* click code start
* snake_span
* Update click.dm
* Update click.dm
* Update click.dm
* Update click.dm
* Fixes borg ctrl_click
Also implements allowing blocking of items being ctrl_clicked
* Makes the statpanel not annihilate peoples ratelimiter
Statpanel calls aren't really user controlled (and 180 of them get sent upon loading, as each verb counts as a topic calls when it calls Send-Tabs) so let's not count it towards the user when they log in.
* Surgery Defines
Adds some defines to surgery to make it easier to track how 'open' someone is instead of magical numbers.
* Make frankensurgery less punishing
Makes frankensurgery less painful.
Resleeving is a thing and is MUCH easier to do.
Having brain surgery apply a permanent debuff to people just means that the 'ideal' thing is to always resleeve/clone. This gets rid of the debuff.
* Setting vital in a few places
* Makes infected wounds not kill in stomachs
Wounds still accumulate in stomachs, BUT the germ level of the external organ won't increase while being digested, meaning you won't get massive infections while doing a long-digestion scene.
It was done here instead of in handle_germ_effects() so you can't just eat someone with major infections and act as a statis stomach.
* Internal bleeding tweaks
Makes internal bleeding slower if you have the IB cure (myelamine)
Makes internal bleeding not get worse if you have the dermal equivalents of bicard+inaprovaline
* Update neck.dm
* Some more aggressive reform healing
Makes reform healing do some more healing to bring them back. Instead of healing just 6, heals a flat 25 now of brute, fire, clone, and toxins.
It then sees if you're 'below revival point' and if so, it gives you a much stronger heal to ENSURE you are brought back.
* forgor to check this in the .dmi
This is what happens when you have minitest selected and have your .dme ignored by default!
* Update blood.dm
* this comment is no longer relevent
We have LVADs now!
* Makes tourettes not trigger more if you have slow pulse
This was presumably meant to increase your chance of a tic if you have a higher pulse, not if you have a slower/more calm pulse.
* More edits
* Update generic.dm
This was being used to changeling test, If a changeling DIDN'T have it, you could instakill them. If they DID have it, it meant they got to live longer while they were tested, ultimately doing the opposite of what the trait entails
* bunch of medical adjustments
* or so i thought
* De-death surgery
* Update carbon.dm
* Update mob_grab_specials.dm
* yeh
* Palpation
* internal bleeding
* Update life.dm
* duration increase
* adjust these
* Fixes a bug with defibs that I caused
When I reworked get_crit_point, it caused defibs to DEAL oxyloss instead of HEALING it, like it has been doing for the past 8 years. This fixes it.
* fixcees this
* fixes syringe stabbing
* Converts these to managed global lists
* gets rid of disabilities
* Change injury check to use do_after with delay
* lungfix
* actually remove the necrosis
* Fixes brain surgery
* fix language bug
* Update brain.dm
* ghetto surgery adjustments
Buffs some ghetto surgery
Makes some injuries sustained less gnarly if you fail with a ghetto tool.
Some mild typo fixes.
* Upport these
* wtf
* Update negative.dm
* Hard feet into a neutral
* revert
* type-o
* Makes toxin_gut a trait.
Better as a trait than a var.
* Fix these
Was free trait otherwise
* Update negative.dm
* Fixes these as well
* Update low_sugar.dm
* Update vorestation.dme
* Converts these to components
Still needs optimization.
* Makes absorbent a component
* Implements deep sleeper
* Update living_movement.dm
* Update living_movement.dm
* Update negative.dm
* why not
* Adjust these
* Update positive.dm
* Update positive.dm
* Eh, let's lower this some.
* Add singulo mtabolism
* these too
* Make this use bloodloss_rate
* Update negative.dm
* grapples you
* Update mob_grab.dm
* my brain hurts reading this
please leave more comments
* Slippery
* enable
* Remove waterbreather from breathless
Unneeded
* Update negative.dm
* Update low_sugar.dm
* Update snacks.dm
* Swaps species.total_health for getMaxHealth()
* fix this as well
shock_stage is what they want to increase, NOT traumatic val as it gets reeset as soon as we have a shock tick
* We sorta kinda got a start here
* Implements chemical searching
* Stretches UI window for drinks, moves recording blinker to search
* accounts for hypos with different maximums and transfer amounts
* SFX + selected chem fix
* modularizes chem dispenser macro UI
* Adds recipe recorder UI to hypo
* further modularizes chemical dispenser chemicals UI
* tweaks borg hypo UI to account for chem UI changes
* magic letter begone
* Words this argument's description better
* UI doesn't need to be passed ui_title, also usr to ui.user
* TIL: UNTYPED_LIST_ADD is a thing
* Apply borg UI theme
* further modularizes chem dispenser settings UI
* tweaks settings UI to fit new chem settings changes
* MANY miscellaneous hypo changes
* Implements proper recipe recording and selecting
* More single letter vars be gone
* gets rid of unnecessary stack
* applies spans to recipe errors
* ig this wasn't necessary
* oops lol
* oops missed this one
* be careful with using the wrong elements
* Uses static data + proper usage of borg theme; uses drink dispenser boolean for TGUI
* func
* fix that too
* .
* in case they get emagged
* lil fix
* implements functional recipe macros
* typo fix
* makes macro usage work with all types of hypos
* Sort listed chemicals in UI by name
* veritcally stretches drink UI a bit more
* Fixes some button selection jank
* wait we already have a confirm dialogue built in here!
* Better balloon alerts + varies hypo sound
* improves hypo alerts
* in case people get injected by some reagents
* removes balloon alert for synthesizer recording
* fixes hypo not actually injecting stuff into mobs (oops)
* better documentation
* better-er documentation oopsie lol
* O okay I'll move it here then
* better words status flags
* quick im/export basics
* dispenser update
* typo fix
* sanitizing
* cleanup of theming
* .
* Update ChemDispenserSettings.tsx
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Tree Roots Taur accessory
Sort-of like tentacles, but a lot more stiff-looking and downward.
* Update sprite_accessories_taur.dm
---------
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* window hitby fix
* runtime fix for protean rigs that have been qdel'd
* mecha paintkit fix
* start off by default
* Fixes welder and make sprite purple
* Cut overlays of previous thing before we swap!
* cellfix
* Absorbed fix
* Remote view setting datums
* remote view handles relayed move
* setting up checks
* many fixes
* small fixes
* default relay behavior
* use camera settings
* coordinated for overmap shuttle
* lock this down
* not needed
* not needed
* inaccurate doc
* small fixes
* various set machine calls no longer needed
* runtime
* health hud moved to signal controls
* overriding huds
* allow signal based huds entirely
* uav health icon
* fix
* oops that's important
* more return types
* mmis view fix
* not needed
* protect against instantly deleted ghosts
* all of these need remote on enter
* these too
* order
* starting cleanup
* thankyou vsc very cool
* resleeving mind signal
* id card modifier signals
* fix
* borgifying mob signal
* button and brain
* death
* explosions, mob init
* oooop
* semantic
* payment account revoke and status
* missed hook listener
* wip for now
* fixes
* round signals
* only remaining
* doppler arrays behave with z levels
* audible message it is
* wizard spells applied correctly to mind datum
* Add status effect signals
* fix illegal assignments
* remote view drops on status effects
* missed
* protect turf decouple
* don't bother if we will just restart it anyway
* don't remove
* equiping items should end view too
* inconsistent login behavior
* this is triggering during laggy attach
* seems fixed
* keep order
* docing
* typo
* better doc
* lets try this
* keep old remote views for the decoupling
* removal of machine var
* shimsham
* deprecation warnings
* COMSIG_LIVING_HANDLE_VISION signal
* improved
* more cleanup
* more fixes
* this is fine
* fixed radios
* notices for now, tgui fix
* cleaned up hud and vision parent calls, adds COMSIG_LIVING_HANDLE_HUD
* radios use tgui now
* guestpass does not need machine anymore
* cloning machine doesn't use it
* this arcade machine is tgui too
* autolathe does not need machine
* remaining cleanup
* doc fix
* fix
* logout handling
---------
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* It begins
* Better coding practices
* No mapwide radiation glow!
* Update radiation_effects.dm
* A bit more efficient
* Theeese too
* moar
* caps
* lint
* Stops self contamiantion
* Mregen
Fixes this bug with mRegen. Also gives bruteloss the 1% heal chance.
* MAR!
* TGUI panel
* Nuclear png
Attribution not required, but being listed for posterity:
From uxwing. Icon name is "Radiation Icon SVG Vector"
* colorful
* Update nuclear.scss
* Update damage_procs.dm
* Radiation Negative Trait
* Update radiation_effects.dm
* get rid of this bad documentation
Should only EVER be registerwithparent.
* starts da map
* starting to shape up I think?
* moar edits
* we got lots more stuff now
* we got dorms now :)
* moar doarm and PRIVATE GAME ROOMS WOAG
* adds chip machine
* tidy dis up
* oops
* pretties up private game rooms a bit
* ok now the chip dispenser works
* Adds resleeving stuff
* Adds pixel-displaced children of punlic paintings
* mmmmmm maint stuff
* adds VIP rooms and more maint stuff
* that's a lotta shit made woooo
* its almost... done... (the main building is anyway)
* Let's get this bih to actually load
* And let's get some proper areas separating indoor and outdoor
* Makes casino hall turfs actually render as intended
* WE HAVE AREAS NOW
* don't need this big ol file any more
* MOSTLY finishes the mai nbuilding
* finally finishes the main building (for now)
* does some exterior stuff but now it's crashing WHY
* oops
* adds subvariant of floodlight that starts turned on
* adds areas for well, secret areas
* TOO MUCH new shit
* Does a silly thing to make properly underwater cave turfs
* adds "open" underwater turfs that are functionally transparent divable turfs
* more funny secrets
* Makes open water turfs show a darker view underneath for visual clarity
* okay I think it might be done now
* makes indoor water effect look a bit nicer
* I ALMOST FORGOT
* engoodens code surrounding multiple auto-resleevers existing
* FUCK
* DOUBLE FUCK
* Lets things with GLASSPASS move through TGMC widnows
* actually it makes more sense for the TF gun to be here
* Makes 🏴☠️ secret a bit nicer
---------
Co-authored-by: Cameron Lennox <killer65311@gmail.com>