* Add files via upload
* changed sigtech, tourist, and clerk icons
added more detail to sigtech icon
new tourist and clerk icons
* Some more icon changes
I uploaded the wrong file
* applied grimm-hollowknight requested changes
Adds new signal technician and paramedic hud icons and reverts clerk's back, all requested by grimm-hollowknight
* ah, so thats why you reverted that change
im dumb
* why cant i merge upstream
why github
* Adds brig physicians
Adds brig physicians as a new job. There are a lot of changes, but in short:
- Added the job and many required things for it to work
- Edited maps to add lockers, landmarks, and update the brig medbay
- Added new clothing, PDAs, IDs, ect.
* Fixed some stuff
- Fixed some stuff I forget to change on some maps
- Added new landmark icons
* Removed Brig Physician's ability to be an antag
Removed Brig Physician's ability to be antag and gave them a mindshield
* Many requested changes
- Removed the flash from the Brig Physician's starting equipment
- Removed security access for non-skeleton crew and weapon access from the Brig Physician
- Added skillcapes
- Updated the Infirmary in eclipse and omega
- Added a wall mounted flash on box
- Added an anesthetic tank and medical mask to the Brig Physician's locker
- Added icons for potential future support for the changes in #11744
* Another bunch of changes
- Fixed a bunch of typos and minor mistakes (thanks TheGamerdk for pointing most of them out)
- Added support for #11744 now that its merged
- Fixed a merge conflict
* Might fix one of the merge conflicts
ahhhhhhhhhhhhhhh
I had to redo ALL of the map changes, so that was fun
* Should finally bring this back to a functional state
Should fix some of the checks failing cause the Kilo file was messed up
- Re-did the changes to Kilo
- Fixed something I left in while testing stuff
* Thought I fixed this
- Fixes the Brig Physician's skill capes using the wrong job
* Should fix wejengin2's issues with the maps
Should fix most of wejengin2's issues with the map changes.
- Changes all the emergency wall meds to normal wall meds
- Might have fixed the APCs, but I don't know if I did it right
- MapMerged Kilo
- In Omega, I fixed the decals, added firelocks, and added vents/scrubbers in the brig infirmary
- In Box, I re-added some of the missing items
- In Delta, rearranged the lights and replaced them with tubes
- In Meta, I moved the morgue tray into the unused space, moved the blood freezer into the office, and added a shelf in the infirmary
* Bows, bamboo, and bones
Ports the stuff
* Before i get yelled at
* ack
* Some sprites I forgot to save
* Syndicate bow
* Map changes
* Other bee ports
This might be a bit too much to add
* Fixes invisible bows in Fastdmm2 and a build error
* oops
* Some tweeks/fixes
* More stuff
Added more footwraps, ported tribal skirts, and fixed hardlight bows
* merg
* oops
* aaa
* Gramger
Thanks Anvilman
Co-authored-by: Anvilman6 <54463777+Anvilman6@users.noreply.github.com>
* Revert "Merge branch 'yogstation13-master' into tribal-crafting-port"
This reverts commit b0396f5085, reversing
changes made to 3085d93160.
* Revert "Merge branch 'tribal-crafting-port' of https://github.com/nmajask/Yogstation-But-Worse into tribal-crafting-port"
This reverts commit 32967243c7, reversing
changes made to b0396f5085.
* Fix
* More fix
* removes some stuff
for now
* fixed dart guns
* Embed stuff
pain
* Update code/game/objects/items/stacks/sheets/sheet_types.dm
Co-authored-by: Theos <theubernyan@gmail.com>
* ADMIN LOG: A
* fixes
* pain
* less debug
* Readd the changes
* balance
* hardlight bow stuff
* bamboo
* starting recipes and stuff
* More clothes
Ports some stuff
* Adds the clothing to the map
* balance
* Slug fix
* MELEE!
* Crossbows
* Update code/modules/projectiles/projectile/reusable/arrow.dm
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Update code/modules/projectiles/projectile/reusable/arrow.dm
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Update code/modules/projectiles/projectile/reusable/arrow.dm
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Update code/modules/projectiles/projectile/reusable/arrow.dm
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Update code/modules/projectiles/projectile/reusable/arrow.dm
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Update code/modules/projectiles/projectile/reusable/arrow.dm
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Update code/modules/projectiles/projectile/reusable/arrow.dm
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Update code/modules/projectiles/projectile/reusable/arrow.dm
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Update code/modules/projectiles/projectile/reusable/arrow.dm
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Update code/modules/projectiles/projectile/reusable/arrow.dm
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Update code/modules/projectiles/projectile/reusable/arrow.dm
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Update code/modules/projectiles/projectile/reusable/arrow.dm
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Update code/modules/projectiles/projectile/reusable/arrow.dm
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Update code/modules/projectiles/projectile/reusable/arrow.dm
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Update code/modules/projectiles/projectile/reusable/arrow.dm
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Update code/modules/projectiles/projectile/reusable/arrow.dm
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Update code/modules/projectiles/projectile/reusable/arrow.dm
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Update code/modules/projectiles/projectile/reusable/arrow.dm
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Hardlight bow arrow embedding
* Ashwalker nest tweaks
* Balance
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
* Bow fixes and minor balance changes
* Im dum
* fix
* Update code/modules/projectiles/boxes_magazines/_box_magazine.dm
* reorganized crafting menu
aaaaaa
* huh
* fex
* removed broken code
Co-authored-by: Anvilman6 <54463777+Anvilman6@users.noreply.github.com>
Co-authored-by: Theos <theubernyan@gmail.com>
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* 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>
* 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\([^\/]+\)
* Splits NOEYES flag.
* Actually let's rename this to avoid confusion. NOEYES is horrible name
for what it does.
* Name doesn't conflict now. Speak up if you come up with better name.
* Fix carbons with no eyes having a flash overlay applied when they're flashed (#43175)
* Fixes carbons with no eyes having a flash overlay applied when they're flashed.
cl
add: Added a new antagonist, the Creep!
add: Chosen from a random event, the Creep will become obsessed with one person, feeling amazing around them and terrible when they aren't. They will have objectives to steal heirlooms, take pictures, hug, and kill coworkers. They also have to kill the obsession but some objectives can only be completed while the obsession is alive, requiring you to protect the obsession!
/cl
There really is no reason to betray people, generally. Maybe some stuff with security and traitors working things out, but a traitor based around betrayal and the general insane creep idea is just cool.
One Creep can show up, and they get objectives to mess with their obsession leading to the obsession's death. Here is their objectives:
A random creepy objective. It could be taking a photo with them in it, hugging them, etc
After your are done with your objectives, kill them. you can't complete the objectives when they are dead!
Creeps do not get the determination mood. Instead, when they are around their obsession, they feel AMAZING! If they are around too long, they will stutter, cough, and generally spaghetti out when talking near their obsession. So if you are going to talk near them, do it when you aren't entranced.
cl Floyd / Qustinnus
tweak: You now have to be naked to get the nice shower moodlet, if you shower with clothes you get a bad moodie
add: Hygiene, you slowly become dirty over time, the more covered in blood you are the faster you will lose hygiene. When you are too dirty you will have a stink overlay. (Hygiene doesn't affect mood currently) It also spawns miasma slowly if you smell like shit.
add: adds NEET and neat traits. NEET's get 20 bucks social welfare extra and like being unhygienic, while neat people dislike being unhygienic and like being hygienic
/cl
This doesn't affect mood so plssss dont strawman in this PR about how I'm forcing you to shower or die or whatever
This PR is mostly visual and will allow for people to judge others for literaly being smelly as hell.
also NEET and neat traits which interact with being smelly. (neat likes hygiene, dislikes lack of it. NEETs like lack of hygiene and get some social welfare (20 bucks))
* Passes thrownthing to hitby
* Items now also pass thrownthing
* No longer uses default arguments
Also fixes bananium shield
* Adds more arguments to hitby calls
* Standardises throw_impact
* Clears up some loose ends
* Adds back wacky comment
* Reinstates can_push=FALSE on bananium shield
cl ShizCalev
tweak: Paper airplanes can now have their hit probability adjusted by badmins.
add: Added syndicate paper airplanes. They are rather robust and are guaranteed to hit someone in the eye.
add: Added The Art of Origami to the syndicate uplink. This allows you to fold weapons grade paper airplanes. It will also allow you to catch paper airplanes when you have the ability enabled.
/cl
Resurrection of #40819 after I was reminded that rebasing is hard.
cl QualityVan
fix: Hugging skeletons is now possible
/cl
Fixes#40672
The if not in crit checks in human_defense and carbon_defense could be removed because they should only be reached when they're either true or irrelevant.
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
fix: having higher sanity is no longer punished by making you enter crit faster
balance: you can have 100 mood instead of 99 before it starts slowly decreasing
Remember higher sanity is BETTER
You want crit_modifier (now crit_threshold) to be LOW so you can stay in fights more (you go into crit at 5hp vs 0hp).
Why: Proc overhead, puts the load on mood, proper abstraction of mood component, values > defines, etc.