* Adds grep for mapload and var in Args
* vars in args
* some more
* stuff
* Update shuttle_creator.dm
* Update __techweb_helpers.dm
* fix
* Update discoball.dm
* Update check_grep.sh
* Update check_grep.sh
* Update check_grep.sh
* Update check_grep.sh
* I'll finish this later
* datum and lateinit maploads
* componentinit stuff
* mapload fixes
* why isnt CI catching these major issues
* MERGE CONFLICT FUCKED MY PR OVER
* Update check_grep.sh
* Update food.dm
* Removes ComponentInitialize
Removes ComponentInitialize in favor of using Initialize instead, removing the 4 instances that call ComponentInitialize on everything.
Also makes the EMP-proof cell EMP-proof, with some minor code adjustments to stasis component (no in-game changes).
* Adds parent calls to structures
* Update tables_racks.dm
* more food is good
* more cow cube
* rice as requested
* one less cow
acutally like 5 less cows oops but it was SUPPOSED to be one less
* one less of everything
* Ports TG/#48310 Return of The New Donk Pockets 2: Electric Boogaloo
* fixes and updates
pizza now meets VEGETABLES food type because tomatoes. Also why was I randomizing for one of each when I can just not do that? Honk Pockets now feature functional filling color
* inb4 webbing meta
* bandolier buff + shell box time
* oops beanbags were missing
* may the lord and savior save me pretty please
* hos now spawns with belt
* re-adds baton/cuffs/flash to locker
* No more lack of GPSs
* hugboxes GPSes as per request
* fixes jamie's code
* removes spacing and indentation fixes bc jamie hates fun
* Update code/game/objects/items/storage/boxes.dm
* Fixes naming issues hopefully
* another attempt at fixing the naming issue
* Reverts jamies wierd shit
* Removes the random tabs
Co-authored-by: Jamie D <993128+JamieD1@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
Adds a disk with the implant tracker program and an extra implant replacing the implant pad and locator in the mining implant kit.
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* Adds positive language to penlight hologram, to explain the purpose of it because you dentskulls don't understand what's happening most of the time
* Adds in the signalling flare, a special, brighter flare. Still needs it's own sprite.
* Lighting a flare modifies its vars to respect its lit status similar to how a welder works
* Adds in the signal flare icon ref
* Adds in flare strike sound effects for the 3 flare types.
* Two new flare types inherit the "flare" item_state now, so they all get the inhand looks
- Signalling Flare still needs a custom in-hand, as the current design is red
* Adds in the icons, post-rebase
* Adds signal flares to various storages and locations:
- Emergency Toolbox has a 1/5 chance of spawning signal flare, 2/5 normal flare.
- Engineers start with a signal flare instead of an emergency flare:
- Engineers carry more light with them than most crew, now. At start.
- Adds white signal flares to white ships.
- Adds signal flare to omega station spawns.
- Adds signal flare to some of the emergency shuttles.
* Adds the signal flare to EVA and Engineering of all maps, occasionally in maint if it seems applicable
* Adds inhands for the signal flare
* Changes step_x and step_y in three map files to pixel_x and pixel_y
Co-authored-by: Partheo <therarpar@gmail.com>
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