Overhauls the contained sprites system to be feature complete in terms of what it can do and offers. Now almost all cases of clothing and other items may use the system properly.
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.
Resolves#597
rscadd: "Non-wizards using wizard items may experience fun stuff."
tweak: "Mental focus damage level's have returned to old-code, to better compete with Mutate."
bugfix: "Mental focus staff has had its area of effect mode returned."
Zipguns won't start with flash and stun rounds anymore, since it is a one shoot weapon and those rounds do little in that situation, just making them more useless.
Fixes#531Fixes#276
`/mob/living/proc/revive` now also sets `mob/var/suiciding` to false. This is to stop rejuvinated/ling revived mobs from dying again after being brought back.
Fixes#92Fixes#479Fixes#157Fixes#533Fixes#486Fixes#528
Vaurca hivemind language added.
Vaurca appropriate name generator added.
Tied Vaurca language to their neural socket organ.
Added a method for non-Vaurca to intercept the Vaurca hivenet so long as they construct the correct item.
Sprites for Vaurca organs.
Neutered all Vaurca.
Cutting open a Vaurca for surgery now requires heavier equipment.
Injecting a Vaurca with a syringe now will take time.
Adds various Vaurca cosmetic items available via loadout.
Adds a few new burst-fire weapons exploiting the burstfire fix - obtainable via research or adminbus.
Ports the ability to stick heads on spears from Paradise-code.
Added an error message when trying to bite someone before the cooldown expires.
Removed spoken Vaurca language.
Heavily nerfed K'ois' properties.
Halved the nutrition value of nutriment, returning it to old-code state.
Nerfed the damage dealt by bite, while reducing the cooldown.
Fixed burstfire weapons spamming attack messages when fired, allowing for more automatic weapons.
Fixed Vaurca player ability to select coloured eyes.
This pull adds bolt actions rifles, they are like pump shotguns, with the capacity for 5 7.62mm bullets.
Also adds a 7.62mm clip in the hacked autolathe. Raiders have a chance to spawn with one.
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
Creates the /obj/item/weapon/gun/energy/rifle parent, which has a select-fire rifle, two types of laser rifles and a pulse rifle.
Also makes the energy sniper mimick the functionality of the AM rifle.
To do: test and modify the values for rifles, so they are different from their non-rifle counsins.
* All automatic rifles need two hands for improved performance
* Shotguns need 2 hands to be racked
* AM rifle needs two hands to look down scope, and for improved accuracy
Removes improper code, that would cause spell projectiles to be deleted pre-maturely as well as cast the spell effect all too often.
Also removes completely unused code.
Turrets now aim at the chest/groin unless the target has a neck grab on someone, otherwise they aim elsewhere.
Projectiles are now able to miss targets that are lying or buckled, except when the target is at point blank range and is the original target for the projectile.