Fixes several runtimes from the past few weeks, some additional material
repath regressions, and the fact that if I shoot you with a stream of
ionized deuterium particles, it doesn't riddle you with cancer.
changes:
- bugfix: "Fixes emergency shields runtiming when hit by thrown
objects."
- bugfix: "Fixes several stale global list runtimes."
- bugfix: "Fixes several health percentage checks that could use unset
initial health values."
- bugfix: "Fixes additional materials regressions in INDRA code."
- bugfix: "Fixes invalid fuel injector depletion math."
- bugfix: "Makes accelerated particles apply radiation damage to living
mobs they pass through."
Rebalances the 6.8mm bullet and it's AP variant to not be antag shredder
9000. Additionally, alters pricing in the cargo order list and adds an
AP variant of the 6.8mm to the cargo order list. The values for the
rounds are below.
6.8mm: 40 dam | 12 AP
6.8mm AP: 30 dam | 30 AP
Against 55 armor (major ballistics armor):
6.8mm: 13 damage
6.8mm AP: 18 damage
5.56: 16.67 Damage
5.56 AP: 25 Damage
7.62: 18.56 Damage
The thought process behind these values:
<details><summary></summary>
<p>
Adhomai does not make wide use of personal body armor. As a result,
ammunition does not prioritize defeating body armor. Therefore, it is
more effective the less armor one has, leading to a high damage value
but low AP values. As they are rifle power cartridges, there is still
some AP. The specific 6.8mm AP cartridge was created for defeating the
armor of the S'rand'marr coalition, thus why it is comparable to 7.62
</p>
</details>
These values can be tweaked as needed to make the rifle and ammo
reasonable.
This PR DOES NOT modify the rifle itself, and therefore should not
conflict with #22088
This PR is intended to sort out our existing guns into something
resembling organization. In addition, ancient decrepit guns are removed,
and abstract paths are labeled as such.
In addition, all guns are now standardized to refer to their model.
Considering the huge number of weapons we have, a `pistol` is not
descriptive enough.
NOTE: At over 200 files touched, this is being split. Not everything was
sorted, but this is already a monster to sort through. The rest can
wait.
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>
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>
Had to remake this PR since for some reason TGUI changes snuck in on
some commit on the last one.
As requested the PEAC now has to instead go through a 5 second windup
before being loaded. This also gave me the totally original, definitely
not stolen from elsewhere idea to make it possible for someone else to
load it instantaneously for you, making fast reloading and rapid fire
still possible through the power of teamwork.
<img width="2560" height="1440" alt="image"
src="https://github.com/user-attachments/assets/d71dd82c-0f53-4923-a3d4-b9a3b5240b88"
/>
---------
Signed-off-by: 4000daniel1 <95170823+4000daniel1@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Removes the tranquilizer rifle from the HoS's office, and places it in
the RD's office. Along with removing the box of shells from the HoS
locker, placing them in the RD's locker.
Changes the description of the rifle to move it away from being a 50 cal
sniper. Changed the shells to reflect this as well.
Expands the RD's office and reshuffles it slightly to make space for the
tranquilizer cabinet.
Part 2 will be a resprite of the rifle, to be added at a later date.
PR will need loremaster approval due to description involving corporate
lore.
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.
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.
* 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
-fixes the commissar role not working properly, making some ghost roles check more robust
-fixes a couple of mapping errors on that space ruin
-fixes the nuclear launcher magazine not accepting the proper bullets
-fixes the cosmonaut suit not accepting tanks on the suit storage slot
-ranged pra robots now leave behind empty casings after firing
-pra robots will now take honorary membership cards in consideration when chosing targets
-adds emp damage to synthetic simple animals
-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
Adds a bit of what is related here: https://forums.aurorastation.org/topic/11941-antagonist-rework-20/
Pretty much, adds a couple of gear crates that mercenary teams, seeking to do a lore related gimmick, can buy by pooling their crystals. Right now, it is just adds a couple of human related factions, such as eridani, sol alliance, elyra and the frontier.