Commit Graph

11949 Commits

Author SHA1 Message Date
RaveRadbury 8e4e34127b Sorts quirks into medical record categories (#50647)
* Sorts quirks into medical record categories

Removes Allergens from med record, still need to squash a bug.

* Makes Rohesie's requested changes

* typo

* Replaces magic numbers with defines
2020-05-01 04:47:26 -03:00
Iamgoofball a3aa69701a [READY] Basically, Instant Explosions 2: The Search For More Money: Eternal: A Tail Of Two Kitties: 33 1/3 (#50594)
About The Pull Request

Extools maptick stuff is in the game. Stolen from BeeStation/BeeStation-Hornet#1119, improves performance. Requires ex-tools on the server, though.

Explosions have been refactored to do the actual exploding in a subsystem.

Credit to goon.

Here's some videos!

Why It's Good For The Game
Basically instant max-caps now.
We can now give more of a tick over to the sending of map updates

Changelog

cl Goonstation Coders, Beestation, Extools devs
refactor: Explosions have been heavily optimized.
/cl
2020-04-30 10:27:53 +12:00
William Wallace 7aa07a8d9f remove redundant drillhair definition & give unshaven mohawk hair unique type-path (#50688)
About The Pull Request

I think these are the last duplicated var definitions in the codebase. There's just a couple of changes:

    The unshaven mohawk now has unique type-path from the shaven mohawk. This means that the shaven mohawk can be selected in character setup.

    "Drill Hair" and its associated icon have been removed. It's very similar to the Drillruru hair style and hasn't been available for a long time due to the Drillruru style using the same type-path.

This PR should not affect saves as the save system relies on the hair-styles' names rather than their type-paths.
Why It's Good For The Game

Cleaner code & a new hair-style that was meant to be available anyway.
Changelog

cl
add: Shaved Mohawk hair-style is now available
imagedel: deleted redundant "Drill Hair" icon
code: deleted redundant "Drill Hair" hair-style
/cl

Fixes #50629
2020-04-28 12:49:10 +12:00
spookydonut d18dbc8226 Remove spawn in favour of timers (#50562)
* Remove spawn in favour of timers

* aaaaaa

* Qdels

Co-Authored-By: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-27 02:15:36 -03:00
Iamgoofball c1aec94be8 Fixes the 50% time dilation on every server by removing demos, an admin only tool that is the laggiest thing on the planet for incredibly little gain. (#50658)
* Fixes the 50% time dilation on every server by removing demos, an admin only tool that is the laggiest thing on the planet for incredibly little gain.

* appeases the linter
2020-04-26 12:54:01 +12:00
Bobbahbrown 6578479184 [READY] Runechat: 'Runescape-like' Chat Message Overlays (It's back!) (#50608)
* first-version

* let's do those recommendations first

* color moment

* reorganization, prefs

* certified layer moment

* virtual speakers BEGONNE

* remove naughty bits, better sizing

* gimme the message mode

* rename that pesky pref and hide chat bubbles

* exponential decay moment

* async moment

* fixes

* fixes

* the players have decided they don't want to hear themselves on radio

* Fix bug with holograms incorrectly rendering messages

* rohesie's suggestion

* Color tweaks

* hallucinating now shows message properly

* pref moment

* updates

* rohesie's suggestions

* fix moment number 5

* less smelly more epic

* unfix the fixes and refix them

* a conscious change

* return of the prefs
2020-04-25 15:48:10 -03:00
LemonInTheDark 02ecf7f3d4 RSF PR but again because github is **** (#50646)
* first step

* Thank you for all your work, time to go rest...

* Woop

* nightcode.mp4, docs to come

* docs

* There we go

* so uhhhh test your code kids

* Update code/game/objects/items/RSF.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/game/objects/items/RSF.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* handles some cleanup, makes the processing sane

* Changes changes changes!

* Makes a define, cleans up some dumb mistakes

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-25 00:43:39 -03:00
zxaber 1a5540723f Borgs can no longer be synced to AIs on other Z levels (#50609)
* please check your connection and try again

* please check your EOF and try again

* forgot this one
2020-04-24 22:30:24 +08:00
spookydonut 9db363b992 Merge pull request #50627 from willox/dupe_fixes
Fix instances of duplicate variable definitions in types
2020-04-24 22:27:15 +08:00
RaveRadbury 4eb77bd0b5 Fan Hud (#50649)
* Should be ready to test

The compiler is throwing a tantrum so I'm committing here to debug.

* Merges hud.dmi with upstream

* adjustments

fixes some typos, adds a blank hud image for fanpinless crew

* It builds

* runtimes

it doesn't actually work yet, just compiles

* Progress

More runtimes removed

* It all works, runtimes sorted

pins made to not go above suit

* Update code/game/data_huds.dm

Adds Rohesie's suggestion

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Makes requested change

Thanks Rohesie!

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Makes requested changes

Thank you Rohesie!

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-24 00:10:00 -03:00
Fikou 6b85530a8c fixes my stupid (#50595) 2020-04-24 01:16:33 +08:00
Fikou 4a5f5dbfe3 only carbons can now use the slap and circle emote + exploit fix (#50616)
* fixes

* only carbons can now use the slap and circle emote

* this should fix it

* im reatrd
2020-04-24 01:11:15 +08:00
William Wallace 37b2a53315 remove duplicate minbodytemp var from 'king of the goats' 2020-04-23 04:04:52 +01:00
Arkatos1 321294a5cb Dominate & Abyssal Gaze are now a pointed spells (#50621)
* Simple turf aim assist

* Abyssal Gaze, Dominate pointed spells, can_target cleanup

* Cleanup

* Icon cleanup and fixes

* Duplicit check

* Update code/modules/spells/spell_types/construct_spells.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-22 16:39:17 -03:00
Fikou 564620c14d changes cult sprites + radials (#50620)
* makes cult sexy

* turns cult sprites into sex

* gurgr

* hola

* final commit maybe

* FUCK

* shit

* a

* walla walla bing bong

* man fuck

* i didnt even know you could do this wtf

* new sounds from actioninja

* ahoy spongebob

* yeah

* bazinga

* should be finished

* oops
2020-04-22 11:57:00 -03:00
ArcaneMusic dc89ef0239 Turbotany version 1.2 (#50513)
* EVERYTHING. Check the changelog.

* Minor species change, spade fits on plant belt.

* Local man blind, news at 11.

* Longrange pollenation, and fixes pill composting.
2020-04-21 02:12:49 -07:00
Ghilker 9532dbd2a8 Hydrogen Gas (#50510)
* new PR no tgui bundle build yet

* tgui bundle built

* atmos.dmi conflict fix 2

* balancing

* tgui bundle fix
2020-04-20 14:47:22 -03:00
actioninja b5dfd8880d id to component name 2020-04-19 19:36:35 +03:00
Qustinnus 7374b9848d fixes some weird carp code (#50545)
* epic

* Update code/modules/mob/living/simple_animal/hostile/carp.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/simple_animal/hostile/carp.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/simple_animal/hostile/carp.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-19 12:53:07 -03:00
tralezab 7fad442f52 Secrets Panel button: Anonymous Names (and refactors a bit of admin code) (#50478)
* whew

* now accepts random names

* it compiles

* bobbah's review
2020-04-19 23:51:32 +08:00
Timberpoes 58bdb85285 Ghost chem scans (#50475) 2020-04-19 16:06:10 +08:00
Akrilla 8b69eba77c Equipment Swapping (#50294)
About The Pull Request

Adds a new hotkey, defaulted to V, which allows for swapping out equipment after a small delay. After the delay, you'll equip the currently held item into it's most preferred slot, and swapping out what was worn/equipped currently. This also allows for swapping out jumpsuits without dropping your pocket contents, belt, etc.
Why It's Good For The Game

QoL change that feels intuitive, and helps equipping feel more fluid.
Changelog

🆑
add: Equipment swapping, defaulted to V. Allows you to equip items while swapping out what you're already wearing after a small delay.
/🆑
2020-04-17 20:33:05 +12:00
Ghilker 7cebb50736 Nitryl changes and N2O reactions (#50126)
About The Pull Request

Nitryl formation is made more doable and hopefully we'll see it more used on the station; added N2O formation. Both have the same gases requirements (N2O uses bz as catalyst only) but they have different temperature of reaction (low temp for N2O, high temp for NO2)
N2O now can also hurt you if inhaled in high quantities (is still a toxic gas, let's not forget this)
Why It's Good For The Game

Made nitryl more common for uses and production, added a way to remake N2O. This is an atomized PR base for future works on those gases and more.
Changelog

🆑
add: N2O formation reaction (n2 + o2 + bz as catalyst + cold = n2o)
add: N2O toxic behaviour (if you inhale it you can die in your sleep)
changed: NO2 Formation reaction (n2 + o2 + bz + heat = no2)
/🆑
2020-04-17 20:30:30 +12:00
spookydonut 8dbf1cf4ec Changes to comply with GitHub TOS
Further changes to comply with the ToS

More ToS cleanup

Bye bye George Melons

Better to be safe than sorry
2020-04-14 21:24:50 +00:00
ArcaneMusic 04187f7363 Ports the Bot Control PDA program to Modular Computers. (#50351)
* Startwork.

* Time to break this later

* How do I map lists again

* So close I can almost TASTE ITTTT I GOTTA GET A MOVE ON WITH MY LIIIIFE

* Hey, it almost works!

* Finally actually ready to PR

* Nothing to see here but documentation and dead code

* Take 2.

* Revert "Take 2."

This reverts commit 0882d96a30ba79ebead4b5dd3e6f32e65bbf2a76.

* Cleans up tgui compile errors.

* WIP changes, still not happy with this for now.

* I am satisified.

* Rework that UI

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-04-09 05:21:21 +03:00
Rohesie 0738549b5b Client loss on Login() handling (#50073)
The client variable can be nulled at any point between proc calls during Login(), at the very least between parent calls for sure. That can produce dirty additions to mob lists among other less problematic runtimes.
This attempts to handle it.
2020-04-07 08:13:38 +12:00
Rob Bailey c20a04543b Port of Replays from Yogstation (#48579)
* demos (ported from yogstation)

rustg update + write with no format

use external hook for logging

use proper log vars

fix + clarifying comment

don't start the log

release build of rust-g

fix something caught by the lint

Update code/__DEFINES/subsystems.dm

Co-Authored-By: Jordan Brown <Cyberboss@users.noreply.github.com>

Update code/controllers/subsystem/demo.dm

Co-Authored-By: JJRcop <jrubcop@gmail.com>

Update code/controllers/subsystem/demo.dm

Co-Authored-By: JJRcop <jrubcop@gmail.com>

moves hooks out of a dedicated file

len = 0 to Cut(), remove semicolons

untyped loop

* updated rust_g

* 513 updates
2020-04-06 13:15:48 -04:00
Timberpoes bf6039215e tgui: DNA Console Overhaul Project (#50225)
* Initial work on tgui conversion for DNA Consoles

* Some initial button logic complete

TODO: Scanner Open button should disable while scanner is locked
TODO: Scramble DNA should disable while on cooldown

* Tabs for the tab God

* Dropdown changes, genetic sequencer modifications

* Mutation and genetic sequencer functionality

Almost complete. Need to implement Advanced Injectors still.

* Mostly done, converted most of genetic makeup code

* Tactical pocket linting

* More changes

* Everything except advanced injectors complete

* First complete alpha version

* Fixed debug/testing change

* Removal of more debugging code

* Fix pulse bug

* Bugbusters

* Fix for accidental changes

* Fix broken genetics disk changes, fix list of lists

* Squash tgui tab-key bugs and clean up attackby

* Code documenting, refactoring, bugfixing, spellcheck

* Documentation and misc bug squashes and runtime error fixes

* Fixes, features and tweaks

* Special check for those who have shuffled off this mortal coil

* New interface concept for console storage

* Mini code refactor

* Massive refactoring of DnaConsole interface (WIP)

- De-spaghettifying of LawyerCode
- Fixed the flex-basis bug, and removed ForcedBox since it's no
longer needed.
- Added a Divider component.

* Implemented requested changes.

Removed list() versions of strings.
Removed used TGUI-exclusive constants from data object. Currently unused ones still remain, can be removed if they're no longer necessary.
Fixed other DM data structures to serialise as JS Arrays instead of Objects.
Minor TGUI logic fixes for various edge cases.
Added some comments in DnaConsole.js outlining some minor notes and TODOs.

* Fixes "Save to X" being disabled.

* Included 2px outline CSS

* Additional minor logic patches

Don't want certain buttons active unless the mutation relation to them is also active

* Makes these transforms use a timer

* Fixed transformation race condition and stuff.

* Mutation source defined in DM. Conditional formatting improvements.

* Custom cache directory with BYOND_CACHE env var

* Fix gene cycler on index of -1

* Framework and TODO for next interface element. Cleared TODO list a bit.

* Fix 1px shift in gene cycle buttons

* Pass raw event with GeneCycler

* More robust combining logic

* Fix some cycler bugs, start working on enzymes

* Conditional highlighting for unsolved mutations and X'd genes.

* Lint for the Lint God

* Enzyme UI and more refactoring incoming

* Finish tgui refactoring, enzymes injectors done

* Whack-a-Bug

* Unlinted. Advanced injectors moved and improved. Implemented disk genetic data readout.

* Partial linting

* Assorted bug fixes

* Remove debugging code

* DNA Consoles are now more conversational. Initial state set.

* Final tweaks, implemented mutation combining, complete?

* Fixes tooltop, re-enables delayed enzyme transfer, cleans up some data params

* 10 Fix a bug, 20 make a bug, 30 goto 10

* The definition of irony

* Don't drink and derive, kids || How I learned to stop coding while drunk and rely on stylemistake to Flex on my formatting.

* uniqBy

* Add support for dropdowns with disabilities.

* Cleanup

* Remove current mutation from combinations

* Dividing

* Document BYOND_CACHE env var

* Outline cleanup

* Declare radiation constants since they were removed in DM

* Combine mutations only after checking for null

* Advanced Injectors actually work now.

* Comment cleanup, DMDOC, stard and end processing at appropriate times

* Pressing Ctrl-S occasionally helps things

* Fix enzyme mutator timeout bug, added injector timeout display.

* Rebuild tgui

* Rebuild tgui

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
2020-04-06 19:00:19 +03:00
spookydonut bbc9d7bfe1 piggybacks and fireman carry doesnt work on not aggrograbs (#50386) 2020-04-06 16:50:55 +08:00
ArcaneDefence c3a65e551d Strange reagent with slimepeople bugfix (#50408)
* h

* eol
2020-04-06 16:43:59 +08:00
Akrilla 37f9ba480e Fixes resting and small projectile change (#50348)
About The Pull Request

Fixes resting so you're now not dense - can fit inside containters etc. Projectiles also once again hit resting players, but will pass through corpses. If you're not able to move, use items, or stand, or you're just dead, bullets go over you.
Why It's Good For The Game

Fixes #50332
Fixes #50322
Fixes #50236
Fixes #50076
Fixes #50370
Changelog

cl
fix: Fixes resting and projectiles.
/cl
2020-04-06 10:20:41 +12:00
Arkatos1 ecb197bcbf Mining and Service borgs now use a radial menu to choose their skins (#50310)
About The Pull Request

This PR makes Mining and Service cyborgs use a radial menu to choose their module skin, instead of swimming in the input menu with no preview of how given skin even looks like.

Example image:

RadialMining
Why It's Good For The Game

Better cyborg skin choosing method.
Changelog

cl Arkatos
add: Mining and service borgs now use a radial menu to select their module skins.
/cl
2020-04-06 10:17:47 +12:00
Ryll Ryll 49970407fa Buffs the circle game, adds an achievement (#50145)
About The Pull Request

Examining someone holding a circled hand from using the *circle emote while next to them can now alert said person, and if you don't act fast, they'll bop you! You'll have a split second to move away before this happens. Losing the circle game to a hulk will result in a very forceful bop.

Bopping someone will award an achievement, "HA, GOTTEM"

Also adds COMSIG_PARENT_EXAMINE to carbon and human's examines, cause they never had that set, and adds TRAIT_HULK to being hulk since I forgot to actually give it its own trait when I added said trait in another PR
Why It's Good For The Game

Enhances pranking. It's honestly amazing to me that this functionality wasn't built in when this was first made.
Changelog

cl Ryll/Shaps
add: The *circle emote now has additional functionality! Go prank your friends!
/cl
2020-04-06 10:12:08 +12:00
ArcaneMusic 675848058e Regal Rats 2: Rat harder (#49884)
* Adds RegalRat and Royal Cheese. Initial commit

* I'll come back to you, *someday*

* THE KING HAS ARRIVED

* merge conflict

* How did I screw this up

* Bookkeeping

* Documentation and all that jazz. Rat procs spells.

* Hahah whoops that ain't right.

* Feedback and cleanup.

* Oh right.

* We no longer need coins in-game.

* Rat Rivalry is fixed, polls deadchat.

* Review suggestions.

* Nesting change.

* And fixes merge conflict

* Christ why did I put that on life at all what the hell was I on when I coded that originally like actually

* Works factions out to tags and also adds some examine lines for factions.

* Apply suggestions from code review

More review suggestions

Co-Authored-By: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-04 18:03:14 -04:00
IndieanaJones c49ff2339a Fix carp rifts not actually being infinite (#50196)
Fixes carp rifts not spawning in infinite carps upon Space Dragon 
completing his objective. Also renders the carp rift above things like 
doors, as per request. It not already doing this was an oversight, and 
gives Space Dragon winning some weight. Also makes it easier for ghosts 
to use the rift if it shares a tile with something else.
2020-04-04 12:36:03 -07:00
Cruix e129b731ed Bug fixes (#50334)
* Fixed pointing runtime

* Fixed runtime allowing abductors to speak out loud

* Fixed being able to get two monkeys from each monkey cube

* Fixed being able to use camera consoles with the mech teleporter to teleport further than intended

* Fixed ninja suit never copying data from tech disk

* Fixed being able to tackle things not on a turf

* Rearranged ifs
2020-04-04 12:34:08 -07:00
ArcaneDefence 6cbf1f152a Fix exploit when fireman carrying buckled people (#50364)
Makes you fail when attempting to fireman's carry someone when they are 
buckled to an object, so that you cannot get the off-hand placeholder 
item to enable unintended interactions.

No more long-range body throwing, people teleporting through bluespace 
to the individual with the off-hand placeholder to be slammed onto a 
table, or tabling without needing to regrab the individual.
2020-04-04 12:29:47 -07:00
Fikou 03235e2cc9 piggybacks and fireman carry doesnt work on not aggrograbs 2020-04-04 14:08:07 +02:00
Ryll Ryll 5c174800fb Grenades and projectiles can have shrapnel and embed, all carbons can suffer embeds, some bullets can ricochet, sizable refactor of embedding (#49634)
About The Pull Request

It annoyed me that we have a perfectly good frag grenade item, and a perfectly good shrapnel component, but no crossover episode between the two. This remedies that, and does a lot, lot more.

dreamseeker_2020-03-30_05-01-13.png

dreamseeker_2020-03-30_05-01-26.png

Big points:

    Adds new component: pellet_cloud, which can be used by ammo casings, guns, and landmines to spray shrapnel and display aggregate hit messages ("You're hit by 6 buckshot pellets!" vs "You're hit by the buckshot pellet in the X" x6). All gun ammo that shoot multiple pellets now use this component on firing.
    Adds stingbangs, premium less-lethal grenades that shoot off lots of stinger pellets, to cargo. Frag grenades are also reworked to have smaller booms, but shoot off lots of shrapnel shards. You can jump on top of these grenades to absorb a portion of the shrapnel to save those around you! There's an achievement for dying this way, called "Look Out, Sir!"
    Projectiles can now embed items/shrapnel. Adds .38 DumDum ammo to cargo that does less damage and has negative armor pen, but can embed in people. This is the only ammo that currently embeds.
    Bullets can now ricochet off walls, structures, and machinery (harder surfaces are more likely to ricochet). Only standard .38 and Match Grade .38/.357/L6 ammo can ricochet, with Match Grade being much better at ricocheting. You can buy Match Grade .38 from cargo and Match Grade L6 ammo from the nuke uplink, while Match .357 is admin only.
    Armor now protects you from harmful embeds, taking the better of the bullet/bomb armor on the affected limb. Armor penetration can modify this of course, and many blunt embeds like stingbangs and DumDum bullets are significantly worse if you have even 1 armor.

Other misc fixes/changes

    Refactored the embed element a bunch and fixed it creating new elements for every instance rather than expected bespoke behavior. There are new /obj/item helpers for modifying and adding embedding.
    Fixes #49989: Spears can no longer embed in turfs cause their sprite is annoying to me, it's generally harder for most things to embed in turfs
    Fixes #49741: New carbon helpers for removing embedded objects
    Fixes #46416: Handles embedded objects getting qdel'd or moved while embedded
    Renamed the old shrapnel component for RPG loot to MIRV to avoid confusion
    Repathed frag grenades from under minibombs to under base grenades, and added explosion vars to base grenades

Why It's Good For The Game

Fixes a bunch of janky design with embeds, adds lots of new avenues for projectile and grenade variety, ricochets and collateral damage are fun!
Changelog

🆑 Ryll/Shaps
add: Adds stingbangs to cargo (and one in the sec vendor premium), premium less-lethal grenades that shoot off a giant swarm of stingball pellets to help incapacitate swarms of people in tight quarters. You can jump on top of a live one to be a hero and absorb a bunch of shrapnel, same with frag grenades. There's even an achievement for dying to a grenade you jumped on!
add: Projectiles can now embed in people! Or at least grenade shrapnel and the new .38 DumDum ammo, now available in cargo, can. DumDum rounds excel against unarmored targets, but are pricey and do poorly against armored targets.
add: Bullets can now ricochet! Or at least, standard .38 and the new .38/L6 Match Grade ammo can. Match Grade ammo is finely tuned to ricochet easier and seek targets off bounces better, and can be purchased from cargo (for the .38) or nuke ops uplink (for the L6), but standard .38 ammo has a chance to ricochet as well.
tweak: Frag grenades now have smaller explosions but shoot off a bunch of devastating shrapnel, excellent for soft targets!
tweak: Shotguns and other multi-pellet guns now print aggregate messages, so you'll get one "You've been hit by 6 buckshot pellets!" rather than 6 "You've been hit by the buckshot pellet in the X!" messages. Bye bye lag!
balance: Armor can now protect against embedding weapons, taking the best of either the bullet or bomb armor for the limb in question away from the embed chance. Some weapons are better at piercing armor than others!
/🆑
2020-04-03 16:58:38 +13:00
Ryll Ryll 6ece69d358 Adds a minimum drinking/smoking age (#49990)
About The Pull Request

NT is finally cracking down on underage drinking and smoking on its stations, and you must now be at least 20 years old in order to purchase alcohol or tobacco at vendors. Underage ID's will be visible as such when shown or inspected. Bartenders below the age have discreetly had their IDs modified to be the minimum age, though if anyone cross references the station datacore records, they'll be exposed!

dreamseeker_2020-03-31_05-04-22.png

You can adjust the registered age for an ID at the HoP's console, the same way you would adjust the registered name. You can also pulse the age restriction wire on vending machines to disable the age checking system if you want to hack the system. I chose 20 as the legal limit because I don't care to listen to people fighting about 21 vs 18 and America vs the world, and it still will affect a decent amount of people I figure.

2020-03-15_21-40-54.png
Why It's Good For The Game

Makes age a teeny bit relevant, you can now more easily identify and bully 17 year old Heads of Staff.
Changelog

🆑 Ryll/Shaps
add: Due to pressure from various organizations, Nanotrasen is implementing a new ban on the purchase of alcohol and tobacco products for crewmembers under the age of 20 onboard its Spinward space stations. Please remember that providing alcohol or tobacco products to underage crewmembers is against Space Law, and remember to check those cards bartenders!
add: Standard Nanotrasen IDs now display the registered age of the holder, which you can change at the HoP's access console.
/🆑
2020-04-03 16:46:47 +13:00
moo 61191ad209 Fixes Stamcritting Not Making The User Incapacitated (#50327)
* 💤

* proper fix

* movies
2020-04-03 02:05:12 +08:00
Fikou 813a5b248f posibrains now get admin set policy instead of code set welcome message (#50250)
* changes the posibrain welcome message

* ok

* adds policy

* oops

* kfdapjhkaopkarpfakfpawkefahe
2020-04-01 20:41:12 -04:00
RiskySikh 7cc920d324 grammar fix for the description in instruments, misc, clusterbang, and spawnergrenade dm (#50197)
* grammarfix2

* parrotfix

* EOLfix

* EOLfix2

* linefix
2020-04-01 17:55:10 -03:00
XDTM d8640110e4 [Ready]Adds more Bioware Surgeries (#49621)
* Adds more adv surgeries

* Update cortex_folding.dm

* Update cortex_imprint.dm

* fixes define

* fix double trauma gain

* Update code/modules/surgery/advanced/bioware/cortex_folding.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/surgery/advanced/bioware/cortex_folding.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/surgery/advanced/bioware/cortex_folding.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Only minor trauma immunity

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-01 09:38:59 -04:00
ArcaneDefence c092f08403 Adds mothpeople potion of flight wings (#50183)
* First steps

* bugfix and color match

* Changes as requested

* h

* D

* T

* M

* Lowercase
2020-04-01 04:01:00 -03:00
Rohesie b940ce3ff9 progressbar refactor (#50316) 2020-04-01 14:38:55 +08:00
Ryll Ryll bf177cffed Shoelace fixes, adds helper for seeing if you're already interacting with a target (#50048)
* use the correct do_after target

* stomp

* sorry travis

* lace em up

* less specific

* checks if the shoes move

* NULL ME OUT

* last requests

* unhelper
2020-03-30 23:53:16 -03:00
Akrilla 078d7bebc4 stam crit (#50297) 2020-03-30 17:29:55 -03:00
Arkatos1 c7c2e4b531 Mouse pointer icons cleanup (#50241)
About The Pull Request

This PR reorganizes all mouse pointers icons in the codebase into a single folder under /effects, and removes 4 unused mouse pointer icons, all of which are remnants of the Clockwork Cult.

Also removes one rogue white pixel in blind_target.dmi.
Why It's Good For The Game

Better organization and less space taken by unused icons.
Changelog

cl Arkatos
code: Mouse pointer icons were reorganized to be more easily used in the future.
/cl
2020-03-30 10:00:39 +13:00
Rohesie 96810ba7c0 incapacitating traits (#50270) 2020-03-29 16:12:08 +08:00