* Removes/Moves some weirdly placed variables in martial arts. Splits NO_GUNS and CHUNCKY_FINGERS traits.
* Maybe this should actually compile
* c begone
About The Pull Request
-You know require medical access to change the medical records with the hud
-Medical/Sec HUD examine now relies on a trait instead of istype checks.
-Removed a shitload of excessive nesting
Why It's Good For The Game
This isn't a full refactor, just a small attempt to make this code slightly more sane and more friendly to work with. I do not intend to fix all the problems this piece of code has (ohh, there are so many of them) with this PR.
Changelog
cl
balance: You now require medical access to change the medical records with a medHUD.
/cl
About The Pull Request
The thing other than ruining maps that I was working on
Refactors VV to use a more standard way of doing topic dropdown options rather than a huge if/else chain
Marking datums is now a right click option
Moves a few files around too/few procs
Why It's Good For The Game
Makes it easier to add more VV dropdown options in the future, and moving href list keys to defines make misspelling them harder.
Changelog
cl
add: Oh yeah also added a "return value of proccall" option for VV var editing.
refactor: View Variables has been refactored. It should now be easier to make VV dropdown options.
/cl
About The Pull Request
The original economy PR added a little known (but surprisingly fun) button to secrets that enables Anarchist Capitalism mode on the station, which makes medical machinery like cloners, stasis beds, and such charge you money in order to function. This PR lets securitrons and ED-209's join in on the fun.
Securitrons and ED-209's will attempt to charge the account of the ID you're wearing each time they stun you. If you do not have enough money to cover the charges, they will attack you. Beepsky will whump you with his harmbaton for 20 brute, while ED-209 will shoot you point blank with a .38 for 25 brute.
Arrests (where you get cuffed) will charge you $25 by default, and will only beat you the once if you can't pay it. Detain is far more fun, charging you a default $5 each time they stun you, and continually beating you to and past the point of death once your account runs dry until someone stops it.
These changes only affect interactions with AnCap mode enabled, and do not affect the main game.
Why It's Good For The Game
Adds more flavor to AnCap mode, finally lets Beepsky kill people
Changelog
cl Shaps/Ryll
add: Securitrons and ED-209's have gained the ability to rough up suspects in AnCap mode
/cl
Let me know how I can improve the code in any way
About The Pull Request
repaths clothing/under to be more sane
Also fixed a couple of bugs relating to pathing being incorrect, and modified a couple of bad descriptions and names
Also adds a map path updating script, which also helps show the full repath.
Why It's Good For The Game
improves maintainability, makes mapping easier, stages for a clothing dmi split
Changelog
cl
refactor: repathed all under clothing, keep an eye out for errors
/cl
* Brain damage works on organ damage procs, some defib reworks
* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again
* Cleans up reused global
* Organ damage procs on living and living/carbon
* Changes brain damage procs again
* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.
* Damage and failure effects for the appendix, ears, and some touchups on the stomach
* Committing changes so I don't lose them
* Organs now cease decaying in the proper containers
* Organ Fridges
* Reverts map changes
* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime
* Actually fixes merge conflict
* Smartfridge tweaks
* Think I figured out map merger
* Evidently not
* Still runtiming with glass shards even after I remove the map changes?
* Fixes runtime error with brain_item
* Runtime fix on living/carbon/life
* Cleaning up old PR code
* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were
* Wrong math operation used
* Brains in MMIs no longer decay
* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts
* Removes misleading comment
* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss
* Removes random spaces, scanners check brain damage severity now
* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it
* List change
* Runs off of an index instead of using cut
* Brains can be put into organ fridges
* Fixes minor type, hotfix for cloning problem
* Removes pointless check
* Demon hearts no longer decay
* Nightmare hearts no longer decay
* Removes istype() check on process, sets can_decompose instead
* Condenses organ damage report
* Removes organ failure messages
* Less organ damage spam, implements organ threshold messages instead
* Brain damage messages go to owner, not source
* Self-examine shows damaged organs
* Minor code cleanup, adds autodoc comments to the new procs
* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.
* Merged the booleans into a set of flags
* Healthy living improves organ healing rates
* dunno why this didn't update
* my actions have consequences
* Sets ORGAN_SYNTHETIC for overlooked robotics organs
* Doubles heart decay time
* 3 minute heart decay
* Lobectomy/Coronary_Bypass heal more
* removes hivemind spells from the changes
* Throttle mind notes (memories)
Some dipshit is spamming this on ss13 servers
Limits to 100 times the message limit (removing old text after that), and one call every 5 game seconds.
* Throttle at the right place
* Not here
* We really need a generic throttler solution
* Adds force and flag checks for items attacking brains
Adds a force check and a NOBLUDGEON flag check for items that attack brains to prevent accidental or ridiculous brain damage via straw.
* Update brain_item.dm
* Adds force and flag checks for items attacking brains
Adds force and flag checks for items attacking brains to prevent accidental or ridiculous brain damage via straw/pen/whatever
Fixes https://github.com/tgstation/tgstation/issues/44963
* Woo shields
* reshuffle, adding a sound
* Re-organizing
* better defines for the signals I had
* new stuff
* fixes
* Replaced all instances of "defence" with defense"
and other small changes.
* oof
* spelling, and a forgotten check
* you, upgraded, improved, yes
* One
* adds the attack for megafauna.
* saves a few lines of precious diff
* return
* slightly uncurses it.
* That's a lotta damage
* Legion buffs
* There we go. Audio feedback and stuff.
* Untouches code this has no buisness touching,
* Removes mean comments
* comment spelling
* Alright, this replaces the process.
* Removes the unneeded file
* beepsky is electric immune
* beepsky now overrides electrocute_act entirely
he gains a short speed boost when shocked instead
* Update traits.dm
* Update secbot.dm
About The Pull Request
See title. Fixes#45370
Why It's Good For The Game
I don't think duplication of powercells and a bunch of duplicate code is really needed. This is more easily maintainable and just not shit in general.
EDIT: oh forgot to mention that this causes syndiborgs to have 500 more max charge by default. If anyone is extremely triggered by this, I can change that. But since those things aren't finely tuned anyways, I don't think this is a big deal.
Changelog
cl
code: Changed how sillycones get their cells and radios.
/cl
* Reworked electrocute_act
This still isn't perfect, ideally this would use flags and stuff but I don't have the energy for a change of that size.
* Removes spec_electrocute_act and makes the species siemens_coeff actually work.
* Readds the secondary shock
* Aheals now fix addictions and mood.
* Does it properly. Now uses a signal to detect the aheal.
* Removes a getComponent in living and puts that shit into the mood component.
* Fixes a small oversight with where I placed the moodie purge.
About The Pull Request
Fixes#45077Fixes#42498
Removes every single instance where a grille could end up on top an active wire in maintenance, making traveling maintenance a lot less of a hassle and less dangerous in general.
Maintenance bar has been removed due to redundancy and closeness to the actual bar. Wait till season 10 of SS13: Battle Royale to find out what exciting changes will come to the map!
Space-proof variants of the lizard critter has been added and are working diligently on the above-mentioned bullet-point.
As part of the white shuttle fix, Donutstation now has a custom shuttle with deep l o r e to explain what happened to the long-past crew.
Small adjustments to the static loot part of the 'excess storage' rooms near departments.
Some extra crates has been added around maintenance with respective maintenance loot spawners.
Why It's Good For The Game
Bug fixes relating to the map and some added map content to keep things 'fresh'.
Changelog
cl MMMiracles
add: Donutstation now has its own white shuttle with proper dock.
del: Donutstation's maintenance bar is under renovation.
tweak: Due to above renovations, the goose is temporarily loose.
tweak: Donutstation now has significantly less annoying maintenance grilles
/cl