62 Commits

Author SHA1 Message Date
Matt Atlas b9afbeb674 Fixes energy shields and energy swords blocking everything regardless of block chance. (#21278)
1. When a human is hit by a bullet, check_shields() is called. If a
value different from BULLET_ACT_HIT is returned, the shield will void
the bullet.
2. In turn, check_shield() calls handle_shield() on the held shield.
3. whoever coded this shit forgot to add a default return value so the
held shield returns null when it fails to block meaning that the game
voids the bullet lol

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-08-30 22:11:46 +00:00
Fluffy d9c44532fc Refactored directionals (#20082)
Refactored directionals, ported lists of directions from TG, got rid of
useless proc to get the reverse direction.
2024-10-25 17:56:02 +00:00
Fluffy c24b4c7097 Projectile refactoring madness (#19878)
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.

High risk.
2024-09-23 10:12:57 +00:00
Fluffy 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
Fluffy 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
Fluffy 3dc4cce9c2 Minor span refactoring (#19177)
Minor span refactoring
2024-05-19 16:37:29 +00:00
Ben 482d7fdb9d TCAF Corvette Fixes (#19034)
Various adjustments and fixes to TCAF Corvette, alongside fixing
Deployable Turret.

**This does not fix the issue regarding telecomms(#19033), if someone
knows the cause, contact me.**

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-04-28 16:57:19 +00:00
Matt Atlas 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
Fluffy 4fe26b6f6d Fixed sound tokens still listening to destroy events (#18573)
* fsdaf

* sdf
2024-02-29 17:37:29 +00:00
RustingWithYou 1dabbfb301 Various Melee Tweaks (#18497)
* blatant melee buffs

* esword tweaking
2024-02-26 23:35:39 +00:00
Fluffy 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
Matt Atlas cadd19beac Ports the TG globals controller and converts globals. (#18057)
* SDQL2 update

* fix that verb

* cl

* fix that

* toworld

* this is pointless

* update info

* siiiiick..

* vv edit update

* fix that

* fix editing vars

* fix VV

* Port the /TG/ globals controller.

* part 1

* part 2

* oops

* part 3

* Hollow Purple

* sadas

* bsbsdb

* muda na agaki ta

* ids 1-15

* 16-31

* 41-75

* bring me back to how things used to be before i lost it all

* the strength of mayhem

* final touches

* cl

* protect some vars

* update sdql2 to use glob

* stuff?

* forgot that is not defined there

* whoops

* observ

* but it never gets better

* a

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2023-12-26 01:16:02 +00:00
Cody Brittain 06601c9ec3 Split up and rename var/flags (#17794)
* Split up and rename `var/flags`

* Various fixes

* CL

* Don't rename Phoron Guard phoron preset

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2023-11-22 16:27:51 +00:00
Fluffy 5e1332d60f OpenDream linting (#16468)
* 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...
2023-06-26 17:05:38 +02:00
RustingWithYou 5c31da73ae Honor, Fire, Burn Thy Fear - the Hegemony Corvette (#16261)
* hegemony corvette 1

* hegemony weapons, armor, sprites

* hegemony corvette 2

* hegemony corvette 3

* changelog

* description

* trophy room stuff

* ghostspawner fix

* blast doors

* fixes fucked key

* window fixes

* unit test fixes

* unit test fixes 2

* energy glaive inhand sprites

* new shuttle + extra docking

* vaurca ghostrole adjustment

* extra trophy room stuff + breacher

* file structure tweaks

makes future hegemony ships easier to add

* shuttle sensor suite + iff

* entry points on shuttle

* carpspawns

* plating fix

* nerfs the hegemony energy rifle

* welcome messages

* airlock exterior vent

* airlock tweaks to make it work more gooder

* flag fixes

* more flag fixes

* fixes bz_gorget file (#16282)

* bz_gorget

* fixes bz_gorget file

* shuttle rename for lore reasons
2023-05-07 08:22:14 +00:00
Cody Brittain f93c73c014 Energy shield sounds (#16002)
* Modernized energy shields and ported looping sounds from bay

* CL

* Reorganize projectile macros for easier readability

* Apply suggestions from code review

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>

* Attributions

---------

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2023-03-18 19:55:34 +00:00
Geeves e5a34c4f08 Shield Fix (#12074) 2021-06-20 17:32:48 -03:00
Jiří Barouš 524bf9c417 Mitigates (autolathe) recycling exploits by minimizing what can be recycled, adding unit tests and fixing the recipes (#10375)
* Mitigates research recycling exploits by minimizing what can be recycled

* Moves the research design check into a new unit test

* Adds unit test for stack material recipes costs and fixes these costs

* Instead of changing recipes the resulting materials are worth less

* Crap fix
2020-10-30 12:20:59 +01:00
Wowzewow (Wezzy) 307c214541 makes w_class use defines (#9848) 2020-09-06 17:37:56 -03:00
Wowzewow (Wezzy) 7114d3525f More new sounds and fixes equip sounds (#9464) 2020-08-12 11:17:39 +02:00
kyres1 9e486ce599 Dominian gear update/dresses (#9367)
Adds a Dominian mercenary loadout, finishing off the main Human factions that can be represented via mercs.

Also, adds two Dominian dresses to the loadout (the Dominian clothing selection) and fixes the description of the Himeo cap.

The weirdest part of this PR is the 80 melee resists on the Dominian RIG. The other stats have been lowered to compensate for this (given it's meant to be a melee-centered suit) but let me know if the stats aren't to your liking, and I'll be willing to change them.

The Dominian mercenary kit gets 4 voidsuits, the RIG, 4 energy cutlasses and 4 resprited energy shields. The resprite just turns them red.

The solo mercenary kit gives you 1 voidsuit, a shield, a cutlass, and that's it.
The RIG is below, armed and unarmed.
2020-07-22 23:20:54 +03:00
Geeves d647a567f4 Back-mounted Shields (#9301)
A shield worn on your back will now properly defend you from penetration in the rear.
2020-07-15 21:16:50 +03:00
Geeves 33ad8096fb The Great Spanning (#9320)
This PR get rid of all (most of) the span("thing", spans and replaces them with the SPAN_THING( variant, which has gained more popularity recently.
2020-07-12 15:53:28 +03:00
Geeves 192df65db6 Square Shield (#9094) 2020-06-14 14:18:48 -03:00
Wowzewow (Wezzy) 723c711022 Inhands : the final fuckening (#8696) 2020-04-24 11:36:00 +02:00
Matt Atlas 82437acd43 Materials subsystem, material defines instead of strings, structure materials. (#8447)
The shitcode crusade begins.
2020-03-18 20:19:11 +01:00
Werner cb4a712851 Enforces Lineendings and adds Editorconfig (#7657) 2019-12-21 16:19:24 +01:00
Geeves 8447c489e8 Kataphract Team Update (#7543)
Added a Klaxan Kataphract Hopeful to the Kataphract response team.
    The Kataphracts now start with better and more stylized gear.
2019-12-05 12:12:36 +02:00
fernerr aa2e02c1a6 Shuttle update: Part Two: The Legion Protects (#7457) 2019-11-23 18:50:19 +01:00
Werner 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
alsoandanswer 1bab746d17 adds new sounds (the not stupid version) (#6307) 2019-05-05 23:51:08 +02:00
Alberyk aa70b6cffb Changes how clumsy checks are handled (#6299)
This pr adds the is_clumsy check, that checks if the mob has the mutation or if they are drunk enough. This fixes a bug where mobs would still have the clumsy mutation due to drinking.
2019-04-14 19:45:45 +03:00
LordFowl 8d436c4a03 Converts all necessary << outputs into the to_chat() macro. (#6076)
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().
2019-03-10 23:39:03 +02:00
Alberyk ed0297a697 The Tau Ceti Foreign Legion (#5779)
This pr adds the Tau Ceti Foreign Legion, at the request of the lore team, to replace/be an alternative to the ert.
2018-12-30 12:06:21 +01:00
ParadoxSpace 6bdac89c68 Unapologetic Medieval Buffs (#4970) 2018-07-16 22:49:32 +02:00
kevinz000 c000070a5b Pixel Projectiles (#4105)
Projectile hitscan effects moved to /effects/projectiles folder.
Most of projectile firing code and some of impact code refactored, and projectile hitscan effects refactored with ported TGcode (which is mostly TGcode I wrote anyways 😎)
Projectiles can now be fired at any angle, instead of just at the center of turfs!
Projectiles are now [in theory] 100% accurate down to 0.001 of a pixel.
2018-03-10 17:13:24 +02:00
Alberyk b4fa4a8b3a Baystation12 merchant port (#3155)
Port of the merchant mechanics from baystation12.
All of the trader, prices and most essential system are done, as well the job datum and the like. Mapping the shuttle, the base and a new dock will be done in a later pr.
Also adds phazon construction and several other items used in this pr.
The chance of the merchant slow being open at round start can be changed via the config, it is 20% by default.
2017-08-04 21:36:04 +03:00
Alberyk ac5b4ea055 Food, hair and grammer fixes (#3058)
Fixes #3051
Fixes #3055
Fixes #3057
Fixes #3061
Fixes some food having no taste, also fixe cheese tasting like meat and other minor things like grammar.
Removes the ,45 magazine from the warden's locker, and give them a helmet to match his armor
Fixes a missing window at the main central level
Fixes a messed up hall at central command
Adds a small room for interview for the ccia in the odin, that was left out due to map issues
Adds the captain chair overlay that I forgot to add way back
2017-07-16 11:56:13 +03:00
Alberyk b490769175 Adds netgun, haywire rounds and gun related fixes (#2456)
-adds the netgun, replacing the syndicate cyborg energy crossbow with a downgraded mounted version, and giving the heisters a chance of getting one of those in their random gun spawn
-fix the meteor gun, giving it a new sprite and fixing the wrong icon state on the projectile
-ports emp/haywire rounds from baystation, only .38 and 12 gauge rounds
-fix the action button of the am rifle not wielding it
-gives the wizard staffs tech levels
-removes the xray crate from cargo
Fixes #1923
2017-05-29 22:41:38 +03:00
Alberyk 0f472d3818 Gun, sword and janitor ert additions (#2142)
-changes the one handed pulse rifle to be a pulse carbine and a pulse pistol, also removed a lot of useless vars from it
-changed the pulse destroyer to fire in bursts
-added some new flavors of sword with their own sprites
-added some new on hand and back sprites for some guns
-added the janitor ert hardsuit, not anywhere yet
-fix #2137
-fix the anesthetic tank having no sprite on the back
-ghetto shotgun and pistol chances of failure are now random when they are created
2017-05-01 20:20:22 +03:00
LordFowl cb4a941dc1 Sword Reflection (#1637)
Energy swords, shields, and ninja blades can now deflect projectiles.

Energy swords have a fairly moderate chance of reflecting energy weapons.
Energy shields have a much higher chance of reflecting energy weapons.
The ninja blade has the highest chance of reflecting energy weapons.

Energy sword and ninja blade can only effectively reflect shots to the groin, chest, and head.
Energy shield has full body coverage.

Energy sword has less "durability" than shield and blade (Can withstand less shots before shutting off.)

Neither sword, shield, nor blade can deflect shots to the back. Only the ablative vest provides full coverage.

Probably some other stuff I'm forgetting.
2017-03-06 00:35:09 +02:00
Alberyk 539be7f192 Fixing broken magic missiles, corrupted form and rev/cult tweaks (#1766)
-fix magic missiles not working
-corrupt form should not strip the wizard, should last longer and the fully upgraded form was buffed
-heads of staff, except implanted ones, can be converted to rev now
-cultists gets the cult language
-loyalty implants will stop rev convertion
-probably fixed ai and cyborgs being selected as cultists and getting access to aooc
- Fixes #1777
2017-02-17 20:15:10 +02:00
Lohikar 2b9aa21421 Spark Fixes (#1764)
changes:

Removed shim for old spark system.
Converted all calls to old spark system with calls to new one.
Processor-based effects are no longer pooled, as it had minimal performance impact and was breaking things.
Tweaked some visible_messages for rogue drones.
PB effects' handling of location is now done at the /datum/effect_system level.
2017-02-14 14:37:16 +02:00
Lohikar 0cba68911d Lighting Overhaul & General process improvements (#1612)
This is it. The big one.
Risk: Very large. This modifies or rewrites several important systems.
Some things still need balancing, but that's probably better done if/when this hits dev.

changes:

New smooth lighting system.
Machinery split into three processes: machinery, powernet, pipenet Removed due to breakage. Refactored into multi-step process.
Mob process rewritten.
NanoUI process rewritten.
Objects process rewritten.
Tweaked color output of station lights.
Slime core lights now emit colored light.
Fixed light update frequency issue with fire alarms, hydroponics trays, and airlocks.
Increased light emission from bolted airlocks.
Miscellaneous performance improvements.
New datum pool implementation.
New lighting usage profiler.
Lighting system now tracks UV light, which is not visible to players.
Space now has a parallax effect.
Disabled Spin View verbs due to incompatibility with the new lighting system.
Disabled hallucination view spin due to incompatibility with the new lighting system.
Lighting system now initializes in the lobby before the round starts to reduce BoR deadtime.
Added UV light tracking to lighting engine; dionae now gain energy exclusively from UV light.
Added colored lighting to a few consoles that used default (white) light.
2017-01-29 01:13:54 +02:00
NanakoAC 96744e33cd Update Icons fix and Cloaking Device rework (#1468)
In short, dropped has been redefined from its old usage of "left an inventory slot" to now mean "left a mob's direct contents" which is a far more useful definition programatically.
2017-01-11 23:03:53 +02:00
Alberyk 7fe4433669 Syndicate borg rework and general fixes (#1275)
Changes:
-added some vars that allow for more pre-set borg models, ported from the newest bay changes
-added combat module and an ert borg as admin spawn presets
-fixed syndicate cyborg
-syndicate cyborgs explode when killed now
-added a limited frag grenade launcher to the syndicate module
-fixed a lot of broken guns
-fixed the bad ert id code added by the ert update
-fixed the tactical shield to have sprites and behave properly
-tweaked even more the vending machine at sec armory
-disabled joining as actor
-enabled spess bikes, heisters get two of them and can get one via cargo contraband system
-replaced advanced advanced e-guns with energy rifles
-fixed some missing id sprites
-fix #1281
2016-12-23 20:16:23 +02:00
printer16 70e30d0f43 Fixed ERT Update (#1266)
Credits for content go to Serveris. All I did was fix it up for the baymerge and got it working in-game (Yes I know zipties don't stack. I couldn't figure it out. Maybe latter.)
2016-12-23 02:09:49 +02:00
PsiOmegaDelta 4cc2b1a93e Glowy items.
Energy shields now glows slightly stronger than stunbatons when active.
2015-09-20 18:18:19 +02:00
mwerezak db8aefb121 Refactors duplicate parry code 2015-08-28 14:39:28 -04:00
HarpyEagle df3eeb891e Fixes dead people blocking stuff with shields. 2015-08-26 11:51:04 -04:00