* New tator item: Air Shoes
New 'air shoes'
-intended tot item for 4-5tc
-functionally wheelys that can ollie as well
-slight maneuverability in 0g just like moths
Co-Authored-By: Byemoh <5091394+ToasterBiome@users.noreply.github.com>
* things changed
-tried giving them the ability to ollie but botched it and idk how
-nvm baiomu told me
* Update scooter.dm
sparks appear on activation of shoes
* making it so if atmos is ok and gravity is gone yo can still move
* LAST THING DIDNT WORK
trying tje walk in pressurized thing again
* what do you MEAN UNDEFINED VAR
* stole from mothcode again instead
fuckin indentationerrors
* Update miscellaneous.dm
* fuck it dealing with this part later
* SPRITES BABEY
airshoes have proper worn/item sprites now
* changing shoe toggle sprites
toggling them on has its own sprite, but working on getting the ollie one to work properly
* Update shoes.dmi
* another shot at the movement in 0g
second attempt at allowing movement in 0g and atmos
* headache part 4
* Update miscellaneous.dm
* messed up vehicle sprites
added in icons for riding but sprites are a bit buggy atm, will replace later when replacements come in
* trying to figure out why a button wont change
* got it
no longer skateboard ollie
* just had a worse idea
gonna replace noslip with something else
* yes its dashing
* jorts
* jorts 2
* vehicle sprite
* last sprite thing
added custom sprite for shoe dash
* shoes can be renamed now
* Update miscellaneous.dm
* other actions now available+fixed sprite mistake
-removed a redundant line stopping the action from being recognized
-removed old shoe vehicle sprites so there's no shoes on top of shoes
* adds shoes to uplink and changes dash name
-alphabetically added to misc gadgets section
-name of dash changed from 'activate air shoes' so its less confusing
* Update miscellaneous.dm
* fixed a problem
walking while dashing used to just interrupt the dash so i just made the dash happen faster
* setting up knuckles
* trying to get status effect working
* got first ability working
* trying to set up second action
* second power working kinda
* got moves and cooldowns working
* attempt at keeping track of targets take 2
* made visegrip check all candidates i think
ability now properly checks if anybody around is marked before returning
* did the same thing for the other move
* replacing the bad idea that was the ashy spellblade
* adds some sprites and prevents stunlocking
* Update necropolis_chests.dm
* Update necropolis_chests.dm
* last sprites and cleaning up
* alternate cooldowns for people and otherwise
* Update code/datums/status_effects/knuckleroot.dm
Co-authored-by: Byemoh <baiomurang@gmail.com>
* Update code/datums/status_effects/knuckleroot.dm
Co-authored-by: Byemoh <baiomurang@gmail.com>
* Update code/modules/mining/lavaland/necropolis_chests.dm
Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>
* Update code/modules/mining/lavaland/necropolis_chests.dm
Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>
* Update code/datums/status_effects/debuffs.dm
Co-authored-by: Byemoh <baiomurang@gmail.com>
* Update code/modules/mining/lavaland/necropolis_chests.dm
Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>
* Update code/modules/mining/lavaland/necropolis_chests.dm
Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>
* Update knuckleroot.dm
* Update code/modules/mining/lavaland/necropolis_chests.dm
Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>
* fixes merge conflict
Co-authored-by: Byemoh <5091394+ToasterBiome@users.noreply.github.com>
Co-authored-by: ToasterBiome <baiomurang@gmail.com>
Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>
* someone fucking broke tails again thanks guys
* gutting old heretic sacrifice system in favor of new, better heretic sacrifice system except actually better this time
cartlord will downvote this pr
* idk what im doing lmao
* this is a bad idea
* start of map editing and sprites for stuff
* uggggggg
* yoigstation coders be like
* didnt ask + mapmerge + ratio + cope + mald
* jeos
* lints is going to get mad if i dont do this lmao
* Update eldritch_effects.dm
* Rod of Asclepius things
Rod of Asclepius death now causes you to be pulled into your ghost and a new fake rod that spawns in the CMO's office and has a chance to be a real one.
* Adds the display to the maps
* Tweaks the description
Words this better
* Rearranges the CMOs office
* Removed the chance of the rod being real
This was a bad idea
* replaces eye of god xray with a new status, exposed, which increases incoming damage by 15% for 10 seconds, with the effect lasting longer and having twice the damage increase against megafauna
* omg theos no
* might add an alert at some point idc though
* wtf even is that
* godeye is now colossus loot since the colossus has managed to have 0 actual useful loot unless you count the recharger crystal which only has a small chance to be picked or voice of god which has a small chance to be practical
* missed a space here
* piss
* second set of files
* theos feels pain and dies
* code works lmao
* other stuff
* YES YES YES
* Update zombies.dm
* egg
* whoops
* bubblegum alt attacks won't wound
* bone hurting juice hurts bones
* something's fucky wucky
* humans are no longer blue space babes but projectile damage is still wack
* IT WORKS???????
* other stuff
* turns out im big brain and already handled that should be testable live now
* WHOOPS
* medical pens not in stupid area
* fix regen mesh icons
* tool_behavior and defines plus allowing wound healing to override surgical tool no touchy bit
* should help
* mapping problem
* fix monkies shitting out blood all the time
* going to remove examine_more being stupid
* this is stupid i think it works though
* Empty commit, more bad code
* this probably fdixes something
* buckshot buffed back to where it should be
* woundings
* missed this one
* fix gamebreaking bug
* turns out damaging ANYTHING causes suit sensors to break whoops
* stuff up to limb disable refactor
* aid scanner can no longer kill you if you use it too much, preventing the robot uprising for another few decades
* Update burn_dressing.dm
* wtf
* shotgun slugs have a wound bonus of -30 putting them in line with other high damage weaponry that has even less
* burn debriding uses the scalpel rather than the hemostat
* debriding for patch/treat no longer causes wounds
* Give syndicate medical cyborg a bonesetter
* like 5 more prs ported
* fixes burn ointment and mesh application not having a progress bar
* gamemode zombies get easydismember and easily wounded
* managed to screw up self cautery this fixes it
* carbons can't use check self for injuries but humans can
* honey gives +2 sanitization to burns
* re-add this if sensors get fixed
* should fix a runtime I made on accident when trying to make examine more less jank
* last 2 prs and some holdup fixes since these touched on that
* set target = src so the progress par shows up i think
* Update mutations.dm
* fixes twohanded reuqired weapons by reverting some change I don't understand
* fixes blood sprites
* actually properly fixes the thing
Co-authored-by: Gabriel Adamson <adamson.g@gmail.com>
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* clock cult agents added with framework for gamemode
also moved clock cult unlocks out of the clock cult team so agents can use them
* escape one survivor objective and soul extraction clock side both complete, gamemode info started, etc
* blood agents moved to DLC so clock can be tested, reorganizing, foolproofing some stuff, addition/completion/whatever of clock implant and objective, addition of basic bloodcult agent stuff in preparation for blood agent DLC, removal of debug interaction from agent slab
* no making real slabs from agent slabs
* clock gets some starting power can't believe i forgot this
* code runs off 100% all natural 0 []
* make scaling actually work
* cut recursive thing
* Update clock_mobs.dm
* bloodcult work
* bloodcult start stuff
* newline
* bloodcult objectives, cleanup, and bloodcult restrictions
* merge conflict I fixed but didn't get saved because ??
* see above
* oops all redacteds
* Update hierophant_network.dm
* Update game_options.dm
* bloodcult fixes and repositioning stuff
* clock cult gets 1000 starting power
* fix runtime
* wording
* Update traitorcult.dm
* Update traitorclock.dm
* FORGOT THIS
* Update soulextractobjectives.dm
* Update traitorcult.dm
* Update cult_structures.dm
* impant
* Update game_options.txt
* Update traitorcult.dm
* Update traitorcult.dm
* probably actually most definitely fixes literally everything
* Update traitorcult.dm
* Update traitorcult.dm
* Update traitorcult.dm
* Update traitorcult.dm
* fuck this
* Update traitorcult.dm
* Update traitorcult.dm
* Update traitorcult.dm
* fuck
* agent scaling down to 15
* Update traitorblood.dm
* Update traitorclock.dm
* Update soulstone.dm
* Update blood_magic.dm
* Update blood_magic.dm
* genious
* Update blood_magic.dm
* Update blood_magic.dm
* Update implantobjectives.dm
* Update blood_magic.dm
* Update blood_magic.dm
* fi clock agent not fgetting slapb
* fuck
* this is a mind proc retadrd
* agent scaling pulling double duty for objectives and cult size
* Update implantobjectives.dm
* Update traitorcult.dm
* deshittening
* Update implantobjectives.dm
* Update implantobjectives.dm
* Update soulextractobjectives.dm
* Update traitorcult.dm
* Update traitorclock.dm
* Update traitorblood.dm
* Update traitorcult.dm
* mess around with clock agent team probably fix issue with objective desc
* same with blood agents
* reflect changes to make objective text work in gamemode file
* Update code/game/objects/items/robot/robot_parts.dm
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
* cant believe I forgot that
* Update code/game/gamemodes/traitor/traitorcult.dm
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
* Update objective.dm
* Update code/game/gamemodes/objective.dm
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
* Update code/modules/antagonists/clockcult/clock_items/replica_fabricator.dm
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
* Update code/game/gamemodes/traitor/traitorcult.dm
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
* Update code/game/gamemodes/traitor/traitorcult.dm
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
* all of this kind of wrote itself
* I think this'll stop teams from being made without having members
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
Co-authored-by: Nichlas Pihl <nichlas00100@gmail.com>
* heretics port
* fix conflict
* Update eldritch_book.dm
* forgot UI
* make summons not permanently fuck up a rune probably doesnt ruin anything else
* think I can do this
* cleave invocation is now cool
* armsy fixes also changes study back to research since it fucks with the order of stuff
* COOL descriptions for monsters
* make rust final based by giving stun immunity
* make ash final based by giving stun immunity
* somehow missed these
* fix world icon for cult robes
* flesh grasp effect actually works and ghouling is countered by mindshields
* don't need . = ..() just ..()
* probably fixes amulet
* fix amulet
* probably fix stalk
* fuck tgui
* Update eldritch_antag.dm
* make antag hud work
* ~10 seconds of silence on mansus grasp
* move antag hud stuff to the right icon file
* Cherry picks the unicode part 2 PR from TG
* Things
* drop 512 support
* TAN --> tan
* Manually does the things that was in renamed files
* CLAMP --> clamp
* ismovableatom -> ismovable
* bugfixes, tg is bad
* Ports sanitize_name
* Bumps checks
* Fixes new linter errors (#48126)
About The Pull Request
This fixes the errors raised by the new feature I'm adding to the linter: SpaceManiac/SpacemanDMM#119
* Update SpacemanDMM suite to 1.2 (#48785)
* Update SpacemanDMM suite to 1.2
* Fix new lint errors
* Removes unreachable code (#48143)
About The Pull Request
As detected by SpaceManiac/SpacemanDMM#123
* casually fixes 50 bugs
* stoopid evil dreamchecker
* stoopid evil dreamchecker
* stoopid evil dreamchecker
* almost the same thing
* Makes all UIs UTF-8
* Fixes bugs
* Fixes runtimes, some related to 513, some not
* Fixes agent ids
Co-authored-by: MrPerson <spamtaffic@gmail.com>
Co-authored-by: alexkar598 <>
Co-authored-by: spookydonut <github@spooksoftware.com>
* steal ice moon and some other assorted qol stuff
* shoe fix
* small fixes
* that is not what that is supposed t obe
* working on station ruins
* theos gives up
* fuck
* missed one
* removing airless tiles
* Wolf sinew
* fixes for map stuff
hear_intercept is removed in favor of having the things that care register for the COMSIG_MOVABLE_HEAR signal instead.
The signal has been changed to be like the speech one with an args list.
Nanite datums no longer register for the hearing signal just in case, only the voice sensor nanite program does.
Dead code has been removed from to_chat, the savefile/sound checks being just-in-case boilerplate checks made during the conversion to to_chat, the replacetexts sidestepping a byond bug that was fixed in 512.1420.
* Remove reagent ids and use typepaths where applicable
* Remove reagent ids and use typepaths where applicable
* Resolves some easier conflicts
* Resolves medical_tools.dm
* Resolves robots.dm
* Handles cinnamon
Wow, I cannot do this manually. Fuckin' regex time.
* Removes 27 merge conflicts (!!!!!)
* Makes it actually half-attempt to compile
* I just -- I give up, it's over
* mk
* mk
* mk
* hm
* ok
* what a bloody chain reaction jesus
* ok
* and done
* went threw and changed the ones I missed
* ok
* dangit altoids hurry the fek up
* Fixes whatever I found find thru this regex:
reagents[\s\w]*=[\s\w]*list\([^\/]+\)