Give Atmos-traitors a unique 10TC axe to buy.
This axe starts with a single charge and can gain more charges over time
by destroying windows and grilles. Each grille or window destroyed has a
4% chance of giving another charge to the axe. On a charged hit the axe
will hit for 30 brute and 30 burn. It will otherwise function as a
normal fireaxe if out of charges.

Sprites courtesy of Fullofskittles
🆑 IcyV
add: Adds a unique axe for Atmos-traitors
/🆑
- Refactors action button backend
- Action buttons are no longer checked on Life(), items are responsible
for adding/removing/updating them.
- Item action buttons are no longer a static action_button_name define,
items define actions_types, which is a list of paths.
- Items can now have multiple action buttons.
- This is handled by new arguments to ui_action_click, the first
parameter is the user, the second is the path of the action datum
that was invoked.
- Refactored how internals function
- You may now directly switch internals without breaking anything.
- The internals icon has been updated to be more consistent.
- Added action buttons for jetpacks
- Added action buttons for oxygen tanks
- Uses-based implants now qdel() themselves when they run out of uses.
This is somewhat a buff to traitor implants, but it's such a minor
change. The actual reasoning is so that the action buttons are properly
removed.
- Fixed a bug with the "Boo" spell which resulted in IsAvailable failing
for certain ghosts.
- You can now shift-click on movable HUD elements to reset them to the
proper position (thank fucking christ)
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 first and foremost ports the -tg- atom pooling system, and
removes the old experimental system entirely.
Secondly, this PR modifies the qdel system to use a -tg- lookalike
"destroy hint" system, which means that individual objects can tell qdel
what to do with them beyond taking care of things they need to delete.
This ties into the atom pooling system via a new hint define,
QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of
deleting it as per standard.
Emitter beams are now fully pooled.
Qdel now has semi-compatibility with all datum types, however it is not
the same as -tg-'s "Queue everything!" system. It simply passes it through
the GC immediately and adds it to the "hard del" lists. This means that
reagents can be qdel'ed, but there is no purpose as of yet, as it is more
or less the same as just deleting them, with the added effect of adding
logs of them being deleted to the garbage collector.
This commit ports the base system of LINDA from TG. This version of linda
is the original version, with none of -tg-'s fixes, rewrites, or other
such improvements attached.
The mob ignite system has been 100% removed, as LINDA does not support
this normally. It may be added back in when the improvements and refactors
to LINDA have been ported.
- Adds ABSTRACT flag to relevant items, removes abstract var.
- Adds checks for ABSTRACT where relevant.
- Also removes extra define of golem gas mask.
- Adds NODROP to changeling mutations so I don't have to do that later.
- Also adds ABSTRACT and NODROP flags in preparation for removal of
canremove and abstract vars.
- Sorts some of the setup.dm flags so they're in order.
- Replaces 'flags & 2' in policetape.dm with pass_flags & PASSTABLE,
should have the same effect.
- Poker tables now actually use the poker table icon. I don't reccomend
you use this, as the poker table icon doesn't mesh well as of right now.
Plan to fix that at a later date.
- Items that require two hands now properly update when
wielded/unweilded. Hooray.
- Minor changes to the way nukeops naming works.
- All weapons now have a 'no_embed' var. If this var is set to 1 (It is
0 by default) the item will bypass checks to embed into people during
melee combat and when thrown. This is intended to be used for items such
as the esword, where it is physically impossible for it to be embedded
into someone, as opposed to something like the telebaton, where it's
simply improbably that would get embedded into anyone.
- All energy-based melee weapons have no_embed set to 1.
- All energy-based melee weapons now have a more appropriate hitsound
when active. See: blade1.ogg
Now weapons can properly cause cuts without necessarily having a greater
chance to remove limbs.
Also separates is_sharp, has_edge, and can_puncture.
Conflicts:
code/__HELPERS/unsorted.dm
code/modules/mob/living/living_defense.dm
code/modules/mob/living/silicon/robot/component.dm
code/modules/mob/living/simple_animal/bees.dm
code/modules/projectiles/gun.dm
code/modules/reagents/reagent_containers/syringes.dm
code/modules/surgery/eye.dm