Added a new ghost verb that lets you change your ignore settings, allowing previously ignored popups to be un-ignored and notifications without an ignore button to be ignored
* Revert "fixes them not showing up"
This reverts commit 8ffe48a336.
* Revert "Credits the original author + moves shuttle chairs to goon/icons" while keeping goon shuttle chair dmi
This reverts commit 82694bcf3b while keeping goon shuttle chair dmi.
* Revert "ports shuttle chairs from ftl"
This reverts commit 3eb3f741ad, reversing
changes made to bc272c89fa.
* New shuttle chair sprites by Ausops
* Deletes goon shuttle chair dmi
The old color-change functionality of the multitool remains unchanged. The hud is toggled with an action button, because multitools already have an attack_self() that does something. When toggled on, you get the hud as long as the multitool is in any slot on your body.
The only way I could find to reliably show exactly where an AI is looking was to place an image on every turf they are looking at. Because AI eyes move around a lot and I do not want them placing images all over the place when they do not have to, if there is nobody in the world currently using an ai detection multitool, they will not update the images until someone is.
Only AI eyes and multicamera zones currently appear. Advanced camera consoles do not appear on the hud, and no longer trigger the proximity color change. Also fixed multitools not appearing in-hands if their icon state changed.
cl Floyd
del: removed beauty / dirtyness
balance: Mood no longer gives you hallucinations, instead makes you go into crit sooner
/cl
oranges requested these changes, i havn't coded in DM for a while so I might have made some mistakes
This is in preparation for step_x support as the default behavior for these procs is necessary for proper functionality.
turf/Enter and atom/movable/Move default code got rewritten to replicate default byond functionality with minor changes.
* adds signal and modifies each call of afterattack to call it's inherited proc
* uses new macro for sendsignal()
* map fuck
* skip precommithooks
* combine and negate 2 ifs
* Wrap setting anchored for structures, fix atmos bug
* forgot this
* Add a signal for setanchored
* move setanchored to obj
* machinery, also some structure stuff
* tabbing
Health analyzers already will tell you this, so this just makes it easier. I
read this on the "Minor Suggestions" thread. I'm no spriter, so feel free to
tell me if my icon sucks. I had to add an "addtimer" to the death proc because
med_hud_set_status isn't called anymore after death.
* Adds the ability to deconstruct empty cyborg shells.
* Update robot_parts.dm
* Able to directly swap cells
Added ability to change out power cells with a screwdriver.
* Update robot_parts.dm
* Removing unnecessary `src` prefixes from code.
* Update robot_parts.dm
* Moved to wrench_act and screwdriver_act overrides
I think I did this right
* Replaced screwdriver code
* Swapping out qdeleted for an if-not
* Adds a check for cell-less shells when MMI is added.
* Update robot_parts.dm
* Adds the ability to just remove the cell
Re-organized the screwdriver section as well, and added the ability to add a cell to a shell with no cell.
* Whoops
Copypaste error
* Changed the screwdriver section from nested if statements to use a function
Also removed the line that forced the naked endoskeleton out of your hand in the wrench section.
* On Harm intent causes damage
* Doesnt push people away when attacking them in harm intent
* removed emtpy line
* Revert "removed emtpy line"
This reverts commit 992bd05631f4d8d1b6a6aa851cd35137c4e94c73.
* Now rips both arms off
Unless only the left arm is missing, in which case nothing happens and im not sure why. If the right arm is missing though the left arm is still ripped off.
* Fixes issues with null values and such
added if statements that check if the affected limbs are null. Also added the attack to the logs.
* Makes a "proper" version of the death clamp
Creates a "proper" version of the death clamp that causes damage. Also added a "proper" version of the Death Ripley that includes said death clamp.
* ShizCalev's change requests
-Uses TRUE instead of 1.
-Used less stupid naming conventions and made the objects improper nouns (why did I even make them proper?)
-Gives a detailed log of which limbs were dismembered
* Cyberboss's requested changes
-Moved variable declaration
-Playsound changed
-Added equipment.Cut() to initialization
cl
imageadd: New icon for plastic flaps that actually looks airtight.
code: Update to plastic flaps code to use tool procs rather than attackby and removed two pointless states.
/cl
Gives plastic flaps an airtight look to fit their new property. Removes two defines that were just a functional copy of anchored. Replaces calls to attackby() with screwdriver_act() and wirecutter_act().