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[TG Mirror] Hands management element [MDB IGNORE] #5

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@ffmirrorbot ffmirrorbot bot commented Oct 11, 2023

Mirrored on Skyrat: ${this.url}

Original PR: (original url)

About The Pull Request

Places "setting up being able to use hands" into an element so it can be easily applied to non-carbon mobs.

Why It's Good For The Game

This is one of the last roadblocks for basic mob implementation and people were intimidated by it but it turns out this shit is easy, 90% of this code is already just on living and I put a little bit more there.
The element really only handles stuff like dropping items on death, picking things up rather than biting them, and adding examine text.

This also removes some copy/pasted code between simple_animal and carbon and unifies some behaviours which were implemented for some dextrous simple animals but not others.

Changes to give Ian a single hand representing his mouth will come at a later date.

Changelog

🆑 Jacquerel
qol: You can now see what drones and gorillas are holding by examining them.
admin: It's now easier to give handless mobs hands by applying the "dextrous" element.
balance: Spiders and Bears can now climb railings (you know if... they'd rather do that than destroy them).
/:cl:

* Hands management element

* Update basic.dm

* Update dextrous.dm

* Fix screenshot test

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Co-authored-by: Jacquerel <[email protected]>
Co-authored-by: Bloop <[email protected]>
@Iajret Iajret closed this Oct 12, 2023
@Iajret Iajret deleted the upstream-mirror-24257 branch October 12, 2023 18:57
Iajret pushed a commit that referenced this pull request Jan 24, 2024
…30 (#42)

* Organ movement refactor *Un-nullspaces your organs*

* Fix conflicts

I checked the conflicts on the two weird conflicts and no previous TG pr touches them i assume its just github being github because those shoulden't be conflicts *shrug

* Fix #1 uhh...this is going to be a long one

* Fix #2 Modular Movement Flags

* Fix #3 It builds now

* Fix #4 Oh god it builds now, I missed some things

* Fix #5 No more Runtimesplosion Now time for Synths

* Fix #6 Shut up CI Where did you even come from

* Fix #7 Didn't I fix you already?

* Update language.dm

* Fix Opfor jank

* Revert "Fix Opfor jank"

This reverts commit 6af2fd71d85e6be58890f27f4f32bf92cfcb00fb.

* Revert "Revert "Fix Opfor jank""

This reverts commit cbd72277afd05f30a0b6f499a8162412fe3663ea.

* Update module_template.md

* Revert "Revert "Revert "Fix Opfor jank"""

This reverts commit 71ae4c10d8e9876c97f67278c55caa994b26a7dc.

* Fixing a runtime with H.A.R.S. (#80772)

The brain gets moved into the chest with H.A.R.S. now, but the bodypart
insertion and removal procs for it still asume it can only be found in
the head. This should fix it. For the sake of preventing similar issues
in the future, I've also updated the pretty-much-identical versions for
ears, eyes and tongue.

I've checked, and the brain var is only used by the head for visuals and
examine strings.

* Modular updates

* Fix synths not dying after being debrained

* Update brain.dm

* Update cortical_borer.dm

* Revert "Fixing a runtime with H.A.R.S. (#80772)"

This reverts commit 225035c2101d0e8946f7ef8cb375b68f2d25533a.

* Update dismemberment.dm

---------

Co-authored-by: Time-Green <[email protected]>
Co-authored-by: SomeRandomOwl <[email protected]>
Co-authored-by: SomeRandomOwl <[email protected]>
Co-authored-by: Ghom <[email protected]>
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2 participants