* Pacifist stechkin
Gives pacifists who order stechkins from uplinks get a version loaded with soporific rounds.
* Alerts the user
Alerts the user of the change of ammunition
* Merge branch 'sleepy-round-stuff' of https://github.com/nmajask/Yogstation-But-Worse into sleepy-round-stuff
* Reworks the implementation
Makes starting mag a variable and changes the check to look for pacifism being a quirk.
* Update code/modules/uplink/uplink_items.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Ports the bodybag changes
Many changes
* Fixes the thing
Fixes the random change and gives the mining medic locker an environmental protection bag
* Fixed syndicate bags leaking gasses
This seems like a sloppy fix, but it works I guess
* Update is_helpers.dm
* Update role_preferences.dm
* Update traits.dm
* Update names.dm
* Update traumas.dm
* Update miscellaneous.dm
* Update scanners.dm
* Update sql_ban_system.dm
* Add files via upload
* Update headcrab.dm
* Update panacea.dm
* Create e
* Delete e
* adds horror
* Add files via upload
* Update suicide.dm
* Add files via upload
* Update brain_item.dm
* Update death.dm
* Update human.dm
* Update transform_procs.dm
* Update gun.dm
* Update organ_manipulation.dm
* Update uplink_items.dm
* Add files via upload
* Add files via upload
* Add files via upload
* Add files via upload
* Add files via upload
* Add files via upload
* Add files via upload
* Create horror.txt
* Add files via upload
* Update yogstation.dme
* adds horror-relatated tips
* fixes a typo
* Update code/_onclick/hud/horror.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Update code/game/objects/effects/temporary_visuals/miscellaneous.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Update code/game/objects/effects/temporary_visuals/miscellaneous.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Update code/modules/antagonists/horror/horror.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Update code/modules/antagonists/horror/horror.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Update code/modules/antagonists/horror/horror.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Update code/modules/antagonists/horror/horror.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Update code/modules/antagonists/horror/horror.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Update code/modules/antagonists/horror/horror.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Update code/modules/antagonists/horror/horror.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Update scanners.dm
* Update code/modules/antagonists/changeling/powers/headcrab.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* i hope this won't break again
* actually makes horror unable to force lings to suicide
* fixes duplicate definition
* Not needed, changeling code already checks for that
* Cleans up a lot of code
* thank you theos for absolutely nerfing the crap out of horror tentacle
* cleans up a lot of bibby's suggestions and fixes a few bugs
* not sure if i changed anything in this file, but fuck it
* lets fix that merge conflict
* i sure hope github doesn't go nuclear
* oops made horror unable to work
* i hate logic gates
* sorry for commit spam but this thing literally broke horror and i wanna fix it as soon as possibles
* HAHA STUPID DE MORGAN! (tested works as intended)
* abominations summoned by curator horn should not attack horror anymore
* adds missing "
* cannot use lube ability whilst dead anymore
* Update horror_abilities_and_upgrades.dm
* flailing lube stops when you're killed while doing it
* fixes ordering so you can't get stuck in wrong animation at the last spin
* Horror can no longer squeeze through welded airlocks
* Infesting people is now assigned to Alt+Click
* makes tentacle arm no longer affected by range multipliers
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* 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
Co-authored-by: Byemoh <5091394+ToasterBiome@users.noreply.github.com>
Co-authored-by: ToasterBiome <baiomurang@gmail.com>
* Adds the Access Kit
* This is what I get for letting Copilot write DM
* Update yogstation/code/modules/antagonists/infiltrator/items/access_kit.dm
Co-authored-by: Hopekz <hopekxx@gmail.com>
Co-authored-by: Hopekz <hopekxx@gmail.com>
* Stand-o-rama!
* Fix ESLint stuff
* Dust on death.
* minor code tweaks
* Fix spans
* use defines to make bibby happy
* whatever there'll only be one anyways
* Infiltrators!
* Fix the cigarette vending machine in the infiltrator base
* Uncomment role preference
* Fix a bunch of bugs.
* Changes to AI hijack
* GODDAMIT I FORGOT TO SAVE IN STRONGDMM
* Fix the dumb gravgen runtime.
* Just throw the infiltrator base on centcom directly
* Add infiltrators to one-click antag (and fix vampires not being in it)
* blame jamie
* add infiltrators event
* Admin only for now.
Admin only for now.
* Maybe fix the round ending a BIT too early?
* Fix uplink not appearing properly in the roundend report
* Improve examine text for infiltrator power sink
* Whoops, remove the J
* More stuff.
* Jamie's map changes
* Make the AI hijacker more idiot-proof.
* Update map again.
* fix infiltrators not being able to use edaggers
* Update centcomm map again
* aaaaa
* fix powersink examine
* e
* wait nvm that's right
* big typo whoopsie
* Some big ol' improvements!
* some tweaks to infiltrator uplink items
* Use span defines, some hijacked AI stuff...
* infiltration implants! woohoo!
* fix pinpointer to objectives not working
* dammit actually fix the pinpointer
* New pinpointer sprite!
* new sprites!
* Finishing all objectives no longer finishes the round.
* Fix sprite
* fixy fixy
* you can now put TC into your uplink
* restrict holoparas for infiltrators
* Fix infiltration implant creating a bugged implant case
* Fix CTF; add another infiltrator item spawnpoint
* tweak shuttle a bit
* you can no longer hijack dead AIs; 3rd item spawnpoint is now on the shuttle
* prevent using PDAs to metagame
* no removing purrbation
* hijacked ais can no longer doomsday; infiltrator objectives now properly respect quiet round
* make kidnap code slightly better
* show to ghosts
* remove cornered donuts in infiltrator ship
* fix up objective code stuff
* fix telecrystal thing still not working
* Add to config
* add minimum age of 3 weeks; add dynamic ruleset copy-pasted from nukies
* nvm i'm too lazy to figure out how this works
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* adds syndie stamp
* final
* adds stamp to nuke base
* adds it to more maps
* fixes sprite
* edited sprite
* Adds to uplink
* bad name fixed
* makes syndie & chameleon stamps turn boxs into syndicate boxes
* 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
* Gives mining medic job specific traitor items
Gives mining medic tators access to the Kinetic Accelerator Pressure Mod, Brainwashing Surgery Program, and Arm Mounted Medical Beamgun
* Comments and Paramedic Medigun
Added comments to the changed TG code
Gave Paramedic access to the Arm Mounted Medical Beamgun
* Adds polymorph tator items
Man, this pull is never going to be reviewed
Gives Polymorphs a traitor item, a box with some xeno organs
There is another item commented out that is a kit containing stuff to start a xeno infestation, if requested I can remove or uncomment it
* Added stuff for the polymorph tator items
Just added two kits, with one commented out
* Added stuff for some polymorph tator items
Two auto surgeons were added, one was commented out.
* Should fix the polymorph traitor items
think it was an accidental indent
* kill
* need to update these
* Update flying_fang.dm
* Update granters.dm
* i want die
* caps
* forgot that
* sprites
* new sprites and the learny thing can be used to beat people
* Update uplink_items.dm
* Update uplink_items.dm
* l
* add icon and stun weapon restriction
* Update uplink_items.dm
* updated icon
* Removes traitor meta from the game
* Removes unused define from previous tests
* Update flashlight.dm
* clock cultists can now use chameleon clothing
Doesn't let everyone use them.
* fixed broken merge conflict resolve
* Update cqc.dm
* Update cqc.dm
* hate variable names
* check_block returns the martial art used to block
* handle_block using martial arts, begin allowing nonlethal martial arts
* add handle_counter to spec_attacked_by
* add handle_counter to classic baton
* add handle_counter to stunbaton
* delete obsolete check_martial_counter proc
* add nonlethal var and handle_counter base proc to martial arts
* Update cqc.dm
* Update species.dm
* local fixes
* move several things to make them work better and fix pacifism handling
* remove cqc uplink lock
* f
* help
* Update martial.dm
* Update cqc.dm
* Update cqc.dm
* Update cqc.dm
* Update martial.dm
* help i still dont know what to do with pressure
* Update code/datums/martial/cqc.dm
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
* Update species.dm
* makes grabbedby actually return stuff
* makes cqc grab only stun on successful grabs and makes CQC pressure disable limbs
* leg sweep knockdown halved
* Update cqc.dm
* Update cqc.dm
* update description
* actually update description and makes restrain not jank as hell
* add attack animations to basically everything and changes the slam attack's sound to actually play on time
* adds a mute to the kick attack
* increases slam damage from 10 to 20 and increases the slam knockdown from 60 to 80 deciseconds so it's unique from harm intent while prone
* updates slam info it's actually 15 stamina damage up from 10 20 paralyze up from 10 or 15 or whatever and 80 knockdown up from 60
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
* BRRRRRRRR
SM GO BRRRRRR WHEN EMAG
* SM now screams over comms that it is emagged and nerfs the EMPs so it doesn't instakill every preternis on the z level regardless of where they are
Thematic fluff added, gonna write lore bits around that later. EMPs nerfed and also line spacing fixed.
* Removed loophole around the emag to prevent powergaming
* Final balance chages and bugfixes
EMP now only pulses 5 times to avoid killing AI outright while still dealing massive havoc to the station.
Explosion in space is now as strong as intended to prevent the easy and braindead solution of spacing the crystal.
Fixed chat spam.
* Fixes some shit I missed
Damage now capped to hardcap, hallucinations logic merged and capped.
* Hopefully should fix lints, adds more flavor text
see title
* Fixes lints caused by adding flavor text
* Core functionality update
Basic core functionality added. Moved from emag to new supermatter delaminator traitor item. Some bugs still there but generally workable. Next commit should be the one that fixes them.
* Update supermatter.dm
* updates corruptor sprite
:codersprites:
* Final changes
SM no longer goes BRRRR as it is too LRP. SM now sets itself on fire at the right temperature.
* Fixed one comment that had the wrong text
* Adresses Alexkar's concerns. Also adds logging to the original thing I copied from.
- Adds logging for when someone commits dual suicide with someone else using a loaded set of tongs. Also sends an admin message since this behaviour is griefy if done on purpose. Applies to both supermatter_delaminator.dm and theft_tools.dm
- Removes ismob(loc) from theft_tools.dm where I copied the code from.
* Updated logging per HC request
* logging update 2 electric boogaloo
* loc bad 3 shitcode removal reeeeeeeeee
* cleanup
* Wow! This bug has been here for years!
Remember kids, argument order is important!
* when both constants are the same so you replace the wrong one
big pepega moment
Co-authored-by: mix <mgadevera@gmail.com>
Co-authored-by: Unknown <therarpar@gmail.com>
* Creates the SyndieReverseCard
* Jamie makes me cry
* thanks kar kar <3
* Update syndicateReverseCard.dm
* Apply suggestions from code review
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* Update syndicateReverseCard.dm
* Makes it super obvious this is a big evil item AFTER it's been used
* Update items_and_weapons.dmi
* makes the overlay sprite a bit better
* Update syndicateReverseCard.dm
* Update code/game/objects/items/syndicateReverseCard.dm
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* Update syndicateReverseCard.dm
* isCarbon, jamie suggestion
* c
* Merge conflict: resolved
* kar kar
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* Adds support for dynamic mathing
* Adds Dynamic Main Files.
* Adds Dynamic loading to yogstation.dme
* Probably adds dynamic related changes.
* Fixes code I didn't add, won't fix my retardation.
* Adds "/datum/game_mode/proc/admin_panel()" because it's apparently important.
* Adds dynamic related code.
* Adds more dynamic related code.
* Fixes error: possible unreachable code here on line 313
* Fixes copy and paste error.
code/game/gamemodes/dynamic/dynamic_rulesets_roundstart.dm, line 390, column 2:
error: possible unreachable code here
* Adds a testing change to fix the lint
* Undos paranthesis
* LintFixTry#2
* Adds Shadowling
* adds a slash
* adds some logging
* Adds IMMERSION
Thank you Theos for the help!
* FIXES IMMERSION
* Adds Mindshield Implants for Dynamic
* Adds the mindshield implant into dynamic
* Adds the mindshield stuff yadayadayda
* adds another slash
* removes said slash
* test addes imp_ before mindshield on line 427
* redo
* test
* Going to try and do this again #1
* syndie_kit/mindshield/
* gets rid of an error
* renames to imp_mindshield
* Maybe I'm just super retarded.
* v
* #include "code\game\objects\items\implants\implant_mindshieldtot.dm"
DOES THIS FIX IT DOES THIS FIX IT
* oops
* recompile
* Part of getting rid of weights, relies on dice rolls
* Adds dice roll, adds the ability for clock cult to roll
* Readjusts weight and costs, no more weight
* ahem fuck you travis or whatever the hell your name is - recompile
* Oh god oh fuck clock cult cost 0 for a while, oh god oh fuck meteors are now in, only coming in at threat 100 and higher. Shadowling requirement shifted,
* recompile
* Rev Fix
* Allows more midrounds to play
* Clockwork additions and whatnot
* Adds Vampire, and some changes to the requirements, and whatnot.
* Fixed Jobs to Roles
* Adds Vampire to Late Join
* Adds vampire cooldown to roundstart
* Adds Traitor_Ruleset to Vampire
* Adds Vamps to midround
* recompile
* Shadowling Modification
* Revs are now under the flag TRAITOR_RULESET, shadowling change, attempts to keep the round from ending if all the shadowlings die.
* Makes mindshield limited stock, now costs 1 tc, very small chance to show up in surplus crate, isn't illegal tech, player mininum is 30
* Adds cargo crate discounts
Thank you Jamie and Gamer for helping!
* Adds the party crate to discount
* Adds Zombies to the midround
* Recompile
* FUCK YOU RECOMPILE ALREADY
* recompile
* Jungle Fever can now roll.
* Only need one vampire candidate now.
* Fix
* Ah shit it seems you're utterly fucked.
* Update dynamic_rulesets_roundstart.dm
If set to TRUE, dynamic mode will be able to draft this ruleset again later on. (doesn't apply for roundstart rules(?))
* No Highpop req for shadowling
* Adds Darkspawn
* Adds some logging.
Co-authored-by: Theos <theubernyan@gmail.com>
Co-authored-by: fluffe9911 <dablank02@hotmail.com>