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fixes pod cryo #18

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wants to merge 2,477 commits into from
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fixes pod cryo #18

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harryob
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@harryob harryob commented Mar 2, 2024

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actions-user and others added 30 commits February 11, 2024 01:12
this isn't enabled on the live server, nor would it ever be

:cl:
server: tor banning functionality is removed
/:cl:
# About the pull request

Allows for the insertion of an extra cosmetic item in helmets that
subtype the M10.

# Explain why it's good for the game

Adds more personalization to people who don the helmet. Change is purely
cosmetic.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl: Stakeyng
qol: Lets you put an extra accessory item in your helmet.
/:cl:
… the rest in their own files. (cmss13-devs#5596)

# 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.
-->

# Explain why it's good for the game
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
refactor: refactored watercloset.dm file.
/:cl:

---------

Co-authored-by: Julien <[email protected]>
# About the pull request

<ol>
    <li>
Commit 5014927: Makes the 'Tutorial
Menu' automatically close when a tutorial is started.
        <ul>
<li>Also adds an <code>abort_tutorial()</code> call to
<code>/datum/tutorial/proc/start_tutorial()</code>, since it may have
been possible to for player to get trapped in the tutorial
otherwise.</li>
        </ul>
    </li>
<li>Commit b10974c: Adds a
<code>tutorial_id</code> to the basic Xenomorph tutorial.</li>
<li>Commit 38c03c9: Edited the tutorial
Xenomorph a bit so that it's always "You are Inquisitive Drone
(XX-123)", as opposed to "You are Inquisitive Young/Mature/etc. Drone
(XX-123)".</li>
    <li>
Commits a595b97 +
27e38e6: Adds a basic unit test for
<code>/datum/tutorial</code> subtypes to verify that they have set some
basic variables.
        <ul>
<li>Also lightly organises the <code>#include</code>s in
<code>code/modules/unit_tests/_unit_tests.dm</code>.</li>
        </ul>
    </li>
</ol>

# Explain why it's good for the game

Just a couple of things I noticed while exploring tutorial code.
The third commit is maybe a bit subjective, but I personally think it
makes the tutorials seem like more of a separate game state, if that
makes sense.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
ui: Made the Tutorial Menu automatically close when a tutorial is
started.
code: Made the tutorial Xenomorph not inherit the user's 'age' prefix.
code: Added a basic unit test for tutorials.
/:cl:
…ns (cmss13-devs#5688)

# About the pull request

This PR revives and expands cmss13-devs#5352. By expand I mean that in addition to
a 3 minute restriction for say and hivemind speak, custom emotes and
pointing are also restricted during the 3 minute window. Past that I did
some additional refactoring.

# Explain why it's good for the game

As a ghost role, this acts as a measure to mechanically limit the
communication of meta info to other members in the hive. For now the
restriction is only 3 minutes.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


![image](https://github.com/cmss13-devs/cmss13/assets/76988376/fd64c2f4-9142-4fe1-9953-b29c480c17ee)

</details>


# Changelog
:cl: Zonespace Drathek
balance: Lesser drones and Facehuggers cannot speak, custom emote, or
point for 3 minutes after spawning
/:cl:

---------

Co-authored-by: John Doe <[email protected]>
)

# About the pull request

Fixes crates and some other fultonable objects being on a layer below
the dropship's fulton recovery system.

This was happening because crates (any closet subtypes really) are on
`BELOW_OBJ_LAYER`, and dropship equipment is on `ABOVE_OBJ_LAYER`.
Changing the layer of `/obj/structure/dropship_equipment` to something
lower would probably work, but I felt the safest solution would be to
just set the equipment's `plane` to whatever the attach point has.
This has no effect on the outside attachment points, but fixes the
layering issue since the inside ones are on `FLOOR_PLANE`.

I should also mention that the actual fix is in the first commit
(b8e4495) and is only one line. All the
rest of this is just because the `install_equipment()` proc was a bit
confusing as it was.

# Explain why it's good for the game

Unless I've missed something in git blame, this has probably been a bug
for 4+ years.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

**Before:**

![image](https://github.com/cmss13-devs/cmss13/assets/57483089/77d8e10c-6354-4902-a1c1-982a69709612)

**After:** (Also a regular crate too)

![dreamseeker_htRSczUHZh](https://github.com/cmss13-devs/cmss13/assets/57483089/a7a93420-c7c0-4203-b4df-c3f3415cc98c)
![dreamseeker_yV0pi23XYY](https://github.com/cmss13-devs/cmss13/assets/57483089/8e4155ee-5b5e-437a-9cde-788755cc164a)

**Verifying that other hardpoints aren't affected:**

![ds](https://github.com/cmss13-devs/cmss13/assets/57483089/1e67da09-910a-452e-ba26-27df763d0a31)

</details>


# Changelog
:cl:
fix: Fixed crates and similar objects layering below the dropship's
fulton recovery system.
/:cl:
…me as base webbing (cmss13-devs#5706)

# About the pull request


makes the droppouch scale with pop, fixes it from being constantly 0

# Explain why it's good for the game

bugfix, old value was 0.75 which meant squad vendors were not receiving
any. makes it scale like the webbing as requested by drathek

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
balance: Drop pouch now scales the same as normal webbing
/:cl:

---------

Co-authored-by: InsaneRed <[email protected]>
# About the pull request

Ports tgstation/tgstation#71808 and
tgstation/tgstation#69786 from TG.

The first PR fixes an issue where some changelog icons (specifically
those for `soundadd`, `sounddel`, `imageadd`, and `imagedel`) appeared a
lot smaller than others. (See images below)

The second PR adds a VSCode task to rebuild tgfont and copy the result
to `tgui\packages\tgfont\static` automatically, rather than having to
run `yarn tgfont:build` and copy them there yourself.
This task is already mentioned in
[tgui\packages\tgfont\README_ICON_TUTORIAL.txt](https://github.com/cmss13-devs/cmss13/blob/41a39b96009f3d97206fd63416a2fb5a47c89525/tgui/packages/tgfont/README_ICON_TUTORIAL.txt#L7),
so I'm guessing it was just missed when the rest was ported over.

# Explain why it's good for the game

Fixes a bug, and makes it easier to add new font icons in the future.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

**Before:**

![before](https://github.com/cmss13-devs/cmss13/assets/57483089/cdb85eeb-03a9-4768-863d-354f3599c3a1)

**After:**

![after](https://github.com/cmss13-devs/cmss13/assets/57483089/9c360b58-818e-46cd-b2dd-ff764f53eb7b)

</details>


# Changelog
:cl:
fix: Fixed some changelog icons being smaller than others.
/:cl:
…mss13-devs#5638)

# About the pull request

Attaching the bipod to weapons with full auto capability or firearms
marked with the GUN_SUPPORT_PLATFORM flag will give the user a button
toggle to immediately switch to full auto when deploying the bipod.


![image](https://github.com/cmss13-devs/cmss13/assets/17518895/cea29ccc-5761-4a7b-99bd-cbdd035bc52b)



If the full auto switch is turned on, the weapon will simply switch to
full auto when the bipod is deployed. If you undeploy it, it will switch
back to whatever previous firemode the weapon was in, e.g:

1. You set your pulse rifle to semi auto. 
2. You deploy the bipod. 
3. The pulse rifle is set to full auto. 
4. You undeploy the bipod. 
5. The pulse rifle will switch back to semi auto.

In cases where you switch the weapon's firemode when it's already
switched to full auto, it won't revert back to whatever firemode was set
before it was deployed, e.g:

1. You set your pulse rifle to semi auto. 
2. You deploy the bipod. 
3. The pulse rifle is set to full auto. 
4. You set your pulse rifle to burst fire.
5. You undeploy the bipod. 
6. The pulse rifle will stay on burst fire.

Also renames a couple of one letter variables.

# Explain why it's good for the game

Quality of life. Less messing around with firemode selectors which is a
terrible headache, especially for the HPR, which you usually want to
have on full auto 90% of the time. Those who want to stick with the old
way don't have to change anything, as the full auto switch is entirely
optional.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>



https://github.com/cmss13-devs/cmss13/assets/17518895/35bcc6e7-947d-4f82-971f-ac22b723537b



</details>


# Changelog
:cl:
qol: Attaching the bipod to weapons that have full auto (HPR included)
will give you a button toggle for immediately switching to full auto
when deploying the bipod.
/:cl:
…s13-devs#5694)

# About the pull request

This PR changes the landing floodlights found at LV-624's tfort to the
colony floodlight variant.

# Explain why it's good for the game

This is not going to be popular, but please read the reasoning:

LV-624 is the _only_ map that uses the "landing floodlight" variant
outside of the actual landing zones (namely, at tfort) - these
floodlights are unslashable, unmeltable, and unmoveable without any
visual indicator (that is, they are not near LZs indicating their
game-critical importance). This PR changes these landing floodlights to
colony floodlight variants.

- **Why colony floodlights:** Colony floodlights are the exact same
floodlights that you can find around this map (even southeast of tfort
itself): these ones cannot be melted (ever), and they cannot be slashed
until they were turned on, after which they are still not despawned,
just a comtech has to fix them.

- **Why not regular floodlights:** Regular floodlights can be slashed.
Every LV-624 round would start with xenos slashing/melting them
immediately and marines would lose their light source on tfort. I feel
the pain of every hivelord/drone who ever had to build around these
light sources, but they have a strategic reasoning to be there.

- **Is this a marine nerf:** Yes and no. Yes, they no longer have
infinite, undestroyable-by-xenos floodlights at tfort and they actually
have to set up power to have light here. No, because 1) marines usually
CAS/OB tfort immediately, removing everything, and 2) colony floodlights
have 150 health as opposed to the landing lights's 100, so they are
slightly more resistant to marine fuckery.

- **Why is this good apart from map unification:** It gives marines one
more reason to properly fortify tfort: they have to protect their light
sources. (Also, maybe stop OBing/CASing a strategically good place :P)

# Testing Photographs and Procedure

Tfort lights:

<details>
<summary>Screenshots & Videos</summary>


![image](https://github.com/cmss13-devs/cmss13/assets/49321394/6856fa49-aecd-4804-b0d4-342eb13b92e6)

</details>


# Changelog

:cl:
maptweak: LV-624 tfort's floodlights are now colony floodlights.
/:cl:
a long time coming

:cl:
admin: permanent and sticky bans are now handled in game, instead of
being managed externally
/:cl:
…mss13-devs#5627)

# About the pull request

Added a cyanide pill to the CLs briefcase when the MPs are breaking down
your door and you don't want to rot in jail for growing a xeno hive in
their backyard.

Added a Weyland-Yutani coffee mug to the CLs briefcase for more BRAND
ADVERTISING!

Added two new beacons for the CLs briefcase.

### **First**
Bodyguard Beacon. Send a message to PMC Dispatch and request a single
Corporate Security Officer for any of your emergency needs.

### **Second**
Lawyer Beacon. Got a CO that broke the contract he signed seconds
before? Got a survivor who spoke to the CC and broke his NDA? Corporate
Affairs presents you with a beacon, aiming to solve all your contract
and Corporate needs with a specialised duo of expert Lawyers!


# Explain why it's good for the game

Taking inspiration from this forum post on ideas guys, I found some very
interesting ideas and decided to put the peoples thoughts in a PR.


https://forum.cm-ss13.com/t/cl-briefcase-and-what-items-you-want-to-see/6268

The cyanide pill can be used if in a pickle and the USCM is on your ass
for some ML violation. Or some sort of W-Y suicide pact if you have more
loyalists to your cause.

The coffee mug is a nice souvenir, why not you know. It's there in the
code, make it have some use.

### **The Big Ones**

The two beacons, maybe some people have issues with this one. The
bodyguard and lawyer one BOTH cost 50 points each (the max) as to not be
abused and bought every minute.

Let me begin with saying, these work like the CMB/PMC Beacons the
Marshal/Goon Professor have, meaning they need **ADMIN PERMISSION TO BE
SENT.** If an admin decides to allow either one of these beacons then
the first one has a single Corporate Security Officer, incase the CL is
threatened and the MPs are inactive, or when there's a person breaking
in the CLs office, or any other scenarios which the Executive would need
Company protection. A SINGLE Corporate Goon I feel will not impact the
round as much or cause any extra havoc.

Secondly, the two man Lawyer team which spawn with notepads, pens,
clipboards, tape recorders, the lead lawyer with a secure briefcase and
1000 cash counterfit. They have no guns, no bodyguards, they are
basically a slightly better version of the CL, or slightly worse. And it
can increase the RP? Maybe make the CO return from deployment? Harrass
the Captain long enough so he orders your arrest? Who knows, we'll find
out.


# Changelog
:cl:
add: Added two new beacons for the CL, Lawyer and Bodyguard.
add: Added an Executive Specialist and Executive Supervisor Lawyer
preset.
add: Added a cyanide pill in the CLs briefcase for an easy way out.
add: Added a Wey-Yu Coffee Mug in the CLs briefcase as a souvenir sale.
/:cl:

---------

Co-authored-by: Jeff Watchson <[email protected]>
# About the pull request

This PR fixes several issues with tutorials:
- Tutorial path was not guarded
- Xenomorph tutorial allowed evolution/de-evolution. For evolution this
just caused runtimes. De-evolution would ghostize you weirdly (couldn't
get sent to lobby).
- Ghosting when in a tutorial would throw a runtime because the observer
Login would resume its call when a signal had already transferred the
client to a newplayer mob.

# Explain why it's good for the game

Less runtimes and ⭐ funkyness ⭐ 

e.g. 


![image](https://github.com/cmss13-devs/cmss13/assets/76988376/0667d66e-9531-49fb-8b96-f0dd82598473)

![image](https://github.com/cmss13-devs/cmss13/assets/76988376/6617bc3a-a397-4cd3-9702-89b775b8cf30)

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


![image](https://github.com/cmss13-devs/cmss13/assets/76988376/02f8fab1-5650-4b9b-baa3-fa3d704b6ada)

</details>


# Changelog
:cl: Drathek
fix: Fixed xeno tutorial allowing evolution/de-evolution
fix: Fixed some runtimes with tutorials
/:cl:
cm13-github and others added 29 commits February 28, 2024 14:33
# About the pull request

Adds a link to the auto-generated codedocs page to
`.github/guides/AUTODOC.md`.

Also updates the link to the dmdoc repo, and changes '/tg/station' to
'CM-SS13'.

# Explain why it's good for the game

There's been a big bolded placeholder message right at the top of the
file for 2 years and nobody noticed lol

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

### Before:

![image](https://github.com/cmss13-devs/cmss13/assets/57483089/27af761b-9ab6-4980-a8f2-b7a8f7b0194f)
<hr>

### After:

![image](https://github.com/cmss13-devs/cmss13/assets/57483089/c19496a9-b14f-42d7-bc95-277adb4c7b17)

</details>


# Changelog
N/A
# About the pull request

just copy of cmss13-devs#5226 but gona
place it all here too

Adds dinamic price to sentrguns, starts at 300 and goes up 100 points
after each purchase. Aims to keep the anti spam meshures in place (makes
them stricter in fact), while allowing players to purchase few of them
for reasonable price.



# Explain why it's good for the game

Please before you put angry comments read this.

Omnisentryguns are not used at all, and that is a shame, due to the
changes that were were put in place to prevent sentryspam(they also
weakened the sentrgun a lot along the way, it was not just price change)
, but made them too expensive to buy just one.

This PR changes it by setting the initial price to 300 and it goes up
100 points after each purchase.
This makes it so that no pilot has reason to not buy at least one.
It is balanced around 3 sentrguns for 400 points each, 5 sentrguns 500
points each ( old price) and 11 sentryguns 800 points each(that means
for 8800 points, same as now), and if you try to buy more then current
roundstart maximum of 11, they will cost more then they do now on
avarage.

This should enshure that FTLs and engineers can count with 1- 3
sentryguns each round and plan acordingly, decide if they want some for
FOB, comms and hopfuly have one left to set up frontal outpost.

In terms of effect on xeno gameplay, the sentrygun is quite weak after
the nerfs, alone it can be taken down by basicly any two xenos with just
a bit of efford and fold when t3 or defender attacks it. That means it
serves the intended purpose, covering medics and engineers from skirmish
castes, while slightly helping agains bigger threats while it is part of
defended outpost.

Please mind that the sentryguns can not be moved, so when marines
overextend past it or are forced to retreat from it the sentry is good
as dead.

In terms of pilot gameplay it kind of nerfs experienced pilots who get
loads of calls as they will be expected to spend some points on
sentryguns and have less ammo as resoult and less expirienced pilots who
would not be able to make use of the ammo anyway are given another tool
that is easier to use and makes them contribute to the round.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
balance: omnisentrygun price down to 300, but it goes up 100 points
after each purchase
/:cl:

---------

Co-authored-by: Zonespace <[email protected]>
Co-authored-by: vincibrv <[email protected]>
# About the pull request

Adds some missing ammunition to requisitions. None of these can be
randomly gained via ASRS.

- The new UA 45-F and UA 60-FP ammo crates cost the exact same as the
other sentries' ammo.
- The new M2C and M56D ammo crates were a bit more tricky. You can order
M2C and M56D kits that also have ammo boxes, so I aimed at making the
ammo ordering to be more cost effective than just getting a new gun and
the ammo coming with it.

| name | price | # of ammo boxes 
| --- | --- | --- |
| m2c kit | $6000 | 4 |
| m2c ammo crate (**added**) | $2500 | 2 |
| m56d kit | $6000 | 2 |
| m56d ammo crate (**added**) | $2500 | 1 |

Resolves cmss13-devs#5745 

# Explain why it's good for the game

I believe it is just an oversight that these weapons had no ammunition
available for order before.

# Testing Photographs and Procedure

Ordering and receiving:

<details>
<summary>Screenshots & Videos</summary>


![image](https://github.com/cmss13-devs/cmss13/assets/49321394/6b72a15a-9622-4158-9623-070747229f49)


![image](https://github.com/cmss13-devs/cmss13/assets/49321394/39c88109-cb94-40fe-92b7-b0a1b6a6de6e)

</details>


# Changelog

:cl:
add: You can now order the following in Requisitions: M2C ammo, M56D
ammo, UA 45-F mini sentry ammo, UA 60-FP sentry ammo.
/:cl:
…5739)

# About the pull request
Refactor black goo :
1- change how stage 3 was done because it was a mess. this stage
function is to turn every infected into zombie.
2-add a stage 4 for when you zombie transformation is over.
<!-- 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
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
refactor: refactored stage three of black goo and added stage four.
/:cl:

---------

Co-authored-by: Julien <[email protected]>
Co-authored-by: Drathek <[email protected]>
# About the pull request

This PR elevates nightmare insert errors to a runtime so they fail
checks and corrects errors, removes, or properly disables inserts that
were causing the errors in the first place.

# Explain why it's good for the game

Fixes cmss13-devs#5558 Various nightmares were not loading because of issues; this
should restore various nightmares.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


![image](https://github.com/cmss13-devs/cmss13/assets/76988376/5d883704-806b-4d32-8b21-82bad7eebac7)

</details>


# Changelog
:cl: Drathek BadAtThisGame
maptweak: Fixed various nightmare inserts that were not spawning;
removing or disabling others that were not in use.
maptweak: Updated containerroom_xenos insert for Solaris Ridge to
include coms tower (BadAtThisGame)
code: Nightmare errors are now a runtime.
/:cl:
# About the pull request

stun when exiting maintenance stations like in
/obj/structure/closet/proc/dump_contents()
<!-- 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

makes it function similarly to other places mobs can hide in
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl: Lok1
add: maintenance stations stun when exiting like closets
/:cl:

---------

Co-authored-by: SabreML <[email protected]>
…#5819)

# About the pull request

Title

# Explain why it's good for the game

The CLs (and the ICC CL) are members of the Company yet does not have WY
IFF... kinda weird....

Made a new faction group to accomodate the survs who are members of
Wey-Yu.

Also changed the Traffic Control guys suit. (legacy uniform bad)

# Changelog
:cl:
add: Added a new uniform to the Flight Control Operator.
add: Added a new faction IFF grouping for WY Survs.
add: Added the ICC and the CL survs to the WY IFF System.
add: Added the USCM CL to the WY IFF System.
/:cl:

---------

Co-authored-by: Jeff Watchson <[email protected]>
…5687)

# About the pull request

custom chems now work on the flamer nozzle

# Explain why it's good for the game

bug fix
may impact balance minorly due to costing less when making a flamer chem
cause of the lack of flowing property required when using the nozzle

# Testing Photographs and Procedure


https://github.com/cmss13-devs/cmss13/assets/140007537/33dc6ad4-145d-477d-a357-a7c1809eefe0



# Changelog
:cl:
fix: custom flamer chemicals now work on the flamer nozzle
/:cl:

---------

Co-authored-by: Drathek <[email protected]>
# About the pull request

All changes:

Minor Changes:
-Updates some older fax code and makes it more robust with iconstates
for versatility

-Splits all of the CC's outfits into seperate outfits not determined by
camo

-Makes all cameras start on 7 range (there was no reason for it to be 3,
just a noobtrap that discouraged people from using cameras)

-Makes photo album able to hold 28 photos (more space QoL and now it
fits 4 rows of pics instead of cutting off)

-Fixes some severe bugs with camera code that let you have infinite
photos

-Allows you to refill the camera without it being on 0 photos (if you
can fit 10 more photos)

-Fixes bug that caused camera to lie to you about the amount of photos
left (and wouldnt let you refill when you ran out)

-Makes taking photos faster and more responsive

---

Major Changes:

-Big boy camera changes
* Cameras are now wieldable
* Removes the ability to turn cameras off (it just led to people missing
photos/thinking their camera was broken because it was so easy to
accidentally turn off)
* Cameras now have to be wielded to take photos
* Gives the polaroid camera inhands and worn iconstates

-Adds new CC vendor (devs didnt want me giving all of CC's outfits in a
single locker like CL's which I disagree with but whatever :/)
**See pic of it below**
* Three non-starting undersuits tossed into the vendor 
* Four non-starting oversuits + Armor + B/W hazard vest in vendor
* Basic backpack gear moved from starting into vendor under Essentials
* Adds refill section from some of the stuff that was in locker and some
other basic gear that noone cares about

-Civilian CC now has a different gear loadout on start
* Backpack gear moved to vendor in essentials
* Given new portable fax backpack (see below)
* GIven new broadcasting camera (see below)
* Polaroid now starts on belt (with new iconstate to match)
* Given single large pouch for storage for compensation now that they
dont have an open backpack and beltslot

-Adds new deployable fax backpack for the Civilian CC to spawn with
* Doesn't require power to use
* Most be deployed (similar to a m2c/m56d) to use
* Cannot receive faxes while on the back
* To be used for on the field (or not having to run back everytime)
reporting

-Adds new broadcasting camera for the Civilian CC to spawn with
* Can take up to 20 photos before needing to be refilled
* Can be wielded (looks dope)
* Cannot be easily stored
note: this is just an RP fluff item, it serves no real benefit besides
storing 10 extra photos, it just looks cool. I may expand it in the
future. Some people want it to broadcast to CIC/Lobby screen but eh, not
for this PR.

-CC room changes (Almayer)
* New CC vendor
* Adds a new Toner and Film in compensation for lost items

-Redoes both Military and Civilian CC basic inventory to fit with new
items + new vendor


# Explain why it's good for the game

CC, especially Civilian CC, can feel very limited at times. This PR
seeks to give a general boost to QoL along with adding some new items
for better RP. CC's often have to break from their groundside RP or
whatever is going on to get a fax out (when faxes are pretty useless
most the time in the grand scheme of things) so the backpack fax fixes
that. The broadcasting camera is also just a cute little RP item that
serves no real benefit but tell me you don't want to lug that big camera
around on your shoulder while begging marines for attention

# Testing Photographs and Procedure

<details>
<summary>Screenshots & Videos</summary>

On spawn Civ CC:

![image](https://github.com/cmss13-devs/cmss13/assets/158611449/18c8c2e1-19e2-4d1b-af0c-3177e256e1e0)

![image](https://github.com/cmss13-devs/cmss13/assets/158611449/b9f1a6ae-4a54-4eff-8f2e-f682d022eb6a)

![image](https://github.com/cmss13-devs/cmss13/assets/158611449/eaf777bf-a5a6-4e9a-9747-5f36390cc997)

![image](https://github.com/cmss13-devs/cmss13/assets/158611449/0ab0ba59-9b4f-45d2-a438-47ece6deb5bb)

The broadcasting camera and new camera inhands:

![image](https://github.com/cmss13-devs/cmss13/assets/158611449/b75cfd32-d60f-4e20-b868-d7b711efb2cf)

CC's new room with the vendor:

![image](https://github.com/cmss13-devs/cmss13/assets/158611449/f4e194ab-8ba6-4250-ab7d-4ad22c87b779)

The new vendor🤢: 

![image](https://github.com/cmss13-devs/cmss13/assets/158611449/c3c1d194-679a-4c95-9bc3-ccf22333aab5)

Drip:

![image](https://github.com/cmss13-devs/cmss13/assets/158611449/4be45d42-7e10-403d-9dbd-7533d898a510)

Fax backpack deployed:

![image](https://github.com/cmss13-devs/cmss13/assets/158611449/88893f43-4313-451b-8293-297a8ba5ec25)

New camera wield states:

![image](https://github.com/cmss13-devs/cmss13/assets/158611449/66342716-42ef-45ae-9ec0-3872267fad34)

![image](https://github.com/cmss13-devs/cmss13/assets/158611449/3978c1c2-bf00-479b-a46d-46e59700af5b)


</details>


# Changelog

:cl:
add: New Deployable Fax Backpack for the Civilian Combat Correspondent
add: New Wieldable Broadcasting Camera for the Civilian Combat
Correspondent
add: Cameras can no longer be turned off but have to be wielded to take
photos
add: Add's new Combat Correspondent vendor with CC's basic outfits and
standard gear
fix: Fixes numerous camera/photo bugs
imageadd: Adds new itemstates for the polaroid camera
/:cl:

---------

Co-authored-by: Drathek <[email protected]>
Co-authored-by: SabreML <[email protected]>
# About the pull request
Removes "ignore_slots" from hive status, as far as I can tell it doesn't
do anything? nowhere else is it mentioned in the code, and the gitlab
archive is the same.


<!-- 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
useless vars... bad?
# Testing Photographs and Procedure
<details>
<summary>Testing </summary>

it compiled.

</details>


# Changelog
no player facing changes
…e to other people (cmss13-devs#5852)

# About the pull request

Fixes the pulling of trading cards out of a pack message being visible
to other people.

# Explain why it's good for the game

Bug bad.

# Testing Photographs and Procedure

# Changelog

:cl:
fix: Fixes the pulling of trading cards out of a pack message being
visible to other people
/:cl:
# About the pull request

Nullspaces traps when they get shuttlecrushed.

Currently, if traps get shuttlecrushed, huggers/acid appear on the
dropship, instead of them simply getting deleted.

This might be a godawful way to do it, but this seemed the cleanest
solution to me. Fixes cmss13-devs#5798

# Explain why it's good for the game

Shuttlecrushing should properly delete objects below them, it just
happens that hugger/acid traps forcibly trigger upon `Destroy()`.

# Testing Photographs and Procedure
Hugger and acid traps getting shuttlecrushed:

<details>
<summary>Screenshots & Videos</summary>



https://github.com/cmss13-devs/cmss13/assets/49321394/87540656-59b1-4299-aa73-b630b72dc1b1



</details>


# Changelog

:cl:
fix: Hugger and acid traps no longer activate when they get
shuttlecrushed.
/:cl:
…information upon closing the UI (cmss13-devs#5850)

# About the pull request

Overwatch console will now save your filter settings, and they affect
other people using the console

# Explain why it's good for the game
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
refactor: Overwatch console will now save your filter settings
/:cl:
@harryob harryob closed this Mar 2, 2024
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