62 Commits
Author SHA1 Message Date
a1e55d0958 Right Arms of the Broken World - Tajara Gun Resprites (#21743)
Resprites 3 Tajaran rifles, expanding them to use a 48x32 canvas, and
brings them in-line with lore as written in terms of weapon design
history. Additionally, adds 6.8mm in the form of the Tajaran Z33
Tamparii cartridge to further separate Tajara and Human history and arms
development.

All weapon sprites are made by me, except the ba and ss sling which was
borrowed from the Dominian rifle sprites. Special thanks to Elorg for
help in making these not look awful.
<details><summary>Z33 Tamparii</summary>
<p>
<img width="331" height="332" alt="image"
src="https://github.com/user-attachments/assets/f9892dc8-9c6d-45c6-8779-3ad3e39abaed"
/>

An old caliber that continues to show its usefulness. The compromise
between weight and firepower, as well as room to change the powder load
has seen the cartridge remain in service across Adhomai.
</p>
</details> 
<details><summary>Tsarrayut Rifle (PRA)</summary>
<p>
<img width="572" height="387" alt="image"
src="https://github.com/user-attachments/assets/53327f3b-4b87-415e-8215-b1c2ccc08c9c"
/>

Redesigned to a general magazine-fed rifle. Not meant to be flashy or
cool, simply easy to mass-produce and train conscripts. Additionally,
still takes old bolt action rifle clips.
</p>
</details> 
<details><summary>Hotaki Marksman Rifle (ALA)</summary>
<p>
<img width="586" height="400" alt="image"
src="https://github.com/user-attachments/assets/c08986ec-1134-4869-8dc2-36b981a211f9"
/>

Carries many of the same lines and design from the Tsarrayut, especially
in the receiver. However, it was modified to be a bullpup for a longer
barrel. Higher bullet velocity for a similar overall length; perfect for
a marksman harassing down an enemy.
</p>
</details> 
<details><summary>Mrrazhak Assault Rifle (ALA)</summary>
<p>
<img width="483" height="332" alt="image"
src="https://github.com/user-attachments/assets/3f0a2885-49bb-418b-b956-4d2f89a60b40"
/>

Pretty much a shortened Hotaki. Intended to have a similar barrel length
to the Tsarrayut, but a shorter overall gun.
</p>
</details> 

WIP for the following items:

- [x] Golden Mrrazhak
- [x] Cartridge balancing
- [x] Addition/clean-up with uplink items
- [x] Addition/clean-up with ghost roles

---------

Signed-off-by: CatsinHD <31459154+CatsinHD@users.noreply.github.com>
Signed-off-by: Wildkins <john.wildkins@gmail.com>
Co-authored-by: Wildkins <john.wildkins@gmail.com>
2026-02-17 16:30:22 +00:00
BatrachophrenoandGitHub edd8698ffe Bugfixes (#21741)
Fixes https://github.com/Aurorastation/Aurora.3/issues/20990
Fixes https://github.com/Aurorastation/Aurora.3/issues/21730
Fixes https://github.com/Aurorastation/Aurora.3/issues/21735

changes:
- bugfix: "Mechatronic fabricator no longer needs to be manually synced
on round start to populate all available parts."
  - bugfix: "Freebooters can now pilot their own subshuttle."
- bugfix: "Greimorian eggs toxin can no longer infest synthetic limbs."
- qol: "Vintage rifle mechanical feedback text has been clarified for
ease of use (before it wouldn't tell you how to rack it properly)."
- rscdel: "Removes pause/unpause functionality from earbuds due to
general bugginess in favor of play/stop."
2026-01-25 18:06:48 +00:00
7d058fc613 Jukebox TGUI update, Earphones autoplay, sound keys refactor (#21630)
V2 of [previous music playing
PR](https://github.com/Aurorastation/Aurora.3/pull/21466). TLDR no
longer uses the connect_range component for implementation because it
turned out a bit too inflexible for overlapping music players.

Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).

New changelog:
  - refactor: "Ported Jukebox's NanoUI interface to TGUI."
- refactor: "Ported Jukebox audio playing functionality to a component."
- refactor: "Sound keys refactored from singletons to datums, along with
larger breakout of sound.dm to allow for easier SFX updates in future."
  - code_imp: "Expanded track datums to include track lengths."
- code_imp: "Reorganized music file folders for more intuitive access."
  - rscadd: "Earphone status feedback text now includes track length."
  - rscadd: "Added autoplay functionality to earphones."
- bugfix: "Fixed earphones' 'Previous Song' verb not sending you to the
end of the playlist when used while the first track is selected."
- bugfix: "Fixed gain adjustment for 'Konyang-1' (-23 dB -> standard
-9.8 dB)."
- bugfix: "Fixed y-offset of audioconsole-running overlay animation to
line up with the actual screen."

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-01-22 16:54:40 +00:00
BatrachophrenoandGitHub ad2a83db85 Add various additional hints to guns, minor projectiles code cleanup (#21633)
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.
2025-12-23 20:05:54 +00:00
e0aa218843 Shell May Cry: A comprehensive rework of synthetics. (#20721)
https://www.youtube.com/watch?v=9mPvZ96pHJI

A pull request commissioned by the Synthetic Lore Team to
comprehensively rework synthetics (read: IPCs) and how they work in
Aurora. The objective is to make IPCs as unique as possible from humans,
upgrading the robotic feel and atmosphere, while also preserving a good
sense of balance in-game.

Key features:

- A comprehensive expansion of synthetic organs, all of which now
fulfill a purpose: hydraulics, cooling units, power systems, actuators,
diagnostics units.
- Customizable organs with benefits and drawbacks, such as with cooling
units and power systems.
- Unique ways to repair the organs and more involved steps.
- Unique damage mechanics - every organ has wiring and electronics which
affect its functioning, and they are defended by plating which provides
natural armour.
- Improved and immersive diagnostics.
- Unique features, benefits, and drawbacks for every IPC frame.
- A rework of the positronic brain, which can be either destroyed or
shut down, alongside effects caused by low integrity.
- A rework of how EMPs affect IPC organs.
- Non-binary damage states for each organ.

To-do:

- [x] Finish the unique features for each frame.
- [x] Look into if mechanical synthskin is possible.
- [x] Power system.
- [x] Posibrain mechanics.
- [ ] Passive cooling expansion.
- [x] EMP mechanics.
- [x] Repair mechanics.
- [x] Mob weight mechanics.
- [ ] Gurney for heavy mobs.
- [x] New augments.
- [ ] IPC tag scanning and flashing.

---------

Signed-off-by: Werner <1331699+Arrow768@users.noreply.github.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: Geeves <22774890+Geevies@users.noreply.github.com>
Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com>
2025-12-21 16:26:23 +00:00
BatrachophrenoandGitHub af6c74d917 Verb organization stuff (#21131)
Currently, only Preferences Verbs use subcategories. As a result, all
other Verb tabs are only organized alphabetically, meaning that a single
mechanic (ie. languages) has its governing Verbs scattered rather than
grouped together.

Verb organization by Tab handles broad organization - IC, OOC, Objects,
etc.- highly effectively but requires the user to click-navigate to
other Tabs to access any other verbs.

Verb organization within a Tab can be handled by A.) subcategories and
B.) Verb name prefixes (such as Earphones - *****). The first option is
the clearest and cleanest, but consumes additional vertical space. The
second option conserves vertical space at the cost of visual clarity.

This PR attempts to reorganize Verbs by their Tabs, Subcategories, and
prefixes with the following priorities in mind:
- Minimal disruption; any radical change must be justified (don't move
shit around just for the sake of moving shit around.)
- Verbs which share common functions (such as Languages) should be
grouped together.
- Maintainability. Contributors should not need to memorize an
excessively convoluted Subcategories list; Subcategories must be
intuitive and simple.
- Subcategories should be used judiciously when grouping Verbs to
conserve vertical space. Example: Instead of creating a Subcategory for
Emotes, just rename Audible Emote and Visual Emote to Emote (Audible)
and Emote (Visual).
- Subcategories should highlight uncommon or unusual verbs when
reasonable. Example: There are several animal husbandry-related Verbs,
and because most characters will not have access to those verbs
regularly, we can be less conservative with space (because they'll be
gone most of the time) for the sake of emphasizing their availability.

This PR covers the IC, OOC, and Object Tabs.

Subcategories:
OOC.Chat (Chat functions)
- AOOC
- LOOC
- Devsay (moved from Special Verbs)
- Dsay (moved from Special Verbs)
- OOC

OOC.Debug (Fix shit)
- Fit viewport
- Fix chat
- Refresh TGUI

OOC.Round (Round information)
- Check Gamemode Probability
- Check Round Info
- Custom Event Info
- Vote

IC.Antag (Antag verbs w/o their own tab)
- Invite to the Loyalists
- Invite to the Revolutionaries
- Set Ambition

IC.Critters (More critter stuff than you'd expect there to be)
- Befriend Carp (Previous name 'Become Friends')
- Befriend Cat (Previous name 'Become Friends')
- Befriend Dog
- Befriend Ives
- Name Alien Species
- Name Animal

IC.Language (Language-related stuff)
- Check Default Language
- Check Known Languages
- Set Default Language

IC.Maneuver (Movement, positioning, etc.)
- Adjust walk speed
- Do Pushup
- Face Direction
- Look Down
- Look Up
- Move Downwards
- Move Upwards
- Rest

Object.Equipped (Equipped object stuff, mostly for drip)
- Adjust Badge
- Adjust Bag Straps (Backpacks)
- Adjust Goggles
- Adjust Mask
- Adjust Welding Goggles
- Adjust Welding Mask
- Change Glasses Layer
- Change Pants Layer
- Change Wrist Radio Layer
- Change Wristwear Layer
- Check Time
- Flip Badge
- Flip Belt
- Flip Eyepatch
- Flip Hat
- Flip ID card (ID card)
- Flip Radio (Clip-on radio)
- Flip Wristwear
- Fold Collar
- Lock Antenna(e)
- Point At Watch
- Raise Shroud
- Roll Up Cape Mantle
- Roll Up/Down Jumpsuit
- Roll Up/Down Sleeves
- Switch Belt Layer
- Switch ID Layer
- Switch Lanyard Layer
- Switch Shoe Layer
- Toggle Aviators (Like a dozen variants)
- Toggle Ceremonial Garment Lights
- Toggle Coat Buttons
- Toggle Coat Zipper
- Toggle Hair Coverage (For hats helmets etc)
- Toggle Hair Coverage (FOR BABY CARP!!!!!)
- Toggle Helmet Camera
- Toggle Hood
- Toggle Lyodsuit Mask
- Toggle Poncho Tail Coverage
- Toggle Shirt Buttons
- Toggle Suit Sensors
- Toggle Visor (Pilot helmet)
- Toggle Waistcoat Buttons
- Transform Holoclothing
- Voidsuit - Eject Suit Cooler
- Voidsuit - Eject Tank
- Voidsuit - Toggle Helmet

Object.Held (If you're HOLDING it, its probably relevant to you rn)
- Activate Held Object (Silicons; moved from IC)
- Alter Beacon's Signal (Radio beacon)
- Change Bite Size (Utensils)
- Change Pen Colour
- Choose Colour (Paint sprayer)
- Choose Decal (Paint sprayer)
- Choose Direction (Paint sprayer)
- Choose Preset Colour (Paint sprayer)
- Describe Prototype
- Draw Boot Knife
- Empty Bee Net
- Empty Spray Bottle
- Holster
- Name Gun
- Name Prototype
- Plant Flag (Flags)
- Print Plant Report
- Remove Chopsticks
- Remove Top
- Set Detector High-Bound (Light meter)
- Set Detector Low-Bound (Light meter)
- Set Hailer Message (Hailer)
- Set Timer (Timer igniter)
- Set Valve Pressure (Pneumatic cannon)
- Show Held Item
- Spin Cylinder (Revolvers)
- Switch Verbosity (Health analyzer)
- Toggle Chainsaw Power (Chainsaw)
- Toggle Flashlight Brightness (Flashlights)
- Toggle Gun Safety
- Toggle Hazard Vest
- Toggle Pinpointer Mode (Pinpointer)
- Toggle Mister (Backpack water tank. Goes into/out of hands)
- Twist Cap
- Use Scope
- Wield Pick/Drill
- Wield Two-Handed Weapon (Two-handed weapons)

Object.Cards (I fucking hate cards!!!)
- Deck - Deal
- Deck - Draw
- Deck - Pick
- Hand - Pick
- Turn Hand Into Deck

Object.Earphones (Enough here to separate out)
- Eject Music Cartridge
- Change Volume
- Next Song
- Pause/Unpause
- Play/Stop
- Previous Song

Object.Jetpack (This is probably really important to see quickly)
- Toggle Jetpack
- Toggle Jetpack Stabilization

Object.Tape Recorder (Enough here to separate out)
- Start Recording
- Stop Recording
- Clear Memory
- Playback Memory
- Print Transcript
- Eject Portable Storage

**IC tab example:**
<img width="1061" height="277" alt="Screenshot 2025-08-09 101813"
src="https://github.com/user-attachments/assets/a2afe92d-34fd-4160-bf68-b459a4195e26"
/>
**Objects tab example:**
<img width="1100" height="472" alt="Screenshot 2025-08-09 101807"
src="https://github.com/user-attachments/assets/a36e4c76-594e-4569-93ba-ffcda57e8760"
/>
2025-08-11 15:12:56 +00:00
BatrachophrenoandGitHub 387cee9243 Object Examine Text Overhaul (#20923)
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>
2025-07-21 15:35:14 +00:00
FluffyandGitHub a3a4d46fa7 Hitby refactor (#19624)
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
2024-07-28 20:52:08 +00:00
FluffyandGitHub 3e1b9d4170 Repathed /obj/item/projectile to /obj/projectile (#19693)
Repathed /obj/item/projectile to /obj/projectile, same as TG and Bay,
that's pretty much it.
2024-07-27 10:09:46 +00:00
FluffyandGitHub aeb27e21e1 Fixed vars getting set twice in the same class (#19294)
Fixed vars getting set twice in the same class
2024-06-02 23:13:31 +00:00
FluffyandGitHub 3dc4cce9c2 Minor span refactoring (#19177)
Minor span refactoring
2024-05-19 16:37:29 +00:00
9983fca311 Update SSOverlays (ported from Baystation) (#19051)
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>
2024-05-01 07:46:27 +00:00
RustingWithYouandGitHub 5d67c4d0ad Unathi Guns & Armor (#18692)
Adds several pre-contact Unathi gun designs, some of which currently
accessible through antag gear crates and the Unathi pirate ghost ships.
All gun sprites done by Gecko.

Additionally buffs the generic Unathi armor and Hegemony armor to be
more on par with standard plate carriers instead of just being good at
melee and terrible at everything else, as well as respriting the generic
armor and rewriting flavor text. Armor resprites done by Dronz.
2024-04-01 21:40:28 +00:00
fec6dbe24f Adjusts the force of all items to be multiplied. (#18708)
* force balancing?

* force

* cl & maglight nerf

---------

Co-authored-by: DreamySkrell <>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-03-24 17:10:31 +00:00
GeevesandGitHub 754f058fb5 Shotgun Pumping Tweaks (#18714)
* Shotgun Pumping Tweaks

* a little overzealous with the delete
2024-03-24 14:04:34 +00:00
FluffyandGitHub 9afe761db3 Some refactors, DMDoc and UT (#18365)
* dsfa

* accessories fix

* fixed "has been hit by" message with intent check

* sdfa
2024-02-12 15:32:23 +00:00
4423d03f2f Adds examine boxes. (#18370)
* Adds examine boxes.

* lint

* what kind of dreams did you dream?

* unlimited

* midgardsormr

* sdsd

* fixes

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-02-11 21:58:20 +00:00
4629903dd2 Adds Dominian Imperial Army gear. (#17971)
Co-authored-by: Matt Atlas <liermattia@gmail.com>
2023-12-25 16:19:40 +00:00
Cody BrittainandGitHub 8c2c1c08f1 Frontier Cowboys now receive a lever action rifle (#17156)
* Frontier Cowboys now receive a level action rifle

* Icon and sounds for the Lever Action

* CL

* Attribution

* Added updated sprites by suethecake

* Ensure internal consistency
2023-08-30 22:36:52 +00:00
juniperandGitHub 4dc384c8a7 Gun Information Rework (#16860)
* yangechog

* a dash of dashes
2023-07-28 20:17:45 +00:00
e22069ea86 Fixes the use-scope verb. (#16577)
* Fixes scopes not working.

* a

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2023-06-28 16:06:30 +00:00
e071390822 Ballistic rate of fire rework (#16233)
* WHOA!

yummy shit!

* yo

* whoa!!!!!!!!!!

---------

Co-authored-by: DanseMacabre <rsurname1212@gmail.com>
2023-05-08 11:30:29 +00:00
fa603b245b Adds a sniper bolt action rifle (#15899)
* Adds a sniper bolt action rifle

* Update code/modules/mob/mob_helpers.dm

Co-authored-by: mikomyazaki <47489928+mikomyazaki@users.noreply.github.com>

* hunting

* scope for him too

---------

Co-authored-by: mikomyazaki <47489928+mikomyazaki@users.noreply.github.com>
2023-03-06 13:10:01 +00:00
AlberykandGitHub ff229569ae Under the Twin Suns: the S'rand'marr Sector (#15295) 2023-02-02 14:51:06 -03:00
FluffyandGitHub 04d89f212a Singletons + refactor of /datum/observ + refactor of /decl/ into /singleton/ (#15519) 2023-01-10 19:22:14 +01:00
Matt AtlasandGitHub b1869884c1 Revert "Singletons + refactor of /datum/observ (#15487)" (#15515) 2023-01-05 19:21:22 +01:00
FluffyandGitHub 0ddcf0817a Singletons + refactor of /datum/observ (#15487) 2023-01-05 18:41:40 +01:00
AlberykandGitHub 784faa4c1c Adds the Grand Romanovich Casino as an away site (#13461) 2022-04-16 20:48:04 +02:00
alberyk 5094492d51 fixes 2022-01-19 02:25:38 -03:00
alberyk a7f5e8ca4a icon fix 2022-01-19 02:05:21 -03:00
alberyk a61da95fc8 da gun 2022-01-19 02:03:58 -03:00
GeevesandGitHub 04b55fb385 Pipegun Buff Again (#12507) 2021-10-30 13:57:51 +02:00
Matt AtlasandGitHub fb763d64c0 Revert "Pipegun Buff (#12365)" (#12429) 2021-08-31 21:56:36 +02:00
GeevesandGitHub 6c5e9aa111 Pipegun Buff (#12365) 2021-08-31 18:05:02 +02:00
WickedCybsandGitHub 9ad89a6f78 Legionnaires! Affix Bayonets! (#11925) 2021-05-25 14:33:09 +02:00
GeevesandGitHub 562d5a1fa5 Improvised Weapon Pin Fix (#11405) 2021-03-10 20:06:28 +01:00
Matt AtlasandGitHub c38f4bddf1 Moves wielding firearms to attack_self, adds unique-action and toggle-firing-mode hotkeys. (#11205) 2021-02-20 14:14:13 +01:00
GeevesandGitHub 656da99177 Pipegun (#11138) 2021-02-14 19:08:06 +01:00
fernerrandGitHub 270a81ab9d Fixes some guns going invisible, cleans up update_icon and wielded (#10840) 2020-12-20 11:15:02 -03:00
Wowzewow (Wezzy)andGitHub 307c214541 makes w_class use defines (#9848) 2020-09-06 17:37:56 -03:00
fernerrandGitHub d36a78471e Increases raider starting loadout diversity (#9839) 2020-09-03 11:00:25 +02:00
Matt AtlasandGitHub 0dd08df5b2 Refactors sound groups to use decls instead of a massive switch with dozens of global lists. (#9702) 2020-08-28 20:47:00 +02:00
Wowzewow (Wezzy)andGitHub 7114d3525f More new sounds and fixes equip sounds (#9464) 2020-08-12 11:17:39 +02:00
GeevesandGitHub efaeba97d8 Shotgun Powercreep (#9199)
You can now pump a shotgun or work a rifle's bolt without wielding it, but it takes two seconds to do so.
    Using the double-barreled shotgun in-hand now ejects its ammunition instead of changing the firing mode. Changing the firing mode has been put on alt click.
2020-06-27 18:42:48 +03:00
fernerrandGitHub 3dbf50da89 Adds a random gun option to the uplink, Replaces the renegade's weapon with this kit (#8282) 2020-02-23 02:46:34 -03:00
GeevesandGitHub d93a0030db Makes All Guns Contained Sprites (#8105) 2020-01-31 20:27:03 +01:00
AlberykandGitHub 1910c1defb Mandatory yearly gun pr: 2020 edition (#8001)
-adds the harpoon gun, to the merchant list and as a raider weapon
-adds the foldable shotgun, to merchant list and as a raider weapon
-adds a new sprite and firing sound for the silenced pistol, giving it to the dpra consular as well
-makes harpoons better as a throwing weapon
-tweaks some guns' names
2020-01-15 17:51:36 -03:00
fernerrandWerner 06b9d15ee8 Adds some new mech weaponry for the legion, changes the way mech decals are applied (#7534) 2019-12-03 18:35:14 +01:00
WernerandGitHub af16a489a6 Removes Weapons (#7415)
* Adds icon and hitsound where needed.

* Moves alt_attack to /obj/item and deletes weapons.dm

* Replaced /obj/item/weapon with /obj/item

* Fixes merge issues.

* Fix merge issues.
2019-11-16 18:36:13 +01:00
AlberykandErki b0e6ece48b Gun update: the end of the space cold war (#6742)
-replaces the sprites of the guns that were pretty much justreferences to guns in real life, like the uzi and the dragunov, with new future sprites made by kyres
-adds the hand cannon
-makes some guns cheaper at the merchant
-fixes a broken message with the prank guns
-added a small animation when someone is hit by a blaster projectile
2019-07-24 21:31:09 +03:00