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20fbd0e
piss
SomeguyManperson Jul 19, 2021
5d45f75
second set of files
SomeguyManperson Aug 3, 2021
83a9096
theos feels pain and dies
SomeguyManperson Aug 5, 2021
50ee923
code works lmao
SomeguyManperson Aug 5, 2021
0c3e096
other stuff
SomeguyManperson Aug 5, 2021
3f66f61
Merge branch 'master' into theos_feels_pain_and_dies
SomeguyManperson Aug 5, 2021
02e9069
Merge branch 'theos_feels_pain_and_dies' of https://github.com/Somegu…
SomeguyManperson Aug 5, 2021
c7a6c24
YES YES YES
SomeguyManperson Aug 5, 2021
00abc84
Update zombies.dm
SomeguyManperson Aug 5, 2021
27f5871
egg
SomeguyManperson Aug 5, 2021
40620b8
Merge branch 'theos_feels_pain_and_dies' of https://github.com/Somegu…
SomeguyManperson Aug 5, 2021
c030e91
whoops
SomeguyManperson Aug 5, 2021
1cea9d1
bubblegum alt attacks won't wound
SomeguyManperson Aug 5, 2021
5bbe6be
Merge branch 'theos_feels_pain_and_dies' of https://github.com/Somegu…
SomeguyManperson Aug 5, 2021
52cec93
bone hurting juice hurts bones
SomeguyManperson Aug 5, 2021
335249c
something's fucky wucky
SomeguyManperson Aug 6, 2021
bcebd25
humans are no longer blue space babes but projectile damage is still …
SomeguyManperson Aug 6, 2021
2a1e94a
IT WORKS???????
SomeguyManperson Aug 6, 2021
b9900bf
other stuff
SomeguyManperson Aug 6, 2021
93706a5
turns out im big brain and already handled that should be testable li…
SomeguyManperson Aug 6, 2021
a44204a
WHOOPS
SomeguyManperson Aug 6, 2021
ea04bf2
medical pens not in stupid area
SomeguyManperson Aug 6, 2021
3f5e495
fix regen mesh icons
SomeguyManperson Aug 6, 2021
ee13d49
tool_behavior and defines plus allowing wound healing to override sur…
SomeguyManperson Aug 7, 2021
42a2e00
should help
SomeguyManperson Aug 7, 2021
a902693
mapping problem
SomeguyManperson Aug 7, 2021
eac1b6a
Merge branch 'theos_feels_pain_and_dies' of https://github.com/Somegu…
SomeguyManperson Aug 7, 2021
4bf0185
fix monkies shitting out blood all the time
SomeguyManperson Aug 7, 2021
7a0d643
going to remove examine_more being stupid
SomeguyManperson Aug 7, 2021
eee7366
this is stupid i think it works though
SomeguyManperson Aug 7, 2021
e27d06e
Fix merge conflicts
adamsong Aug 7, 2021
f8c7cd3
Merge remote-tracking branch 'theos/theos_feels_pain_and_dies' into t…
adamsong Aug 7, 2021
ed2d337
Empty commit, more bad code
adamsong Aug 7, 2021
a574ddf
this probably fdixes something
SomeguyManperson Aug 8, 2021
509164c
buckshot buffed back to where it should be
SomeguyManperson Aug 8, 2021
559e04f
woundings
SomeguyManperson Aug 9, 2021
be81056
Merge branch 'master' of https://github.com/yogstation13/Yogstation i…
SomeguyManperson Aug 9, 2021
1ee3d41
missed this one
SomeguyManperson Aug 10, 2021
0dcb433
Merge branch 'theos_feels_pain_and_dies' of https://github.com/Somegu…
SomeguyManperson Aug 10, 2021
292c330
fix gamebreaking bug
SomeguyManperson Aug 11, 2021
5e03ede
turns out damaging ANYTHING causes suit sensors to break whoops
SomeguyManperson Aug 14, 2021
e3fb1da
stuff up to limb disable refactor
SomeguyManperson Aug 15, 2021
5fa5750
Merge branch 'theos_feels_pain_and_dies' of https://github.com/Somegu…
SomeguyManperson Aug 15, 2021
cb5bff2
aid scanner can no longer kill you if you use it too much, preventing…
SomeguyManperson Aug 15, 2021
aa0faaa
Update burn_dressing.dm
SomeguyManperson Aug 15, 2021
de735d0
wtf
SomeguyManperson Aug 15, 2021
d2d80e7
shotgun slugs have a wound bonus of -30 putting them in line with oth…
SomeguyManperson Aug 15, 2021
4fadb76
burn debriding uses the scalpel rather than the hemostat
SomeguyManperson Aug 17, 2021
3fc7936
debriding for patch/treat no longer causes wounds
SomeguyManperson Aug 18, 2021
a066dc6
Give syndicate medical cyborg a bonesetter
adamsong Aug 19, 2021
de23080
like 5 more prs ported
SomeguyManperson Aug 19, 2021
67d395e
Merge branch 'theos_feels_pain_and_dies' of https://github.com/Somegu…
SomeguyManperson Aug 19, 2021
3c6a2ce
Merge branch 'master' into theos_feels_pain_and_dies
JamieD1 Aug 19, 2021
882090a
fixes burn ointment and mesh application not having a progress bar
SomeguyManperson Aug 20, 2021
34bb4c4
gamemode zombies get easydismember and easily wounded
SomeguyManperson Aug 20, 2021
d5cf09d
Merge branch 'theos_feels_pain_and_dies' of https://github.com/Somegu…
SomeguyManperson Aug 20, 2021
15a2dcf
managed to screw up self cautery this fixes it
SomeguyManperson Aug 20, 2021
b3bd032
Merge branch 'master' into theos_feels_pain_and_dies
JamieD1 Aug 21, 2021
c12f0f8
carbons can't use check self for injuries but humans can
SomeguyManperson Aug 21, 2021
93deb69
honey gives +2 sanitization to burns
SomeguyManperson Aug 21, 2021
3c2aa34
Merge branch 'master' into theos_feels_pain_and_dies
SomeguyManperson Aug 21, 2021
0f9278c
re-add this if sensors get fixed
SomeguyManperson Aug 21, 2021
1461d04
Merge branch 'master' of https://github.com/yogstation13/Yogstation i…
SomeguyManperson Aug 21, 2021
e20d900
Merge remote-tracking branch 'origin/master' into theos_feels_pain_an…
adamsong Aug 25, 2021
6257538
should fix a runtime I made on accident when trying to make examine m…
SomeguyManperson Aug 26, 2021
cca6671
Merge branch 'master' of https://github.com/yogstation13/Yogstation i…
SomeguyManperson Aug 26, 2021
5996c4b
Merge branch 'theos_feels_pain_and_dies' of https://github.com/Somegu…
SomeguyManperson Aug 26, 2021
576a555
Merge branch 'master' of https://github.com/yogstation13/Yogstation i…
SomeguyManperson Aug 31, 2021
9d827b4
last 2 prs and some holdup fixes since these touched on that
SomeguyManperson Sep 1, 2021
6023a3e
set target = src so the progress par shows up i think
SomeguyManperson Sep 1, 2021
82c32fa
Update mutations.dm
SomeguyManperson Sep 2, 2021
f9a39bd
fixes twohanded reuqired weapons by reverting some change I don't und…
SomeguyManperson Sep 2, 2021
c140ad0
Merge branch 'theos_feels_pain_and_dies' of https://github.com/Somegu…
SomeguyManperson Sep 2, 2021
629b23f
fixes blood sprites
SomeguyManperson Sep 10, 2021
324579e
actually properly fixes the thing
SomeguyManperson Sep 10, 2021
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48 changes: 24 additions & 24 deletions _maps/shuttles/emergency_luxury.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -78,18 +78,6 @@
/obj/structure/table/wood/fancy/black,
/turf/open/floor/carpet,
/area/shuttle/escape/luxury)
"cZ" = (
/obj/machinery/door/poddoor/shutters{
id = "ohnopoors"
},
/obj/structure/window/plastitanium{
desc = "A durable looking window made of an alloy of of plasma and titanium. Appears to have poor people tears smudged all over it.";
flags_1 = 2177;
resistance_flags = 64
},
/obj/structure/grille/indestructable,
/turf/open/floor/plating,
/area/shuttle/escape/luxury)
"dl" = (
/obj/effect/decal/cleanable/dirt/dust,
/obj/effect/decal/cleanable/dirt/dust,
Expand Down Expand Up @@ -233,6 +221,18 @@
/obj/structure/shuttle/engine/propulsion,
/turf/open/floor/plating/airless,
/area/shuttle/escape/luxury)
"oo" = (
/obj/machinery/door/poddoor/shutters{
id = "ohnopoors"
},
/obj/structure/grille/indestructable,
/obj/structure/window/plastitanium{
desc = "A durable looking window made of an alloy of of plasma and titanium. Appears to have poor people tears smudged all over it.";
flags_1 = 2177;
resistance_flags = 64
},
/turf/open/floor/plating,
/area/shuttle/escape/luxury)
"or" = (
/obj/structure/shuttle/engine/heater,
/obj/structure/window/reinforced{
Expand Down Expand Up @@ -283,7 +283,7 @@
/area/shuttle/escape/luxury)
"pv" = (
/obj/structure/table/glass,
/obj/item/surgicaldrill/advanced,
/obj/item/cautery/advanced,
/obj/item/scalpel/advanced,
/obj/item/retractor/advanced,
/turf/open/floor/mineral/gold{
Expand Down Expand Up @@ -559,16 +559,16 @@
/obj/effect/decal/cleanable/dirt/dust,
/turf/open/floor/plating,
/area/shuttle/escape/luxury)
"IL" = (
"JI" = (
/obj/machinery/door/poddoor/shutters{
id = "ohnopoors"
},
/obj/structure/grille/indestructable,
/obj/structure/window/plastitanium{
desc = "A durable looking window made of an alloy of of plasma and titanium. Appears to have poor people tears smudged all over it.";
flags_1 = 2177;
resistance_flags = 64
},
/obj/structure/grille/indestructable,
/turf/open/floor/plating,
/area/shuttle/escape/luxury)
"Kn" = (
Expand Down Expand Up @@ -968,15 +968,15 @@ eL
eL
eL
mt
IL
IL
IL
IL
IL
IL
IL
IL
cZ
oo
oo
oo
oo
oo
oo
oo
oo
JI
mt
mt
mt
Expand Down
31 changes: 18 additions & 13 deletions code/__DEFINES/DNA.dm
Original file line number Diff line number Diff line change
Expand Up @@ -120,23 +120,28 @@
#define MUTCOLORS_PARTSONLY 8
#define NOZOMBIE 9
/// If we want a race to have a standard color (for now this is only polysmorphs)
#define NOCOLORCHANGE 20
#define NOCOLORCHANGE 10
/// Uses weird leg sprites. Optional for Lizards, required for ashwalkers. Don't give it to other races unless you make sprites for this (see human_parts_greyscale.dmi)
#define DIGITIGRADE 10
#define NO_UNDERWEAR 11
#define NOLIVER 12
#define NOSTOMACH 13
#define NO_DNA_COPY 14
#define DRINKSBLOOD 15
#define NOFLASH 16
#define DIGITIGRADE 11
#define NO_UNDERWEAR 12
#define NOLIVER 13
#define NOSTOMACH 14
#define NO_DNA_COPY 15
#define DRINKSBLOOD 16
#define NOFLASH 17
/// Use this if you want to change the race's color without the player being able to pick their own color. AKA special color shifting
#define DYNCOLORS 17
#define DYNCOLORS 18
/// Forced genders
#define AGENDER 18
#define FGENDER 21
#define MGENDER 22
#define AGENDER 19
#define FGENDER 20
#define MGENDER 21
/// Do not draw eyes or eyeless overlay
#define NOEYESPRITES 19
#define NOEYESPRITES 22
/// Used for determining which wounds are applicable to this species.
/// if we have flesh (can suffer slash/piercing/burn wounds, requires they don't have NOBLOOD)
#define HAS_FLESH 23
/// if we have bones (can suffer bone wounds)
#define HAS_BONE 24

//organ slots
#define ORGAN_SLOT_BRAIN "brain"
Expand Down
4 changes: 4 additions & 0 deletions code/__DEFINES/admin.dm
Original file line number Diff line number Diff line change
Expand Up @@ -79,6 +79,10 @@
#define ADMIN_PUNISHMENT_WHISTLE "Whistle"
#define ADMIN_PUNISHMENT_CLUWNE "Cluwne"
#define ADMIN_PUNISHMENT_MCNUGGET "Nugget"
#define ADMIN_PUNISHMENT_CRACK ":B:oneless"
#define ADMIN_PUNISHMENT_BLEED ":B:loodless"
#define ADMIN_PUNISHMENT_PERFORATE ":B:erforate"
#define ADMIN_PUNISHMENT_SCARIFY "Scarify"

#define AHELP_ACTIVE 1
#define AHELP_CLOSED 2
Expand Down
6 changes: 3 additions & 3 deletions code/__DEFINES/combat.dm
Original file line number Diff line number Diff line change
Expand Up @@ -170,9 +170,9 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
#define REFLECT_FAKEPROJECTILE (1<<1)

//Object/Item sharpness
#define IS_BLUNT 0
#define IS_SHARP 1
#define IS_SHARP_ACCURATE 2
#define SHARP_NONE 0
#define SHARP_EDGED 1
#define SHARP_POINTY 2

//His Grace.
#define HIS_GRACE_SATIATED 0 //He hungers not. If bloodthirst is set to this, His Grace is asleep.
Expand Down
12 changes: 11 additions & 1 deletion code/__DEFINES/components.dm
Original file line number Diff line number Diff line change
Expand Up @@ -71,6 +71,7 @@
#define COMSIG_ATOM_HULK_ATTACK "hulk_attack" //from base of atom/attack_hulk(): (/mob/living/carbon/human)
#define COMSIG_PARENT_EXAMINE "atom_examine" //from base of atom/examine(): (/mob)
#define COMSIG_ATOM_GET_EXAMINE_NAME "atom_examine_name" //from base of atom/get_examine_name(): (/mob, list/overrides)
#define COMSIG_PARENT_EXAMINE_MORE "atom_examine_more" //from base of atom/examine_more(): (/mob)
//Positions for overrides list
#define EXAMINE_POSITION_ARTICLE 1
#define EXAMINE_POSITION_BEFORE 2
Expand Down Expand Up @@ -228,9 +229,17 @@
#define COMSIG_LIVING_STATUS_SLEEP "living_sleeping" //from base of mob/living/Sleeping() (amount, update, ignore)
#define COMPONENT_NO_STUN 1 //For all of them

// /mob/living/carbon signals
// /mob/living/carbon physiology signals
#define COMSIG_CARBON_GAIN_WOUND "carbon_gain_wound" //from /datum/wound/proc/apply_wound() (/mob/living/carbon/C, /datum/wound/W, /obj/item/bodypart/L)
#define COMSIG_CARBON_LOSE_WOUND "carbon_lose_wound" //from /datum/wound/proc/remove_wound() (/mob/living/carbon/C, /datum/wound/W, /obj/item/bodypart/L)
///from base of /obj/item/bodypart/proc/attach_limb(): (new_limb, special) allows you to fail limb attachment
#define COMSIG_CARBON_ATTACH_LIMB "carbon_attach_limb"
#define COMPONENT_NO_ATTACH (1<<0)
#define COMSIG_CARBON_REMOVE_LIMB "carbon_remove_limb" //from base of /obj/item/bodypart/proc/drop_limb(special, dismembered)
#define COMSIG_CARBON_SOUNDBANG "carbon_soundbang" //from base of mob/living/carbon/soundbang_act(): (list(intensity))
#define COMSIG_CARBON_STATUS_STAMCRIT "living_stamcrit" //from base of mob/living/carbon/enter_stamcrit()
#define COMSIG_BODYPART_GAUZED "bodypart_gauzed" // from /obj/item/bodypart/proc/apply_gauze(/obj/item/stack/gauze)
#define COMSIG_BODYPART_GAUZE_DESTROYED "bodypart_degauzed" // from [/obj/item/bodypart/proc/seep_gauze] when it runs out of absorption

// /mob/living/simple_animal/hostile signals
#define COMSIG_HOSTILE_ATTACKINGTARGET "hostile_attackingtarget"
Expand Down Expand Up @@ -299,6 +308,7 @@


// /mob/living/carbon/human signals
#define COMSIG_HUMAN_EARLY_UNARMED_ATTACK "human_early_unarmed_attack" //from mob/living/carbon/human/UnarmedAttack(): (atom/target, proximity, modifiers)
#define COMSIG_HUMAN_MELEE_UNARMED_ATTACK "human_melee_unarmed_attack" //from mob/living/carbon/human/UnarmedAttack(): (atom/target)
#define COMSIG_HUMAN_MELEE_UNARMED_ATTACKBY "human_melee_unarmed_attackby" //from mob/living/carbon/human/UnarmedAttack(): (mob/living/carbon/human/attacker)
#define COMSIG_HUMAN_DISARM_HIT "human_disarm_hit" //Hit by successful disarm attack (mob/living/carbon/human/attacker,zone_targeted)
Expand Down
8 changes: 0 additions & 8 deletions code/__DEFINES/is_helpers.dm
Original file line number Diff line number Diff line change
Expand Up @@ -225,14 +225,6 @@ GLOBAL_LIST_INIT(heavyfootmob, typecacheof(list(

#define iscash(A) (istype(A, /obj/item/coin) || istype(A, /obj/item/stack/spacecash) || istype(A, /obj/item/holochip))

GLOBAL_LIST_INIT(pointed_types, typecacheof(list(
/obj/item/pen,
/obj/item/screwdriver,
/obj/item/reagent_containers/syringe,
/obj/item/kitchen/fork)))

#define is_pointed(W) (is_type_in_typecache(W, GLOB.pointed_types))

#define isbodypart(A) (istype(A, /obj/item/bodypart))

#define isprojectile(A) (istype(A, /obj/item/projectile))
Expand Down
3 changes: 3 additions & 0 deletions code/__DEFINES/misc.dm
Original file line number Diff line number Diff line change
Expand Up @@ -407,6 +407,9 @@ GLOBAL_LIST_INIT(pda_styles, list(MONO, VT, ORBITRON, SHARE))
#define PIRATE_NAMES_FILE "pirates.json"
#define REDPILL_FILE "redpill.json"
#define WANTED_FILE "wanted_message.json"
#define FLESH_SCAR_FILE "wounds/flesh_scar_desc.json"
#define BONE_SCAR_FILE "wounds/bone_scar_desc.json"
#define SCAR_LOC_FILE "wounds/scar_loc.json"

//Fullscreen overlay resolution in tiles.
#define FULLSCREEN_OVERLAY_RESOLUTION_X 15
Expand Down
14 changes: 7 additions & 7 deletions code/__DEFINES/mobs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -84,10 +84,6 @@
#define BODYPART_ORGANIC 1
#define BODYPART_ROBOTIC 2

#define BODYPART_NOT_DISABLED 0
#define BODYPART_DISABLED_DAMAGE 1
#define BODYPART_DISABLED_PARALYSIS 2

#define DEFAULT_BODYPART_ICON_ORGANIC 'icons/mob/human_parts_greyscale.dmi'
#define DEFAULT_BODYPART_ICON_ROBOTIC 'icons/mob/augmentation/augments.dmi'

Expand Down Expand Up @@ -133,12 +129,14 @@
#define TRAUMA_RESILIENCE_BASIC 1 //Curable with chems
#define TRAUMA_RESILIENCE_SURGERY 2 //Curable with brain surgery
#define TRAUMA_RESILIENCE_LOBOTOMY 3 //Curable with lobotomy
#define TRAUMA_RESILIENCE_MAGIC 4 //Curable only with magic
#define TRAUMA_RESILIENCE_ABSOLUTE 5 //This is here to stay
#define TRAUMA_RESILIENCE_WOUND 4 //Curable by healing the head wound
#define TRAUMA_RESILIENCE_MAGIC 5 //Curable only with magic
#define TRAUMA_RESILIENCE_ABSOLUTE 6 //This is here to stay

//Limit of traumas for each resilience tier
#define TRAUMA_LIMIT_BASIC 3
#define TRAUMA_LIMIT_SURGERY 2
#define TRAUMA_LIMIT_WOUND 2
#define TRAUMA_LIMIT_LOBOTOMY 3
#define TRAUMA_LIMIT_MAGIC 3
#define TRAUMA_LIMIT_ABSOLUTE INFINITY
Expand Down Expand Up @@ -340,4 +338,6 @@
#define WABBAJACK (1<<6)

#define SLEEP_CHECK_DEATH(X) sleep(X); if(QDELETED(src) || stat == DEAD) return;
#define INTERACTING_WITH(X, Y) (Y in X.do_afters)
/// If you examine the same atom twice in this timeframe, we call examine_more() instead of examine()
#define EXAMINE_MORE_TIME 1 SECONDS
#define INTERACTING_WITH(X, Y) (Y in X.do_afters)
6 changes: 6 additions & 0 deletions code/__DEFINES/obj_flags.dm
Original file line number Diff line number Diff line change
Expand Up @@ -29,6 +29,7 @@
#define SURGICAL_TOOL (1<<12) //Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes)
#define UNCATCHABLE (1<<13) // Makes any item uncatchable if it is thrown at them
#define MEDRESIST (1<<14) // This item will block medical sprays when worn
#define HAND_ITEM (1<<15) // If an item is just your hand (circled hand, slapper) and shouldn't block things like riding

// Flags for the clothing_flags var on /obj/item/clothing

Expand All @@ -54,3 +55,8 @@

/// Flags for the pod_flags var on /obj/structure/closet/supplypod
#define FIRST_SOUNDS (1<<0) // If it shouldn't play sounds the first time it lands, used for reverse mode

/// Integrity defines for clothing (not flags but close enough)
#define CLOTHING_PRISTINE 0 // We have no damage on the clothing
#define CLOTHING_DAMAGED 1 // There's some damage on the clothing but it still has at least one functioning bodypart and can be equipped
#define CLOTHING_SHREDDED 2 // The clothing is useless and cannot be equipped unless repaired first
6 changes: 5 additions & 1 deletion code/__DEFINES/status_effects.dm
Original file line number Diff line number Diff line change
Expand Up @@ -42,7 +42,9 @@

#define STATUS_EFFECT_CREEP /datum/status_effect/creep //Provides immunity to lightburn for darkspawn, does nothing to anyone else //Yogs

#define STATUS_EFFECT_TIME_DILATION /datum/status_effect/time_dilation //Provides immunity to slowdown and halves click-delay/action times //Yogs
#define STATUS_EFFECT_TIME_DILATION /datum/status_effect/time_dilation //Provides immunity to slowdown and halves click-delay/action times //Yogs

#define STATUS_EFFECT_DETERMINED /datum/status_effect/determined //currently in a combat high from being seriously wounded

/////////////
// DEBUFFS //
Expand Down Expand Up @@ -109,6 +111,8 @@

#define STATUS_EFFECT_CLOUDSTRUCK /datum/status_effect/cloudstruck //blinds and applies an overlay.

#define STATUS_EFFECT_LIMP /datum/status_effect/limp //For when you have a busted leg (or two!) and want additional slowdown when walking on that leg

/////////////
// NEUTRAL //
/////////////
Expand Down
7 changes: 7 additions & 0 deletions code/__DEFINES/tools.dm
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,13 @@
#define TOOL_SHOVEL "shovel"
#define TOOL_HATCHET "hatchet"

#define TOOL_RETRACTOR "retractor"
#define TOOL_HEMOSTAT "hemostat"
#define TOOL_CAUTERY "cautery"
#define TOOL_DRILL "drill"
#define TOOL_SCALPEL "scalpel"
#define TOOL_SAW "saw"
#define TOOL_BONESET "bonesetter"

// If delay between the start and the end of tool operation is less than MIN_TOOL_SOUND_DELAY,
// tool sound is only played when op is started. If not, it's played twice.
Expand Down
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