* Secret Gateways: Config loaded Away Missions + Anti-observing Z level traits (#61719)
* Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co. (#54783)
* bonkies
* fix merge
* secret gateway update (#62003)
admins are now notified about a secret gateway load failing, also logs this
secret z levels are protected from incorporeal movement
fixes unpowered ruin areas being powered
adds a bunch of new areas for secret gateways, since var edited areas probably arent a good idea its good to have a few presets
adds cordon turfs and areas, ingame they just look like the z level border, they are completely indestructible, you cant pass them, and if you somehow do, the cordon area kills you (idea from goon but the code and sprites are mine)
adds a z level injector mapping trait, injects a z level trait into the z level its placed on, if you want to add something like ash storms or whatever to your map
adds an anti xray z level trait, you can optionally add this with the z level injector to protect your map against any xray or whatever
* yesss
* Update walks.dm
* last fixed
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* 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>
Idea and instructions by @Razharas, many thanks.
This PR only implements the framework required to catalog as well as play the sounds. Their to_chat text, and icons (if any) are not included, are to be pushed in a separate PR.
This PR does not remove the old playsound_local system, it is kept for the sake of not necessitating a direct changeover of every single playsound in the code, which will surely cause a lot of merge conflicts. It does however, replace bike horns' and toy nukes' means of playback to this datum, purely as proof of concept.
Playsound_local may remain in the code to support playback of admin-uploaded sounds that do not have an inherent datum. Playsound will likely be renamed to something else in the next PR to reflect its new, more universal function. We will see.
New process for adding sounds:
Create a new datum/outputs subtype.
If you wish, write down some supporting text; this gives further meaning to the sound.
Add multiple sounds to the sounds list, and weight them as you wish. (New)
Add a sound icon if you wish, it defaults to a generic sound circle anyways though.
playsound(/datum/outputs/new_subtype, receiver), and it will deliver, icon, sound, and text to the receiver.
Maintaining implication is that from now on playsound should only be processing datum/outputs
This pr intends to gut to_chats that are added alongside playsounds in the code.
This pr eliminates the need to initialize sounds in a list so that you can weight them or have the game play them randomly from the list.
Sound Rings
Currently, only mobs with the audiolocation var may view them. Sound icons have an alpha that depends on the volume of the sound, louder sounds create a more opaque image
Sound rings are completely modular and may be changed to any image.
In addition to renaming playsound to reflect its new function. I intend to give blind people sound icons at the cost of their small view, but that is for another PR.
cl Basilman
refactor: refactored how sounds are stored and played
add: Added sound rings and supporting text
/cl
if you supply step_delay_override or use_delay_override as 0 then component
just ignores these new values despite them being valid options
by using isnum() checks, these values can actually be used for this