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Upstream sync #489
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Upstream sync #489
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# Conflicts: # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_exploding.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json
Co-authored-by: poeMota <[email protected]>
Co-authored-by: Jeff <[email protected]>
* moves muted to shared * fixes usings * Update MutedComponent.cs funny webedit * Update MutedComponent.cs oops using statement webedit
* Fix bwoink sounds Didn't get a chance to test with 2 clients as I'm about to sleep but otherwise I'll check tomorrow. * a
* Resprite of Nettle & Death Nettle. Corrected R & L hand locations for all orientations of both plants. * Removes chemdispensible type from DrinkBase entity * Updated drink jug names to differentiate from chem jugs * Add FitsInDispenser type to DrinkGlassBase. Re-allows glasses into beaker slots
fix quickequip
* deleted int cast on solution amount * deleted int cast on solution amount for real
* Little rework of existing yaml flatpacks * comit 2 * 55 * 66 * 77 * WRAAAA * done mr sloth * Update flatpack.yml * fix??
Changed wattage from 6 -> 2
# Conflicts: # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Textures/Structures/stairs.rsi/meta.json # Resources/Textures/Structures/stairs.rsi/stairs.png # Resources/Textures/Structures/stairs.rsi/stairs_stage.png
Syndi handheld crew monitor got removed. Give them their own content instead of reskinning NT stuff.
* Revert "Remove handheld crew monitor (#24761)" This reverts commit bbc6d29. # Conflicts: # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Research/biochemical.yml # Resources/migration.yml * changes * zeweh * dergs
Fix for 22933 - SharedMindSystem now checks for VisitingMindComponent too.
…ial infected in zombie mode (#25529) Remove the ability for command to be initial infected in zombie mode
…535) Prevent epic hack
* add * ya * add
* please tell me this is empty * it wasn't empty, fixing that * This should fix it * fix for the fix * address changes * fix * Added some comments, hoping that failed test was a fluke.
The collision layer check doesn't work and I don't have time to fix it.
* Creat Execution Component and add to sharp items * Kill Server ExecutionSystem. Create ExecutionSystem in shared. Create ActiveExecution Component. Transferred the Execution system into shared. Heavily re-wrote the system in order to reduce duplication, and remove gun code from the system. The melee weapon modifier which was dependant on swing rate was removed. The ActiveExecutionComponent was created in order to apply the damage modifier to the shot from a gun execution. It is added just before the gun fires and removed after an attempt is made. * Fix bugs The execution completed text will now only show up if the gun fires. The client also no longer crashes because I forgot to network the component. * Remove clumsy text * Make BaseSword abstract * Add ExecutionComponent to every weapon * Fix bug * Remove execution comp from battery weapons Currently the gun system does not have a way to alter hitscan damage like it does with projectiles. * Cleanup * Revert "Remove clumsy text" This reverts commit a46da6448d5d179a4e936f9213d5622bedb58a16. * Actually fix the ExecutionSystem Everything about the shot goes through the gun system now. The Damage multiplier is only applied when a projectile impacts the target so people that get in the way don't get hit with 9 times damage for no reason. In order to make suicides work I needed to create fake EntityCoordinates because the gun system and the projectile system do not play well with a projectile that has the same start and end position. * Make launchers able to execute * Fix prediction bug The OnAmmoShotEvent is only raised on the server. * Readd ability for clowns to accidentally shoot themselves while executing * Cleanup * Reset melee cooldown to initial value * Address reviews fix bug Addressed reviews on overriding messages. Now I actually mark doafters as handled. Return normal cooldown to some meleeweapons I forgot on the previous commit. * Address Reviews Remove duplication * Exorcise codebase Remove evil null coercion that I was sure I removed a while ago * Address reviews again * Remove melee weapon attack logic and rely on the system. Remove gun and melee checks. * Make system functional again and cleanup * Remove code I forgot to remove * Cleanup * stalled * Selectively revert gun penetration The collision layer check doesn't work and I don't have time to fix it. * Fixes --------- Co-authored-by: metalgearsloth <[email protected]>
* Before SharedItemSystem * Fixes mispredict, removed unused * Fix physics
* Toggleable items now can change their shape depends on toggle state * Update Content.Shared/Item/SharedItemSystem.cs --------- Co-authored-by: metalgearsloth <[email protected]>
* Juice that makes you Weh! * Remove dupe * updated the localization files * try to fix error
* Added logic for ContainerSpawnPoint checks * Improved with template function * fixed nullable * hehe * hehe T? * added type check before cast * another nullable fix * and another one * return to old code (found typo) * Code cleanup --------- Co-authored-by: metalgearsloth <[email protected]>
IDK what this arg is for but seems okay with guns. Without it it always thinks the insertion can work.
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