* Repaths badges, ribbons, pins and permits to /medal.
* Drakes can now wear pride pins.
* Updates xenofauna map, repaths some accessories.
* Added fence door interaction for drakes (open but not close)
* Adds stasis cages to the Xenofauna lab.
* Corrects some Cynosure badge paths.
* Allows mobs to climb into stasis cages themselves.
* Added lower temperature sensor alarms to xenofauna.
* fixes very old exploit that we literally just discovered
* this is what i get for speedrunning a bugfix
* reworks material ejection code
* literally it worked fine this is just so github likes it
* Update code/game/machinery/autolathe.dm
Co-authored-by: Atermonera <atermonera@gmail.com>
* Update code/game/machinery/autolathe.dm
Co-authored-by: Atermonera <atermonera@gmail.com>
* code prettiness
---------
Co-authored-by: Atermonera <atermonera@gmail.com>
* Smol botany update
- Adds the botany belt, capable of holding botany related tools, beakers & bottles as well as the floral somatoray
- Gives spades the ability to dig up plants so we don't have to go full texas chainsaw massacre on them whenever we want to remove one
- Adds botany belts to biogenerators
- Adds 2 and 3 spades to xenobotany and botany, respectively
* Update tray.dm
* Adds random zippo lighter.
* Adds random zippo lighter part 2.
* Adds random zippo.
* first prototype of the Research POI.
* Research POI definitions.
* Adding android simplemobs.
* Adds voice lines for fleeing.
* Fix robocorpses.
* Progress as of 28-02-23.
* Progress as of 02-03-23.
* Add detailing to the map
* de-stationifying the POI a bit
* Finishes adding android drone enemies.
* Final pass on Gene Lab POI.
* Fix corpse.dm linter error.
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Co-authored-by: Cerebulon <tanhindmarsh@yahoo.com>
* Fixing taperecorder voices
Carbon/Human has a voice variable for voice changers and to not go unknown when the face is covered without ID, tape recorder now respects that.
* Changing typechecks to simple null check
* Sometimes you can try to go too big brain
Mob already has voice_name defined apparently
* The implementation hear say uses
GetVoice()
* bugfix 1: autolathes can actually be deconstructed and don't cause runtimes (and also don't eat your crowbars)
* bugfix 2 (forensic techs actually get detective ids/pdas)
* bugfix 3 (accessories no longer do a weird double period)
* bugfix 4 (right foot)
* bugfix 5 (singular/plural stacks)
* bugfix 6 (ghosts can hang up on communicators -- still causes runtimes but it did this before and the runtimes are from the observer bug and not the communicator bug so it's fine)
* i lost count but this one gives the hos an egun because the cynosure hos locker doesn't have a gun at all and i'm not fucking around with balancing the fancy custom guns
* fixes infinite cell duplication exploit with autolathes (flashlights/coolers come empty from lathe now)
* changelog
* Update code/game/machinery/autolathe.dm
Co-authored-by: Atermonera <atermonera@gmail.com>
* Update code/game/machinery/autolathe.dm
Co-authored-by: Atermonera <atermonera@gmail.com>
* commits changes + fixes retro carpet (red) inventory sprites
* return..()'d
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Co-authored-by: Atermonera <atermonera@gmail.com>
* Converts move intents to /decl/move_intent
Adds /decl/move_intent/walk and /decl/move_intent/run.
Switches all move intent checks to use the new IS_RUNNING and IS_WALKING macros.
Renames and refactors /mob/living/proc/set_m_intent() to /mob/living/proc/set_move_intent(decl/move_intent/intent).
Removes the unnecessary /mob/var/m_int and associated code.
Updates all move intent setters to use set_move_intent().
* Swaps incorrect config values
Swaps incorrect move delays since I got them backwards somehow, oopsies.
* Adds suggested ?. operator
Compactifies two if statements using the ?. operator instead.
* Upkeep on Mech code.
Assembly Mines fixed, they do not spawn with an explosive payload from parent.
Vehicles no longer ignore cliffs.
Exosuits no longer ignore cliffs.
Objects can fall off cliffs. Objects with a buckled person will hurt the person. (Rollerbeds looking at you.)
Jumpjets added to allow planetary traversal, primarily useful upon the Serenity, Hoverpods, and Marauders (adminspawn). When toggled, they allow movement vertically, and prevent falling through open spaces. When used as the active equipment, it will launch the exosuit toward the target turf. When not on one of the above mentioned suits, it will cause a small explosion on launch, damaging the exosuit and anything directly nearby.
* Fighters are flying.
* Revert step delay floor adjustment. Flat strafing modifier of 1/5th of a second should be enough.
* Correction and Tweak.
* Fix stupidity.
* Porting species equip_adjust from Neb.
* get_species() => get_species_name(), adds correct get_species() impl
* sprite_sheets is now crudely lazylisted.
* Adds returns to add_blood and add_accessories.
* apply_addblends now uses an overlay.
* Renames the various worn overlay procs to be more informative.
* Debugging/refining overlay gen.
* Adding handling for string icon paths.
* Refining/debugging offset overlay gen.
* Getting the offset system working.
* Commenting out Teshari offsets for the time being.