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[MIRROR] Airlock/status light overlays maintenance #2184
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* airlock overlay maintenance * Create shuttle.dmi * document update_fire_status * change fire status to firedoor yellow * vault * fix unrestricted airlocks showing engi alert
AnywayFarus
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Iajret
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…keys no longer catatonic (#2184) * Monkey eyes fix and noticable organ display refactor; AI monkeys no longer catatonic (#82669) ## About The Pull Request It turns out monkeys being catatonic got broken 2 years ago in a PR that was meant to fix something else; also, it turns out monkeys are supposed to have primal eyes when turned into humans, and that got broken too. I fixed both of those things, and while I was at it I did a refactor to make it easier to give noticable organs (or anything else that you'd want correct pronoun and verb tenses) easier to implement. 1) AI controlled mobs now properly display their noticable organs when appropriate 2) Added some macros and a helper proc for replacing appropriate pronouns and verb tenses in text 3) The noticable organ HTML is no longer broken, so you can pass text with spans into it, if you want the text to be pretty or big or whatever 4) Monkeys are no longer catatonic if they have an active AI controller; this goes for any carbon actually but I think monkeys are the only one with AI controllers at the moment ## Why It's Good For The Game Fixes the logic for displaying organs on AI controller mobs (currently monkeys) Makes it easier to add these kind of organs for carbons, AI controlled or not, in the future Look! An actual use-case for split editor: ![image](https://github.com/tgstation/tgstation/assets/49173900/8cd0d69e-8091-4431-9418-6bd29e1713b5) ## Changelog Humanized monkeys now have their primal eyes again; monkeys with active AI are no longer catatonic. :cl: Bisar fix: AI controlled monkeys are no longer catatonic, and they have primal eyes again when turned into humans. spellcheck: Noticable organs now have more modular grammar, and their current grammar is fixed. refactor: Refactored the code for displaying the messages for noticable organs. config: Added a documented define of all our pronouns /:cl: --------- Co-authored-by: MrMelbert <[email protected]> * Monkey eyes fix and noticable organ display refactor; AI monkeys no longer catatonic --------- Co-authored-by: Joshua Kidder <[email protected]> Co-authored-by: MrMelbert <[email protected]>
ReezeBL
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Apr 26, 2024
…keys no longer catatonic (#2184) (#3060) * Monkey eyes fix and noticable organ display refactor; AI monkeys no longer catatonic (#82669) ## About The Pull Request It turns out monkeys being catatonic got broken 2 years ago in a PR that was meant to fix something else; also, it turns out monkeys are supposed to have primal eyes when turned into humans, and that got broken too. I fixed both of those things, and while I was at it I did a refactor to make it easier to give noticable organs (or anything else that you'd want correct pronoun and verb tenses) easier to implement. 1) AI controlled mobs now properly display their noticable organs when appropriate 2) Added some macros and a helper proc for replacing appropriate pronouns and verb tenses in text 3) The noticable organ HTML is no longer broken, so you can pass text with spans into it, if you want the text to be pretty or big or whatever 4) Monkeys are no longer catatonic if they have an active AI controller; this goes for any carbon actually but I think monkeys are the only one with AI controllers at the moment ## Why It's Good For The Game Fixes the logic for displaying organs on AI controller mobs (currently monkeys) Makes it easier to add these kind of organs for carbons, AI controlled or not, in the future Look! An actual use-case for split editor: ![image](https://github.com/tgstation/tgstation/assets/49173900/8cd0d69e-8091-4431-9418-6bd29e1713b5) ## Changelog Humanized monkeys now have their primal eyes again; monkeys with active AI are no longer catatonic. :cl: Bisar fix: AI controlled monkeys are no longer catatonic, and they have primal eyes again when turned into humans. spellcheck: Noticable organs now have more modular grammar, and their current grammar is fixed. refactor: Refactored the code for displaying the messages for noticable organs. config: Added a documented define of all our pronouns /:cl: --------- * Monkey eyes fix and noticable organ display refactor; AI monkeys no longer catatonic --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Joshua Kidder <[email protected]> Co-authored-by: MrMelbert <[email protected]>
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Original PR: NovaSector/NovaSector#1058
Mirror of Skyrat-SS13/Skyrat-tg#26502 with Nova specific file structure
About The Pull Request
Modified version of effigy-se/effigy-se#705 with Nova edits.
How This Contributes To The Nova Sector Roleplay Experience
Proof of Testing
Screenshots/Videos
Airlock with flashing fire alarm status, non-flashing engineering override, firedoors that aren't clipping airlock emissives
Changelog
🆑 LT3
qol: Airlocks don't flash constantly on engineering override, override/overlay added for fire alarm
fix: Airlock lighting should no longer render on top of player characters
fix: Airlock emissives no longer overlap firedoors
fix: Fixed missing overlays on various airlock types
/:cl: