Commit Graph

1006 Commits

Author SHA1 Message Date
Alberyk
12f3bb080f Fixes cardox recipe (#4417)
-fixes #4415
-fixes gun offhand having pins
-fixes cloth having the same hardness as steel
2018-03-15 12:43:52 +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
Lohikar
a86398d0d2 Code Cleanup: (Bump(), Bumped()) -> (Collide(), CollidedWith()) (#4349)
This PR rips out the old Bump() and Bumped() procs and replaces them with Collide() and CollidedWith() respectively. Behavior should be the same, but Bump() should no longer be double-called, and no longer relies on spawns.

Other changes:

LAssailant is now a weakref.
Some direct loc setting are now forceMove().
2018-03-08 09:39:53 +02:00
skull132
bfced36a28 Merge branch 'master' into development
# Conflicts:
#	html/changelogs/sdtwbaj-skrellmoney.yml
2018-02-24 21:09:27 +02:00
Alberyk
16d4f04771 Balances shotguns slugs and revolvers (#4309)
Shotgun slugs and revolvers were pretty much stong, by instagibbing people ignoring armor, due to having a maim bonus. This pr will remove this, those weapons can still maim and gib limbs, but without any magical force that is able to ignore armor. Plasma cutter and heavy sniper bullets still keep this feature for obvious reasons.
2018-02-24 12:51:20 +01:00
Alberyk
8506fb41ea Buffs mecha weapons and more (#4269)
-separates the mecha weapons dmi in three different dmis for each type of weapon
-buffs the ion cannon, by having its ion being 5x more effective than the regular ion gun
-buffs the damage from the mecha smg
-adds new weapons such as the gatling laser, gatling xray, mounted tesla cannon, mounted anti-material rifle, mounted gyrojet autocannon, mounted anti-material cannon and possible more
-increases the equipment slot for mechas to 4 from 3
-adds some of the new weapons design to the mech fabricator
-changes the weapons names to be more generic
2018-02-21 21:11:03 +01:00
Alberyk
2df76f8590 Fixes shotgun bullets and missing facial hair (#4292)
-fixes #4296
-fixes the missing walrus facial hair sprite
-fixes the empty carbine and mosing rifle having the wrong on armor sprite
-fixes prank guns having firing pins
2018-02-19 00:17:52 +01:00
Erki
20fc059ca7 Bugfix/runtime cleanup (#4249)
Some RTs.

Fixes #4091
Fixes #4092
Fixes #4077
2018-02-08 11:59:11 +02:00
LordFowl
03a02e48c0 Fixes bayonet oversight (#4256)
Much like modular guns cap projectile damage to 60, modular guns will now cap melee damage to 40, no matter how many bayonets you tape on.
2018-02-08 11:58:57 +02:00
Alberyk
83d0e161ba More modular guns tweaks and fixes (#4221)
-fixes #4217
-lowers some of the component techs to make possible to get them
-fixes the phoron capacitor design having the wrong id
-modulator will now change the firing sound of the weapon, to avoid things like tasers and non lethals modules sounding like lasers
-fixes a bug with the random voidsuit picking the wrong helmet for the captain voidsuit
2018-01-31 19:51:01 +02:00
LordFowl
453b039dfe Fixes More Devbugs (#4214)
Fixes #4195
Fixes #4199
Fixes #4162
Fixes #4194
2018-01-30 07:50:30 +02:00
Alberyk
c0425a867c More bugfixes for the january update (#4200)
-fixes #4172
-fixes #4193
-fixes #4192
-fixes #4189
-fixes #4179
-fixes #4170
-fixes #4197
-fixes #4201
-changes the access of the security checkpoint, so all heads of staff can use it
-fixes the hop being unable to access the account's computer
-fixes being able to feed holodeck penguins
-fixes modular laser weapons not interacting with firing pins
-fixes more guns not interacting with pins and remove the need for pins from certain guns, like crossbow, alien weapons and etc
-fixes unstable matter's portals and the elixir of life
-nerfs liquid fire a bit
2018-01-29 22:54:01 +02:00
Alberyk
d5a1e597d2 Fixes the relation between rd guns and firing pins (#4159)
Fixes a lot of guns having no pings and just makes guns created by rd having no pin by default instead.
2018-01-27 22:32:33 +02:00
Pacmandevil
b22cb0e59d [Ready for review until the inevitable map conflicts] Firing pins (#3375)
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:
2018-01-27 20:59:00 +02:00
LordFowl
ad00601b81 Ports /tg/ Brain Trauma (#3979) 2018-01-27 12:13:19 -06:00
LordFowl
6dd5c2dbfd Unapologetic Scientist Buffs (#3957)
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
2018-01-20 23:39:14 +02:00
Matt Atlas
58cf265cdd Makes the mateba great again (#4107)
Adds a new firing sound, new caliber (.454), new description all at the cost of one clumsily made PR!
2018-01-16 15:19:11 +02:00
Lohikar
90d5ff9f2a Bullet blood splatter effects (#4002)
Adds a blood splatter effect for when a mob is hit by a ballistic (brute) projectile. Ported from TG.
2018-01-06 12:01:41 +02:00
skull132
9faccd5e61 Merge branch 'master' into development
# Conflicts:
#	html/changelogs/.all_changelog.yml
2017-12-23 21:37:36 +02:00
chaoko99
c0ee47579d Adds a preference to have an intent check for guns (#3653)
what title says
2017-12-17 11:37:16 +02:00
Alberyk
1d7cd87ebd Fix the hos' tranquilizer rifle and some issues with gifts (#3982)
-fixes #3747 by making so that the tranq bullets inject the target with some sleeping toxin
-fixes things like random plushie and animals getting stuck into the person's contents when you open a gift
2017-12-17 11:20:30 +02:00
Werner
1cac4cc775 Its a drill, not a gun (#3937) 2017-12-08 14:55:55 +01:00
chaoko99
adf21c24e8 Implements Maim / Maiming projectiles. (#3750) 2017-11-25 18:24:16 -06:00
Lohikar
58519daeba Recharger QoL Tweaks (#3826)
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.
2017-11-18 18:46:14 +02:00
Ron
60e81a3647 Misc code removals/changes (#3813)
* ?

* merge dev

* pasue

* anti-pasue

* f

* done

* revert

* miscounted

* changes

* revert
2017-11-18 18:44:00 +02:00
WrongEnd
73a10d20e2 Adds pranks, jukes, and anal retentive bolt action rifles (#3664) 2017-11-10 23:53:01 -06:00
Ron
0d0117dcff Fixes some runtimes (#3727) 2017-10-22 02:37:44 +03:00
Erki
6c47fb889a Revert #3241 (#3670) 2017-10-17 20:39:50 -05:00
Alberyk
12597e9849 Hardsuit fixes and grenade launcher restrictions (#3536) 2017-10-07 00:45:07 -05:00
OneOneThreeEight
f202bb673a Adds a dispersion effect to the thermal drill (#3527) 2017-10-07 00:40:59 -05:00
Ron
37b3c0049a Replaces unused span classes (#3539)
Replaces span class userdanger and sinister with things that exist. Also removes an unused proc.
2017-10-04 19:23:20 +02:00
OneOneThreeEight
7096dd908c Retuning lasers a bit. (#3484)
REBALANCES LASERS.
2017-09-24 00:13:31 +03:00
TheGreatJorge
0732abb600 New turret icons & turret code tweaks (#3416)
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.
2017-09-22 23:11:41 +03:00
Alberyk
0cc8b99a8e Adds more sounds effects (#3474)
Adds new sounds effects to the following;
-nar'sie summoning
-turning on and off a welder
-using a megaphone
-new flashbang and being hit by a flashbang sounds
-cutting wood
-chain of command attack sound
-opening/closing curtains
-rocket launcher sound
-opening/closing a light submachine gun
2017-09-20 13:23:47 -06:00
Alberyk
62f142e215 Gun update; new icons, more guns and better code organization (#3434)
-ports some gun and gun mechanics from polaris and bay such as the Lemant revolver, capguns sprites
-collapses svd.dm and scout_sniper.dm into sniper.dm
-renames boltaction.dm to rifle.dm
2017-09-18 22:22:09 +03:00
Lohikar
e28c29a551 Port Integrated Electronics from Polaris (#3371)
Ports Polaris' integrated electronics system, whichallows for Roboticists & Electricians/Engineers to build custom devices and machines for a variety of purposes.
2017-09-12 21:41:39 -05:00
Lohikar
8f4b4effae Kill processing_objects (#3398) 2017-09-09 15:22:58 -05:00
skull132
16d33365c2 Merge branch 'master' into development
# Conflicts:
#	code/modules/client/preference_setup/loadout/loadout_xeno.dm
#	code/modules/customitems/item_defines.dm
2017-09-09 21:38:02 +03:00
Erki
320c0154f7 Fix lawgivers by Ezuo/Toaster (#3423)
PLAGIARIZED AND REBASE VERSION OF #3409 BECAUSE FUCK GIT

The old Lawgiver code didn't work as intended, with different modes using different charge values and having different recoil. This PR fixes that code, so the lawgiver is now somewhat balanced (No more HE spam yay). Current ammo amounts, from full charge, are:

Stun and Singleshot = 40
Burst = 13ish, just shoots 3 Singleshot in a row
AP = 15
Hotshot and Pellets = 8
Highex = 5 (Original charge cost placed it at 6.6 recurring, brought it down to 5)
2017-09-09 19:01:49 +03:00
Alberyk
0d8fe2e6a4 Adds more in hand sprites for certain items (#3392)
Adds a lot of more in hands and back sprites, wielded shotgun sprites, guns, bags and things like mining satchels and bee nets.
2017-09-08 13:14:52 -05:00
Lohikar
b9a4ecd173 DEvent, Mk II (#3241)
Redesign of PR #2209, now with sane unregistration + a new event.
2017-09-06 18:08:44 +02:00
Ron
905c960e52 Adds some things (#3357)
- Power Sword
- Tesla Gun
- Gravity Gun
- Pipe Wrench
- Slime baton - Awaiting Sprite
- Hand-held crew suit monitor
- Space Klot
2017-09-02 18:16:22 +02:00
Lohikar
c80d893e71 Misc Synthetic Code Cleanup & Minor Tweaks (#3307)
Mostly synthetic code cleanup, some tweaks to human examine and ID cards too.

changes:

Synthetic sprint procs have been compressed down to one proc for all machine subspecies vs. one per subspecies.
Synthetic sprint now only stuns synthetics with empty cells for 30 seconds for all types.
Refactored synthetic limb roboticization.
Changed how a lot of synthetic/industrial checks work.
ID portraits are now 128x128, and scaled without blurring.
Species can now specify an examine text color (for their species name) that differs from their flesh color.
Fixed some eye checks not respecting species.vision_organ.
Examine pulse-checking now uses do_mob & has a progress bar.
2017-08-29 23:21:29 +03:00
Pacmandevil
ff3b59f67f Adds a cooldown to aiming after shooting, also makes shooting while aiming drop the aim (#3271)
The cooldown is currently 3 seconds as suggested by this thread

also adds a nifty proc to Aiming to set said cool-down, it's variable.
The proc is "aim_cooldown(x)" with x being the time you want them unable to aim.
2017-08-29 23:18:59 +03:00
Alberyk
fb3ac0d718 Mounted guns names, grenades tweaks and projectiles changes (#3322)
-name added the prefix mounted to all mounted guns
-converted the hos sniper rifle bullet to the new armor system
-converted projectile/special.dm to absolute pathing
-reduced again the damage of frag grenades
-added armor penetration to the pulse beam, to make it more than just a stronger laser
-fixed the fake grenade getting stuck in the primed sprite after its detonation and added a indication it is take in the desc
2017-08-27 17:00:32 -05:00
Lohikar
e7e30d3ab5 Convert guns to initialize (#3266)
changes:

Converts guns to initialize.
Converts lift control panels to initialize.
Swaps out a spawn in droppods for addtimer.
Fixes a bug where already-opened pod doors would still attempt to prime if hit.
2017-08-11 22:57:12 +03:00
skull132
ff44b44e14 Merge branch 'master' into development 2017-08-07 23:56:04 +03:00
Alberyk
0e5d79c13f Fixes some boxes starting with the wrong contents and more (#3247)
-fixes #3226
-fixes zipties boxes
-fixes the mounted pulse module using the wrong gun
-fixes ballistic guns icons showing as empty when the round starts
-tweaks the uplink vest to include the matching helmet
2017-08-07 22:53:43 +03:00
Ron
cb5e227320 Converts some istype's to use helpers (#3224)
Converts various istype's to use helpers. Mainly:
Cable
Wrench
Screwdriver
Multitool
Crowbar
Wirecutter

And makes the helpers defines.
2017-08-06 22:08:42 +03:00
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