Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.
Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
...made you look...
seriously though, refined some surgery datums/steps and commiting so i
can go bugfix some stuff...and a sidequest...i need to adjust return
values.
This commit updates the previous commit with the latest changes from the
CB:GI git.
Primary Changes:
- Dancing! Passively grab someone, they passively grab you, looks like
dancing/wrestling. You get the image, I'm sure.
- Clarifications and possible runtime nipping.
This commit adds the following to the grab system:
- Knifing (Attack with edge weapon while neckgrabbing)
- Pressing eyes (Harm intent, neck grab, eye zone)
- Jointlocking (Grab intent, neck grab, almost any limb)
- Headbutting (Harm intent, neck grab, target chest or groin)
- Pin (Disarm intent, pins affecting to the ground until you move or let
go with help intent)
Adds agonyforce var to stun batons, which causes halloss and eye blur.
Also did some clean up of stun batons, and fixed the stun baton's bcell
var being of type weapon/cell/high instead of weapon/cell.
Conflicts:
code/_onclick/item_attack.dm
code/game/objects/items/weapons/stunbaton.dm
Overrides the generic sounds with more suitable ones where needed.
Weapons that do no damage don't have sound effects.
Conflicts:
code/game/gamemodes/wizard/artefact.dm
code/game/objects/items/stacks/sheets/glass.dm
code/game/objects/items/weapons/melee/misc.dm
code/game/objects/items/weapons/storage/toolbox.dm
code/game/objects/items/weapons/stunbaton.dm
code/game/objects/items/weapons/weaponry.dm
code/game/objects/weapons.dm
code/modules/hydroponics/hydroitemdefines.dm
code/modules/surgery/tools.dm