* Decl music + ported music
* Bugfixes and not
* unit test
* debug shit + some fixes
* More Changes
* Removes some unused/extra songs in case it was a file size issue
* Nuke crash-prone songs
* Add cynosure defines
* It Just Works Now + Finished Headphone code/sprites
* requested tweaks/debug removal
* recheck dme
* get_tool_quality has numerical meaning
* Basic tools set tool quality
* Toolspeed is replaced by tool quality checks
* Addresses assorted results from live test
* Extra cleanup
* Initial port
* Various fixes
* Doomguy Costume Addition
Halloween just around the corner, I wanted to add a costume that uses the new toy guns.
* Merge conflict, fixes
* Initial port
* Various fixes
* Doomguy Costume Addition
Halloween just around the corner, I wanted to add a costume that uses the new toy guns.
* Merge conflict, fixes
Fixes air injector in incinerator room, multiple issues in toxins
Fixes conveyor belts at mining and incinerator
Fixes several tiles being set to outdoors inside xenoarch outpost, mining
Fixes Civilian SMES being mislabelled as Cargo SMES
Adds shut-off valve to engine cooling array
Adds employment laptop to RD's office
Adds railing to stairs missing railings
Adds missing telecomms equipment to centcomm
Fixes a few issues with several basement submaps, added new posters
Fixes airlocks getting doors stuck open
Dimitri Zadornov: banana
This simplifies some very old and bad code, and unifies the admin/non-admin printing to avoid duplicate code.
Also fixes a number of bugs caused by ambiguous parens and various linter errors.
* Message piece combiner returns a list
* Emote formatter returns a list
* Port Runechat
* Various onamonapoea
* Suggested changes, small opts
* Fix chat message on different size mobs
* Couple more runefixes
* Enable encoding chat emphasis in runechat
* Remove extra asterisks from rune audible messages
* Fix runedefines
* Voidsuit Balance Overhaul
Overhauls the stats of voidsuits and tries to put them into niches. So far, I decided to go with a tier-based system.
Tier 1: Basic voidsuits available to the station and can be purchased from Cargo fairly cheaply (35 points).
Tier 1.5: These are slightly improved over Tier 1, but not as good as Tier 2. Currently, only the exploration/exploration medic voidsuits fit the bill.
Tier 2: These voidsuits are available to the station, but can only be purchased from Cargo at higher prices (60 points).
Tier 3: Mercenary voidsuits.
One of the key factors in this overhaul is that the slowdown on voidsuits was made granular. Instead of all voidsuits having a slowdown of 1 or 0, most voidsuits will have a slowdown of 0.5, while voidsuits that have really good protective attributes (such as security voidsuits) will move slower.
As well as this, most higher end voidsuits were given better breach threshhold and resilience values, because even the most heavily armored voidsuits were way too easy to pincushion for some reason.
On top of this, most voidsuits were given niches.
Engineering Voidsuit (Tier 1): Moderate radiation protection, Slightly better pressure/heat protection. Moves slow (Slowdown 1)
Hazmat Voidsuit (Tier 1): Perfect Rad Protection, but loses pressure/heat protection of engineering voidsuit. Also Slow.
Construction Voidsuit (Tier 1): Lighter than Engineering/Hazmat suits, but lacks either radiation protection or pressure/temp protection. Has a bit of extra armor, too. Mostly for field use.
Reinforced Engineering Voidsuit (Tier 2): Has good pressure/temp protections, perfect radiation protection, and moves pretty well.
Salvage Voidsuit (Tier 2): Same as above.
Mining (Tier 1): Fairly decent melee/bomb armor, and slightly harder to breach. Also mild radiation protection. Heavy.
Frontier Mining (Tier 2): Same as above, except lighter.
Medical (Tier 1): Normal weight, has some radiation protection, but otherwise unremarkable.
EMT (Tier 1): Exchanges radiation shielding for additional armor. Normal weight.
Biohazard (Tier 1): Highish melee protection and high atmos protection. Designed for EMTs in extremely hazardous enviornments.
Vay-med (Tier 2): Zero weight, still made of paper mache.
Security (Tier 1): Moderate protection all round, heavy weight.
Crowd Control (Tier 2): Focus on melee/bomb protection,
Security EVA (Tier 2): Focus on Ballistics/Laser protection.
Atmospherics (Tier 1): Pretty much the same. Super High atmos/fire protection. Extremely slow. Extremely hard to breach.
Heavy Duty Atmospherics (Tier 2): Same as above, except lighter.
Exploration (Tier 1.5): Normal weight and armored, but skimps on ballistic armor. Not quite as armored as security voidsuits. Above average rad protection.
Field Medic (Tier 1.5): Loses some of the armor, but gains more rad protection and some heat/atmos protection.
Pilot (Tier 1): Some very light armor plating, minor rad protection, otherwise unremarkable.
Blood-red (Tier 3): Mostly the same, except extremely hard to breach now.
Soot-covered Voidsuit (Tier 3): Heavier than the blood-red, but also pressure and fireproof. Loses a very little bit of ballistic/melee protection for excellent laser protection.
* Accidentally copypasta'd a bit too much
* Adjusts Breach Values
* Adds linter defines to repo.
* Uncomments linter defines already in the code.
* Resolves unreachable code linter errors.
* Nukes decade+ old syndie specops code except for computer since that's mapped in?????
* Resolves procs has no parent linter error.
* Proc signature fixes
* Bad comments
* "In" danger
* Type safety
* Implied nested list abuse
* Top level ..() usage
* Sleepy coder typos
* Invalid kwargs calls
* Pointless returns
* Linter hacks (see full message)
Byond doesn't care and it has no effect but linter doesn't like var/proc
for holding references to procs, despite that it's valid byond code.
Also, the linter seems to have serious issues figuring out relative
proc names. This commit is a sort of take-it-or-leave-it thing. It's not
required, it just cuts down on warnings, but this code is valid DM code.
* WHATEVER THIS IS
* Trick dreamchecker linter into ignoring this file's sins in it's weird use of vars
* Fix list decoration syntax - Its a list, not list of lists
- To declare that a var is a list you can `var/list/blah = list()` syntax or the `var/blah[0]` syntax. Both do exactly the same thing. But if you do `var/list/blah[0]` that is just like doing `var/list/list/blah = list()`
* Hopefully stops the ai holder subtype folder from going quantum and sometimes changes capitalization over time, and incidentally causing 20+ linter errors.
* Fixes unwrapped negated object in list linter error.
* Resolves colon-like list accessing linter error.
* Turns linter on in linter config.
* Fixes closet indentation properly and cleans up suit storage unit switch.
Co-authored-by: Aronai Sieyes <arokha@arokha.com>
Co-authored-by: Leshana <Leshana@users.noreply.github.com>
* Adding Cans
Adds the following cans
-Boda
-Kvass
-Kompot
* Adds Russian Reagents
Adds the following reagents
-Kompot
-Kvass
* Fills the cans
Adds the code needed for the can additions
* Updates the BODA Machine
Removes the old products and contraband and replaces them with the new cans