You can now spawn projectile weapons with nothing loaded in them. Simply
modify the ammo_type of an instance or a class to equal null.
Previously, this would have generated runtime errors.
Changes all next_click modifications (except telekinesis) to use a
renamed function "AllowedToClickAgainAfter".
Creates a function called "AllowedToMoveAgain" which is used to test if
you're allowed to click.
Adding additional click delay timings to setup.dm.
secgun-- three types of rounds. lethal, lessthanlethal, flash. lethal
is midbullet2. ltl is weakbullet. flash is 5 brute and does not stun,
but it makes people who get hit by it and people within two tiles of the
tile hit get eyeflashed. the eyeflash is minor unless you score a
direct hit, but still disorienting i guess.
radiation fix: you once again pass out when you get completely
irradiated. the radiation burns damage and cloneloss that very rarely
happens with extremely heavy radiation poisoning was given a significant
buff. as in you'll actually notice it now. you'll notice it a lot.
made it so vamps don't have to breathe. intend to do some fixes.
intend to maybe give vamps a maybe 'pretend to be alive' verb that turns
their heart on and off. maybe. or maybe they'll just lose their
heartbeat. nobreathing is a first step maybe
mutagen fix. no more telekinetic pink braces.
bumped accuracy up a bit.
Adds a specific Mecha Weapon accuracy check to fix the issue of them
always automatically missing due to the old accuracy check being only
for hand held guns.
Reloadable lasers plus upgrade thing stuff. Tested, works. Not added
to game yet. Not twohanded yet-- maybe we should leave it onehanded?
Numbers for the laser are still up in the air. It's pretty neat. You
can load it with different types of lasers and stuff.
Known errors:
* A set of errors tied to updating the fire overlays.
* A single error related to a dischephency between new and old slime
code
* A set of errors related to the recharging of stun batons
* A single error due to old machinery code coming from your grav
generator file
* A single error error from your space cooler code, due to old
atmopsherics code
* A playerpanel warning
* An error tied to extinguishing and old atmos code.
Buildaturrets made more accessible. They aren't that great anyway.
Table laserblocking chance increased significantly. Because if you
bother to get cover, you deserve cover that works. Tables soak
projectiles a little better, too.
Removes hulks always all-capsing. Puts pulse rifle unwielded firedelay
in line with other fire delays.
Vamps: Hypnotize now a free power, cooldown increased. Space bats
nerfed, but ability now summons two as before since they don't kill each
other anymore. Vampjaunt brought back down to thirty. Holy water
ignites and burns vamps.
Laserpointer permablinding severely nerfed. Bad idea in retrospect.
Added things to custom gear prefs.
All energy weapons made more accurate, to compare with bulletweapons
being generally way more deadly. Snipers/modulasers accuracy buffed, to
account for aiming at a distance being broken.
Isocubes. They're done but need a sprite. Pocket dimension that you
suck highly dangerous criminals into. Spell edits were mostly to
contain wizards and vamps from poofing out, which would cause them to be
permastunned since only getting ejected removes the permastun.
Protopistol temporary nerf--
They're meant to be small enough to be concealable, but protorifles
aren't implemented for lack of sprites. So they're going to be normal
sized and only backpackable.
for some reason, 12mm doesn't have a sprite. which doesn't matter since
i have no idea what gun shoots 12mm, but it isn't any anyone can get on
a nonadmin basis probably. so. okay. removed.
fixes protopistol sprites breaking. this didn't break when i tested it
before so i don't know but. okay.
took out faulty debug message that shows whenever someone aiming at you
fires. woops.
shotguns accurate up close. rapid accuracy drops after five tiles.
sniper rifles accuracybuffed. Added accuracy to modularguns, which are
now finished except for sprites. Energy weapons made slightly more
accurate than bulletweapons.
Adds energy shields under illegal research. Because why not. Fixes
those shotgun boxes I tried to steal earlier. Latheable for your
convenience.
Pressure nerfs in previous commit, forgot to mention.
Alcohol and thermite now flammable. Laser pointers added! Flash now
comes in delicious incendiary flavor. Robot fire overlay bug fixed-ish.
Being lit on fire turns off a borg's lights but the fire still shows.
I'll take it. Shield gens actually useable by the people they were
meant for.