* 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>
* CI
* undef
* hooooly crap
* yeah
* false by default
* fixes
* alright, there we go
* oops lmao
* lol, lmao even
* proper programming
* fix
* losin my mind
* oops
* yeah coloring
* WE LOVE MULTIPLE DEFINES (ive lost my sanity)
* Da Vlood
* removes_unused_icons
* Yep sprites
* fixes xeno blood and vomit
* Commit number x
* Steel Review Changes 1
* Henri Review Changes 1
* fixing vomit
🌋
* Haha haha ha ... ha
* fixing layering issueeee
* Sirryan2002 Review
THANKS
* implicit var/
* Sirryan Review 2
Electric Boogaloo
* Testmerge Update 1
gibs were still getting animated, blood drying while animated in space looked very jank.
all fixed
* unused variable
AHSDHASOIADGSOISA
* Testmerge Update 2
tracks floating annoyingly
* Improvements
-blood globules will now continue with the inertia of their emittor, instead of towards wherever they were facing
-drops will now have visible sprites after splatting
[running animate() still sometimes doesnt stop the animation annoyingly]
* errors
* Sirryan Review 3
* Add raw tg emote datums
* Some more initial implementation
* First (big) commit
* More reworks, most emotes seem to work but cooldowns are weird
* Add the remaining emote species
* Add simple mobs
* Update defines, add more comments
* Remove unnecessary intentional calls
* Fix some bugs, add more functionality
- Silicon mobs/bots can't use all the living emotes
- Sound volume can now be specified for emotes
- Added a define for emotes to not go thru runechat
- Reorganized some emotes
- Some human emotes that need breath will gasp
- IPCs can beep boop
- Restore power warn for robits
- Sneezing and coughing have sound effects
* Fixes emote species separation not working in *help
* Reorganize emotes based on what's available on paradise
* mouthful mode
* Update implants to use emote signals
* Update species whitelist to use a typecache
* Cleanups
* More small changes
- Remove old extraneous typecache
- Reconfigure drask emotes
- Make all mime emotes visible (since they're silent)
* Remove old emote functions
* Update emote sounds, volume
* Rework more emotes into EMOTE_VISIBLE
* *rumble*
* More slight testing and cleanup
- Drop audio emote cooldown from 10 to 5 seconds
- Change clapping behaivor slightly, putting it into run_emote
- Update some emote flags here and there
- Fix up johnny, though remind me why this one exists?
* Fix indentation, missing typecast
* fix some returns
* More review
* Rename emote files
* Add'l review
* Even more emote fixes!
- Move defines out into an emote define file
- Integrate audio and general emote cooldowns
- change some 1 and 2 into visible/audible
- Try to fix monkey screech
* Add ability for admins to mute users' emotes.
* Rename cooldowns, add general mob emote cooldown.
* Fix flip not always geting the right message
* Add some emote target handling, docs
* Fix admin rights, indentation
* Update emote.dm
set default mode to ANY
* General implant fixes
- The way implant triggers are handled is now improved, with separate checks for death and emotes instead of just checking deathgasp.
- Implants can choose to be triggered for the first death or for every death.
- Voice of God play dead now activates sad trombone
read: voice of god can now no longer lowtiergod nukies
* Bunch of other changes and bugfixes
- Adds number flag for behavior
- Reworks how muzzling/vocalizing emotes works
- Breaks out sound effects
- Drops cooldown to 1.5s
* Fix people being able to snore/nightmare while awake.
* Bump paralysis on living emotes
* First review pass
* Clean up implants (while we're here) and fix compile errors
* in living error
* More outstanding review fixes
* use more isx() checks
* Add pre-emote signal, try_run_emote()
* Prevent silicons from playing their deathgasp multiple times
* Add emote postfix behavior for adding parameters to non-message params.
Also adds a signal to intercept emote actions.
* Fix linter complaints
* Remove new player checks on GLOB.dead_mob_list
* Fix species emotes not being distinguished, remove weird legacy code
* monkey ball
* better docs == better code
* Fix audio cooldown, silicon emotes
* Fix ghost emotes (don't worry they're staying)
* Restore spin to 2 seconds
* oh johnny boy
* Make fainting last two seconds instead of .2 seconds
* Remove extra highfive message
* Tick friendly emotes
* Fix up friendly emotes, ghost emotes
* Add some emote message safeguards, prevent flip from showing twice
* Fix ghost vision message format
* Fix hands_use_check on non-carbon mobs
* Bring emotes in line with say re. oxyloss
* Add option for death implants to not trigger on gib
* Try adding some unit testing
* Include emote unit tests
* More attempts at unit testing
* More attempts at unit testing?
* forget it this is fine
* Housekeeping
* Little bit more
* Remove extra bolding from ghostsight emotes
* More sanity checks, fix snore
* Remove stack trace when unintentional emote fails
* Update code/modules/mob/living/silicon/silicon_emote.dm
oops
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
* More implant cleanups
* Oh I missed this
* Silence wagging, more review fixes
* Oops 2
* ensure everything can swear
* High-five fixes and status effect stuff
- Adds new on_timeout() function that gets triggered when a status effect expires
- Fixes up passing arguments to status effects
- Ensures high-five explosions don't kill the wizards
* More review stuff
- Add a stat to text to make things easier
- Make it harder to delete emotes
- BIG DANGER
- pose can no longer be set while unconscious
* Remove extra high five logic, godmode changes
* forgor
* Fix gasp not working
* Update docs for good measure
* Some review and custom emote fixes
* Fixes death alarms being broken
* Better handle stat_allowed, more review comments.
* ..() conventions
* This is why unit tests are nice
* Remove drone snowflake emote stuff
* Linting
* No more flipping on the ground
* Snap doesn't require hands free
* Does it make complete sense? no, but it's Fun
* Apply suggestions from code review
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
* Fix revenant messages, power warning
* epic webedit fail, laugh at this user
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
* Refactors Mutations
* traits
* more work
* styling fix
* yet even more work
* oh hush
* almost there
* it continues yet further
* and that's genetics done
* and that's it folks
* last bit and golem fixup
* oof
* oops
* tweaks and fixes
* styling
* Makes slimes have slime jelly for blood, reduces the healing and toxin effects of slime jelly
* Slime jelly is a diffrent colour so it does not look like blood, slime jelly iv bag added, said bag is now found in nanomed plus
* Makes slimes bleed in c o l o u r, makes iron affect exotic blood species.
* Makes slime blood always the same colour as skin, fixing dye and CMA issues
* Fixes iron mistake
* Fix henk stuff
Adds EXOTIC_COLOR trait, used if you want exotic blood to be coloured when splattering, in this case slime blood. Removes uneeded blood data stuff
* Update toxins.dm
* Fixes the black blood issue
By B-B-BLENDING the slime colour with a medium grey, it helps match the blood colour to the true colour of the slime way better, meaning that a default slime that looks grey (but techicaly has pitch black skin codewise) will have grey blood.
* Update code/modules/reagents/chemistry/reagents/toxins.dm
Co-authored-by: farie82 <joepvelden@hotmail.com>
* Update code/modules/mob/living/carbon/human/species/slime.dm
Co-authored-by: farie82 <joepvelden@hotmail.com>
* Update code/modules/reagents/chemistry/reagents/toxins.dm
Co-authored-by: farie82 <joepvelden@hotmail.com>
* Update code/modules/reagents/chemistry/reagents/toxins.dm
Co-authored-by: farie82 <joepvelden@hotmail.com>
* Signals for henk, fixes henks worries, less processing
* Fixes runtime
* Update code/modules/mob/living/carbon/human/species/slime.dm
Co-authored-by: farie82 <joepvelden@hotmail.com>
* Update code/modules/surgery/organs/blood.dm
Co-authored-by: farie82 <joepvelden@hotmail.com>
* Update code/modules/surgery/organs/blood.dm
Co-authored-by: farie82 <joepvelden@hotmail.com>
* Update code/modules/mob/living/carbon/human/species/slime.dm
Co-authored-by: farie82 <joepvelden@hotmail.com>
* Update code/modules/mob/living/carbon/human/species/slime.dm
Co-authored-by: farie82 <joepvelden@hotmail.com>
Co-authored-by: farie82 <joepvelden@hotmail.com>
Blood that would splatter onto windows is now pixel-shifted and renders
above them so you can A: Clean it with ease and B: See it in all its
gorey glory.
I had to get creative with how I detected structures blocking blood
splatter.
Janiborgs riding, sprayers spraying and cleaner grenades foaming over
adjacent tiles won't clean off wall/windowblood. You have to use soap
and click on the blood.
Pixel shifts blood onto non-floor structures, thus respecting viewing
angles.
You are no longer able to see blood splattered on a wall from the other
side unless you've x-ray vision.
This also fixes a bug where xeno blood splatters were red.