Converts reagents to use typepaths instead of IDs.
Centralises reagent spawning in a lot of places to use reagents_to_add instead of a variety of custom methods or initialise overrides.
tweak: "Security's base nonlethal equipment - tasers and rubbers - is now a bit better."
bugfix: "Fixed teargas doing practically nothing."
bugfix: "Fixed a lot of stuff not applying pain damage. Ow."
bugfix: "Fixed undefined values on the CMC."
bugfix: "Fixed dionae not regenerating damage."
-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
What the title says, it was really high, having around 15% of instakilling someone on the first hit, if aiming at head, and 30% of chance of cutting a leg or arm at the first hit, this should reduce those chances. The main feature also takes in consideration the armor. So, plasma cutters are far more effective against less armored foes, limbs and xenos at all.
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.
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().
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.
-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
-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
-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
Adds Shells. Adds tags. Adds IPC subspecies. Adds HK-47's. Does not add IPC construction.
Beyond the obvious review of shells, the exact stats of the IPC subspecies need review. They were largely an afterthought, and quickly overshadowed by the shell project.
Frag grenades will now never cause a hole to space, although they will cause more superficial damage, retaining their lethality.
Cyborgs, when self-destructing, will now lockdown for five seconds, announce to everyone around them that they are self-destructing, and then explode (Again, never causing a hole to space), and launch 50-100 shrapnel (1/4th - 1/2th the amount of a frag grenade. Each shrapnel is 1/3rd as damageful, and steps half as far.)
Chelms (Golem brains) can no longer be put into MMIs. Never made any sense.
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
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.)
rscadd: "Added three new energy-based weapons, one designed purely for pest-control."
rscadd: "Added a new rare handpistol, based off of a proposed competitor to the NT Mk58."
rscadd: "Added a new pet for the Head of Security - the PTR-7 Tranquilizer Rifle."
rscadd: "Syndicate manhack delivery grenades are now available via the traitor uplink."
rscadd: "Manhacks will no longer attack anyone belonging to the 'syndicate' faction, including Heist pirates."
tweak: "Tweaked loadout customisation whitelists, generally making them more restrictive by role."
bugfix: "It is no longer possible to be older or younger than your species ought to be."
tweak: "Lethal damage of rubber bullets and beanbag shells reduced. They will be far less likely to cause broken bones and internal damage now."
tweak: "Halloss (Pain) from rubber and beanbag rounds is now blocked by armour."
TS Fix
Law Maker Incendiary Fix
Possible Lawgiver burstfire fix
Lawgiver Changes:
Fix Rapid Fire
Add Armor Piercing
Add Pellets
Lawgiver:
Nerf incendiary bullets
Blow up the users weapon arm if his dna doesnt match
Added a proper soundeffect
Added Changelog.
Closes#71, Closes#327
Make the lawgiver emagable and change stun to a beam
Added crowdcontrol mode to the lawgiver
Final Tweaks to the lawgiver
Updated .gitignore to inclode the .atom-build.json
Fixed indentation
Fixed blowing up the wrong hand if the user switch hands after the killswitch has been triggered
Collection of Security changes:
New heavy vest sprites, replacing the old toggle system.
New helmet sprites.
Heavy vests reduced to 2 pockets.
Regular vests have no pockets.
Holobadge sprite change and badge addition for HoS/Warden.
Teargas Grenades, replace flashbangs in vendor and officer lockers,
flashbangs located in armory and with warden.
Detective 1911 starts with flash magazine, has one rubber magazine in
locker.
Rubber bullet damage halved to reduce frequency of bone breakage and IB.
Flash bullet buffed to cause small halloss.
Armory loadout changed to static 4 e-guns, 4 laser guns, 2 ion rifles, 2
shotguns starting loaded with beanbags, 4 Mk 58s loaded with flash
rounds.
Tactical armor removed, still available in cargo.
Sub-Armory restored to warden access only, officer access storage rack
added.
Now with Changelog.
Threads and Polls located here:
http://baystation12.net/forums/threads/discussion-poll-security-energy-weapons-antag-projectile-weapons.932/http://baystation12.net/forums/threads/discussion-poll-detective-weapon.865/http://baystation12.net/forums/threads/discussion-armory.792/http://baystation12.net/forums/threads/discussion-security-vest-and-helmet.790/
Quick Fix
modified: code/datums/supplypacks.dm
modified: code/game/machinery/vending.dm
modified: code/game/objects/items/devices/uplink_items.dm
modified: code/game/objects/items/weapons/grenades/chem_grenade.dm
modified: code/game/objects/items/weapons/storage/boxes.dm
modified: code/game/objects/structures/crates_lockers/closets/secure/security.dm
modified: code/modules/clothing/suits/armor.dm
modified: code/modules/clothing/suits/storage.dm
modified: code/modules/clothing/under/accessories/badges.dm
modified: code/modules/projectiles/guns/projectile/pistol.dm
modified: code/modules/projectiles/projectile/bullets.dm
modified: code/modules/projectiles/projectile/energy.dm
modified: code/modules/random_map/drop/drop_types.dm
new file: html/changelogs/Raptor1628-Dev.yml
modified: icons/mob/belt.dmi
modified: icons/mob/head.dmi
modified: icons/mob/suit.dmi
modified: icons/mob/ties.dmi
modified: icons/obj/clothing/hats.dmi
modified: icons/obj/clothing/suits.dmi
modified: icons/obj/clothing/ties.dmi
modified: maps/exodus-1.dmm
modified: maps/exodus-2.dmm