Now you can set the mode after the round starts, to be saved as the
default for next round and on
Otherwise you can now choose rather or not the mode change is for the
current round only or saved as the new default mode.
* Play Internet Sound respects start time
For example, adding &t=400 to youtube links.
Doesn't try to parse the start time, youtube-dl does that for us already. Will probably work on most sites not just youtube.
* [Play Internet Sound] now supports end time too
Switched event handler for start to loadeddata from canplay
loadeddata fires when the first frame is available
this is quicker and more consistent than canplay, which tries
to predict at least a few moments of playability being
available before it fires
* [Internet Sound] music_extra_data now starts null
* Merge pull request #42861 from tgstation/MrStonedOne-patch-1
Bans now only default to banning ip if a permaban.
* Bans now only default to banning ip if a permaban.
* Move GLOBAL_PROTECT statements after their globals
* Merge pull request #42870 from AutomaticFrenzy/patch/global-protect
Move GLOBAL_PROTECT statements after their globals
* Merge pull request #42862 from AutomaticFrenzy/patch/cant-believe-dm-accepts-this
Fix some incorrect list/ type annotations
* Fix some incorrect list/ type annotations
* First go at /machinery/telecomms/
* Dumps in /modules/scripting/
* Fixes most of the compiletimes in traffic_control.dm
Except for the ones about the server not having all these NTSL-ly procs; that I'll handle in the next commits.
* Fixes most of the compiletimes in /scripting/
Again, the other compiletimes are related to the tcomm servers. Next commit.
* Fixed server stuff, plus other misc bullshit. IT COMPILES!!!!
HOLY FUCK IT COMPILES
* Fixes the Traffic Control computer's UI
* Makes NTSL actually run on the server and work
This is a blessed day
* Makes Travis complacent
Apparently he was complaining about all the var/const 's there are in this code, so, I dealt with them.
* Fixes ``broadcast()``, hopefully
* Cleans up the interal code, clears out more const's
The majority of the code in /scripting/ is not at all within the tg guidelines, which is fuckin garbo
If Ling forces me to convert the all of this to be tg-CONTRIBUTING compliant I'm deleting this PR
* Fixes bug involving $content
Fixes a bug where the message would not be broadcasted if $content were set to a number value.
* Makes broadcast() work slightly more than it did before
Fixes a bug where broadcast() was not sending its message to any machine.
This doesn't apparently fix broadcast(), but it gets closer.
This also makes it so that broadcast() returns how many machines heard the broadcast directly.
* Makes the IDE dark-themed
So edgy
* Makes broadcast() work! For real!
We're GETTING SOMEWHERE, ladies and gentlemen!
That only took, y'know, 6 hours of on-and-off labour, by itself.
* Fixes $source and $sector
I... guess this fixes $source? I'll do more tests on this later.
Also, this makes $sector a vector now, I think. Was it one before? I'unno. It's 5 in the morning.
* Adds clearmem(), tweaks mem()
mem() now, when used to set a value, now returns TRUE if it worked and FALSE if it didn't.
* Fixes $say, $ask, $yell, & $exclaim
That GetSource thing is going to bite me in the ass eventually, I just don't know exactly when.
* Re-adds Signal Technician
* Makes $language work
So in NTSL the languages are set by bitflags.
That isn't really how language works anymore in the game, so I've put some wrapping around that so that the scripter can still treat them like they're still bitflags, sorta.
This should generally maintain backwards compatibility while also making all this actually work.
* MODULARIZATION!
If you want to actually see a play-by-play on what I've done to make NTSL work, look at the diffs of the earlier commits.
* Fixes the dme, puts script computer in Yogstation map
* Removes UUID
Can I be merged now
* First Hotfix
-Fixes Signal Techs not being able to get out/into Engineering
-Fixes the HoP's computer not being able to give out the Signal Tech job
-Adds an admin verb that lets +ADMINs kill all NTSL scripts
* Fixes SecHUD w/ Signal Techs
* Fixes language, adds Clown span
- Non-Common languages can now be spoken on NTSL-enabled comms channels
-SPAN_CLOWN is now an allowed span, although I am not adding a variable for that in NTSL.
* Pretty filter for variables output by NTSL
Also implements isnotpretty() , a boolean version of pretty_filter().
* Fixes Signal Techs not being able to leave, again.
* First attempt at fixing AI tracking
We would be merged by now but nooooo gotta merge me some file changes says ol' nich
* I don't know how to fix this
* Update YogStation.dmm
* Mostly fixes the .dmm
One of the doors that lead to telecomms is part of the randomly-changing engine area, so, gimme a sec on that.
* What the fuck happened
* I DON'T UNDERSTAND
* Fixes my isnotpretty proc
* ?????
* Alphabetizes the .dme
* Fully fixes Signal Techs not being able to leave the satellite
So one of these doors *is* part of the engine sector, so, just saying.
* Fixes runtime @ CheckToken(), fixes MaxCPU
I dunno exactly why it even got to this point in the first place, but, *shrug
Also, this makes the runtime about not having enough CPU cycles actually say exactly what the maximum number of lines is, instead of just spouting a (wrong) magic number.
* Changes newlines from \r\n to \n
Maybe this'll fix the conflict, maybe?
tl;dr: we have lists of playermobs on the z-level, which generally have fewer player mobs to iterate through. If we use them, we can get rid of the z-level checks too. On the off-chance that something plays a sound in nullspace, we can skip pretty much everything. The client-check can go too, there are no playermobs without a client.
There is now a bitflag that controls all the ways a species can be
selected from the different methods of changing species, xeno spawn,
pride mirror, magic mirror etc.
The soviet and capitalist golems are no longer selectable from the pride
or magic mirrors (just the badmin one)
interesting thing I found, androids and synths (including military
synth) are acheivable via xeno extracts!
* Refactors NODROP flag into TRAIT_NODROP
🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑
Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.
I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.
- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.
* Drop location