Files
+18 ba5c112a86 Huge Mirror fixes (#27488)
* 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

![6RJ29HCPob](https://github.com/tgstation/tgstation/assets/42397676/ba82bc20-40fa-4af0-b709-7c8846c25652)

updated
![Screenshot 2024-04-11
164321](https://github.com/tgstation/tgstation/assets/42397676/05507e06-6305-4175-8476-778c345f02c8)

</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
![Screenshot
(408)](https://github.com/tgstation/tgstation/assets/110812394/4867cc14-9df3-4398-9d2d-f8e38b5f0da9)

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:

![syAA5zf6RK](https://github.com/tgstation/tgstation/assets/42397676/c89b372d-29f6-4ebe-895d-f73bbdc41c19)

now lists the floor as first obj:

![abc](https://github.com/tgstation/tgstation/assets/42397676/cd8dc962-2ac7-41bf-a5d3-b9e926116b06)

in action:

![dreamseeker_IkrPKt2QZt](https://github.com/tgstation/tgstation/assets/42397676/1f990aa0-60f0-47e7-9d93-b63e35d05273)

</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

![image](https://github.com/tgstation/tgstation/assets/42397676/0e50faab-7d4d-4bf7-8c5b-4ac28547bfbd)

🆑
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: 

![image](https://github.com/tgstation/tgstation/assets/143908044/0717940e-787e-40ee-85e2-0a0c5ebc0837)

New:

![image](https://github.com/tgstation/tgstation/assets/143908044/3954ba3b-b261-4700-986a-d30f3aa0e2a6)
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>
2024-04-28 22:24:01 +02:00

447 lines
17 KiB
Plaintext

//Snow Valley Areas//--
/area/awaymission/snowdin
name = "Snowdin"
icon_state = "awaycontent1"
requires_power = FALSE
static_lighting = FALSE
base_lighting_alpha = 255
/area/awaymission/snowdin/outside
name = "Snowdin Tundra Plains"
icon_state = "awaycontent25"
/area/awaymission/snowdin/post
name = "Snowdin Outpost"
icon_state = "awaycontent2"
requires_power = TRUE
static_lighting = TRUE
base_lighting_alpha = 0
/area/awaymission/snowdin/post/medbay
name = "Snowdin Outpost - Medbay"
icon_state = "awaycontent3"
/area/awaymission/snowdin/post/secpost
name = "Snowdin Outpost - Security Checkpoint"
icon_state = "awaycontent4"
/area/awaymission/snowdin/post/hydro
name = "Snowdin Outpost - Hydroponics"
icon_state = "awaycontent5"
/area/awaymission/snowdin/post/messhall
name = "Snowdin Outpost - Mess Hall"
icon_state = "awaycontent6"
/area/awaymission/snowdin/post/gateway
name = "Snowdin Outpost - Gateway"
icon_state = "awaycontent7"
/area/awaymission/snowdin/post/dorm
name = "Snowdin Outpost - Dorms"
icon_state = "awaycontent8"
/area/awaymission/snowdin/post/kitchen
name = "Snowdin Outpost - Kitchen"
icon_state = "awaycontent9"
/area/awaymission/snowdin/post/engineering
name = "Snowdin Outpost - Engineering"
icon_state = "awaycontent10"
/area/awaymission/snowdin/post/custodials
name = "Snowdin Outpost - Custodials"
icon_state = "awaycontent11"
/area/awaymission/snowdin/post/research
name = "Snowdin Outpost - Research Area"
icon_state = "awaycontent12"
/area/awaymission/snowdin/post/garage
name = "Snowdin Outpost - Garage"
icon_state = "awaycontent13"
/area/awaymission/snowdin/post/minipost
name = "Snowdin Outpost - Recon Post"
icon_state = "awaycontent19"
/area/awaymission/snowdin/post/mining_main
name = "Snowdin Outpost - Mining Post"
icon_state = "awaycontent21"
/area/awaymission/snowdin/post/mining_main/mechbay
name = "Snowdin Outpost - Mining Post Mechbay"
icon_state = "awaycontent25"
/area/awaymission/snowdin/post/mining_main/robotics
name = "Snowdin Outpost - Mining Post Robotics"
icon_state = "awaycontent26"
/area/awaymission/snowdin/post/cavern1
name = "Snowdin Outpost - Cavern Outpost 1"
icon_state = "awaycontent27"
/area/awaymission/snowdin/post/cavern2
name = "Snowdin Outpost - Cavern Outpost 2"
icon_state = "awaycontent28"
/area/awaymission/snowdin/post/mining_dock
name = "Snowdin Outpost - Underground Mine Post"
icon_state = "awaycontent22"
/area/awaymission/snowdin/post/broken_shuttle
name = "Snowdin Outpost - Broken Transit Shuttle"
icon_state = "awaycontent20"
requires_power = FALSE
/area/awaymission/snowdin/igloo
name = "Snowdin Igloos"
icon_state = "awaycontent14"
static_lighting = TRUE
base_lighting_alpha = 0
/area/awaymission/snowdin/cave
name = "Snowdin Caves"
icon_state = "awaycontent15"
static_lighting = TRUE
base_lighting_alpha = 0
/area/awaymission/snowdin/cave/cavern
name = "Snowdin Depths"
icon_state = "awaycontent23"
/area/awaymission/snowdin/cave/mountain
name = "Snowdin Mountains"
icon_state = "awaycontent24"
/area/awaymission/snowdin/base
name = "Snowdin Main Base"
icon_state = "awaycontent16"
static_lighting = TRUE
base_lighting_alpha = 0
requires_power = TRUE
/area/awaymission/snowdin/dungeon1
name = "Snowdin Depths"
icon_state = "awaycontent17"
static_lighting = TRUE
base_lighting_alpha = 0
/area/awaymission/snowdin/sekret
name = "Snowdin Operations"
icon_state = "awaycontent18"
static_lighting = TRUE
base_lighting_alpha = 0
requires_power = TRUE
/area/shuttle/snowdin/elevator1
name = "Excavation Elevator"
/area/shuttle/snowdin/elevator2
name = "Mining Elevator"
//shuttle console for elevators//
/obj/machinery/computer/shuttle/snowdin/mining
name = "shuttle console"
desc = "A shuttle control computer."
icon_screen = "shuttle"
icon_keyboard = "tech_key"
light_color = LIGHT_COLOR_CYAN
shuttleId = "snowdin_mining"
possible_destinations = "snowdin_mining_top;snowdin_mining_down"
/turf/open/floor/iron/dark/snowdin
initial_gas_mix = FROZEN_ATMOS
planetary_atmos = TRUE
temperature = 180
/////////// papers
/obj/item/paper/crumpled/ruins/snowdin/foreshadowing
name = "scribbled note"
default_raw_text = {"Something's gone VERY wrong here. Jouslen has been mumbling about some weird shit in his cabin during the night and he seems always tired when we're working. I tried to confront him about it and he blew up on me,
telling me to mind my own business. I reported him to the officer, said he'd look into it. We only got another 2 months here before we're pulled for another assignment, so this shit can't go any quicker..."}
/obj/item/paper/crumpled/ruins/snowdin/misc1
name = "Mission Prologue"
default_raw_text = {"Holy shit, what a rush! Those Nanotrasen bastards didn't even know what hit 'em! All five of us dropped in right on the captain, didn't even have time to yell! We were in and out with that disk in mere minutes!
Crew didn't even know what was happening till the delta alert went down and by then we were already gone. We got a case to drink on the way home to celebrate, fuckin' job well done!"}
/obj/item/paper/crumpled/ruins/snowdin/dontdeadopeninside
name = "scribbled note"
default_raw_text = {"If you're reading this: GET OUT! The mining go on here has unearthed something that was once-trapped by the layers of ice on this hell-hole. The overseer and Jouslen have gone missing. The officer is
keeping the rest of us on lockdown and I swear to god I keep hearing strange noises outside the walls at night. The gateway link has gone dead and without a supply of resources from Central, we're left
for dead here. We haven't heard anything back from the mining squad either, so I can only assume whatever the fuck they unearthed got them first before coming for us. I don't want to die here..."}
/obj/item/paper/fluff/awaymissions/snowdin/saw_usage
name = "SAW Usage"
default_raw_text = "YOU SEEN IVAN, WHEN YOU HOLD SAAW LIKE PEESTOL, YOU STRONGER THAN RECOIL FOR FEAR OF HITTING FACE!"
/obj/item/paper/fluff/awaymissions/snowdin/research_feed
name = "Research Feed"
default_raw_text = {"<i>A page full of graphs and other detailed information on the seismic activity of the surrounding area.</i>"}
//profile of each of the old crewmembers for the outpost
/obj/item/paper/fluff/awaymissions/snowdin/profile/overseer
name = "Personnel Record AOP#01"
default_raw_text = {"<b><center>Personnel Log</b></center><br><br><b>Name:</b>Caleb Reed<br><b>Age:</b>38<br><b>Gender:</b>Male<br><b>On-Site Profession:</b>Outpost Overseer<br><br><center><b>Information</b></center><br><center>Caleb Reed lead several expeditions
among uncharted planets in search of plasma for Nanotrasen, scouring from hot savanas to freezing arctics. Track record is fairly clean with only incidient including the loss of two researchers during the
expedition of <b>_______</b>, where mis-used of explosive ordinance for tunneling causes a cave-in."}
/obj/item/paper/fluff/awaymissions/snowdin/profile/sec1
name = "Personnel Record AOP#02"
default_raw_text = {"<b><center>Personnel Log</b></center><br><br><b>Name:</b>James Reed<br><b>Age:</b>43<br><b>Gender:</b>Male<br><b>On-Site Profession:</b>Outpost Security<br><br><center><b>Information</b></center><br><center>James Reed has been a part
of Nanotrasen's security force for over 20 years, first joining in 22XX. A clean record and unwavering loyalty to the corperation through numerous deployments to various sites makes him a valuable asset to Natotrasen
when it comes to keeping the peace while prioritizing Nanotrasen privacy matters. "}
/obj/item/paper/fluff/awaymissions/snowdin/profile/hydro1
name = "Personnel Record AOP#03"
default_raw_text = {"<b><center>Personnel Log</b></center><br><br><b>Name:</b>Katherine Esterdeen<br><b>Age:</b>27<br><b>Gender:</b>Female<br><b>On-Site Profession:</b>Outpost Botanist<br><br><center><b>Information</b></center><br><center>Katherine Esterdeen is a recent
graduate with a major in Botany and a PH.D in Ecology. Having a clean record and eager to work, Esterdeen seems to be the right fit for maintaining plants in the middle of nowhere."}
/obj/item/paper/fluff/awaymissions/snowdin/profile/engi1
name = "Personnel Record AOP#04"
default_raw_text = {"<b><center>Personnel Log</b></center><br><br><b>Name:</b>Rachel Migro<br><b>Age:</b>35<br><b>Gender:</b>Female<br><b>On-Site Profession:</b>Outpost Engineer<br><br><center><b>Information</b></center><br><center>Recently certified to be a full-time Journeyman, Rachel has
been assigned various construction projects in the past 5 years. Competent and has no past infractions, should be of little concern."}
/obj/item/paper/fluff/awaymissions/snowdin/profile/research1
name = "Personnel Record AOP#05"
default_raw_text = {"<b><center>Personnel Log</b></center><br><br><b>Name:</b>Jacob Ullman<br><b>Age:</b>27<br><b>Gender:</b>Male<br><b>On-Site Profession:</b>Outpost Researcher<br><br><center><b>Information</b></center><br><center>"}
/obj/item/paper/fluff/awaymissions/snowdin/profile/research2
name = "Personnel Record AOP#06"
default_raw_text = {"<b><center>Personnel Log</b></center><br><br><b>Name:</b>Elizabeth Queef<br><b>Age:</b>28<br><b>Gender:</b>Female<br><b>On-Site Profession:</b>Outpost Researcher<br><br><center><b>Information</b></center><br><center>"}
/obj/item/paper/fluff/awaymissions/snowdin/profile/research3
name = "Personnel Record AOP#07"
default_raw_text = {"<b><center>Personnel Log</b></center><br><br><b>Name:</b>Jouslen McGee<br><b>Age:</b>38<br><b>Gender:</b>Male<br><b>On-Site Profession:</b>Outpost Researcher<br><br><center><b>Information</b></center><br><center>"}
/obj/item/paper/fluff/awaymissions/snowdin/secnotice
name = "Security Notice"
default_raw_text = {"YOu have been assigned to this Arctic Post with intention of protecting Nanotrasen assets and ensuring vital information is kept secure while the stationed crew obeys protocol. The picked
staff for this post have been pre-screened with no prior incidients on record, but incase of an issue you have been given a single holding cell and instructions to contact Central to terminate the
offending crewmember."}
/obj/item/paper/fluff/awaymissions/snowdin/mining
name = "Assignment Notice"
default_raw_text = {"This cold-ass planet is the new-age equivalent of striking gold. Huge deposits of plasma and literal streams of plasma run through the caverns under all this ice and we're here to mine it all.\
Nanotrasen pays by the pound, so get minin' boys!"}
/obj/item/paper/crumpled/ruins/snowdin/lootstructures
name = "scribbled note"
default_raw_text = {"There's some ruins scattered along the cavern, their walls seem to be made of some sort of super-condensed mixture of ice and snow. We've already barricaded up the ones we've found so far,
since we keep hearing some strange noises from inside. Besides, what sort of fool would wrecklessly run into ancient ruins full of monsters for some old gear, anyway?"}
/obj/item/paper/crumpled/ruins/snowdin/shovel
name = "shoveling duties"
default_raw_text = {"Snow piles up bad here all-year round, even worse during the winter months. Keeping a constant rotation of shoveling that shit out of the way of the airlocks and keeping the paths decently clear
is a good step towards not getting stuck walking through knee-deep snow."}
//holo disk recording//--
/obj/item/disk/holodisk/snowdin/weregettingpaidright
name = "Conversation #AOP#23"
preset_image_type = /datum/preset_holoimage/researcher
preset_record_text = {"
NAME Jacob Ullman
DELAY 10
SAY Have you gotten anything interesting on the scanners yet? The deep-drilling from the plasma is making it difficult to get anything that isn't useless noise.
DELAY 45
NAME Elizabeth Queef
DELAY 10
SAY Nah. I've been feeding the AI the results for the past 2 weeks to sift through the garbage and haven't seen anything out of the usual, at least whatever Nanotrasen is looking for.
DELAY 45
NAME Jacob Ullman
DELAY 10
SAY Figured as much. Dunno what Nanotrasen expects to find out here past the plasma. At least we're getting paid to fuck around for a couple months while the AI does the hard work.
DELAY 45
NAME Elizabeth Queef
DELAY 10
SAY . . .
DELAY 10
SAY ..We're getting paid?
DELAY 20
NAME Jacob Ullman
DELAY 10
SAY ..We are getting paid, aren't we..?
DELAY 15
PRESET /datum/preset_holoimage/captain
NAME Caleb Reed
DELAY 10
SAY Paid in experience! That's the Nanotrasen Motto!
DELAY 30;"}
/obj/item/disk/holodisk/snowdin/welcometodie
name = "Conversation #AOP#1"
preset_image_type = /datum/preset_holoimage/corgi
preset_record_text = {"
NAME Friendly AI Unit
DELAY 10
SAY Hello! Welcome to the Arctic Post *338-3**$$!
DELAY 30
SAY You have been selected out of $)@! potential candidates for this post!
DELAY 30
SAY Nanotrasen is pleased to have you working in one of the many top-of-the-line research posts within the $%@!! sector!
DELAY 30
SAY Further job assignment information can be found at your local security post! Have a secure day!
DELAY 20;"}
/obj/item/disk/holodisk/snowdin/overrun
name = "Conversation #AOP#55"
preset_image_type = /datum/preset_holoimage/nanotrasenprivatesecurity
preset_record_text = {"
NAME James Reed
DELAY 10
SAY Jesus christ, what is that thing??
DELAY 30
PRESET /datum/preset_holoimage/researcher
NAME Elizabeth Queef
DELAY 10
SAY Hell if I know! Just shoot it already!
DELAY 30
PRESET /datum/preset_holoimage/nanotrasenprivatesecurity
NAME James Reed
DELAY 10
SOUND sound/weapons/laser.ogg
DELAY 10
SOUND sound/weapons/laser.ogg
DELAY 10
SOUND sound/weapons/laser.ogg
DELAY 10
SOUND sound/weapons/laser.ogg
DELAY 15
SAY Just go! I'll keep it busy, there's an outpost south of here with an elevator to the surface.
NAME Jacob Ullman
PRESET /datum/preset_holoimage/researcher.
DELAY 15
Say I don't have to be told twice! Let's get the fuck out of here.
DELAY 20;"}
/obj/item/disk/holodisk/snowdin/ripjacob
name = "Conversation #AOP#62"
preset_image_type = /datum/preset_holoimage/researcher
preset_record_text = {"
NAME Jacob Ullman
DELAY 10
SAY Get the elevator called. We got no idea how many of those fuckers are down here and I'd rather get off this planet as soon as possible.
DELAY 45
NAME Elizabeth Queef
DELAY 10
SAY You don't need to tell me twice, I just need to swipe access and then..
DELAY 15
SOUND sound/effects/glassbr1.ogg
DELAY 10
SOUND sound/effects/glassbr2.ogg
DELAY 15
NAME Jacob Ullman
DELAY 10
SAY What the FUCK was that?
DELAY 20
SAY OH FUCK THERE'S MORE OF THEM. CALL FASTER JESUS CHRIST.
DELAY 20
NAME Elizabeth Queef
DELAY 10
SAY DON'T FUCKING RUSH ME ALRIGHT IT'S BEING CALLED.
DELAY 15
SOUND sound/effects/huuu.ogg
DELAY 5
SOUND sound/effects/huuu.ogg
DELAY 15
SOUND sound/effects/woodhit.ogg
DELAY 2
SOUND sound/effects/bodyfall3.ogg
DELAY 5
SOUND sound/effects/meow1.ogg
DELAY 15
NAME Jacob Ullman
DELAY 15
SAY OH FUCK IT'S GOT ME JESUS CHRIIIiiii-
NAME Elizabeth Queef
SAY AAAAAAAAAAAAAAAA FUCK THAT
DELAY 15;"}
//special items//--
/obj/structure/barricade/wooden/snowed
name = "crude plank barricade"
desc = "This space is blocked off by a wooden barricade. It seems to be covered in a layer of snow."
icon_state = "woodenbarricade_snow"
max_integrity = 125
/obj/item/clothing/under/syndicate/coldres
name = "insulated tactical turtleneck"
desc = "A nondescript and slightly suspicious-looking turtleneck with digital camouflage cargo pants. The interior has been padded with special insulation for both warmth and protection."
armor_type = /datum/armor/clothing_under/syndicate/coldres
cold_protection = CHEST|GROIN|ARMS|LEGS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
/datum/armor/clothing_under/syndicate/coldres
melee = 20
bullet = 10
energy = 5
fire = 25
acid = 25
/obj/item/clothing/shoes/combat/coldres
name = "insulated combat boots"
desc = "High speed, low drag combat boots, now with an added layer of insulation."
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
/obj/item/gun/magic/wand/fireball/inert
name = "weakened wand of fireball"
desc = "This wand shoots scorching balls of fire that explode into destructive flames. The years of the cold have weakened the magic inside the wand."
max_charges = 4
/obj/item/gun/magic/wand/resurrection/inert
name = "weakened wand of healing"
desc = "This wand uses healing magics to heal and revive. The years of the cold have weakened the magic inside the wand."
max_charges = 5
//decals//--
/obj/effect/turf_decal/snowdin_station_sign
icon_state = "AOP1"
/obj/effect/turf_decal/snowdin_station_sign/two
icon_state = "AOP2"
/obj/effect/turf_decal/snowdin_station_sign/three
icon_state = "AOP3"
/obj/effect/turf_decal/snowdin_station_sign/four
icon_state = "AOP4"
/obj/effect/turf_decal/snowdin_station_sign/five
icon_state = "AOP5"
/obj/effect/turf_decal/snowdin_station_sign/six
icon_state = "AOP6"
/obj/effect/turf_decal/snowdin_station_sign/seven
icon_state = "AOP7"
/obj/effect/turf_decal/snowdin_station_sign/up
icon_state = "AOPU1"
/obj/effect/turf_decal/snowdin_station_sign/up/two
icon_state = "AOPU2"
/obj/effect/turf_decal/snowdin_station_sign/up/three
icon_state = "AOPU3"
/obj/effect/turf_decal/snowdin_station_sign/up/four
icon_state = "AOPU4"
/obj/effect/turf_decal/snowdin_station_sign/up/five
icon_state = "AOPU5"
/obj/effect/turf_decal/snowdin_station_sign/up/six
icon_state = "AOPU6"
/obj/effect/turf_decal/snowdin_station_sign/up/seven
icon_state = "AOPU7"