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https://github.com/PolarisSS13/Polaris.git
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Still more simple_mob conversions (#5523)
* Fixes 6 pAI faces PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing. * Fixes the PDA Halogen Scanner's tendency to be number one. * Unfolded pAIs can be picked up Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options. * Adds the Gigaphone, a suped-up Megaphone. * Constant Chip has a sprite * Fireaxe cabinets find their fireaxes in initialize(), rather than new() * Speeds up alcohol * fixed mining cloak not being in loadouts * Admin Supermatter Setup now closes the monitoring room shutters (#5442) * Admin Supermatter Setup now closes the monitoring room shutters * Fixes a copy-paste error * Begins work on lightning. * Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448) * Map fix * fixed deadspy.dmm * Added Squid plushies of varying colours I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm and obj/toy.dmi * Added hat functionality to Squid plushies I added the ability to wear my Squid plushies as hats. They're damn good hats. * Replaces Skrell namegen (#5453) Created a first name list for Skrell, to replace the syllable assembler. Created a surname list for Skrell to replace the syllable assembler. Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler. * Mechoid makes mistakes. Fix telepathic gigaphones. * Lets people be colorblind Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players. * Whoops, worded that wrong * Adds beams to the Type var list for View Variables. * Unfuck my Master * Adds beams to the Type var selection in View Variables. * Finishes thunderstorms. * Adds logging. * APC Sprite Change - Port from Virgo recolored slightly to match closer to the old sprite - Addition of directional sprites for the APCs * Refactors supply controller. Supply consoles now run nanoUI * Missing ' * [Excitedly updates changelog] * btw i use arc * Removes supermatters from cave PoIs. * Holomap Port - Port of Holomaps from Virgo * Changing species (via ling or admin button) should no longer ruin your HUD * Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format * Removes empty file, gives the QM a control console again (Was replaced with an ordering console) * Hopefully fixes some tool-conversion things * Makes the Northern Star still compile * Keeps NS up to date * Taj and Unathi should have explorer mask sprites now * Corgi rune now summons the corgi in a flash of harmless lightning * Forces mech construction to work with the is_tool() procs * Various things and floors no longer associate with dirt * MultiZ falling tweaks * Fixes the clusterbang grenade * Added new hairstyles * Added new hairstyles * Fixes spelling of Strike in Lightning Strike admin verb * I don't know how we keep breaking falling * Hallucinations now use the old system again, but with the more modern components. * Ambience Refactor (#5476) * Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg * Apparently that file is still used, not worth the salt to remove it. * Changelog * The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown * Corrects noted issues * Add some missing sprites for xenoarch excavation. * Become thwarted, thot. * Fixes the Ultra AC2's burstfire bug. * The Major Bill's shuttle is actually contagious now. * penguins are from earth capitalize this, anewbe, i dare you * Mechoid's a butt * Adds new job/department specific teshari clothing to the loadout (#5481) * adding the new department specific teshari outfits * Slightly cleans up hooded suit code (#5471) * FBPs can have brute damage repaired externally again * Windoors fix * Cleans up some largecrate code * Weather refactor. * NanoUI makes me sad. * Drinking more booze gets you drunk faster * Ports the supermatter grenade, supporting code * May or may not make movement seem smoother * Fixes the Sleepy Ring * Partially ports the GLOB system * Fixes the bug(s) that allow meat bodies to have metal brains * ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here * Optimizes supply UI * Transfer shuttle grammar fixes * Fixes borked E and W fish sprites * Fixes incorrect ETA in crew transfer announcement * Mech Mini 'Revamp'. Will need playtesting. (#5480) * Exosuits are now capable of holding more equipment, of specific types. * Tweaks regarding feedback in staffside thread, other concerns. * Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss * Weapons only fit in universal combat slots. * Adds smart magazine, magazine functionality * Adds a new subset of grenades that shoot projectiles * Low alpha now makes HUDs and tooltips not show up on you * Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515) * Update smartfridge.dm * actually indicates which line solves the bug * Adds a whole bunch of Exosuit weapons and other miscellaneous parts. * Minifrags now use the small fragments mainly as they should. * Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird. * Touch stuff in reference to responses. * NanoUI now processes again * Converts more simple_animal mobs to simple_mob * Submap correction
This commit is contained in:
@@ -66,15 +66,15 @@
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/obj/structure/largecrate/animal/corgi
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name = "corgi carrier"
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starts_with = list(/mob/living/simple_animal/corgi)
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starts_with = list(/mob/living/simple_mob/animal/passive/dog/corgi)
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/obj/structure/largecrate/animal/cow
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name = "cow crate"
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starts_with = list(/mob/living/simple_animal/cow)
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starts_with = list(/mob/living/simple_mob/animal/passive/cow)
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/obj/structure/largecrate/animal/goat
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name = "goat crate"
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starts_with = list(/mob/living/simple_animal/retaliate/goat)
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starts_with = list(/mob/living/simple_mob/goat)
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/obj/structure/largecrate/animal/cat
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name = "cat carrier"
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@@ -85,4 +85,4 @@
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/obj/structure/largecrate/animal/chick
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name = "chicken crate"
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starts_with = list(/mob/living/simple_animal/chick = 5)
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starts_with = list(/mob/living/simple_mob/animal/passive/chick = 5)
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@@ -15,7 +15,7 @@
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/obj/structure/ghost_pod/manual/corgi/create_occupant(var/mob/M)
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lightning_strike(get_turf(src), cosmetic = TRUE)
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density = FALSE
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var/mob/living/simple_animal/corgi/R = new(get_turf(src))
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var/mob/living/simple_mob/animal/passive/dog/corgi/R = new(get_turf(src))
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if(M.mind)
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M.mind.transfer_to(R)
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to_chat(M, "<span class='notice'>You are a <b>Corgi</b>! Woof!</span>")
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@@ -126,7 +126,7 @@
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src.set_dir(turn(src.dir, 90))
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return
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else
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if(istype(usr,/mob/living/simple_animal/mouse))
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if(ismouse(usr))
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return
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if(!usr || !isturf(usr.loc))
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return
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@@ -52,7 +52,7 @@
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/obj/machinery/holoplant/proc/deactivate()
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overlays -= plant
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qdel_null(plant)
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QDEL_NULL(plant)
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set_light(0)
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use_power = 0
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@@ -102,7 +102,7 @@ GLOBAL_LIST_BOILERPLATE(all_janitorial_carts, /obj/structure/janitorialcart)
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data["replacer"] = myreplacer ? capitalize(myreplacer.name) : null
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data["signs"] = signs ? "[signs] sign\s" : null
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ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
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ui = GLOB.nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
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if(!ui)
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ui = new(user, src, ui_key, "janitorcart.tmpl", "Janitorial cart", 240, 160)
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ui.set_initial_data(data)
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@@ -744,7 +744,7 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
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uncommon_loot = list(
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/obj/item/mecha_parts/mecha_equipment/shocker,
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang,
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/grenade,
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser,
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/taser,
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/obj/item/device/kit/paint/gygax,
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@@ -784,7 +784,7 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
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uncommon_loot = list(
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/obj/item/mecha_parts/mecha_equipment/shocker,
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang,
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/grenade,
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser,
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/obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster,
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/obj/item/device/kit/paint/durand,
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@@ -32,7 +32,7 @@
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set category = "Object"
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set src in oview(1)
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if(istype(usr,/mob/living/simple_animal/mouse))
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if(ismouse(usr))
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return
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else if(!usr || !isturf(usr.loc))
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return
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@@ -11,7 +11,7 @@
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var/list/mobs_can_pass = list(
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/mob/living/bot,
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/mob/living/simple_animal/slime,
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/mob/living/simple_animal/mouse,
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/mob/living/simple_mob/animal/passive/mouse,
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/mob/living/silicon/robot/drone
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)
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@@ -76,7 +76,7 @@
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src.set_dir(turn(src.dir, 90))
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return
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else
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if(istype(usr,/mob/living/simple_animal/mouse))
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if(istype(usr,/mob/living/simple_mob/animal/passive/mouse))
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return
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if(!usr || !isturf(usr.loc))
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return
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