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Xeno handlefire runtime #1897

Closed
2 of 3 tasks
ThePiachu opened this issue Dec 9, 2022 · 3 comments · Fixed by #2111
Closed
2 of 3 tasks

Xeno handlefire runtime #1897

ThePiachu opened this issue Dec 9, 2022 · 3 comments · Fixed by #2111
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Bug Admin events aren't bugs

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@ThePiachu
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Testmerges

1760, 1841, 955, 1707

Description of the bug

runtime error: Cannot read null.fire_smothering_strength
proc name: handle fire (/mob/living/proc/handle_fire)
  source file: living_defense.dm,189
  usr: null
  src: Mature Hivelord (KAT-523) (/mob/living/carbon/Xenomorph/Hivelord)
  src.loc: the concrete (55,135,3) (/turf/open/asphalt/cement)
  call stack:
Mature Hivelord (KAT-523) (/mob/living/carbon/Xenomorph/Hivelord): handle fire()
Mature Hivelord (KAT-523) (/mob/living/carbon/Xenomorph/Hivelord): Life(2)
Mature Hivelord (KAT-523) (/mob/living/carbon/Xenomorph/Hivelord): Life(2)
Xeno Life (/datum/controller/subsystem/xeno): fire(0)
Xeno Life (/datum/controller/subsystem/xeno): ignite(0)
Master (/datum/controller/master): RunQueue()
Master (/datum/controller/master): Loop()
Master (/datum/controller/master): StartProcessing(0)

What's the difference with what should have happened?

Not runtime

How do we reproduce this bug?

???

Issue Bingo

@ThePiachu ThePiachu added the Bug Admin events aren't bugs label Dec 9, 2022
@moltoretardo
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So that happened when a xeno tried to pat fire? would it be because the fire extinguished as the xeno was tapping it?

@moltoretardo
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Or is it when a xeno was set on fire my brain is too small to read logs

@ThePiachu
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Looking at the code (living_defense.dm,189), it's the weather smothering fire:

	if(current_weather_effect_type)
		adjust_fire_stacks(-SSweather.weather_event_instance.fire_smothering_strength, min_stacks = 0)

@kugamo I think that's one of yours.

harryob pushed a commit that referenced this issue Dec 27, 2022
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# About the pull request

Fixes #1897

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# Explain why it's good for the game

Less runtimes more better

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# Testing Photographs and Procedure
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# Changelog

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:cl:
fix: Fixed a runtime caused by fires being mid-smothering while weather
changed.
/:cl:

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stanalbatross pushed a commit to stanalbatross/cmss13 that referenced this issue Dec 30, 2022
commit ccef956cd04b3c98873487f7a670d41d80fb8b22
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Fri Dec 30 11:25:28 2022 +0000

    Automatic changelog for PR #2104 [ci skip]

commit af289e8d4f483ee0de02de24eded272677b486b0
Author: Julian56 <117036822+Huffie56@users.noreply.github.com>
Date:   Fri Dec 30 12:25:09 2022 +0100

    Fix emergencyshutter for preparation squads room (#2104)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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    fixing this and more...

    ![image](https://user-images.githubusercontent.com/117036822/209468439-b0494c72-c620-404c-9859-13e4e045b45e.png)

    make emergency shutter functional again for the preparations squad
    fix some being in the wrong direction.
    add some that where missing
    add more buttons to activate the alarm.
    remove some shutters that seemed unnecessary
    <!-- Remove this text and explain what the purpose of your PR is.

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    if we have an alarm system with emergency system let's make it work...

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    ![image](https://user-images.githubusercontent.com/117036822/209468510-8252dc8d-0a86-4d6d-91ac-cbbe96004f88.png)
    red is for emergency shutters being the wrong way.
    green is where i added shutters or buttons.
    purple is where i remove shutters.
    </details>

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    :cl:
    add: Added emergency shutter and buttons to activate the alarm that
    where missing.
    del: Remove some shutters between canteen and squad prep.
    fix: fixed some emergency shutters being in the wrong direction.
    /:cl:

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    Co-authored-by: Julien <jverger.ingx@gmail.com>

commit d4dee52ed3948fd3b468ac554c154ebea87eb8fa
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Fri Dec 30 11:20:25 2022 +0000

    Automatic changelog for PR #2125 [ci skip]

commit b4559c71c185fa7272bd864fe4866484755fd3cc
Author: thwompa <103964974+thwompa@users.noreply.github.com>
Date:   Fri Dec 30 06:20:02 2022 -0500

    Maint Bar 2.0 [MEGA SOUL ALERT] (#2125)

commit cfd8aa627b0b179b35da6e4e54a709fc85e889b1
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Fri Dec 30 01:32:11 2022 +0000

    Automatic changelog for PR #1918 [ci skip]

commit 5857c2b3baaf2c72c5f34df3b10a2f15fb27187b
Author: Julian56 <117036822+Huffie56@users.noreply.github.com>
Date:   Fri Dec 30 02:31:50 2022 +0100

    Mapping redo the PO/DCC quarter. (#1918)

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     The purpose is to improve the old PO quarter.
    added vents for xeno.
    tried to not remove anything
    didn't changed the global layout of ship.
    Feel a bit more better to be in.
    added thos vents so xeno can sneak in.

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    Before

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    After

    ![image](https://user-images.githubusercontent.com/117036822/206903100-1ea41249-59b5-4bb7-9a6d-2051e8a4002b.png)
    Before

    ![image](https://user-images.githubusercontent.com/117036822/206901268-a703eb3a-65ab-4f50-87d6-8dffe961acc9.png)
    After

    ![image](https://user-images.githubusercontent.com/117036822/206901138-e272b5b8-d339-44fb-889c-8d8dba0a0fec.png)

    </details>

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    :cl:
    add: changed the all internal layout of PO quarter, standartize DCC/PO
    bunkroomsize added a new bathroom.
    /:cl:

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    Co-authored-by: Julien <jverger.ingx@gmail.com>

commit 0e5ee10e023118c2444568c05b391603330b409e
Author: Changelogs <action@github.com>
Date:   Fri Dec 30 01:23:30 2022 +0000

    Automatic changelog compile [ci skip]

commit a3360137507c994523556ec0445c4c5e9397133f
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Fri Dec 30 01:19:20 2022 +0000

    Automatic changelog for PR #2052 [ci skip]

commit e73d9de98281a7d1e84b61db0b64b3205a535f0e
Author: Stan_Albatross <66756236+stanalbatross@users.noreply.github.com>
Date:   Fri Dec 30 01:18:57 2022 +0000

    m46c verbs -> hud buttons (#2052)

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    converted the m46c's verbs (toggle id lock and toggle iff) to hud
    buttons

    ![image](https://user-images.githubusercontent.com/66756236/208954411-97fd106d-c9bb-4063-bfa8-067ee6acd9ff.png)

    like so

    also added toggle iff hud button to the CO SG

    and removed a stray nanoui file I missed earlier

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    hud buttons are significantly easier to use than verbs + fuck verbs
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    :cl:
    qol: converted the M46c's verbs to hud buttons. Sprites by Nauticall.
    qol: added a "toggle id lock" hud button to the CO smartgun
    /:cl:

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    Co-authored-by: Stan_Albatross <swt91a@gmail.com>

commit 5c3b9e80fd30b04c3886c0c6873db70b358b9533
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Thu Dec 29 22:08:13 2022 +0000

    Automatic changelog for PR #2134 [ci skip]

commit ca533b110af18c7bf3e957a055f095d10dfec7b8
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Thu Dec 29 22:07:57 2022 +0000

    Automatic changelog for PR #2136 [ci skip]

commit 3abc911b3aa49ef38e354d9c1f39c6e17088e44e
Author: Stan_Albatross <66756236+stanalbatross@users.noreply.github.com>
Date:   Thu Dec 29 22:07:53 2022 +0000

    fixes lockers paralysing (#2134)

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    lockers now stun as intended instead of paralysing

    also cleaned some code

    closes #2131

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    </details>

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    :cl:
    fix: lockers no longer paralyse you when getting out of them
    fix: berets no longer make the sounds of armour being taken off
    /:cl:

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    Co-authored-by: Stan_Albatross <swt91a@gmail.com>

commit 25d55dfe9fef099901df82247315ce8478ce82c1
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Thu Dec 29 22:07:40 2022 +0000

    Automatic changelog for PR #2144 [ci skip]

commit eb3777083bf85f1b90356cae273c2ed6931bc461
Author: Stan_Albatross <66756236+stanalbatross@users.noreply.github.com>
Date:   Thu Dec 29 22:07:36 2022 +0000

    queen spawn fix (#2136)

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    closes #1985

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    :cl:
    fix: fixed the queen spawn picker tgui input list leaving you in the
    lobby art if you let it time out. If you let this happen, if will now
    pick a random spawn.
    /:cl:

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    Co-authored-by: Stan_Albatross <swt91a@gmail.com>

commit f3aa471665b7bb7e67c804cdd8fe730333569a88
Author: moltoretardo <53326609+moltoretardo@users.noreply.github.com>
Date:   Thu Dec 29 17:07:06 2022 -0500

    Fixes the gsmes sprite on trijent dam (#2144)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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    This fixes the wrong overlay being put when you power on the gsmes top
    right of LZ1
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    This literally saves CM
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    :cl: Molto
    fix: fixed the gsmes sprite overlay
    /:cl:

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commit 47dd147995a05b6e49279c7b912b641beefcd0e7
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Thu Dec 29 21:17:20 2022 +0000

    Automatic changelog for PR #2057 [ci skip]

commit e599d3fadf858d510995306a398a95af49c399e0
Author: Stan_Albatross <66756236+stanalbatross@users.noreply.github.com>
Date:   Thu Dec 29 21:16:59 2022 +0000

    HPR mag antipowergame (#2057)

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    you can no longer take bullets out of HPR mags

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    stops people taking 500 HPR mags to act as tardis ammo storage for
    non-HPR weapons
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    :cl:
    balance: you can no longer remove bullets from HPR mags
    /:cl:

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    Co-authored-by: Stan_Albatross <swt91a@gmail.com>

commit 669804da74bd7b966028471e059ae9a4367e22c2
Author: harryob <me@harryob.live>
Date:   Thu Dec 29 11:28:36 2022 +0000

    (grep pt1) adds a CI test for the PROC_REF define, and re-enables CI tests that we pass (#2133)

    we don't need any more .procs sneaking in when i'm not looking

    this also re-enables a bunch of the other grep tests. eventually they'll
    all be back, when we're compliant

commit a07e64e92660e3b6e57c6dbe1f06f1fe2c1e6440
Author: Changelogs <action@github.com>
Date:   Thu Dec 29 01:24:18 2022 +0000

    Automatic changelog compile [ci skip]

commit 453b950e5a203ed71c5022b1cb1171c97bf70304
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Wed Dec 28 20:14:53 2022 +0000

    Automatic changelog for PR #1613 [ci skip]

commit 9fa958ad9624e7dbd71fbdd5e7279ef694e91b78
Author: ThePiachu <ThePiachu@gmail.com>
Date:   Wed Dec 28 12:14:32 2022 -0800

    Re-added the Rescue Survivors Objective (#1613)

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    I noticed the Rescue Survivors Objective was not around anymore. After
    checking on Discord whether it was removed on purpose (apparently it was
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    ![image](https://user-images.githubusercontent.com/964559/202845431-34448002-7ef7-4f68-bab3-044c47bbab18.png)

    (default survivors net you 0.7 points)

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    documented or this can delay review and even discourage maintainers from
    merging your PR! -->

    The objective was a neat way to incentivise Survivors to survive for as
    long as possible and for the Almayer crew not to dilly dally, deploy
    early and sweep the colony for survivors or their revivable corpses.

    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding, and may discourage maintainers from reviewing or merging
    your PR. This section is not strictly required for (non-controversial)
    fix PRs or backend PRs. -->

    <!-- You can use multiple of the same prefix (they're only used for the
    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
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    maintainers freely reserve the right to remove and add tags should they
    deem it appropriate. You can attempt to finagle the system all you want,
    but it's best to shoot for clear communication right off the bat. -->

    :cl:
    add: Re-added the old objective of rescuing survivors. Now each survivor
    rescued alive and brought to Almayer will net the USCM a good deal of
    points for their Techweb.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! You can put
    your name to the right of the first :cl: if you want to overwrite your
    GitHub username as author ingame. -->

commit cc7d21ce4f00ab627d590d870fdd9fc353b3abad
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Wed Dec 28 20:05:14 2022 +0000

    Automatic changelog for PR #2117 [ci skip]

commit 45b52ffcac1f598ed401125e2d3130212e01c54a
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Wed Dec 28 20:05:03 2022 +0000

    Automatic changelog for PR #2121 [ci skip]

commit ab5f1fcb45311e9a4fff9f6250ec180207c6271e
Author: carlarctg <53100513+carlarctg@users.noreply.github.com>
Date:   Wed Dec 28 17:04:55 2022 -0300

    Fixed entering APC being 0.1 seconds instead of 1 (#2117)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->

    <!-- Remove this text and explain what the purpose of your PR is.

    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.

    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->
    Fixed entering APC being 0.1 seconds instead of 0.5

    It had '1' instead of '1 SECONDS'. This isn't intentional because of the
    outdated comment and as stated below

    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding, and may discourage maintainers from reviewing or merging
    your PR. This section is not strictly required for (non-controversial)
    fix PRs or backend PRs. -->

    Sometimes bugs and oversights are elevated into features, this is
    effectively one but in practice it means that marines have way too much
    freedom of movement and versatility entering it, it's less like a
    clunky, bulky, cassettepunk APC and more like a Ferrari convertile. It
    also allows them to instantly enter the APC while being killed by a
    Xeno, which is stupid and lame.
    <!-- Include any screenshots/videos/debugging steps of the modified code
    functioning successfully, ideally including edge cases. -->
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
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    maintainers freely reserve the right to remove and add tags should they
    deem it appropriate. You can attempt to finagle the system all you want,
    but it's best to shoot for clear communication right off the bat. -->
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    doesn't match. Be sure to properly mark your PRs to prevent unnecessary
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    should they deem it appropriate. -->

    :cl:
    fix: Fixed entering APC being 0.1 seconds instead of 1 second.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! -->

commit 96bde70ba8985b90b2762c0bd2014212a020c4a4
Author: Crowbar764 <59719612+Crowbar764@users.noreply.github.com>
Date:   Wed Dec 28 20:04:43 2022 +0000

    Bugfix: Bipod applying endless slow (#2121)

    The bipod applies a slow when it is being 'undeployed' via a signal.
    This signal is never removed if the weapon is dropped somehow, meaning
    even with no weapon in hand, the user will keep getting the 'undeploy'
    signal slow every time they move forever. This PR removes the signal on
    drop.

    Resolves: https://github.com/cmss13-devs/cmss13/issues/700
    Resolves: https://github.com/cmss13-devs/cmss13/issues/949

    Issue shown here:

    https://user-images.githubusercontent.com/59719612/209681920-f5721c29-f966-4b07-a286-6b8f8e9224f0.mp4

    :cl: Casper
    fix: fixed bipod slow never being removed on weapon drop
    /:cl:

commit bcb93835c4e6fee227592c5caa81c8dc8012fa3d
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Wed Dec 28 16:03:43 2022 +0000

    Automatic changelog for PR #2120 [ci skip]

commit d200386b229e96d0f097bcf4ccfcb4bb51d98185
Author: Crowbar764 <59719612+Crowbar764@users.noreply.github.com>
Date:   Wed Dec 28 16:03:21 2022 +0000

    Bugfix: Sling pouch not retrieving items while moving. (#2120)

    The sling has a range limit of 1 tile. Human move speed means half of
    the time, the sling will be out of range while moving, defeating the
    purpose of it. This PR increases the range to 2 tiles.

    Resolves: https://github.com/cmss13-devs/cmss13/issues/1736

    Issue shown here:

    https://user-images.githubusercontent.com/59719612/209679281-293270a3-5de5-46c4-9aa2-90ff989f59cd.mp4

    Makes the sling more reliable at its job.

    :cl: Casper
    fix: sling pouch is now more reliable while moving
    /:cl:

commit cadff5186fa1620080d1973a0c1229cbc77105a3
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Wed Dec 28 14:05:05 2022 +0000

    Automatic changelog for PR #2122 [ci skip]

commit ed9e1b0547b690253dadd28360d53c2afd532068
Author: 41junkard <danielor0p@gmail.com>
Date:   Wed Dec 28 15:04:44 2022 +0100

    Makes webbing's side states not so bulky (#2122)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->

    When you wear a webbing and turn to the side, it looks really weird.
    It's like an extra layer of fat spawns on top of your back.

    ![image](https://user-images.githubusercontent.com/16822632/209693361-c1adfeee-e424-4093-affc-3ffbfe79d9e6.png)

    It even clips through the armor.

    ![image](https://user-images.githubusercontent.com/16822632/209693446-5f6eb022-4540-41e8-83c6-a4610b12eb92.png)

    This PR removes those pixels at the back.

    Before:

    ![image](https://user-images.githubusercontent.com/16822632/209693812-432a7974-cc49-4ff6-a3b1-678d6348495a.png)

    After:

    ![image](https://user-images.githubusercontent.com/16822632/209693831-f03b963a-c44c-470b-bded-8e6432c8240a.png)

    Changes mirrored in:

    holster
    vest_knives
    vest_brown
    vest_black
    vest_surg
    vest_blue

    It looks weird and it's weirder that it clips through the armor sprite,
    making your sprite bulky and visually unappealing. It looks like your
    posture sucks.
    <!-- Include any screenshots/videos/debugging steps of the modified code
    functioning successfully, ideally including edge cases. -->
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    :cl: Lacasitospro
    fix: Fixes webbings' side states being too bulky
    /:cl:

commit 7ab53c522ae189faaeeb817b779581f0a8b2f7ad
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Wed Dec 28 14:03:56 2022 +0000

    Automatic changelog for PR #2078 [ci skip]

commit 89e090d2e8d076878355a71d47a552789504c7a8
Author: carlarctg <53100513+carlarctg@users.noreply.github.com>
Date:   Wed Dec 28 11:03:30 2022 -0300

    Adds a cosmetic garb slot to boonie hats and other USCM caps. (#2078)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->

    <!-- Remove this text and explain what the purpose of your PR is.

    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.

    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->

    Adds a cosmetic garb slot to boonie hats and other USCM caps.

    Slightly improved cmcap code.

    More drip more good*

    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding, and may discourage maintainers from reviewing or merging
    your PR. This section is not strictly required for (non-controversial)
    fix PRs or backend PRs. -->
    <!-- Include any screenshots/videos/debugging steps of the modified code
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    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    mark your PRs to prevent unnecessary GBP loss. Please note that
    maintainers freely reserve the right to remove and add tags should they
    deem it appropriate. You can attempt to finagle the system all you want,
    but it's best to shoot for clear communication right off the bat. -->
    <!-- If you add a name after the ':cl', that name will be used in the
    changelog. You must add your CKEY after the CL if your GitHub name
    doesn't match. Be sure to properly mark your PRs to prevent unnecessary
    GBP loss. Maintainers freely reserve the right to remove and add tags
    should they deem it appropriate. -->

    :cl:
    add: Adds a cosmetic garb slot to boonie hats and other USCM caps.
    code: Slightly improved cmcap code.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! -->

    Co-authored-by: harryob <me@harryob.live>

commit a601b079fb7600498d2571d60542ac3b43e184eb
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Wed Dec 28 08:17:08 2022 +0000

    Automatic changelog for PR #2118 [ci skip]

commit 6fa7b19e3a9a5b337a9eea21c12e686745e423f0
Author: carlarctg <53100513+carlarctg@users.noreply.github.com>
Date:   Wed Dec 28 05:16:48 2022 -0300

    Fix bug in which xenos couldn't eat fruit below default max health (#2118)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->

    <!-- Remove this text and explain what the purpose of your PR is.

    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.

    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->

    This made it so that for example acid runners couldn't eat fruit if they
    were above 230 but below 345 health.

    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding, and may discourage maintainers from reviewing or merging
    your PR. This section is not strictly required for (non-controversial)
    fix PRs or backend PRs. -->
    <!-- Include any screenshots/videos/debugging steps of the modified code
    functioning successfully, ideally including edge cases. -->
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    mark your PRs to prevent unnecessary GBP loss. Please note that
    maintainers freely reserve the right to remove and add tags should they
    deem it appropriate. You can attempt to finagle the system all you want,
    but it's best to shoot for clear communication right off the bat. -->
    <!-- If you add a name after the ':cl', that name will be used in the
    changelog. You must add your CKEY after the CL if your GitHub name
    doesn't match. Be sure to properly mark your PRs to prevent unnecessary
    GBP loss. Maintainers freely reserve the right to remove and add tags
    should they deem it appropriate. -->

    :cl:
    fix: Fix bug in which xenos couldn't eat fruit below default max health
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! -->

commit c8229043de6cf745bc8fdeae7eda0844511b370a
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Wed Dec 28 06:36:00 2022 +0000

    Automatic changelog for PR #2103 [ci skip]

commit a16ed4b2987f0abc8ab6748f5fa27ca2013ece60
Author: harryob <me@harryob.live>
Date:   Wed Dec 28 06:35:42 2022 +0000

    515 compatibility (#2103)

    merry christmas CM you survive another major byond update

    :cl:
    code: 515 compatibility is here
    /:cl:

    this:
    - uses libcall define instead of call for external calls
    - uses the new PROC_REF, TYPE_PROC_REF and GLOBAL_PROC_REF macros
    everywhere
    - fixes tgui
    - renames anything that uses /final/ as this is a keyword now (sorry
    japanese and chinese, sorry stan)
    - updates standards

commit 84db2275c134019b259b507caae5dedf9cd8db6b
Author: Changelogs <action@github.com>
Date:   Wed Dec 28 01:21:56 2022 +0000

    Automatic changelog compile [ci skip]

commit 44e294f7faade2bcf0a23860a4844aca8b0690f8
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Tue Dec 27 22:49:42 2022 +0000

    Automatic changelog for PR #2128 [ci skip]

commit 9e39e6414285ba812076fc3ed2d158ebc8fd9d8b
Author: morrowwolf <darthbane97@gmail.com>
Date:   Tue Dec 27 17:49:18 2022 -0500

    Revert "Overwatch refactor" (#2128)

    Reverts cmss13-devs/cmss13#1943

    https://cdn.discordapp.com/attachments/992034964071796846/1057427200783171674/Screenshot_2022-12-28_063757.png

    https://cdn.discordapp.com/attachments/992034964071796846/1057427657127624814/image.png

    Likely the reason the above are broken.

    :cl: Morrow
    fix: reverts overwatch refactor
    :cl:

commit 1e8bebc9c3a6499ba5bc14e2b480ddd655efd178
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Tue Dec 27 22:27:58 2022 +0000

    Automatic changelog for PR #2091 [ci skip]

commit 0b43ed4175ca159a0fca58102d230991efc4d08a
Author: harryob <me@harryob.live>
Date:   Tue Dec 27 22:27:36 2022 +0000

    removes start up errors in relation to projectiles/teleporter subsystem (#2091)

    teleporter has no initialize anymore, so needs SS_NO_INIT, and calling
    parent on ss init will make it fail

    :cl:
    fix: a couple subsystems now report their initialisation correctly.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! -->

commit f284b285a74aa06b46205b18e01bbe9fb4f0f49e
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Tue Dec 27 22:27:23 2022 +0000

    Automatic changelog for PR #2115 [ci skip]

commit 576a6f978f2fbc58dcf75423fcf15496258240a5
Author: Crowbar764 <59719612+Crowbar764@users.noreply.github.com>
Date:   Tue Dec 27 22:26:49 2022 +0000

    TGUI: Corrects signaller format (#2115)

    Frequency slider now shows the correct format.
    Electropack now shows the kHz units.
    Standardizes signal / code labels to code / code.

    Resolves: https://github.com/cmss13-devs/cmss13/issues/252

    ![image](https://user-images.githubusercontent.com/59719612/209580574-e69d7cf0-3d8a-4e8a-90c1-4015605555f3.png)

    Less confusion.

    <details>
    <summary>Screenshots & Videos</summary>

    https://user-images.githubusercontent.com/59719612/209580266-e848cea3-6fdc-40c2-94f3-bd916688dd0c.mp4

    </details>

    :cl: Casper
    fix: corrects signaller frequency UI
    /:cl:

commit 9d5603c251aef8884911152483213b5fe929c275
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Tue Dec 27 16:33:44 2022 +0000

    Automatic changelog for PR #2114 [ci skip]

commit 823f7cb34a19a7fdad126a2acd0e6b213529d4c8
Author: Crowbar764 <59719612+Crowbar764@users.noreply.github.com>
Date:   Tue Dec 27 16:33:23 2022 +0000

    TGUI: Fixes Runtime After Admin Transform (#2114)

    Fixes the following runtime:

    https://user-images.githubusercontent.com/59719612/209578033-2f97d645-fe23-4c29-892d-ef7a9b9d64db.mp4

    Runtimes.

    TGUI continues to open / close correctly.
    No more runtime on Transform.

    :cl: Casper
    fix: fixes TGUI runtime
    /:cl:

commit 4e8fc687643c02653e9f227c430dcb9b3f505caf
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Tue Dec 27 16:33:06 2022 +0000

    Automatic changelog for PR #2113 [ci skip]

commit 0f44477c83b3e78497824eec5fe88b9f26399f3b
Author: Crowbar764 <59719612+Crowbar764@users.noreply.github.com>
Date:   Tue Dec 27 16:32:43 2022 +0000

    Typo: Corrects Tech Tree Initialization Text (#2113)

    Simply renames the tech trees to fix this start-up text:

    ![image](https://user-images.githubusercontent.com/59719612/209569679-551c8e19-523e-447b-b79e-7f4fb59172e1.png)

    Typos bad.

    The tech tree / objectives system functionality is unaffected by the
    change.

    :cl: Casper
    spellcheck: fixes tech tree start-up text
    /:cl:

commit e52909838a0f5d453684bf9bea656973570c4acc
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Tue Dec 27 10:00:42 2022 +0000

    Automatic changelog for PR #2110 [ci skip]

commit 24f2a93e6968279a4ef9c90c2b9fcc8df3a76468
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Tue Dec 27 10:00:25 2022 +0000

    Automatic changelog for PR #2111 [ci skip]

commit c5840bc39097fd6da800c510baf821abee9a7e70
Author: ThePiachu <ThePiachu@gmail.com>
Date:   Tue Dec 27 02:00:22 2022 -0800

    Fixed get_xeno_action_by_type runtime (#2110)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->

    We had a runtime due to a xeno shield qdelling itself and then trying to
    do something with its vars. Fixed it and refactored the code.

    ```
    runtime error: xeno_action.dm: get_xeno_action_by_type invoked with non-xeno first argument.
    proc name: get xeno action by type (/proc/get_xeno_action_by_type)
      source file: xeno_action.dm,360
      usr: (src)
      src: null
      call stack:
    get xeno action by type(null, /datum/action/xeno_action/acti... (/datum/action/xeno_action/activable/cleave))
    /datum/xeno_shield/vanguard (/datum/xeno_shield/vanguard): rapid decay()
    ```

    <!-- Remove this text and explain what the purpose of your PR is.

    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.

    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->

    Less runtimes more better

    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding, and may discourage maintainers from reviewing or merging
    your PR. This section is not strictly required for (non-controversial)
    fix PRs or backend PRs. -->
    <!-- Include any screenshots/videos/debugging steps of the modified code
    functioning successfully, ideally including edge cases. -->
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    mark your PRs to prevent unnecessary GBP loss. Please note that
    maintainers freely reserve the right to remove and add tags should they
    deem it appropriate. You can attempt to finagle the system all you want,
    but it's best to shoot for clear communication right off the bat. -->
    <!-- If you add a name after the ':cl', that name will be used in the
    changelog. You must add your CKEY after the CL if your GitHub name
    doesn't match. Be sure to properly mark your PRs to prevent unnecessary
    GBP loss. Maintainers freely reserve the right to remove and add tags
    should they deem it appropriate. -->

    :cl:
    fix: Fixed a Vanguard Praetorian runtime.
    refactor: Refactored Vanguard shield code a bit to remove unnecesary
    typecasting.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! -->

commit 6cc242934bf0ddd1dd16d1c808532282337b56f0
Author: ThePiachu <ThePiachu@gmail.com>
Date:   Tue Dec 27 02:00:04 2022 -0800

    Fixed weather smothering fire runtime (#2111)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->

    Fixes #1897

    <!-- Remove this text and explain what the purpose of your PR is.

    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.

    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->

    Less runtimes more better

    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding, and may discourage maintainers from reviewing or merging
    your PR. This section is not strictly required for (non-controversial)
    fix PRs or backend PRs. -->
    <!-- Include any screenshots/videos/debugging steps of the modified code
    functioning successfully, ideally including edge cases. -->
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    mark your PRs to prevent unnecessary GBP loss. Please note that
    maintainers freely reserve the right to remove and add tags should they
    deem it appropriate. You can attempt to finagle the system all you want,
    but it's best to shoot for clear communication right off the bat. -->
    <!-- If you add a name after the ':cl', that name will be used in the
    changelog. You must add your CKEY after the CL if your GitHub name
    doesn't match. Be sure to properly mark your PRs to prevent unnecessary
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    should they deem it appropriate. -->

    :cl:
    fix: Fixed a runtime caused by fires being mid-smothering while weather
    changed.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! -->

commit bb7799d6c8d759110cb425274772889961aa8124
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Tue Dec 27 09:34:42 2022 +0000

    Automatic changelog for PR #2109 [ci skip]

commit 86a555a325d451939352fb20b6306ae70dad1dbf
Author: Julian56 <117036822+Huffie56@users.noreply.github.com>
Date:   Tue Dec 27 10:34:21 2022 +0100

    Fix indentation change four space indentation into a tabulation in .dm files (#2109)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    Fix indentation change four space indentation into a tabulation in .dm
    files
    <!-- Remove this text and explain what the purpose of your PR is.

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    make the code better.
    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding, and may discourage maintainers from reviewing or merging
    your PR. This section is not strictly required for (non-controversial)
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    <!-- Include any screenshots/videos/debugging steps of the modified code
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    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

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    :cl:
    refactor: Fix indentation change four space indentation into a
    tabulation in .dm files.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! -->

    Co-authored-by: Julien <jverger.ingx@gmail.com>

commit 86ef08e49585a2267949193d6f3031b8ec3ee31f
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Tue Dec 27 09:21:36 2022 +0000

    Automatic changelog for PR #1922 [ci skip]

commit 291402cf0aa9ee52a3a6925a9fa4bfe11a64982c
Author: BeagleGaming1 <56142455+BeagleGaming1@users.noreply.github.com>
Date:   Tue Dec 27 04:21:17 2022 -0500

    Admin toggle for shipside SD's (#1922)

    Allows staff to toggle whether predators can big SD on the ship or not

    It used to be hardcoded for small SD and this makes it so it is not
    anymore.

    :cl:
    admin: Adds a staff flag that can toggle whether Predators can big SD
    while not on the hunting grounds
    /:cl:

    Co-authored-by: harryob <me@harryob.live>

commit 528d9ff197edcc8a8eaaa15ea829c918aa189da0
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Tue Dec 27 09:17:33 2022 +0000

    Automatic changelog for PR #1947 [ci skip]

commit 4cb4ab09560297cebc8464dbd3dd906694b5453e
Author: carlarctg <53100513+carlarctg@users.noreply.github.com>
Date:   Tue Dec 27 06:17:10 2022 -0300

    Adds an alternate PO flightsuit for sale in the equipment vendor. (#1947)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->

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    Adds an alternate PO flightsuit (and jacket) for sale in the equipment
    vendor.

    Don't worry stan, a bugfix PR is up next.

    <!-- Please add a short description of why you think these changes would
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    > Adds an alternate PO flightsuit (and jacket) for sale in the equipment
    vendor.

    More drip, more good.

    https://media.discordapp.net/attachments/746325423289401395/1052578413690499122/image.png
    <!-- Include any screenshots/videos/debugging steps of the modified code
    functioning successfully, ideally including edge cases. -->
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

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    observed by players or admins you should add a changelog. If your change
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    deem it appropriate. You can attempt to finagle the system all you want,
    but it's best to shoot for clear communication right off the bat. -->
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    :cl:
    imageadd: Adds an alternate PO flightsuit (and jacket) for sale in the
    equipment vendor. Located on the dorms next to CIC.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! -->

    Co-authored-by: harryob <me@harryob.live>

commit 1de7dc998cdb25698fe6b34fce9aa610629ff243
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Tue Dec 27 08:46:20 2022 +0000

    Automatic changelog for PR #2015 [ci skip]

commit 639765b0c69faddeec405080ab4fde79503fcf5d
Author: Skegal <45800756+Skegal@users.noreply.github.com>
Date:   Tue Dec 27 09:46:00 2022 +0100

    Loadout - Sniper facepaint (#2015)

    This PR is here to add the sniper facepaint into the loadout for 4
    points like the skull facepaint.

     I tested it and it worked well as expected.

    I saw a lot of marines asking the sniper for their bodypaint recently,
    and i thought, that since it doesnt change anything game-wise we could
    give it on the loadout, as the sniper isnt always here and sometime even
    throw it to the trash...also people wont annoy the sniper for his paint
    too.

    ((sorry for the webedit i ran into some problem doing the PR with visual
    code studio))

    I think its good because it add more customisation to characters with
    one more good looking facepaint and like i said earlier, i saw some
    marines asking the sniper for it (talked about it on discord and people
    seemed to be ok with it)

    <details>
    <summary>Screenshots & Videos</summary>

    i posted the pic here
    https://discord.com/channels/150315577943130112/1054515157923020842 (if
    in the pic you see the facepaint above the other paint its normal, i
    tested it with the code above the other but it should appear under the
    skull paint in the pr)

    </details>

    :cl: Skegal
    add: Added Full Body Paint to Loadout
    /:cl:

commit bff1cb60cac1d67a2c37c1ef20f86471cb36d2d6
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Tue Dec 27 08:40:54 2022 +0000

    Automatic changelog for PR #1943 [ci skip]

commit 5386f5cca96710ab61c2b59d204d7806436985db
Author: ThePiachu <ThePiachu@gmail.com>
Date:   Tue Dec 27 00:40:33 2022 -0800

    Overwatch refactor (#1943)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->

    While working on #1910 I noticed three places had very similar
    copy-pasted squad info code, so I decided to refactor them into one
    place. It contains a fair number of differnet strings for it to work and
    be formatted just the way a given UI wants it, but at least the logic
    stays consistent...

    <!-- Remove this text and explain what the purpose of your PR is.

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    -->

    Less redundant code more better.

    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
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    <summary>Screenshots & Videos</summary>

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    screenshots and the `<details>` tags.

    </details>

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    should they deem it appropriate. -->

    :cl:
    code: Refactored the code around listing squad members for the Overwatch
    Console, Crew Monitor and the Groundside Operations Computer.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! -->

    Co-authored-by: harryob <me@harryob.live>

commit bdb9e73f9078a7093bcf584ec592a66183b6e7f2
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Tue Dec 27 08:36:05 2022 +0000

    Automatic changelog for PR #2031 [ci skip]

commit f28ff877e22ff6e31cdeec1a23d0ec503a305585
Author: fira <loyauflorian@gmail.com>
Date:   Tue Dec 27 08:35:46 2022 +0000

    Flare Gun projectile fixes (#2031)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->

    <!-- Remove this text and explain what the purpose of your PR is.

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    link the PR to the corresponding Issue number #169420.

    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->

    Some things that came up testing.
    * The flaregun fires unwielded with -500% accuracy, probably because the
    wrong vars are used.
     * The flaregun drops the flare on an hit mob turf, not in front of it
    * Ground targeted projectiles now ignore scatter - this is neccessary
    because scatter raytraces with adjusted angle to maximum range,
    effectively making the projectile fly wide when it kicks in (eg.
    unwielded use)

    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding, and may discourage maintainers from reviewing or merging
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    fix PRs or backend PRs. -->

    Little details, but that last one always puzzled me in game...

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
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    should they deem it appropriate. -->

    :cl:
    fix: Fixed Flaregun to have terrible unwielded accuracy, instead of
    completely negative.
    fix: Scatter is not applied to ground-targeted weaponry (like Flaregun)
    as it would cause projectiles to miss wide to max range.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! -->

commit 73c369dd3bdf9813d4d3f159c726e46d05772892
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Tue Dec 27 08:34:57 2022 +0000

    Automatic changelog for PR #1979 [ci skip]

commit e91c147053cae4d30a8f2add43c52e8dd824dc0a
Author: carlarctg <53100513+carlarctg@users.noreply.github.com>
Date:   Tue Dec 27 05:34:37 2022 -0300

    Tweaked Smartpistol Stats (#1979)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->

    <!-- Remove this text and explain what the purpose of your PR is.

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    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->

    Increased amount of slots in the SU-6's belt from 6 to 7.

    Smartpistol kit spawns with a full belt instead of two spare magazines.

    Increased Smartpistol damage from 25 to 30, reduced armor-piercing from
    25 to 20.

    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding, and may discourage maintainers from reviewing or merging
    your PR. This section is not strictly required for (non-controversial)
    fix PRs or backend PRs. -->

    > Increased amount of slots in the SU-6's belt from 6 to 7.

    For some reason it had 1 less magazine than other holsters. Presumably
    as a balancing method which is unnecessary and just further restricts
    ammo availability for this gun.

    > Smartpistol kit spawns with a full belt instead of two spare
    magazines.

    This is a pretty pointless amount of magazines, as the smartistol's ROF
    means it eats through them, and squad prep magazines make it just a
    waste of people's time to fill it up.

    > Increased Smartpistol damage from 25 to 30, reduced armor-piercing
    from 25 to 20.

    Smartpistol underperformed against armorless enemies as it didn't have
    enough damage, and it still underperformed against armored enemies
    because of its low damage, even though it had full AP. This helps it get
    in line with the other pistols and makes it significantly stronger
    against armorless enemies without really impacting its strength against
    armored ones.
    <!-- Include any screenshots/videos/debugging steps of the modified code
    functioning successfully, ideally including edge cases. -->
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    mark your PRs to prevent unnecessary GBP loss. Please note that
    maintainers freely reserve the right to remove and add tags should they
    deem it appropriate. You can attempt to finagle the system all you want,
    but it's best to shoot for clear communication right off the bat. -->
    <!-- If you add a name after the '…
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