Geeves
131ad8a522
Gun-Kata: Path of the Antag ( #10677 )
2020-12-05 12:48:58 +01:00
Wowzewow (Wezzy)
307c214541
makes w_class use defines ( #9848 )
2020-09-06 17:37:56 -03:00
Matt Atlas
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)
7114d3525f
More new sounds and fixes equip sounds ( #9464 )
2020-08-12 11:17:39 +02:00
Geeves
592d2cc708
Holographic Ammo Display ( #9250 )
...
Added a holographic ammo display, that provides the number of bullets left as a number next to the sprite.
Added the HAD to the devices and tools uplink, as well as to cargo under Zavodskoi.
Fixes a bug with gunshot residue when certain gloves are worn.
2020-07-20 20:55:00 +03:00
Geeves
33ad8096fb
The Great Spanning ( #9320 )
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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
9dffea6eea
(Syndicate) Cyborg Improvements ( #9148 )
2020-06-19 23:57:17 +02:00
Geeves
1f213e48c0
Description Consolidation ( #9038 )
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I moved the desc_info to their parent thingies, because alt clicking the type and being sent to the description.dm was infuriating.
2020-06-10 09:03:44 +03:00
Alberyk
3b2f1aafa9
Guns now throw casings around when fired ( #8777 )
2020-05-02 15:56:52 -03:00
Geeves
e6d6e0dfb6
Jamming Tweaks ( #8261 )
...
Tweaked how gunjamming works. You now have to spam the Z button, or keep clicking the gun sprite if you don't have hotkeys, to unjam it.
Added sounds to jamming and unjamming guns.
2020-02-22 21:52:37 +02:00
Geeves
d93a0030db
Makes All Guns Contained Sprites ( #8105 )
2020-01-31 20:27:03 +01:00
Alberyk
77a38123c6
Examine tweaks ( #8099 )
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* Tweaks examines verbs.
* And the voicer change description too.
* This is better.
* go understand this code.
* Adds changelog.
* arrow's request.
2020-01-30 10:33:54 +01:00
Werner
cb4a712851
Enforces Lineendings and adds Editorconfig ( #7657 )
2019-12-21 16:19:24 +01:00
Wowzewow (Wezzy)
962c45b6fa
P.P.A.P (Pen, Paper and PDA) update ( #7410 )
2019-11-21 15:49:17 +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
LordFowl
231a82ae38
Ejected bullet casings produce sound ( #6240 )
2019-04-05 22:11:34 +02:00
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 )
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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
Werner
0feedab118
Leyon Changes ( #5200 )
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The Leyon Pistol has been changed to be closer to the original vision of it.
It is loaded via a special 10mm speedloader, however loading it takes some time.
Each gun (when ordered via cargo) will ship with a speedloader.
The speedloaders itself can not be ordered, but 10mm ammunition boxes can which can be used to restock the speedloaders or load the gun directly.
Reduces the price for the gun at the merchants from 1500 to 500 credits
And makes additional ammo boxes purchaseable
Also changes the path name of the 10mm ammo/mags/... to be consistent with the standard pathing for ammo
Adds additional messages if you can not load a gun with a single cartridge (currently it fails silently)
2018-09-16 00:46:52 +03:00
BurgerLUA
8519dcc393
.loc = to forceMove() ( #4937 )
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As requested, this PR is changed to only include all .loc = to forceMove() changes.
2018-08-04 01:48:58 +03:00
Alberyk
d44ff1363b
"Fix bayonets!" ( #4872 )
...
This pr adds bayonets, knives that you can attach to some rifles. When attacking someone in melee with the rifle, you will attack your target with the bayonet instead of the rifle itself. Sprites are from tg and baystation.
Also, fixes the vintage rifle having no in hand sprites
2018-06-16 16:46:42 +03:00
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
e9b688e1f6
Merge branch 'development-2' into development
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Christ on a stick. SO MANY ERRORS. REEE.
# Conflicts:
# baystation12.dme
# code/_helpers/lists.dm
# code/_helpers/logging.dm
# code/_helpers/text.dm
# code/_onclick/click.dm
# code/controllers/configuration.dm
# code/controllers/master_controller.dm
# code/datums/supplypacks.dm
# code/game/antagonist/antagonist.dm
# code/game/antagonist/antagonist_print.dm
# code/game/antagonist/outsider/commando.dm
# code/game/antagonist/outsider/ninja.dm
# code/game/area/areas.dm
# code/game/gamemodes/cult/cult_items.dm
# code/game/gamemodes/game_mode.dm
# code/game/jobs/access.dm
# code/game/machinery/atmoalter/canister.dm
# code/game/machinery/autolathe.dm
# code/game/machinery/doors/airlock.dm
# code/game/machinery/recharger.dm
# code/game/machinery/suit_storage_unit.dm
# code/game/mecha/mech_fabricator.dm
# code/game/mecha/mecha.dm
# code/game/objects/effects/spiders.dm
# code/game/objects/items.dm
# code/game/objects/items/devices/PDA/PDA.dm
# code/game/objects/items/devices/flash.dm
# code/game/objects/items/devices/lightreplacer.dm
# code/game/objects/items/devices/paicard.dm
# code/game/objects/items/devices/scanners.dm
# code/game/objects/items/devices/suit_cooling.dm
# code/game/objects/items/devices/uplink.dm
# code/game/objects/items/robot/robot_upgrades.dm
# code/game/objects/items/toys.dm
# code/game/objects/items/weapons/cards_ids.dm
# code/game/objects/items/weapons/handcuffs.dm
# code/game/objects/items/weapons/manuals.dm
# code/game/objects/items/weapons/material/kitchen.dm
# code/game/objects/items/weapons/material/misc.dm
# code/game/objects/items/weapons/material/swords.dm
# code/game/objects/items/weapons/melee/energy.dm
# code/game/objects/items/weapons/melee/misc.dm
# code/game/objects/items/weapons/scrolls.dm
# code/game/objects/items/weapons/storage/belt.dm
# code/game/objects/items/weapons/stunbaton.dm
# code/game/objects/items/weapons/tools.dm
# code/game/objects/objs.dm
# code/game/objects/structures/crates_lockers/closets.dm
# code/game/objects/structures/crates_lockers/closets/secure/security.dm
# code/game/objects/structures/janicart.dm
# code/game/sound.dm
# code/game/turfs/simulated.dm
# code/game/verbs/ooc.dm
# code/global.dm
# code/modules/admin/verbs/debug.dm
# code/modules/admin/verbs/modifyvariables.dm
# code/modules/client/client procs.dm
# code/modules/client/preferences.dm
# code/modules/clothing/clothing.dm
# code/modules/clothing/head/hardhat.dm
# code/modules/clothing/head/helmet.dm
# code/modules/clothing/head/jobs.dm
# code/modules/clothing/head/misc_special.dm
# code/modules/clothing/shoes/jobs.dm
# code/modules/clothing/spacesuits/alien.dm
# code/modules/clothing/spacesuits/captain.dm
# code/modules/clothing/spacesuits/miscellaneous.dm
# code/modules/clothing/spacesuits/rig/rig_pieces.dm
# code/modules/clothing/spacesuits/rig/suits/alien.dm
# code/modules/clothing/spacesuits/spacesuits.dm
# code/modules/clothing/spacesuits/void/merc.dm
# code/modules/clothing/spacesuits/void/void.dm
# code/modules/clothing/suits/armor.dm
# code/modules/clothing/suits/jobs.dm
# code/modules/clothing/suits/storage.dm
# code/modules/clothing/suits/utility.dm
# code/modules/clothing/suits/wiz_robe.dm
# code/modules/clothing/under/jobs/security.dm
# code/modules/economy/Events.dm
# code/modules/economy/Events_Mundane.dm
# code/modules/economy/economy_misc.dm
# code/modules/events/blob.dm
# code/modules/events/event.dm
# code/modules/events/event_container.dm
# code/modules/events/event_manager.dm
# code/modules/events/money_lotto.dm
# code/modules/events/prison_break.dm
# code/modules/events/spacevine.dm
# code/modules/hydroponics/trays/tray.dm
# code/modules/mob/dead/observer/observer.dm
# code/modules/mob/emote.dm
# code/modules/mob/holder.dm
# code/modules/mob/language/station.dm
# code/modules/mob/living/bot/cleanbot.dm
# code/modules/mob/living/carbon/alien/diona/diona.dm
# code/modules/mob/living/carbon/alien/diona/diona_attacks.dm
# code/modules/mob/living/carbon/give.dm
# code/modules/mob/living/carbon/human/emote.dm
# code/modules/mob/living/carbon/human/human.dm
# code/modules/mob/living/carbon/human/human_defense.dm
# code/modules/mob/living/carbon/human/inventory.dm
# code/modules/mob/living/carbon/human/life.dm
# code/modules/mob/living/carbon/human/species/outsider/vox.dm
# code/modules/mob/living/carbon/human/species/station/golem.dm
# code/modules/mob/living/carbon/human/species/station/station.dm
# code/modules/mob/living/carbon/human/update_icons.dm
# code/modules/mob/living/carbon/metroid/metroid.dm
# code/modules/mob/living/living.dm
# code/modules/mob/living/living_defense.dm
# code/modules/mob/living/living_defines.dm
# code/modules/mob/living/silicon/ai/ai.dm
# code/modules/mob/living/silicon/pai/admin.dm
# code/modules/mob/living/silicon/pai/pai.dm
# code/modules/mob/living/silicon/robot/drone/drone.dm
# code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm
# code/modules/mob/living/silicon/robot/emote.dm
# code/modules/mob/living/silicon/robot/robot_items.dm
# code/modules/mob/living/silicon/robot/robot_modules.dm
# code/modules/mob/living/silicon/silicon.dm
# code/modules/mob/living/simple_animal/bees.dm
# code/modules/mob/living/simple_animal/friendly/cat.dm
# code/modules/mob/living/simple_animal/friendly/corgi.dm
# code/modules/mob/living/simple_animal/friendly/farm_animals.dm
# code/modules/mob/living/simple_animal/friendly/mouse.dm
# code/modules/mob/living/simple_animal/friendly/spiderbot.dm
# code/modules/mob/living/simple_animal/hostile/hostile.dm
# code/modules/mob/living/simple_animal/simple_animal.dm
# code/modules/mob/logout.dm
# code/modules/mob/mob.dm
# code/modules/mob/mob_grab_specials.dm
# code/modules/mob/mob_helpers.dm
# code/modules/mob/new_player/sprite_accessories.dm
# code/modules/organs/organ.dm
# code/modules/organs/organ_alien.dm
# code/modules/organs/organ_external.dm
# code/modules/paperwork/faxmachine.dm
# code/modules/projectiles/ammunition/boxes.dm
# code/modules/projectiles/ammunition/bullets.dm
# code/modules/projectiles/guns/energy/nuclear.dm
# code/modules/projectiles/guns/energy/rifle.dm
# code/modules/projectiles/guns/energy/special.dm
# code/modules/projectiles/guns/projectile.dm
# code/modules/projectiles/guns/projectile/automatic.dm
# code/modules/projectiles/guns/projectile/pistol.dm
# code/modules/projectiles/guns/projectile/revolver.dm
# code/modules/projectiles/guns/projectile/shotgun.dm
# code/modules/projectiles/projectile/bullets.dm
# code/modules/projectiles/projectile/special.dm
# code/modules/reagents/reagent_containers.dm
# code/modules/reagents/reagent_containers/food/drinks.dm
# code/modules/research/designs.dm
# code/modules/research/destructive_analyzer.dm
# code/modules/research/rdconsole.dm
# code/modules/spells/artifacts.dm
# code/modules/spells/spellbook.dm
# code/modules/tables/tables.dm
# code/world.dm
# config/example/config.txt
# icons/mob/items_lefthand.dmi
# icons/mob/items_righthand.dmi
# icons/obj/lighting.dmi
2016-10-31 00:01:52 +02:00
Alberyk
bd9aa86b33
Adding more features to guns ( #768 )
...
In this new gun patch:
-rewritting bolt action rifles, so they are less shotgun like, also new sounds for them!
-adding a spin cylinder verb for the revolver
-jamming mechanics for guns, only the ghetto .45 pistol will use them atm
-minor changes to renegades, removing big shotgun that won't make it really stealthy, and heisters, by adding more guns.
2016-08-27 18:24:19 +02:00
Alberyk
55c89ef3e6
Fixing a minor issue with magazines ( #687 )
...
Adding a new var: allowed_magazines.
Pretty much it defines what magazines you can load into a gun, it will stop people from loading submachine guns into pistols and etc. Also, fixing the Deckard revolver.
2016-08-06 00:49:36 +03:00
skull132
fe48f26d71
Porting forensics from Aurora.
2016-02-01 17:08:47 +02:00
mwerezak
24688cd28a
Fixes switching firemodes not generating any messages
2015-12-06 01:45:15 -05:00
Zuhayr
1244c4a5fd
Porting forensics from Aurora.
2015-10-24 02:15:06 +10:30
Kelenius
35a20002c6
Merge branch 'dev' into ofResearchAndPrototypes
...
Conflicts:
baystation12.dme
code/defines/obj/weapon.dm
code/game/mecha/equipment/tools/medical_tools.dm
code/game/mecha/equipment/tools/tools.dm
code/game/mecha/mecha.dm
code/game/mecha/mecha_parts.dm
code/game/objects/items/devices/flash.dm
code/game/objects/items/devices/powersink.dm
code/game/objects/items/devices/scanners.dm
code/game/objects/items/stacks/sheets/glass.dm
code/game/objects/items/stacks/sheets/sheet_types.dm
code/game/objects/items/weapons/RCD.dm
code/game/objects/items/weapons/circuitboards/machinery/biogenerator.dm
code/game/objects/items/weapons/circuitboards/machinery/cloning.dm
code/game/objects/items/weapons/circuitboards/machinery/mining_drill.dm
code/game/objects/items/weapons/circuitboards/machinery/pacman.dm
code/game/objects/items/weapons/circuitboards/machinery/power.dm
code/game/objects/items/weapons/circuitboards/machinery/recharge_station.dm
code/game/objects/items/weapons/circuitboards/machinery/research.dm
code/game/objects/items/weapons/circuitboards/machinery/shieldgen.dm
code/game/objects/items/weapons/circuitboards/machinery/telecomms.dm
code/game/objects/items/weapons/circuitboards/machinery/unary_atmos.dm
code/game/objects/items/weapons/flamethrower.dm
code/game/objects/items/weapons/handcuffs.dm
code/game/objects/items/weapons/kitchen.dm
code/game/objects/items/weapons/shields.dm
code/game/objects/items/weapons/storage/backpack.dm
code/game/objects/items/weapons/surgery_tools.dm
code/game/objects/items/weapons/teleportation.dm
code/game/objects/items/weapons/tools.dm
code/modules/assembly/igniter.dm
code/modules/assembly/infrared.dm
code/modules/assembly/mousetrap.dm
code/modules/assembly/proximity.dm
code/modules/assembly/signaler.dm
code/modules/assembly/timer.dm
code/modules/assembly/voice.dm
code/modules/clothing/glasses/glasses.dm
code/modules/hydroponics/trays/tray_tools.dm
code/modules/mining/drilling/scanner.dm
code/modules/mining/mine_items.dm
code/modules/mining/ore.dm
code/modules/mob/living/silicon/robot/analyzer.dm
code/modules/power/rust/circuits_and_design.dm
code/modules/projectiles/ammunition/boxes.dm
code/modules/projectiles/guns/energy/laser.dm
code/modules/projectiles/guns/energy/special.dm
code/modules/projectiles/guns/energy/stun.dm
code/modules/research/circuitprinter.dm
code/modules/research/designs.dm
code/modules/research/destructive_analyzer.dm
code/modules/research/protolathe.dm
code/modules/research/rdconsole.dm
code/modules/research/research.dm
code/modules/research/server.dm
code/modules/research/xenoarchaeology/genetics/reconstitutor.dm
2015-05-20 11:50:28 +03:00
Zuhayr
495952ff5d
Changed steel material name to a define.
2015-05-12 13:08:41 +09:30
Zuhayr
bc50ba5166
Merge resolution.
2015-05-11 11:47:24 +09:30
mwerezak
e93e9c1434
Expands firemodes to include energy gun settings
...
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.
2015-04-28 02:06:54 -04:00
mwerezak
f1c2cbe519
Adds gun firemodes and burst firing
...
Adds support for different gun firemodes, and defines firemodes for various automatic weapons, as well as the double-barreled shotgun
2015-04-26 03:13:52 -04:00
Zuhayr
dbf8e53020
Mass rename of 'metal' to steel, refactor of walls and falsewall mineral construction, refactor of materials and ores.
2015-04-26 12:53:26 +09:30
Kelenius
db30c15e4c
Updates to science
...
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.
2015-04-04 13:38:03 +03:00
mwerezak
9b3ab4358d
Fixes empty casings not being ejected or cycled
2015-02-16 22:59:11 -05:00
mwerezak
2791a93bf2
SAW and c20r fixes
...
Fixes SAW unloading. Fixes c20r and SAW icon states. Tweaks sniper desc, and makes clip icons for 7.62mm ammo less pixelated - still pretty much a codersprite though. Fixes ptrs item_state.
2015-02-16 22:54:09 -05:00
mwerezak
500ca93278
Fixes guns being unremovable
...
Fixes certain guns being unremovable due to unloading ammo taking
precedence over picking up. Also adds on-back icon for the merc sniper
which is just a copy of the LWAP's.
2015-02-16 01:47:07 -05:00
mwerezak
cd81f0b706
Improves gun scope zooming
2015-02-14 22:12:16 -05:00
mwerezak
a6095a3610
Updates L6 SAW
...
Also changes src in user checks, probably unnecessary.
2015-02-14 22:09:19 -05:00
mwerezak
f8977c65af
Much nicer syringe gun implementation
...
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.
2015-02-13 23:48:35 -05:00
mwerezak
01798c98b6
Rewrites syringe and dart guns
2015-02-13 01:34:35 -05:00
mwerezak
ea39f7f718
Cleanup can_fire(), projectile flag
...
Removes can_fire() and moves some of it's functionality into
get_next_projectile(), which was renamed to consume_next_projectile() to
indicate the possibility of side-effects.
Also renamed flag var to check_armour
2015-02-12 01:37:19 -05:00
mwerezak
630369b9dd
More flash shell tweaks, autolathe recipes
...
Tweaks the flash shell some more.
Tweaks shotgun stun shells, adds spent icon.
Additional autolathe ammo recipes.
2015-02-11 22:48:21 -05:00
mwerezak
9e3667540c
Fixes merge errors
2015-02-11 20:56:46 -05:00
mwerezak
5740f52964
Merge branch 'guns' into gun-rewrite
...
Conflicts:
code/modules/clothing/suits/armor.dm
code/modules/clothing/under/ties.dm
code/modules/projectiles/gun.dm
code/modules/projectiles/guns/energy/laser.dm
code/modules/projectiles/guns/energy/nuclear.dm
code/modules/projectiles/guns/energy/pulse.dm
code/modules/projectiles/guns/energy/special.dm
code/modules/projectiles/guns/projectile.dm
code/modules/projectiles/guns/projectile/automatic.dm
code/modules/projectiles/guns/projectile/launcher.dm
code/modules/projectiles/guns/projectile/shotgun.dm
2015-02-11 18:08:43 -05:00
mwerezak
611a42bb33
Gun cleanup and rewrite
...
Rewrites gun.dm. Reorganizes the firing procedure into logical procs and cleans up some unnecessary variables or demotes them to the subtypes that actually care. Energy weapons that create their own projectiles no longer care about in_chamber. Launcher support is much more natural now.
Cleans up duplicated cyborg energy weapon power supply code. Adds support for energy weapons to recharge from external power sources, unifying cyborg and hardsuit mounted weapons. Incorporates the cyborg taser recharging mechanism. Cleans up laser tag gun duplication
Changes path strings to actual paths. Changes relative paths to absolute paths.
Renamed several targeting vars to make their purposes more clear.
Fixed targeting not handling firing correctly for certain subtypes.
2015-02-11 15:46:09 -05:00
mwerezak
ab6f0bf30c
Merge remote-tracking branch 'upstream/dev' into gun-rewrite
...
Conflicts:
code/modules/clothing/under/ties.dm
code/modules/projectiles/projectile.dm
2015-02-10 20:59:22 -05:00
mwerezak
1b35d5d53d
Adds option for projectile guns to cycle casings
2015-02-10 20:26:07 -05:00
mwerezak
47a1639b6d
Adds removing single casings, runtime fix
2015-02-10 19:54:54 -05:00