* Alphabetize items in debug equipment selection menu.
* Rename some outfits to group them together in the selection menu.
* Farie's suggestions
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
Co-authored-by: Farie82 <farie82@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
* Lets get this show on the road
* Now were talking
* These matter
* Oh the joys of CI testing
* And this
* Wrong version
* Tweaks
* More tweaks
* Lets document this
* This too
* Upgrades this
* Fixed some sanity issues
* This too
* Screw it, this too
* More sanity
* And these
* This too
* Documentation
* This too
* Fixes **awful** scoreboard logic
* Why do we care about only half-absorbing someone
* Revert "Why do we care about only half-absorbing someone"
This reverts commit 8de1cfdf05.
* Refactors these
* Hashing
* Moxian tweaks
* 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
Fixes more compile errors. Down to 65 now.
updates << into to_chat
Down to 60 errors, also starts to port the codex gigas and law 666 for cyborg devils.
Fixes more compile errors. Down to 41 now.
Replaces timers with spawns, and <<s with to_chats
40 compile errors.
Down to 34 compile errors.
whoops, actually down to 34 now.
Down to 25 compile errors.
Down to 15 compile errors, I'llprobably need some help at this point.
Woo! Down to 7 compile errors.
Ported over devil hud. Number of errors up to 19.
WOO! It compiles. It's completely untested, but it compiles.
Adds devils to traitor panel
Implements iron, silver and salt banes.
implements flashing lights bane
Selling your soul prevents cloning, and some other methods of revival.
Implements harvest bane
Merged and sorted icons/obj/bureaucracy.dmi
Adds toy codex gigas
Fixes compile errors, adds codex gigas sprite.
Lots of bug fixes. Contracts work, devil revival is more consistant, etc
Adds missing icons for flaming contracts, summon pitchfork, summon wealth, employment cabinet, and sintouch.
Converts DEEP LORE explanations from hell to inferno incorporated.
Banishes the compile errors.
Devils come from hell again.
replaces offer drink obligation with a much more lore appropriate devil's fiddle reference
Also fixes contract bashing brain damage chance.
Undoes some changes I accidentally did to example config files.
Fixes up a few remaining bugs.
Puts in the codex gigas and employment contract cabinets.
-- Lemon - I kinda skipped this one, I'll patch it back in later because
map conflicts are suffering incarnate
Solves the devil law problem in a REALLY hacky snowflake way.
Fixes a few methods in which a hellbound can be revived.
Devils respawn with a limited number of appropriate items, instead of COMPLETELY naked upon corpse destruction. Also adds lines to example config.
Updates devil laws to be less hacky.
Objective to sintouch x mortals now greentexts correctly.
Contracts no longer cause brain damage. I didn't realize it was lethal on this codebase. Oops.
Splits dust(visual_only) into dust() and dust_animation() procs
Fixes some defines.
Adds undef statements to improve compile times.
Fixes race changes from demonic form changes.
Fixes small runtime error. (Which somehow didn't break anything?)
Implements lots of small changes/corrections suggested by CrazyLemon64
I still need to test these changes, along with other potential issues he brought up.
Fixes harvest bane and power contracts. Also adds a few </span> tag enders.
Corrects some edge cases with revival contracts.
Fixes compile error.
Reverts unneccecary change to item/weapon/reagent_containers
Cleans up the code for readability.
Prevents cloning of hellbound individuals.
Latejoins now properly have employment contracts added to employment cabinets (provided they still exist)
Infernal contracts are no longer rendered unreadable by fire and alcohol.
All fireproof paper remains readable after being fireballed, not just infernal contracts. (Though infernal contracts are the only fireproof paper atm)
Fixes an edge case problem with cloning.
Adds is_revivable proc to mind.
Removes snowflake code involving preventing soulseller resurrection.
Indulges in the sin of sloth, and copies tg's lazy list macros
Proc calls that transform the user no longer go to a null target
Fixes devil UI, human regression will keep appearance, and adds danceoff
Devil's base forms no longer suffocate inside the devil
Fixes runtimes, gets stuff working
The arch devil can now blast down walls with their pitchfork
EXTERMINATE ALL SPIRITS
Activates devil clause in voice of god
Fawks Mcclood
Feature P A R I T Y
Fixes devil bugs from testing
- Does a death refactor to make sure that diabolical resurrection works
- Walls no longer leave girders when blasted by the devil
- Getting a new body gives you a rudimentary amount of equipment to work
with to get out of maintenance or whereever
Does all the icons in a single commit on their own because icon
conflicts suck
Starting point of extra devil rebalance/fixes
Ports devil friends
Also oops tramples all over Fethas' corpse PR that's still up I need
to take care of that one
Styling fixes
This converts the machine and mob processes to the SMC. Additionally, it
adds the Atom subsystem, which handles all Initialize() calls in place
of the old gameticker. Due to incompatibility with our atmospherics
(FUCK OUR ATMOSPHERICS FOR FUCKING EVER JESUS CHRIST WHO THE FUCK MADE
THIS PIECE OF GODDAMN SHIT) atmospherics machines do not use
Initialize() as they should, instead opting for a custom atmos_init
proc that the air controller handles.
- Deletes Paranormal & Janitor ERT outfits from /datum/outfit/admin (so
they won't show up in the main special outfit list as *static* outfits)
- Adds Paranormal & Janitor ERT outfits to 'emergency response team
member' sub-section of admin dress command, which means they're still
available, but now you can choose the level of them to equip to someone
(amber/red/gamma), instead of them always being the old static outfit
which doesn't match what real ERT actually use anymore.
- Refactors the way that spawning ERT cyborgs works, so that most of
their special stuff is done in New() instead of in response_team.dm.
This means that manually spawning an ERT cyborg will actually work,
rather than generating a half-ert cyborg with much of its special stuff
missing.
- Adds a new subtype of ERT cyborg, /mob/living/silicon/robot/ert/gamma,
which is absolutely identical to the normal ert borg, except that it
always has gamma module unlocked. This enables admins to manually spawn
ERT gamma borgs, instead of all ERT borgs spawned always being non-gamma
ERT borgs.