This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.
---------
Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
As title. Adds several mechanics/assembly/disassembly hints to several
gun types, and also handles some minor code cleanup where I found
issues. No mechanical changes.
Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.
Almost certainly a candidate for test merge.
Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Buffs most commonly seen energy weapons by anywhere from 2-6 shots.
Laser pistols get closer to 2-3, laser carbines and rifles see buffs of
3-5 more shots, and blasters get the most love at 2-6 more shots,
depending on model. Anything with a scope, disruptors, anything that
autorecharges, or otherwise unique/odd have been left alone.
These changes are being made to hopefully bring energy weapons more in
line with ballistics. I've noticed that energy weapons are very rarely
used by anyone but security or someone doing a very specific gimmick.
Any time its rev or there otherwise is a crew militia started, I'll
order both laser and ballistics, and the ballistics are always taken
first. Ballistics overall are very strong, dealing far more enduring
damage than energy weapons tend to. And, most ballistics blow energy
weapons out of the water for just raw DPS. For example, both the laser
rifle and burst rifle have a damage of 30, with an ap of 20 for the
laser and 28 for the ballistic. This is fairly comparable, but
critically, the burst rifle is a burst rifle. So per trigger pull,
you're potentially doing up to 60 damage with ap 28. This of course
assumes you're using lethal for both, polymer rounds for the burst rifle
do 25 damage at ap 34. Which would be up to 50 damage per trigger pull.
I just don't think that the rechargeable plus beams going through
windows makes up for it.
Energy weapons also just suffer from critically small ammo counts. Which
is fine in a ship environment like the horizon (to a degree), but they
tend to perform very poorly in expedition settings. To the point that
they're arguably not worth taking for most away sites. This is mostly
because the average encounter will spend half or 1/3rd your ammo.
I still want ballistics and energy weapons to have their respective
rolls of expendable ammo vs rechargeable, and projectile vs beams (going
through windows without having to break them first being a very nice
advantage). But, I'd like to see people at least consider energy weapons
over ballistic for mechanical reasons rather than just flavor. Like I
tend to do with their current stats.
God help me.
PR does the following:
- Adds the Apollo event shuttle we've been using, along with 2 variants
of it, and several other copy/paste-able event shuttles to use as start
points. Also, fluff writing regarding it that's subject to change.
- Adds a pipes guideline to give some guidance on preferred ways of
doing scrubber/supply pipes. Also copy paste ready atmos stuff.
- Adds a ton of industrial flooring decal color presets.
- Refactors /obj/effect/floor_decal/industrial/outline/engineering into
outline/engineering and outline/operations. Replaces all instances of
outline/engineering with outline/operations. This was done because
outline/engineering was using brown as its color, which isn't really an
engineering color.
Our SSOverlays system is outdated, and is likely the cause of many of
the issues seen in #18895. It has also been linked to a massive server
performance decrease.
This brings an updated system from Baystation, hopefully with speed
increases.
Should be testmerged, ideally with #18895.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* Code for da gun & changelog
* less crazy
* Adjust
* fix + temp projectile
* fix
* Golden deep suit and caps to effects
* noise
* Sprites and LORE
* nerf
* forgot cap
* Dizzy
* Forgot to renable eyeblur, should be final change
* changes
* disabler projectile
* Suggested Changes
* Requested Changes
---------
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
* ninja hardsuits
but here's the warbler
balance tweaks to bug armor
yeah??? fucker.
we're so back we're so back we're so
and icons
changelog and syntax fixes
guh
* oops
* rig nerf
* First Test
* fixes projectile type
* Gun works!
* blah
* testin
* SCC Energy Pistol
* Tweaks Damage
* Removes the random map change, sorry.
* Removes the turret confusion
* Updates the changelog to be more specific
* Forgot to delete this
* Gun dmi changed
* fixes some code
* I wanna set the universe on fire
* dfsaaf
* setup
* dir issue?
* dsf
* Perhaps the script
* saf
* cry
* pain
* sdfas
* Try reintroduction of tag-matcher
* Failed
* Tries to suppress dotnet compile warnings
* Like this maybe?
* woopsie
* Damn pathings
* Hate
* Pragmas
* unlint?
* Maybe?
* GDI
* Redundant ifdef removed and changelog
* Did I forgot the tag matcher, or it was still broken?
* Yea no that script is still broken
* Removed tag-matcher as requested
* *sigh*
* test
* bro what?
* hope
* just fixing the input
* Let's see if we catch it...
I made some tweaks and changes here and there, mostly bugfixes. I have absolutely no idea who added what, it happened too long ago, so if you want changelog credits, post here or DM me.
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
- Ion rifle has now two firing modes: lethal and stun
- Lethal firing mode cost is increased, resulting rifle full charge to last for 6 shots. Stun mode has the original cost, making it 10 shots.
- In Stun mode if the object that was hit is an IPC - it will stun IPC for 5(unstackable) seconds. But if the object is not IPC it will EMP only that object.
- I have reworked sprites to display both lethal and stun modes just like Carbine energy gun.
- Ion rifle is now a wielded weapon
- IPC/Borgs with EMP resistance module do not get affected by stun and consume half of charge
I'm going full steam ahead with this.
Adds firing pins/ Authentication mechanisms. these are needed to fire any specific weapon.
Weapons generally spawn with firing pins in them. or at least should. The exception to this is anything made in R&D - which needs to secure a firing pin from somewhere.
There's currently the following firing pins:
One that checks for a specific implant, EG a loyalty implant one.
One that always fails, and can replace other pins. (this one would likely be admin only. it's clown themed)
The Laser tag code got refactored to the pins. so each gun has a different pin. if you somehow got this pin, you could make it so you could only shoot a gun while wearing a laser tag vest, for example.
A Testing range pin, which only allows firing in specific areas - of which are mapped in currently.
A DNA locked one. and a subtype which will explode if someone else tries to use it.
the system's designed to be easy enough to add on to.
Feedback fourm is here:
Implements the long-promised modular RnD energy weapon system I embarked upon in the ancient days of August 2016. Currently just a basic framework based heavily on Printer's recent work.
Relevant thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=9755
changes:
Rechargers now briefly show a progress bar showing the current charge level of the device currently charging.
Examining a recharger will now specify what is in the charger.
Atoms can now mark themselves as requiring an icon update on initialize instead of overriding Initialize() just to call update_icon().
Charger code is now slightly more modular, using proc/get_cell() to get a ref to the power cell instead of hard-coded if-else chains for each supported type.
Adds flooring to the turret with "decorative" conduits.
Adds darkening and brightening animation when turret opens/closes to indicate the turret rising up or down.
Made new construction phase depicting nearly all steps visually (Apart from adding the prox sensor.)
Made sure almost every gun that can be turreted has a relevant sprite. These are based on gun sprites. Changing those might cause turrets to not reflect the gun look.
Some guns share sprites, some were made unturretable.
Added new set of vars on the /gun/energy level, since the /gun level had few essential vars missing and I am not really looking for any other code rewrites regarding this right now. Should not be hard to move them step up, if ever needed.
Turrets that have only one shooting mode have now the changing mode option greyed out.
Also removed leftover references to two energy carbine subtypes and removed one global list.