* Adds examine steps and code comments to window doors. (#84498)
## About The Pull Request
Window doors, unlike many machines and structures with multi-step
construction, was lacking a set of examine instructions to let you know
how to build it properly.
This PR adds those instructions, and basic instructions for
deconstruction as well to windoors and windoor assemblies to make using
them more seemless.
Also, updates some code comments in the file while I'm here because
they're just straight up incorrect, as it turns out!
## Why It's Good For The Game
In playing a round, I had absolutely no clue on how to construct a
windoor. I quickly checked the code, only to learn that the steps were
completely wrong in the documentation too, so this should help prevent
this from being an issue going forward.
## Changelog
🆑
qol: Examining a windoor will now provide the construction steps, like
other standard buildable objects.
/🆑
* Adds examine steps and code comments to window doors.
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Adds pen clicking, changes most pen typechecks into writing implement checks (#84186)
## About The Pull Request
Fixes#84170
Adds pen clicking and changes some of edagger and pendriver code to use
it instead.
Also replaces most pen typechecks to writing implement checks where it
makes sense, so now you can rename things with everything you can write
with (crayons)

Twisting pen caps (for traitor uplinks) has been moved to ctrl + click
instead.
* Adds pen clicking, changes most pen typechecks into writing implement checks
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Fixes incorrect operator usage in mecha code (#82570)
## About The Pull Request
I completely screwed up and told the original PR author of #82415
(9922d2f237) to use the `XOR` operator
instead of the `OR` operator (I wasn't thinking right for some reason
when I was reading the ref), anyways this PR just fixes that because I
misled the contributor into doing something that wasn't correct and
actually would BREAK functionality instead.
* Fixes TGUI debugging tools (#82569)
This project doesn't interfere with the game logic and aims to fix
multiple debugging features that are currently broken. Unfortunately,
kitchen sink and debug layout became broken after migration to Redux.
This PR aims to fix those features.
* Removes unused code for HTML UIs (#82589)
## About The Pull Request
This is the final PR for https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA that
I've been slowly inching towards the past few months.
This removes ``updateDialog``, ``updateUsrDialog``, ``IN_USE``,
``INTERACT_MACHINE_SET_MACHINE``, and everything surrounding it. Also
fixes advanced camera consoles not booting you off when you're moved out
of reach.
We called ``check_eye`` on mob life whenever they had their machine var
set, but their machine var would never be set to anything that actually
used it, which I found to be a little funny but was also probably my
fault.
## Why It's Good For The Game
This is poor and unmaintained code used for HTML UIs that we no longer
need thanks to TGUI, we should get rid of it to encourage the use of
TGUI in the future instead.
## Changelog
🆑
fix: Advanced camera consoles now boots you off when you're moved out of
reach.
/🆑
* Fixes a variety of input stalling exploits (#82577)
## About The Pull Request
Fixes the following input stalling exploits (maybe missed some):
- Changing GPS tag
- Setting teleporter destination
- Request Console Reply
- Various AI law board interactions
- Note, I used `is_holding` but technically this means these fail with
telekinesis. I can swap them to `can_perform_action(...)`, which allows
TK, but I noticed some places explicitly deny TK interactions with Ai
law boards. Not sure which is preferred.
- Borg Rename Board
- Plumbing Machines and Ducts
- APCs and SMES terminal placements
- Stargazers Telepathy
- Go Go Gadget Hat
## Changelog
🆑 Melbert
fix: You can't change the GPS tag of something unless you can actually
use the GPS
fix: You can't set the teleporter to a location unless you can actually
use the teleporter
fix: You can't reply to request console requests unless you can actually
use the console
fix: You can't update AI lawboards unless you're actually holding them
fix: You can't update a borg rename board unless you're actually holding
it
fix: You can't mess with plumbing machines unless you can actually use
them
fix: You can't recolor / relayer ducts unless you're actually holding
them
fix: You can't magically wire APCs and SMESs unless you're right by them
fix: You can't use Stargazer Telepathy on people who you can't see
fix: You can't configure the Inspector Hat unless you can actually use
it
/🆑
* [NO GBP] Power outage operation fixes for chem master (#82591)
## About The Pull Request
- If the chem master runs out of power mid printing, it will properly
stop the printing process and its animation
- When transferring reagents it correctly checks if we have enough power
without forcing it
## Changelog
🆑
fix: chem master properly shuts down if it loses power mid printing and
won't transfer reagents for the same
/🆑
* Refactor renaming UNIQUE_RENAME items from the pen to an element (#82491)
## About The Pull Request
So a bit ago someone in code_general wanted to make plushies renamable,
but learnt that just adding the `UNIQUE_RENAME` flag wouldn't work as
pens would murder the plushie and only THEN let you rename it. I noted
refactoring both pens and plushies to use the new
`item_interaction(...)` procs would Just Solve This, but, well, they
didn't really have any coding experience.
But, hey, renaming being hardcoded to the pens has annoyed me ever since
I laid my eyes upon the hot mess that is paperwork code.
So here we are!
### We're making it an element.
There's not really much to this, this is mostly the same code but moved
to an element and with some minor cleanups.
First, we move it all from `/obj/item/pen` to a new element we called
`/datum/element/tool_renaming`. With this, instead of having it proc on
`/obj/item/pen/afterattack(...)`, we register it to proc on the
`COMSIG_ITEM_INTERACTING_WITH_ATOM` signal.
https://github.com/tgstation/tgstation/blob/6e36ed984070d53e16bed4fa43eb0cbe6460deed/code/__DEFINES/dcs/signals/signals_atom/signals_atom_x_act.dm#L59-L62
Secondly, we realize the code is just going through each if statement
regardless of whether the previous was correct.
https://github.com/tgstation/tgstation/blob/6e36ed984070d53e16bed4fa43eb0cbe6460deed/code/modules/paperwork/pen.dm#L225-L258
And, as we're dealing with text, just make it a switch statement
instead.
```dm
switch(pen_choice)
if("Rename")
(...)
if("Description")
(...)
if("Reset")
(...)
```
Then, we replace all single letter variables with descriptive ones,
replace the if-elses with early returns, and make it actually return
item interaction flags.
Finally, we slap this onto the pen, and we're done.
Now we can slap it onto other fitting renaming tools, and it uses the
proper item interaction system.
## Why It's Good For The Game
I feel it's generally better to not hardcode this to just pens, we have
plenty other writing utensils and possible renaming tools.
It's also a bit cleaner than before.
Apart from that, moves it from using `afterattack(...)` to the proper
item interaction chain by using `COMSIG_ITEM_INTERACTING_WITH_ATOM`,
which should reduce janky interactions.
## Changelog
🆑
refactor: Instead of being hardcoded to the pen, renaming items is now
an element. Currently only pens have this, and functionality should be
the same, but please report it if you find any items that were renamable
but now aren't.
/🆑
* Adds various quality of life changes for cooking to make it less click intensive. (#82566)
## About The Pull Request
- Increases tray item size by 1 item.
- Ranges and griddles can now be fed from trays.
Click when closed => fill soup pot.
Click when open => fill associated oven tray.
Right click when open => fill tray from oven tray
Click griddle => fill griddle surface.
Right click => fill tray from griddle surface
- Martian batter is now 5u of each ingredient into 10u of batter.
Hopefully will make it bug out less where it makes far fewer reagents
than it is supposed to, fixing reagents, or well soups specifically...
is out of scope for this PR.
- Adds the ability to print soup pots and large trays from the service
lathe
Soup pot: 5 Iron sheets, 0.4 bluespace crystal (given their size of
200U)
Large serving tray: 2 iron sheets
## Why It's Good For The Game
Makes cooking a lot less tedious. Especially for people with low
precision when it comes to filling oven trays. This also bring the
behavior up to parity with how you can click microwaves with trays to
fill them, ditto for the food processor. It also allows chef to use the
whole capacity of an oven, as previously you couldn't easily click 6
cake batters or other giant sprites onto the tiny tray.
The tray is now sized to be able to easily feed a griddle 8 items.
## Changelog
🆑
qol: chef equipment can now deposit and withdraw to/from trays!
qol: chef now has access to griddle and oven sized trays!
qol: service can now print soup pots
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Removes grid usage + heavy refactors (#82571)
## About The Pull Request
Grid has been deprecated for quite some time and we still use it. I
won't completely remove the component, this way downstreams won't
immediately suffer, but I can remove it from usage.
Some of these UIs had issues with them and as a hobby project I've
refactored them into typescript / rebuilt them. Airlock electronics, for
instance, looks substantially better.
<details>
<summary>before/after as requested</summary>
current airlock electronics scrolls into oblivion

updated

</details>
## Why It's Good For The Game
Code improvement + probably UI bug fixes
## Changelog
🆑
fix: Airlock electronics and other access-config type UIs should look
much better.
/🆑
* modular fixes
* [No GBP] Removes cogbar from some stealthy actions (#82593)
Issue brought some missed hidden actions to my attention.
I left cogbars in for _breaking_ handcuffs because resisting is sort of
a gray area. On one hand, you don't want someone to see you doing it; on
the other, there is a visible warning that you started doing it. So,
meet in the the middle, breaking handcuffs is still visible while
resisting isn't.
Closes#82583
Cogbars are not intended to ruin stealth
🆑
fix: Deviants buffed: Rogue shoelacing, pickpocketing and restraint
resisting no longer give cogbar icons.
/🆑
* [NO GBP] ...Remember to add SIGNAL_HANDLER (#82630)
## About The Pull Request
Just realized I forgot to add `SIGNAL_HANDLER` to the all-nighter
`on_removed_limb(...)` proc, even though it handles signals.
## Why It's Good For The Game
https://github.com/tgstation/tgstation/blob/fe26373572e41415ec12e2b0785f0c6dc2567577/code/__DEFINES/dcs/helpers.dm#L9-L11
* React cleanup (#82607)
## About The Pull Request
- No defaultHooks in react. Might fix issues where pages were not
scrollable on hover.
- createRef in a functional component. should be useref
## Why It's Good For The Game
Code improvement
* Security photobooths have their own ID (#82628)
## About The Pull Request
Prevents the HoP's photobooth button from connecting to the security
photobooth via having the same ID.
## Why It's Good For The Game
I forgot to add this when I made the security photobooth but it's
important that by default without any varedits, the HoP and security
photobooths stay separate.
## Changelog
🆑
fix: The HoP's photobooth button is now consistently connected to the
HoP's photobooth.
/🆑
* Fix buckled alert unbuckling not working properly (#82627)
## About The Pull Request
So funny thing, while trying to reproduce a different issue on the
current master, I coincidentally let my local instance start without
reading, latejoined on the shuttle, and I noticed it wasn't letting me
unbuckle as easily.
Looking into this a bit later, it seems as if it's a line #82593
accidentally changed while moving around the
`/mob/living/carbon/resist_buckle()` proc's flow.
https://github.com/tgstation/tgstation/blob/fe26373572e41415ec12e2b0785f0c6dc2567577/code/modules/mob/living/carbon/carbon.dm#L238-L241
While before it was
```dm
/mob/living/carbon/resist_buckle()
if(HAS_TRAIT(src, TRAIT_RESTRAINED))
(...)
else
buckled.user_unbuckle_mob(src,src)
```
Just changing this to `buckled.user_unbuckle_mob(src, src)` fixes this.
## Why It's Good For The Game
Fixes buckled alert unbuckling not working properly.
Fixes#82627.
## Changelog
🆑
fix: Clicking the buckled alert unbuckles you again.
/🆑
* Advanced camera consoles correctly deactivates when something happens to it or the user (#82619)
## About The Pull Request
- Fixes#82520
1. The eye deactivates when the machine is destroyed/deleted
2. The eye deactivates when the machine loses power
3. The computer constantly moniters the users status inside `process()`
and will deactivate when anything happens to them. Its not enough to
just hook onto to the mobs `COMSIG_MOVABLE_MOVED` signal. Literarly
anything can happen to them so we have to check constantly for any
changes
## Changelog
🆑
fix: advanced camera consoles correctly deactivate when something
happens(no proximity, no power etc) to its user
/🆑
* Oven tray checks for ovens (#82615)
## About The Pull Request
- Fixes#82610
Only oven trays have this proc not serving trays or other stuff

Also oven trays have a null atom storage which prevents it from being
put back in the oven after taking it out. So we remove that check
## Changelog
🆑
fix: you can put back the oven tray after you take it out
fix: only oven trays are allowed in ovens preventing baked food runtimes
/🆑
* Living Limb fixes (feat: Basic mobs attack random body zones again) (#82556)
## About The Pull Request
Reworks Living Limb code to fix a bunch of runtimes and issues I saw
while testing Bioscrambler.
Specifically, the contained mobs are now initialised via element
following attachment so that signal registration can occur at the
correct time. This allows limbs to function correctly when added from
nullspace via admin panel or bioscrambler.
Secondarily (and more wide-ranging) at some point (probably #79563) we
inadvertently made basic mobs only attack the target's chest instead of
spreading damage.
This is problematic for Living Flesh which can only attach itself to
damaged limbs but was left unable to attack damaged limbs.
I've fixed this in a way which is maybe stupid: adding an element which
randomises attack zone pre-attack.
Living limbs also limit this to _only_ limbs (although it will fall back
to chest if you have no limbs at all).
This is _technically_ still different, the previous behaviour used
`adjustBruteLoss` and `adjustFireLoss` and would spread the damage
across your entire body, but there isn't a route to that via the new
interface and this seems close enough.
## Changelog
🆑
fix: Living Limbs created by Bioscrambler will be alive.
fix: Living Limbs can once more attach themselves to your body.
balance: Living Limbs will prioritise attacking your limbs.
fix: Basic Mobs will once again spread their damage across body zones
instead of only attacking your chest.
/🆑
* RPG Loot: Revisited & READY (#82533)
Revival of #72881
A new alt click window with a tarkov-y loading spinner. Replaces the
object item window in stat panel.
<details>
<summary>vids</summary>
toggleable grouping:

now lists the floor as first obj:

in action:

</details>
- search by name
- 515 image generator is much faster than alt click menu
- opening a gargantuan amount of items shouldnt freeze your screen
- groups similar items together in stacks by default, toggleable
- shows tile as first item
- <kbd>Shift</kbd> and <kbd>Ctrl</kbd> compatible with LMB
🖱️
- RMB points points at items (sry i could not get MMB working)
- key <kbd>Esc</kbd> to exit the window.
For devs:
- A new image generation tech.
- An error refetch mechanic to the Image component
- It does not "smart track" the items being added to the pile, just
reopen or refresh. This was a design decision.
Honestly I just dislike the stat panel
Fixes#53824
Fixes

🆑
add: Added a loot window for alt-clicking tiles.
del: Removed the item browser from the stat panel.
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Reverts parts of #82602 (nodeath checks) (#82637)
## About The Pull Request
Reverts the nodeath checks of #82602
I opened a review thinking these checks were sus and the PR author said
they would remove them, but it was merged before that happened.
TL;DR
1. I just noticed this now but it only affects carbons / humans it
doesn't even cover living or any other subtypes
2. Kinda sus. Some code intentionally skips checking nodeath (I guess?
Like removing the brain for example) so we would need a larger audit of
this rather than haphazardly throwing it in.
* Fixes to battle arcade (#82620)
## About The Pull Request
Added gear for world nine, removed the "Gear" gear that did nothing.
Made counterattacks to kill an enemy properly kill the enemy.
I renamed some gear items to fit the theme of the area they are unlocked
in just as a small thing.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/82613
## Changelog
🆑
fix: Battle arcade's higher levels no longer gives you a "Gear" gear,
and counterattacks can now properly kill enemies.
/🆑
* Fixes SMES terminal placing under the SMES and not under the player (#82665)
## About The Pull Request
Changes `src` to`user` to get intended behavior.
* Birdshot: Toy crate (#82633)
## About The Pull Request
Gives the clown+mime their toy crate.
## Why It's Good For The Game
*honk*
* tram ai sat starts with a full smes (#82646)
## About The Pull Request
consistency and also this is fixes a bug introduced by that one power
refactor
## Why It's Good For The Game
bug bad
## Changelog
🆑
fix: tramstation AI sat starts full
/🆑
* [no gbp] Space Ruin bioscramblers shouldn't chase people around (#82649)
## About The Pull Request
See title
They wouldn't lock on to people on the station from a space ruin, but
would to whoever entered their z level the second it was entered.
Also fixes bug where I changed `status_flags` to `status_effects` for
some reason which isn't where you look for godmode
## Why It's Good For The Game
We have a space ruin whcih several (coreless) anomalies spawn on, the
bioscrambler was put as an option because it was already immortal. It's
weird though to zone into the ruin and immediately have every anomaly in
there lock onto you, the best intended effect is probably for these ones
specifically not to be bloodthirsty.
We kind of only care about that behaviour on the station.
## Changelog
🆑
fix: Anomalous Research ruin Bioscrambler anomalies won't home in on
targets
fix: Bioscrambler won't randomly drop its target for no reason
/🆑
* Sunders the many unused sprites and organizes what's left in structures.dmi (#82658)
## About The Pull Request
Hello again, I noticed the /obj/structures.dmi file had a lot of unused
stuff like tables from two generations ago, so I changed some stuff
around:
- Many unused, old icons deleted, mostly window variants used in old
smoothing systems I imagine
- Reorganized many sprites in the file so they're more grouped together
- Tweaked some barricade sprite naming to be consistent/standardized,
and to let others know they're not _too_ old...
- Fixed a misnomer that I believe was making directional tinted windows
look like frosted windows
## Why It's Good For The Game
Saves on file space, and satisfies your brain's pattern recognition bits
### Spriting
Old:

New:

also good lord those linen bin sprites are a crime
## Changelog
🆑
fix: Probably fixed directional tinted windows looking like directional
frosted windows
image: Deleted a bunch of unused structure sprites
/🆑
* Birdshot Wall Sanity Pass (#82598)
## About The Pull Request
Cleans up minor artifacting in the Birdshot Sec-Tram Closed Turfs
## Why It's Good For The Game
Someone definitely didn't mean to place some machines under Closed
Turfs. This barely qualifies as player facing.
## Changelog
🆑
fix: Cleans up some rocks on Birdshot
/🆑
* [NO GBP] Fixes deconstruction of closets & crates under a special case (#82612)
## About The Pull Request
So if a closet/crate has the `NO_DEBRIS_AFTER_DECONSTRUCTION` set on it
and if someone/something is still inside, then after deconstruction they
get deleted rather than getting dumped out first.
Could cause potential hard delete of mobs & stuff. We don't want to deal
with that
## Changelog
🆑
fix: closets & crates will dump all contents out first before deleting
itself regardless of `NO_DEBRIS_AFTER_DECONSTRUCTION` thus not for e.g.
hard deleting mobs inside it
/🆑
* Fixes ordinance lab igniter in IceBox (#82595)
## About The Pull Request
- Fixes#82294
Basically the same idea of merging ordanance lab with the burn chamber
so they share the same apc as already implemented in #82322
## Changelog
🆑
fix: Ordinance lab igniter in Icebox works again
/🆑
* Birdshot: engi wardrope. (#82639)
## About The Pull Request
Add engi wardrope on Birdshot.
## Why It's Good For The Game
Birdshot doesn't have engi wardrope.
🆑
fix: Birdshot now have engi wardrope
/🆑
* Gives shadow walk a new, spookier, and shorter sound effect that no longer ignores walls (#82689)
## About The Pull Request
This gives shadow walk a snazzy new sound effect for entering/exiting
jaunt.
https://github.com/tgstation/tgstation/assets/28870487/c25f720f-5bad-4063-8d6e-140fd41bd740
This also has the sounds it plays no longer passes through walls.
## Why It's Good For The Game
The ethereal_entrance/exit sound effects are drawn out, and pretty
grating. They work for the other jaunts they're used for because a jaunt
typically lasts longer than the sound itself. Nightmares are frequently
dancing in and out of jaunt, and the sound effects for entering/exiting
tend to overlap. It gets loud and annoying really fast.
This sound effect is quicker, spookier, and more distinct.
As for making the sound not ignore walls, I think it's pretty dumb how
easy it is to detect the spooky scary shadow antag just by sitting in
your department. It takes a lot of the initial fear and paranoia they
have the potential for is wasted when Joe Geneticist can hear them
messing around in their territory without having to leave their chair.
## Changelog
🆑 Rhials
sound: Nightmare has a new sound effect for entering/exiting shadow
jaunt. It also no longer can be heard through walls.
/🆑
* [MIRROR] Alt click refactor (#2029)
* Alt click refactor
* Some early conflict removal
* Big modular refactor
* Update console.dm
* Update paper.dm
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
* Yeets `ATTACK_QDELETED`, fixes welding torches not using fuel on attacking non-mobs (2 year old bug) (#82694)
## About The Pull Request
- Deletes `ATTACK_QDELETED`
- May have been necessary in the past but it's pointless now. All it
does is clutter the attack chain. Perish.
- Fixes welders not using fuel on attacking non-mobs
- #65762 "fixed" welders consuming fuel on clicking turfs by adding an
`isliving` check and not an `ismovable` check?
## Changelog
🆑 Melbert
fix: Blobs may rejoice, welding torches now consume fuel when attacking
objects again after two years.
/🆑
* electric_welder fire
* Quirks, which give items, now have quirk_item arg specified as obj/item, instead of being just a var (#82650)
## About The Pull Request
quirk_item is now /obj/item, since it will allow for calling procs or
getting variables from this item
It's required for non-modular translation to call for item's name to
remove articles
## Why It's Good For The Game
It's always an item, and if it's a path, it's already checked for it.
Better usage in the future.
* turns martial arts gloves into a component (#82599)
sleeping carp gloves also work on mind init
this means for the sake of deathmatch you dont have to put them off and
on
fixes#82321🆑
fix: you no longer need to put your sleeping carp gloves off and on in
Deathmatch to get the martial art
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Regal Rats can now tear down posters (#82673)
## About The Pull Request
i was fixing something on bagil and someone who was playing a regal rat
(after the round ended) said they wanted to be able to tear down posters
as a regal rat so i decided to code it because it made sense.
it's an element so literally any mob can tear down posters but i can't
think of any other mobs that would make sense to let it tear down
posters so we'll leave it just for _The Champion of All Mislaid
Creatures_ for now
## Why It's Good For The Game
Regal Rats should be all about sludgemaxxing and fucking up maintenance
to make it look even more grody than it should be. Being able to tear up
those disgusting and well-drawn posters to leave behind nothing but
scraps fits that motif. The element has a `do_after()` just to make sure
His Holiness doesn't accidentally tear down his posters while clicking
(i think all mobs should have this but that's a different issue man)
also includes some code improvement and user feedback in some failure
cases that already existed in the code.
## Changelog
🆑
add: Regal Rats are now able to tear down those colorful posters those
weird grey creatures keep spackling up on the walls of their rightful
domain.
/🆑
* Adds "Strong Stomach" quirk, a core CDDA/PZ quirk we've sorely been missing. Also Deviant Tastes dirty food re-nerf. (#82562)
## About The Pull Request
- Adds Strong Stomach quirk.
- 4 points
- You can eat dirty food without risk of getting disease.
- You suffer less negative effects from vomiting. Vomit stuns you for
half the duration, and you lose half as much nutrition.
- Reverts https://github.com/tgstation/tgstation/pull/76864 , integrates
its effects into Strong Stomach instead.
## Why It's Good For The Game
- Lotta people (namely Lizards and sometimes Felines with Deviant
Tastes) run gimmicks involving them being a gremlin person and eating
trash off the ground, and it's rather hard to accomplish this now since
it makes you a public medbay enemy # 1. This quirk should give them an
option to avoid that.
- Also (as mentioned in the title) both CDDA and PZ have this trait and
I can't believe we're missing it! This is something in
modifiable-character-traits/quirks-101.
- I moved the effects from #76864 to this quirk because 1. I thought it
was more fitting and 2. I thought the original PR was kinda wack for
what is (generally) a neutral quirk.
## Changelog
🆑 Melbert
add: Adds the Strong Stomach quirk, which allows you to eat grimy food
without worry about disease, and makes you a bit more resilient to the
effects of vomiting.
del: Deviant Tastes no longer prevents you from getting a negative
moodlet from eating dirty food. Strong Stomach does that now.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Remove several functions from collections.js which have ES5 equivalents (#82417)
* Makes it EVEN EASIER to work with atom item interactions ft. "Leaf and Branch" & "Death to Chains" (#82625)
* apc fix
* Gulag Adjustments Two (#82561)
## About The Pull Request
I have received feedback that after the prior changes in #81971, the
gulag is still a little bit too subject to RNG.
The main culprit (as in my previous PR) is Iron being kind of cheap and
the fact that unlike the old Gulag you no longer have any way of
headhunting more valuable materials (everything appears as boulders on
your ore scanner).
My solution to this is wider than the last one of tweaking point values,
but also much simpler:
Just make every boulder you mine be worth the same amount of points
regardless of what is inside of it.
On the average test I made I could comfortably mine about 40-45 boulders
in ten minutes.
We'll make some adjustments to that rather than leaving 40 as the target
number;
Most players upon being teleported to the gulag are going to spend a few
minutes whining and bemoaning their fate instead of getting straight to
work. I had the benefit of being able to make sure my run started as
soon as a storm ended so I wouldn't need any kind of midpoint break. I
was also always the only person playing on my local instance, there
hadn't been any other pesky prisoners before me who had already mined
out all the nearest available deposits. And of course, let us not
forget, I am an MLG master league ss13 player who was surely performing
well above average.
So we'll round that down to: Each boulder is worth 33 points, meaning
you need to collect 31 boulders to complete a 1000 point (roughly ten
minute) sentence.
How do I ensure that every boulder is worth the same amount of points?
Well it's pretty easy.
One boulder = one material sheet. One material sheet = 33 points.
Simple.
"Now Jacquerel", I hear you not saying because you don't want me to know
about this thing you would prefer to do instead of hitting rocks
outside; "if I simply smash all of the tables and microwaves and botany
trays and bed in the gulag I can easily get like 65 sheets of Iron,
which is almost enough to buy the freedom for two entire people!"
Unfortunately I knew you were going to try and do that and the prisoner
point machine will only give you points for material sheets which have
been printed from the material smelter (well, any material smelter
actually but you should probably use the one in the gulag). You'll be
able to tell because if you examine a valid material sheet it will
mention a little maker's mark on it, which is absent in the beat-up iron
that you get from smashing furniture to bits.
Also glass is worth 0 points. Don't waste time digging up that shit.
As glass has had all of its point value removed, I have added a "work
pit" to the gulag to compensate. You can pull boulders out of this
indefinitely via effort, however it also stamcrits you every time.
It's not very fun to do this, but that's because I would prefer you to
go find the rocks out in the field instead. This is a last resort.
You can do this if there's no boulders left to mine or if you really
really really hate mining and would rather very slowly click on one tile
repeatedly to get your boulders instead.
As a tiny bonus doing this gives workout experience.
This isn't a totally ideal solution but I think it'll do for now.
## Why It's Good For The Game
What we want out of the gulag is:
- Something where officers can vaguely approximate an expected sentence
duration.
- A task that requires players to actually be spending that time doing
something to get out of here.
- Produces at least some amount of useful materials.
In I think roughly that order.
I hope this change accomplishes all three of these in a way that is
somewhat predictable rather than throwing darts at a board.
## Changelog
🆑
balance: Gulag mining has been rebalanced so that every boulder is worth
the same amount of points to mine for a prisoner regardless of what it
contains, and should be more consistent.
add: A vent which boulders can be hauled out of by hand has been added
to the gulag which you can use if there's nothing left to mine. It is
very slow, but at least it gives you a workout...
/🆑
* stone
* Makes test merge bot continue with other PRs if updating one fails. (#82717)
Right now updating
https://github.com/tgstation/tgstation/pull/81089#issuecomment-1907296233
fails because it exceeds github character limit for comments.
This will make it work until backed is updated.
* Fixes the RnD console by adding a removed import (#82750)
## About The Pull Request
The 'map' import was removed from this file by #82417 but it's still
used in place in code. This re-adds the import
## Why It's Good For The Game
Fixes RnD consoles
## Changelog
🆑
fix: Fixed RnD consoles not being able to be opened.
/🆑
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
* Fixes cargo import (#82755)
## About The Pull Request
One of the imports got removed and there were no warnings... Man if only
there were a technology that could warn us in advance
## Why It's Good For The Game
UI fixes
## Changelog
🆑
fix: Fixed a bluescreen in cargo console
/🆑
* fixes
* Fixes, fixes.
* Pre-emptive mirror of https://github.com/tgstation/tgstation/pull/82892
* Turf weakref persists in changeturf / Fix plasma cutters (#82906)
## About The Pull Request
Turf references don't change so logically, turf weakrefs wouldn't change
if the turf changes.
By not doing this this can cause bugs: See #82886 . (This Fixes#82886)
(Projectiles hold a list of weakrefs to atoms hit to determine what they
have already hit.
Because turf weakrefs reset, we could "hit" the same turf twice if it
destroyed the turf.
Old behavior - this was fine but now that they're weakrefs, we get two
weakref datums in the list that point to the same ref.)
Less hacky alternative to #82901 . (Closes#82901)
## Changelog
🆑 Melbert
fix: Plasma cutters work again
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Interception&? <137328283+intercepti0n@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Ketrai <zottielolly@gmail.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Iajret <8430839+Iajret@users.noreply.github.com>
Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: AMyriad <143908044+AMyriad@users.noreply.github.com>
Co-authored-by: Zytolg <33048583+Zytolg@users.noreply.github.com>
Co-authored-by: Xackii <120736708+Xackii@users.noreply.github.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com>
Co-authored-by: Arthri <41360489+Arthri@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
* Fixes some construction bugs with airlocks & windoors (#78261)
## About The Pull Request
1. Fixes#77981. the airlock electronics `unres_sides` and
`unres_sensor` vars were not copied onto the windoor after its
construction was finished manually without RCD. Now a windoor assembly
is spawned and it is finished by the RCD just like you would do manually
2. Windoors created via RCD did not have any electronics installed
inside them. It would only copy the `access` and `passed_name` vars onto
the windoor, leaving its `electronics` var blank. It's also fixed by the
windoor assembly
3. Airlocks constructed via RCD now uses the `finish_door()` proc of an
airlock assembly to correctly complete an airlock. This proc does
important stuff such as adding the `/datum/component/shell` component
when the airlock electronics requests shell control and the RCD was
skipping over these steps. That's fixed now too
## Changelog
🆑
fix: Manually constructed windoors have correct unrestricted accesses
applied to them
fix: Windoors created via RCD now actually have electronics inside them
fix: Airlocks constructed via RCD have the shell component correctly
installed inside them and have no other missing variables
/🆑
* Fixes some construction bugs with airlocks & windoors
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Standardize Welder Fuel Usage (#76021)
Remove welder fuel usage from all actions except attacking and leaving
it on
most welder tasks require a minimum of 1u of fuel, some longer tasks
require a minimum of 2 or 3u welders now drain 1u every 5 seconds
they're active
## About The Pull Request
Prior to this PR welder fuel usage was random, a lot of tasks didn't use
any welder fuel and welders were basically near infinite so long as you
didn't use them for combat, it took 26 seconds of activity to drain 1u
of fuel, that means an emergency welder alone could run for 5 minutes
straight before needing a refuel
After this PR all welders will drain 1u every 5 seconds instead of every
26 seconds, but welding objects won't require extra fuel anymore, making
the fuel usage much more consistent.
resolves#55018
## Why It's Good For The Game
Actually makes fuel tanks useful and relevant without making it
obnoxious to do repetitive quick tasks like turn rods into plates,
there's actually a reason to upgrade off the emergency welder now since
it lasts 50 seconds rather than 5 minutes
## Changelog
🆑
qol: Welders now have a more consistent fuel usage
/🆑
* Standardize Welder Fuel Usage
---------
Co-authored-by: Couls <coul422@gmail.com>
* Refactors sheet crafting to better support directional construction (#74572)
## About The Pull Request
https://github.com/tgstation/tgstation/blob/0426f7ddbaa91439c7278189101f5db9c7f2ed95/code/game/objects/items/stacks/stack.dm#L449
Ok, but can we not?
This PR refactors sheet crafting to generalize all the cases that were
previously locked behind grille/window type checks and such. In their
stead there are bitflags that can be set to achieve certain behaviors.
All the behavior from before should be preserved, but now it can be
extended to other items. E.g. if you want a railing that can be crafted
underneath directional windows, or an item that behaves like a grille
does--it's just a matter of setting the right obj_flags for it now.
This makes it very simple and painless to add new recipes that use
directional crafting! It's all modular now.
<details><summary>Details</summary>
---
### What I've done:
-Eliminated all the type checks, instead it will now be handled by
object flags and recipe vars, making for a much more configurable
system.
-Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and
`IGNORE_DENSITY`.
-Additionally, I renamed the existing flag `NO_BUILD` to
`BLOCKS_CONSTRUCTION`.
-Changes the proc `valid_window_location` to `valid_build_direction`,
and makes it work for things other than windows.
-Removed a deprecated `window_checks` var from the stack_recipe datum.
-Added three more vars to the stack_recipe datum: `check_direction` and
`check_density`, `is_fulltile`
-Decoupled `on_solid_ground` from the object density check. Now you can
set those separately, allowing you to make recipes that forbid/allow
building things over other things while in space.
---
### What the new flags do:
`BLOCKS_CONSTRUCTION` works as before---prevents objects from being
built on the object. I felt that the previous name was not descriptive
enough, you should know exactly what it does just from looking at the
name.
_example: dna scanner_
`BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent
objects from being built on it when their directions are the same.
_example: directional windows, windoors, railings_
`IGNORE_DENSITY` -- setting this on an object will cause its density to
be ignored when performing the construction density check. This could
have other potential uses as well in the future.
_example: grilles, directional windows, tables_
These three flags cover all the bases for the types of items that are
currently craftable, so there is no more need for any type checking or
weird snowflake window checks. Simply set the appropriate flag and it'll
work as you would expect.
---
### What the recipe vars do:
`check_direction` tells the recipe to check if there's something in that
direction with the `BLOCKS_CONSTRUCTION_DIR` flag set.
`check_density` tells the recipe to run the density check when set. This
is true by default. There are very few items in the game that currently
have this set to false--namely grilles. Setting this to false will make
it so that the object can be constructed regardless of what is in that
tile (unless `one_per_turf` is also set, which will make it so that you
can't craft the same thing twice in the same turf).
`is_fulltile` is used for fulltile windows, but it doesn't necessarily
have to be--you can give this to any recipe and it will adopt the same
properties as that of the fulltile window. Basically they have a special
case where they shouldn't be able to be built over directional
constructions, where normally things would be able to be. Setting this
makes check_direction true as well.
---
### In summary:
Sheet crafting still works just as it did before. But the backend of it
has gotten a glow up and will be able to more easily support new
behaviors.
</details>
## Why It's Good For The Game
This makes the crafting system much more flexible to add recipes to, and
will prevent bad code practices of stacking more conditionals down the
line whenever someone wants to add an item that behaves like grilles or
directional windows in how they are constructed.
It had to be done. Those window checks were a mess.
## Changelog
🆑
qol: added fifty stack versions of remaining glass sheet stacks for ease
of debugging
refactor: refactored sheet crafting to better support directional
constructions that aren't windows
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Refactors sheet crafting to better support directional construction
* fex
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/20636
---------
Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Change hydroponics tray and chem dispenser AltClick behavior to be used by RMB (#64939)
* Change hydroponics tray and chem dispenser AltClick behavior to be used by RMB
Co-authored-by: Tim <timothymtorres@gmail.com>
* Fixes up multiz atmos connection, cleans some things up in general (#63270)
About The Pull Request
ALLLRIGHT so
Multiz atmos was letting gas flow down into things that should be well, not flowable into
Like say doors, or windows.
This is weird.
Let's get into some context on why yeah?
First, how do things work currently?
atoms have a can_atmos_pass var defined on them. This points to a define that describes how they interact with
flow.
ATMOS_PASS_NO means well, if we're asked, block any attempts at flow. This is what walls use.
ATMOS_PASS_YES means the inverse
ATMOS_PASS_DENSITY means check our current density
ATMOS_PASS_PROC means call can_atmos_pass, we need some more details about this attempt
These are effectively optimizations.
That var, can_atmos_pass is accessed by CANATMOSPASS() the macro
It's used for 3 things.
1: Can this turf share at all?
2: Can this turf share with another turf
3: Does this atom block a share to another turf
All of this logic is bundled together to weed out the weak.
Anyway, so when we added multiz atmos, we effectively made a second version of this system, but for vertical
checks.
Issue here, we don't actually need to.
The only time we care if a check is vertical or not is if we're talking to another turf, it's not like you'll
have an object that only wants to block vertical atmos.
And even if you did, that's what ATMOS_PASS_PROC is for.
As it stands we need to either ignore any object behavior, or just duplicate can_atmos_pass but again.
Silly.
So I've merged the two, and added an arg to mark if this is a verical attempt.
This'll fix things that really should block up/down but don't, like windows and doors and such.
Past that, I've cleaned can_atmos_pass up a bit so it's easier for people to understand in future.
Oh and I removed the second CANATMOSPASS from immediate_calculate_adjacent_turfs.
It isn't a huge optimization, and it's just not functional.
It ties into zAirOut and zAirIn, both of which expect to be called with a valid direction.
So if say, you open a door that's currently blocking space from leaking in from above, you end up with the door
just not asking the space above if it wants to share, since the door can't zAirOut with itself.
Let's just wipe it out.
This makes the other code much cleaner too, heals the soul.
Anyway yadeyada old as ass bug, peace is restored to the kingdom, none noticed this somehow you'd think people
would notice window plasma, etc etc.
Why It's Good For The Game
MUH SIMULATION
Also fuck window gas
Changelog
cl
fix: Fixed gas flowing into windows from above, I am.... so tired
fix: Fixes gas sometimes not moving up from below after a structure change, see above
/cl
* Fixes up multiz atmos connection, cleans some things up in general
* Update large_doors.dm
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* runtime fix for borgs cryoing with upgrade modules + no more mmi laying around after they cryo, and various other runtime fixes
* Fixing conflicts
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fix connect loc not respecting phasing in some cases when it should (#61698)
* Fix connect loc not respecting phasing in some cases when it should
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* Makes turfs persist their signals, uses this to optimize connect_loc (#59608)
* Makes turfs persist signals
* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear
* Converts all uses of connect_loc over to the new patterns
* Adds some comments, actually makes turfs persist signals
* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work
* bro fuck documentation
* Changes from a var to a proc, prevents admemems and idiots
* Extra detail on why we do the copy post qdel
* Makes turfs persist their signals, uses this to optimize connect_loc
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Adds set_density()
Fixes one instance of a duplicate density assignment on an object.
Comments two hacky usages of density which will have to forgo using the setter for now.
Lets us append code to the event of density changing.
Pretty sure this is leading up to some multitile object thing -Lemon
Co-authored-by: Rohesie <rohesie@gmail.com>
* (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc
* WHEW THAT WAS EASY
* Update ammo.dm
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Allows the connect_loc element to have a listener different from the tracked object (#58276)
* Allows the connect_loc element to have a listener different from the tracked object
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* Frame stacking fix and unit test addition. (#56287)
* Reverts #56205
* Allow things without density to bypass checks
* The rest of the owl
* The rest of the owl
* Doc and tweak
* More feex
* RCD machine frame unit test
* I suck
* AAAAA
* Bad at unit tests
* Revert unit tests (for including in another PR)
* Fix windoor_assembly return logic
* Comment /mob/living/proc/PushAM logic
* Windoor assembley logic tweak
* Fix frame stacking
* Unit test
* Better wording from macros?
* Frame stacking fix and unit test addition.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:
Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:
Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake
Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).
I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.
Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.
scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.
scan_moved_turf() (WIP) will be used for handling moving onto a turf.
permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.
A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types
UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game
Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.
Fixes penetrating projectiles like sniper penetrators
This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
* Converts everything to use setAnchored() + other fixes
* Fixed singulo debug
* singulo again
* forgot to move the vv_edit proc
* caught that this time :)
* changes
* Update code/game/atoms_movable.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
AddComponent/AddElement now support named arguments. This requires passing around an argument list instead of using actual proc args which a bit gross but we can blame byond for forcing this.
InheritComponent uses mirrored init arguments instead of an argument list which means no more accessing it via index to get to the same arguments as in init.
As a small bonus I restructured dcs defines to be a bit more manageable. Mainly just splits them into separate files and gives them their own folder.
* Makes all CanPass procs call parent
* Makes CanPass more extendable and gives the mover a say in the matter
* Replace CanPass with CanAllowThrough to use the new system
Regex replace `(?<!proc)/CanPass\(` => `/CanAllowThrough(`
* Simple optimization pass
About The Pull Request
Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game
This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
* Wrap setting anchored for structures, fix atmos bug
* forgot this
* Add a signal for setanchored
* move setanchored to obj
* machinery, also some structure stuff
* tabbing
* small changes
* Adds a use_tool helper and changes some tools to use it
* Ports most tool operations to use_tool
* Converts more tool operations to use_tool and tool_act
* Changes some things to default_unfasten_wrench
* Improves tool_behavior support in mech construction
* Code review memes
* Fixes all instant use_tool calls failing
* Code improvements
* merge fixes