* crawling?
* knockdown. CONTAINS CHANGES THAT NEED REVERTING
* plotting can_moves death
* CANMOVE IS DEAD
* mappers are insane
* removes todos as the are todone
* decreases crawling speed
* silly-con fixes
* surgery fixes
* fixes death
* pAI fixes
* removes var/lying
* runtime fix
* decreases default crawling speed
* correct crawling dir
* some more fixes
* stunbaton tweak, revert later
* rejuv fix
* restraint and incapacitated refactor
* crawling dir in line with TG
* fixes vehicle movement and grabs
* alien rest fixes
* antistun fixes
* fixed fall sounds
* forgor to stage this
* first review
* canmove zombie dispersal
* fix
* lots of fixes
* defines
* fixes the trait helper
* if you got no legs you can still crawl
* sillyconfix
* no reverty keepy
* jaunt fix
* hopefully fixes perma sleepy zzz
* admin rejuv temp fix
* rest canceling
* antistun chems now remove knockdown
* buckle offset fix
* fixes some stuff
* crawling delay = 4
* descuffs bed
* sleeping hotfix
* fixes simple mob resting
* V is the macro for resting
* projectiles no dodgy
* refines the projectile check
* god I hate strings
* MORE FIXES
* I hate buckling
* fixes capulettium plus
* winding down
* farie review
* bugs did stop showing up
* SEAN
* todo
* sean review
* ed209
* i HATE cyborgs
* steel review
* laaaaaast things
* reverts stun baton changes
* and done
* Surgery on napping people wakes them up.
* Fix a potential afreeze issue
* Code review
* has_status_effect now returns `null` if no status effect
* move `voluntary` to be an arg to New
* Update code/modules/surgery/helpers.dm
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
* And this other IsSleeping call
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
* 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>
Changes:
Cult rise/ascension works properly now,
Cult constructs now show as antagonists in admin logs,
Manifested cult ghosts are now properly deconverted before being dusted,
Admin culting someone during a non-cult round now works properly, and sets up cult objectives and thresholds (Hopefully, anyway)
Also removed a couple of unused procs
* rework queen eggs, princess caste
* add trailing newlines for travis
* refactor for code standards
* Remove old/incorrect comment from queen.dm
* refactor purple.dm, add notification for which area queen is in
* princesses no longer lose ventcrawl or gain wallsmash when nesting, deletes MassFlicker()
* add status tab info for purples about where their queen is
* Simplified princess code: removed NestMode(), NestMode2().
* makes terrors use 'bite' animation when attacking something
* status tab spider regeneration helptext
* converts queen spit from TOX to BURN, empress single-fire
* fixes terror gender, double-examine text. add terrors closing airlocks, remove queen wrap
* newline for travis
* alter terror spider event balance depending on server pop
* white infection sequence: gray, red, brown, green, green
* moves #define isterrorspider(A) to __DEFINES\mobs.dm
* remove typoed comment
* fix: prevent exploit with spam-clicking egglay action button
* fix: prevent AI trying to move spiders after a player takes control of them
* fix bug where terrors bumping an airlock repeatedly could make it both open and close
* clarify comment on event odds
* increase queen spit burn damage from 30 to 40
* add: queen webs are now airtight, instead of dealing damage/hallucination
* remove spider alert for already-controlled spiders
* queen spit naming fix
* travis newline
* encourage princesses to remain outside vents
* fixes calls to CountSpidersDetailed not using list()
* makes it easier to debug away mission AI
* code quality: more typeless loops
* add: killing a queen, also kills most of her offspring
* remove walk fix, for splitting into another PR
* remove events\spider_terror.dm changes, move to another PR
* makes it compile - will still require merge conflict resolving later.
* fix: purple webs cause purples to lose sign of queen and die
* visible-> near for purples
* fix wrong gender on spiders
* queen spit now damages structures (like mechs) and other spiders
* ghost spacing
* show queen living time on examine
* Fixes#12969 - terrors getting stuck in web
* revert all changes to purple.dm
* farie requests 1
* farie refactoring II
* var/list/spider_array
* var/list/spider_totals
* more farie
* queen examine laycount, initial eggcount
* terror heat vulnerability, refactoring 1/0 vars
Co-authored-by: Kyep <Kyep@users.noreply.github.com>
* 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
By pressing four or clicking on the on-screen object, the AI can now change its intent. This is only useful (for now) for when the AI is controlling a mech, as it can now punch people instead of pushing them.