* refactor: Attack chain, initial setup.
* migrate curtain to make dreamchecker happy
* update thurible
* don't call attacked_by separately for legacy attack chain
* remove duplicate proc
* condense similar code, put allowances for legacy code in new procs
* update docs, include diagram source
* add comment on how to update diagram
* fix admonition
* mindflayer updates
* remove commented out code
* clarify all steps
* after_attack should be overridable
* whoops
* retrofit recent changes
* duh, can't restrict this yet because of tool_acts
* i hate ore bags with the fire of a thousand suns
* return correct value for object attack logic
* Various cleanups.
We don't want to attempt to pull stuff out of `/obj/item/attackby`,
because those pieces are part of the related objects' migrations, not
`/obj/item` itself. Attempting to do this causes knockon effects where
things expected to call e.g. `/obj/item/storage/attackby` in the call
chain were not ferried over to the new item interaction code, because
the related objects hadn't actually been migrated over yet.
I've used refactoring /obj/vehicle as the example for migrating
`attackby` methods instead.
* simplify some argument names
* fuck it
* make it do the thing
* Rename CI module call
* Prove that CI works
* improve test output
* aaand fix it again
* fix curtain tool interactions
* fix compile error
* fix compile error
* Better docs, introduce migration plan tool.
* Improves barsigns and makes them buildable.
* Requested fixes.
* fingerprints and a parent call on attack_hand() (sure hope this doesn't break anything)
* More fixes. (the change to barsigns.dmi is removing a bunch of almost-transparent pixels on the mead bay sign that shouldn't have been there)
* Even more fixes.
* Better code and sprite fixes.
* early returns
* better
* more
* switch
* qwertyuiop
* whoops
* maps are stupid
* mcramon sprites :o
* i hope mapmerge works this time
* i hope mapmerge works THIS time
* zrsxdctfhghfcdszzsxdgcfhv
---------
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
* screwdriver_act my beloved
* convert to returns instead of . / lewcc review
* it will be done
* i'm a little bit stupid, but now time to test
* sometimes I get excited and press the commit
* The great test has been completed
* oh wow oh wow, lewc review
* found one last one
* Steel review
* Lewc review
* quick sirryan review
* removes stupid comments (old coders I blame)
* sirryan review two
* whoops...
* hal review
* the fix to the fix to the fix
* Revert "the fix to the fix to the fix"
FUCK I pushed to the wrong branch
This reverts commit a96fe98781.
* amogus
* Revert "amogus"
This reverts commit ebaa99c77b.
* Part 1
* rest of the airlocks
holy shit that took a long time
* part 2
* part 3
finale
* conflict resolution
* fixes warnings
* fixes paneloen airlock emissives
* adds back changes from #18145
* #18085 sprites
* SteelSlayer Review
readded process in status_display, idk why I removed it, it broke some functionality
* future proofing firedoors
Talked with the contributor who added emissive appearances to the codebase. As of now they wont block them unless they spawn as closed, but with future PR merges this code will work.
* solar panel PR conflict resolve
* pain
* small fix
* farie82 suggestions
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
* farie82 suggestions part 2
* farie82 suggestions part 3
* finalle
pog champ ers 2000
* farie82 suggestions the sequel
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
* SteelSlayer Suggestions
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
adds armor to many objects
re-adds the clockcult floor sprite (accidentally removed in another PR)
adds clockcult effects to the clockcult floor
adds clockcult grilles
adds var/broken to /obj/structure
adds unused resistance_flags var
moves burn_state and resistance_flags to flags.dm
more updates to attack code
updated obj_defense.dm procs
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.
This commit allows the bartender, or anyone with access_bar, to change the
barsign's image by hitting it with an ID. This commit also adds a variable
to disable such behavior for custom maps. Finally, this commit adds two
new icons for the barsign, named simply 'on' and 'off', which look like
the base sprite for most of the other barsigns, but blank.