* Fixes some bad Destroy()s
Fixes some bad destroys on request of Kash, will need checking over that I've not misunderstood the instructions! This is all I had time to look through for now. Checked around 200-ish files.
* The rest of them
Found a quick way to look through them all
* Update chicken.dm
* fix that
* don't abuse destroy
* .
* move this up
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Trait Adjustments
- Disables tourettes
- Disables Rotting Genetics
- Disables xray
- Swaps Anxiety Disorder name to Nervousness
- Censored moved to Neutral (RP trait)
- Nervousness moved to Neutral (RP trait)
* Better Tagging
* these too
* what the fuck
i dont even have an explanation for this
* Better sheet snatchers
Added a new bluespace sheet snatcher of holding that can be created by science (cheaper and easier than other "of holding" items). This allows it to carry up to 5000 sheets.
Changed the normal sheet snatcher to hold 500 (previously 300), and the borg version to hold 700 (previously 500).
* Mistakes
* Added to mining vendor
* Update equipment_vendor.dm
* Removes ;
* no more self callbacks on update fullness
* fix missing code
* Belly test
* import type
* full partiy
* .
* fix preview
* in belly to late join
* robot nutri
* .
* .
* update export
* finish open todos
* code cleanup
* fix some old slacking
* move this to a define
* fixing
* ,
* .
* Creates a Consume Belly Reagents pref (#10)
* Creates a Consume Belly Reagents pref
Added a Consume Belly Reagents pref that blocks the consumption of all reagents produced by a belly via reagent containers such as food, drink, beakers, pills, syringes and hyposprays. Seems to work well as intended.
* These changes at least do not cause any problems
* Missed this one
* Reverts reagent_names
* _BELLY versions
* Fixed typo
* .
* fix admin spawn mobs bellies
* also fix that bug
* hints
* fix that
* .
* initial
* should be all
* that is no longer needed
* fluids into hand items
I was convinced this was broken until it was pointed out that the item has to be ON THE GROUND to fill it...Instead of in your hand. That seems so convoluted.
ARC = active-hand reagent container. IRC = inactive-hand reagent container.
* some stuff
---------
Co-authored-by: SatinIsle <98125273+SatinIsle@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* Split NO_SCAN into two flags
* traits
* species flags applied correctly by traits
* fixed species flag toggling for traits
* bold of you
---------
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
* Gooborgs!
add: Adds gooborgs! Sprites from Toriate
code: Robotic eswords and batons now count as robotic weapons and trigger appropriate sprites.
* shocker
* cargofix
* some more
* sendit
* rest sprites
* mmoree
* Glowy tummies
Will make all the catborg sprites scream, but let's see what the UT says
* FIXES MORE SPRITES AAAAAAAAAAAAAAAA
* License
* fixed sprites
* better handling
* rewrite
* bonus damage
* Fixes stunbaton
* status check
* Makes BCS remove the charge properly
* charge
* subsystem
* end of file Fix
* fix those lints too
* .
* implements the falling to turfs
* move to the right planet
* use turf proc for effect
* just some types
* .
* .
* .
* .
* .
* .
* .
* revert
* Mail
* Updoot
* Stuffs
* Updoot
* oops
* Change
* usr + span_notice
* fix
* Forgot the gelatin :(
* MORE gelatin
* Proper Gelatin :)
* Gelatin shall not be a juice
* And gives it an ID of course
* deconf
* adds the missing worn sprites
* enables this since guti's pr gets merged
---------
Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
Co-authored-by: C.L. <killer65311@gmail.com>
* some more new to init
* rigs
* rigs
* intellisense moment
* telcoms and landmarks
* fix that as well
* some more minor things
* re add missing message
* fix trash eating...
* up ports inCorp and proximity handling
* anim size
* bullets no longer hit shadekin
* fix throwing and clicking
* use the proc
* and add the proc
* .
* No moving when you can't move
* fixes portal runtime
* No bonk when throwing at incorporeal entities
* MAR
- I coded in picking yourself up years ago and someone broke it (by adding a lying check). This unbreaks it. Additionally, picking yourself up was made immediate instead of a 0.5 delay since before hitting the U key was slow and doing it this way was quicker. That's not the case anymore.
- Makes attack_hand not happen if the person is incorporeal
- Makes you not contract touch spread viruses when you click one someone and don't do an interaction (you will now always do an interaction)
- Makes it so you can't mousedrop items while phased.
* no more spreading viruses while phased / to phased
* F
---------
Co-authored-by: C.L. <killer65311@gmail.com>
* Fixes RIG gear to not drop your equipped items
Fixes the rig gear to not drop your equipped gear after undeployment
* better fix
* Fixes suits and RIGS
- Makes rigsuits no longer eat your gloves
- Allows you to properly wear a ring under a rigsuit
- Gets rid of a LOT of duplicate var = XYZ in places
- Makes it so clothing actually properly provide protection to the areas they're covering. (This doesn't change anything unless their actual min_cold_protection or max_heat_protection is adjusted!)
- Adds a define for CHEST which is just UPPER_TORSO|LOWER_TORSO to make it clear it's protecting your WHOLE chest at a glance.
- Gives some things like knee-high and thigh-high boots proper leg protection
* Clothing unit test
* fixes
* oops
* hoods are snowflakes
* hood fix
* path fix
* no nullspace turf
* nullcheck
* don't test devwarning cloths
* ignore this too
* more exclusions
* more exclusions, disabled species test
* Changes So Far
* holding/wearing icons for clothing
* fixed
* more fixes
* lets try this again
* go
* tesh cloak
* some more
* devwarning
* the cursed one
* oops
* fixed species scan
* Update clothing.dm
* restrict this down a bit more, we don't want unit-test to choke
* no more CI killer
* suit defined name twice
* suit
* some more exclusions
* etc
* gwah
* gwah
* clarifying exclusions
* yet more exclusions
* another set of exclusions
* ranger
* compile
* more bitflag
* yet more exclusions
* more
* more missing
* Update sifguard.dm
comment (also to wake up travis)
* more exclusions
* sifguard
* more exclusions
* more
* send help, yes more exclusions
* lost to time
* skrell stuff
* offear is special
* fixes more and unbreaks protean rigs
* The big one
* wrong ifdef
* more
* boots
* Update accessory.dm
* small object fix
* lets be more careful
* Does this fix the signal
* is it the signal?
* FIXES THE REST OF THEM
* wah
* disable test
* the last one
* fix signal check
* fixes
* ignore storage
* teshari blacklist
* tesh
* God speed
* fixed progression removed lizard
* fixes some i guess but what's the point
* disable indepth check
* START ROBOT SPRITE VALIDITY
* Revert "START ROBOT SPRITE VALIDITY"
This reverts commit c9bfb7e9ce.
* consistency with another test
* yuh uh
---------
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
* Robot sprite validity
* key instead of index
* kash additions
* missing tag
* fail out on no name
* fixes
* let the dance commence
* rest style
* Fixes some of the sprites
Merging so I can see what else it wants
* check belly stages too not just max
* this too
* fixes
* fixes
* Adds variant catborgs
- Adds variant carborgs. These are the older models. Upport from CS.
NEEDS REMOVAL:
DMI FILE: modular_chomp/icons/mob/catborg/catborg.dmi
SPECIFIC REMOVAL IN FILES:
modular_chomp/code/modules/mob/living/silicon/robot/sprites/mining.dm
modular_chomp/code/modules/mob/living/silicon/robot/sprites/medical.dm
modular_chomp/code/modules/mob/living/silicon/robot/sprites/janitor.dm
modular_chomp/code/modules/mob/living/silicon/robot/sprites/science.dm
modular_chomp/code/modules/mob/living/silicon/robot/sprites/security.dm
modular_chomp/code/modules/mob/living/silicon/robot/sprites/civilian.dm
modular_chomp/code/modules/mob/living/silicon/robot/sprites/engineering.dm
* DULLAHAN BORGS
Up-ported dullahan borgs.
Makes it so proteans can choose dullahans as their sprite blob sprite.
NOTE: DULLAHAN-NINJA (V3) DOES NOT HAVE A SIT SPRITE. IT'S ALSO UNUSED. SYNDI SPRITE WAS PUT TO ACT AS A STANDIN
TO BE REMOVED DOWNSTREAM:
modular_chomp/icons/mob/dullahanborg
modular_chomp/code/modules/mob/living/silicon/robot/sprites/civilian.dm (dullahan/service & dullahan/servicealt)
modular_chomp/code/modules/mob/living/silicon/robot/sprites/engineering.dm
(dullahan/engineerv1 & dullahan/envingeerv2)
modular_chomp/code/modules/mob/living/silicon/robot/sprites/janitor.dm
(dullahan/janitor & dullahan/janitoralt)
modular_chomp/code/modules/mob/living/silicon/robot/sprites/medical.dm
(dullahan/crisis & dullahan/crisisalt)
modular_chomp/code/modules/mob/living/silicon/robot/sprites/mining.dm
(dullahan, dullahan/miner, dullahan/mineralt, dullahancarg, dullahancarg/cargo, dullahancarg/cargoalt
modular_chomp/code/modules/mob/living/silicon/robot/sprites/syndicate.dm
(Delete the entire file)
modular_chomp/code/modules/mob/living/silicon/robot/sprites/security.dm
(security/dullahan dullahan/sec dullahan/secalt)
* Update science.dm
* fixes dead overlays
* Update mining.dm
* more borgs
DOWNSTREAM REMOVAL:
code/modules/mob/living/silicon/robot/robot_modules/Widerobot_Clown_ch.dm
modular_chomp/code/modules/mob/living/silicon/robot/sprites/clown.dm
code/modules/mob/living/silicon/robot/robot_modules/Widerobot_Standard_ch.dm (This file was unticked. It was placed in standard.dm)
modular_chomp/code/modules/mob/living/silicon/robot/sprites/combat.dm
modular_chomp/code/modules/mob/living/silicon/robot/sprites/medical.dm
code/modules/mob/living/silicon/robot/subtypes/boozeborg_ch.dm (Unticked in the DMI. Moved to subtypes/boozeborg.dm)
modular_chomp/code/modules/mob/living/silicon/robot/dogborg/dog_sleeper.dm
modular_chomp/icons/mob/raptorborg/raptor.dmi - Unused
All the worm borg overrides
Downstream as well:
/obj/item/robot_tongue/examine(user) in code\modules\mob\living\silicon\robot\dogborg\dog_modules_vr.dm needs to be enabled.
* whew
* gwah
* SAVE
* fixes
* fixes sprites more
* Adds Outpost Borgs
Stoat and Possum.
Other versions of possum WIP
* no wreck overlay
* gwah
* decals to list
* fixing
* .
* fixes there 3 being 3
* fix decal resting
* sleeper fix
* fix struggle resting
* puts surgery module in its place
* no CE
---------
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Fixes attacking without arms.
- Makes it so you can attack without hands
- Also removes an unused attack_paw
- Makes the attack_hand code less garbage
- Fixes grabbing a buckled entity to cause you to be perma-slowed
* Fixes your head from bleeding to death with headbutts
* Motion tracker basics
* force unsubscribe on destroy
* remove tracking on destroy too
* missing include
* use new art
* logging
* per client echos
* toggle verb
* vis things not needed, and reset vis option if resubbed
* blind and deaf should affect this
* feedback on toggle
* teshari gain vibration sense, lose listen in
* xenochi too
xenochi also get vibration sense
---------
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
* Experimental: Port OD Pragma Lints
* first pass: Includes icon forge fixes/updates
* 2nd pass
* third pass
* debug_ai: This what you're unhappy with?
* Revert "debug_ai: This what you're unhappy with?"
This reverts commit bc178792e6.
* How about this
* Or is it the else?
* Pass summer
---------
Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
* vent hibernation sleep removed
* should del timer on qdel
* grenades, showers and rubber ducks
* remaining vent spawns
* fix for hibernation
* removed old MC var
---------
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
* Adds Trait Genetics from Outpost21
Adds trait genetics from Outpost 21
- Tried to update each file it touched to be equivalent to their Chomp specific variants in order to maintain functionality and make sure no oddities would happen due to code differences. (Some things like the eardeaf loop were left there but commented out)
* Morph trait
* Fixes a server crashing bug with flip
aa
* flip
* Makes morph superpower better
- Makes it use the appearance_changer instead of 1000 different procs
- Makes cocoon weaver able to change eye and skin color.
I did NOT select you. BAD
* begone
* fix dna modifier
* Fixes massive memory leak
* Brain Runtime Fix
* There was no reason for this to be a spawn(0)
And no I didn't spawn with no blood - https://i.imgur.com/vPizqCD.png
* revert
revert the dna changes there
* Deconf
* gets rid of unused proc vars that did nothing
* expects enough free slots
* glob
* fixed and added two other tests
* another few tests
* this is a list
* fixed bad injector
* lets wrap these for sanity
* better feedback
* wrong name
* don't allow multiple occupants into the dna pod
* future traits will have activation levels instead of binary on/off
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
* fixes a critical bug with artifact triggers
* Gets rid of gas activated anomalies
Feedback has been overwhelming negative for gas trigger anomalies, so they have been removed. (I expected this. See: My coder comments) but wanted to give it a chance since more xenoarch players were coming into the scene.
* Adds more anomaly batteries.
Adds them to the protolathe
* Some more xenoarch tweaks
- Makes scanpads and harvesters craftable
- Makes harvesters upgradable
- Fixes typo in the battery ID & desc
- Fixes harvester charge logic to NOT be garbage
* whoopsies
* clarification
* more effect->trigger fixes
this one didnt matter since both were 0 but still
* Better logic
* Obey gloves