Changelog
cl
fix: Buckle objects can now properly specify lying angle
fix: Wheelchairs and other such vehicles let you use UIs even if your legs don't work
fix: You can now pull objects while in a wheelchair even if your legs don't work
fix: You no longer have a chance of sleeping upside down in a bed
tweak: No longer randomises lying direction a second time on fall
/cl
code: simplified can_stand code
fixes#41703
This happened because I neglected to check for other things that used the
sprites I was moving before I moved them in #42437. Oops. If there are any
other places where these are used (I didn't see any, but you never know),
please say so.
Also slipped in a 3 character grammar change while I was here.
* fugitives
* lets make this a bit cleaner
* cultists and the beginnings of security detail, lots of wip
* wip security
* WALDO (and some more work on yalp, of course)
* adding antagonist teams for both hunter and fugitives, roundend report beginnings
* this whole file is shit, but hopefully a little better
* it compiles (+ space police)
* some more work
* S.E.L.F. fluff
* grammar and icon fixes
* lets finish yalp elor, give it the justice it deserves
* moves hunter spawns to ship pods + russians P1
* moves hunter spawns to ship pods + russians P2
* fugitives and hunters now recognize eachother
* hunter spawning finished(?)
* missed this
* ATH's review
* runtime fixed, added yalp's transport ability
* anturk's review
* makes hunter.dm better trust me
* oopsies
* INVOKE_ASYNC
* russian ship + finally a (bad) sprite for the capture machine
* step > pixel, thanks travis
* mooshroom review p1
* mooshroom review p2
* improper use of /improper
* waldo's radio doesn't stick, police id
* candidate picking is more flexible + minor things
## About The Pull Request
Partially fixes#42767
* Fixed a null list runtime causing the track bonus not to work.
* Fixed an erroneous use of locate in the track bonus procs.
* Fixed a runtime that occurred due to a lack of mind checks.
* Fixed a runtime with the One Mind's objective being a string and not an objective datum.
* Added a couple of sanity checks.
* Removed a redundant callback.
* Fixed several runtimes due to a proc setting the One Mind team to `true` when an actual team had already been assigned to it.
* Fixed the remove_hivemember proc to work with minds instead of mobs.
* Vessels lose their vessel status upon being cloned (As was originally intended with assimilation being tied to the body).
* Vessels stop being woke when de-assimilated.
* Fixed vessels that aren't already woke not becoming antags when the One Mind activates.
* Added Reclaim's bonus vessels to the antag panel.
* Made Mind Control's ejection less janky, there is now a warning and 3 seconds to turn back.
* Assimilate Vessel now alerts the user if they've been stunned by bruteforce.
* Removed Bruteforce's cooldown when activating. It still has a cooldown after being deactivated.
## Why It's Good For The Game
it makes the gamemode work better
* one
* ???
* big
* sprites
* it is done
* oofs
* no more bad jokes
* location -> reception
* i forgot a feature lmao
* yo lemme nerf this op power
* adjust removal and makes panic less insane
* hey i forgot another feature
* one mind removals
* *laser eyes meme*
* Disables multiple one minds for real this time
* Add files via upload
* Rename space_dragon.dm to code/modules/events/space_dragon.dm
* Adds Space Dragon
* Adds Space Dragon Event
* Remove Copied File
* Put antagonist definition in proper location for space dragon
* Update space_dragon.dm
* Removed passive health regen from space dragon
* Updated Weight and Earliness for Space Dragon
* Added Objective to Space Dragon, Updated Starting Blurb
* Cleaned Up the Objective Determiner
* Actually fix the space dragon objectives
* Fix the objective display for the space dragon's target
* Updated Space Dragon Intro Blurb
* Updated Centcom Message When Space Dragon Spawns
* Updated Space Dragon's description with new lore
* Clean Up Space Dragon's OnFire()
* Add Space Dragon Sprites
* Sprite in wrong location
* Properly adds Space Dragon Sprites
* Adds Space Dragon Tiny Sprite to be Carp
* Space Dragon Uses New Sprites, Tiny Form Updated
* Increased Time Til' Dragon Spawn
* Drake's Tail Sweep Now Uses Prebuilt Spell
Thanks to Cobblestone for the head's up on this.
* does the thing
* adds the regen thing to the sprayer
* adds a quite important addition to a comment
* capitalizes janitorial response
Co-Authored-By: VileBeggar <edmir995@gmail.com>
* adds cobby's process suggestion
cl actioninja\memager
refactor: Ballistic guns have been almost entirely reworked from a backend side. This primarily focused on moving as much as possible into the base ballistic gun and turning as many other guns into essentially varedits as possible.
add: Guns can now be racked. This is the default action unless the magazine is empty.
add: Guns now can have the magazine removed by clicking on them with an open hand while they are in hand.
tweak: Suppressors are now removed by alt clicking instead of clicking with an open hand
add: Guns now have various bolt types that all function a bit differently. Open bolts cannot have a bullet chambered with no mag, locking bolts lock back after running out of ammo, etc.
add: All ballistic gun sounds are controlled by variables instead of hardcoded usages.
tweak: The l6 LMG has a reworked control scheme. alt + click to open and close the cover, open hand to remove mag, place mag in by slapping them together, default action is rack.
tweak: Functionality that used to be snowflake code such as tactical reloads has been moved to the base gun, and can be toggled by variables.
refactor: All shotguns are now properly subpaths of the shotgun type. They still work the same.
imagedel: Gun sprites have been almost entirely overhauled to use overlays instead of states. This collapsed the L6 sprite from 20 sprites to 9 sprites to give an example.
soundadd: Remixed versions of the shotgun and base gun firesound
soundadd: New rifle firesound for l6 and moist nugget, new SMG fire sound, new sniper fire sound.
soundadd: Lots of new weapon operation sounds such as racking and bolts and the like.
imageadd: New sprites for the Riot Shotgun, Combat Shotgun, c20r, Deagle, m90, double barrel shotgun and 1911 by Memager.
imageadd: All gun sprites that were pointing to the left have been flipped to point to the right.
balance: Shotguns now can be pumped faster.
balance: Bulldog can now be tac reloaded
balance: Sawn off shotguns now have an accuracy penalty and recoil
/cl
* Bandaid fixes for bugs with reflectors projectiles and plasma cutters
* * Fixed bouncing piercing projectiles on qdel
* Fixed projectiles reflection not working
* Fixed heavy beam pulses not penetrating
* Changed numerous projectiles procs to use the new BULLET_ACT_* format
* Final conversions to new BULLET_ACT_* format
* adds station positions global list
* She don't believe in shootin' stars But she believe in shoes and cars Wood floors in the new apartment Couture from the store's department
* missed comma
* embarassing
* Update code/modules/antagonists/creep/creep.dm
Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com>
* parentheses
* shiver me timbers
* Hey, great work Mac! Now let's take down the next circuit!
* a plethora of fixes