* touches more or less everthing that is magic
* Other changes I forgot to put in
* removes extra s
* nevermind lets not do drake form
* Apply suggestions from code review
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* Better variable name
* Heart curse removed
* Re adds new stuff
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* Converts Eye Augments to Cybernetic Eyes
* literally not used
* it helps when you properly include all the code
* flashlight eyes
* tweaks
* conflict resolution
* can't have two eyes
* order of operations matters here
* autosurgeon
* 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
* Add a proper emp_act to translator implant
Getting EMP'd as a grey with a translator now causes 20 brain damage and shuts down the translator for a minute.
* Remove brain damage
- skills HUD now shows assigned job
- adding security/medical comments works
- employment records no longer span five screens, and are trimmed
instead.
* 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>
* PR - Gender Update
Gives Gender three states instead of two. This allows clones of tri-gendered species to properly carry their genders over to new bodies (e.g. Greys, Drask, etc.).
Tristate Gender Set Proc
Tristate Gender Get Proc
Fixes where Binary State was needed.
* Update update_icons.dm
Yeah, let's _not_ have Genderless folks get inconsistently gendered body part sprites (e.g. head, groin, torso mismatch).
* Update dna2.dm
* Update dna2.dm
* Update organ_icon.dm
* Update update_icons.dm
* Update dna2_helpers.dm
* Update organ_icon.dm
Readability (spacing)
* Update dna_injector.dm
* Update dna2.dm
* Changes made per Affected's requests.
Changes made per Affected's feedback.
* Update dna2.dm
Got our heads too deep in using this just for DNA_UI_GENDERr - returning the Set and Get procs to 0, 1, 2 as per Affected's request.
While in there, noticed some housekeeping items:
- reorganized the ranges so they flow numerically now
- changed the ranges so they don't overlap (line 205 having been the worst)
- removed the "else" statement from line 222 since we're using ASSERTS. There shouldn't be a value outside the range of 0 to 2 for this.
* Update plastic_surgery.dm
* Fix
Thanks to AA for basically writing the code for me.
* Added 'get_id_from_hands' proc
* Changed held ID check to use said proc
* ID cards on patients body are now also shown
Probably overthinking it as usual.
Also added a couple of comments.
* Tweaks
* rework queen eggs, princess caste
* add trailing newlines for travis
* refactor for code standards
* Remove old/incorrect comment from queen.dm
* refactor purple.dm, add notification for which area queen is in
* princesses no longer lose ventcrawl or gain wallsmash when nesting, deletes MassFlicker()
* add status tab info for purples about where their queen is
* Simplified princess code: removed NestMode(), NestMode2().
* makes terrors use 'bite' animation when attacking something
* status tab spider regeneration helptext
* converts queen spit from TOX to BURN, empress single-fire
* fixes terror gender, double-examine text. add terrors closing airlocks, remove queen wrap
* newline for travis
* alter terror spider event balance depending on server pop
* white infection sequence: gray, red, brown, green, green
* moves #define isterrorspider(A) to __DEFINES\mobs.dm
* remove typoed comment
* fix: prevent exploit with spam-clicking egglay action button
* fix: prevent AI trying to move spiders after a player takes control of them
* fix bug where terrors bumping an airlock repeatedly could make it both open and close
* clarify comment on event odds
* increase queen spit burn damage from 30 to 40
* add: queen webs are now airtight, instead of dealing damage/hallucination
* remove spider alert for already-controlled spiders
* queen spit naming fix
* travis newline
* encourage princesses to remain outside vents
* fixes calls to CountSpidersDetailed not using list()
* makes it easier to debug away mission AI
* code quality: more typeless loops
* add: killing a queen, also kills most of her offspring
* remove walk fix, for splitting into another PR
* remove events\spider_terror.dm changes, move to another PR
* makes it compile - will still require merge conflict resolving later.
* fix: purple webs cause purples to lose sign of queen and die
* visible-> near for purples
* fix wrong gender on spiders
* queen spit now damages structures (like mechs) and other spiders
* ghost spacing
* show queen living time on examine
* Fixes#12969 - terrors getting stuck in web
* revert all changes to purple.dm
* farie requests 1
* farie refactoring II
* var/list/spider_array
* var/list/spider_totals
* more farie
* queen examine laycount, initial eggcount
* terror heat vulnerability, refactoring 1/0 vars
Co-authored-by: Kyep <Kyep@users.noreply.github.com>
* makes ert more robust
* renamed and tweaked
* idiot proofing of ert
* I cannot into git, oops
* removed the anti-stun from code red erts again
* removed implied src