* Can pick paraplegic in character menu, will start floored+wheelchaired
* Why won't you show up on scanners
* Forgot the description.
* Got the scanners to show Paraplegia!
* block off some roles from paraplegics
* Use stance instead of the floored trait for paraplegic
* Prevent paraplegics from using/being hit by legsweeps, change get_num_legs()
* Add DNA injectors for paraplegia
* change legsweep to use traitcheck, get_num_leg() solution screwed up beartraps
* Can pick paraplegic in character menu, will start floored+wheelchaired
* Why won't you show up on scanners
* Forgot the description.
* Got the scanners to show Paraplegia!
* block off some roles from paraplegics
* Use stance instead of the floored trait for paraplegic
* Prevent paraplegics from using/being hit by legsweeps, change get_num_legs()
* Add DNA injectors for paraplegia
* change legsweep to use traitcheck, get_num_leg() solution screwed up beartraps
* whoops.
* TGUI.
* How did I miss that in testing
* Add the point interaction that nuggets get to armless paraplegics
* Update code/modules/mob/living/carbon/human/human_organs.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: Sheep <46016730+Scribble-Sheep@users.noreply.github.com>
---------
Signed-off-by: Sheep <46016730+Scribble-Sheep@users.noreply.github.com>
Co-authored-by: Scribble-Sheep <15377810-AlyxisDrayko@users.noreply.gitlab.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
* 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>
* cult 1
* massive data refactor
* progress
* More crap
* IM SCARED IT COMPILES
* oops
* more fixes
* good comment
* hell yeah, team control
* lol
* blamo
* blam
* More stuff
* team refactor
* epic merge fail
* src not _src_
* more
* progress
* cult
* more stuff
* water
* goodbye __IMPLIED_TYPE__
* time to undraft
* FUCK FUCK FUCK
* okay this is better
* goodbye todos
* fix
* order of operations
* last fix? maybe
* yeah
* oops
* okay this should be ALL the fixes
* wow
* hell yeah
* wow
* fixes duplicate teams + adds more team safeties
* how the fuck did this happen
* admin objective improvements
* wah more bullshit
* guh
* fuuuuck
* fucking hell
* fixes
* Removes swiftness, add speed potions back as oil potions
* no shorting, icon update on mob
* early and forgotten returns
* ramon oil colours
* Update code/modules/research/xenobiology/xenobiology.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* no more slipery vehicles, now slippery tables
* just because it compiled the first time doesn't mean the second list will compile idiot
* icons my hated
* bottle4
* cleaner up
* qwerty my man what you doin: s34n 2023
---------
Co-authored-by: Luc <89928798+lewcc@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
* 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
Allows eyes to track eye-dependent disabilities when removed from the mob.
Farwas and Wolpins are now incurably colourblind (non-genetics based), so going lesser-form and back won't wipe your colourblindness.
Eyes being straight-up deleted (as per how set_species() handles setting up the organs required for the species we're changing to) no longer wipes colourblindness.
Now with more helper procs, less unnecessary commenting, random changes and other cleanliness-related tweaks.
For Vulpkanin and Tajara, it gives them their species-specific
colourblindness but their excellent darksight, too. Otherwise it gives
noir vision.
You can choose this disability at character creation. It is off by
default. You can turn it off via genetics and mutadone.
Fixes Cling Transform&Lesser/Greater form & Darksight bugs
Transforming to an identity will now, with 100% reliability, give you
the exact appearance as that ability bar the body_accessory and the
secondary hair/facial hair colours. Same thing with going from lesser
form to an identity that was not the one you lesser formed with.
Fixes the darksight bug from the last commit, happened 'cause typo.
Woops.
Eye Transplantation Applies Eye-dependent Genes
Transplanting colourblind Vulpkanin/Tajara eyes into a Human gives the Human
the dark_view and unique colourblindness of said Vulpkanin eyes.
Removing colourblind eyes will take the disability with it, meaning the
person will have colour vision/low darksight.
Setupcult proc, new fire runes by jedr, the values in cult.dm are for
debugging calm down...I was going to add a lavaland sprite to the death
god changed my mind. Trying to set up damage types in the datums...Fake
runes now make the rune looks fake..
Fix adminbus toggling genes on to cause all other genes to manifest - added genemutcheck proc and domutation proc to handle the changes.
Added a global list of gene datums that match the order of the randomized blocks in genetics to allow for easy lookup based on blocks and allows single gene checking to work.
Conflicts:
code/game/gamemodes/setupgame.dm
code/modules/admin/verbs/debug.dm