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Merge upstream 05.09.24 #496
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## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game ## Changelog :cl: spellcheck: fixed a few typos /:cl:
## About The Pull Request I put back pclip turns out the other way I was using copy to clipboard did not work well, Made the program run once and it will always be on top so you do not lose the window, and it will tell you when it's copied the sheet music to your clipboard. ## Why It's Good For The Game Fixes The Midi2Piano Tool also now you can't lose it under other windows.
## About The Pull Request Sprites Update by ArcaneMusic: ![Снимок экрана 2024-07-24 081415](https://github.com/user-attachments/assets/db557ba1-c87e-4751-9cbe-55f543f7bdd3) Video: https://youtu.be/JoFvwwFzVvA Text: Big manipulator is a new machine crafting from circuit board which can be created on engi/rnd/cargo/service techfabs. Big manipulator performs a simple function of take and drop item. You can unsecre it with wrench left click and rotate manipulator hand with rigth wrench click. Big manipulator speed depends on the tier of servo part inside it: 2/1.4/0.8/0.2 Seconds from 1/2/3/4 servo tier. ## Why It's Good For The Game Provides more logistics mechanics for conveyor belt designs and other cargo transportation. ## Changelog :cl: by Xackii, sprites by ArcaneMusic add: Added big manipulators. /:cl: --------- Co-authored-by: Time-Green <[email protected]>
…tation#85983) ## About The Pull Request Replaces old flat plastitanium glass sprite with the one that window spawners use for map editors ## Why It's Good For The Game Mappers have a rough idea of what they'll see in-game ## Changelog Nothing player-facing
…tting stuck (tgstation#85976) ## About The Pull Request Closes tgstation#79752 Never got actually fixed ## Changelog :cl: fix: Fixes kudzu being able to spawn on openspace turfs resulting in it getting stuck /:cl:
## About The Pull Request fixes wooden fences appearing pitch black on lower levels of icebox. also fixes layering issues with them appearing on top of players ## Why It's Good For The Game Fixes black fences and layering issues ## Changelog :cl: fix: fences will no longer appear pitch black and they will layer properly /:cl:
…5977) ## About The Pull Request Closes tgstation#79668 ironic but annoying ## Changelog :cl: fix: Radioactive nebula no longer runtimes on runtime station /:cl: --------- Co-authored-by: Zephyr <[email protected]>
…tion#85959) ## About The Pull Request The carp organ set gives your head 10-15 unarmed damage, alongside making you attack with your head... Which is, well, you're biting them with your carp jaws. So, let's make it actually use the bite effect. ## Why It's Good For The Game Makes more sense - if you're biting using carp jaws, then the effect should be a bite. ## Changelog :cl: qol: Unarmed attacks with carp jaws now uses a bite effect rather than a punch effect. /:cl:
## About The Pull Request This adds some cargo delivery/simplebot pathing nodes to the center of Runtimestation. ![image](https://github.com/user-attachments/assets/bedc2d2d-183b-4a04-b384-cafef156fbbb) The bot pathing goes clockwise, with the first node being at the bottom left. ## Why It's Good For The Game Helpful for testing out bots and delivery pathing. Manually setting up these nodes is a pain. ## Changelog :cl: Rhials qol: Delivery/Bot pathing nodes have been added to the middle room of Runtime station. /:cl:
## About The Pull Request Closes tgstation#85973 ## Changelog :cl: fix: Fixed delam counter going over objects /:cl:
## About The Pull Request The other day someone posted a story on the tgstation forums about being spawned as a sentient "passive carp" from slime gold cores and then biting someone to death which mildly annoyed me because "passive carp" is a mob which exists purely for a shuttle event, to make them less dangerous when passing through the area. And _also_ because once sapient the passive carp was, of course, not passive at all. If it was a passive carp they wouldn't have had to appeal a note, because they wouldn't have been able to bite that guy. There were two solutions for this. The obvious one is "remove this mob from the gold slime core pool". The one I chose instead was "give this mob more divergent behaviour". Now instead of "passive carp" it is called a "false carp", which is a carp-like creature that is incapable of harming humans (it has the pacifist trait and does no damage). It is spawned from the _friendly_ gold core reaction instead of the hostile one. It will be chill until someone attacks it or it sees someone attack another false carp, then all of them will run away from that person. Additionally I fixed a bug where its teeth reappeared in some animation states. And another bug where crab AI just didn't work. ## Why It's Good For The Game If you see a mob called "passive carp" it should do what it says in the name. ## Changelog :cl: balance: Pacifist carp can now be spawned from the friendly gold core reaction, and no longer appear from the hostile one. fix: The teeth of toothless carp will not occasionally reappear fix: Crabs will now run from attackers larger than them and attack things smaller than them, as intended. /:cl:
## About The Pull Request Vortex cores were set to 1 max in order to specifically limit a beam rifle from ever being made more of in a round. This PR sets the amount of vortex cores needed for the Event Horizon Anti-Existential Beam Rifle to two, and increases the max Vortex cores capable of being made to 3 in order to give leeway to use vortex cores for other things and not have it only capped at 1. ## Why It's Good For The Game Still stops the ability to create multiple black hole rifles, but allows for more vortex cores to be made for other needs. ## Changelog :cl: balance: Changed max refined vortex cores from 1 to 3. Changed the Event Horizon Anti-Existential Beam Rifle recipe to require 2 vortex cores. /:cl:
## About The Pull Request people murder bone with it way too often. this sets a min progression level for it to give crew to prepare. ## Why It's Good For The Game round start low pop reticence very frequently murder bones. it is very powerful weapon and extremely rare people use it for not just gunning down the crew ## Changelog :cl: balance: reticence requires progression /:cl:
## About The Pull Request This repurposes the redundant `mobtype` var on the ERT datum. Originally used to store the typepath for what mob the ERT would spawn (which was unchanged on any of the other datums), it is now null by default and can be modified in the summon_ert verb menu. If left blank, it will default to humans, but it can be set to any humanoid species. ![image](https://github.com/user-attachments/assets/8caa01e3-dabf-4971-ba38-68138fb66eae) ## Why It's Good For The Game As stated previously, mobtype was redundant, as it would either always spawn humans (human authority would immediately humanize the spawned mob) or be overridden by the preferences of the player being spawned. Rather than making it a hardcoded value and deleting the var, I've elected to repurpose it for further ERT customization. Moth ERT, Moth ERT, Moth ERT. ## Changelog :cl: Rhials admin: You can now choose the humanoid species spawned by an ERT summon in the summon menu. /:cl:
…gstation#85505) ## About The Pull Request This adds an sound effect for windows reforming after being destroyed by the `temporary_glass_shatterer` component. https://github.com/user-attachments/assets/bcaeeaf9-9884-45c5-9e9b-b8ad419cb834 Please let me know if the sound is too sharp. We're literally dealing with 2 different "glass shattering" sounds played in reverse, so the chances that this is grating for anyone with a better headset than mine is high. ## Why It's Good For The Game Cool sound effects for cool visual effects. This process being silent felt off. ## Changelog :cl: Rhials sound: Windows blown out by a Voidwalker blade now have a cool sound that plays as they reform. /:cl:
## About The Pull Request Includes tgstation#85350 Adds a botany area to the syndicate lavaland base, for them to grow deadly bio plants for experimenting on monkeys or something. ![image](https://github.com/user-attachments/assets/d49c7dda-7634-4636-99bb-88bea1ced8ae) ![image](https://github.com/user-attachments/assets/54e599ee-b976-4de5-be70-b81443012645) ## Why It's Good For The Game The syndicate lavaland base Things To Do is often quickly exhausted, so this gives them a botany area to fuck around in while they wait for gamed up miners to come murder them. ## Changelog :cl: Bisar add: Nanotrasen Intelligence has received reports of botanical experimentation in a Syndicate base on lavaland. What fiendish flora are taking root in their secret lair? /:cl:
## About The Pull Request they were too quiet so I adjusted them to be on par with toolbox sounds ## Why It's Good For The Game sound consistency ## Changelog :cl: grungussuss sound:medkit sounds are now louder /:cl:
## About The Pull Request New version of tgstation#85536 for post-wallening revert. Replaces the old shit fucked baseturf icon with a non flashing variant that matches the others. ## Why It's Good For The Game Someone saw the old one flashing on a bunch of tiles and said it's a seizure risk. ## Changelog :cl: LT3 image: The 'shit is fucked' default turf no longer flashes /:cl
## About The Pull Request Right now, there are two ways to set the aquarium visual for fish. The first is to make a small little blob of pixels representing the fish inside the aquarium, and then set the fish' sprite_width/sprite_height vars for that little blob of pixels. The second is to set the fish' source_width/source_height representing the boundaries of the fish original icon state and then sprite_width/sprite_height to get how much the icon state will be resized when used as an aquarium visual. So far so good, except we're only humans, and this sort of stuff can and will confuse us and overall make the process of adding new fish more complex. There are quite a few fish that don't have these vars set up in the right way, so I've decided to butcher out the second method in favor of the first one. Given the size of the aquarium icon states, this is a pretty trivial task. Furthermore it works better for fish whose sprites are coiled or snakey-looking (jumpercables and emulsijack) or on a diagonal axis. I've also added an unit test to ensure future contributions don't ever forget to set the right vars and make an aquarium icon state. ## Why It's Good For The Game Less confusion, and two less fish variables (they've over 40!). ## Changelog :cl: fix: fixed a few minor nits with aquarium fish visuals. /:cl:
…emi-transparent)) (tgstation#85932) ## About The Pull Request Removes the rather overcomplicated system behind heretic influences and makes them use alt appearances Fixes a few bugs involving alt appearances that I noticed in making them I made this PR 7 months ago and forgot to Pr it ## Why It's Good For The Game Less complex codes and lets observers get a cut in on the action. Should fix tgstation#77530 ## Changelog :cl: Melbert refactor: Refactored heretic influences a tiny bit, now ghosts can see them! Report any oddities. /:cl:
## About The Pull Request Codex will now call the parent proc to consume the required items on transmuation of the codex in the instance there wasn't a corpse nearby. <details> <summary>Before</summary> https://github.com/user-attachments/assets/2e1c7953-1735-4cd5-9e13-e7030a8bb488 </details> <details> <summary>After</summary> https://github.com/user-attachments/assets/36989998-e225-4570-b342-e28bbd34df5a </details> ## Why It's Good For The Game Fixes tgstation#86410 ## Changelog :cl: TwistedSilicon fix: The Codex Cicatrix ritual now consumes the item in the case where a hide was used instead of a corpse. No more free books. /:cl:
## About The Pull Request changed the `sound_vary` var that gives `vary` to pickup/drop sounds to `TRUE` on: - grenade - handcuffs - lead pipe - batons - beaker - drinking glass ## Why It's Good For The Game will give more variety for the soundscape, only did it for items that will sounds good with it ## Changelog :cl: grungussuss sound: some more items will vary in pitch when picking them up and placing them down /:cl:
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Sep 5, 2024
This PR causes following conflicts on translate branch: code/datums/mutations/sight.dm++<<<<<<< HEAD
+ desc = "A strange genome that allows the user to see between the spaces of walls." //actual x-ray would mean you'd constantly be blasting rads, which might be fun for later //hmb
+ text_gain_indication = span_notice("The walls suddenly disappear!")
++||||||| dce2c0f95b0
++ desc = "A strange genome that allows the user to see between the spaces of walls." //actual x-ray would mean you'd constantly be blasting rads, wich might be fun for later //hmb
++ text_gain_indication = span_notice("The walls suddenly disappear!")
++=======
+ desc = "Странный геном, который позволяет его обладателю видеть пространство между стенами." //actual x-ray would mean you'd constantly be blasting rads, wich might be fun for later //hmb
+ text_gain_indication = span_notice("Стены вдруг исчезли!")
++>>>>>>> origin/translate
code/datums/quirks/positive_quirks/spacer.dm++<<<<<<< HEAD
+ desc = "You were born in space, and have never known the comfort of a planet's gravity. Your body has adapted to this. \
+ You are more comfortable in zero and artificial gravity and are more resistant to the effects of space, \
+ but travelling to a planet's surface for an extended period of time will make you feel sick."
+ gain_text = span_notice("You feel at home in space.")
+ lose_text = span_danger("You feel homesick.")
++||||||| dce2c0f95b0
++ desc = "You were born in space, and have never known the comfort of a planet's gravity. Your body has adapted to this. \
++ You are more comfortable in zero and artifical gravity and are more resistant to the effects of space, \
++ but travelling to a planet's surface for an extended period of time will make you feel sick."
++ gain_text = span_notice("You feel at home in space.")
++ lose_text = span_danger("You feel homesick.")
++=======
+ desc = "Вы родились в космосе и никогда не знали, что такое планетарная гравитация. Ваше тело приспособилось к этому. \
+ Вы чувствуете себя более комфортно в условиях нулевой и искусственной гравитации и более устойчивы к воздействию космоса, \
+ но длительное пребывание на поверхности планеты приведет к тому, что вы почувствуете себя плохо."
+ gain_text = span_notice("В космосе вы чувствуете себя как рыба в воде.")
+ lose_text = span_danger("Кажется, в космосе уже не так комфортно, как раньше.")
++>>>>>>> origin/translate
code/game/machinery/computer/communications.dm++<<<<<<< HEAD
+ nuke_request(reason, user)
+ to_chat(user, span_notice("Request sent."))
+ user.log_message("has requested the nuclear codes from CentCom with reason \"[reason]\"", LOG_SAY)
+ priority_announce("The codes for the on-station nuclear self-destruct have been requested by [user]. Confirmation or denial of this request will be sent shortly.", "Nuclear Self-Destruct Codes Requested", SSstation.announcer.get_rand_report_sound())
++||||||| dce2c0f95b0
++ nuke_request(reason, usr)
++ to_chat(usr, span_notice("Request sent."))
++ usr.log_message("has requested the nuclear codes from CentCom with reason \"[reason]\"", LOG_SAY)
++ priority_announce("The codes for the on-station nuclear self-destruct have been requested by [usr]. Confirmation or denial of this request will be sent shortly.", "Nuclear Self-Destruct Codes Requested", SSstation.announcer.get_rand_report_sound())
++=======
+ nuke_request(reason, usr)
+ to_chat(usr, span_notice("Request sent."))
+ usr.log_message("has requested the nuclear codes from CentCom with reason \"[reason]\"", LOG_SAY)
+ priority_announce("[usr] запросил коды для запуска механизма ядерного самоуничтожения станции. В ближайшее время будет отправлено уведомление о подтверждении или отклонении данного запроса.", "Запрос кода самоуничтожения станции", SSstation.announcer.get_rand_report_sound())
++>>>>>>> origin/translate
code/game/machinery/newscaster/newscaster_data.dm++<<<<<<< HEAD
+ create_feed_channel("Station Announcements", "SS13", "Company news, staff announcements, and all the latest information. Have a secure shift!", locked = TRUE, hardset_channel = 1000)
++||||||| dce2c0f95b0
++ create_feed_channel("Station Announcements", "SS13", "Company news, staff annoucements, and all the latest information. Have a secure shift!", locked = TRUE, hardset_channel = 1000)
++=======
+ create_feed_channel("Станционные оповещения", "SS13", "Company news, staff annoucements, and all the latest information. Have a secure shift!", locked = TRUE, hardset_channel = 1000)
++>>>>>>> origin/translate
code/modules/antagonists/heretic/heretic_antag.dm++<<<<<<< HEAD
+ to_chat(owner.current, "[span_hear("You hear a whisper...")] [span_hypnophrase(pick_list(HERETIC_INFLUENCE_FILE, "drain_message"))]")
++||||||| dce2c0f95b0
++ to_chat(owner.current, "[span_hear("You hear a whisper...")] [span_hypnophrase(pick(strings(HERETIC_INFLUENCE_FILE, "drain_message")))]")
++=======
+ to_chat(owner.current, "[span_hear("Вы слышите шепот...")] [span_hypnophrase(pick(strings(HERETIC_INFLUENCE_FILE, "drain_message")))]")
++>>>>>>> origin/translate
code/modules/antagonists/heretic/heretic_knowledge.dm++<<<<<<< HEAD
+ to_chat(user, span_boldnotice("[name] completed!"))
+ to_chat(user, span_hypnophrase(span_big("[pick_list(HERETIC_INFLUENCE_FILE, "drain_message")]")))
+ desc += " (Completed!)"
++||||||| dce2c0f95b0
++ var/drain_message = pick(strings(HERETIC_INFLUENCE_FILE, "drain_message"))
++ to_chat(user, span_boldnotice("[name] completed!"))
++ to_chat(user, span_hypnophrase(span_big("[drain_message]")))
++ desc += " (Completed!)"
++=======
+ var/drain_message = pick(strings(HERETIC_INFLUENCE_FILE, "drain_message"))
+ to_chat(user, span_boldnotice("[name] завершено!"))
+ to_chat(user, span_hypnophrase(span_big("[drain_message]")))
+ desc += " (Завершен!)"
++>>>>>>> origin/translate
code/modules/antagonists/heretic/influences.dm++<<<<<<< HEAD
+ loc.balloon_alert(user, "already being drained!")
++||||||| dce2c0f95b0
++ balloon_alert(user, "already being drained!")
++=======
+ balloon_alert(user, "уже добывается!")
++>>>>>>> origin/translate
++<<<<<<< HEAD
+ loc.balloon_alert(user, "draining influence...")
++||||||| dce2c0f95b0
++ balloon_alert(user, "draining influence...")
++=======
+ balloon_alert(user, "добыча влияния...")
++>>>>>>> origin/translate
++<<<<<<< HEAD
+ loc.balloon_alert(user, "interrupted!")
++||||||| dce2c0f95b0
++ balloon_alert(user, "interrupted!")
++=======
+ balloon_alert(user, "прервано!")
++>>>>>>> origin/translate
++<<<<<<< HEAD
+ loc.balloon_alert(user, "influence drained")
++||||||| dce2c0f95b0
++ balloon_alert(user, "influence drained")
++=======
+ balloon_alert(user, "влияние добыто")
++>>>>>>> origin/translate
++<<<<<<< HEAD
+ to_chat(user, span_hypnophrase(pick_list(HERETIC_INFLUENCE_FILE, "drain_message")))
+ to_chat(user, span_warning("[src] begins to fade into reality!"))
++||||||| dce2c0f95b0
++ to_chat(user, span_hypnophrase(pick(strings(HERETIC_INFLUENCE_FILE, "drain_message"))))
++ to_chat(user, span_warning("[src] begins to fade into reality!"))
++=======
+ to_chat(user, span_hypnophrase(pick(strings(HERETIC_INFLUENCE_FILE, "drain_message"))))
+ to_chat(user, span_warning("[src] начинает проясняться в реальность!"))
++>>>>>>> origin/translate
code/modules/antagonists/heretic/knowledge/cosmic_lore.dm++<<<<<<< HEAD
+ desc = "Grants you Cosmic Runes, a spell that creates two runes linked with each other for easy teleportation. \
+ Only the entity activating the rune will get transported, and it can be used by anyone without a star mark. \
+ However, people with a star mark will get transported along with another person using the rune."
+ gain_text = "The distant stars crept into my dreams, roaring and screaming without reason. \
+ I spoke, and heard my own words echoed back."
++||||||| dce2c0f95b0
++ desc = "Grants you Cosmic Runes, a spell that creates two runes linked with eachother for easy teleportation. \
++ Only the entity activating the rune will get transported, and it can be used by anyone without a star mark. \
++ However, people with a star mark will get transported along with another person using the rune."
++ gain_text = "The distant stars crept into my dreams, roaring and screaming without reason. \
++ I spoke, and heard my own words echoed back."
++=======
+ desc = "Дает вам Cosmic Runes, заклинание, которое создает две руны, связанные друг с другом для легкой телепортации. \
+ Перемещаться будет только тот, кто активирует руну, а использовать ее может любой человек без Метки звезды. \
+ Однако люди с Меткой звезды будут переноситься вместе с тем, кто использует руну."
+ gain_text = "Далекие звезды закрались в мои сны, беспричинно ревя и крича. \
+ Я заговорил и услышал, как мои же слова отозвались эхом."
++>>>>>>> origin/translate
code/modules/antagonists/heretic/knowledge/lock_lore.dm++<<<<<<< HEAD
+ desc = "Allows you to transmute a stick of chalk, a wooden plank, and a multitool to create a Labyrinth Handbook. \
+ It can materialize a barricade at range that only you and people resistant to magic can pass. 3 uses."
+ gain_text = "The Concierge scribbled my name into the Handbook. \"Welcome to your new home, fellow Steward.\""
++||||||| dce2c0f95b0
++ desc = "Allows you to transmute a white crayon, a wooden plank, and a multitool to create a Labyrinth Handbook. \
++ It can materialize a barricade at range that only you and people resistant to magic can pass. 3 uses."
++ gain_text = "The Concierge scribbled my name into the Handbook. \"Welcome to your new home, fellow Steward.\""
++=======
+ desc = "Позволяет трансмутировать белый карандаш, деревянную доску и мультитул, чтобы создать Справочник лабиринта. \
+ Оно может материализовать на расстоянии баррикаду, через которую могут пройти только вы и люди с сопротивлением против магии. 3 использования."
+ gain_text = "Консьерж записал мое имя в Справочник. \"Добро пожаловать в ваш новый дом, коллега Управляющий.\""
++>>>>>>> origin/translate
code/modules/antagonists/heretic/knowledge/moon_lore.dm++<<<<<<< HEAD
+ if(HAS_MIND_TRAIT(crewmate, TRAIT_UNCONVERTABLE) || crewmate.can_block_magic(MAGIC_RESISTANCE))
+ to_chat(crewmate, span_boldwarning("You feel shielded from something." ))
++||||||| dce2c0f95b0
++ if(HAS_TRAIT(crewmate, TRAIT_MINDSHIELD) || crewmate.can_block_magic(MAGIC_RESISTANCE))
++ to_chat(crewmate, span_boldwarning("You feel shielded from something." ))
++=======
+ if(HAS_TRAIT(crewmate, TRAIT_MINDSHIELD) || crewmate.can_block_magic(MAGIC_RESISTANCE))
+ to_chat(crewmate, span_boldwarning("Вы чувствуете, что защитились от чего-то." ))
++>>>>>>> origin/translate
code/modules/antagonists/heretic/structures/lock_final.dm++<<<<<<< HEAD
+ desc = "It stares back. There's no reason to remain. Run."
++||||||| dce2c0f95b0
++ desc = "It stares back. Theres no reason to remain. Run."
++=======
+ desc = "Оно смотрит в ответ. Нет причин оставаться. Беги."
++>>>>>>> origin/translate
code/modules/events/aurora_caelus.dm++<<<<<<< HEAD
+/datum/round_event/aurora_caelus/announce(fake)
+ priority_announce("[station_name()]: A harmless cloud of ions is approaching your station, and will exhaust their energy battering the hull. Nanotrasen has approved a short break for all employees to relax and observe this very rare event. During this time, starlight will be bright but gentle, shifting between quiet green and blue colors. Any staff who would like to view these lights for themselves may proceed to the area nearest to them with viewing ports to open space. We hope you enjoy the lights.",
++||||||| dce2c0f95b0
++/datum/round_event/aurora_caelus/announce()
++ priority_announce("[station_name()]: A harmless cloud of ions is approaching your station, and will exhaust their energy battering the hull. Nanotrasen has approved a short break for all employees to relax and observe this very rare event. During this time, starlight will be bright but gentle, shifting between quiet green and blue colors. Any staff who would like to view these lights for themselves may proceed to the area nearest to them with viewing ports to open space. We hope you enjoy the lights.",
++=======
+ /datum/round_event/aurora_caelus/announce()
+ priority_announce("[station_name()]: безобидное облако ионов приближается к вашей станции и истощает свою энергию, ударяя по корпусу. Компания Нанотрейзен одобрила небольшой перерыв для всех сотрудников, чтобы они могли расслабиться и понаблюдать за этим очень редким событием. В это время звездный свет будет ярким, но нежным, меняющимся между спокойными зелеными и синими цветами. Любой персонал, желающий увидеть эти огни самостоятельно, может пройти в ближайшую к ним зону со смотровыми иллюминаторами на космос. Мы надеемся, что вам понравится это явление.",
++>>>>>>> origin/translate
++<<<<<<< HEAD
+ sender_override = "Nanotrasen Meteorology Division")
+ if (fake)
+ return
++||||||| dce2c0f95b0
++ sender_override = "Nanotrasen Meteorology Division")
++=======
+ sender_override = "Отдел метеорологии Нанотрейзен")
++>>>>>>> origin/translate
code/modules/mob/living/basic/space_fauna/carp/carp.dm++<<<<<<< HEAD
+ name = "false carp"
+ desc = "A close relative of the space carp which is entirely toothless and feeds by stealing its cousin's leftovers."
++||||||| dce2c0f95b0
++ name = "passive carp"
++ desc = "A timid, sucker-bearing creature that resembles a fish. "
++=======
+ name = "passive carp"
+ desc = "На первый взгляд робкая и не опасная рыбина, однако не дайте ей поставить вам засос в неожиданном месте. "
++>>>>>>> origin/translate
++<<<<<<< HEAD
+ AddComponent(/datum/component/ai_retaliate_advanced, CALLBACK(src, PROC_REF(on_attacked)))
+ AddElement(/datum/element/pet_bonus, "bloops happily!")
+ ADD_TRAIT(src, TRAIT_PACIFISM, INNATE_TRAIT)
+
+/// If someone slaps one of the school, scatter
+/mob/living/basic/carp/passive/proc/on_attacked(mob/living/attacker)
+ for(var/mob/living/basic/carp/passive/schoolmate in oview(src, 9))
+ schoolmate.ai_controller?.insert_blackboard_key_lazylist(BB_BASIC_MOB_RETALIATE_LIST, attacker)
++||||||| dce2c0f95b0
++ AddElement(/datum/element/ai_retaliate)
++ AddElement(/datum/element/pet_bonus, "bloops happily!")
++=======
+ AddElement(/datum/element/ai_retaliate)
+ AddElement(/datum/element/pet_bonus, "радостно булькает!")
++>>>>>>> origin/translate
code/modules/modular_computers/file_system/programs/crewmanifest.dm++<<<<<<< HEAD
+ extended_desc = "Program for viewing and printing the current crew manifest"
++||||||| dce2c0f95b0
++ extended_desc = "Program for viewing and printing the current crew manifest"
++ download_access = list(ACCESS_SECURITY, ACCESS_COMMAND)
++=======
+ extended_desc = "Программа для просмотра и печати списка членов экипажа."
+ download_access = list(ACCESS_SECURITY, ACCESS_COMMAND)
++>>>>>>> origin/translate
code/modules/surgery/organ_manipulation.dm++<<<<<<< HEAD
+ target_organ.Insert(target)
+ if(apparatus)
+ apparatus.icon_state = initial(apparatus.icon_state)
+ apparatus.desc = initial(apparatus.desc)
+ apparatus.cut_overlays()
+ display_results(
+ user,
+ target,
+ span_notice("You insert [tool] into [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
+ span_notice("[user] inserts [tool] into [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
+ span_notice("[user] inserts something into [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
+ )
+ display_pain(target, "Your [target.parse_zone_with_bodypart(target_zone)] throbs with pain as your new [tool.name] comes to life!")
+ target_organ.on_surgical_insertion(user, target, target_zone, tool)
++||||||| dce2c0f95b0
++ if(target_organ.Insert(target))
++ if(apparatus)
++ apparatus.icon_state = initial(apparatus.icon_state)
++ apparatus.desc = initial(apparatus.desc)
++ apparatus.cut_overlays()
++ display_results(
++ user,
++ target,
++ span_notice("You insert [tool] into [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
++ span_notice("[user] inserts [tool] into [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
++ span_notice("[user] inserts something into [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
++ )
++ display_pain(target, "Your [target.parse_zone_with_bodypart(target_zone)] throbs with pain as your new [tool.name] comes to life!")
++ target_organ.on_surgical_insertion(user, target, target_zone, tool)
++ else
++ target_organ.forceMove(target.loc)
++=======
+ if(target_organ.Insert(target))
+ if(apparatus)
+ apparatus.icon_state = initial(apparatus.icon_state)
+ apparatus.desc = initial(apparatus.desc)
+ apparatus.cut_overlays()
+ display_results(
+ user,
+ target,
+ span_notice("Вы установили [tool.name] в <i>[target.parse_zone_with_bodypart(target_zone)]</i> у [target]."),
+ span_notice("[user] установил [tool.name] в <i>[target.parse_zone_with_bodypart(target_zone)]</i> у [target]!"),
+ span_notice("[user] установил что-то в <i>[target.parse_zone_with_bodypart(target_zone)]</i> у [target]!"),
+ )
+ display_pain(target, "Ваша <i>[target.parse_zone_with_bodypart(target_zone)]</i> болит, пока [tool.name] приживается к телу!")
+ target_organ.on_surgical_insertion(user, target, target_zone, tool)
+ else
+ target_organ.forceMove(target.loc)
++>>>>>>> origin/translate
strings/antagonist_flavor/traitor_flavor.json++<<<<<<< HEAD
+ "allies": "Members of Waffle Corp. are to be killed on sight; they are not allowed to be on the station while we're around.",
+ "goal": "We do not approve of mindless killing of innocent workers; \"get in, get done, get out\" is our motto.",
+ "introduction": "You are the Donk Co. Traitor.",
+ "roundend_report": "was an employee from Donk Corporation.",
++||||||| dce2c0f95b0
++ "allies": "Members of Waffle Co. are to be killed on sight; they are not allowed to be on the station while we're around.",
++ "goal": "We do not approve of mindless killing of innocent workers; \"get in, get done, get out\" is our motto.",
++ "introduction": "You are the Donk Co. Traitor.",
++ "roundend_report": "was an employee from Donk Corporation.",
++=======
+ "allies": "Членов Waffle Co. следует уничтожать на месте; им не разрешено находиться на станции, когда мы вокруг.",
+ "goal": "Мы не одобряем бессмысленного убийства невинных работников; \"зайти, сделать дело, уйти\" - наш девиз.",
+ "introduction": "Вы предатель из Donk Co.",
+ "roundend_report": "был сотрудником Donk Corporation.",
++>>>>>>> origin/translate
++<<<<<<< HEAD
+ "allies": "Members of Donk Co. are to be killed on sight; they are not allowed to be on the station while we're around. Do not trust fellow members of the Waffle.co (but try not to rat them out), as they might have been assigned opposing objectives.",
+ "goal": "You are not here for a station-wide demonstration. Again, other Waffle Corp. Traitors may be, so watch out. Your job is to only accomplish your objectives.",
+ "introduction": "You are the Waffle Corp. Traitor.",
+ "roundend_report": "was an employee from Waffle Corporation.",
++||||||| dce2c0f95b0
++ "allies": "Members of Donk Co. are to be killed on sight; they are not allowed to be on the station while we're around. Do not trust fellow members of the Waffle.co (but try not to rat them out), as they might have been assigned opposing objectives.",
++ "goal": "You are not here for a station-wide demonstration. Again, other Waffle Co. Traitors may be, so watch out. Your job is to only accomplish your objectives.",
++ "introduction": "You are the Waffle Co. Traitor.",
++ "roundend_report": "was an employee from Waffle Corporation.",
++=======
+ "allies": "Членов Donc Co. следует уничтожать на месте; им не разрешено находиться на станции, когда мы тут. Не доверяйте своим соратникам из Waffle.co (но попробуйте не выдавать их), так как они могли получить противоположные задачи.",
+ "goal": "Вы здесь не для большой все-станционной демонстранции. Опять же, другие агенты Waffle Co. могут присуствовать, так что будьте аккуратнее. Ваша задача – достичь своих целей.",
+ "introduction": "Вы предатель из Waffle Co.",
+ "roundend_report": "был сотрудником Waffle Corporation.",
++>>>>>>> origin/translate
|
larentoun
approved these changes
Sep 5, 2024
Пофиксите спрайт за меня, пожалуйста |
This was referenced Oct 4, 2024
larentoun
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💾 Изменение конфига
Ф-ф-фуриор...?
🎸 Инструменты
Мы выдаем себя за реальное сообщество разработчиков.
Документация
Некоторые просто любят писать тонну текста, которую никто не будет читать.
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Вы заработали свою миска-рис и кошко-жена. Партия гордится вами!
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О великий восходящий поток, спасибо что приносишь нам свои дары контента и багфиксов
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Вау... этот звук такой... хуёвый?
TGUI
Добавление или изменение существующего интерфейса на базе фреймворка TGUI
🗺️ Изменение Карты
В этом ПРе затронут файл не станционной карты. Может и не один.
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