Commit Graph

254 Commits

Author SHA1 Message Date
Kugamo
094ca3c733 Blood now floats in zero G (#20993)
* Da Vlood

* removes_unused_icons

* Yep sprites

* fixes xeno blood and vomit

* Commit number x

* Steel Review Changes 1

* Henri Review Changes 1

* fixing vomit

🌋

* Haha haha ha ... ha

* fixing layering issueeee

* Sirryan2002 Review

THANKS

* implicit var/

* Sirryan Review 2

Electric Boogaloo

* Testmerge Update 1

gibs were still getting animated, blood drying while animated in space looked very jank.

all fixed

* unused variable

AHSDHASOIADGSOISA

* Testmerge Update 2

tracks floating annoyingly

* Improvements

-blood globules will now continue with the inertia of their emittor, instead of towards wherever they were facing
-drops will now have visible sprites after splatting
[running animate() still sometimes doesnt stop the animation annoyingly]

* errors

* Sirryan Review 3
2023-06-14 21:17:08 -05:00
Contrabang
3f87165a03 CI now bans files with the same name (PART 2) (#21051)
* CI change

* world.dm

* .dme world.dm

* subsystem renaming

* .dme for subsystems

* ai_laws.dm

* armor.dm

* emote.dm

* logging.dm

* spell.dm

* air_alarm.dm

* crew.dm

* decal.dm

* emissive_blocker.dm

* footstep.dm

* spawner.dm

* fire.dm

* carbon.dm

* living.dm

* mob.dm

* movement.dm

* thermal_drill.dm

* plasmamen.dm

* lavaland.dm

* chaplain.dm

* lightning.dm

* magnet.dm

* mimic.dm

* wizard.dm

* morph.dm

* vampire.dm

* click.dm

* self.dm

* radiation_storm.dm

* airlock.dm

* autolathe.dm

* mulebot.dm

* nuclearbomb.dm

* particle_accelerator.dm

* smartfridge.dm

* syndicatebomb.dm

* vending.dm

* wires.dm

* sound.dm

* mining.dm

* syndicate_space_base.dm

* monkey.dm

* guardian.dm

* bomb.dm

* standard.dm

* nuclear.dm

* pinpointer.dm

* access.dm

* departments.dm

* job.dm

* science.dm

* buttons.dm

* cloning.dm

* igniter.dm

* wishgranter.dm

* atmos_control.dm

* message.dm

* power_monitor.dm

* mecha.dm

* combat.dm

* mining_tools.dm

* meteors.dm

* spiders.dm

* contraband.dm

* aliens.dm

* uplinks.dm

* voice.dm

* intercom.dm

* lights.dm

* robot_items.dm

* mineral.dm

* dice.dm

* extinguisher.dm

* paint.dm

* signs.dm

* staff.dm

* smokebomb.dm

* boxes.dm

* random.dm

* janicart.dm

* statue.dm

* cargo.dm

* asteroid.dm

* headslug.dm

* fulton.dm

* atmospherics.dm

* pump.dm

* corpse.dm

* oldstation.dm

* gps.dm

* preferences.dm

* clothing.dm

* ears.dm

* glasses.dm

* boxing.dm

* color.dm

* renames ninja gear files

* recipes.dm

* error_handler.dm

* anomaly.dm

* floorcluwne.dm

* undead.dm

* overmind.dm

* shield.dm

* bottle.dm

* organ.dm

* piano.dm

* plasma_fist.dm

* language.dm

* mob_defines.dm

* mob_helpers.dm

* damage_procs.dm

* _defines.dm

* empress.dm and queen.dm

* brain.dm

* organ file renaming

* subsystems.dm

* constructs.dm

* bot.dm

* pet.dm

* nature.dm

* magic.dm

* colors.dm

* drugs.dm

* medicine.dm

* toxins.dm

* shuttle.dm

* surgery.dm

* moves a bunch of define files

* traits.dm

* names.dm

* other_mobs.dm

* flags.dm

* some final define files

* well turns out contractor_pinpointer.dm was  taken

* I forgot to remove this file

* how in the hell did this get unticked

* I DID INCLUDE IT, but there was a "w" there

* swaps the world definitions

* camera renamed to SScamera

* examine -> alien_examine
2023-06-02 14:30:17 -05:00
Henri215
dc75a748f1 Fixing common spelling mistakes part 3 (#20870)
* Fixing common spelling mistakes part 3

* collectable

* another collectable

* part 3.2

* "</span>."

* A bunch more fixes
2023-04-22 09:44:27 +02:00
unknownuser782
960d9e3ce0 Fixes t-ray scanners and map editing (#20725)
* t-ray scanner fix

* fix map editing

* autodoc stuff

* don't hide vents and things

* misc layer fixes
2023-04-08 08:14:34 +02:00
AffectedArc07
b34e8fa301 [READY] CI now bans files with the same name (#20195)
* CI now bans files with the same name

* Part 1

* Warriorstar python tweaks

* Part Deux

* Fix unticked

* fix
2023-02-04 16:33:41 -06:00
S34N
667dd5d4ac 515 Compatibility (#19636)
* 515 compat

* double spaces

* Callback documentation, aa review

* spacing

* NAMEOF_STATIC

* big beta
2022-11-08 23:08:40 +00:00
Kugamo
9235117b40 Fixes cleanable floor decals shading jank (#19227)
* Yep

* Sirryan2002 Suggestion

Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>

Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
2022-10-10 20:30:43 +02:00
FloFluoro
158bbdcc1b gib exploit (#19332) 2022-10-09 10:12:50 -05:00
Luc
56a5753d3d Lets you deepfry ice (#19200)
* Allows for deepfrying ice

* formatting

* Almost forgot this

* Spacing

* Sure, scream too

* Changes oil reaction a bit
- Cooking oil now burns off to an inert version
- The oil deposits yellow oil on the ground too

* FUck I deleted iodine

* Update code/modules/food_and_drinks/kitchen_machinery/deep_fryer.dm

Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>

* Steel review

* review

Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
2022-10-05 16:57:47 +01:00
FloFluoro
6a876e1994 Standardize cleaning object behavior into "cleaning_act" proc (#19001)
* Standardizes cleaning item functionality into "cleaning_act" proc

* Culling commented-out code

* Damp rag now checks for humans before cleaning

* Change proc scoping, moved mop reagent check out of cleaning.dm

* Adds can_clean and post_clean procs to handle mopping, removes ismop parameter

* Adds can_clean() to cleaning objects/mobs

* cleaning_act() now carries message strings as params

* Refactored cleaning_act() for earlier returns and less redundancy

* cleaning_act now runs on the target atom, instead of the cleaning object

* Changed turf checks to overrides, rescoped clean_turf, lots of tidying

* Removed cleaner param from post_clean, since it'll always be src

* Code review tidying

* Tidying..........

* Removed clean_turf and put its functionality in turf/simulated/cleaning_act(), added new param to keep track of original targeted object

* Moved cleaning.dm from datums to code/game/objects

* Added early return, defined cleanspeed in seconds
2022-10-03 20:25:00 +01:00
Vi3trice
5d5fa4fa6d [GBP no update] Robot and xeno gibs get their color set properly (#19216)
* Robogibs aren't like regular gibs

* Oh well, of course xenos do that too
2022-10-03 11:19:06 +01:00
SteelSlayer
358ff86ddb Removes the need for ComponentInitialize (#18833)
* removes `ComponentInitialize`

* mapload

* add back CRASH
2022-08-18 22:00:19 +01:00
ParaGitV
56795960b7 Blood crawling (not the one you're thinking of) (#18759)
* Blood crawling (not the one you're thinking of)

* Update with alternative length

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>

* More-Better checks

Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
2022-08-14 12:42:44 +01:00
Vi3trice
f4b37b4177 Port TG updating appearances (#17943)
* 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
2022-07-21 08:11:59 +02:00
KalevTait
89ba9c047c Code Readability - Effects (#18150)
* effects

* removed anchored = TRUE from objects that inherit that property within the effects folder and subfolders
2022-07-02 16:48:46 +01:00
Vi3trice
5336607d70 Why is this printing (#18035) 2022-06-22 23:49:12 +02:00
Bm0n
11b3566ed7 Adapts TG's version of Metastation for Paradise (#17724)
* proof of concept

* proof of concept fix

* cargo/sec/dorms/engi

* service and sci framework

* floors

* sciwaypoint

* major departments done

* candidateV1

* haha die runtime

* and a zoning error

* feedback+minorpipenetrework

* compile now please

* abracadabra

* runtimefix

* Morgue + medmaint rework

* zooooones

* forgot to delete placeholder :)

* firealarm

* floors

* dmg turf on powernode bad

* missing pipe and rogue loot spawner

* tgs pipe layout sucks

* hallway repipe and bug fixes

* MISSING TILE

* IAA, maints, SM loop expanded, pipes reworked and bug fixes

* small flip

* reverts shuttlered2 icon change

* replaces offical posters with contraband in maints

* floating cameras are not good for health

* AI core tweaks and robo storage console added to robotics

* pipe over top of vent, airlock name changes and missing spawnpoint added

* a few very small detailing changes while I wait for review

* oh and I forgot to give EVA and the teleporter room a holopad lol

* missing pipe and tile fix

* Adds more airlock helpers + few bug fixes

* i love warning stripes

* or not

* lightswitches

* zoning error fixed

* little chem update

* and firelocks

* cam fix

* minor detailing

* another missing holopad and a date change to reflect paralore

* fixes as mentioned above

* a missing side rail

* removes a good chunck of floor decals and fixes docking port

* wall stuff cleanup

* decal removed

* and an airlock

* sec depart revamp

* shutterfix

* aa

* thanks for the feedback :). should be all resolved

* quick edit

* directional cryo consoles are based, thanks sean

* akward vent no more

* how the hell

* murders var edited open shutters, another detail pass, xenobio extended by 1 tile

* quarantine lockdown shutters

* uh oh

* it just works(bug fixes)

* we should be done here

* this shouldnt have an auto airlock namer

* now it should B)

* i actually forgot one lol

* aaaahhhhhHHHHHHHH

* turned biohazard pump off + removed one warning strip

* also some door fixes

* minor touchups around bar

* ack

* air alarm fix

* stray docking port removed

* floortile dir removed

* cryo pod support added to perma

* decals removed

* """deconflict"""

* nanomob BATTLE terminals (yes I am running out of things to add)

* uh oh thats the wrong y pixle shift

* conforms with armoury standardisations

* buffs aux armoury light

* fixes icon state on air injector

* sigh.. holopads

* put a lamp in the bomb test range because the camera light doesnt work on paracode, fixed a few other things

* switch lattice out for catwalk at turbine

* minor detailing changes

* supply console fix

* HOP/Bridge supply consoles changed to non-public type

* few cosmetic tweaks around the hallway involving extinguishers, robotics locker added(even though it's kind of pointless with us having robodrobe), sci starting glass and meta buff

* 2 cameras moved off glass, slight sci chem buff with rwalls now fully protecting it, few posters moved to look less awkward

* the great tinted window removal of 2557(they kind of suck in paracode), also engineer burn medkit switched out for a standard one(in line with box)

* pipenet fix

* experimentor console added, var edited on pump changed out for on subtype

* experimentor room buffed with plasma windows(as on box)

* layering issue with a warningstrip in robotics fixed

* tile in abandoned med removed, maints glass door in botany replaced with solid door, few space heaters removed

* leftover pipe connector in maints removed

* dozen or so cameras moved about 1 tile so that they're no longer sharing a tile with a light, missing floor tile in brig fixed, cargo table cleaned up

* ooops one more camera in the vault

* /secure suit storage units replaced with normal type

* flipped decal so it's facing the right way

* high voltage warnings moved off glass in xenobio, high voltage warnings added around the vault

* quick highvolt sign fix

* replaces grimy floors with cleanable dirt, moves 1 camera 1 tile

* stand_clear decal added under armoury shutter

* Prison laundry camera added(same as TG), prison botany camra moved a tile

* slight adjustments to NTR and BS office in regards to camera and APC placement

* gateway cam move, AI sat wire moved to look more clean

* opacity change on prison transfer plastic flap

* AI Satellite antechamber turret controler fixed

* a few var edited pumps replaced with on subtype

* opps this tile should be catwalk not an airless plating

* AI upload gets firelocks+foyer gets vents and is fully set to AI upload access only, captains officer intercoms moves around a bit, lightswitches moved a bit

* oops the instead of the ai upload was missing a firealarm

* and the private subtype intercom in the captains office

* radio freq 1447 is what TG uses for their private channels, some intercoms had this set as a leftover from our old version of meta.

* Made it so that only the cheft can access the hydro fridge, fixed the hydro shutter button, added gateway access points to the gateway shutter button, fixed access on chemsitry desk

* rogue mechbay button removed

* names on solitary cells doors and flasher buttons

* forgot to fix a sink in perma I have been meaning to fix

* same as above, just a different sink

* chemistry desk change, looks better now

* engi light moved 1 tile

* moved shock warning signs(again), switched out metal botany tables for glass ones

* last of the sign fixes i hope, layer issue with tools in eva fixed

* damn signs

* and I missed two...

* slight signage cleanup on airlocks

* HOP office was missing door naming helpers

* New perma

* Camera pos change in perma, better arrivals lattice

* sign fix bridge

* added a second set of accepted/denied stamps to cargo, turned HOPs chair

* also got rid of a light in cargo

* tech storage access fix

* atmos desk cams moved around a tiny bit

* i sure hope no one noticed this one tile in the AI sat facing the wrong way

* spread the maints mice out a bit more

* fixed light placement

* found one more light

* moved cobweb off glass near space bridge

* starboard secondary maints zone fix on door

* and A-P maints

* more stuff on windows- which I hate! cringe!!!

* lights should not be beside each other

* This placement is better

* agh more lights in med

* cryodorms buff

* removes locker from maints room beside cryo since the room is smaller now

* ooops i forgot a holopad in the new cryodorms. also changs get a holopad

* annnd a floor tile

* arcade didn't have an intercom

* fixes window placement around vault from TG version

* wiring fix near vault

* old request console from old para ver of map named

* internal vault signs fixed

* more signs moved off walls and into a x/y nudge(yes i know i am being picky)

* A legecy area(the garden) gets an intercom

* moved*

* AI core flasher moved slightly to fix clipping with ai turret controller

* wall changes to the AI sat to make it a bit more clean

* news+ai request console fix

* The "Captains intercom" from TG doesn't exist in paracode so it has been replaced with an AI private intercom

* button fix

* oops

* reverts a sign change near disposals

* would you look at that i moved another camera 1 tile hahaha

* should be the last cams

* it wasnt

* fixed up the mirror in the bar backroom

* same fix applied to captains bathroom sink+mirror

* cleaned up janitor rooms intercom pos + firealarm

* bridge fire alarm moved tile down

* riot shields now stacked north to south to be in line with weapons

* 2x showcasese were missing their set names, oops

* layering fix in prisoner court cell

* Pen an paper added to BS office, APC move in showroom

* ack bs office again

* perma window fix

* extinguisher in sci moved

* det office cam fix

* remove brig prefix

* light and button tweak near bridge

* window layer again

* small tweak to the toxins loop obersvation room

* 1x wall

* clean up grillies by SM

* wiring changes/fixed in maints and at SM

* few small floor tweaks and sink shifts

* rwall akwardness fixed

* pipe under vent moved

* redid brig wiring and piping to look more clean

* one little oopsie

* more wires+intercom

* fixed the mess TG got themselves into with chemistry floor tiles

* redos medbays wiring to run along side the pipes rather than beside them

* same wiring changes that I did to med/sec but this time to the command area

* hop airvent moved on tile, some wires shifted

* unshocked window fixed

* lessens and spreads out the maints donk pocket spawns

* Viro now uses updated doors!
2022-06-11 14:09:32 +01:00
Kugamo
56e8dc4293 Transparent slime blood (#17861)
* blood

* tracks

* bug D:

* Review improvements

used alot more of the defines :o)

* renames define to make more sense
2022-05-30 19:36:25 +01:00
Vi3trice
8da300fb73 Fix - Directional warning stripe decals initiate with the proper direction (#17249) 2021-12-19 19:03:56 +01:00
S34N
ac6f9b4725 [IDB Ignore] Refactor icon smoothing to use 8-bit bitmasking (#16620) 2021-12-15 17:04:24 +01:00
dearmochi
ca87534d46 Revert "Removes some unnecessary global variables (#16353)" (#17170) 2021-11-28 09:18:27 +00:00
SabreML
5397d28c4f Removes some unnecessary global variables (#16353)
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
2021-11-28 09:50:27 +01:00
Qwertytoforty
c5088eb8d8 Changes the description of a drop of blood 2021-09-18 19:21:37 -04:00
variableundefined
ec7206e612 Merge pull request #15599 from SabreML/flyswatter-fix
Fixes the flyswatter not swatting flies
2021-07-26 13:36:54 -04:00
Qwertytoforty
8dcb2c1a0f Prevents final summon rune by being cleaned by normal methods (#16224)
* Prevents final summon rune by being cleaned by normal methods

* Makes it a proc

* Moves cleanable, makes it work with space cleaner
2021-07-08 22:20:32 +01:00
SabreML
48b1ecac2c Merge remote-tracking branch 'upstream/master' into flyswatter-fix
To trigger the RUSTG CI
2021-04-29 15:23:55 +01:00
Ryal
e7310cac9b Adds missing things to drone cleaning (#15553)
* Adds missing things to drone cleaning.

* Update code/game/machinery/doors/airlock_electronics.dm

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* Update code/game/machinery/doors/windowdoor.dm

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* Update code/game/machinery/doors/airlock.dm

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* Update code/game/machinery/doors/airlock.dm

Co-authored-by: dearmochi <shenesis@gmail.com>

* Moves destroyed electronics to emag_act

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: dearmochi <shenesis@gmail.com>
2021-03-28 12:45:29 +01:00
AffectedArc07
f2770ed6be Merge remote-tracking branch 'ParadiseSS13/master' into brutal-part1 2021-03-11 18:41:17 +00:00
SabreML
6a100c4889 Swatting 2021-02-23 22:31:58 +00:00
Fox McCloud
5211cfe8a9 Transitions to Full-tile Windows (#15385)
* Transitions to Full-tile Windows

* tweaks

* bump fix and RCD inclusion

* no colors

* debris refactor

* even better
2021-02-02 20:50:47 +00:00
AffectedArc07
f5f97882cf BRUTAL Part 1 - No proc var/ in procs 2021-02-01 14:10:08 +00:00
AffectedArc07
43ee2488c7 More New() -> Initialize() for /obj/structure (#15158)
* More New() -> Initialize() for /obj/structure

* Updates these

* Tweaks + Fixes
2020-12-29 10:42:39 -05:00
dearmochi
5edee29a50 [READY] Syndicate Contractors (#14605)
* Syndicate Contractors initial PR

* Finalize initial version

DNP

Finalize initial version

* Baton now costs 6 Rep, show dead extraction penalty, fix scroll

* Reduce total TC, add zippo, balloon, icon tweaks

* Address moxian, AA and Farie

* Fix mode.txt

* oops

* Address Farie 2

* Tweak baton to work around stam crits, address SteelSlayer

* Address TM issues, TP menu

* Fix wrongly merged DME

* Tick contractor DM files again

* Remove step_y

* TC rewards always higher than preceding difficulty's reward

* Address Farie

* Remove extraction_turf from handle_target_return

* fix doc

* Merge part2

* Address AA again
2020-12-09 12:03:23 -05:00
SabreML
678435d50a Blood Cult 2: Electric Boogaloo (#14516)
* DMI files

* Progress

* we compiling

* innate cult action, various progress

* Reorganise runes, fix cult dagger action and admin cultist

* Cult tooltips, dagger icons

* Add mirror shield, return runes back to OG circles

* Cult structure lights, pylon update

* bola update, progress..

* cleaning rune fix, girder/structures anchor

* speed up cult walls

* Convert rune update, tweaks

* Add teleport portals

* fix runtimes

* cult objs start

* move current cult objs to backup

* Rework cult objectives, add narsie/singulo interactions

* spacing, admin log and message

* reviewstuff

* refactor cult conceal/reveal

* add a bit of range to reveal

* blood magic tweaks, hallway not in summon areas

* implement structure concealment, offer uncuff

* add parry sound, fix cult airlock reveal appearance

* Update remaining runes

* fix pylon blood restaure, up blood magic cost

* review tweaks and progress

* fix compilation

* fix offering rune bug

* Draw blood rune action refactor

* moar tweaks

* fixes, holy water blood magic clean, icons

* Add cultist hardsuit, tweaks

* reduce needed pylons for cult ghost, cult shield

* spirit realm fixes

* fix dark spirit

* Add blood rites

* exotic blood handling

* spacing, add adminbus dagger, bal. rune health cost

* woops

missed a var

* fix blood rite healing

* emp spell cult immunity

* fix exploit and narsie references

* new rune sprites

* color defines

* SEND_SOUNDS, cult summon areas

* fix soap, barrier, and add CC location on narsie

* cult structure fix

* functional ascendance, undo cult spacesuit changes

* woops

* whetstone qdel, tweaks

* fix empty area selection bug

* cult ascendance numbers

* add cult blade sprite, add sacrificing head/brains

* review stuff

* fix runtime and twisted cons target

* review stuff

* code clarity

* remove unnecessary cultist checks

* Add support for wizard cultists

* cleanip

* fix concealed glass airlocks

* update objs

* remove talisman ref

* fix status procs

* clarifications, remove unnecessary var

* deconflicting

* deconflicting LF

* oops

* readd new icons

* more conflcit stuff

* readd drill and jaws icons

* review stuff

* silence on conversion

* Readd compact sniper icons

* Remove ambiguity

* 2 sacrifices required

* check antag panel improvements, bug fixes

* limits narsie cult ghost cheese

* CC message

* trailing newlines

* Shade/construct update

* bug fixes

* balance bloodboil, update CC message

* add a newline to something i didnt touch

idk ask travis bout it

* remove metastation extra null rod and shard

* fix teleport runes list, update icon

* remove tg cultist icon

* update cult actions with new tome

* Remove mirror shield throw, spell constructs

Add in sacrificing any brain with a mind.

* Fix more conflicts

* Fix double return

* Add descriptions to cult recipes, fix icons

* fix shuttle curse exploit

* Update wall rune, cult shields, runed recipe width

* implement flagellant sprites, misc changes

* Fix conversion rune

* Add cult blood barrage healing

* Trailing line

* fix whitespace

* Remove can_speak check on invoke

* Deconflict pt. 2

* Bugfixes the 1st

Fixes bugs 2 and 4 in the 'Known Issues' section

* cult.dm tweaks

Oh boy, even more commits!

* Fixes blood halberds swapping directions on wield

* Tweaks and stylin'

Changed a few span classes around and added a 'Remaining Charges' display to the Blood Rite spell

* Ritual tweaks (And some other stuff)

Fixes:
Altar stray pixel,
Using 'Twisted Construction' on a cult door,
Rune drawing checks,
probably more idk

* Rune tweaks & fixes

Fixes:
Wraith glowing not turning off while jaunted,
A MASSIVE oversight by me with playsound(),

probably also some other stuff but I've been staring at this file for a week and I've forgot most of what I did.

* Testmerge fixes the 1st

Fixes:
Ascendent is now Ascendant,
The Cultist greeting is now in the correct order,
IPCs now draw oil coloured runes,
No longer able to sacrifice a body multiple times,
Sacrificing a brain or head now gives a soul shard,
Converting an IPC or someone with robotic limbs now heals them correctly,
Probably more.

* Mirror Shield balancing

Being hit by a projectile above a damage threshold (10) now increases the chances of the mirror shield shattering, by 3% per damage point.

This may seem pretty low, but an Energy Gun would have a 30% chance of breaking the shield per hit. (Assuming I did this right, anyway.)

* Insect repairs and more

Changes:

Makes the shuttle curse lines a define,
Comments out the changing construct names,
Made flagellant robes block hair,
Added documentation to the mirror shield (See said documentation for details),
Made the cooldown examine text for cult structures display minutes and seconds,
Removed the ability to sacrifice the same body multiple times,
Cleaned up the soulstone code (and hopefully didn't break anything),

Probably still missed something, oh well!

* Rune opacity and Stun timing

Changes:

Halved all the values of the 'Stun' spell, since it was presumably an oversight. (20 second stun to 10)
The 'mouse_opacity' for runes has been set to 'opaque', this means that clicking on any spot on the tile will select it. (Less fiddly)
The '(REMOVE SPELL)' choice when choosing spells now only shows if there's any spells to remove.
Dunking someones head in the lava forge now only works if they have a head.

Also fixed a whole bunch of typos/gramatical errors.

* Blood Boil, Blood Barrage and EMP Sprites!

Changes:

Overhauled the 'Blood Boil' rune (See documentation)
Added in-hand sprites and red sparks for 'Blood bolt barrage'.
The nar'sie rune now removes all runes around it to prevent clipping.
Fixed runtime when examining the 'Arcane Barrage' spell.

Added new sprites for the EMP spell, courtesy of @kugamo!

Co-Authored-By: Kugamo <thekugamo@gmail.com>

* A few more tweaks

Changes:

Halved the percentages of 'Rise' (Glowing eyes) and 'Ascend' (Halos) to 10% and 20% respectively.
Hopefully fixed shield walls being passable while active.
Changed "Nar-sie" to "Nar'sie" in a few places.

* TM 2 fixes

Changes:

Teleport runes now only show the user when the animation has finished.
Cult shields are now invisible to ghosts when disabled.
Crayon runes now use the new rune sprites.
Construct night vision now actually works.
You can no longer soulstone yourself.
The death message for cult structures is now bigger.
Cult objectives are now displayed at roundstart.
Tweaked the icons for artificer spells.
Tweaked some cult related 'Tip of the round's.
Summoned cult ghosts no longer show in the 'Check Antagonists' panel when dead. (Hopefully)

* Cult members and Deconversion

Changes:

Using the 'Study the Veil' ability now shows how many members the cult has.
Holy water now unequips all cult clothing on deconversion. (Flagellant robe, blindfold, etc.)
Nar'Sie no longer warns admins that it doesn't have a containment field.
Fixed Zealot's Blindfolds not temporarily blinding any non-cultists who touch them.
The 'Summon Cultist' rune description now explains that restrained cultists cannot be summoned.
Fixed Travis (Probably)

* Cult Rise/Ascend balancing V1

The values here will almost certainly need some tweaking, but I feel like it's better than it was before; and certainly more customisable.

* Possibly maybe hopefully (one of) the last commits

Changes:

The cult halo no longer vanishes on relogging.
It's now possible to drag things on to runes again.

* A few minor fixes, and a major one

Changes:

Resetting your action button positions no longer completely breaks blood spells.
The downside to this fix is that Blood spells can no longer be moved around, so sorry sorry about that.

Fixes: #14393
Fixes: #13855

* New weapon sprites!

Adds fancy new sprites for all cult daggers and swords, courtesy of @McRamon!

They will need adjustments for Vox and Kidan at some point, and the Skrell inhand can look a bit odd at times, but those are also problems for every other weapon in the game so that can be fixed later.

Co-Authored-By: McRamon <31545294+McRamon@users.noreply.github.com>

* TM 3 fixes

Changes:

Fixed action button related bugs, including making them movable again! (probably caused a bunch more but eh),
Slightly tweaked threshold for ascendance,
Blood Rites now cleans up slime blood,
The Deconversion message is now bigger,
Flagellant robes now take 5% more damage (Lasers do 30 damage rather than 29),
Teleport runes can no longer be erased while a portal effect is open,
Teleport rune portals now always show the Z-Level if they're not in station space,
Teleporting another player no longer makes you temporarily invisible,
Attempting to summon a restrained cultist now gives said cultist a warning message,
Fixed a runtime when placing a soulstone in a construct,
Cultists now show on the Orbit menu if you have AntagHUD enabled,
Fixed a few typos

Co-authored-by: datlo <quentinkoyote@gmail.com>
Co-authored-by: Kugamo <thekugamo@gmail.com>
Co-authored-by: McRamon <31545294+McRamon@users.noreply.github.com>
2020-11-06 20:41:41 -05:00
Qwertytoforty
e3ee0b01e8 Makes slimes have slime jelly for blood (#14665)
* 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>
2020-10-31 17:49:55 -04:00
warior4356
b30ff7e2e9 Minor fixes. Removes Plastic 2020-07-14 21:26:45 -07:00
warior4356
cb06ebdd9f Refactor complete. Matches added. 2020-07-13 22:05:56 -07:00
Fox McCloud
70b46d8aea Life refactor (#13471)
* Life Refactor WIP

* part 2

* part 3

* runtime fix

* newlines

* tweaks

* perspective checks

* fixes

* remote view tweaks

* more fixes

* robot fixes

* better updating

* cleaned up icon procs

* less proc call overhead

* performance gains

* more optimization

* shorter lists, removal of unecesary code

* gene OOP and dna styling cleanup

* oops

* axe disabilities

* typeless loop

* various tweaks and fixes

* brain checks

* runtime fixes

* cryo vision fixes
2020-06-03 19:43:30 -06:00
joep van der velden
421a16b49f Makes trail_holders invisible upon examine. Fixing the client hanging/crashing 2020-05-07 21:52:43 +02:00
AffectedArc07
210f8badf4 Makes all global variables handled by the GLOB controller (#13152)
* 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
2020-03-20 21:56:37 -06:00
AffectedArc07
04ba5c1cc9 File standardisation (#13131)
* Adds the check components

* Adds in trailing newlines

* Converts all CRLF to LF

* Post merge EOF

* Post merge line endings

* Final commit
2020-03-17 18:08:51 -04:00
Citinited
fddff1049b [Testmerge ready] Ports tool behaviours; refactors all tools; adds functionality for self-filling reagent containers (#11700)
* Adds support for self-filling reagent containers

* Sets tool_behaviour on the default set of tools

* Fixing merge conflicts

* Refactors welder to use tool behaviour

* The refactor: part I

* The refactor: part II

* Tool Refactor Part III: Revenge of the Maint

* Tool Refactor Part IV: A New Hope

* Tool Refactor Part V: The Oldcoder Strikes Back

* Tool Refactor Part VI: Return of the Coder

* VII

* Holy shit, it compiles?!

* Nannek I completed your TODO, you owe me ice cream

* Tool helpers; telepad is compliant

* Bugtest, Round 1: Fight

Fuck refactoring disposals

* Buggfixing, Round 2: Electric Boogaloo

* Personal crafting uses tool behaviours now

* Construction datums use new tool behaviours; better way of handling fueltank refuelling; more bugfixing

* multitool_check_buffer change; removes some useless things in tool_helpers

* proc name change

* TRUE/FALSE changes

* Bugfixing, Round 3: A Good Day To Bugfix Hard

Fixes multiple issues raised by the testmerge

* Minor style changes
2020-02-15 13:31:08 -07:00
Fox McCloud
67dc33ac3f for-the-strength-from-which-he-gives-is-unerring 2019-10-05 02:08:11 -04:00
Fox McCloud
d29be05f74 the-figment-that-was-is-now-gone 2019-10-01 19:08:15 -04:00
Fox McCloud
a469d0fcf2 for-God-has-redeemed-us-all 2019-09-30 16:49:15 -04:00
Fox McCloud
9097dfcacf Merge remote-tracking branch 'upstream/master' into universal-damage
# Conflicts:
#	code/game/machinery/machinery.dm
#	code/game/objects/items.dm
#	code/game/objects/structures.dm
#	code/game/objects/structures/inflatable.dm
#	code/game/objects/structures/mirror.dm
#	code/modules/clothing/spacesuits/hardsuit.dm
#	code/modules/clothing/suits/wiz_robe.dm
#	code/modules/mob/living/carbon/alien/alien_defense.dm
#	code/modules/mob/living/carbon/slime/slime.dm
#	code/modules/mob/living/simple_animal/friendly/slime.dm
2019-09-28 00:16:11 -04:00
farie82
0e8ddb2afe Refactors the examine proc to return a list of strings (#12280) 2019-09-25 22:05:01 -07:00
Fox McCloud
238ea19d09 Merge remote-tracking branch 'upstream/master' into universal-damage
# Conflicts:
#	code/modules/clothing/suits/labcoat.dm
#	code/modules/clothing/under/miscellaneous.dm
#	code/modules/mob/living/carbon/human/species/golem.dm
#	code/modules/mob/living/simple_animal/bot/ed209bot.dm
2019-09-21 12:40:07 -04:00
Dave
ed97b0f05b Crayon Fixes (#12327) 2019-09-17 14:43:18 -07:00
Fox McCloud
aa49033844 nor-shall-our-souls-falter 2019-09-17 16:06:09 -04:00