* Ports borg tablets and Robotact
A very rough port of the two from TG with some code "barrowed" from SandPoot from cit to work around the lighting changes on TG
* Ports dentation button, rearranges the UI, and adds a change I forgot
Should all work
* Should fix the checks
Tgui being stingy
* Expanded Robotact and ports stuff
Adds a button to view alerts, self destruct, adjust light, and take picture to Robotact, ports downloading logs with the Borg Monitor, and allows borgs to use the NTOS downloader.
* Update asset_list_items.dm
* Adds buttons for lamp intensity
The slider is a bit jank, so I added some buttons for those who dont want to deal with it.
* Forgot you can do this
Should fix the checks
* *scream
Why is the linter so strict?
* Tails.dm but again
This is so much fun
* Reorganizes stuff and adds an integrated hardware flag
Reorganizes stuff to fit mod PDA/telescreen's new organization (dedicated files for each device) and added a hardware flag to better determine what can be used in the borg PC, fixing adam's issue.
* Should revert some of the removed buttons/commands
No reason to remove them
* Fixes the check
Forgot about this
* This is probably important
I should really test this
Co-authored-by: Theos <theubernyan@gmail.com>
* Added the changes
Adds name changes pcs and ctrl click opening from PDAs to mod
* This is probably important
Thanks adamsong
* Tails.dm continues to baffle github desktop
I am incapable of changing/fetch branches without commiting this.
* Makes ctrl click opening only effect humans
Makes ctrl click opening mod pcs only effect humans so borgs can still drag them
* Added modular PDA and telescreen
They kinda work
* Adds a telescreen to box
* Cleans up some stuff
Left some code in from when I was working on something else, causing the checks to fail. This removes it.
* More clean up and an untested fix for computers so they dont runtime if they have an initial program
Hope this works.
* Hopefully fixes the failed check
Forgot about that var.
* Makes telescreens machines and more PDA sprites
Makes modular telescreens machines, adds more pda program icons, and fixes stuff.
* Adds telescreens to more maps and fixes the one on box
* Fixes the failed check and cleans up some commented out stuff
Forgot about this stuff
* Replaces engi and atmos tech phones with modular PDAs
Seams reasonable. May atomize it out if people want me to.
* Forgot the commit the atmos preset
*sigh
* Moves telescreens to the machine folder and adds a medical telescreen
Moves telescreens to the machine mod pc folder because they are no longer items and adds a medical telescreen that starts with the crew monitor program, though its not on maps yet.
* Removed the old telescreen file that didnt get removed
thanks github desktop
* Forgot about the CMO's computer
Though I did this with the medical preset
* Adds medical telescreens to most maps
* Readds the changes
* Forgot to uncomment this
*scream
* Adds telescreens to mining base and brig infirmary
* Everyone gets a telescreen
* Forgot the lights
* Symmetry
* Adds the fixes for delta
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 a syndicate mod PC disk and a trapped mod PC disk that explodes on removal. Also removes ddos program from syndicate net and makes it an uplink item.
* Ports stuff
Ports a lot of stuff from TG, some of it might even work!
* Should fix the failed check
Should fix the failed check
* Allows phones to use the ID card program and aux card slot
Allows phones to use one of the two useful programs
* Changes preset stuff
Removes the old syndicate tablet preset with the nukie one and adds command and atmos phone presets. Replaces all head tablets with phones and fixes atmos techs starting with tablets.
* Fixes secureye icon and comms agents not being able to download apps
Does as it says
* Fixes the build error
cant code
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* Added modular phones
Added modular phones. Why? I don't know.
* These might be important
Changed the dme and defines, which i forgot to add
* Fixes the checks failing
Hopefully
* 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>
* 1/4 done? maybe?
* more
* stuff
* incremental stuff
* stuff
* stuff & things
* mostly done but not yet
* stuffing
* stuffing 2: electric boogaloo
* Git Commit and the Kingdom of the Crystal Skull
* make it actually compile
* found more stuff
* fixes
* fix AI laws appearing out of order
* fix windows
* should be the remaining stuff
* this time for real
* i guess it should compile too
* fix sechuds
Plurality, capitalization, punctuation, and item icons have been
improved. Status displays now show the same text on examination that
they do visually. Inducers only show a success message when they
actually succeed.
* Makes Station Z Levels a global list
* Things didnt get committed
* Define
* Removes files
* Fix mind.dm
* Wrong list name
* (
* Fixes rev checks and signpost
* Makes it actually compile
* Signpost fix
* I hate these sign posts
* Never use the web editor
* Add the system for managed global variables
* Travis ban old globals
* So you CAN inline proccall, that's neat
* Fix that
* master.dm
* Remove the hack procs
* Move InitGlobals to the proper spot
* configuration.dm
* Fix the missing pre-slash
* clockcult.dm
* This is probably for the best
* Doy
* Fix shit
* Rest of the DEFINES tree
* Fix
* Use global. for access
* Update find_references_in_globals
Always hated that proc
Whoever made it must've bee a r e a l idiot...
* __HELPERS tree
* Move global initialization to master.
Fix the declaration
* database.dm
* Dat newline
* I said DECLARATIVE order!
* Here's something you can chew on @Iamgoofball
* game_modes.dm
* Fix this
* genetics.dm
* flavor_misc.dm
* More stuff
* Do it mso's way. Keep the controllers as global
* Make master actually see it
* Fix
* Finish _globalvars/lists
* Finish the rest of the _globalvars tree
* This is weird
* Migrate the controllers
* SLOTH -> GLOB
* Lighting globals
* round_start_time -> ticker
* PAI card list -> pai SS
* record_id_num -> static
* Diseases list -> SSdisease
* More disease globals to the SS
* More disease stuff
* Emote list
* Better and better
* Bluh
* So much stuff
* Ahh
* Wires
* dview
* station_areas
* Teleportlocs
* blood_splatter_icons
* Stuff and such
* More stuff
* RAD IO
* More stuff and such
* Blob shit
* Changeling stuff
* Add "Balance" to changelogs
* Balance for changelog compiler + Auto Tagging
* Update the PR template
* hivemind_bank
* Bip
* sacrificed
* Good shit
* Better define
* More cult shit
* Devil shit
* Gang shit
* > borers
Fix shit
* Rename the define
* Nuke
* Objectives
* Sandbox
* Multiverse sword
* Announce systems
* Stuff and such
* TC con
* Airlock
* doppllllerrrrrr
* holopads
* Shut up byond you inconsistent fuck
* Sneaky fuck
* Burp
* Bip
* Fixnshit
* Port without regard
* askdlfjs;
* asdfjasoidojfi
* Protected globals and more
* SO MANY
* ajsimkvahsaoisd
* akfdsiaopwimfeoiwafaw
* gsdfigjosidjfgiosdg
* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!
* facerolll
* ASDFASDFASDF
* Removes the unused parts of dmm_suite
* WIP
* Fix quote
* asdfjauwfnkjs
* afwlunhskjfda
* asfjlaiwuefhaf
* SO CLOSE
* wwwweeeeeewwwww
* agdgmoewranwg
* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?
* Fix syntax errors
* 100 errors
* Another 100
* So many...
* Ugh
* More shit
* kilme
* Stuuuuuufffff
* ajrgmrlshio;djfa;sdkl
* jkbhkhjbmjvjmh
* soi soi soi
* butt
* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING
* lllllllllllllllllllllllllllllllllllllllllll
* afsdijfiawhnflnjhnwsdfs
* yugykihlugk,kj
* time to go
* STUFFF!!!
* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!
* ngoaijdjlfkamsdlkf
* Break time
* aufjsdklfalsjfi
* CONTROL KAY AND PRAY
* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
* Goteem
* Fix testing mode
* This does not belong in this PR
* Convert it to a controller
* Eh, fuck this option
* Revert controllerization Ill do it some other time
* Fix
* Working controllerization
* FOR THE LOVE OF CHRIST PROTECT THE LOGS
* Protect admins and deadmins
* Use the inbuilt proc
* Fixes drag drop deletion
* Fix it for clothing as well
* Do it properly
* Various other incap checks I noticed from the unequip refactor
* Time to generalize this shitty shit
* PADDLING!!!
* A whole bunch of ree
🆑
add: Fields are supported when printing with a modular computer
add: PRINTER_FONT is now a variable
tweak: New lines on paper are parsed properly
tweak: [tab] is now four non-breaking spaces on papers
tweak: Papers have an additional proc, reload_fields, to allow fields
made programicly to be used
fix: Modular computers no longer spew HTML when looking at a file,
rather it is escaped like it should
fix: Modular computers no longer show escaped HTML entities when editing
fix: Modular computers can now propperly read and write from external
media
spellcheck: NTOS File Manager had a spelling mistake; Manage instead of
Manager
🆑
* Part1
* IT COMPILES!!!!
* Fuck wait this was missing from that last
* Update handlabeler.dm
* Update handlabeler.dm
* Fixes n shit
* Fix this
* Fixes#23310
* Fucking @RemieRichards was right
* Fixes devil unEquip
* WTF ARE BITFLAGS?
* THERES THE FUCKING PROBLEM
* Fixes
* Ports AI restorer to modular computars
* mostly done. working on qdel improvments
* undoes testing flag
* undoes gc stuff
* Fixes id card module name
* memes
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.
This PR does three things:
It makes all children of /obj/ use the same damage system.
Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
The armor categories are:
-melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
-bullet
-laser
-energy (used by projectiles like ionrifle, taser, and also by EMPs)
-bio (unused for this, only here because clothes use them when worn)
-rad (same)
-bomb (self-explanatory)
-fire (for fire damage, not for heat damage though)
-acid
For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.
It refactors acid. See #20537.
Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.
It changes some aspect of damage from fires.
All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.
It also does many minor things:
Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
I tweaked a bit how clothes shredding from bombs work.
I made a machine or structure un/anchorable with the wrench, I don't remember which object...
Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
Probably a million things I forgot.
If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
* Bringing computers to the light side
Bringing computers to the light side
* Lighter and lighter
Lighter and lighter
* Missed some lists
Missed some lists
* Text to defines
Text to defines
* Last commit
Last commit
* How did this even get here
How did this even get here
* Removing bad stuff
Removing bad stuff
* Fixes verb adding and idle check
Fixes verb adding and idle check
* Modular computers rework, part A
* tweaks&fixes
* Adds component-side compatibility checks
* Moves computers to SSobj
* Fixes stationary computers not using power usage vars
* Changes icon generation a bit, adds icons to broken computers
* Moves UI into it's own file
* Laptop refactor + sprite replacement
* Modular console's keyboard now lights up when powered
* minor fixes
* fixes
* bonus: wired connector, new type of recharger
* Modular computers are now devices
* code quality ocd