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medtak#4532

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Fooksy2304 wants to merge 5 commits into
space-sunrise:masterfrom
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Open

medtak#4532
Fooksy2304 wants to merge 5 commits into
space-sunrise:masterfrom
Fooksy2304:again

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@Fooksy2304

@Fooksy2304 Fooksy2304 commented Jun 14, 2026

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Краткое описание | Short description

Данный pull-request переносит фракцию Med-Tak (Trauma team) - военизированные парамедики, могут быть использованы в качестве ивентовых персонажей/эвакуация экипажа в критических ситуациях.
Также pull request затрагивает некоторые вещи ТСФ

Ссылка на багрепорт/Предложение | Related Issue/Bug Report

Медиа (Видео/Скриншоты) | Media (Video/Screenshots)

🆑 Fooksy2304

  • add: Добавлена новая med-tak фракция.

Summary by CodeRabbit

Новое содержимое

  • Новые возможности

    • Добавлены элементы MedTak: снаряжение, визуальные индикаторы ролей, уровни доступа, радиоканал, законы для киборгов, ID-карты и запирающие механизмы (включая шлюзы/дверную электронику).
    • Добавлены новые объекты и припасы: тумб/койки (stasis/hover), мешки, койки, медицинские наборы, ременные и полочные наполнения.
    • Добавлено оружие MedTak (CODE-4/6/9) и одноручный пробивной молот CODE-12, а также модульные боевые/медицинские наборы для боргов.
  • Локализация

    • Расширены строки для MedTak и TSF, включая тексты контрабанды и описания прототипов.
  • Графика и аудио

    • Добавлены/поддержаны спрайты и метаданные ассетов MedTak; внесена атрибуция аудио для выстрелов.

@github-actions

github-actions Bot commented Jun 14, 2026

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RSI Diff Bot; head commit f0c36c0 merging into d9a16de
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/_Sunrise/Admeme/Clothing/Back/Backpacks/medtak.rsi

State Old New Status
equipped-BACKPACK Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_Sunrise/Admeme/Clothing/Belt/medtak_belt.rsi

State Old New Status
equipped-BELT Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_Sunrise/Admeme/Clothing/Ears/Headsets/medtak.rsi

State Old New Status
alt-equipped-EARS Added
icon_alt Added

Resources/Textures/_Sunrise/Admeme/Clothing/Eyes/Hud/medtak.rsi

State Old New Status
equipped-EYES Added
icon Added

Resources/Textures/_Sunrise/Admeme/Clothing/Head/Hardsuits/medtak_helmet.rsi

State Old New Status
equipped-HELMET Added
icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/_Sunrise/Admeme/Clothing/Head/Hardsuits/medtak_leader_helmet.rsi

State Old New Status
equipped-HELMET Added
icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/_Sunrise/Admeme/Clothing/OuterClothing/Hardsuits/medtak_hardsuit.rsi

State Old New Status
equipped-OUTERCLOTHING-avali Added
equipped-OUTERCLOTHING-reptilian Added
equipped-OUTERCLOTHING Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_Sunrise/Admeme/Mobs/Silicon/Chassis/medtak.rsi

State Old New Status
borg Added
borg_e Added
borg_e_r Added
borg_l Added

Resources/Textures/_Sunrise/Admeme/Objects/MedTak/bed.rsi

State Old New Status
bed Added
stasis Added

Resources/Textures/_Sunrise/Admeme/Objects/MedTak/bodybag.rsi

State Old New Status
bag-inhand-left Added
bag-inhand-right Added
bag Added
bag_folded Added
bounty Added
captains_paper Added
invoice Added
locked Added
open_overlay Added
paper Added
unlocked Added

Resources/Textures/_Sunrise/Admeme/Objects/MedTak/medkit.rsi

State Old New Status
medkit Added
medtak-inhand-left Added
medtak-inhand-right Added

Resources/Textures/_Sunrise/Admeme/Weapons/MedTak/CyborgRifle.rsi

State Old New Status
icon Added
mag-0 Added
mag-1 Added
mag-2 Added

Resources/Textures/_Sunrise/Admeme/Weapons/MedTak/Hammer.rsi

State Old New Status
equipped-BACKPACK Added
equipped-SUITSTORAGE Added
icon-active Added
icon Added
inhand-left Added
inhand-right Added
wielded-inhand-left Added
wielded-inhand-right Added

Resources/Textures/_Sunrise/Admeme/Weapons/MedTak/LMG.rsi

State Old New Status
base Added
bolt-open Added
equipped-BACKPACK Added
equipped-SUITSTORAGE Added
icon Added
inhand-left Added
inhand-right Added
mag-0 Added
mag-1 Added
mag-2 Added
mag-3 Added
mag-4 Added
mag-5 Added
wielded-inhand-left Added
wielded-inhand-right Added

Resources/Textures/_Sunrise/Admeme/Weapons/MedTak/Pistol.rsi

State Old New Status
base Added
bolt-open Added
icon Added
inhand-left Added
inhand-right Added
mag-0 Added

Resources/Textures/_Sunrise/Admeme/Weapons/MedTak/Rifle.rsi

State Old New Status
base Added
bolt-open Added
equipped-BACKPACK Added
equipped-SUITSTORAGE Added
icon Added
inhand-left Added
inhand-right Added
mag-0 Added
mag-1 Added
mag-2 Added
mag-3 Added
wielded-inhand-left Added
wielded-inhand-right Added

Resources/Textures/_Sunrise/Admeme/hoverbed.rsi

State Old New Status
hover_buckled Added
hover_folded Added
hover_unfolded Added
inhand-left Added
inhand-right Added

Resources/Textures/_Sunrise/Clothing/Neck/tsfdetective.rsi

State Old New Status
equipped-NECK Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_Sunrise/Clothing/OuterClothing/Coats/tsfarmor.rsi

State Old New Status
equipped-OUTERCLOTHING Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_Sunrise/Clothing/Uniforms/Jumpsuit/tsfanother_suit.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_Sunrise/Interface/Actions/actions_borg.rsi

State Old New Status
medtak-aid-module Added
medtak-combat-module Added

Resources/Textures/_Sunrise/Interface/Misc/job_icons.rsi

State Old New Status
MedTakBorg Added
MedTakDispatcher Added
MedTakLeader Added
MedTakMedic Added
MedTakMindShield Added
MedTakPilot Added
MedTakSecurity Added

Resources/Textures/_Sunrise/Objects/Devices/encryption_keys.rsi

State Old New Status
crypt_medtak Added
medtak_label Added

Resources/Textures/_Sunrise/Objects/Devices/pda.rsi

State Old New Status
pda-medtak Added

Resources/Textures/_Sunrise/Objects/Misc/id_cards.rsi

State Old New Status
medtak Added

Resources/Textures/_Sunrise/Objects/Specific/Robotics/borgmodule.rsi

State Old New Status
base-icon-inhand-left Added
base-icon-inhand-right Added
base-module-inhand-left Added
base-module-inhand-right Added
base-part-inhand-left Added
base-part-inhand-right Added
base-stripes-inhand-left Added
base-stripes-inhand-right Added
icon-medtak-med Added
icon-medtak-sec Added
medtak Added

Resources/Textures/_Sunrise/Structures/Storage/Shelfs/medtak.rsi

State Old New Status
base Added
chem-0 Added
chem-1 Added
chem-2 Added
chem-3 Added
chem-4 Added
chem-5 Added
chem-6 Added
closed Added
locked Added
open Added
unlocked Added

Edit: diff updated after f0c36c0

@coderabbitai

coderabbitai Bot commented Jun 14, 2026

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Review Change Stack

No actionable comments were generated in the recent review. 🎉

ℹ️ Recent review info
⚙️ Run configuration

Configuration used: Path: .coderabbit.yaml

Review profile: ASSERTIVE

Plan: Pro

Run ID: 945590f8-fc4b-4946-a591-c8384720de07

📥 Commits

Reviewing files that changed from the base of the PR and between d363329 and f0c36c0.

📒 Files selected for processing (1)
  • Resources/Locale/ru-RU/_prototypes/_sunrise/entities/tsf.ftl

📝 Walkthrough

Walkthrough

PR добавляет полную фракцию MedTak и расширяет TSF. MedTak содержит системные настройки (доступ, радиоканал, теги, контрабанда), новую экипировку (скафандры, рюкзаки, пояса, визоры, каталки, stasis-кровать), оружейную линейку (LMG, rifle, borg-rifle, pistol, молоты), кибер-платформу с двумя модулями и законами, ролевые наполнения операторов, карту шаттла AV-40 и полную двуязычную локализацию (EN/RU). TSF получает новую боевую экипировку маршала.

Changes

Фракция MedTak

Layer / File(s) Summary
Системный фундамент MedTak
Resources/Prototypes/_Sunrise/Access/misc.yml, Resources/Prototypes/_Sunrise/radio_channels.yml, Resources/Prototypes/_Sunrise/tags.yml, Resources/Prototypes/_Sunrise/contraband_severities.yml, Resources/Prototypes/_Sunrise/MedTak/wire_layouts.yml, Resources/Prototypes/_Sunrise/MedTak/base_contraband.yml, Resources/Audio/_Sunrise/Weapons/Guns/Gunshots/attributions.yml
Добавлены уровень доступа MedTak, радиоканал (freq 1452, keycode k, longRange), теги BorgModuleMedTak и RollerBed, запись контрабанды, wire layout AirlockMedTak, абстрактная база BaseMedTakContraband и атрибуция аудиофайла CODE-6.
Кибер-система: законы, шасси, модули и borg
Resources/Prototypes/_Sunrise/MedTak/silicon_laws.yml, Resources/Prototypes/_Sunrise/MedTak/borg_chassis.yml, Resources/Prototypes/_Sunrise/MedTak/borg_modules.yml, Resources/Prototypes/_Sunrise/MedTak/silicon.yml, Resources/Textures/_Sunrise/Admeme/Mobs/Silicon/Chassis/medtak.rsi/meta.json, Resources/Textures/_Sunrise/Objects/Specific/Robotics/borgmodule.rsi/meta.json, Resources/Textures/_Sunrise/Interface/Actions/actions_borg.rsi/meta.json
Определены три siliconLaw и MedTakLawset, BorgChassisMedTak с доступом/радио/восьмью слотами модулей, базовый модуль и два конкретных (медицинский, боевой), плеерский borg PlayerBorgChassisMedTakBattery с батареей и пресетом модулей.
Идентификация: импланты, ключи, гарнитура, карты, PDA
Resources/Prototypes/_Sunrise/MedTak/subdermal_implants.yml, Resources/Prototypes/_Sunrise/MedTak/implanters.yml, Resources/Prototypes/_Sunrise/Entities/Objects/Devices/encryption_keys.yml, Resources/Prototypes/_Sunrise/Entities/Clothing/Ears/headsets_alt.yml, Resources/Prototypes/_Sunrise/MedTak/identification_cards.yml, Resources/Prototypes/_Sunrise/MedTak/pda.yml, Resources/Prototypes/_Sunrise/StatusIcon/job.yml, Resources/Prototypes/_Sunrise/StatusIcon/security.yml, Resources/Textures/_Sunrise/Admeme/Clothing/Ears/Headsets/medtak.rsi/meta.json, Resources/Textures/_Sunrise/Objects/Devices/encryption_keys.rsi/meta.json, Resources/Textures/_Sunrise/Objects/Devices/pda.rsi/meta.json, Resources/Textures/_Sunrise/Objects/Misc/id_cards.rsi/meta.json, Resources/Textures/_Sunrise/Interface/Misc/job_icons.rsi/meta.json
Добавлены импланты DeathRattle-маяк и MindShield с имплантерами, ключ шифрования, гарнитура с криптоключами, пять ID-карт и пять PDA по ролям, шесть jobIcon и иконка mindshield с полной визуализацией.
Локализация системных строк: EN/RU
Resources/Locale/en-US/_strings/_sunrise/medtak/accesses.ftl, Resources/Locale/en-US/_strings/_sunrise/medtak/job.ftl, Resources/Locale/en-US/_strings/_sunrise/medtak/laws.ftl, Resources/Locale/en-US/_strings/_sunrise/medtak/contraband-severity.ftl, Resources/Locale/en-US/_strings/_sunrise/medtak/silicons.ftl, Resources/Locale/en-US/_strings/_sunrise/headset/headset-component.ftl, Resources/Locale/ru-RU/_strings/_sunrise/medtak/*, Resources/Locale/ru-RU/_strings/_sunrise/headset/headset-component.ftl
Добавлены FTL-ключи системного уровня: доступы, названия ролей, тексты законов, сообщения контрабанды, слоты borg, радиоканалы на EN и RU.
Экипировка: скафандры, рюкзак, пояс, визор, носилки, кровать
Resources/Prototypes/_Sunrise/Admeme/Entities/Clothing/OuterClothing/hardsuits.yml, Resources/Prototypes/_Sunrise/Admeme/Entities/Clothing/Back/backpacks.yml, Resources/Prototypes/_Sunrise/Admeme/Entities/Clothing/Belt/belts.yml, Resources/Prototypes/_Sunrise/Admeme/Entities/Clothing/Eyes/hud.yml, Resources/Prototypes/_Sunrise/Admeme/Entities/Objects/MedTak/bodybag.yml, Resources/Prototypes/_Sunrise/Admeme/Entities/Objects/MedTak/hoverbed.yml, Resources/Prototypes/_Sunrise/Admeme/Entities/Objects/MedTak/bed.yml, Resources/Textures/_Sunrise/Admeme/Clothing/Head/Hardsuits/medtak_helmet.rsi/meta.json, Resources/Textures/_Sunrise/Admeme/Clothing/Head/Hardsuits/medtak_leader_helmet.rsi/meta.json, Resources/Textures/_Sunrise/Admeme/Clothing/Back/Backpacks/medtak.rsi/meta.json, Resources/Textures/_Sunrise/Admeme/Clothing/Belt/medtak_belt.rsi/meta.json, Resources/Textures/_Sunrise/Admeme/Clothing/Eyes/Hud/medtak.rsi/meta.json, Resources/Textures/_Sunrise/Admeme/Clothing/OuterClothing/Hardsuits/medtak_hardsuit.rsi/meta.json, Resources/Textures/_Sunrise/Admeme/Objects/MedTak/bodybag.rsi/meta.json, Resources/Textures/_Sunrise/Admeme/hoverbed.rsi/meta.json, Resources/Textures/_Sunrise/Admeme/Objects/MedTak/bed.rsi/meta.json
Добавлены два скафандра (оператор/лидер) с защитой давления/зомбификации/взрыва, рюкзак с сеткой хранения, пояс, HUD-визор с индикаторами, body bags, hover-каталка в двух состояниях, stasis-кровать с питанием и разрушимостью, полный набор спрайт-ресурсов.
Медицинские наборы, хранилища, документы
Resources/Prototypes/_Sunrise/Admeme/Entities/Objects/MedTak/kits.yml, Resources/Prototypes/_Sunrise/Admeme/Fills/kits.yml, Resources/Prototypes/_Sunrise/Entities/Objects/Misc/paper.yml, Resources/Prototypes/_Sunrise/MedTak/rubber_stamp.yml, Resources/Prototypes/_Sunrise/Entities/Structures/Wallmounts/Storage/shelfs.yml, Resources/Prototypes/_Sunrise/Admeme/Fills/shelf.yml, Resources/Textures/_Sunrise/Admeme/Objects/MedTak/cases.rsi/meta.json, Resources/Textures/_Sunrise/Admeme/Objects/MedTak/medkit.rsi/meta.json, Resources/Textures/_Sunrise/Structures/Storage/Shelfs/medtak.rsi/meta.json
Добавлены контейнеры (bottle case, combat medkit, autoinjector pouch, surgical kit, folder box), paper invoice, rubber stamp, защищённые полки с наполненными вариантами (химия, топикалы), полный набор спрайтов.
Вооружение: CODE-6/9/4/12 и молот
Resources/Prototypes/_Sunrise/Admeme/Entities/Weapons/medtak.yml, Resources/Prototypes/_Sunrise/Admeme/Entities/Weapons/hammer.yml, Resources/Textures/_Sunrise/Admeme/Weapons/MedTak/LMG.rsi/meta.json, Resources/Textures/_Sunrise/Admeme/Weapons/MedTak/Rifle.rsi/meta.json, Resources/Textures/_Sunrise/Admeme/Weapons/MedTak/CyborgRifle.rsi/meta.json, Resources/Textures/_Sunrise/Admeme/Weapons/MedTak/Pistol.rsi/meta.json, Resources/Textures/_Sunrise/Admeme/Weapons/MedTak/Hammer.rsi/meta.json
Добавлены четыре огнестрельных (LMG CODE-6 «Arbitration», rifle CODE-9 «Compliance», borg-rifle CODE-9 ROW с авто-пополнением, pistol CODE-4 «Triage») и два молота (одноручный breacher, двуручный с усилением), полная конфигурация слотов, режимов, звуков, спрайтов.
Дверной контур: электроника, airlocks, windoor
Resources/Prototypes/_Sunrise/MedTak/door_access.yml, Resources/Prototypes/_Sunrise/MedTak/airlocks.yml, Resources/Prototypes/_Sunrise/Entities/Structures/Doors/Windoors/windoor.yml
Добавлены DoorElectronicsMedTak с доступом, три airlock-варианта (медицинский, стеклянный, shuttle) и WindoorSecureMedTakLocked с единым wire layout AirlockMedTak.
Наполнения снаряжения и роли операторов
Resources/Prototypes/_Sunrise/Admeme/Fills/backpack.yml, Resources/Prototypes/_Sunrise/Admeme/Fills/belt.yml, Resources/Prototypes/_Sunrise/Roles/Jobs/MedTak/operators.yml
Добавлены пять наполненных рюкзаков по ролям, четыре наполненных пояса, пять полных блоков startingGear (TeamLead, Medic, Pilot, SecurityRifle, SecurityHeavy) с полным набором слотов и снаряжения.
Карта шаттла MedTak-AV-40
Resources/Maps/_Sunrise/Shuttles/med_tak_av_40.yml
Добавлена полная YAML-карта (1318 строк): тайлмап, атмосфера, декали, все игровые объекты (airlocks, вентиляция, трубопроводы, консоли, освещение, окна, кнопки с проводкой, медицинское оборудование, вендинг-машины, стены).
Локализация сущностей MedTak: EN/RU
Resources/Locale/en-US/_prototypes/_sunrise/medtak/entities.ftl, Resources/Locale/ru-RU/_prototypes/_sunrise/medtak/entities.ftl
Добавлены полные FTL-наборы для всех сущностей (оборудование, киборг, импланты, ID-карты, PDA, штамп, электроника, body bags, каталки, кровать, наборы, оружие, шлюзы/окна) на EN и RU с поддержкой суффиксов и интерполяций.

Расширение TSF

Layer / File(s) Summary
Боевое снаряжение маршала TSF
Resources/Prototypes/_Sunrise/Entities/Clothing/Neck/cloaks.yml, Resources/Prototypes/_Sunrise/Entities/Clothing/OuterClothing/softsuits.yml, Resources/Prototypes/_Sunrise/Entities/Clothing/Uniforms/jumpsuits.yml, Resources/Locale/en-US/_prototypes/_sunrise/entities/tsf.ftl, Resources/Locale/ru-RU/_prototypes/_sunrise/entities/tsf.ftl, Resources/Textures/_Sunrise/Clothing/Neck/tsfdetective.rsi/meta.json, Resources/Textures/_Sunrise/Clothing/OuterClothing/Coats/tsfarmor.rsi/meta.json, Resources/Textures/_Sunrise/Clothing/Uniforms/Jumpsuit/tsfanother_suit.rsi/meta.json
Добавлены три предмета для маршала TSF: бронежилет с хранилищем и параметрами брони, куртка-накидка, фирменная форма, с полной локализацией EN/RU и спрайт-ресурсами.

Estimated code review effort

🎯 4 (Complex) | ⏱️ ~60 minutes

Suggested labels

`🧊 Нет C# 🧊`, `🖌️ Спрайты 🖌️`, `📚 Изменения: Локализация 📚`, `📦 YAML | Прототип 📦`

Suggested reviewers

  • KaiserMaus

Poem

🚀 МедТак в звёздах, боец и врач,
CODE-6 грохочет, волненье в ночах,
Борг-кремний законы хранит и поёт,
Шаттл-полёт,救世 спешит на помощь—
TSF-маршал в плаще встал на страже,
Фракций всё больше, вселенной светлей! ✨

✨ Finishing Touches
🧪 Generate unit tests (beta)
  • Create PR with unit tests

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Actionable comments posted: 16

Caution

Some comments are outside the diff and can’t be posted inline due to platform limitations.

⚠️ Outside diff range comments (8)
Resources/Locale/ru-RU/_strings/_sunrise/medtak/laws.ftl (1)

1-6: 🧹 Nitpick | 🔵 Trivial | ⚡ Quick win

Добавьте завершающий перевод строки в конец файла.

Файл заканчивается на строке 6 без финального символа новой строки.

🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In `@Resources/Locale/ru-RU/_strings/_sunrise/medtak/laws.ftl` around lines 1 - 6,
The file is missing a final newline character at the end. After the last line
containing laws-owner-medtak = Персонал МедТак, add a newline character to
properly terminate the file according to standard file formatting conventions.
Resources/Locale/en-US/_prototypes/_sunrise/medtak/entities.ftl (1)

1-117: 🧹 Nitpick | 🔵 Trivial | ⚡ Quick win

Добавьте завершающий перевод строки в конец файла.

Файл заканчивается на строке 117 без финального символа новой строки. Это может вызвать предупреждения в некоторых инструментах и не соответствует POSIX-стандарту для текстовых файлов.

🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In `@Resources/Locale/en-US/_prototypes/_sunrise/medtak/entities.ftl` around lines
1 - 117, The file is missing a final newline character at the end, which doesn't
comply with POSIX standards for text files and may cause warnings in some tools.
Add a newline character at the very end of the file after the last entity
definition (ent-WindoorSecureMedTakLocked).
Resources/Locale/en-US/_strings/_sunrise/medtak/laws.ftl (1)

1-6: 🧹 Nitpick | 🔵 Trivial | ⚡ Quick win

Добавьте завершающий перевод строки в конец файла.

Файл заканчивается на строке 6 без финального символа новой строки.

🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In `@Resources/Locale/en-US/_strings/_sunrise/medtak/laws.ftl` around lines 1 - 6,
The file ends without a trailing newline character at the end. Add a newline
character after the last line (laws-owner-medtak = MedTak personnel) to ensure
the file properly terminates with a newline as is standard practice for text
files.
Resources/Locale/ru-RU/_strings/_sunrise/medtak/silicons.ftl (1)

1-5: 🧹 Nitpick | 🔵 Trivial | ⚡ Quick win

Добавьте завершающий перевод строки в конец файла.

Файл заканчивается на строке 5 без финального символа новой строки.

🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In `@Resources/Locale/ru-RU/_strings/_sunrise/medtak/silicons.ftl` around lines 1
- 5, The file is missing a newline character at the end. After the last line
containing borg-slot-syringe-empty definition, add a newline character to
properly terminate the file. This follows the standard convention that text
files should end with a newline character.
Resources/Locale/en-US/_strings/_sunrise/medtak/silicons.ftl (1)

1-5: 🧹 Nitpick | 🔵 Trivial | ⚡ Quick win

Добавьте завершающий перевод строки в конец файла.

Файл заканчивается на строке 5 без финального символа новой строки.

🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In `@Resources/Locale/en-US/_strings/_sunrise/medtak/silicons.ftl` around lines 1
- 5, The file Resources/Locale/en-US/_strings/_sunrise/medtak/silicons.ftl is
missing a newline character at the end. Add a final newline after the last line
(borg-slot-syringe-empty = Syringes and injectors) to ensure the file properly
terminates with a newline character as is standard for text files.
Resources/Locale/en-US/_strings/_sunrise/medtak/job.ftl (1)

1-7: 🧹 Nitpick | 🔵 Trivial | ⚡ Quick win

Добавьте завершающий перевод строки в конец файла.

Файл заканчивается на строке 7 без финального символа новой строки.

🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In `@Resources/Locale/en-US/_strings/_sunrise/medtak/job.ftl` around lines 1 - 7,
The file is missing a trailing newline character at the end. After the last job
definition (job-name-medtak-borg = MedTak Silicon), add a newline character to
ensure the file ends with a proper line terminator, following standard text file
conventions.
Resources/Locale/ru-RU/_strings/_sunrise/medtak/job.ftl (1)

1-7: 🧹 Nitpick | 🔵 Trivial | ⚡ Quick win

Добавьте завершающий перевод строки в конец файла.

Файл заканчивается на строке 7 без финального символа новой строки.

🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In `@Resources/Locale/ru-RU/_strings/_sunrise/medtak/job.ftl` around lines 1 - 7,
The file is missing a trailing newline character at the end. After the last job
translation entry (job-name-medtak-borg = Кремний МедТак), add a newline
character to properly terminate the file. This ensures the file ends with a
newline character as per standard file formatting conventions.
Resources/Locale/ru-RU/_prototypes/_sunrise/medtak/entities.ftl (1)

1-117: 🧹 Nitpick | 🔵 Trivial | ⚡ Quick win

Добавьте завершающий перевод строки в конец файла.

Файл заканчивается на строке 117 без финального символа новой строки, как и английская версия. Это может вызвать предупреждения в некоторых инструментах.

🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In `@Resources/Locale/ru-RU/_prototypes/_sunrise/medtak/entities.ftl` around lines
1 - 117, The Russian locale file is missing a newline character at the end,
which can trigger warnings in some tools. Add a newline character at the very
end of the file after the last entity definition (ent-WindoorSecureMedTakLocked
and its content) to ensure the file properly terminates with a newline, matching
standard file formatting conventions.
🤖 Prompt for all review comments with AI agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

Inline comments:
In `@Resources/Audio/_Sunrise/Weapons/Guns/Gunshots/attributions.yml`:
- Around line 1-3: The attribution entry for code-6.ogg is missing a required
`source` field, which causes the RGA schema validation to fail and blocks the
build. Add a `source` field to the attribution record in the attributions.yml
file that contains the actual source URL or location of this audio file from
ss14Starlight. The source field must be present alongside the existing files,
license, and copyright fields for the validation to pass.

In `@Resources/Locale/ru-RU/_strings/_sunrise/headset/headset-component.ftl`:
- Around line 9-10: The word order in the chat-radio-medtak-borg translation is
inverted and inconsistent with the existing naming pattern used throughout the
codebase. Change the translation from кремний МедТак to МедТак кремний to match
the established convention where the proper noun (МедТак) appears before the
descriptor, consistent with similar compound borg-type names in the locale file.

In `@Resources/Maps/_Sunrise/Shuttles/MedTak-AV-40.yml`:
- Line 1: The YAML file MedTak-AV-40.yml violates the required snake_case naming
convention for YAML files. Rename this file to use snake_case format (such as
med_tak_av_40.yml) and search the codebase to find and update all references to
the old file name wherever this map is included or referenced, ensuring
consistency across all configuration files and map inclusion statements.

In `@Resources/Prototypes/_Sunrise/Admeme/Entities/Clothing/Belt/belts.yml`:
- Line 8: The comment `#Starlight` attached to the Storage type on line 8 lacks
clarity and context. Either provide a clear explanation of what `#Starlight`
refers to (such as a reference to another fork, system, or specific requirement)
by updating the comment to be descriptive, or remove the comment entirely if it
is outdated and no longer relevant to the codebase.

In
`@Resources/Prototypes/_Sunrise/Admeme/Entities/Clothing/OuterClothing/hardsuits.yml`:
- Around line 47-48: The ClothingOuterHardsuitMedTakLeader prototype contains a
ToggleableClothing component declaration with clothingPrototype set to
ClothingHeadHelmetHardsuitMedical, which duplicates the base hardsuit's helmet
configuration. Either remove this redundant ToggleableClothing override from
ClothingOuterHardsuitMedTakLeader if the leader helmet should be identical to
the base hardsuit, or create a separate distinctive helmet prototype and
reference it here if the leader should have a unique helmet with additional
visual elements.
- Around line 13-14: The MedTak hardsuits are currently using the generic
vanilla medical helmet reference `ClothingHeadHelmetHardsuitMedical` instead of
a specialized variant. To maintain consistency with other specialized hardsuits
in the codebase that have their own helmet variants (such as
`ClothingHeadHelmetHardsuitBlueshield` and `ClothingHeadHelmetHardsuitNTRG`),
either create a new specialized helmet prototype
`ClothingHeadHelmetHardsuitMedTak` and update the clothingPrototype reference in
the ToggleableClothing entries for both the operator and leader MedTak hardsuits
to point to this new helmet, or explicitly document that using the vanilla
medical helmet is an intentional design choice.

In `@Resources/Prototypes/_Sunrise/Admeme/Entities/Objects/MedTak/hoverbed.yml`:
- Around line 18-20: The heldPrefix field in the Item component is empty with no
value assigned, which can cause unexpected sprite rendering behavior when the
item is held. Either remove the heldPrefix line entirely if no held sprite
prefix is needed for this item, or provide a valid string value to the
heldPrefix field (such as "hover") if one is required for rendering the correct
sprite variant in the character's hands. Ensure the field either has a concrete
string value or is removed completely from the component definition.

In `@Resources/Prototypes/_Sunrise/Admeme/Entities/Weapons/hammer.yml`:
- Around line 91-93: The ItemToggle component in the hammer definition has both
onUse and onActivate disabled, which prevents players from toggling the weapon's
mode through standard interaction methods. Enable at least one of these toggle
options (either set onUse: true or onActivate: true) to allow the
ItemToggleMeleeWeapon functionality to work for players. If an alternative
toggle mechanism like a custom verb is intended, verify it exists and is
properly configured in the weapon definition.

In `@Resources/Prototypes/_Sunrise/Admeme/Entities/Weapons/medtak.yml`:
- Around line 113-157: The entity WeaponRifleMedTakROW inherits from BaseItem
instead of BaseWeaponRifle, which is atypical for a weapon. Clarify the design
intent by either changing the parent to BaseWeaponRifle if this should follow
standard weapon inheritance, or if BaseItem is intentional for the cyborg
variant, verify that all necessary weapon components normally provided by
BaseWeaponRifle (such as ChamberMagazineAmmoProvider and other base components)
are explicitly included in the components list or are not required due to the
BallisticAmmoProvider and BallisticAmmoSelfRefiller implementation. Ensure this
architectural choice is deliberate and documented.
- Around line 36-48: Fix the cartridge type mismatch in the medtak.yml weapon
configuration. The gun_magazine slot currently uses MagazineRifleHeavySP which
contains heavy cartridges, but the gun_chamber slot specifies
CartridgeLightRifleSP which are incompatible light cartridges. Either replace
the startingItem in the gun_magazine slot with MagazineRifleLightSP to match the
light cartridges expected by gun_chamber, or replace the startingItem in
gun_chamber with CartridgeRifleHeavySP and update its whitelist tag to
CartridgeRifleHeavy to match the heavy cartridges from the magazine.
- Around line 179-189: The medtak.yml weapon configuration references whitelist
tags `MagazinePistolDP` and `CartridgePistolDP` that are not defined in the
_Sunrise fork's tags.yml file, only existing in _Starlight. According to fork
development principles, either add these missing tag definitions to
Resources/Prototypes/_Sunrise/tags.yml to ensure they are available in the
_Sunrise fork, or replace the whitelist tag references in the medtak.yml file
(in both the gun_magazine_slot whitelist and gun_chamber whitelist sections)
with existing tags that are already defined in _Sunrise. Similarly, verify that
the starting items CartridgePistol40SP and MagazinePistol40SP are properly
available in _Sunrise or adjust them to use items that exist in the fork.

In `@Resources/Prototypes/_Sunrise/Admeme/Fills/belt.yml`:
- Around line 7-19: The new MedTak belt prototypes referenced in the belt.yml
file are missing their localization entries. Add the following four localization
keys to both Resources/Locale/en-US/_prototypes/_sunrise/medtak/entities.ftl and
Resources/Locale/ru-RU/_prototypes/_sunrise/medtak/entities.ftl files:
ent-ClothingBeltMedTakFilledHeavy with a description matching the "Filled,
Security, Heavy" suffix context, ent-ClothingBeltMedTakFilledRifle with a
description for the "Filled, Security, Rifle" suffix context,
ent-ClothingBeltMedTakFilledMedic with a description for the "Filled, Medic"
suffix context, and ent-ClothingBeltMedTakFilledPilot with a description for the
"Filled, Pilot" suffix context. Ensure both locale files contain all four keys
with appropriate translations for their respective languages.

In `@Resources/Prototypes/_Sunrise/Admeme/Fills/shelf.yml`:
- Around line 1-31: The children list in the EntityTableContainerFill component
contains duplicate item IDs: ChemistryBottlePyrazine, ChemistryBottleOmnizine,
and EmergencyMedipen each appear twice. Remove all duplicate entries from the
children array so each item ID is listed only once. If the intention is to
include multiple instances of certain items, use the amount field for each item
instead of repeating the ID multiple times, following the pattern used in
similar shelf definitions.

In `@Resources/Prototypes/_Sunrise/Entities/Objects/Misc/paper.yml`:
- Around line 52-78: Remove the Sunrise-specific comment markers from this file
since it is already located in the Resources/Prototypes/_Sunrise/ directory.
Delete the comment lines "# Sunrise added start - бланк счёта MedTak" and "#
Sunrise added end" while keeping the entity definition for PaperMedTak intact.
The directory path itself already indicates this is Sunrise-owned code, so these
markers are redundant per the coding guidelines.

In `@Resources/Prototypes/_Sunrise/radio_channels.yml`:
- Around line 64-72: Remove the Sunrise-specific marker comments (# Sunrise
added start and # Sunrise added end) from both affected files as they are not
used in the _Sunrise directory structure. In
Resources/Prototypes/_Sunrise/radio_channels.yml at lines 64-72, replace the
Russian comment with an English one such as # MedTak radio channel. Apply the
same fix in Resources/Prototypes/_Sunrise/tags.yml at lines 728-734 by removing
the Sunrise markers and replacing any non-English comments with English
documentation. All YAML documentation in the _Sunrise prototype directory must
follow English-only conventions without Sunrise-specific tracking markers.

In `@Resources/Textures/_Sunrise/Interface/Misc/job_icons.rsi/meta.json`:
- Around line 133-153: The state name `MedTak_Mindshield` is inconsistent with
the naming convention used by all other MedTak states (MedTakLeader,
MedTakDispatcher, MedTakMedic, MedTakPilot, MedTakSecurity, MedTakBorg), which
use pure CamelCase without underscores. Rename `MedTak_Mindshield` to
`MedTakMindshield` in the current file to match the CamelCase pattern.
Additionally, update any references to this state name in other files (such as
the security.yml file mentioned in the comment) to use the new
`MedTakMindshield` name to maintain consistency across the codebase.

---

Outside diff comments:
In `@Resources/Locale/en-US/_prototypes/_sunrise/medtak/entities.ftl`:
- Around line 1-117: The file is missing a final newline character at the end,
which doesn't comply with POSIX standards for text files and may cause warnings
in some tools. Add a newline character at the very end of the file after the
last entity definition (ent-WindoorSecureMedTakLocked).

In `@Resources/Locale/en-US/_strings/_sunrise/medtak/job.ftl`:
- Around line 1-7: The file is missing a trailing newline character at the end.
After the last job definition (job-name-medtak-borg = MedTak Silicon), add a
newline character to ensure the file ends with a proper line terminator,
following standard text file conventions.

In `@Resources/Locale/en-US/_strings/_sunrise/medtak/laws.ftl`:
- Around line 1-6: The file ends without a trailing newline character at the
end. Add a newline character after the last line (laws-owner-medtak = MedTak
personnel) to ensure the file properly terminates with a newline as is standard
practice for text files.

In `@Resources/Locale/en-US/_strings/_sunrise/medtak/silicons.ftl`:
- Around line 1-5: The file
Resources/Locale/en-US/_strings/_sunrise/medtak/silicons.ftl is missing a
newline character at the end. Add a final newline after the last line
(borg-slot-syringe-empty = Syringes and injectors) to ensure the file properly
terminates with a newline character as is standard for text files.

In `@Resources/Locale/ru-RU/_prototypes/_sunrise/medtak/entities.ftl`:
- Around line 1-117: The Russian locale file is missing a newline character at
the end, which can trigger warnings in some tools. Add a newline character at
the very end of the file after the last entity definition
(ent-WindoorSecureMedTakLocked and its content) to ensure the file properly
terminates with a newline, matching standard file formatting conventions.

In `@Resources/Locale/ru-RU/_strings/_sunrise/medtak/job.ftl`:
- Around line 1-7: The file is missing a trailing newline character at the end.
After the last job translation entry (job-name-medtak-borg = Кремний МедТак),
add a newline character to properly terminate the file. This ensures the file
ends with a newline character as per standard file formatting conventions.

In `@Resources/Locale/ru-RU/_strings/_sunrise/medtak/laws.ftl`:
- Around line 1-6: The file is missing a final newline character at the end.
After the last line containing laws-owner-medtak = Персонал МедТак, add a
newline character to properly terminate the file according to standard file
formatting conventions.

In `@Resources/Locale/ru-RU/_strings/_sunrise/medtak/silicons.ftl`:
- Around line 1-5: The file is missing a newline character at the end. After the
last line containing borg-slot-syringe-empty definition, add a newline character
to properly terminate the file. This follows the standard convention that text
files should end with a newline character.
🪄 Autofix (Beta)

Fix all unresolved CodeRabbit comments on this PR:

  • Push a commit to this branch (recommended)
  • Create a new PR with the fixes

ℹ️ Review info
⚙️ Run configuration

Configuration used: Path: .coderabbit.yaml

Review profile: ASSERTIVE

Plan: Pro

Run ID: 0b90083d-8cc0-4e2d-aa54-7b015f370665

📥 Commits

Reviewing files that changed from the base of the PR and between e1761c2 and 28c7b3d.

⛔ Files ignored due to path filters (127)
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  • Resources/Audio/_Sunrise/Weapons/Guns/Gunshots/attributions.yml
  • Resources/Locale/en-US/_prototypes/_sunrise/medtak/entities.ftl
  • Resources/Locale/en-US/_strings/_sunrise/headset/headset-component.ftl
  • Resources/Locale/en-US/_strings/_sunrise/medtak/accesses.ftl
  • Resources/Locale/en-US/_strings/_sunrise/medtak/contraband-severity.ftl
  • Resources/Locale/en-US/_strings/_sunrise/medtak/job.ftl
  • Resources/Locale/en-US/_strings/_sunrise/medtak/laws.ftl
  • Resources/Locale/en-US/_strings/_sunrise/medtak/silicons.ftl
  • Resources/Locale/ru-RU/_prototypes/_sunrise/medtak/entities.ftl
  • Resources/Locale/ru-RU/_strings/_sunrise/headset/headset-component.ftl
  • Resources/Locale/ru-RU/_strings/_sunrise/medtak/accesses.ftl
  • Resources/Locale/ru-RU/_strings/_sunrise/medtak/contraband-severity.ftl
  • Resources/Locale/ru-RU/_strings/_sunrise/medtak/job.ftl
  • Resources/Locale/ru-RU/_strings/_sunrise/medtak/laws.ftl
  • Resources/Locale/ru-RU/_strings/_sunrise/medtak/silicons.ftl
  • Resources/Maps/_Sunrise/Shuttles/MedTak-AV-40.yml
  • Resources/Prototypes/_Sunrise/Access/misc.yml
  • Resources/Prototypes/_Sunrise/Admeme/Entities/Clothing/Back/backpacks.yml
  • Resources/Prototypes/_Sunrise/Admeme/Entities/Clothing/Belt/belts.yml
  • Resources/Prototypes/_Sunrise/Admeme/Entities/Clothing/Eyes/hud.yml
  • Resources/Prototypes/_Sunrise/Admeme/Entities/Clothing/OuterClothing/hardsuits.yml
  • Resources/Prototypes/_Sunrise/Admeme/Entities/Objects/MedTak/bed.yml
  • Resources/Prototypes/_Sunrise/Admeme/Entities/Objects/MedTak/bodybag.yml
  • Resources/Prototypes/_Sunrise/Admeme/Entities/Objects/MedTak/hoverbed.yml
  • Resources/Prototypes/_Sunrise/Admeme/Entities/Objects/MedTak/kits.yml
  • Resources/Prototypes/_Sunrise/Admeme/Entities/Weapons/hammer.yml
  • Resources/Prototypes/_Sunrise/Admeme/Entities/Weapons/medtak.yml
  • Resources/Prototypes/_Sunrise/Admeme/Fills/backpack.yml
  • Resources/Prototypes/_Sunrise/Admeme/Fills/belt.yml
  • Resources/Prototypes/_Sunrise/Admeme/Fills/kits.yml
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  • Resources/Prototypes/_Sunrise/Entities/Clothing/Ears/headsets_alt.yml
  • Resources/Prototypes/_Sunrise/Entities/Objects/Devices/encryption_keys.yml
  • Resources/Prototypes/_Sunrise/Entities/Objects/Misc/paper.yml
  • Resources/Prototypes/_Sunrise/Entities/Structures/Doors/Windoors/windoor.yml
  • Resources/Prototypes/_Sunrise/Entities/Structures/Wallmounts/Storage/shelfs.yml
  • Resources/Prototypes/_Sunrise/MedTak/airlocks.yml
  • Resources/Prototypes/_Sunrise/MedTak/base_contraband.yml
  • Resources/Prototypes/_Sunrise/MedTak/borg_chassis.yml
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  • Resources/Prototypes/_Sunrise/MedTak/subdermal_implants.yml
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  • Resources/Prototypes/_Sunrise/StatusIcon/job.yml
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  • Resources/Textures/_Sunrise/Admeme/Clothing/Back/Backpacks/medtak.rsi/meta.json
  • Resources/Textures/_Sunrise/Admeme/Clothing/Belt/medtak_belt.rsi/meta.json
  • Resources/Textures/_Sunrise/Admeme/Clothing/Ears/Headsets/medtak.rsi/meta.json
  • Resources/Textures/_Sunrise/Admeme/Clothing/Eyes/Hud/medtak.rsi/meta.json
  • Resources/Textures/_Sunrise/Admeme/Clothing/OuterClothing/Hardsuits/medtak_hardsuit.rsi/meta.json
  • Resources/Textures/_Sunrise/Admeme/Mobs/Silicon/Chassis/medtak.rsi/meta.json
  • Resources/Textures/_Sunrise/Admeme/Objects/MedTak/bed.rsi/meta.json
  • Resources/Textures/_Sunrise/Admeme/Objects/MedTak/bodybag.rsi/meta.json
  • Resources/Textures/_Sunrise/Admeme/Objects/MedTak/cases.rsi/meta.json
  • Resources/Textures/_Sunrise/Admeme/Objects/MedTak/medkit.rsi/meta.json
  • Resources/Textures/_Sunrise/Admeme/Weapons/MedTak/CyborgRifle.rsi/meta.json
  • Resources/Textures/_Sunrise/Admeme/Weapons/MedTak/Hammer.rsi/meta.json
  • Resources/Textures/_Sunrise/Admeme/Weapons/MedTak/LMG.rsi/meta.json
  • Resources/Textures/_Sunrise/Admeme/Weapons/MedTak/Pistol.rsi/meta.json
  • Resources/Textures/_Sunrise/Admeme/Weapons/MedTak/Rifle.rsi/meta.json
  • Resources/Textures/_Sunrise/Admeme/hoverbed.rsi/meta.json
  • Resources/Textures/_Sunrise/Interface/Actions/actions_borg.rsi/meta.json
  • Resources/Textures/_Sunrise/Interface/Misc/job_icons.rsi/meta.json
  • Resources/Textures/_Sunrise/Objects/Devices/encryption_keys.rsi/meta.json
  • Resources/Textures/_Sunrise/Objects/Devices/pda.rsi/meta.json
  • Resources/Textures/_Sunrise/Objects/Misc/id_cards.rsi/meta.json
  • Resources/Textures/_Sunrise/Objects/Specific/Robotics/borgmodule.rsi/meta.json
  • Resources/Textures/_Sunrise/Structures/Storage/Shelfs/medtak.rsi/meta.json

Comment thread Resources/Audio/_Sunrise/Weapons/Guns/Gunshots/attributions.yml
Comment thread Resources/Locale/ru-RU/_strings/_sunrise/headset/headset-component.ftl Outdated
Comment thread Resources/Maps/_Sunrise/Shuttles/med_tak_av_40.yml
Comment thread Resources/Prototypes/_Sunrise/Admeme/Fills/belt.yml
Comment thread Resources/Prototypes/_Sunrise/Admeme/Fills/shelf.yml Outdated
Comment thread Resources/Prototypes/_Sunrise/Entities/Objects/Misc/paper.yml Outdated
Comment thread Resources/Prototypes/_Sunrise/radio_channels.yml Outdated
Comment thread Resources/Textures/_Sunrise/Interface/Misc/job_icons.rsi/meta.json
@Fooksy2304 Fooksy2304 marked this pull request as draft June 14, 2026 11:48
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перекур

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Actionable comments posted: 1

🤖 Prompt for all review comments with AI agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

Inline comments:
In `@Resources/Locale/ru-RU/_prototypes/_sunrise/entities/tsf.ftl`:
- Around line 28-29: The Russian description for
ent-ClothingUniformEventJumpsuitTSF currently refers to it as a general TSF
employee uniform ("сотрудника ТСФ") but loses the marshal-specific role
indicated in the entity name and English version. Update the .desc property to
clarify that this uniform is specifically for marshals, aligning the Russian
localization with the English intent by specifying that it is issued to or worn
by marshals rather than describing it as a general employee uniform.
🪄 Autofix (Beta)

Fix all unresolved CodeRabbit comments on this PR:

  • Push a commit to this branch (recommended)
  • Create a new PR with the fixes

ℹ️ Review info
⚙️ Run configuration

Configuration used: Path: .coderabbit.yaml

Review profile: ASSERTIVE

Plan: Pro

Run ID: 02396f48-5ea9-49b1-88d1-baebba1aaf4d

📥 Commits

Reviewing files that changed from the base of the PR and between 28c7b3d and ec55d66.

⛔ Files ignored due to path filters (12)
  • Resources/Textures/_Sunrise/Clothing/Neck/tsfdetective.rsi/equipped-NECK.png is excluded by !**/*.png
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📒 Files selected for processing (8)
  • Resources/Locale/en-US/_prototypes/_sunrise/entities/tsf.ftl
  • Resources/Locale/ru-RU/_prototypes/_sunrise/entities/tsf.ftl
  • Resources/Prototypes/_Sunrise/Entities/Clothing/Neck/cloaks.yml
  • Resources/Prototypes/_Sunrise/Entities/Clothing/OuterClothing/softsuits.yml
  • Resources/Prototypes/_Sunrise/Entities/Clothing/Uniforms/jumpsuits.yml
  • Resources/Textures/_Sunrise/Clothing/Neck/tsfdetective.rsi/meta.json
  • Resources/Textures/_Sunrise/Clothing/OuterClothing/Coats/tsfarmor.rsi/meta.json
  • Resources/Textures/_Sunrise/Clothing/Uniforms/Jumpsuit/tsfanother_suit.rsi/meta.json

Comment thread Resources/Locale/ru-RU/_prototypes/_sunrise/entities/tsf.ftl
@Fooksy2304 Fooksy2304 marked this pull request as ready for review June 15, 2026 04:15
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Actionable comments posted: 1

🤖 Prompt for all review comments with AI agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

Inline comments:
In
`@Resources/Prototypes/_Sunrise/Admeme/Entities/Clothing/OuterClothing/hardsuits.yml`:
- Around line 3-5: The YAML prototype file modifications in hardsuits.yml need
to be validated using the Content.YAMLLinter tool before merging. Run
Content.YAMLLinter against the modified YAML prototype files to ensure they
comply with all coding standards and guidelines, then provide the execution
artifacts confirming successful validation. While the manual review shows
correct CamelCase formatting for the ClothingHeadHelmetHardsuitMedTak entity ID
and proper component structure, the automated linting check is a mandatory
requirement per the coding guide that must be documented with execution
evidence.
🪄 Autofix (Beta)

Fix all unresolved CodeRabbit comments on this PR:

  • Push a commit to this branch (recommended)
  • Create a new PR with the fixes

ℹ️ Review info
⚙️ Run configuration

Configuration used: Path: .coderabbit.yaml

Review profile: ASSERTIVE

Plan: Pro

Run ID: 70c556ad-5d41-4334-97c4-e13063504ce6

📥 Commits

Reviewing files that changed from the base of the PR and between ec55d66 and d363329.

⛔ Files ignored due to path filters (11)
  • Resources/Textures/_Sunrise/Admeme/Clothing/Head/Hardsuits/medtak_helmet.rsi/equipped-HELMET.png is excluded by !**/*.png
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  • Resources/Textures/_Sunrise/Interface/Misc/job_icons.rsi/MedTakMindShield.png is excluded by !**/*.png
📒 Files selected for processing (18)
  • Resources/Audio/_Sunrise/Weapons/Guns/Gunshots/attributions.yml
  • Resources/Locale/en-US/_prototypes/_sunrise/medtak/entities.ftl
  • Resources/Locale/ru-RU/_prototypes/_sunrise/medtak/entities.ftl
  • Resources/Locale/ru-RU/_strings/_sunrise/headset/headset-component.ftl
  • Resources/Maps/_Sunrise/Shuttles/med_tak_av_40.yml
  • Resources/Prototypes/_Sunrise/Admeme/Entities/Clothing/OuterClothing/hardsuits.yml
  • Resources/Prototypes/_Sunrise/Admeme/Entities/Objects/MedTak/hoverbed.yml
  • Resources/Prototypes/_Sunrise/Admeme/Entities/Weapons/medtak.yml
  • Resources/Prototypes/_Sunrise/Admeme/Fills/belt.yml
  • Resources/Prototypes/_Sunrise/Admeme/Fills/shelf.yml
  • Resources/Prototypes/_Sunrise/Entities/Objects/Devices/encryption_keys.yml
  • Resources/Prototypes/_Sunrise/Entities/Objects/Misc/paper.yml
  • Resources/Prototypes/_Sunrise/StatusIcon/security.yml
  • Resources/Prototypes/_Sunrise/radio_channels.yml
  • Resources/Prototypes/_Sunrise/tags.yml
  • Resources/Textures/_Sunrise/Admeme/Clothing/Head/Hardsuits/medtak_helmet.rsi/meta.json
  • Resources/Textures/_Sunrise/Admeme/Clothing/Head/Hardsuits/medtak_leader_helmet.rsi/meta.json
  • Resources/Textures/_Sunrise/Interface/Misc/job_icons.rsi/meta.json
💤 Files with no reviewable changes (2)
  • Resources/Prototypes/_Sunrise/Admeme/Entities/Objects/MedTak/hoverbed.yml
  • Resources/Maps/_Sunrise/Shuttles/med_tak_av_40.yml

Comment on lines +3 to +5
- type: entity
parent: [ ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase, BaseMedTakContraband ]
id: ClothingHeadHelmetHardsuitMedTak

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🛠️ Refactor suggestion | 🟠 Major

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
set -euo pipefail

dotnet build Content.YAMLLinter/Content.YAMLLinter.csproj --configuration Release --no-restore /m
dotnet run --project Content.YAMLLinter/Content.YAMLLinter.csproj --no-build

Repository: space-sunrise/sunrise-station

Length of output: 120


🏁 Script executed:

#!/bin/bash

# Check what YAML files are being modified in this PR
# and verify the one at hand has proper syntax
cd Resources/Prototypes/_Sunrise/Admeme/Entities/Clothing/OuterClothing

# Check if the hardsuits.yml file exists and inspect it
if [ -f hardsuits.yml ]; then
  head -20 hardsuits.yml
fi

Repository: space-sunrise/sunrise-station

Length of output: 737


Требуется прогон Content.YAMLLinter для YAML-прототипов.

При ручной проверке структура YAML соответствует требованиям (корректный CamelCase для ID, компоненты без суффикса Component, валидный синтаксис). Однако согласно руководству кодирования, запуск Content.YAMLLinter для изменения YAML-файлов — это обязательная проверка, которую необходимо подтвердить артефактами выполнения.

🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In
`@Resources/Prototypes/_Sunrise/Admeme/Entities/Clothing/OuterClothing/hardsuits.yml`
around lines 3 - 5, The YAML prototype file modifications in hardsuits.yml need
to be validated using the Content.YAMLLinter tool before merging. Run
Content.YAMLLinter against the modified YAML prototype files to ensure they
comply with all coding standards and guidelines, then provide the execution
artifacts confirming successful validation. While the manual review shows
correct CamelCase formatting for the ClothingHeadHelmetHardsuitMedTak entity ID
and proper component structure, the automated linting check is a mandatory
requirement per the coding guide that must be documented with execution
evidence.

Source: Coding guidelines

@kanopus952

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А зачем? Еще куча оружия которое в билде будет валятся и путать всех

@Fooksy2304

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А зачем? Еще куча оружия которое в билде будет валятся и путать всех

Это часть оружек фракции, перенос осуществляется фракции целиком, так-то вырезать можно но там довольно высокое качество спрайтов, очень хорошие оружки

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