* Adds twohanded and ports some things to use it
this will require update_appearance to properly compile.
Haven't ran updatepaths yet, I'm just saving my progress.
* Saving my progress again.
* Nearly finished
* Fixes
* test commit
* Revert "test commit"
This reverts commit 6e4e79a57a.
* existing base_icon_state
* base to atom
* Update twohanded.dm
* map updates and updatepaths relocation
* merge conflicts
* Fixes in local testing
* call parent
* fuck you admins have to wait procs out
* wielded stats
* update icon and update appearance
* update name
* fixes
* Removes double parent calls from many things
* More fixes
* minor fixes
* fuck
* A!
* general annoyances in this PR
* going in specific fixes
* remove remaining update icons and hud fixes
* Mass replace update icon with update icon state/overlays
* compile
* push my work so far
* goes back on things I broke
* a
* goes through like 80 more cases
* going through more update icons
* compile again
* thank you tattax
* Goes through the remaining update icon
* fix CI cries
* Fixes cigs, canisters and guncases
* Fixes airlock unres sides
* Fixes the flash
* Fixes cryo cells
* gun fix
* Egun fixes
* fixes mini eguns
* Update energy.dm
* Fixes MMIs
* Fixes security level interface
* Fixes cigar cases
* Bow & Critter crate fixes
* Fixes signalers
* Fix canisters again
* re-adds blinking red
* Fixes solar panels
* Fixes cryogenics (and forced standing)
* Update cryo.dm
* sechailer fix
* Maybe fixes pitch black roundstart APCs
* Update apc.dm
* yet another egun fix
* Fixes plasmamen helmets among other stuff
* Fixes canisters for good
* Fixes booze dispensers
* Fixes new icon updates people added
* Probably fixes ballistic guns
* i give up lol
* Updates our unit testing to be much better than it is now
Updates our unit testing to somewhat more functional ones ported from TG
I also added 2 new unit tests to serve as examples, mapping and job landmarks.
* Revert some minor things
* Fixes the log file
* Update unit_tests.dm
* adds a missing icon
* additional changes
* 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>
* Update fun_balloon.dm
* Update bubblegum.dm
* Update shuttles.dm
* Update shuttles.dm
* Update emergency_arena.dmm
* Update mapping.dm
* de-modulizes arena into 2 files
* minor tweak to Gumdrop
* hopefully fixes maps
* this too
* fixes shuttle lights
* some fixes
* un-ocd engines
* engine
* arena
* makes wej's mood lighting work
* renames arena to "The Arena" so it doesn't show up on top of the list
Co-authored-by: pp <patpol4@protonmail.com>
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
* i made a cute lil nest, come and stay!
* fixed the map things, it can now generate n stuff
i am a shitcoder
* added mqiib suggestion and gps
* minor map improvements, fleshes out the map a bit.
* added airlock cyclelink
* added bathroom light lul
* did wej's requested changes, made the lore better
* made the turf template also area template
* made asteroid bigger and untinted windows
* marmio's changes, renamed bathroom door, posters
* fixes lore paper, adds garden, makes o2 tank air tank, adds potted plant
* wej's changes
* weird file removal and minor final changes
Co-authored-by: wejengin2 <patpol4@protonmail.com>
* HAND OVER THE STAND ARROW BUCCARATO
* a
* bruh
* missed
* whoops
* fuckit, stand meteors
* stupid academy
* stupid OTHER ACADEMY
* should probably work
* holyparasite stuff
* fukc
* Update holy_weapons.dm
* Update holy_weapons.dm
* Update holy_weapons.dm
* Update runes.dm
* Update runes.dm
* bruh
* finally actually fixes holyparasite and probably berzerk frenzy I guess
* buccarato
* stand meteor can spawn on meteor events sometimes
* random guardians
* runtime fix and actual pocket dimension work
* aaaaaaaaaaaaaaaaa
* fix some stuff
* Update time.dm
* Update time.dm
* Update time.dm
* Super vital fix
* guardian syndiekit
* Update uplink_kits.dm
* Update uplink_kits.dm
* Update uplink_kits.dm
* Theos dies in the end
* bruh
* bruh
* aaaaaaaaaaaaaaaaaaaaaaaaa
* bruh
* Update CentCom.dmm
* Update holy_weapons.dm
* moves limited healing
* Update holy_weapons.dm
* update travids
* stands now lose their users on death
* Aaaaa
* ????????????
* ok
* May have been a bad idea not sure
* this would probably be a good idea
* fix stuff
* Nuclear operatives have a christmas tree during the festive season
🆑 coiax
add: Nuclear operatives have a Christmas tree during the festive season.
/🆑
Minor buff to nuke ops during the Christmas period when trees have presents,
as they'll have access to random items just like the crew.
* Adds a second lightbulb to the bathroom
* Christmas tree SPAWNERS rather than LANDMARKS
* Initial stage
* final changes?
* Tweaks
* removed bad variables
* Fixed more bad vars
* is this map merged?
* spelling fix
* spelling fix
Co-Authored-By: TheDreamweaver <austin.j.rickli@gmail.com>
* Map fix?
* now this is map merger
* Fixed summoning edge cases
* Fixed spelling mistakes, Added better handling of sphere removal, Added sphere to the cargo shuttle blacklist, Made the "mystery" more dynamic
* Added better handling of stored mob summoning
* Removed redundant code.
* Made the jukebox actually accessible
* Tweaked it so that no maps would need to be loaded on Init
* comment commit
* No src
* Fixed spelling and getting trapped in rocks
* Fixed spawned-in hotel checks
* Blacklisted hotel are from blueprints and migrated storage handling from door to area.
* Prevents observing mobs (ghosts, camera entities) from getting stored.
* Condensed an if statement
* The hotel can now be used on another mob to invite them to the hotel. All living mob types can now exit out the hotel door.
* Fixed wrong user getting prompted when hotel was used on someone else.
* Added peepholes to hotel doors that can be used via AltClick.
* For the grammar lovers.
Fixed vareditted bonfires not properly igniting at round start.
Fixed vareditted pianos switching to minimoogs at round start.
Fixed some vareddited flashlights not turning on properly at round start.
Fixed all missing floor icons
Fixed bookcases at the Wild West away mission not being properly populated.
Fixes missing icon in DM for syndie playing cards.
Added support to change the burning icon of bonfires (right now there's the
normal on_fire and warm states, warm being more of a burning embers sort of
deal.)
* Converts all colored plasteel tiles to turf decals.
* Removes now deprecated floor icons and paths.
* Hotfixes on three maps.
* Moves script to its own folder.
* Fixes wild west.
* Fixes holodeck
* Fixes eye rape bug.
* Fixes meta and lavaland biodome ruin having some missing textures.
* Refactors shuttles to be loaded in, rather than be on the station maps
- Shuttles are now loaded in by the shuttle subsystem.
You configure what shuttles are loaded in via
`/obj/configuration/shuttle_load` objects.
* Box arrivals shuttle is now imported from template
* Moves things out of the #ifdef
* Box emergency shuttle is now imported
* Box emergency shuttle is now templated
* Box ferry and whiteship now load from template
* More shuttles on Box done
* Apart from the pods, Box is now completely templated
* Delta now has all non-awkward shuttles loaded in
And Centcom..
* Removes no ops turfs, more error messages
* Fixes slightly chopped off external wall
* Massaging more shuttles into working correctly
* Debug messages are king
* Delta cargo shuttle now docks again
* First pass of Metastation shuttles
* Omegastation first pass
* Metastation now has its own shuttle
* Did most shuttles on Pubby
* Turns out Pubby arrival shuttle is slightly smaller than Box arrival
* Whoops, missed a stationary port
* TGMified the pubby arrival shuttle
* First pass, box is working
* All stations now have roundstart_template and no configuration objects
* Removes roundstart_move
* Why do we even have these unused keys
* Remove unused coded vars
* removes some excessive safety checks
* Missed some Centcom cargo dock stuff
* Got it working again
* That thing that Cyberboss wanted
* Noop turfs the shuttle templates
* And template noop for the area
* Attempts to assuage travis
* Warning!
* Please love me, Travis
* RIP Remie
* move door_assembly types to new door_assembly_types.dm
fixed some stupid airlock varedits
made glass airlocks a subtype of their solid variant
* examine door assembly to see what name is set
move airlock emagged description to examine()
* removed typetext and icontext vars from door assemblies, airlock painter no longer works on door assemblies
removed 'anchored = TRUE, state = 1' copypasta from door assemblies
door assemblies update their name more regularly during construction
added new airlock types to airlock painter on airlocks, and to the RCD
airlock assemblies built with metal are now in a list, you can build many more airlocks
vault door assemblies can be built with 4 plasteel
added a solid version of station2 airlocks, renamed to "public airlock"
glass and mineral sheets are now able to be welded out of door assemblies
* find n replace airlock/glass to airlock/glass_public in maps
door_assembly_glass to door_assembly_public
* made highsec airlocks built with 6 plasteel, removed from RCD and airlock painter
vault doors built with 8 plasteel
removed redundant vars in airlock_types.dm
reverts the dumb rglass 'replacement' addition in door assembly construction
* moved airlock assembly defines to construction defines file
fixed incorrectly named shuttle airlock glass_closed and maint panel protected closed overlays
improved examination message for glass/minerals present in assembly
* airlocks take their dir from the assembly when built from assembly
removed "vertical" variant of survival pod airlock, unneeded
survival pod airlock assembly can have glass applied
solid and glass overlays for survival pod airlocks
* OOPs some airlocks, removes a duplicate door assembly, removes some var edits on maps for a new glass type
* turn copied door assembly code into a proc
some feedback during door assembly construction
door assembly created airlock takes name from base_name if no custom name
moved plasma airlock proc to airlock_types.dm
* Updates floors and decals as well as all relevant maps.
* Fixes centcom compilation errors
* Fixes some missing floors I did not see under blast doors whoops.
* Removes a bunch of tags reeeee
* Removes redundant icon states.
* Updates almost all maps, mostly to deal with /black being changed to /dark.
* Fixes pirate ship too.
* Let's try that again fuck
* Whoops extra area error
* Proper conflict fixes.
* Actual fixes now
* Actual fixes.
* Last couple of fixes hopefully at ninja's request.
How does this work:
Station receives a communication extorting current cargo point, if they answer yes the points are just gone and nothing of interest happens.
If station refuses to pay or is silent for 3 minutes, pirate shuttle spawns somewhere in space.
There's an internal GPS onboard so crew will always be able to follow the shuttle.
Crew of 3, moderately armed. (Balance pending)
Shuttle engines have 3 minute cooldown between jumps.
Special shuttle equipment will block cargo and emergency shuttles from leaving and slowly steal the points.