooldown calls.
- Added atom/movable/proc/has_buckled_mobs(). Currently not that useful,
but, necessary for porting the multi-buckling system from /tg/.
- Split code/game/mecha/equipment/tools/tools.dm into multiple files.
- Removed snowflake behaviour from exosuit drill. It now calls
turf.drill_act(src).
- Different from /tg/: Allows you to drill any wall/floor normally.
- Drill no longer gibs mobs. It deals 80 organ damage instead.
- Drill can be used to harvest dead mobs.
- Removed all global_iterator systems from mecha and mecha equipment.
Everything now uses object processing.
- Mecha now have a turn sound variable and step sound variable. Updated
all subtypes to use these instead of snowflake domove procs.
- Removed mecha_do_after, mecha now uses the normal do_after.
- Removed enter_after, same as above.
- /obj/mecha/Process_Spacemove no longer strangely calls the user's
spacemove.
- /obj/mecha/return_pressure now uses return_air instead of copypasted
cabin air detection.
- Same for /obj/mecha/return_temperature
- Added /obj/mecha/Exited. Basically, properly clears occupant refs,
even if they teleport out/otherwise exit improperly.
- Added hooks for mecha action buttons; Didn't implement them yet.
- Moved mecha UI to code/game/mecha/mecha_topic.dm
- Fixed turfs not updating atmos when ChangeTurf(/turf/space) is used.
- Updated visible_message and audible_message. Both now use
get_mobs_in_view() to ensure that mobs inside containers can see
messages.
- Removed /obj/item/mecha_parts/mecha_equipment/tool subtype. It had no
use. Any subtypes are now just subtypes of
/obj/item/mecha_parts/mecha_equipment.