This cleans up the code and properly integrates a few things, instead
of the absolutely tragic and insane code bypassing it, literally named
var/needtohack.
This commit does the following:
- Adds spraycans as a subtype of crayons.
- Slight crayon overhaul to make room for this
- Can spray graffiti, runes, and letters on floors & walls
- Can spray mobs and paint their face
- Fixes & overhauls lipstick
- Lipstick is now overlay and Blend() based.
- Also fixes a few bugs with the system.
- Updates paper code to accomodate for wiping off spraypaint as well
- Slight modification to space cleaner
- Space cleaner now cleans your face of lipstick and spraypaint
- Fixes the bad rainbow cotton candy not actually using a "toxin" as
it's reagent contents.
- - Previously contained Lexorin, now contains Sulfonal.
- Fixes the candy maker "eating" candy moulds and causing a runtime
while doing so.
- - Incorrect recipes still destroy the mould, but successful candy
making will return it's mould as intended.
This commit does the following:
- Fixes a minor spelling mistake.
- Moves glass tables breaking into a proc, was messy otherwise.
- Changes grab-smash behavior. 'Tabling' someone will now smash the
glass table, and weaken them for about the same length as a baton.
Applies tgstation/-tg-station@2227b7a to admin.dm and observer.dm
Basically, this adds sanity checks, just to prevent runtimes in the odd
case that something happens. For instance, if one of the mobs suddenly
gets deleted, this will prevent it from runtiming. Sanity checks.
This commit allows any mob which can speak to choose one of their known
languages as 'default', which makes anything that they say with no
prefix (EG; say 'lol'), use that language.
This commit also changes the 'galactic common' language to use :9
instead of :0, as :0 does not work due to BYOND.. strangeness.
Implements two new IC-tab verbs and updates the check-known-languages
panel to also integrate with this system.
- Makes organ stumps amputatable. (Seriously, why the fuck were they
not? You NEED to remove them to attach new limbs, including heads.)
- Removes organ rejection (But muh reelizms! No, fuck that, test dummies
were rejecting their own organs and dying. Why did this even exist?
- Organs removed from a body take SIGNIFICANTLY longer to take damage
and decay now. That brain you just removed will actually be
transplantable a minute later.
This allows administrators to drag their mouse from a ghost to a type of
/mob/living, which will then prompt them if they wish to put that ghost in
control of the mob, and obviously, that is exactly what happens if you
select yes.
- Changed toggle verb into activation verb
- Added support for spawned/mapplaced e-chairs
- Fixed activation animation
- Fixed updating of icon
- Buffed damage, victim will die much quicker
- Removed stun
Changes flash/welder protection eyecheck() proc from several hard coded
item checks to a /var check for eye covering items, reducing the number
of IF statements and allowing greater flexibility as child items can
have a different protection level to their parent.
Created a new proc tintcheck()
-Items have a separate tint var to allow for items to protect
but not impair, such as space helmets.
-tintcheck() adds these up for eye covering locations
-life.dm uses this new proc when checking to apply the welder overlay
instead of hardcoded if statements
This fixes:
- Issue #778 on https://github.com/ParadiseSS13/Paradise
There was no sanity checking to test if mobs in range of a corpse have
the NO_BREATHE flag. This commit adds such a check. It does not make
sense for species like machine people to vomit. It may make sense for
Slime People and Dionae, but, after all, it's sentient slime and a tree
thing. Are they are even capable of regurgitating their food?
This commit adds glass tables (credit to WalterJe of -tg-'s fourms for
the sprites) to the game. These can be constructed with two metal
sheets, and two glass sheets. Flipping the table causes it to shatter
and deconstruct itself. You can deconstruct the table at any stage
with a wrench.
- Makes shadowlings compile, require snowflaking of a few things to the
human Life() proc due to how Bay species works.
- Renames monkeyizing var to notransform, as that's effectively what it
was used for, to prevent transformation. (/tg/ port)
When I made the Chronosuit and TED I made this file so I could easily move around the sprites to their respective files after I was done making all the necessary modifications. I mistakenly committed it and blah blah it's useless. I removed it in tgstation/-tg-station#8275, but since you ported it in #250 I figured I'd remove it here too because nobody needs useless files, right?
Ports tgstation/-tg-station#8157
This won't compile, needs to be bugfixed and tested. The only reason I
am PRing this right now is so that we don't have multiple people
working on the same thing.
@ZomgPonies This will require PROBABILITY SHADOWLING # to be added to
game_options.txt, and will likely require SQL database additions for the
BE_SHADOWLING antag preference.
This commit first adds a new helper proc labeled isAntag(), as well as
adding a check for antags for every instance of msg_admin_attack().
Goals of this commit:
- Make admin ATTACK: logs indicate if attacker is an antagonist.
Note; High probability of merge conflicts, 47 files changed.