* separate synthetic emote
* fix duplicate IDs (server error)
* Update speech_emotes.yml
* maybe this
* maybe keep the removed things from upstream lol
* imagine yamlops-ing when the problem was your trash code all along
* Nuked StyleNano + Added colors to sheetlet
SubjectButtonColors table to define colors (same hex as the ones in StyleNano)
SubjectColorRules to loop rules for applying colors
* Capitalize every single phrase
CONSISTENCY RAHH
* Removed some jobs from station specific jobs because they are on all stations.
* Department Prototype Cleanup
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* Actually fix brigmedic on the crew monitor
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* Fixed emergency access locale string
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* Initial commit.
* Minor tweaks to names, added caramel bottle.
* Fixing open state of caramel bottle.
* JSON cleanup.
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* Minor tweak to cookie dough ice cream recipe. Removed unused sprites.
* Swapping out updated sprites for rainbow sherbet, tropical sundae, neapolitan.
* Removing plushies.zip.
* Moved frozen treats to their own guidebook section under drinks to reduce clutter.
* Fixing flavor references, adding icecreamflavors.yml to contain definitions, corrected loadout ID references in loadoutgroups.
* Committing loadout changes that slipped through the cracks.
* Corrected casing in reference to RSI.
* Changed recipe for caramel to be just sugar to prevent conflict with Sigynate's recipe.
* So I'm kinda dumb and somehow it didn't occur to me that making sugar alone yield caramel would actually not only not fix the issue with Syginate but also wreck it for so many other chems, oopsie daisy, we're swapping it for Saline for a more shelf-stable salted caramel sauce.
* Tweaking ratio for Caramel, also, what are the odds that the tempermental build just works after this?
* At this point I'm just curious if a different build will fail this time.
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* Update Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml
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* Review changes
* Pascal-ify-ing flavor IDs.
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* Added CentComm Turrets
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* Various syndicate hardsuit sprite upgrades for overlay.
* Added (missing) overlays for Feroxi and Reptiles.
* added base bluekie light
* Added stealthsuit variant.
* Fixed duplicate yaml entry
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* Fix missing entry in meta.json for syndie medic
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* Moved DeltaV modifications of ZombieSystem to a partial class. Fixed factions and pacifist trait on zombie cloning. Added survival objective to cloned II.
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* tweak: explosion shake directional, distance fall-off
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* tweak: melee shake depends on damage/wielding
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* tweak: explosion kick falloff
* chore: remove debug log
* feat: melee shake has heavy/light variants instead of only showing for high blunt/wielded
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* tweak: generally dampen explosion kick a little more, fall off slower
* docs: explain camera kick falloff
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Prevent zombies from using jetpacks
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* Updated to ghost bar syndicate prison
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* feat: effigy-driven colossus
* feat: impl final stage, tweaks, randomization, fixes
* fix: actually broadcast first effigy audio
* style: add some newlines
* feat: notify player about updated target location in chat
* tweak: effigy always grows
* feat: make alwaysGrow show on anom scanner
* tweak: raise minimumPlayers to 35
* refactor: move FTL additions to _DV
* refactor: break out buffs into comps, add event
also added missing docs and made effigies heal colossi fully, as
specified in the PR body. I accidentally left it at 50% damage taken.
* docs: add effigy comp docs
* kill... slaughter...
* ok why not im gonna clear chambers too
* ok maybe thats all the chambers clear
* time to find out i screwed up everythin xd
* whoops i killed the chambers....
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* DIRECTION KNOWS BEST
DIRECTION KNOWS BEST GLORY TO DELTA-V
* MORE
More names
* It begins
Im not sorry
* Pitbull changes
They fear me because of what I can do.
* They will fuck you up if you Hit them
* Update pitbull.yml
* The infamous pitbull faction
* Update ai_factions.yml
* Update ai_factions.yml
Staff Requested changes
* Update pitbull.yml
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* sprites added!
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* event addition part 1
* Pitbull Crate
* Event work part 2
* obvious
* bullshit fix part 1
* Bullshit fix part 2
* bullshit fixes part 3
* i hate it here
* removes bullshit 5137268
* shortened timer to catch crew off guard
* crash fix 1 i think
* Update cargo_livestock.yml
* They no longer maul II
* they are angry.
* they cant maul you now.
* Update pitbull.ftl
* Update pitbull.yml
* Update events.yml
* Update interaction-popup-component.ftl
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* Update events.yml
* Update pests.yml
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* Update events.yml
* Update pitbull.yml
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* Update pitbull.yml
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* Inshallah this will work
* More names
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* Update pitbull_names.yml
* Update pitbull.ftl
* Update pitbull_names.yml
* Increased amount of mice and hopefully enables higher chance of ventbulls to spawn
* DIRECTION KNOWS BEST
DIRECTION KNOWS BEST
DIRECTION KNOWS BEST
DIRECTION KNOWS BEST
DIRECTION KNOWS BEST
DIRECTION KNOWS BEST
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* DIRECTION KNOWS BEST
DIRECTION KNOWS BEST
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* forgot a file
* Makes it so the crate spawns the named versions
* Ensures they have random names.
* Update pitbull.yml
* Prep for mapped pitbull
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* Returns id to previous version
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* Created Hitman_Case_catalog.yml
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* for hitman
credit:stormyatt. thanks for the help those on discord and the host briefcase
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* for hitman
credit: stormyatt with help from the discord sever and the hos briefcase pr
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* 16/24 items filled
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* for hitman
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* more added
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* top three filled
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* for hitman, full disguise kit
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* 27/30
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* 28/30
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* found the doorjack!
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* spyCrewMonitor is cool
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* found you!
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* for hitman
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* fixing it all
* I dont get it either but last of the changes which our just righting things
* Hitman_Case_catalog.yml be like that
* goodbye dupe
* renaming a file and removing a duplicate
* attributions changed to repect the caps
* as requested, name changes and useless line removal
* forgot to control S here
* names changed to try and be both simple and actualy describe the goal
* doing review changes and a small change to prototype order to make sense
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* how did i get where i moved this wrong?
* recharging radio jammer to radio jammer.
* added hitman midround stuff
* made the professional not cause errors and have a ghost warp point
* enter at the ends of these files
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* updated the professional to professional
* decal adds
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* fixes and stuff
* gave hitmans headset traffic and freelance comms
* all review changes made
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caps my foe
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* nevermind i distrust this
* Update Resources/Prototypes/_DV/Catalog/Fills/Lockers/hitman_locker.yml
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* Added Chameleon Armor
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* nerfvest
* Lowered Price
* Changed Jackdaw and Atrides fire rates
* Changed battery on Pulse Rifle, upped fire rate
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* Added SRT Hardsuit
* Added Antelope
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This reverts commit f74f3e506d.
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* Removed Edge from Mateba
* whoops, forgot comment
* Removed DS mention + Added NV to ERT + Added Thermal Vision to DS
* removed deathsquad mentions on the jumpsuit
* removed deathsquafd mentions on the backpack
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* Unfucked my parenting
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* non-localisation maintainer requests
* Added FTLs
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* One point, one singular point
* AHHHH
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* * Added Poppy to Eng break room.
* Replaced all faxes with department variants. Note Justice was used over Lawyer; faxes added to Dorms, Chem, Botany, Chef, Bar. MimeLaw.
* Replaced Emergency EVAs with Epistemics EVAs in Artefact.
* Replaced RED-Sec with BLU-Sec; Sec, Brig, and Evac.
* Added Anti-Anom to solars.
* * replaced RED with BLU sec in viro security
* removed condenser in chem
* added condenser in atmos front
* added APC to atmos burn chambers
* feat: Recent SSD indicator, SSD time in admin overlay
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* tweak: remove colon from ssd time loc string
* feat: add another stage
* feat: ssd examine text
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* fix: add missing import
* refactor: remove unnecessary state-keeping
i don't remember why i did it like that
* chore: remove unused import
* refactor: don't separate comp from ent
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* added secure windoors to sec disposal chutes
* added secure windoors to epi-brig disposal chute, sec and epi locked.
* tweak medical escape pods for DV 5x7 variant
* tweak justice escape pods for DV 5x7 variant
* replaced all solar grill with random grill spawner
* tweak moved disposal light so it doesn't break from trash
* Medical Borg Good Again :D
* Indents buh
* im blind
or dumb, theres errors that seem unrelated to the bodybags after this
* IM SORRY I FORGOT ABOUT THIS
* Anchoring it
* Changed up how emoting works
This was a long 10 hours just to get the chat to behave slightly different.
At least we can now scream over radio!
Will most definitely need some more work to get bugs out since this is the first implementation.
* Not ok
This was unmarked for some reason... I don't remember unmarking this.
* DeltaV comments
Added comments to explain changes.
Moved localization files to the _DV folder.
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* Moved code
Moved code to more suitable files and added some comments.
* Rights for robots
Now those with intrinsic radios can also emote!
* Fixes up some small stuff
Changes to fix some small issues with the code to align it more with modern standards.
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* Fix by-ref event
Never worked with this event type before so gonna hope this works.
* Update Content.Shared/Chat/SharedChatSystem.Emote.cs
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* Update Content.Server/Chat/Systems/ChatSystem.cs
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* fix style nits
* remove conflicting chatsan
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* Day 0 fixes
Fixes cyborgs, cadet beret, adds grey beret, fixes descriptions, fixes spriting errors in jumpsuits/skirts, makes airlocks slightly brighter (same brightness as the non-glass ones)
* thecoat
total red coat death
* update longcoat descriptions
2 word fix
* 2 pixel sprite updates
* the barriering
barriers, but blue
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* update security radio color
brightens the security radio channel in hopes of making it more readable
* small revert
* Update Resources/Textures/_DV/Objects/Specific/Security/barrier.rsi/meta.json
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* this works suspiciously well but also it's not actually that much
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* conflict stuff
* and put the tags back in
* halve glimmer created by psionics and alter the knife a bit
* finally add the guidebook. hopefully this passes tests when I take it off a draft
* fix yaml stuff hopefully
* fix merge conflict stuff
* and put my stuff back
* more merge conflicts aaaaaaaa
* dying
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* fix some stuff and add mindbreaker to the guidebook
* make audio stuff mono
* aaaaaaaa
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* Basic improvements to sparks
* Pull spark configuration out of SparkOnHit component
* Add various sparks to tasers, batons, RCD
* Add sparks back to electrocution
* Adjust new projectiles
* Tile fires on cable cuts
* That's a terrible idea, actually
* Add a custom PreventCollide system
* Make the new prevent collide component prevent collisions
* Add pointlight despawning visuals for sparks
* Add sprite fade out
* Add spark prototypes
* Add sparking behavior to lights
* Integrate sparks with some different stuff
* Remove invalid field
* Add dataset for Secdog names
* Split secdog into a base + other dogs so laika keeps her name
* Add new system for enabling subdermal ID cards
* Check for subdermal ID cards for access and sensor information
* Add MindOnlyAccess marker component
* Add new generic K9 officer role for secdogs
* Add Laika/K9 officers to security
* Update Laika's role to match K9 officer
* Add subdermal implants and mind only access for K9 officers
* Set MobSecDogBase to abstract
* Set K9Officer card to sec colours
* Update comments for Subdermal IDCard
* Move mind check for access above log for access
* Re-use ImplanterComponent's slot name
* Move idcard container const into component as well
* Add missing setPreference and requirements to k9 officer
* Ensure admin tricks work on subdermal ID cards
* Remove subdermal ID cards from showing in nanochat
* Move secdogs.yml to _DV namespace
* Fix typo
* Unduplicate container id name
* Made all 3 immune to melee (modify corporealspirit and spirit damageModifierSet), moved skia and wisp to bulletproof layer, removed rev ability to emag borgs
* add jaunt to skia
* give reveneant melee 4 damage every 3 seconds in very close range
* make salt packets spillable, make silver sword reveal for 5 seconds, make radiant sword reveal for 10, make bible reveal for 30
* wisp will escape being grabbed
* formatting, typo
* skia slight slight invis for flavor
* unable to emag open lockers, generally tweaked actions to be cheaper. Increased radius and chance of defile, made animate last only 10 seconds
* change action text to be accurate to costs
* add reveal component to baseorganic species, change to resistances and skia layer
* video immediately out of date
* Update Resources/Prototypes/_DV/Entities/Objects/Weapons/Melee/swords.yml
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* unmangle
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* Port
* Update tags.ftl
* Update portable_chem_master.yml
* Update portable_chem_master.yml
* new sprites
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* Trying to put the new sprites
* New sprites work now yippe
* Changed crafting recipe
* FIxed recipe
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* Update portable_chem_master.yml
* Rename equipped-suitStorage.png to equipped-SUITSTORAGE.png
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* Update Resources/Prototypes/Entities/Objects/Specific/chemical-containers.yml
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* Update tags.ftl
* Update tags.ftl
* Update tags.ftl
* Update RobustToolbox
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* Update RobustToolbox
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* Update RobustToolbox
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* Removed fill sprites and ability in the yaml file
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* Buff Masssleep
* Increase Glimmer Creation
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* Removed Stupidness
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* Fix
---------
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* Send PDA ringer sound to the StationAI player directly
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* Actor
---------
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* Restore the PKA projectile despawn timer to 0.22
* Lower fire rate, make the PKA bigger
* Revert range change
* Made PKA upgrades unobtainable
* Revert firerate change
* Up PKA damage
* feat: LOOC/OOC/Deadchat muting
* refactor: split OocMuteCommands.cs into 3 files
* tweak: use proper admin logging
* refactor: remove unused loc args
* feat: one mute command, channel as argument
- properly marked target player in admin log so it actually alerts.
* refactor: completion options made named constant, used in error message
* tweak: display supported channels in help too
* fix: pass command to help string again
* style: add whitespace
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* first stuff
* add flippos
* fix Job stuff
* wrong assistant role job
* fixes
* Removed some redundant lines
upstream had a solution refactor and cleaned up their lighter.yml, this is probably the best we can do without conflicts with those changes while staying faithful to the PR
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* my beautiful wallpapers (#2901)
* my beautiful wallpapers
* test commit
* i understand how construction graphs work now and im very unhappy about it
* GOD DAMN IT
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* Tweaks and stuff !
* Deconstruction :D
Thought it was nice to do
---------
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* Initial checkin.
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* Fixing a little oopsie daisy with the mouse names.
* Poke.
* Fixed PointLight so it properly displays given spider's larger sprite.
* Changing armor and cost per CR feedback. Also to kick the can so the builds run again.
* Update Resources/Prototypes/_DV/Catalog/Uplink/allies.yml
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* Update Resources/Prototypes/_DV/Entities/Mobs/NPCs/nukiespider.yml
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* Revert "add lone digger by caravan palace to the jukebox (#1998)"
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* commit
* updates
* Capitalization and Spacing error
* Review Changeth
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* Holoflare Gun
-Created a bunch of file in _NF namespace
-Added flare ammo to energy gun systems
-Basically anything relating the holoflare from the NF repo :>
* DV related
-Added the holoflare gun to any place that made sense to have it
* Engi Borg + Fix
* yaml liner fixes
* voucher is true
* Added FlareGunPellet deletion to Skia Scream
Other CR requests
* Update Content.Shared/_DV/Psionics/Systems/PsionicPowers/PsychokineticScreamPowerSystem.cs
Signed-off-by: pathetic meowmeow <uhhadd@gmail.com>
---------
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* Reapply "Nubody Merge" (#5807)
This reverts commit d62f7cef10.
* Revert "Nubody Merge (#5670)"
This reverts commit b465cfb3fd.
* Revert "IPC fibers (#4968)"
This reverts commit c2b42211f0.
* Revert "IPC Polymorph fix (#4545)"
This reverts commit fa03d8c655.
* Revert "fix IPC not having humanoid emotes (#4445)"
This reverts commit 216fdf999f.
* Revert "ipc heat/cold (#4306)"
This reverts commit fafd5cf816.
* Revert "ipc cables (#4283)"
This reverts commit 54958039a1.
* Revert "feat: ipcs now have dynamic power draw based off movement speed (#3917)"
This reverts commit 71e8b7e64b.
* Revert "fix ipcs not being able to disarm (#3374)"
This reverts commit 764c4dcf54.
* Revert "make steel heal caustic for ipcs (#3206)"
This reverts commit 450ac82550.
* Revert "add missing ipc survival boxes (#3065)"
This reverts commit 888c9cdb00.
* Revert "make borgs use ipc repairing (#3064)"
This reverts commit f77a49dd0b.
* Revert "Update hud.yml to add ipcs to diagnostic hud (#3019)"
This reverts commit 7220643531.
* Revert "Tweak IPCs (#2979)"
This reverts commit 98b47476de.
* Revert "fix nukies ipc test fail (#2957)"
This reverts commit 4a1acbf863.
* Revert "fix ipc nukies not getting comms (#2884)"
This reverts commit 8a2254770e.
* Revert "fix ipc encryption key mispredict (#2879)"
This reverts commit f08726efc1.
* Revert "Merge pull request #2800 from Spielern/port-ipc"
This reverts commit 822fa4312c, reversing
changes made to fe4c23c702.
* Remove and Fix rest of IPC Hangons causing crashes
* Integration test Errors
* Expand migration file with removed IPC stuff
* IPC Leg was found and migrated to naught
* Revert "Merge pull request #2542 from deltanedas/shitmed-ops"
This reverts commit 83a8002922, reversing
changes made to baa89b0052.
* Revert "Set up surgical augments infrastructure & add tool panel augments (#3059)"
This reverts commit a40f0be6fd.
* Revert "Psionic Prosthetics (#4689)"
This reverts commit 2679bb238a.
* Revert "Add surgical cleanliness and sanitation (#2847)"
This reverts commit 64565ba4f7.
* Remove unremoved mentions
* Revert "Add autoclave to easily sanitize large amounts of items and faster (#2933)"
This reverts commit d0da90fa2e.
* Shit Med Removed
* Remove _ShitMed Folders and fix Errors in Console
* Add OrganAnimalBrain into the mirgraiton file
* Heads no Input Mover
* Monke
* Full migration file I guess
* oops
* shiv state fix
* Restore accidental deleted recipe
* Forgot one flt mention
* Fix more issues
* Comment out Damage Visual for motorkind for now
* Motorkind...
* Commenting stuff out for now
* thought there'd be more of this to gut
---------
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* first and hopefully last
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* fix hand issue sprite
* sign fix, locker addition
* merge fix, increase crafting time because i'm so evil
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* fix: lslaws should only list when lawbound, no law boards!
* tweak: avoid spamming ssd/cadet search strip alerts
* docs: add missing import comments
* fix: also don't alert when finishing to butcher a monkey
* refactor: rename added function
* refactor: break out target/user values for stripping alerts too
* tweak: a newline less
* fix: use continue instead of return when encountering offline watchlisted player
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* tweak: the hands alert doesn't need to always alert on living ssd
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* tweak: add ghost check to stripping alerts, different values for hand strip
* fix: check for ghost, not mindshield, oops
* tweak: lower alert on pocket ssd strip, rename vars for clarity
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* tweak: hold off hand strip alerts until #5699
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* C_GAUNTLET.yml is kinda goated bro
* taser
* thanks Keke :)
* guh
* yes
* SOUNDS AMAZING
* cause i can
* name change
* name changes n stuff
* single word decription change for gun
* added to HoS sidearm Briefcase
* range nerf
slight attack rate nerf
* range buff :/
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* Update Resources/Prototypes/_DV/Entities/Objects/Weapons/Melee/C_Gauntlet.yml
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* Update Resources/Prototypes/_DV/Entities/Objects/Weapons/Melee/C_Gauntlet.yml
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* text fixes
CGauntlet renamed GravGauntlet
Singularity toy replaced with Guitar in Grav Gauntlet bundle
Icon swap
* new icon (whoopsies)
* also this i forgot to do
get rid of old C_Gauntlet one which was replaced by the correctly named Grav gauntlet one
* thanks woljif for this new description, its like way better :)
* Update grav_gauntlet.yml
Single word change to item description
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* Update Resources/Prototypes/_DV/Catalog/HoS_Briefcase_catalog.yml
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* Update Resources/Locale/en-US/_DV/tools/Hos-Briefcase.ftl
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* Apply suggestion from @Toby222
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* Update Hos-Briefcase.ftl
description change to fit in better
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* HoS Briefcase description change to make it fit in better
* base damage reduction
wielding increases damage
powercell needed for taser
fixed taser
no more left mouse button hits (weird side effect of hybrid weapons like crusher)
fixed spellings
added my friend to credits who helped make the original concept
* quick fix
* changed power cell to a internal battery, as via request. this also fixed the tasers cooldown, back to 55 seconds due to the switch.
* changed parents back to normal, i accidently forgot to change them after adding a new one
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* added missing word to description
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* rof -> 2 price -> 12.5k
* ik-30 fireable 1 handed, rof -> 2
* ik-30 semi only
* moved laser mags to adv energy gun research
* ok ik-30 killed, replaced by battery ik-60, ert ik-60 -> ik-60-m, no more magfed ik for sec i gotta redo some sprites
* worlds most basic sprite edits
* ok we go back to the magfed
* minor attribution nickpick
tiny cleaning
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* added tools and doodads to science locker fill
* add nestedselector and table
* Change the order to match other Fills
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* adds nocaf reagent, nocaf item, and nocaf item to hot drinks vending machine
* Update Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml
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* moved drinks.ftl to _DV namespace
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* I don't care how big the room is…
* oopsy
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* oopsy part 2
* i should probably fix that
* rsi meta fix
* oh oops
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* doored bell
* doored bell
* rezept
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* cherry-pick: Screenshake (EphemeralSpace/ephemeral-space#627)
* commit your shit at some point maybe
* y
* who knows
* rename?
* debugging + shit api
* i hope no one fucks my ass
* erm
* p
* replace with shit that makes way more sense
* stuff
* pretty sure this is just fine
* actual fix noise shit
* uhhh hmaybe if i feel like it wrong then later
* explosion shake
* grav shake
* gun shake
* idk
* projectile melee
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* tweak: tune recoil on weapons
* docs: add _ES license info to LEGAL.md
* fix: screenshake on spawn fix from ss14Starlight/space-station-14#3664
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* feat: add client cvar to disable screenshake
* feat: add screenshake toggle to accessibility settings
* fix: upmerge compatibility
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* Allows the AAC to send messages over the radio
* Allows AAC names to be highlighted in chat
* Restores VoiceOverrideComponent to the AAC
* refactor: separate confluent code into new files
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* style fix
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* Ugh this took me too long to figure out
-Made so many changes to AACTabletBuiState, moved it under _DV: Made it compatible with Wizden #40293 which moved all radio comps and system to shared
-Had issues with having two AAC UI open so made it so one closes before another opens
-Trial and error with the UI window lol
* Reverted Refactor + Comment Clean up
Reverted 0873b66449 which split code between starcup namespace and removed starcup comments because it's editing _DV files.
Fix namespace error due to radio moving the share, seem to work just fine!
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* BorgModuleBureaucracy
* BorgModuleBoxing
* BorgModuleGardeningDV + BorgModuleAdvancedBotany
* BorgModuleChef + BorgAdvancedModuleChef
* BorgModuleBartender + BorgModuleAdvancedBartender
* BorgModuleReporter + BorgModuleFishing
Also tweak the fishing basket and fishing vendor inventory. Why did no one tell me the beer bottles were empty.
* BorgModuleDJ + Portable DAW
Yeah why not add a whole new instrument
* BorgModuleClowningDV
It's almost over
* Clean up
Finally
* More clean up...
I'm tired boss
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* guh
theres probably stuff I missed
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* anchor that up
* unmerge because yaml linter moment
* Kill stamp tag + fix dj set visuals
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* Add tranq and poison ammo mags for cobra for 4 and 5tc
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* numbers tweaking to make both 4 shots, changed from toxin to heartbreaker toxin
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* Created Hitman_Case_catalog.yml
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* for hitman
credit:stormyatt. thanks for the help those on discord and the host briefcase
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* for hitman
credit: stormyatt with help from the discord sever and the hos briefcase pr
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* 16/24 items filled
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* for hitman
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* more added
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* top three filled
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* for hitman, full disguise kit
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* 27/30
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* 28/30
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* found the doorjack!
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* spyCrewMonitor is cool
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* found you!
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* for hitman
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* hitman: icons
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* Created Hitman_Case.yml
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* Create Hitman_Briefcase.rsi
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* fixing it all
* I dont get it either but last of the changes which our just righting things
* Hitman_Case_catalog.yml be like that
* goodbye dupe
* renaming a file and removing a duplicate
* attributions changed to repect the caps
* as requested, name changes and useless line removal
* forgot to control S here
* names changed to try and be both simple and actualy describe the goal
* doing review changes and a small change to prototype order to make sense
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* how did i get where i moved this wrong?
* recharging radio jammer to radio jammer.
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* no more tiders spamming the magnet
* added a little Delta-V thing to it
* Tweak comments
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* Nubody (#42419)
* Nubody
* fix test fails
* gibbing
* lung test returns
* doc comment
* hand organ test
* giblet test
* yaml formatting
* returning
* relocate
* trimming
* re-smite
* oops thusd tweak
* arachnids have slower metabolism i guess
* never mind the old behaviour is bad actually
* rider whyyy
* style changes and allat
* fix collision
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* C# files done
* Visual nubody (humanoid appearance refactor) (#42476)
* initial visual nubody
* oops overlay
* im so pheeming rn
* conversion...
* tests
* comeback of the underwear
* oops eyes
* blabbl
* zeds
* yaml linted
* search and visible count constraints
* reordering
* preserve previously selected markings colors
* fix test
* some ui niceties
* ordering
* make DB changes backwards-compatible/downgrade-friendly
* fix things again
* fix migration
* vulpkanin markings limit increase
* wrapping
* code cleanup and more code cleanup and more code cleanup and more code cleanup and
* fix slop ports
* better sampling API
* make filter work + use the method i made for its intended purpose
* fix test fails real quick
* magic mirror cleanup, remove TODO
* don't 0-init the organ profile data
* remove deltastates
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* Let vox eat trash again (#42503)
* C# complete port
* Getting closer
* Harpy Nubody Port
* Port Feroxi, Kitsune. Fix some yml typos and remove ipcs stuff
* Port Oni
* Port Rest, except Motorkind
* Port Motorkind
* Remove more surgery, restore too much deleted stuff
* Fix Typos and change some organ names. Need to split eyes next
* Harpy HAve Wings again
* Some fixes, More Surgeyr Removal, Copying of eye organs
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Use correct Body imports
* Markings Refactoring, Harpy Layering
* Motorkind doesn't crash anymore. Some layer remappings.
* Allow Organs to have Markings Displacements again. (#43604)
* first shtep
* readd markings support
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Fix STalk eyes and several layerings
* Fix sexed organs (#42554)
* Fix markings for several species, fit them for sexed organs and rename some files to fit them for it
* Additional IPC-related removals
* Vulpkanin eyes are now correct again
* Fix Subtle Cultist Marks on species
* Fix Asakim Sprites (sexed) and make CD imports work
* Migration, error fixes, and Height
* Fix humanoid profile voice being broken (#42550)
Fix humanoid appearance voice being broken
* Change Kitsune SexChanged Event to with ref
* Fix asakim issue, Respirator fix
* Simplify hands UI code (#42534)
* Simplify hands UI code
* i remembered about SortedHands in the component
* minor cleanup
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Set size of Analyzer back to 350, Kitsune can't gib themselves no more. Migration
* yml linter errors and an rudimentary onAdd Organ Functionality
* Fixing it trying to remove nothing
* midpoint migration
* Why do you put so many organs everywhere
* More missing prototypes
* Migration of more organs
* Forgot lungs
* Move character preview handling into a specialized control (#41252)
* Move character preview handling into a specialized control
Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>
* Restore job name that I accidentally removed from character picker buttons
* Just resolve dependencies the standard way
---------
Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* Drop ICharacterProfile/ICharacterAppearance interfaces (#42661)
* Ensure profile loading only returns valid species (#42842) (Stable merge) (#42865)
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* Changes to make it work for us.
* No more bald Harpy
* OperatingTables instead of null
* Adding Delta V Comments, commenting out instead of deleting
* Fix broken Height Scale.
* Remove HumanoidSilicon Mention
* Did an error. Readded, uncommented.
* Clean up Marking data structure, add tests for Zombie transformation (#42756)
* Clean up Marking data structure, add tests for Zombie transformation
* empty
* AAAAAAAAAAAAAAAA
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Fix markings colour setting (#42771)
* Fix: Markings Color For Downstream
* Comment out A Leg. Remove Todo
* Revert to original hidden species code
---------
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
Co-authored-by: Absotively <jen@jenpollock.ca>
Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>
Co-authored-by: Myra <vasilis@pikachu.systems>
* add steal eshotgun, ce suit, and hos folder objectives to traitors
* moved namespace
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
@@ -289,4 +289,33 @@ Emergency alert status. ''Central Command has ordered the Epsilon security level
| style="border: 1px solid #000000;" | Martial Law is in effect. Do not engage with Central Command Personnel. Await orders from Central Command Personnel.
| style="border: 1px solid #000000;" | Martial Law is in effect. Do not engage with Central Command Personnel. Await orders from Central Command Personnel.
Emergency alert status. ''There is a critical station-wide structural or atmospheric threat and recovery is unlikely. Engineering staff are advised to minimize hazards and secure the Evacuation Dock. Crewmembers are advised to stay away from hazardous areas, and prepare for Evacuation.''
| style="border: 1px solid #000000;" | Issuing of lethal weapons disadvised. EVA protection heavily advised for all personnel.
|-
| style="border: 1px solid #000000;" | Discipline
| style="border: 1px solid #000000;" | Report to supervisor for orders. Non-engineering personnel advised to evacuate affected areas. Security should seek to aid engineering staff where possible.
|-
| style="border: 1px solid #000000;" | Secure Areas
| style="border: 1px solid #000000;" | Secure areas unbolted. [[Standard_Operating_Procedure#High_Security_Areas|HSAs]] and areas with an expectation of privacy, such as bedrooms, dorms, or medical treatment facilities, may be bolted as needed.
|-
| style="border: 1px solid #000000;" | Medical
| style="border: 1px solid #000000;" | Full suit sensors heavily advised. EVA suits and functioning internals recommended for emergency responders.
| style="border: 1px solid #000000;" | EVA suits heavily advised for engineers. Distribute emergency internals to crew. Ensure evacuation as soon as possible.
|-
| style="border: 1px solid #000000;" | Rules of Engagement
| style="border: 1px solid #000000;" | Engage with minimal force required; prioritize de-escalation whenever possible.
! style="border: 1px solid black;" | {{anchor|Breaking and Entering}}Breaking and Entering
! style="border: 1px solid black;" | {{anchor|Breaking and Entering}}Breaking and Entering
| style="border: 1px solid black;" | 5 minutes
| style="border: 1px solid black;" | 5 minutes
| style="border: 1px solid black;" | To break and enter into a high security area where one is not authorised nor invited, with intent to commit a crime within.
| style="border: 1px solid black;" | To break and enter into an area where one is not authorised nor invited.
@@ -269,7 +269,6 @@ Prisoners have certain rights that must be upheld by law enforcement and Station
* Standard prisoner clothing must always be available for prisoners.
* Standard prisoner clothing must always be available for prisoners.
* Confiscated clothing should be returned upon request, except in the case of Extended Confinement or if the clothing in question poses a clear risk to prisoner or crew safety.
* Confiscated clothing should be returned upon request, except in the case of Extended Confinement or if the clothing in question poses a clear risk to prisoner or crew safety.
* Food and water for organic prisoners must be available and given on request.
* Food and water for organic prisoners must be available and given on request.
* Power for silicon prisoners such as IPCs and cyborgs, at minimum a cyborg recharging station must be provided.
* Should the holding cells or Permabrig become uninhabitable, prisoners must be securely and safely relocated to another area for confinement, until the holding cells or Permabrig are returned to a serviceable state.
* Should the holding cells or Permabrig become uninhabitable, prisoners must be securely and safely relocated to another area for confinement, until the holding cells or Permabrig are returned to a serviceable state.
* Prisoners should be granted freedom of movement within their holding area unless there is an undue risk to life and limb.
* Prisoners should be granted freedom of movement within their holding area unless there is an undue risk to life and limb.
/* "Deleting" - Don't actually delete, just comment out and say why. This only applies to upstream code. */
// args.StatusIcons.Add(_prototype.Index(component.Icon)); // DeltaV - commented out. status icon now added above
```
```
A pair of comments enclosing a block of added code:
> * Its pretty obvious in the example above that importing `Content.Server._DV.Psionics.Glimmer` means we'll be interacting with glimmer so putting `// DeltaV - Add Glimmer` is needlessly redundant.
> * It's not as obvious what the `Content.Shared.Damage.Systems` namespace is used for, since its so broad, so adding a comment what feature is using it helps.
> * Actual code changes should almost always include the comment after ``// DeltaV`.
### Multi-Line Changes
Depending on how much you are editing, putting a comment on EACH line may be excessive, so if you have a larger block of code you are changing, denote it like so:
```cs
```cs
privateEntityUidSlice(...)
// BEGIN DeltaV - Remove innate radio and radios from pockets
RemComp<ActiveRadioComponent>(target);// If the zombie has an innate radio, get rid of it.
// END DeltaV
```
```
> * Denoting these with a BEGIN and END clearly shows they are block of code without having to read the entire comment. This makes it easier to tell when you're dealing with single-line comments versus a block with merging in conflicts.
> * Case and order of the first two words is less of a concern. `// DeltaV Begin` or `// Begin DeltaV` will work fine too.
> * Try to make your blocks as small as possible, but use your discretion.
> * If you deleting multiple lines, use line comments (``//``) if its a few lines but if its a larger block (like commenting out an entire function), it is preferable to use block comments (`/* */`).
#### Soft Exceptions to the Multi-Line "Rules"
Some multi-line changes can use a single-line comment in certain scenarios. But if you are UNSURE, just use `// BEGIN DeltaV` and `// END DeltaV` comments like the previous section does and it'll be fine.
I'll give some examples.
```cs
/* This change comments out 3 lines but only needs a single line comment because commenting out the if statement implies that its logic will be commented out too. */
// if (obj.WasModified<TraitPrototype>()) // DeltaV - Refreshed in TraitsTab
// {
// _profileEditor.RefreshTraits();
// }
/* Same principle here. This adds two lines but the if statement implies the next line so commenting both lines isn't really needed. */
if(_flight.IsFlying(entity.Owner))// DeltaV - Harpy Flight
returntrue;
```
### New Methods or Component Variables
Sometimes, you'll need to implement a whole new method or component variable and instead of wrapping it in `// BEGIN DeltaV` and `// END DeltaV`, you can just denote that it's a DeltaV function in the summary block before the function. This denotes the WHOLE function as a DeltaV addition.
```cs
/* New Method Example */
/// <summary>
/// DeltaV - Handle revealing ninja if cloaked when attacked by a hitscan attack.
**Move all changed locale strings to a new DeltaV file** - use a `.ftl` file in the `_DV` folder. Comment out the old strings in the upstream file, and explain that they were moved.
**Move all changed locale strings to a new DeltaV file** - use a `.ftl` file in the `_DV` folder. Comment out the old strings in the upstream file, and explain that they were moved.
@@ -104,10 +164,10 @@ Example:
Commented out old string in `Resources\Locale\en-US\xenoarchaeology\artifact-analyzer.ftl`
Commented out old string in `Resources\Locale\en-US\xenoarchaeology\artifact-analyzer.ftl`
<ItemList Name="Steps"/> <!-- Set to Program.Steps -->
</ScrollContainer>
</BoxContainer>
</controls:FancyWindow>
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