* Slightly clean up `undergoing_cardiac_arrest`
* Fix runtime when defibbing a heartless slimeperson
* Slightly clean up `defibrillate`
* Deduplicate this
* Yeet this unused signal
* Yeet these unused return flags
* Minor cleanup
* More cleanup and readability; fix defibs reporting outdated brain damage
* Fix defibrillators healing brain damage
* Fix defib brain damage scaling the wrong way (who the fuck)
* Fix this macro expansion bug (I'm going to become the joker)
* adds the stealth implant
* changes
- rename "implant" to "bio-chip"
- removes the stealth implant box in favor of spawning implant directly for the traitor
- makes the fake box not show up on right click. Makes the real box not show up on right click when invis
* sirryan pt1
* lewcc review 1
* fix conflict
* fix conflict
* signal handler
* adds proc to check if we can drop nodrop items
* C:/Program Files/Git/obj/effect/proc_holder/spell/touch refactor, support for wizard spells, xeno spells and changeling shield
* bug fixes, cleanup
* moved to signals, added support for mime fingergun
* fixed bugs
* cleanup
* same proc for removing weapon from active or any hand
* changeling fast swap exist again
* cleanup
* fix runtime
* signals cleanup
* review update
* Update code/datums/spells/mime.dm
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
* Update code/datums/spells/mime.dm
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
* Update code/datums/spells/touch_attacks.dm
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
* review updates
* fixing bug
---------
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
* stunbaton delayed knockdown now moved into status effect
* renaming proc to keep its meaning
* made STATUS_EFFECT_DELAYED as status effect for any delayed logic, removed STATUS_EFFECT_BATONNED
* cleanup, little bug fixing
* cleanup
* whoopsie
* updates
* signal string changed
* Update code/datums/status_effects/neutral.dm
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
---------
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* Add dchat control
* adds human support, cleans other things up
* Bit of cleanup
* actually use the item
* minor proc ref mistake, laugh at this user
* evil tg strings
* Renames defines, adds vv menu item for it
* Improve anarchy message formatting
* don't go to_chatting tesla energy balls
* aa review
* Minor cleanups, replace some emotes
* Addressing some reviews
* Incorporate some checks for deadchat mutes/prefs
* Add SScamera
* Refactor camera
* Refactor how camera chunks add/remove cams
* Use CAMERA_VIEW_DISTANCE to determine max view dist of cam
* Fix movable cameras and optimise them
* Optimise update()
* Ensure aiEyes get removed properly when deleted
* Final optimisations and refactoring
* Fix cameras being EMPed
* Shits fixed
* AA review
* Fix merge mistake
* Add comment about early return
* Seans review
* the it the
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
* Update code/game/machinery/camera/camera.dm
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
* Ensure the robit has a camera before updating it
---------
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
* Start to datumize the defib.
* Wire everything else up
* connect some loose wires from testing
* More changes from testing
* More cleanups and documentation
* Revert CMO defib to have a 10% heart-attack chance
* Review, clean up giant if statement
* other review things
* sirryan review
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
* change signals to direct proc calls
* rename variable
* Fix bad argument
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
* fuck it signal time
* heres a great example of simplifcation!
* fuck it sometimes you have to ball, fuck stoplag
* fuck yeah baby, mob signals instead
* bam good code
* add support for drop button
* lets not drop nulls
* sirryan review
* start of mess
* reflect/parries works
* more pog-ress
* temp icons, .33 to 0.4
* more work, sound, rnd, fixes me breaking shields
* removes this since open pr fixes
* better codee
* attack log
* Final changes / sprites by ramon
* fixes issue
* shoot ramon for the white pixel :^)
* But what if it was a purple glass shard
* Fixes the throw parry
* sorry for so many commits, lower callback
* Apply suggestions from code review
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
* Early return, no need to typecast
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
* Initial commit
Fixes up surgery.dm
Adds some tool behavior
* More basic changes
* Checkpointing: this is a little gross right now
* Add signal COMPONENT_CANCEL_ATTACK_CHAIN
* Cleans up surgery initiator
* Mostly gets surgery (and canceling it) working
* Add abstract proxy surgery steps
Also adds them to organ manipulation
* Clean up most existing surgeries
* Rework organ openness, adds define for aborting a beginstep
* surgery works again, also implements retry defines
* fix surgery computer
* add limb repair to synth implant removal
* retry implant checks
* Clean up abductor surgeries as well as some other things
* A lot
- Reworks organ manipulation to use a series of surgery steps instead
- Fixes some runtimes with open hands
- Lets mito zero out the germ level while treating necrosis
- Adds a debug surgery tool
* add debug surgery tool, note some TODOs for later
* Add conditional check for surgeries repeating
* update surgery retry logic to make it more of a bonus
* Lets abductors automatically retry any failed surgery steps
* Rework robotic surgery to use abstract/proxy steps
* Bunch of bugfixes and more!
- Limb reattachment works properly now, you can just slap a limb onto a person
- If the limb isn't robotic, it'll be useless until the surgery is finished with a hemostat, though it might be enough to get the patient out of the OR.
* Remove more now-implicit checks
* Slight reorganization
* more fixes across the board
* Remove unused variable
* Trying not to lose my mind here
- Does away with can_run() entirely
- Cleans up visible messages in code
- begin steps should now all have ..() afterwards
- slime bone surgery should be fixed now
- more docs
* Robotic surgery is stoppable with a crowbar, all surgery can_start now checks parent
* Fix some broken robotic typepaths
* Typepath fixes, do away with some last TODOs
* Forgor
* Last cleanups before we go gold
* jk lol
* Make early surgery termination clearer
* More "last" cleanups
* Fixes tool flags, surgery initiation
- Fixes surgery not being startable by sharp objects
- Moves surgical tool flags to item traits
* Clean up surgery cancellation, especially for borgos
* I think this should GC better
* Apply suggestions from code review
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
* Status is now step number
* Add a 20% chance to find nothing during organ manipulation
* Improve documentation, make forced_surgery a normal arg
* Charlie's reviews
* Why are abductors like this
* Little more verification, ensuring limb augmentation and organ manip healing work properly
* Fix torso organ manip being unfinishable
* Fix cavity implants, open-hand/any item steps
* Make sharp objects not try to start an operation with help intent
* Comments, quick target fix
* Re-order list so advanced bruise pack is pulled first
* Make surgical gripper function like an open hand
* Make mito only use one unit per organ for now
* Check if user is on operable surface before trying to operate
* Reduce admin logging
* Fix some bugs that appeared during the testmerge
- you can no longer start robotic surgeries with a scalpel (lol)
- you can now cancel surgeries on the first step after I fixed some bugs that I introduced (woo hoo)
- Synthetic limb attachment is now combined into a single startable surgery step, though still retains the fun flavor of both
* Swats some more bugs
- (hopefully) fixes a huge source of runtimes where we tried to check if we could run surgeries before checking if the surgery used an organ
- In doing so, moves the logic for determining if a surgery can start to the mob-level
- Fixes robotic reattachment surgery not working
* multi-bug drifting???
- Fixes a bug where a branching surgery with an any tool option could possibly override a step with a matching tool
- Fixes some intermediate surgeries failing due to not having specified possible_locs
* A few more fixes
- Fixes any surgery tool steps again
- Fixes cavity surgery again
* Hopefully fixes getting stuck in robotic organ manip
* Remove extra parent call
* Steel review
* Steel review
* Fix spacing for possible locs
* Roundstart traits
* Advanced surgical traits and other hal fixes
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
* cursed heart but funny
* Flesh out this version a bit more
* okay fine you get three shots
miner gaming
* Bitwise
* Change wakeup method
* Address Steel's review
* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic
* 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>
* prox component update
* mochi review
* bug fix, makes proximity sensors always active
* GC fixes and removes an unused proc
* Disposal fixes from TM
* fixes runtimes when objects created in nullspace runtimes, fixes portable flasher
* a fresh perspective
* lewcc review
* adds comment about direct loc setting over forceMove
* 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>