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od linter #4645
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od linter #4645
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Fix one bug, make ten more
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we'll test this while you're asleep and the server has 10 players
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# About the pull request Followup to #4645. And also a fix for ancient math mistake few lines below. # Explain why it's good for the game Is fix. # Changelog :cl: fix: Slicing food once again works as intended. /:cl:
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# About the pull request <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> Hotfix for #4645 - removing the switch clause makes normal talk fall through into radio speech and makes everyone talk on radio all the time # Testing Photographs and Procedure Very basic testing # Changelog :cl: fix: Fixed people talking in radios all the time. Finally some quiet. /:cl:
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# About the pull request Followup to #4645. ![image](https://github.com/cmss13-devs/cmss13/assets/4447185/905bb1d9-ef4b-4963-9632-881a7da1bf8c) # Explain why it's good for the game ![image](https://github.com/cmss13-devs/cmss13/assets/4447185/edd79640-fb51-47b9-baa0-dfd9ca62b86b) # Changelog :cl: fix: Incendiary OB once again spreads to intended size. /:cl:
Ireuldiz
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Oct 29, 2023
* Provost sprites and code cleanup (#4409) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request Gives the provost uniforms their own sprites as only the Enforcer used the provost uniform sprite, and all others used MP sprites which contrasted with the provost jackets/armour. Also removes a lot of duplicate code where things were subtyped and really didn't need to be. <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game Having all the duplicate entries, especially in the preset lists, is really clunky and useless. The only things that were being used were specially named uniforms and suits, which is unnecessary. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding, and may discourage maintainers from reviewing or merging your PR. This section is not strictly required for (non-controversial) fix PRs or backend PRs. --> # Testing Photographs and Procedure <!-- Include any screenshots/videos/debugging steps of the modified code functioning successfully, ideally including edge cases. --> <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly label your changes in the changelog. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> <!-- If you add a name after the ':cl', that name will be used in the changelog. You must add your CKEY after the CL if your GitHub name doesn't match. Maintainers freely reserve the right to remove and add tags should they deem it appropriate. --> :cl: imageadd: Added sprites for provost senior and marshal uniforms. spellcheck: Gave unique names to the provost armour subtypes. balance: Prevented most provost armour from being able to fit inside bags. balance: Returned provost armour to the same slowdowns as MP armour. code: Removed a lot of duplicate code in Provost presets and uniform/suits. /:cl: <!-- Both :cl:'s are required for the changelog to work! --> * Automatic changelog for PR #4409 [ci skip] * Fix for incendiary OB spread. (#4791) # About the pull request Followup to #4645. ![image](https://github.com/cmss13-devs/cmss13/assets/4447185/905bb1d9-ef4b-4963-9632-881a7da1bf8c) # Explain why it's good for the game ![image](https://github.com/cmss13-devs/cmss13/assets/4447185/edd79640-fb51-47b9-baa0-dfd9ca62b86b) # Changelog :cl: fix: Incendiary OB once again spreads to intended size. /:cl: * Automatic changelog for PR #4791 [ci skip] * Remove Direct Hit Limb Penalty against Xenos (#4788) # About the pull request <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> ## Simple version Selecting a body part on doll at bottom right applies an inherent accuracy debuff to shots (an hand is harder to hit than chest). This penalty still applied to sprite-click attacks on Xenomorphs, despite the localized damage having no effect. This means that you'd have to constantly reset your aimed part to chest every time you try to shoot a Xeno, or would suffer a "free" penalty. ## Detailled version Old flow went as follow: * Get base Hit Chance and Roll * If it's only a near hit, or target's not the shot clicked target, the shot targeted limb is reset to a random one * Hit chance receives a penalty based on aimed limb * We proceed checking hit chance vs roll Because of the above problem this is changed to: * Get base Hit Chance and Roll * If it's a near hit (including limb penalty), a near xeno hit (excluding limb penalty), or not the sprite-clicked target, aimed limb is reset to a random one * Else if the target is a xeno and it was a proper direct hit, there is no penalty -- functionally similar to a chest shot * Else Finally, apply per-limb penalty as usual * We proceed checking hit chance vs roll # Explain why it's good for the game Avoids an invisible noobtrap debuff for just about everyone in the game that isn't in the know - and the neccessity to constantly reset targeting to chest for medics. # Testing Photographs and Procedure The problem was tested by a player on discord -- the fix i tested just was spawning stuff and shooting up the place observing RNG misses. I did not take detailed statistics over time to confirm. # Changelog :cl: fix: Sprite-click shots onto Xenos are no longer affected by limb-targeting penalty, because it was an accuracy debuff when there is no inherent benefit to targeting Xeno limbs. /:cl: * Automatic changelog for PR #4788 [ci skip] * Automatic changelog compile [ci skip] --------- Co-authored-by: forest2001 <[email protected]> Co-authored-by: cm13-github <[email protected]> Co-authored-by: Segrain <[email protected]> Co-authored-by: fira <[email protected]> Co-authored-by: Changelogs <[email protected]>
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uses opendream's compiler for a bit of extended linting, i guess we'll see how many extra errors this'll pick up
heavy lifting down by aa07 on ParadiseSS13/Paradise#21099 so far as wrestling OD into CI and the #include tricks