* protocol crab 17: phase 2
* k
* meme
* fix
* k
* fixes
* more stuff
* makes qust's code not bad
* fixes time
* MFW (my face when) face when floyd doesnt make the fix commit
* makes it leave properly
* fixes more shit
* gets rid of stupid variable
* asdf
* wa la
* wa la ^2
* tadaa
* adds
* i fixed some of them but what do the others mean
* untested and ready to merge
* new mutation: simple speech
* finalize simple speech and fix word list apostrophes
* Is now a brain trauma instead
* fix merge conflict
* grammer fix
* cleanup cause I'm an idiot
* made the suffix list a bit easier to read
* fix traits.dm
* initial commit
* obligatory stupid mistake fixer commit
min -> max
* moves punch changes to correct file
makes them slightly more logical as well
* minor tweaks (see msg for details)
- fixed some defines i messed up when conflict fixing
- removed some unneeded typecasting and src calls
- bumped up stamina damage on failed grab resist so it's not as outpaced by stam regen
* better use of defines/logging
* last second fix to stun punch threshold
forgot to raise it by 1 to account for raising the human punch damage max
also, log missed punches
* Update code/modules/mob/living/carbon/human/species.dm
Co-Authored-By: PKPenguin321 <pkpenguin321.git@gmail.com>
* Update code/modules/mob/living/carbon/human/species.dm
Co-Authored-By: PKPenguin321 <pkpenguin321.git@gmail.com>
* Update code/modules/mob/living/carbon/human/species.dm
Co-Authored-By: PKPenguin321 <pkpenguin321.git@gmail.com>
* Update code/modules/mob/living/carbon/human/species.dm
Co-Authored-By: PKPenguin321 <pkpenguin321.git@gmail.com>
* addresses review
* Fresh start
Wow this has been an adventure. Hopefully this works and I can start rebuilding this PR.
* Functional build
Lacks software integration, costs, purchase enabling, etc.
* Removes pAI Action HUD
Also changes some frame data on icons, slowing them.
* adds check for pAI in newscaster.dm
* tweak job title for consistency
* capitalization
* correctly types pai in newscaster.dm
Co-Authored-By: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
* adds in wire fix PR vars to hopefully fix it all
* reset pai.dm to hopefully fix this replace issue.
* That didn't fix anything. Reverting.
* One more time, taken from upstream master.
* put the newscaster stuff back into pai.dm
* Re-adds job title for newscaster
* Prevented Hilbert's Hotel from being able to enter one of it's own rooms.
* Because apparently "niche features" are required...
* Apparently this is better?
* A Final Compromise...
* Return of the Parenthesis
* Initial changes
* I need my scratchpad for another PR real quick
* Access and code shuffling
* First pass at small_item markers
* Second pass at small_item markers
I think I did this right...
* Maybe I should save the files I have open
* small pack additions
* Update tgui.js
* Removing some (imo) redunadant packs.
* removing 1911 pack
press F to pay respects
* missed a debug
* reorganization
* bit of cleanup
* removed some leftover disabled code
* That red X is bullshit and you know it
* Untangles code that was trying too hard.
It tried to use "wires" to handle both wires and it didn't work.
* Adds two variables to make it all work.
* dropped an else
* Found out how I dropped an else. Fixed
* Changes can_tx and can_rx to longer names
* more descriptive var names
* How did I miss these deletions?
* Then I don't move the ", geeze.
* Adds Cobblestone's suggested code.
* Passive aggressive nerfs
Yeah no. Those values were retarded
* Update syndicate.dm
* Update armor.dm
* Update packs.dm
* Update packs.dm
* Rad protection for helmets.
* Life in the zone is hard
* new clown mobs and spawners
adds several new types of clown mobs, a beacon to spawn them, and a honkrender that spawns clown hulks
* added more clown varieties and fixes to previous
* fixed unneeded capitalization and changed mob values
removed unneeded capitalization and text errors and altered mob attack values to create more variation. Honkmunculus now does very little damamge but injects a small amount of meth.
* Update clown.dm
* clown changes and new clown
new clown that spawns bananas. can leave large stacks if left unattended, so it may require some reworking. nerfed several overpowered clowns and gave chlown a beetle like stride
* added cluwne to uplink, fixed redundant variables, added new clowns
cluwne can now be purchased for 5 telecrystals as a clown exclusive uplink item. Bananas were greatly improved. new weak clown added. Gave some clowns extra parents to reduce variables.
* Update code/modules/mob/living/simple_animal/hostile/retaliate/clown.dm
Co-Authored-By: Pugnacious-Gnome <48869928+Pugnacious-Gnome@users.noreply.github.com>
* IT LIVES ONCE MORE
* forgive me for this sin
* i wish git would detect case changes
* this works
* pAI's have little AI headsets and can use encryption keys.
* pAI's now spawn radio AND headset.
Reverted radio code and changed new variables to the new headset var
* Undid the comment out of radio code.
As far as I can tell this isn't working properly though. Tried testing it locally and can't enable/disable radio as pAI or master.
* Removed redundant null keyslots.
* Final version
It should all work.
# Conflicts:
# code/game/objects/items/devices/radio/headset.dm
# code/modules/mob/living/silicon/pai/pai.dm
* Merge
* Mergies
* Update code/modules/mob/living/silicon/pai/pai.dm
Co-Authored-By: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
This improves init times and makes explosions and other shit that modifies a bunch of turfs faster by saving a proccall and potentially not doing the same work more than once.
cl Naksu
code: Turf adjacency list updates are now handled by a subsystem queue
/cl