# Description
Cleaned up Logger obsolete compiler warnings in non robust code.
Should probably be changed to a ISawmill reference in classes to avoid
repeated lookups in heavy logging logic.
---
# Changelog
🆑
- tweak: Logger to Logger.GetSawmill("name");
---------
Co-authored-by: ilmenwe <no@mail.com>
(cherry picked from commit 2e8ffd971716d38dc6d5a520bebdf88b743045a3)
* Уэээээээ
* Почти настрадались
* Скоро конец....
* СКОРО
* Мышки плакали, кололись, но продолжали упорно жрать кактус
* Все ближе!
* Это такой конец?
* Книжка говна
* фиксики
* ОНО ЖИВОЕ
* Телепорт
* разное
* Added byond
* ивенты теперь работают
* Разфикс телепорта
* Свет мой зеркальце скажи, да всю правду доложи - Я ль робастней всех на свете?
* Разное
* Еще многа всего
* Многа разнава
* Скоро конец....
* ЭТО КОНЕЦ
* Фикс линтера (ну, или я на это надеюсь)
* Еще один фикс линтера
* Победа!
* фиксики
* пу пу пу
* Фикс подмастерья
* Мисклик
* Высокочастотный меч
* Неймспейсы
* Пул способностей мага
<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->
# Description
<!--
Explain this PR in as much detail as applicable
Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->
Ports the lone abductor and possibly(?) the duo abductors.
---
# TODO
<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->
- [X] Figure out why abductors aren't spawning as the abductor race.
- [X] Make sure it's not a buggy mess.
---
<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
-->
<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
---
# Credits
Thank to [Starlight ](https://discord.com/invite/wAyQKB78fH)for the
original version!
Darkrell, Rinary, and Landosaur made the funny little guys.

# Changelog
<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->
🆑 Darkrell, Rinary, Landosaur
- add: The Abductors are here to replace your organs. Gleep Glorp!
---------
Co-authored-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
Co-authored-by: Solstice <solsticeofthewinter@gmail.com>
Co-authored-by: SX_7 <sn1.test.preria.2002@gmail.com>
Co-authored-by: Theodore Lukin <66275205+pheenty@users.noreply.github.com>
Co-authored-by: Piras314 <p1r4s@proton.me>
Co-authored-by: Ilya246 <57039557+ilya246@users.noreply.github.com>
(cherry picked from commit ea9f1526868289d20832989cb02f79c76c240918)
# Description
Brings a number of improvements to the surgical experience. Adds
morphine, a new narcotic which prevents screaming (and mood penalties)
from surgery without putting the patient to sleep. This allows for
lengthier operations without either knocking the player out or having
them scream a lot. Also adds analgesic medipens which contain 15u of
morphine (enough for 75 seconds of operation) and 5u of epinephrine.
These are included in the combat medkit, field surgery kit, and filled
CMO webbing. Additionally adds emergency nitrous oxide tanks which spawn
in paramedic lockers to potentially allow for field surgery. Also adds a
proper syringe case, craftable in the medfab, for those who want to
organise their supplies without using cigarette boxes. Finally, this
(re?)enables mood penalties for surgery without morphine/NO2 to
hopefully incentivise medics to interface with the system.
---
<details><summary><h1>Media</h1></summary>
<p>


</p>
</details>
---
# Changelog
🆑
- add: Added morphine
- add: Added syringe case
- add: Added analgesic medipen
- add: Added emergency nitrous oxide tank
- tweak: Added pain pens to advanced medipen kits
- tweak: (Re?)enabled surgery pain moodlet
---------
Signed-off-by: GNUtopia <93669372+GNUtopia@users.noreply.github.com>
(cherry picked from commit 6573a2b4c7df20ac3a38d552a10748b90b7ce517)
# Description
Implements the softcrit functionality.
Similiar to critical state but spessmen will be able to communicate and
crawl around, but not pick up items.
Also supports configuring what is and isn't allowed in different
MobStates (per mob prototype): you can enable picking up items while in
softcrit so people can pick up their lasgun and continue shooting after
taking a 40x46mm to their ass cheeks from the guest nukies while being
dragged to safety.

<details> <summary><h1>Technical details</h1></summary>
New prototype type: "mobStateParams" (`MobStateParametersPrototype`)
Used to specify what can and can't be done when in a certain mobstate.
Of note that they are not actually bound to any `MobState` by
themselves. To assign a params prototype to a mobstate, use
`InitMobStateParams` in `MobStateComponent`.
It has to be a prototype because if I just did something akin to
`Dictionary<MobState, Dictionary<string, bool>>`, you'd have to check
the parent and copy every flag besides the one you wish to modify. That
is, if I understand how the prototype system works correctly, which I
frankly doubt. <!-- Working on softcrit made me hate prototypes. -->
MobStateComponent now has:
- `Dictionary<string, string> InitMobStateParams`, for storing "mobstate
- parameter prototype" pairs. `<string, string>` because it has to be
editable via mob prototypes. Named "mobStateParams" for mob prototypes.
- `public Dictionary<MobState, MobStateParametersPrototype>
MobStateParams` for actually storing the params for each state
- `public Dictionary<MobState, MobStateParametersOverride>
MobStateParamsOverrides` for storing overrides.
`MobStateParametersOverride` is a struct which mirrors all
`MobStateParametersPrototype`'s fields, except they're all nullable.
This is meant for code which wants to temporarily override some setting,
like a spell which allows dead people to talk. This is not the best
solution, but it should do at first. A better option would be tracking
each change separately, instead of hoping different systems overriding
the same flag will play nicely with eachother.
- a shitton of getter methods
TraitModifyMobState now has:
- `public Dictionary<string, string> Params` to specify a new prototype
to use.
- Important note: All values of `MobStateParametersPrototype` are
nullable, which is a hack to support `TraitModifyMobState`. This trait
takes one `MobStateParametersPrototype` per mobstate and applies all of
its non-null values. This way, a params prototype can be created which
will only have `pointing: true` and the trait can apply it (e.g. to
critstate, so we can spam pointing while dying like it's a game of turbo
dota)
- The above is why that wall of getters exists: They check the relevant
override struct, then the relevant prototype. If both are null, they
default to false (0f for floats.) The only exception is
OxyDamageOverlay, because it's used both for oxy damage overlay (if
null) and as a vision-limiting black void in crit..
MobStateSystem now has:
- a bunch of new "IsSomething"/"CanDoSomething" methods to check the
various flags, alongside rewritten old ones.
-

lookin ahh predicate factory
</details>
---
# TODO
done:
- [x] Make proper use of `MobStateSystem.IsIncapacitated()`.
done: some checks were changed, some left as they did what was (more or
less) intended.
<details>Previous `IsIncapacitated()` implementation simply checked if
person was in crit or dead. Now there is a `IsIncapacitated` flag in the
parameters, but it's heavily underutilized. I may need some help on this
one, since I don't know where would be a good place to check for it and
I absolutely will not just scour the entire build in search for them.
</details>
- [x] Separate force-dropping items from being downed
done: dropItemsOnEntering bool field. If true, will drop items upon
entering linked mobstate.
- [x] Don't drop items if `ForceDown` is true but `PickingUp` is also
true.
done: dropItemsOnEntering bool field. If true, will drop items upon
entering linked mobstate.
- [x] Actually check what are "conscious attempts" are used for
done: whether or not mob is conscious. Renamed the bool field
accordingly.
- [x] Look into adding a way to make people choke "slowly" in softcrit
as opposed to choking at "regular speed" in crit. Make that into a param
option? Make that into a float so the speed can be finetuned?
done: `BreathingMultiplier` float field added.
<details>
1f is regular breathing, 0.25 is "quarter-breathing". Air taken is
multiplied by `BreathingMultiplier` and suffocation damage taken (that
is dealt by RespiratorSystem, not all oxy damage) is multiplied by
`1-BreathingMultiplier`.
</details>
- [x] make sure the serializer actually does its job
done: it doesn't. Removed.
- [x] Make an option to prohibit using radio headsets while in softcrit
done: Requires Incapacitated parameter to be false to be able to use
headset radio.
- [x] Make sure it at least compiles
not done:
- [ ] probably move some other stuff to Params if it makes sense. Same
thing as with `IsIncapacitated` though: I kinda don't want to, at least
for now.
---
<details><summary><h1>No media</h1></summary>
<p>
:p
</p>
</details>
---
# Changelog
🆑
- add: Soft critical state. Crawl to safety, or to your doom - whatever
is closer.
---------
Signed-off-by: RedFoxIV <38788538+RedFoxIV@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 9a357c1774f1a783844a07b5414f504ca574d84c)
Lots of stuff. Also moved everything I could to the _Shitmed namespace
as I do in Goob. Will make future ports way faster
# Changelog
🆑 Mocho
- add: Added some fun organs and other thingies, check out the Goob PRs
if you want more details.
- fix: Fixed tons of issues with shitmed. Too many for the changelog in
fact.
(cherry picked from commit 3c9db94102cb25b28a83d51ac8d659fa31fe7d12)