* update_icon() improvements
Fixes some update_icon() calls to properly call parent and use update_overlays() and update_icon_state().
The rest of obj/item fuck it
* Suggested fixes, also passes the linter
* I always forget . = ..() is faster than return ..() FOR SOME FUCKING REASON
* Actually this is better
* Signilzes datum/action to update its icon when its connected item does.
* Makes all CanPass procs call parent
* Makes CanPass more extendable and gives the mover a say in the matter
* Replace CanPass with CanAllowThrough to use the new system
Regex replace `(?<!proc)/CanPass\(` => `/CanAllowThrough(`
* Simple optimization pass
* Initial Commit, Plastic Boxes and Soda Rings. Basic carp interaction.
* Beads, trash created from breaking plastic, carp eat plastic properly.
* Cleans up sprites, adds designs to autolathe, and adds plastic plants
* Icon Conflict more like Ion Comblict because I can't spell
* Oh neat, there's already a party crate. Added Beer/Soda 6packs to the crate, adjusted price accordingly.
* Aaaaaaaaaa runtime loop.
* You win this round travis.
* Makes the in-hand sprite the soda can sprite because honestly it's close enough don't @ me
* Typo.
* Merge conflict, style changes, FINE CARP DON'T BREATHE.
* BEGONE CONFLICT BEGONE FROM ME
* Adds a new job: EMT
* adds code
* either adds or removes code, hard to tell at this point
* Never not on it, leanin' so hard you're ashamed
You can't dismiss this sick transmission, huffs your brain
Exhale your will and forget I ever knew you
Fuck do you do?
Fuck a man with hips for hulu
Rack a snitch, chalk and cue you
Corner pocket consume you
Too many hoes in my
Too many hoes in my motherfuckin' meal
Asking if I know how a motherfucker feels
How a motherfucker feels
* 300 hours in MS Paint
* map editing is almost as pleasant as CBT
* remove crepe
* indentation
* map merge
* crew pinpointer, EVA access
* sick sprites by twaticus
* Replaces pen acid bottle with calomel
* Moves crew monitor/pinpointer to premium
* Triple six, five, forked tongue
Subatomic penetration rapid fire through your skull
How I shot it on one taking it back to the days of trying to lose control
Swerving in a blaze of fire, raging through my bones
Oh shit I'm feeling it Takyon
Hell yeah, fuck yeah, I feel like killing it Takyon
Alright that's tight, what its like to experience Takyon
Out of the blue, in through the back
Door coming through like fuck what was that
Man I don't know, but it made me feel so heated
How we creep without showing you jack
Shit from below, give a shit if you know
'cause even if you did, you'd keep coming back
Back for more, need it man you're addicted to the heat
We make beats catch
Beat it til it bleeds to death, each track
Like EPMD snappin' necks as we tap energy
From everything on and off the map
Oh shit I'm feeling it Takyon
Hell yeah, fuck yeah I feel like killing it Takyon
Alright that's tight what its like to experience Takyon
Takyon, shot down your throat like a keg of beer
Choke on the smoke we in and exhale 'til the whole chamber is clear
Haters act so fucking weird
Try to stain this atmosphere
But they can't 'cause its way too sheer
How to make a hater disappear
Take shit where it ain't never been
Fuck what you thought could not comprehend
This shit if I fisted your brain with it
10-9-8-7-triple 6-5-forked tongue
Criminal level crunk lightning storm
Get out the way or get up torn
Ain't a picture big enough to fit
What we dig up from the core
Of all that they forgot ever was
Militant march of this war
Takyon taking them down
All we see is blood
Takyon turning them out
How to trick out and freak that buzz
Oh shit I'm feeling it Takyon
Hell yeah, fuck yeah I feel like killing it Takyon
Alright that's tight what its like to experience Takyon
Lunar eclipse forcing you to trip
Off the moonlit fire we spray
Cryonic haunted bullets hollow tipped with toxic waste
So here's the deal, if you don't feel ill
Don't want it nowhere near my zone
That shit is dead, can't nobody get
With that shit gets dial toned
Takyon bitch slappin pussy clots and clones
Takyon settin' off uni bombs inside your dome
Oh shit I'm feeling it Takyon
Hell yeah, fuck yeah I feel like killing it Takyon
Alright that's tight what its like to experience Takyon
* YUH
* Updates sprites
* changes job order, uncomments plasmeme clothes
* Updates outfits
* last commit I swear
* bottle descriptions
* Renames EMT to paramedic
* Renames existing EMT clothes to paramedic as well
* Add missing job icons for Paramedic (#9)
SecHUD icon
ID card icon
* Improves descriptions
* Reverts vending balance change, replaces random spaces with tabs
* Resolves map conflicts
* Update strings/ion_laws.json
Co-Authored-By: BadSS13Player <58376109+BadSS13Player@users.noreply.github.com>
* Adds missing pda_slot to the paramedic outfit
* roller bed starting equipment
* Fixes map conflict
Co-authored-by: JJRcop <jrubcop@gmail.com>
Co-authored-by: BadSS13Player <58376109+BadSS13Player@users.noreply.github.com>
* Pipe init runtime
* Modular computer explosion runtime.
* Waterbottle thrown by explosion runtime.
* Spark runtime. Should systems continue after deletion ?
* restore ghost appearance runtime
* parallax update timer runtime.
* borg unbuckling runtime
* surgery cancel runtime. FALSE is not a null.
* relic self deletion runtime.
* dog collar runtime
* Another part of that buckled_mobs robot runtime.
* Let's go over all of these
* free ()
Co-Authored-By: MrPerson <spamtaffic@gmail.com>
Co-authored-by: MrPerson <spamtaffic@gmail.com>
* Adds new donk pockets and new donk pockets boxes icons and code!
* Accidentlty didn't add the pastries, oops!
* Adds the new donk pockets to the maint loot table, a donk pocket crate, and fixes a small typo under boxes which caused the honk pocket box to not appear.
* Final commit before PR, fixed a few bugs.
* Fixed a spelling error, and removed Gondola-Pockets from the maint loot table.
* Adds a new donk pocket loot spawner object, and updatesmaps to include it in the kitchen.
* Proper mapmerge, hopefully.
* Removed step_x and step_y, hopefully travis will be happy now.
* Switches out the new donk pocket icons for less noisy ones.
* Removes unnecessary lines of code.
* Adds craftable donk pocket boxes.
* Hopefully makes travis happy by fixing metastation errors.
* More metastation error fixes.
* Changes omnizine of warm honk-pocket to 1.
* Add path variable donktype, removed copy pasted populatecontents() lines of code.
* Fully working with removal of the copy pasted populatecontents() in favor of a path variable.
* Gets rid of component initialize where it does nothing
* Fixed some data loss with food icons.
* Changes loot table to remove syndicate throwing items from gambling drop table
Removes illegal tech from Mateba revolver.
* Okay fine we'll do it this way
* Something something hugbox
About The Pull Request
Allows Field Generators and their containment fields to block Gasses when active. Field Generators now project shielding over the floor that prevents melting. Intended as a prelude to making turfs melt easier under high heat.
Why It's Good For The Game
Allows for setting up safe gas containment with some risk for containment breach.
Changelog
cl Jdawg1290
balance: Field Generators now block gasses and shield floors from melting when active
/cl
* bra
* ME GRAMMAR GOOD?
* asbestos in your lung
* Merge branch 'master' into CARPET
* Merge branch 'master' into CARPET
* bruh
* Revert "bruh"
This reverts commit 186de868197ee5904ae2e72060736dc3a505f66d.
* Revert "Revert "bruh""
This reverts commit a855f2b838f02b852fb16f4a15123ca5a26b858f.
* orange man, reasonable
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-Authored-By: Fel <fludd121@gmail.com>
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* cobby is a good amnitni
* e
* Nanotrasen fires the Wave Motion Gun at the Clock Cult
* Fixes a random changelog appearing from the reebe void.
* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.
* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.
* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron
* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.
* Switches out the three billion args of electrocute act for flags
* Adds autodoc to electrocute flags, sets the boolean I removed and tries to fix the ed209 file
* tries to fix ed209 again
* Fixes 209 hopefully
* Finally fixes that darn file
* one final one to fix the diff
* Or i guess i'll just do it myself
* Makes plastitanium windows children of reinforced windows.
* Unanchored variety isn't fully tooled in now.
* Path moved to plasma/reinforced/plastitanium
* Fixes a blunder about neglecting a mapping path change.
About The Pull Request
This PR resprites the D6, adds two money bags and a bag of 5 d6'es to the bardrobe. Be on the look out for the expensive ebony dice.
I have also made code improvement by filling dice bags using PopulateContents() and giving the special dice their own loot spawner.
Why It's Good For The Game
I have recently in anticipation for the roulette update tried playing some simple dice games with my bar patrons to great success. I did however notice that the old d6 sprites were quite bad, so i decided it was time for a resprite,
I have also added money bags to the BarDrobe since those will be needed if more forms of gambling are added to prevent greytiders from stealing all your winnings.
DiceComparasion
EbonyDiceLarge
Changelog
cl
add: Money bags can now be obtained from the BarDrobe.
add: A bag of d6'es is now available in the BarDrone. May contain a rare die.
imageadd: New d6 base sprites and variant.
refactor: Improved the way the normal dice bags is populated.
/cl
* Reverts italics-span back to no color.
* Cleans up many extra spaces and indents.
* Adds 'hear' span class.
* Replaces all 'italics' used in heard messages with 'hear'.
I've added some new decals for making colored trims around walls,
points of interest, or color coded guiding lines for that hospital
feeling. These fit perfectly with existing tile coloring.
* Fixing self sustaining rainbow extracts and fixing foam creation of blue slime extracts
* Refactoring foams to be in a helper function. Resin foam remains untouched
* Improving refactor of create_foam
* Putting helper proc in vent clog event
* create_foam takes a foam type again
* minor type passing change
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
About The Pull Request
Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game
This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
About The Pull Request
It adds a shrink ray that has 5 shots, can be recharged, has unique (coder)sprites, and has a cool sound
Shoot a thing with the shrink ray to make it small. Anything can be shrunk except floors
Shrunken things grow back after a couple seconds, might adjust this
Small things will not block vision and can be walked over (this includes walls)
Small people won't fit into their clothes and will drop all their stuff (or rather, their stuff will drop off of them). They also can't move very fast, and take 2x damage while shrunk.
Preview video here
Why It's Good For The Game
It's really goddamn cool
Changelog
cl PKPenguin321, Fury McFlurry
add: A shrink ray for abductors that they can buy at their console for 2 experiment points. Anything can be shrunken, and shrunken things can be walked over/seen past (for example, you can shrink a wall and then walk around it). If a human is shrunk, they will drop all of their belongings, move slower, and take 2x damage.
imageadd: Shrink ray sprites by Fury McFlurry. Thank you!
/cl
I intend to add it as a thing abductors can purchase but am putting it up now for code review and if anybody has any other ideas on good thematically fitting places to put it.
* megumin is best girl fucking fight me
* what kind of smoothbrain capizalized these
* uses explosion defines
* more explosion defines
* Removes reagent explosion code for <1 amounts
* Scales explosion knockdown off bomb_armor