Commit Graph

455 Commits

Author SHA1 Message Date
Aura Dusklight c6f10bfeb3 Convert species, organ_data, and rlimb_data to TG (#19277)
* First test batch bulk change

* remove desync'd old file

* Small change
2026-03-21 04:06:36 -04:00
Cameron Lennox fb81ffbe83 Amputation Repair, Surgery adjustments, and amputation vision. (#19199)
* Fixes necrosis steps setting bone

Makes it so you the 'cut away' step doesn't set bones to open. This is entirely a non-internal fix (you're working on the flesh, not the organs inside) so you don't need the bone retracted.

* Update other.dm

* Crowbar Augment

* descriptors

* Update carbon.dm

* no typecasting

* removes unused proc

* Limb status

* Makes butchering take time

Gives a warning as well when starting it.

* Update organ.dm

* Update organ.dm

* Closing surgical stages and desc.

Opened organs have descriptions that they're opened.

Organs inform you that they have SPECIAL MECHANICS THAT'VE BEEN IN FOR 10 YEARS that you can do to them.

Allows fixing amputated organs

A BUNCH of stuff

* Update organ.dm

* Keep the washing

* Update external_repair.dm

* Update other.dm

* Organizes surgeries

* fix a typo

* Update surgery.dm

* More surgery

* Nerve Surgery

Adds template for nerve surgery

* Prevents pain from limbs that feel no pain

* Update external_repair.dm
2026-02-27 19:16:27 +01:00
Aura Dusklight 311c0117c1 Conversion of realname and nickname from bay (#19120)
* Automatic changelog compile [ci skip]

* replace all bay instances for realname and nickname with tg

* add comments where uncertain of sanitisation needed

* Fix issue from git conflict..

* Fix issue causing setup menu not opening

* Attempt to clean up how name datums are handled

* Remove redundant check

* Fix number issues with character names

---------

Co-authored-by: vorestation-ci[bot] <199609141+vorestation-ci[bot]@users.noreply.github.com>
2026-02-08 17:34:04 +01:00
Reo Lozzot 384b0be55c Fixes synths sometimes having permanant disfigurement and an inconsistancy with self repair (#18922)
* I FUCKING FOUND YOU. YOU LITTLE PIECE OF SHIT.

SO LONG. I HAVE BEEN LOOKING FOR THESE LINES OF CODE. SO LONG. HAVE I BEEN SUFFERING DUE TO THESE FUCKING LINES OF CODE.

does anyone even read commit details on PRs?

* Actually, no edgecases. No disfigurement on synths anymore.

---------

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2026-01-01 08:35:58 -05:00
Cameron Lennox d5849910e5 Begin clickcode attack_self fix (#18797)
* Begin clickcode attack_self fix

Begins the work to make everything call back to parent for attack_self so that signals are sacred.

* Makes MORE things call the attack_self() parent

Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'.

* Finishes making the rest of attack_self call parent.

As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items.

* begone foul demon

* some more cleanup

* These

* GOD this was annoying

* yeh

* Fix this

* fLARES

* Thesee too

* toys!

* Even more!

* More fixes

* Even more

* rest of em

* these too

* Update syndie.dm

* hardref clear

* Update code/game/gamemodes/nuclear/pinpointer.dm

* Update code/game/objects/effects/mines.dm

* Update code/game/objects/items/blueprints_vr.dm

* Update code/game/objects/items/blueprints_vr.dm

* Update code/game/objects/items/contraband_vr.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/gunbox.dm

* Update code/game/objects/items/gunbox.dm

* Update code/game/objects/items/gunbox_vr.dm

* Update code/game/objects/items/gunbox_vr.dm

* Update code/game/objects/items/weapons/gift_wrappaper.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/gunbox.dm

* these too

* Update maintpanel_stack.dm

* angry warning

* Fixes packaged snacks.

Fixes improper var default.

* Special handling for these

* proper poly types

* Fixes magclaws

Makes the 'features' it had just part  of base magboots that can be adjusted via varswap.

* Fixes jackets

Fixes https://github.com/VOREStation/VOREStation/issues/18941

* Small bugfix

Makes p_Theyre properly capitialize
Makes examine show proper wording

* Update gift_wrappaper.dm
2025-12-29 13:21:10 -05:00
Cameron Lennox 9a2fa8b1cf More surgery tweaks and fixes (#18823)
* 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
2025-11-27 23:39:50 -05:00
Cameron Lennox 4899465a23 Various Surgery & Medical fixes, QoL, and adjustments (#18718)
* 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.
2025-11-09 00:24:55 +01:00
Cameron Lennox 5886dd5dfa Swaps species.total_health for getMaxHealth() (#18702)
* 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
2025-11-08 02:11:29 +01:00
Cameron Lennox a425f3e663 EMP cleanup (#18682) 2025-11-08 02:05:08 +01:00
Cameron Lennox 57d1d031da Axes do_mob and replaces with do_after (#18739)
* moooore do_afters

* theese

* Failsafe

* Update human_attackhand.dm
2025-11-08 02:01:23 +01:00
Cameron Lennox fe35d1fe84 Boneless Trait (#18545)
* Fixes this bug causing brains to be deleted

* Boneless trait

* Update negative.dm

* excludes
2025-10-16 23:20:29 -04:00
Guti 8a1a482c2b Removes Gender (#18628)
* Removes Gender

* Adds herm back
2025-10-14 18:34:35 -07:00
Kashargul 45bd1930ec obj screen to atom movable screen (#18434)
* obj screen to atom movable screen

* .
2025-09-22 00:31:30 +02:00
Kashargul 6d9a03eed2 sdmm up (#18389)
* sdmm up

* also this

* .
2025-09-01 00:25:45 +02:00
Cameron Lennox 18db172f87 Signals and God (#18031)
* Begin godmode

* Adds signals to a LOT of things

Also makes godmode signal based.

* Delete life_signals.dm

* better like this tbh

* this toooo

* logic is hard sometime

* Info and moving that detach

* Unreg these

* Organs

* yeh

* BESPOKE

* emp

* robutt

* YEEE HAAA

* Instant Damage

* these should be updated as well

* Update human_damage.dm

* eh lets move this as well
2025-07-25 12:07:16 +02:00
Cameron Lennox 8f1f83251b stupid (#17903)
Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
2025-07-16 18:57:18 -04:00
ShadowLarkens e0d5d01158 Add a new process option: Break Bone (#17855)
* Add a new process option: Break Bone

* Partial refactor of belly actions
2025-06-16 15:15:25 +02:00
Cameron Lennox 730a7a4000 No more invisible man (#17769) 2025-05-30 13:16:43 -07:00
Cameron Lennox 47110b04e5 Makes gibbing 75% more efficient! (#17719)
* Makes explosions 75% more efficient!

* fix this while im here
2025-05-17 06:42:23 -07:00
Cameron Lennox 40861f50e0 Proper MaxHealth checks and Crit Point (#17704)
* Fixes maxhealth checks not including modifiers and mxHP

Death at:
W/ 100max hp: https://i.imgur.com/nR8DtzG.png
W/ 125max hp: https://i.imgur.com/87eD2hW.png
W/ 25max hp: https://i.imgur.com/SP6rPWc.png

* Crit Point

* small xenochimera fix

* Update game_options.txt
2025-05-15 00:25:30 -07:00
Kashargul e5d5b3769a ss atoms update (#17529)
* draft ss atoms update

* .

* .

* .

* low wall

* do that when not asleep

* late init handling

* .

* smes

* try this
2025-04-24 00:00:57 +02:00
Cameron Lennox ed7a9dabf3 Bloodpump (#17549) 2025-04-21 18:17:08 -04:00
Selis 28e969778c code/global.dm => code/_global_vars/ (#17244)
* 1

* Full conversion

* .

* .

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-04-21 05:55:25 -04:00
Selis 21dcf0555b Conversion many Globals to Managed Globals (Part 1) (#17121)
* Conversion of some Globals to Managed Globals

* Fix

* for later

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-04-17 14:16:53 -04:00
Cameron Lennox d4e4c8268c Medical Adjustments (#17455)
* Defib and tank

* Defib, CPR, and stabilizer changes

qol: Defib now informs you WHY it's failing, so you can properly fix the problem.
balance: CPR can now REVIVE people if their HP is below a threshold with a 10% chance per CPR usage.
balance: CPR will cause the recipient to metabolize reagents.
balance: CPR now has a small chance of causing brute damage and rib fractures to the chest.
balance: Patient Stabilizer will cause the patient to metabolize reagents if dead.

* Broken bone fix

A fracture has a random chance of shifting around inside the first time you break it.

* shadekin runtime fix

* tgui

Adds two new TGUI states - living and living_adjacent
Fixes tram to allow mobs (and robots)

* Vital Organ chance fix

* flip flop
2025-04-07 04:58:56 -04:00
Will 8504acbcf7 Dna clone fix (addendum) (#17470)
* dna vars to organ data

* bandaid for species

* get species data

* species cache in dna

* 200 runtimes fixed

* macrocoding

* small cleanup

* Seromi don't exist

Convert

This variable was NEVER EVEN USED

* extra tab fix

* pointless if removed

* use the correct flags

---------

Co-authored-by: C.L. <killer65311@gmail.com>
2025-04-03 22:48:19 +02:00
Will 1da1cad936 DNA Clone Fix (#17466)
* dna vars to organ data

* bandaid for species

* get species data

* species cache in dna

* 200 runtimes fixed

* macrocoding

* small cleanup

* Seromi don't exist

Convert

This variable was NEVER EVEN USED

* extra tab fix

* pointless if removed

---------

Co-authored-by: C.L. <killer65311@gmail.com>
2025-04-02 21:41:03 +02:00
Cameron Lennox c42610c5ae Have you bingled that (#17407)
* Initial wiki system

* wiki organization and spoilers

* hide belly chems

* move ads to tgui

* add search

* .

* load screen

* error screen

* 8

* center

* .

* .

* make this more realistic

* tgui errro col

* move search to top

* .

* non NT theme

* logo to common

* base custom theme

* .

* wip refactor

* almost halfway

* reworked wiki data

* easy fix

* get data fix

* Material Page in tgui

* catch null supply points

* .

* forward crash

* reset pages

* .

* canvas prep

* fix icon stacking

* .

* colored outlined images

* fix sm datum

* fix material names

* subType prep

* only on crash

* fix null crash

* .

* fix solgov

* clean hiding

* .

* implement catalog page

* .

* particle smasher page

* I'm lazy

* unfuck some sins

* ore page

* botany page

* allergen list

* allergen returns null too

* slime injection var

* slime core data

* fixed warning

* wip

* proper data list for chems

* pass is_slime as null

* chems

* split that

* .

* .

* .

* .

* donation for bingle, some cleanup

* return types

* partially colord icons for chemistry

* .

* more sillies

* donation page

* thaler

* needs some variation

* .

* this will crash until implemented

* handle it

* fix that

* dismiss donation banner button

* .

* fix that

* donating procs

* donation stuff for comp

* -

* drink glass for drinks

* illegal iconstate pass

* fixes

* .

* nuke drink fix

* .

* .

* .

* Drink reagent fix

* more cleanup

* adjust

* .

* simple food

* .

* food list

* sending nulls, removed flavor from recipes

* .

* .

* get_donation_current added

* .

* missing key

* .

* duped recipes fixed

* .

* .

* wiki food reagent recipes

* double list add

* properly forbid remaining bad reagent

* hide this too

* stacky

* enable eslint const

* fix typing

* update that

* use proper donation proc

* printing fixes

* grinding

* .

* beaker fill volume

* plant ore and mat grinding results

* duped recipes fixed, unit test tweak

* yes this is terrible

* .

* .

* .

* chem analyzer tgui mode, some subsystem changes to support it

* redoce

* .

* ,

* .

* small fixes, missing reagent volume

* push

* sort

* catalog entries unlocked by explo

* new chem stuff

* .

* fix byond code

* fix scroll tracking

* comment

* alphabetical

* also this

* .

* fallback icon

* .

* ...

* rel path

* that too

* to defines

* organ to define

* .

* .

* .

---------

Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-03-28 19:00:50 +01:00
Cameron Lennox ae94adba25 Various medical features and adjustments. Kiosk rework. (#17210)
* Various medical fixes. Kiosk Rework.

qol: Reworks the medical kiosk to have use. It now dispenses small amounts of painpills and medications to help stabilize you to get you to medical before you croak.
qol: Lungs no longer IMMEDIATELY risk popping if you forget internals for one second. You now have gradually accumulate damage over time. Get those internals on quick!
qol: Infections now give you a better alert that it's an INFECTION you have instead of just a random 'you feel itchy' so players are less blindsided by infections.
qol: Adjusts the text that you get when you suffer internal bleeding. Now it sticks out more during fights so you can know you have IB and get to medical quicker.
add: Makes the medical kiosk actually DETECT more issues than before. Now it actually does a full body scan on you to see what's wrong with you!
qol: Crayons and markers are no longer the strongest poison in the game. One crayon won't OD you anymore, but two will. One marker can still OD you with disaster effects if you eat it entirely. OORAH
fix: Crayons and markers get properly added to your stomach
fix: inaprovaline PROPERLY affects internal bleeding now.
qol: Putting pressure on an external wound will put some pressure on arterial bleeds as well, helping decrease (but not entirely stop) bloodloss.
code: Changes a few sections in the code to use REAGENTS_OVERDOSE instead of just a plain number.
code: Gets rid of a few //EDIT comments for better code quality.
code: Moved internal wound handling to handle_blood()

* Flavor adjustments

* words hard

* Fixes CPR as well

Fixes CPR bug

* Vox can be defibbed

Still can't be resleeved, but you can shock them back to life.

* cpr bug fix electric boogaloo
2025-03-06 13:17:24 -05:00
Kashargul 9a6f44b850 some more NEW to init (#17093)
* some more NEW to init

* Fixes cloning disk

---------

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-02-12 07:51:26 -05:00
Cameron Lennox cdafe425a5 Adds Trait Genetics (#16921)
* 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>
2025-02-11 02:01:27 -05:00
Cameron Lennox 2e4f1ce642 (Partially) Fixes Out Of Memory crashes (#17043)
* 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

* Fixes deadringer not properly deathgasping the right entity

* Wounds properly get delted off destroyed limbs

* Update vorestation.dme

* Runtime fix & DNA lock fix

* More qdels

* qdel

* comment out
2025-02-05 14:02:17 -05:00
Kashargul 7be621e7c3 usr to user part two (#16884)
* usr to user part two

* this can be null

* A few edits

- Gets rid of src. in a few places that were edited
- Gets rid of a few //VORESTATION comments
- Removes an unneeded sanity check in sizegun_vr
- Gets rid of a mind boggling !usr check in mob.dm
- Changes usr to user in sizegun_vr.dm

---------

Co-authored-by: Heroman3003 <31296024+Heroman3003@users.noreply.github.com>
Co-authored-by: C.L. <killer65311@gmail.com>
2025-01-30 17:17:46 -05:00
Kashargul 59b9802628 some istype to macros (#16826) 2025-01-06 06:45:02 +10:00
Cameron Lennox 405bf22122 Revamps limb-loss code (#16803)
* Revamps limb-loss code

- Makes it so everyone isn't at squishy as necromorphs
- Adds in a threshold for 'how damaged this limb needs to be prior' UNLESS you are dealing MASS DAMAGE to the limb, in which case it needs to be >1/2 the limb's hp (NOTE, GREATER THAN, NOT >=. This means the Eblade can not 1hit arms/legs)
-Vital limbs divide damage recieved by 1.5x making it harder for them to hit the threshold to actually take vital limbs off.
- When limbs enter 'critical state' (They were already at max damage and has been damaged even further) they are 3x more likely to get chopped off.

- Projectiles are WAY too strong and have been WAY too powercrept. Damage dealt by them is divided by 1/2 for all of limbcode, meaning a 60 damage revolver is the equivalent of being hit by a 30 damage attack. If this is dealt to the head,  this is the equivalent of being hit by a 20 damage attack. (no delimb)

- Fixes a bug where sharp weapons were TRIPLE DIPPING their delimb chance.

- Gets rid of brute weapon tearoff. They ONLY have the gib chance now.

- Chances for objects removing your limbs has been HEAVILY lowered.

* I guess mobs get projectile as well now
2025-01-06 06:43:30 +10:00
Cameron Lennox 8eeaa392b0 Makes limbs able to be chopped off with reasonable limits (#16766)
Moves around limb code a bit to make cutting/destroying limbs ACTUALLY possible.

Previously, destroying a limb required you to:
1. Reach the person's max_damage to even let you start having a _chance_ to destroy the limb.
2. Have to have a REALLY strong weapon to destroy/cut limbs. We're talking about a weapon requiring 50 to 80 damage depending on the limb to destroy it.
3. Even IF you managed to get a weapon that could destroy a limb, you STILL had a random prob() based on the damage dealt in that blow.

This changes it so instead of requiring you to reach the limb's max_damage to start having chances to drop, it makes it so limbs have two factors: How damaged the limb currently is AND how strong the blow it.

This still has thresholds. You can't grab a 5 damage butterknife and chop people's limbs off. But if you step in a 30 damage beatrap, or have a 45 damage rock drop on your hand, it might actually get gibbed or knocked off!
2024-12-28 09:40:20 +10:00
Kashargul 1d8d5b34b5 medicine.dm 2024-12-07 02:10:10 +01:00
Selis 242fa3a66b Ports over configuration controller (#16484)
* Ports over configuration controller

* Fixes

* Manual path fix

* patch (#16490)

* patch

* .

* SQL Fix

* Post-rebase fix

* Added missing examples

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2024-10-22 19:26:44 +02:00
Kashargul b594520a74 next set of spans (#16434)
* next set of spans

* some more

* next

* next

* next

* .

* text...

* next... rest soon

* .

* .

* ok last set for the night

* .

* .

* .

* .

* some more

* next

* next

* all for now

* .

* some more easy ones

* some more easy ones

* .

* .

* some more bolds

* oups auto complete moment

* add the remaining spans

* this as well

* this as well

* .

* .,

* resync them properly
2024-10-16 23:37:27 +02:00
ShadowLarkens c07027136e Port tg statpanel (#16463)
* Port tg statpanel

* Add verb descriptions using the title attribute

* Fix a dreamchecker error

* Remove chomp edits

* Add mentor tickets to ticket panel

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2024-10-16 19:39:06 +02:00
Kashargul 2f15531d79 moderate does not exist in css 2024-10-04 16:36:00 +02:00
Kashargul a2c673ab7a refactors most spans 2024-10-02 21:10:31 +02:00
Guti 409aaba802 Remove 2024-09-09 02:36:53 +02:00
Kashargul 6cabe9f7e6 Undefines local defines and moves global to __define (#16028)
* first set of defines

* some more

* .

* final defines

* del local define
2024-06-09 17:29:20 +10:00
Heroman3003 c7b6c3e42b Revert "Revert "Garbage collection, asset delivery, icon2html revolution, and…" (#15816)
This reverts commit f6d0f62622.
2024-04-22 06:29:01 +10:00
Heroman3003 f6d0f62622 Revert "Garbage collection, asset delivery, icon2html revolution, and general…" (#15815)
This reverts commit cc05d51b69.
2024-03-10 20:01:05 +10:00
Cadyn cc05d51b69 Garbage collection, asset delivery, icon2html revolution, and general fixes (515) (#15739)
* Making it compileable

* Adds Tracy & Fixed missing compat in sorting code

* CI workflow using "Stable" beta version

* Tracy define

* Fixes

* Update GC from TGStation

* fixes

* Appease linter

* begone custom_items.txt

* Making it compileable

* Adds Tracy & Fixed missing compat in sorting code

* CI workflow using "Stable" beta version

* Tracy define

* Fixes

* Build dependencies at 514

* Asset delivery/GC/515 megapatch

* fix runtime

* Appease integration tests

* More runtime fixes

* Attempting to resolve runtime

* Update spacemanDMM

* icon2html revolution

* icon2html part 2

* fixes

* Attempt to appease linter

* More fixes

* Final fixes (hopefully)

* operator keyword moment

* minor fixes and additions

* undo extra tgui files

* switch to QDEL_IN_STOPPABLE where necessary

* Pain

* GPS runtime

* dropped(null) fix, + chompedit the fixes just incase.

* Fix chat tags

* Update _build_dependencies.sh

* runtime in orebag, duplicate in computer/ship/proc/look, runtime in zoom

* tweak zoom change

* another registersignal override runtime

* 1

* Revert "1"

This reverts commit 43f619ca6c216c2bc41b8f7a346069f99591261b.

* various qdel ref fixes

* newplayer and observer harddels

* disposalholder logging remove, gargoyle hard del + typo

* retouch atom/movable destroy to be TG-like

* potential edge case ref in manualfollow

* extra following potential ref

* global list refs tweak, new_player undo a thing

* /mob/new_player qdel fixes

* undo some things

* revert atoms/movable/destroy

* revert mind and new_player panel changes

* atoms and atom/movable reversions

* bring back datum/mind and panel fixes

* projectile optimisation

* Reverts useless edits, clothing hood runtime, projectile runtime

I tried a lot of things which do not help, and i reverted a lot of it here.

* a few more reversions of useless changes

* Begin getting rid of CHOMPedit comments

* Nuke remaining chompedit comments

* Revert "undo extra tgui files"

This reverts commit f3bdcde8cb.

* fixing oops

* line ending shenanigans

* More GC cleanup

* Optimisations to test/trace projectile, turrets. Tweaks.

Turrets now only trace when they are absolutely sure they want to shoot. disposalholder, effect master and artefact qdel refs changes.

* bad usage of the check_trajectory proc

check_trajectory returns a list of objects hit along it's path to it's target, not a boolean of the target being hittable. a couple places in code assume this, so here they are fixed.

* puts legacy globals into GLOB datum for debug use

* fix upport oopsie

* fix

* Move recursive listening to component

* Minor fixes and cleanup

* undo my temp solution

* tweaks + a missed thing

* recursive_move sanity checks and safety cases

* Catch null initialisation cases + fix borg creation

VV edit spawns the object in nullspace then directly sets it's loc, which means the movement is unregistered. The spawn(0) delay should hopefully mean that setup_parents happens AFTER any unregistered movement.

* circular inventory check, make checks better

* better handling of safety reset cases

* Add logging to safety checks

---------

Co-authored-by: Selis <selis@xynolabs.com>
Co-authored-by: Selis <sirlionfur@hotmail.de>
Co-authored-by: Raeschen <rycoop29@gmail.com>
2024-03-10 09:39:33 +10:00
Killian 655114451e digitigrade legs port wip 2023-10-29 22:35:58 +00:00
Runa Dacino 09acdfd922 fix(blood): Modifies remove_reagent calls to remove_blood calls
Fixes https://github.com/VOREStation/VOREStation/issues/14817

remove_reagent has no sanitization for making sure the person has at least 1 u of blood remaining, and is therefore unsafe to use.

This commit changes all human remove_reagent("blood", amt) calls with remove_blood(amt).

This should prevent blood disappearing from internal bleeding or dragging someone while they're down or from drawing blood from them and so forth.

Not all cases of remove_reagent("blood", amt) were changed, as some act on organs or other reagent containers not part of a human mob or because it's set_species
2023-08-13 20:08:17 +02:00
Heroman3003 8dbad98871 Update organ_external.dm 2023-01-19 12:34:49 +10:00