Gun firemodes now work by setting vars on the parent gun item. Removes the
need to unpack a bunch of firemode values when shooting and the need for
certain guns to define special firemode types.
In particular, charge costs were chosen so that mounted energy guns
drain 80% of a default rig's power cell in 40 shots, and mounted laser
cannons drain the same in 20 shots.
Expands on firemodes to include settings for the egun/adv egun,
floraray, and pulse rifle.
By default attack_self() now cycles firemodes for any gun. Updates
several projectile guns in a desperate attempt to avoid the need for an
unload ammo verb.
Protolathe and CI build procs moved to them from RD console.
Protolathe and CI now have a build queue. Designs take varying time to
build.
P and CI material storage is now a list instead of a set of vars.
origin_tech is now a list.
All sheets now contain exactly 2000 units of matter.
In design datum, chemicals and materials are two separate lists.
Designs are now sorted. The method is kinda hacky but flexible. They
have a var, sort_string. Designs are sorted alphabetically using it.
Circuits how show whether they build a machine or a computer in CI menu.
Adds item construction, for now protolathe is used.
Spider fang blade uses power faster.
Light hardsuits (minus ninja suit) have voidsuit-level breach thresholds.
If the suit is malfunctioning when it runs out of power then you will need someone to cut you out.
Default inherited offline_slowdown set to 3, as most hardsuits use this
value. ERT no longer get rad immunity, they have enough advantages -
instead only ERT engineers get that.
ERT engineer gauntlets are also now insulated, allowing them to do
wiring work in space.
Fixed a compile error.
Fixed mounted laser cannons taking too long to recharge.
Collection of gear and changes from the four gear polls on the forums
includes:
2 new automatic weapons, mapped in to ERT and random weapon spawns.
Laser carbine balance.
Slow emergency softsuits, no armor value other than bio and rad, 4
slowdown.
1 knife, not mapped in, available for Psi's uplink merge.
New vests: 2 types, 2 pocket no slowdown,
4 pocket with slowdown, second is available from cargo and one random
vest
spawn in armory. The first replaces all instances of the old vests. Old
vests still exist in code.
Mercenary vest with no slowdown, 4 pockets, and slightly better armor,
not on map, possibly for Nukes or Traitor Uplink
Holster rearrangement for custom loadout.
Acid dispenser, mapped into robotics and science.
New food items, added to vendors and rations crate.
New random medical spawns, added to medbay.
Cargo and loadout additions to accommodate new items.
1 beanbag loaded 5 round shotgun added to Warden's closet to compensate
for officers having .45 ltls and the HoS having an e-gun, suggested by
IRC and server.
http://baystation12.net/forums/viewtopic.php?f=5&t=12064http://baystation12.net/forums/viewtopic.php?f=5&t=12031http://baystation12.net/forums/viewtopic.php?f=5&t=12027http://baystation12.net/forums/viewtopic.php?f=5&t=12007
Tweaks syringe gun and dart gun, renames syringe gun cartridges and makes them printable.
Adjusts penetration so that passing through mobs happens with a probability that scales with damage.
Adds a .45 signal pistol to the HoP's closet and a 9mm one to the mercenary shuttle.
Makes syringe guns a type of launcher gun, and removes the hack
projectile.
Also moves syringe and dart gun source files into the modules/projectile
folder.