Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[SPECIES][PARTIALLY-MODULAR] Nabbers, Nabber systems, Blood Colours, Offset System, Stungloves, and more! #1751

Closed
wants to merge 101 commits into from
Closed
Show file tree
Hide file tree
Changes from all commits
Commits
Show all changes
101 commits
Select commit Hold shift + click to select a range
6217b9c
Initial SUPERCOMMIT
Yawet330 Apr 25, 2024
f8bfbb4
Final few runtime fixes!
Yawet330 Apr 25, 2024
c19d3c5
my head hurty.
Yawet330 Apr 25, 2024
bbd2583
final commit for the day, fixes some rather huge bugs with the overla…
Yawet330 Apr 25, 2024
dcfcb59
Fixes fallback icons
Yawet330 Apr 25, 2024
ed332f1
Today I shall nonmodularly change blood to allow for lizards to bleed…
Yawet330 Apr 26, 2024
1e493bb
nonmodularity tax
Yawet330 Apr 26, 2024
a22a8f2
Blood Colours, WOOO!!!
Yawet330 Apr 26, 2024
2604a87
Adds some missing comments!
Yawet330 Apr 26, 2024
ca9d560
Balance/grammar pass. Also changes some RU-English to be better. Also…
Yawet330 Apr 26, 2024
783d7b6
blood changes mk2
Yawet330 Apr 26, 2024
6d61e29
blood icon updates yet again
Yawet330 Apr 26, 2024
e8e7461
More nonmodularity wooo
Yawet330 Apr 26, 2024
af4ba1c
last few itty bitty bugs with this.
Yawet330 Apr 26, 2024
c745b3b
fiiiinal few problems fixed.
Yawet330 Apr 26, 2024
373ae22
Additions additions additions.
Yawet330 Apr 26, 2024
e6ae83d
testmerge compatability
Yawet330 Apr 26, 2024
62eae1b
hey guys did you know /tg/ made it so certain antag tests take the fi…
Yawet330 Apr 26, 2024
a091cb7
screenshot test updates
Yawet330 Apr 26, 2024
eb861a1
nabber emergency fix(?)
Yawet330 Apr 26, 2024
0ca9682
hopeful code fixes
Yawet330 Apr 27, 2024
8b4b701
curse of harddel has been banished
Yawet330 Apr 27, 2024
a7c28b2
big boy codefixes
Yawet330 Apr 27, 2024
8327d0f
Fixes a few more random harddels that were apparently lurking.
Yawet330 Apr 27, 2024
412ceb2
1000 years of pain and shame upon your family
Yawet330 Apr 27, 2024
1100104
I'm such a libra
Yawet330 Apr 27, 2024
7476617
kill this with hammers
Yawet330 Apr 27, 2024
2fa8f6a
retrigger checks
Yawet330 Apr 27, 2024
6d61bae
wuh oh
Yawet330 Apr 27, 2024
b978191
grr duplicate code
Yawet330 Apr 27, 2024
5a831c9
Nabber Sprite Update
Yawet330 Apr 27, 2024
5803e4b
Adds a default mask GAGS that uses /tg/ sechailers (wrapped around neck)
Yawet330 Apr 27, 2024
f8797a9
Changes changes changes
Yawet330 Apr 27, 2024
61d3098
yippie
Yawet330 Apr 27, 2024
126cdcd
It'd be really cool if git stopped accidentally reverting changes bec…
Yawet330 Apr 27, 2024
264a2dd
No Fun Allowed.
Yawet330 Apr 27, 2024
b404c41
Absolutely no fun allowed
Yawet330 Apr 27, 2024
b7cbb0c
bump screenshot images
Yawet330 Apr 27, 2024
0926193
retrigger checks yet again
Yawet330 Apr 27, 2024
2db55b9
destroy -> qdel
Yawet330 Apr 27, 2024
942c728
Update code/_onclick/hud/screen_objects.dm
Yawet330 Apr 28, 2024
c35f9d1
Update monkestation/code/modules/_assorted_species_upgrades/code/bloo…
Yawet330 Apr 28, 2024
b234628
Update monkestation/code/modules/_assorted_species_upgrades/code/body…
Yawet330 Apr 28, 2024
1252434
Update monkestation/code/modules/_assorted_species_upgrades/code/body…
Yawet330 Apr 28, 2024
a82f18f
mass reviews
Yawet330 Apr 28, 2024
b7cb50f
small balance patch
Yawet330 Apr 28, 2024
94c013f
aaaaaaa
Yawet330 Apr 28, 2024
5bc289f
nabber balance pass 2.0
Yawet330 Apr 28, 2024
e713453
arachnid blud
Yawet330 Apr 28, 2024
2d878eb
code fixes
Yawet330 Apr 29, 2024
3a636d1
lua-looking IFdef usage to detect satyrs existing or not.
Yawet330 Apr 29, 2024
4082d55
Big ol' bunch of changes.
Yawet330 Apr 29, 2024
0920a31
sharpening fixies
Yawet330 Apr 29, 2024
312bb27
More tweaks
Yawet330 Apr 29, 2024
d0bc8dc
full send it
Yawet330 Apr 29, 2024
5c5495a
Visuals
Yawet330 Apr 29, 2024
1e98307
oops
Yawet330 Apr 29, 2024
a9f786e
poncho wearers my beloved
Yawet330 Apr 29, 2024
23043ed
weh
Yawet330 Apr 29, 2024
3961c74
what if we kissed
Yawet330 May 1, 2024
6d2f57f
A bit of a goof.
Yawet330 May 1, 2024
47e012a
gah
Yawet330 May 1, 2024
65f7bbb
le sound bug
Yawet330 May 1, 2024
97b135e
major nabber buff
Yawet330 May 1, 2024
8187911
the great shielding
Yawet330 May 1, 2024
f135c07
fix
Yawet330 May 1, 2024
22055a6
Code Readability Buffs
Yawet330 May 1, 2024
32cb83d
143 line change to help with readability
Yawet330 May 1, 2024
8bff7d6
clarity
Yawet330 May 1, 2024
ad3f4d3
forgor something
Yawet330 May 1, 2024
055ec84
fixes coode
Yawet330 May 1, 2024
73e062e
sliiight changes to how this works
Yawet330 May 1, 2024
efd48c6
brief ol nerf
Yawet330 May 1, 2024
579e9b2
Screenshot Test fix
Yawet330 May 1, 2024
e5b9d44
whoops
Yawet330 May 1, 2024
642c4fc
oops 2.0
Yawet330 May 1, 2024
ca5faa0
Inheritance fixing.
Yawet330 May 1, 2024
82cfb56
commit to tentatively add unobtainable (for now) stungloves. Needs mr…
Yawet330 May 3, 2024
3e322eb
turns out wound_bonus is not a percentage modifier but a flat value (…
Yawet330 May 3, 2024
bb33042
Chunky update
Yawet330 May 4, 2024
eb708f2
Makes slightly hot atmospherics no longer murder nabbers. Slight buffs.
Yawet330 May 4, 2024
6d5d319
Description changes (to be more descriptive)
Yawet330 May 4, 2024
00a1b6d
oversight fix
Yawet330 May 4, 2024
7d46288
Makes sure that nabbers (if given fire immunity) will no longer suffe…
Yawet330 May 4, 2024
200535b
screenshot test fix #691590
Yawet330 May 4, 2024
e6abce8
Tentatively adds in nabber eyewear. Supports most types & has fallbac…
Yawet330 May 4, 2024
ddc13bb
forgot to commit this
Yawet330 May 4, 2024
7d53217
disables stungloves for now
Yawet330 May 4, 2024
cc8df54
logic = reverted
Yawet330 May 5, 2024
6cbfaae
wow!
Yawet330 May 6, 2024
7cd9213
Merge branch 'master' into nabbers
dwasint May 7, 2024
8b7d720
Merge branch 'master' into nabbers
dwasint May 7, 2024
275d984
modularity fix
Yawet330 May 7, 2024
c20a48f
wow linter failure, so cool.
Yawet330 May 7, 2024
84cd2a5
stungloves re-enabled ig.
Yawet330 May 7, 2024
2d46685
Merge branch 'master' into nabbers
dwasint May 7, 2024
2970448
Fixes this
Yawet330 May 8, 2024
5ca2afc
Merge branch 'nabbers' of https://github.com/Yawet330/Monkestation2.0…
Yawet330 May 8, 2024
196210a
billions must commit
Yawet330 May 8, 2024
487b774
i forgor
Yawet330 May 10, 2024
6b15803
Decent adjustments
Yawet330 May 11, 2024
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
5 changes: 0 additions & 5 deletions code/__DEFINES/mobs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -126,11 +126,6 @@
#define SPECIES_ZOMBIE "zombie"
#define SPECIES_ZOMBIE_INFECTIOUS "memezombie"
#define SPECIES_ZOMBIE_KROKODIL "krokodil_zombie"
#define SPECIES_OOZELING "oozeling"
#define SPECIES_IPC "ipc"
#define SPECIES_SIMIAN "simian" //Monkestation Addition
#define SPECIES_GOBLIN "goblin" //Monkestation Addition
#define SPECIES_FLORAN "floran" //Monkestation Addition
// Like species IDs, but not specifically attached a species.
#define BODYPART_ID_ALIEN "alien"
#define BODYPART_ID_ROBOTIC "robotic"
Expand Down
2 changes: 2 additions & 0 deletions code/__DEFINES/research/anomalies.dm
Original file line number Diff line number Diff line change
Expand Up @@ -28,12 +28,14 @@ GLOBAL_LIST_INIT(bioscrambler_parts_blacklist, typecacheof(list(
)))

/// Blacklist of limb IDs which should not appear when bioscrambled, mostly because they looks awful and buggy.
/* - Moved to Monkeystation Defines file. Because apparently it was never considered we may modularise species code.
GLOBAL_LIST_INIT(bioscrambler_limb_id_blacklist, list(
BODYPART_ID_PSYKER,
SPECIES_SIMIAN,
SPECIES_MONKEY,
SPECIES_GOBLIN
))
*/

/// Blacklist of organs which should not appear when bioscrambled.
/// Either will look terrible outside of intended host, give you magical powers, are irreversible, or kill you
Expand Down
8 changes: 8 additions & 0 deletions code/__DEFINES/~monkestation/mobs.dm
Original file line number Diff line number Diff line change
@@ -1,5 +1,13 @@
//Monkeystation Species Defines. Please update this here instead of /tg/stations mobs.dm \\

#define SPECIES_ARACHNIDS "arachnid"
#define SPECIES_DRACONIC_SKELETON "draconic_skeleton"
#define SPECIES_OOZELING "oozeling"
#define SPECIES_IPC "ipc"
#define SPECIES_SIMIAN "simian"
#define SPECIES_GOBLIN "goblin"
#define SPECIES_FLORAN "floran"
#define SPECIES_NABBER "nabber"

GLOBAL_REAL_VAR(list/voice_type2sound = list(
"1" = list(
Expand Down
1 change: 0 additions & 1 deletion code/__byond_version_compat.dm
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,6 @@
#error You need version 515.1627 or higher
#endif


// Keep savefile compatibilty at minimum supported level
/savefile/byond_version = MIN_COMPILER_VERSION

Expand Down
1 change: 1 addition & 0 deletions code/_onclick/hud/hud.dm
Original file line number Diff line number Diff line change
Expand Up @@ -221,6 +221,7 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
action_intent = null
zone_select = null
pull_icon = null
rest_icon = null //MONKEYSTATION FIX: FIXES HARDDEL

QDEL_LIST(toggleable_inventory)
QDEL_LIST(hotkeybuttons)
Expand Down
4 changes: 4 additions & 0 deletions code/_onclick/hud/screen_objects.dm
Original file line number Diff line number Diff line change
Expand Up @@ -310,6 +310,10 @@
flashy.color = "#C62727"
. += flashy

/atom/movable/screen/combattoggle/flashy/Destroy()
. = ..()
QDEL_NULL(flashy) //Monkeystation Edit - Absolutely make sure these things avoid harddels

/atom/movable/screen/combattoggle/robot
icon = 'icons/hud/screen_cyborg.dmi'
screen_loc = ui_borg_intents
Expand Down
7 changes: 6 additions & 1 deletion code/datums/components/bloodysoles.dm
Original file line number Diff line number Diff line change
Expand Up @@ -23,6 +23,9 @@

var/footprint_sprite = FOOTPRINT_SPRITE_SHOES

//Monkeystation edit. Holds colors.
var/blood_color

/datum/component/bloodysoles/Initialize()
if(!isclothing(parent))
return COMPONENT_INCOMPATIBLE
Expand Down Expand Up @@ -92,7 +95,7 @@

set_bloody_shoes(pool.blood_state, new_our_bloodiness)
pool.bloodiness = total_bloodiness - new_our_bloodiness // Give the pool the remaining blood incase we were limited

blood_color = pool.color //Monkeystation Edit.
if(HAS_TRAIT(parent_atom, TRAIT_LIGHT_STEP)) //the character is agile enough to don't mess their clothing and hands just from one blood splatter at floor
return TRUE

Expand Down Expand Up @@ -184,6 +187,7 @@
oldLocFP.bloodiness = half_our_blood
oldLocFP.add_blood_DNA(GET_ATOM_BLOOD_DNA(parent_atom))
oldLocFP.update_appearance()
oldLocFP.color = blood_color //Monkeystation Edit. Blood color for footprints.

half_our_blood = bloody_shoes[last_blood_state] / 2

Expand All @@ -197,6 +201,7 @@
update_icon()

var/obj/effect/decal/cleanable/blood/footprints/FP = new(get_turf(parent_atom), footprint_sprite)
FP.color = blood_color //Monkeystation edit.
if(!QDELETED(FP)) ///prints merged
FP.blood_state = last_blood_state
FP.entered_dirs |= wielder.dir
Expand Down
2 changes: 2 additions & 0 deletions code/datums/interactions/combat_mode.dm
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
/datum/interaction_mode/combat_mode
shift_to_open_context_menu = TRUE
var/combat_mode = FALSE
var/held_hud //Monkeystation Edit. Ensures the HUD is tracked to prevent harddels

/datum/interaction_mode/combat_mode/update_istate(mob/M, modifiers)
M.istate = NONE
Expand All @@ -19,6 +20,7 @@
if (!M.hud_used.has_interaction_ui)
return
var/atom/movable/screen/combattoggle/flashy/CT = new
held_hud = CT //Monkeystation Edit. Keep track of this HUD for future destruction.
CT.hud = H
CT.icon = H.ui_style
CT.combat_mode = src
Expand Down
9 changes: 7 additions & 2 deletions code/game/objects/effects/decals/cleanable/humans.dm
Original file line number Diff line number Diff line change
Expand Up @@ -49,7 +49,7 @@
name = dryname
desc = drydesc
bloodiness = 0
color = COLOR_GRAY //not all blood splatters have their own sprites... It still looks pretty nice
color = "#6b0000" //Monkeystation edit. Fallback for blood drying.
STOP_PROCESSING(SSobj, src)
return TRUE

Expand Down Expand Up @@ -365,6 +365,8 @@ GLOBAL_LIST_EMPTY(bloody_footprints_cache)
var/splatter_strength = 3
/// Insurance so that we don't keep moving once we hit a stoppoint
var/hit_endpoint = FALSE
/// Monkeystation Edit: Ensures these retain proper colour variables, and that even in the worst case, the blood is still red.
var/held_color = "#b60a0a"

/obj/effect/decal/cleanable/blood/hitsplatter/Initialize(mapload, splatter_strength)
. = ..()
Expand All @@ -376,7 +378,8 @@ GLOBAL_LIST_EMPTY(bloody_footprints_cache)
if(isturf(loc) && !skip)
playsound(src, 'sound/effects/wounds/splatter.ogg', 60, TRUE, -1)
if(blood_dna_info)
loc.add_blood_DNA(blood_dna_info)
var/turf/land = loc
Yawet330 marked this conversation as resolved.
Show resolved Hide resolved
land.add_blood_DNA_special(blood_dna_info, colour = held_color) //Monkeystation edit. Preserves blood colour.
return ..()

/// Set the splatter up to fly through the air until it rounds out of steam or hits something
Expand Down Expand Up @@ -439,6 +442,7 @@ GLOBAL_LIST_EMPTY(bloody_footprints_cache)
land_on_window(bumped_atom)
else
var/obj/effect/decal/cleanable/blood/splatter/over_window/final_splatter = new(prev_loc)
final_splatter.color = held_color //Monkeystation Edit: Keeps blood color consistent!
final_splatter.pixel_x = (dir == EAST ? 32 : (dir == WEST ? -32 : 0))
final_splatter.pixel_y = (dir == NORTH ? 32 : (dir == SOUTH ? -32 : 0))
else // This will only happen if prev_loc is not even a turf, which is highly unlikely.
Expand All @@ -451,6 +455,7 @@ GLOBAL_LIST_EMPTY(bloody_footprints_cache)
return
var/obj/effect/decal/cleanable/blood/splatter/over_window/final_splatter = new
final_splatter.forceMove(the_window)
final_splatter.color = src.color //Monkeystation Edit: Keeps blood color consistent!
the_window.vis_contents += final_splatter
the_window.bloodied = TRUE
qdel(src)
1 change: 1 addition & 0 deletions code/modules/client/preferences.dm
Original file line number Diff line number Diff line change
Expand Up @@ -373,6 +373,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)

/atom/movable/screen/map_view/char_preview/Destroy()
QDEL_NULL(body)
body = null //Monkeystation edit. Absolutely ensure this qdels.
preferences?.character_preview_view = null
preferences = null
return ..()
Expand Down
12 changes: 6 additions & 6 deletions code/modules/mob/living/blood.dm
Original file line number Diff line number Diff line change
Expand Up @@ -335,7 +335,6 @@
var/datum/reagent/blood_type = get_blood_id()
var/list/temp_blood_DNA
if(small_drip)

if(T.liquids)
var/list/blood_drop = list(get_blood_id() = 0.1)
T.add_liquid_list(blood_drop, FALSE, 300)
Expand All @@ -347,15 +346,15 @@
T.pollute_turf(/datum/pollutant/metallic_scent, 5)
drop.drips++
drop.add_overlay(pick(drop.random_icon_states))
drop.transfer_mob_blood_dna(src)
drop.transfer_mob_blood_dna(src, TRUE) //MONKEY EDIT: , TRUE append to allow for custom blood colours. Also makes blood splatters now transfer DNA! Forensics buff!
return
else
temp_blood_DNA = GET_ATOM_BLOOD_DNA(drop) //we transfer the dna from the drip to the splatter
qdel(drop)//the drip is replaced by a bigger splatter
else
T.pollute_turf(/datum/pollutant/metallic_scent, 5)
drop = new(T, get_static_viruses())
drop.transfer_mob_blood_dna(src)
drop.transfer_mob_blood_dna(src, TRUE) //MONKEY EDIT: , TRUE append to allow for custom blood colours. Also makes blood splatters now transfer DNA! Forensics buff!
return

// Create a bit of metallic pollution, as that's how blood smells
Expand All @@ -365,19 +364,20 @@
var/obj/effect/decal/cleanable/blood/B = locate() in T
if(!B)
B = new /obj/effect/decal/cleanable/blood/splatter(T, get_static_viruses())
B.transfer_mob_blood_dna(src, TRUE) //MONKEY EDIT: , TRUE append to allow for custom blood colours. Also makes blood splatters now transfer DNA! Forensics buff!
if(QDELETED(B)) //Give it up
return
B.bloodiness = min((B.bloodiness + BLOOD_AMOUNT_PER_DECAL), BLOOD_POOL_MAX)
B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
B.transfer_mob_blood_dna(src, TRUE) //MONKEY EDIT: , TRUE append to allow for custom blood colours
if(temp_blood_DNA)
B.add_blood_DNA(temp_blood_DNA)

if(B.count < 10 )
if(blood_type)
B.color = initial(blood_type.color)
B.count ++
B.transfer_mob_blood_dna(src)
B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
B.transfer_mob_blood_dna(src, TRUE) //MONKEY EDIT: , TRUE append to allow for custom blood colours. Also makes blood splatters now transfer DNA! Forensics buff!
B.transfer_mob_blood_dna(src, TRUE) //MONKEY EDIT: , TRUE append to allow for custom blood colours
if(temp_blood_DNA)
B.add_blood_DNA(temp_blood_DNA)

Expand Down
4 changes: 4 additions & 0 deletions code/modules/mob/living/carbon/carbon.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1353,8 +1353,12 @@
var/obj/effect/decal/cleanable/blood/hitsplatter/our_splatter = new(loc)
our_splatter.add_blood_DNA(GET_ATOM_BLOOD_DNA(src))
our_splatter.blood_dna_info = get_blood_dna_list()
our_splatter.transfer_mob_blood_dna(src, TRUE) //Monkeystation Edit: Makes it so blood sprays also inherit blood colour changes
var/turf/targ = get_ranged_target_turf(src, splatter_direction, splatter_strength)
our_splatter.fly_towards(targ, splatter_strength)
if(ishuman(src)) //Monkeystation Edit: Ensures that no matter what, splatters will hold the color of blood in question.
var/mob/living/carbon/human/blood_donor = src
our_splatter.held_color = blood_donor.dna.species.blood_colours

/mob/living/carbon/ominous_nosebleed()
var/obj/item/bodypart/head = get_bodypart(BODY_ZONE_HEAD)
Expand Down
18 changes: 18 additions & 0 deletions code/modules/mob/living/carbon/human/human_update_icons.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1000,4 +1000,22 @@ generate/load female uniform sprites matching all previously decided variables

return appearance

//MONKEYSTATION EDIT - ENSURES FILTERS ARE CUT UPON BEING DESTROYED \\

/mob/living/carbon/human/proc/get_filter_and_destroy(filtername) //Using this is way neater code-wise.
var/filter = src.get_filter(filtername)
if(filter)
remove_filter(filter)

/mob/living/carbon/human/Destroy() //Ensure all filters are cut on destroy. Hopefully prevents harddels due to height.
. = ..()
src.get_filter_and_destroy("Gnome_Cut_Torso")
src.get_filter_and_destroy("Gnome_Cut_Legs")
src.get_filter_and_destroy("Cut_Torso")
src.get_filter_and_destroy("Cut_Legs")
src.get_filter_and_destroy("Lenghten_Legs")
src.get_filter_and_destroy("Lenghten_Torso")

//MONKEYSTATION EDIT END\\

#undef RESOLVE_ICON_STATE
2 changes: 1 addition & 1 deletion code/modules/mob/living/living.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1050,7 +1050,7 @@
if((!(newdir in TH.existing_dirs) || trail_type == "trails_1" || trail_type == "trails_2") && TH.existing_dirs.len <= 16) //maximum amount of overlays is 16 (all light & heavy directions filled)
TH.existing_dirs += newdir
TH.add_overlay(image('icons/effects/blood.dmi', trail_type, dir = newdir))
TH.transfer_mob_blood_dna(src)
TH.transfer_mob_blood_dna(src, TRUE) //Monkeystation Edit: Ensures blood color and DNA is successfully transferred to new blood.

/mob/living/carbon/human/makeTrail(turf/T)
if(HAS_TRAIT(src, TRAIT_NOBLOOD) || !is_bleeding() || HAS_TRAIT(src, TRAIT_NOBLOOD))
Expand Down
1 change: 1 addition & 0 deletions code/modules/reagents/chemistry/reagents/other_reagents.dm
Original file line number Diff line number Diff line change
Expand Up @@ -108,6 +108,7 @@
var/obj/effect/decal/cleanable/blood/bloodsplatter = locate() in exposed_turf //find some blood here
if(!bloodsplatter)
bloodsplatter = new(exposed_turf, data["viruses"])
bloodsplatter.color = "#b60a0a" //Monkeystation Edit: Ensures splattered blood will always be red.
else if(LAZYLEN(data["viruses"]))
var/list/viri_to_add = list()
for(var/datum/disease/virus in data["viruses"])
Expand Down
3 changes: 1 addition & 2 deletions code/modules/research/techweb/all_nodes.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1542,8 +1542,7 @@
"pepperspray",
"seclite",
"zipties",
"inspector",
"rubber_c35", //monkestation edit: taco sec
"inspector"
)
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 1000)

Expand Down
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file modified icons/effects/blood.dmi
Binary file not shown.
2 changes: 2 additions & 0 deletions monkestation/code/__DEFINES/bodytypes.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,2 @@
//Can likely be moved elsewhere. This will handle limbs that absolutely SHOULD NOT go on other species under any circumstances.
#define BODYSHAPE_CUSTOM (1<<9)
14 changes: 14 additions & 0 deletions monkestation/code/__DEFINES/nabber.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,14 @@
//Handles nabber-related code
#define OFFSET_HELD "held" //handles the fact they have weird grab positions. Can be used for other species.

#define NABBER_ACCESSORIES_ICON 'monkestation/code/modules/nabbers/icons/mob/clothing/accessories.dmi'
#define NABBER_BACK_ICON 'monkestation/code/modules/nabbers/icons/mob/clothing/back.dmi'
#define NABBER_BELT_ICON 'monkestation/code/modules/nabbers/icons/mob/clothing/belt.dmi'
#define NABBER_EYES_ICON 'monkestation/code/modules/nabbers/icons/mob/clothing/eyes.dmi'
#define NABBER_HANDS_ICON 'monkestation/code/modules/nabbers/icons/mob/clothing/hands.dmi'
#define NABBER_HEAD_ICON 'monkestation/code/modules/nabbers/icons/mob/clothing/head.dmi'
#define NABBER_MASK_ICON 'monkestation/code/modules/nabbers/icons/mob/clothing/mask.dmi'
#define NABBER_NECK_ICON 'monkestation/code/modules/nabbers/icons/mob/clothing/neck.dmi'
#define NABBER_SUIT_ICON 'monkestation/code/modules/nabbers/icons/mob/clothing/suit.dmi'
#define NABBER_UNIFORM_ICON 'monkestation/code/modules/nabbers/icons/mob/clothing/uniform.dmi'
#define NABBER_EARS_ICON 'monkestation/code/modules/nabbers/icons/mob/clothing/ears.dmi'
7 changes: 7 additions & 0 deletions monkestation/code/__DEFINES/research/anomalies.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,7 @@
/// Blacklist of limb IDs which should not appear when bioscrambled, mostly because they looks awful and buggy.
GLOBAL_LIST_INIT(bioscrambler_limb_id_blacklist, list(
BODYPART_ID_PSYKER,
SPECIES_SIMIAN,
SPECIES_MONKEY,
SPECIES_GOBLIN
))
Loading
Loading