About The Pull Request
removes duplicate if statement in a switch that is there for no reason. It already happens on line 95.
Why It's Good For The Game
???
Changelog
cl
code: removed duplicate code
/cl
* Makes donuts dunkable
* Moves dunking method to snacks class, rather than just donuts
* Drinks can also be dunked into, but soda cans must be opened
* Making more snacks dunkable, adding proximity check to dunking and cleaning up a little
* Makes fries and fry-likes dunkable
* chemical splitters
* adds the pill press
also removes a debug variable from the splitter used for getting the perfect ui size
* chem disposer
* half a reaction chamber
i forgot to fucking merge upstream so I cant do anything without making ungodly conflicts
* wip
* more work on the reaction chamber
* fixes big brain maths
* removes one / because travis is throwing a shitfit
* Turns digital camo into an element
* Removes commented out code.
* Keep forgetting this
* Update code/datums/elements/digitalcamo.dm
Co-Authored-By: Rob Bailey <actioninja@gmail.com>
* deletes any touch spells if the wizard refunds the spell in question
* moves touch removal code to on_lose
* makes pkp suggestions
* adds message feedback
About The Pull Request
Operating Computers can now be built to support advanced surgeries to stasis beds. Unlike a table, these can be within LoS of the computer.
Do note it links them the same way it does a table (once when THE COMPUTER is built).
A minor change is now the surgery tab of the computer can be accessed to sync surgeries even if a table isn't linked.
Why It's Good For The Game
Stasis beds should be surgery hotspots, and this allows doctors to explore some of the unique pathways/surgeries without relying on a table.
Do note that some surgeries will still be better performed on the optable since the beds have a small penalty.
Changelog
cl Cobby
add: Operating computers can now be built to sync with all nearby stasis beds within it's LoS and provide them with advanced surgeries.
/cl
* Gives condiment bottles without special sprites overlays
You can see what's inside
* blue by eiffel 65 is playing as i type this it's 12am
* does a bunch
* Update condiment.dm
About The Pull Request
As mentioned in codebus with the recent patch for circuits being able to produce any item (see BeeStation/BeeStation-Hornet#345), people often make a mistake in attempting to check if a collection does not contain an element. The proper execution of such a check, following the attempted formatting, would be...
!(x in y)
But instead we have lots of
!x in y
In other words, 1 or 0 in collection y, not good!
Why It's Good For The Game
Fixes a lot of bugs that likely nobody has ever noticed, probably introduces features that were intended but incorrectly coded. I have attempted to summarize what are probably the effects of this change below. I've moved interesting fixes to the top of this list.
Dynamic mode ruleset should no longer ignore player preferences when selecting antagonist candidates.
Pet carriers should now properly cancel callbacks for a mob escaping the carrier if they are no longer an occupant of it.
Eightballs should now prevent ghosts from voting on answers that are not expected by the eightball.
Modifying variables in view variables should now prevent you from adding a non-existent variable to a datum.
The Herald's Beacon should no longer attempt to remove a non-existent voter from its list of users who need to vote. (Likely prevents a runtime)
Changelog
cl bobbahbrown
fix: Dynamic mode ruleset will now respect your player preferences when selecting antag candidates
code: Fixed 9 instances of incorrect not-in-list expressions.
/cl
About The Pull Request
The messages alerting people that they were next in line or of a ticket's destruction were only visible when the tickets were on the ground. Not even the holder could see them. This fixes that. I'm not confident in the method though.
This also enables the HoP to delete the latest ticket, instead of having to bin it because he can't delete it until a new ticket is created that he can increment to.
Why It's Good For The Game
Makes the thing work as intended.
Changelog
cl cacogen
tweak: HoP can now delete the latest ticket
fix: HoP ticket messages should now be visible when the ticket is held
/cl
* ED209's aggro when you throw things at them and no longer die to shocked grilles
* fixed an extra line
* runtimes in the waiting
* runtimes cant stop the law
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
* You can no longer give the AI laws containing IC filtered words. Adds a proc to accomplish this.
* turns proc into a define, adds it to hacked module because I forgot
* Reduced additional bleeding dealt by Sanguibital
Sanguibital has its bleed rate effect reduced to 0.5 if not overdosed, and an additional 0.5 if overdosed.
Sanguibital, a tier two healing chemical, currently sees too much use as a poisonous chemical, used to bleed crewmembers dry with shotgun darts rather than to heal them.
A tier two HEALING CHEMICAL should not be nearly so viable as a poison on healthy targets as heparin, adding two to your bleedrate per tick. When overdosed, it also adds two to your bleed rate per tick.
shotgun darts carry 30 units per dart. 30 units of sanguibital on a bleeding target WILL kill them in 30 seconds or less. If defibbed, you will die within a tick. And this is before the overdose threshold.
This is in an AWFUL state as a chemical.
It takes 3 chemicals to make sanguibital. It deals bleed damage nigh exponentially, as it increases BLEED RATE, rather than actual blood loss, PER TICK.
In its current state it is a murderchem, and nothing else.
* Update cat2_medicine_reagents.dm
* indentation is hard
* bleed damage OD, not stacks
* byebye spaces heck off
* HEAL, DAMN YOU
* heal more, ain't got all day
* chap helmet updat
* russian buff
* various cult robe things
* a
* oh there was booboos in the file i was working in haha
* wtf i hate cock cult now
* oh i did it the wrong way
About The Pull Request
Fixes#46039. Or should at least I haven't tested it.
please note I did not write the ignoring code
Why It's Good For The Game
bug, fix, etc
Changelog
cl bandit
fix: Fixed an erroneous message with ignoring a player's OOC messages.
/cl
About The Pull Request
Splits the previous single dmi used for all under items/uniforms into 17 separate dmis
Why It's Good For The Game
makes icon conflicts when developing much less likely.