Removed all unused variables i could find, built and tested on a simple
upstart and clicking trough most systems.
Change Loc references to localization.
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"[dependency] private readonly ISpriteComponent"
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No CL this isn't player facing.
---------
Co-authored-by: ilmenwe <no@mail.com>
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# Description
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Previously, the "TryStopPull" function didn't make you drop a
virtualitem if you were strangling somebody, meaning that you could lose
use of a hand until disarmed because it would still consider you to be
holding the person. I fixed that, as well as additionally cleaned up the
table slam system, which should make it run a bit smoother and be
functionally about the same. The "tableable" and "posttabled" components
were removed, because they shouldn't have existed in the first place.
The only notable non-bugfix change that's player facing is that shoving
people who are knocked down on any climbable entity stuns them (as
opposed to just tables), but it's a rather minor change and I intend on
reworking it pretty heavily once my [other
PR](https://github.com/Simple-Station/Einstein-Engines/pull/2199) is
reviewed. On the backend, I added an optional variable to "TryClimb"
that gives you an option to skip the do-after. If it's possible to
change these actions to be predicted, I'd be interested in learning how.
---
# TODO
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- [ ] Task
- [x] Completed Task
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Note that glass tables do much more damage when slammed into, and even
more if they would shatter when attempting to climb it.
https://github.com/user-attachments/assets/bc0a12e3-0b67-4d61-aa4e-785e3210c3bb
</p>
</details>
---
# Changelog
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🆑
- tweak: Table slamming should be more consistent.
- fix: You should properly be able to use both hands after letting
somebody go from a stranglehold.
* 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
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# Description
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Some of the martial arts have jank. A lot of jank, actually. CQC could
disarm people as long as they were in line of sight. Armbar, contrary to
what it said, didn't actually require people to be downed. You could
literally put on and take off a judo belt over and over again to
instagib people (and reduce your grab cooldown infinitely). Well, none
of that should happen anymore, courtesy of me. I've gone through and
compiled a list of bugs, notes, and changes I'd like to see to martial
arts, and this is the first of those. I added a function in
SharedmartialArtsSystem that allows a combo to require a specific grab
stage to activate.
---
# TODO
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- [ ] Task
- [x] Completed Task
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This is a video showcasing how when the person is not grabbed when I try
to input a judo throw, it doesn't work.
https://github.com/user-attachments/assets/909ba542-e310-42f9-afbd-6cddcf636da7
</p>
</details>
---
# Changelog
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🆑
- fix: Lots of martial arts bugfixes
- tweak: Martial arts combos that require a grab require the target to
remain grabbed. Have fun landing judo throw.
- tweak: Adjusted the stamina damage of CQC's disarm and the effects of
CQC's kick combo.
- fix: Krav Maga properly gives you more unarmed damage.
(cherry picked from commit f38367cddf9ca2a0d5467af3c2a91b87022e9d26)
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Ports over a few items from Goob LRP, those being the dualettas, the
anaconda, and the pocket dimension plant pot
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https://github.com/user-attachments/assets/72f66056-7eb1-4c93-92f5-d35ad4fcaf01
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---
# Changelog
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🆑
- add: Added the dualettas, two stylish pistols that can be dual wielded
- add: Added the anaconda, a robust syndicate handcannon that
automatically generates ammo
- add: Added the Pocket Dimension Plant, a normal looking potted plant
that actually has a pocket dimension linked to it
---------
Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
Co-authored-by: Your Name <EctoplasmIsGood@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: Aviu00 <93730715+Aviu00@users.noreply.github.com>
Co-authored-by: Piras314 <p1r4s@proton.me>
(cherry picked from commit 0c4803719b27dab144373600b62bb1048affe53e)
* bingle
* text change
* flash stuff
* make self heal noticable
* remove catwalk blacklist
* added ion damage
* bingle floor
* added tile spawn, but its not working correctly
* bingle pit gets more healt. for got i set it low for testing. chenges to take structual damge. added passinv healing
* bingles have less hp
* bingles have 5% less damage resistance
* added updater to sprite
* the bingle pit will now embrace its dead bingles for new life and you now need to keep humans alive for more points
* change to bingle point. bunus point if alive or crit
* sprite fix combat mode
* fix ghostrole not stacking
* for players aswell
* changed the whole upbrade to a polymorf action
* sprite for amrored dead
* bingle plushie
* bingle tile spread
* cleanup
* normal bingle no2 have 10% armor ,upgraded 20%
* more cleanup
* coderabbit recomendations
* yml linter error
* added antirotting to pit
* stuff
* removed unused code
---------
Co-authored-by: Fishbait <Fishbait@git.ml>
Co-authored-by: Aidenkrz <aiden@djkraz.com>
(cherry picked from commit 2c28b55a90f735955210b24ae4b3cdf295f0b5e4)
* bingle
* text change
* flash stuff
* make self heal noticable
* remove catwalk blacklist
* added ion damage
* bingle floor
* added tile spawn, but its not working correctly
* bingle pit gets more healt. for got i set it low for testing. chenges to take structual damge. added passinv healing
* bingles have less hp
* bingles have 5% less damage resistance
* added updater to sprite
* the bingle pit will now embrace its dead bingles for new life and you now need to keep humans alive for more points
* change to bingle point. bunus point if alive or crit
* sprite fix combat mode
* fix ghostrole not stacking
* for players aswell
* changed the whole upbrade to a polymorf action
* sprite for amrored dead
* bingle plushie
* bingle tile spread
* cleanup
* normal bingle no2 have 10% armor ,upgraded 20%
* more cleanup
* coderabbit recomendations
* yml linter error
* added antirotting to pit
* stuff
* removed unused code
---------
Co-authored-by: Fishbait <Fishbait@git.ml>
Co-authored-by: Aidenkrz <aiden@djkraz.com>
(cherry picked from commit aa50652bcc43da05670fa7ae809ef27dd00941bd)
* bingle
* text change
* flash stuff
* make self heal noticable
* remove catwalk blacklist
* added ion damage
* bingle floor
* added tile spawn, but its not working correctly
* bingle pit gets more healt. for got i set it low for testing. chenges to take structual damge. added passinv healing
* bingles have less hp
* bingles have 5% less damage resistance
* added updater to sprite
* the bingle pit will now embrace its dead bingles for new life and you now need to keep humans alive for more points
* change to bingle point. bunus point if alive or crit
* sprite fix combat mode
* fix ghostrole not stacking
* for players aswell
* changed the whole upbrade to a polymorf action
* sprite for amrored dead
* bingle plushie
* bingle tile spread
* cleanup
* normal bingle no2 have 10% armor ,upgraded 20%
* more cleanup
* coderabbit recomendations
* yml linter error
* added antirotting to pit
* stuff
* removed unused code
---------
Co-authored-by: Fishbait <Fishbait@git.ml>
Co-authored-by: Aidenkrz <aiden@djkraz.com>
(cherry picked from commit 0fd6f52c5a579a598b7f62b5bae53d4f0243c420)
* bingle
* text change
* flash stuff
* make self heal noticable
* remove catwalk blacklist
* added ion damage
* bingle floor
* added tile spawn, but its not working correctly
* bingle pit gets more healt. for got i set it low for testing. chenges to take structual damge. added passinv healing
* bingles have less hp
* bingles have 5% less damage resistance
* added updater to sprite
* the bingle pit will now embrace its dead bingles for new life and you now need to keep humans alive for more points
* change to bingle point. bunus point if alive or crit
* sprite fix combat mode
* fix ghostrole not stacking
* for players aswell
* changed the whole upbrade to a polymorf action
* sprite for amrored dead
* bingle plushie
* bingle tile spread
* cleanup
* normal bingle no2 have 10% armor ,upgraded 20%
* more cleanup
* coderabbit recomendations
* yml linter error
* added antirotting to pit
* stuff
* removed unused code
---------
Co-authored-by: Fishbait <Fishbait@git.ml>
Co-authored-by: Aidenkrz <aiden@djkraz.com>
(cherry picked from commit bc3f9319c11bcbe7fd266fee87044ad96f74d640)
# Description
Ports Security buffs from
[/Goob-Station#953](https://github.com/Goob-Station/Goob-Station/pull/953)
## Once Again, I am John Combat
I don't have the energy today for the witty PR jokes. Apologies, people.
# TODO
* [x] Oil floats on water
* [x] Cover yourself in oil
* [x] Wait for it to rain
* [x] :trollface:
# Media
# Changelog
🆑 Eagle
* add: Flashbangs now stun and knockdown people. Wear over-ear headset
or combat hardsuit helmet to reduce flashbang effective range.
* add: All sec and command members received over-ear headsets.
* add: Wearing security, ert, syndie or deathsquad gas mask blocks smoke
inhalation even if internals are off.
* tweak: Epinephrine now speeds up by 10%.
* add: Jackboots, combat and mercenary boots now reduce all stun and
knockdown times by 20%.
* add: Combat hardsuit helmets now protect from flashes.
* tweak: Tear gas is now stronger.
* tweak: Stamcrit stun time is once again 6 seconds.
* tweak: Security hardsuits now have heat resistance.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Aviu00 <93730715+Aviu00@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 9bae47bc6d3e44fba8b86e18c78e6b0f3fe00ed6)
This simply ports over the Dreadnought suit from Goob LRP with a change
or two to it, I recommend looking at the Goob LRP PR for more
information.
https://github.com/Goob-Station/Goob-Station/pull/1973
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The funny dreadnought suit that fucking kills you slowly.
---
# TODO
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- [x] Completed Task
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🆑
- add: Cybersun has gotten desperate after hearing several of their
juggernaut suit users got robusted, so they made whatever the fuck this
is, the fucking hardsuit that kills you slowly.
- add: Funny code that allows for damage over time to happen, isn't that
so cool.
---------
Signed-off-by: BloodfiendishOperator <141253729+Diggy0@users.noreply.github.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit c8256ab6a61208325fa502b427e3a0bda340cca6)