* big batch of loc assignments
* Update emergency.dm
* Update spiders.dm
* Update parrot.dm
* Update ripley.dm
* Update firealarm.dm
* seems to work
* this maybe works?
* brainmemes, again
* stuff
* fix brainmob, camera runtimes
* Grammar fixes to atom descriptions
- Capitalization and punctuation on most descriptions
- CentCom instead of centcom where appropriate
- Earth instead of earth where appropriate
* Remove spaces before newlines and oneline some strings
* Nurse spiders can set a hereditary directive for their children to follow
* Action buttons!
* unstale
* Done
* worth it
* unused now
* a
* Integration with #30593
* ports #30996
* span
* antur
* Adds spider midwife emoji
* paneled
* a
* fixed panels
* things, okay? i forget
* spider lollipops were in
* Onule best spriter!
* spiderlings become food when destroyed
* spiderlings can be eaten now as a food item...
ew, man. wtf.
* #freeshit!
* Adds new helper, DisplayTimeText
* Removed unused define
Thought it would've been nice to have for the future, but I guess it's
fine to go without it.
* CBB
* Revamp
* Early returns
* More cleanup
* Proc cleanup
* Makes fraction only show if seconds is < 1
* Last cleanup
* Revert
* Corrected incorrect round time.
Dunno how nobody ever caught that it was incorrect on live servers, gg.
* vipers use venom, tarantulas are fat and slow.
* viper!
added!
* tarantula!
done!
* tarantulas are big guys
nobody pushin them round
* added maidwives, added spider channel
* me and cobby lose our minds over shitcode 2
electric boogaloo
* midwives have skins
shiny
* YES XHUIS GOT IT WORKING WHAT A GUY YEAAAAAAAAAAA
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
* new nurse sprite is in!
yay
* cosby joke about all my shit corrupting idk
this is gonna be annoying to fix
* Revert "cosby joke about all my shit corrupting idk"
This reverts commit 680b4c310e0b882f7465129c093e7f69fdff15c6.
* starts to add spidervenom, finishing tomorrow
* fuck god dammit shit fuck
* WE ARE BACK IN BIZNIZ TY ORANGES
* whoops
* feed me semour feed me all night long
fixes the cyberboss stuff except that complicated one i'll do something else with it for now
* temporary fix maybe
* lets just have this for now and i'll fix this later
* all good
* fixes
* does what i should have done a long time ago
* SKINS SKINS SKINS PULLAPALOOZA
* i think this does it okay
* spiders miright
* merge conflict fix?
* MISTAKES WERE MADE
* spider commands are cool now
* he protec
but he also attac
* ty joan
* ty joan again
This reduces confusion arising from the fact byond already has a built
in byond proc also named Bump.
We used an argument called yes to distinguish our Bump from byond's
builtin bump, but then we failed to make sure everyone of our bumps
properly override it, so a bunch of things have been double bumping
This resolves that issue permanently
I've also removed the second argument as it no longer has a purpose
I also cleaned up the recycler bump as it didn't do anything the
parent procs didn't already do
Fixes spider structures having null armor
Fixes division by 0 with hellcan
Fixes runtime in automatons
Fixes runtime with recharger in modular computer destroy
Fixes runtime in power monitor
Adds a log with an admin message for when spiderlings are spawned by a
botany user adding mutagen or adminordrazine, it also adds a helper
method for spawning atoms that supports a callback post spawn to
modify variables specific to the atom
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
* Replaces a bunch of istypes with their proper macros
* i'm not sure doing a 100+ file changed pr on a whim is something you do when bored
especially if you do it by hand because you never actually learned the regex that would let you automate it
* i'm just... gonna do this, because that check was true a lot and it shouldn't matter
Adds a large ash and large molten item decal (for future use)
simplifies decal/cleanable/replace_decal() code a bit.
Changes construction() proc to on_construction() for consistency, same for deconstruction().
Made a deconstruct() proc for machinery and computer (also for future use).
🆑 coiax
rscadd: Observers now have a visible countdown for borg factories,
silicons can examine the factory to determine how long it has remaining
until it is ready.
/🆑
- Removes a bunch of spawns and trailing returns
🆑 coiax
rscadd: Spectral sword is now a point of interest for ghosts.
fix: Clicking the spectral sword action now orbits the sword, instead of
just teleporting to its location.
/🆑
Changed the notify_jump alert to notify_action, added three different
notification actions (jump, attack, orbit), modified notify_ghosts and
its callers appropriately.
Spectral sword now just counts the number of orbiting ghosts in the
turf, irregardless of what they're orbiting. Generally this'll be the
summation of orbiters of the mob, and orbiters of the sword.
Fixes runtimes with chem grenade calling prime() after being GC'd.
Fixes some hardsuits having "unacidable = 1" twice.
Fixes runtime with alien whisper.
Fixes runtime with check_shields()
Fixes runtime with Venom, Formaldehyde, corn syrup and holy water.
Fixes cult sacrifice soulstoning not working (giving a dead shade).
Fixes surviving suicide
Fixes suicide damage overlays.
Fixes ninja regen "clothes warm" spam message. (moving rad armor check outside of apply_effect)
Fixes ninja smoke bomb count.
Fixes dead shaved corgi
Fixes lipozine still being in code.
Fixes flattening boxes requiring them to have their window opened.
Fixes armor softening message from disarm attack.
Fixes player being forced to play spiders without choosing.