Missing ! meant that if an upgrade was unequippable, it would be installable. If it wasn't unequippable, it wouldn't be installable. This is fixed.
No reason I can see for cyborg upgrades to pass through the attack chain if they fail to get installed in general. Most other things stop immediately if they fail. Removed ugly if-then-else chain as a result. I'm sure someone will correct me if I'm wrong on this, it's 2:15am and I want to sleep.
(Note from lemon: the logic was quite literally backwards, I am depressed)
/obj/effect/ex_act had several different re-definitions to make it a noop. The original definition would randomly delete it, which is bad news when a lot of /obj/effects are just that--effects, that shouldn't be blown up.
The ones that actually do want to be blown up (like decals) already have their own implementations. The one in place was never ran, and nobody had problems with it.
tame var is now set to true on the tamed proc, not right before the tamed proc in feeding proc so if an admin atom proc calls tamed the mob is tamed
vatbeast no longer overrides its faction to neutral because it already sets the action to the tamer's
Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().
Fixes the random incapacitating sleep test failure
Tests now provide the option to use a custom turf, by default uses plasteel tiles instead of space
Tests now reserve turf instead of just using a corner in CentCom (which had unaccounted for tiles)
Partiallyfixes #34369
Modified xenomorph, monkey, dog, and parrot strip menu UI to be like humanoids'. Also fixed an issue with parrot strip menu where it wouldn't refresh once you removed its headset, and fixed an inconsistency where human handcuff/legcuff removal buttons were different.
While investigating a strange intermittent issue with skirts and such randomly losing a pixel in the crotch they weren't supposed to, I found another underwear/undershirt issue. Female characters and plural characters with a female bodytype wearing mens underwear and a fitted outfit would have an errant pixel from the undershirt/underwear show through the crotch/armpits where the outfit lost pixels due to fitting. Underwear and undershirts now undergo the same pixel fitting as other clothes to ensure this doesn't happen.
Removes a source of ian harddels, keeps mcgruff's bed description from getting overwritten at roundstart, moves the bed claiming feature to just the dogbed typepath, blacklisting subtypes. This applies to buckling too.
This means that a dogbed can only ever belong to one dog. Fuck you.
Remake of #54892, github doesn't like force pushes, not sure why
Bees don't actually have a set icon state, their entire existence is their mutable appearance. This creates problems when something checks for the bee's icon state, like mob_holders. So, this PR sets their icon_state to the corresponding base bee icon on initialization. Visually identical to before, because the overlays / mutable appearance covers it, but their icon_state is no longer null.
* Cyborg stack fix
- Makes cyborgs capable of recycling floor tiles again
* Touches up module code
- Makes module code slightly more OOP-compliant
- Speeds up module creation by an imperceptable amount
- Reworks how borg modules handle stacks
For whatever reason we hardcoded the health value for drills at 200 brute damage before they can gib. 200 brute damage was picked as it was double the max health of /mob/living/carbon/whatever and double the max health was like, the cap on brute damage when someone is really, really, really, really dead.
Enter simplemobs. Their max health is regularly under 100, which means a hardcoded value of 200 brute damage to trigger gibbing effects is bad. Not that it matters anyway, because simplemobs also brute damage cap at maxHealth instead of maxHealth * 2 so the only simplemobs that could be gibbed by mech drills are those with 200 or more health.
This has been changed. Simplemobs now cap out at maxHealth * 2 damage, in line with all other /mob/living while drill code has been changed to check for maxHealth * 2 when gibbing instead of a hardcoded 200.
This changes how carbon/humans stabilize body temperature, and changes how damage and wounds are applied based on temperature.
Humans now have a core body temperature along with body temperature. The core temperature is used for natural stabilization and what viruses like fever and shivers target by raising or lowing the core temperature of the mob.
The standard body temperature still exists and acts exactly the same for most items at this time but is now treated as surface temperature in humans.
Damage from body temperature for humans is now based on the core temperature instead of body temperature now.
Humans will now receive burn wounds when the body (surface) temperature is to high for to long.
This causes you to see alerts for the area temperature before you take damage in most cases improving visibility of dangerous situations.
Try this experiment at home:
1.Ctrl shift click your ghost
2.Notice that you still have the Ghost tabs, and you don't see OOC > Ghost, uh oh.
This happens for more than ctrl-shift-clicking, it happens a lot with event mobs.
This reloads verbs on /mob/Login, aka when the client goes into a new mob (or when they reconnect).
Adds simple deconstruct steps to the hygiene bot assembly, as well as adds a simple crafting menu option to craft one.
Also, corrects an issue with hygienebots not needing to be opened in order to be emagged. They now need to be emagged to be opened with a screwdriver, then emag the open panel in order to emag the robot, just like every other robot.
You can no longer quick swap another pair of glasses with nearsighted to see perfectly.
Currently you can:
Choose nearsighted
Quick swap to another pair of glasses
See perfectly
This wasn't fixed by Shaps' changes since those call dropped, which do not run through unequip code.
I know one of you is abusing this, show yourself!
Fixes#55006#54632 added some code to handle organ processing, including a big ol' global list which defines the organ processing order.
Downside to this is that it didn't take account of 5 year old Xenomorph code where the organ slots weren't defines. As a result, `/mob/living/carbon/proc/handle_organs()` would never call the `on_life()` for Xeno organs as they weren't in the big ol' global list.
I created defines for Xeno organs, added them to the global list and updated the organs with the new defines. As a result, Xeno plasma vessels now have their `on_life()` proc fired once again and generate plasma.
In local testing I was generating the expected amount of plasma on and off weeds and was able to successfully evolve up to a Queen.
Adds a new set of nanite protocol programs as a researchable Bepis tech.
Protocol programs are programs that are mutually exclusive within their time, so remember that only one of the following can be active at once in the same host.
Hive Protocol: Makes nanites use space more efficiently, increasing maximum volume by 250 (500 -> 750)
Zip Protocol: Makes nanites use a compression routine when not in use, increasing maximum volume by 500 (500 -> 1000) but consuming 0.2 nanites per tick to perform the zipping/unzipping
Free-Range Protocol: Makes nanite use looser storage routines, reducing the maximum volume by 250 (500 -> 250) but gaining 0.5 nanite replication rate
S.L.O.P. (Safety Level Override Protocol): Removes nanite storage safety measures, allowing them to reach up to 2000 volume. However, when the volume surpasses the maximum recommended volume (500) the host will start to suffer from side effects, manifesting in slow organ damage. The more the nanite volume approaches the physical limit, the more harmful it becomes.
Replaced the Tinker Nanite Replication Protocol with the Pyramid Protocol, which gives an extra 1.2 regeneration rate, but only while the nanites are at 80% volume or above.
Renamed the Offline Production Protocol to Eclipse Protocol.
Chain detonation now uses dyn_explosion(), at a rate of 1 power per 50 nanite volume. The power level should be similar to how it was for normal nanite volumes, but it should scale more linearly when going above the limit with the new programs.
If nanite volume is suddenly significantly higher than the maximum allowed (likely caused by deleting an active storage protocol) the extra nanites will be forcefully expelled from the host's body, which can range from minor oozing, to vomiting puddles of nanites, to nanites rapidly bursting from eyes, ears, and skin pores.
Despite how it looks, this process causes no lasting damage, since it's a security feature made to prevent acute nanite poisoning.
Added some comments on a few nanite functions.
Refactored vomit code to make it a bit more customizable. The toxic arg (supposedly used to choose an alternate vomit icon, but in fact not functional) is now vomit_type, and purge (which determined vomit would remove 10% of reagents or 67% of reagents) is now purge_ratio, which accepts custom values. Made the refactor mostly to allow a 0% ratio, but it can be handy in other future uses.
Adds extra content to Bepis research, giving a little more reason to invest money into it.
Creates more options to customize a previously rigid parameter in nanites, maximum nanite volume. This opens up strategies that involve storing up large amounts of nanites for special occasions, or viceversa reducing the maximum rate to get more constant replication rate to sustain continued programs.
A new option has been added to the AI display radial menu alongside random, "Portrait"
It opens a small menu that lets you peruse all of the portraits and select one as your display.
This can let avid artists draw exactly what they want their AI to be like, and not-so-avid artists to bring tears to my eyes.
Two things at hand here.
A: Pockets were not logged at all. I hate god.
B: I'm using log_message here because it gives me the freedom to be more grammatically correct. Please attack my spelling and offer suggestions of other mob strip panel things to log in the comments
B.5: I updated stripping to use log_message for the same reasons.
Snail shells, when gibbed, were previously dropping along with the rest of the snail's organs/equipment/etc.
This was causing issues, as the snailshell has the nodrop trait, and was getting permanently getting stuck to non-snails hands, unable to be removed forever.
This adds behavior to empty and then delete the snail shell's when dropped, and keeping people from getting 2 "snailhands" for all eternity.
I think this feature could really assist some of our manuel players in
roleplaying the true depth of their commitments to each other.
Also lepi said they would let me pat their head if I added this so I
have no choice really
Extra call to client.prefs.copy_to caused all characters to be set up as if they had latejoined, whether or not they had. Since no points are awarded for latejoining as hardcore random, no hardcore random characters received points.
Co-authored-by: UnderARock <UnderARock@notarealemail.com>
(Lemons note: Due to a missed change in #50558, it was open at around the same time as floyds hardcore pr, I'd bet they got merged at about the same time, and were improperly merged. Good catch.)