## About The Pull Request
I have slightly reworked the NT-USP, renaming it to NT22-HCS 'Enforcer',
giving it an original name as opposed to being called after the real
life H&K USP (which is notoriously pissy about copyright, among other
things), as well as adding lore and flavour to it.
I've fixed a minor bug regarding the .22 HL projectiles, which had
shrapnel set to null but not embeds, causing the runtime to freak out
every time a target was shot with them, as well as making it so that
dropped bullets and casings automatically delete themselves, to keep in
line with the fact that they are hardlight bullets, instead of actual
physical bullets.
But the bulk of this PR is the NT22-HCS-MP 'Lancer', a new submachine
gun, a direct upgrade of the Enforcer. It's a Machine Pistol with a
design based on the MP5 (credits to Niim!), which sports a larger
magazine, but is also compatible with the smaller pistol magazines. It
deals the same amount of damage as the pistol, both in its regular,
stamina draining mode and its 'hacked' mode (which deals the same amount
of damage and keeps its -15 chance to cause wounds.)
The device that hacks the battery packs into laser weapons is unchanged,
and remains as a tech locked behind the Riot Suppression techweb. It can
hack both the Enforcer and the Lancer.
The Enforcer and the Lancer can be bought from Cargo in goodie packs.
The Enforcer costs 600 credits, the Lancer 800.
The Enforcer crate, which contains three and is exclusive to security as
a departmental order, can be bought for 1100, while a crate of three
Lancers can be bought for 1300.
Truthfully between the damage (both lethal and stamina) and the costs of
the goody/crates, I am not too sure about the numbers, and might need
advice from someone who has more experience than me in this.
<img width="892" height="410" alt="image"
src="https://github.com/user-attachments/assets/34cfbf76-0be5-4e9d-86d1-e86e5281ea1b"
/>
## Why It's Good For The Game
The NT-USP as-is kind of falls of, currently, being easily supplanted by
most other options. The Lancer acts as a straight upgrade that offers a
(normally) non-lethal way for security to apprehend criminals at a
range. It makes security more diverse while offering different options,
instead of having to rely on 'meta' choices, considering that this is a
roleplaying game.
## Proof Of Testing
File was too big for GitHub.
https://files.catbox.moe/50w993.mp4
## Changelog
🆑 IbexGoetia, Niim
fix: .22HL ammunition no longer tries to embed unexistent shrapnel, and
no longer materialises casings from nowhere.
spellcheck: Renamed NT-USP to NT22-HCS 'Enforcer'
add: Added the NT22-HCS-MP 'Lancer', a SMG variant of the Enforcer. It's
a roundstart weapon for the Blueshield and a purchase option for
security. It comes with larger magazines and a collapsible stock.
Credits to Niim for the wonderful SMG sprite!
add: Added goodie cases for each variant of the NT22-HCS.
/🆑
## About The Pull Request
Properly marks BA, NT Rep, and Blueshield as members of command within
the job flags. (when other parts of the code already consider them as
'command', e.g. the biscuit handout)
## Why It's Good For The Game
Resolves issue:
https://github.com/Bubberstation/Bubberstation/issues/5070
## Proof Of Testing
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<details>
<summary>Screenshots/Videos</summary>
<img width="712" height="325" alt="image"
src="https://github.com/user-attachments/assets/8db7a5e6-96cd-49ee-8e42-426082a8f1ea"
/>
^ The manifest after the RD has cryo'd (Note lack of RD, which is
triggering the variable in the next screenshot), note that the count is
important here.
<img width="380" height="263" alt="image"
src="https://github.com/user-attachments/assets/e5157ce4-5b31-4ae9-a5a0-75e252232c31"
/>
^ The command member count, as the RD is entering cryo.
Note: Before this fix, the count for this exact setup was `8` as it was
not counting the BA, NT Rep, and Blueshield.
This means that now on lowpop shifts where a BA would sign up, then a
member of command joining and then BA cryo'ing will now have the proper
count and will not fire off a 'last member of command has cryo'd
message'
</details>
## Changelog
🆑
fix: Fix last member of command has cryo'd announcement when there are
still member's of command on board.
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Wow. This is something I've been trying to PR for the past two months
with the permanent addition of Bridge Assistants, but I couldn't for the
life of me find the .dm file that managed the Blueshield's specific crew
monitor until right now.
This PR makes it so Bridge Assistants also show up in the Blueshield's
crew monitor. Because they are command folk too.
## Why It's Good For The Game
I guess the Bridge Assistant is apart of the chain of command now,
better watch their tail, bluey.
## Proof Of Testing
<img width="791" height="538" alt="image"
src="https://github.com/user-attachments/assets/aa28e549-5b80-4053-a0f1-b42937097343"
/>
## Changelog
🆑
add: Blueshield's monitor can now read the Bridge Assistant's suit
sensors.
/🆑
## About The Pull Request
Part one of porting Nova Drip. The gags stuff. After this I might do the
camo outfits, but I really want
https://github.com/tgstation/tgstation/pull/93312 to get merged first.
<img width="466" height="586" alt="image"
src="https://github.com/user-attachments/assets/3e00070d-12d1-4cbf-b428-91577f2c6f11"
/>
## Why It's Good For The Game
Drip good. Syndis getting medals is cool.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 OriontheFox, RealWinterFox, Compass by Jamie Lidell and that one
Star Wars Scene
add: More cosmetic medals have been added. Wahoo, yippie!!
add: Changed NTR and Blueshield to wear new medals roundstart.
add: Syndi Admirals can now give out medals. Agents have to buy them.
add: GalFed 911 now have medals on. Cosmetic only.
code: Moves Comdrobe to the vending folder.
/🆑
---------
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
With the Blueshield being encouraged to be less hyper-lethal when
possible, the strongest ballistic gun in the game is probably not great
to have on them.
This PR does two things:
- One, removes the NTBR from the Blueshield by replacing the choice
beacon with the e-gun
- Two, makes the Blueshield start with their special roundstart revolver
because it's cool.
This PR does not remove anything other than the NTBR from the
Blueshield, but does change around where it's stored.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
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your PR mention it. -->
## Why It's Good For The Game
Spawning the Blueshield with their special revolver I think will make
the role feel cooler, without actually changing their firepower
mechanically. It's important to note that the e-gun is in their locker,
and both can be used together.
With the Blueshield switching to a less hyper-lethal role, having the
strongest ballistic weapon in the game tends to hurt that feeling. The
revolver is cooler.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Proof Of Testing
Compiles and works
<img width="432" height="585" alt="image"
src="https://github.com/user-attachments/assets/fad06511-eb11-4955-8f9b-9456b1380315"
/>
<img width="386" height="341" alt="image"
src="https://github.com/user-attachments/assets/6a941638-401d-4e22-a1d7-626f14a5a787"
/>
<!-- Compile and run your code locally. Make sure it works. This is the
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features. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
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note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑 ReturnToZender
del: The NTBR is no longer available to the Blueshield.
add: The Blueshield now spawns in roundstart with their special
revolver, with their e-gun being in their locker.
/🆑
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<!-- By opening a pull request. You have read and understood the
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## About The Pull Request
Disables some of the harmful RPG loot affixes, so that the event can be
run without dealing with players ending up cursed, polymorphed, etc.
Also adds some missing RPG titles.
## Why It's Good For The Game
Allows admemes to run this event without worry it's gonna fuck things
up.
## Changelog
🆑 LT3
balance: RPG Loot event will no longer add certain negative traits to
items
/🆑
## About The Pull Request
- Typechecks for Protean brain before running a check against it, so it
doesn't crash on an unexpected brain type.
- Deletes unused Skyrat crew monitor TGUI
- Removes duplicate datum override
- Updates crew console TGUI for Bubber health
- Broken sensor mobs don't bounce around the list every update
Closes#4372
## Changelog
🆑 LT3
fix: Fixed edge case of Proteans causing crew health monitor to
bluescreen
qol: Mobs with broken suit sensors now stay in order each screen update
/🆑
## About The Pull Request
/tg/ added modsuit based ear protection for all combat-rated suits, this
adds that to ours.
## Why It's Good For The Game
parity is good and cool
## Proof Of Testing
works on my machine
## Changelog
🆑
add: adds the Hearing Protection Module to Skyrat-added MODsuits
/🆑
## About The Pull Request
Kills the CMG, blueshield does not get a replacement for it as they
already have enough guns, I'd say.
The good news is replacements are on the way, eventually, but this isn't
really neccesary right now
## Why It's Good For The Game
The fletch CMG is hilariously OP and is incredibly good at even
stamcritting? It's just not healthy for balance for such a high damage
gun to be also armor piercing and so accessible.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
del: Romtech CMG
/🆑
## About The Pull Request
Removes Bubber overrides on NTC/Blueshield and implements them in the
original datum. Replaces silver ID with platinum.
## Why It's Good For The Game
Code cleanup, we're not a Skyrat downstream anymore
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑 LT3
balance: Blueshield and NTC ID card can have a little bit of blue tint,
as a treat
/🆑
## About The Pull Request
Removes all fragments of veteran code from the game.
## Why It's Good For The Game
It should help maintainers when doing upstream syncs as it removes some
non-modular code. Also we have no use for the veteran system.
## Proof Of Testing
It compiled and ran.
## Changelog
Nothing player facing.
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
"I'm going to extend my break" - Me, 2 days ago
"Hey I should start cleaning up the Skyrat modular folder" - Me, Today
I yet again fall victim to my own hubris
Left out some BUBBER TODOs, feel free to do these if you find them
manageable
## Why It's Good For The Game
We made some old mistakes with some edits (Like commenting out ruins
instead of making them unpickable for the ruin system) (This I fixed,
admins can now bus them in!)
We also made a lot of edits to Skyrat code, a lot of which can be
cleanly merged into their code now
## Proof Of Testing
If it compiles, it works.
Unlike my modularization PR from a year ago this is less fuckupable
## Changelog
N/A, not player facing
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Removes the energy carbine with tasers from blueshield loadout
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
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your PR mention it. -->
## Why It's Good For The Game
it's rapid fire tasers
<!-- Argue for the merits of your changes and how they benefit the game,
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probably isn't good for the game in the first place. -->
## Proof Of Testing
<!-- Compile and run your code locally. Make sure it works. This is the
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## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
del: Blueshields no longer get a taser gun in their choice beacon.
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
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<!-- You can use multiple of the same prefix (they're only used for the
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## About The Pull Request
All security-grade modsuits (security, safeguard, magnate, blueshield,
ERT, etc) have been outfitted with armour booster modules, built in and
non-removable.
"But wait, Yakumo, that's a huge buff, isn't it?"
haha no
In """"compensation"""" for this built-in module, I have halved the
armour values on all applicable modsuits, and moved said values to the
armour booster modules. Every modsuit has its own specific booster with
the moved armour values built in.
Also almost all of them don't get the speed boost, because it's just a
poor copy of the syndicate one. I made an exception for the HoS MOD
however because the secoff modsuits were recently buffed to have almost
the same armour (we love power creep)

Contains an early pull of
https://github.com/tgstation/tgstation/pull/80680
## Why It's Good For The Game
EVA combat is incredibly goofy right now. Armour on MODsuits was
originally stripped out severely because having armour in already awful
space combat was a little bit shit, and modsuits aren't supposed to be a
be-all-end-all of protective drip. Except the Syndicate who got shafted
by having dogshit armour in space, because most of their armour is in
the armour booster.
Now everyone is on the same playing field again. Want to have actual
armour in a MODsuit? You're gonna have to sacrifice your EVA capability
to do so. No more free rides, and the syndicate is a respective threat
in comparison in the same EVA environment again.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
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and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Security, HoS, Captain, Blueshield, and Centcom roles have had
armour booster modules built into their modsuits. Most do not reduce the
slowdown of your suit (except the HoS one)
balance: Armour values in said modsuits have been halved across the
board, with the lost values moved to the armour boosters.
balance: Effectively, armour in EVA combat is severely nerfed for
everyone except the syndicate who already had armour boosters.
/🆑
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---------
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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request process. -->
## About The Pull Request
I have circuitry theory finals in 1 hour. And as such, to distract
myself from my impending doom and to stop thinking about loop currents,
I have decided to start working on this. (Update: I passed)
This isn't even close to how I wish our modularity to look
But that's future Waterpig's problem (Note to self: Fix the no_antag
button)
In another news, this probably breaks stuff.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
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your PR mention it. -->
## Why It's Good For The Game
Modularity is good. The more stuff we can modularize the better, and
incase it gets removed upstream it's as simple as... removing our
modular override.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->
## Changelog
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🆑
refactor: Refactors modularity significantly
/🆑
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---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
https://github.com/Skyrat-SS13/Skyrat-tg/pull/24640
I want to make balance changes before our next upstream merge which will
add this gun to the codebase.
## About The Pull Request
TTK on an unarmored with the lethal ammo is 4 hits. But the gun itself
is limited to six shots and it gives your screen a seizer plus a large
spread. I'm going to test merge this.
## Why It's Good For The Game
It's better then a WT-550
---------
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
* moves sec lockers to use modular file
* Removes redundant /station subtype from NTC Locker
* consistency with other stuff + its converted now (YOU'RE THE LAZY ASSHAT, ASSHAT.)
* blueshield consistency with other lockers/bags
* resprite all the modular closets (that I'm willing to do)
* stop being mean. Asshat.
* Resprites wall lockers (separate file so they can have working overlays)
* Even if these don't work here's the icons so I don't lose them (again)
* Wall mounts can be rebuilt! Yahoo!
* oh I should probably push these whoops
* fixes animations
* removes an EVIL icon override we had buried
## About The Pull Request
Security modsuit armor got buffed to be identical to the blueshield
armor.

Removes the jetpack, upgraded cell, and projectile dampener from the
blueshield modsuit and gives it back. Also sets its complexity to
default capacity (15 complexity)
## Why It's Good For The Game
Upon review of the security modsuit, it's extremely weak and barely
touched when all the other armor overrides buff everything else
significantly. There should be a little more of a fighting chance inside
space for security.
Also the blueshield modsuit is a great feature, it just needed some
balancing to focus it more around saving people from space. It's
stripped down roundstart, but it has 15 complexity.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑 The Sharkening
balance: Nerfs the blueshield modsuit and gives it back
balance: Security modsuit buffed ( melee = 40, bullet = 30, laser = 30,
energy = 40, bomb = 50, bio = 100, fire = 100, acid = 100, wound = 10
/🆑
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---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
* Adds a new unique modsuit for Blueshields,
stored inside of their locker.
* Update mod_types.dm
Cleaned up indentations.
* Update mod_types.dm
More indentation cleaning
* Update mod_types.dm
More indentation cleaning
* Update mod_types.dm
Indentation cleaning
* Update modsuit_armour.dm
Nerf of Bullet and Laser armor from 40 to 30, each.
* Update mod_theme.dm
Nerf of bullet and laser armor from 40 to 30, each.
* Delete modular_skyrat/modules/blueshield/code/modsuit/theme.dm
This file was obsolete, and is being removed to keep things clean.
* Praetorian Modsuit modularization changes
* Renamed file path for praetorian hardlight theme
* Delete code/modules/mod/mod_theme.dm
Code was added to new modular file as requested
* Update console_tgui.dm
Renamed file path from praetorian to blueshield
* Delete modular_skyrat/modules/modsuit_armour/modsuit_armour.dm
Code moved to modular file, deleted to clean bloat
* Praetorian Modsuit modularization changes
* Update mod_theme.dm
Moved code over to modular file
* Update mod_theme.dm
Moved code over to modular file
* Update modsuit_armour.dm
Code moved to it's own modular file
* Update modular_skyrat/modules/blueshield/code/modsuit/mod_theme.dm
makes it look proper
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Updated sprites, namely the helmet+visor and chest
* Secondary sprite fix on chest
* Praetorian modsuit - digitigrade sprite fix
* fixed missing sprite in mod.dmi
---------
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Adds a new unique modsuit for Blueshields,
stored inside of their locker.
* Update mod_types.dm
Cleaned up indentations.
* Update mod_types.dm
More indentation cleaning
* Update mod_types.dm
More indentation cleaning
* Update mod_types.dm
Indentation cleaning
* Update modsuit_armour.dm
Nerf of Bullet and Laser armor from 40 to 30, each.
* Update mod_theme.dm
Nerf of bullet and laser armor from 40 to 30, each.
* Delete modular_skyrat/modules/blueshield/code/modsuit/theme.dm
This file was obsolete, and is being removed to keep things clean.
* Praetorian Modsuit modularization changes
* Renamed file path for praetorian hardlight theme
* Delete code/modules/mod/mod_theme.dm
Code was added to new modular file as requested
* Update console_tgui.dm
Renamed file path from praetorian to blueshield
* Delete modular_skyrat/modules/modsuit_armour/modsuit_armour.dm
Code moved to modular file, deleted to clean bloat
* Praetorian Modsuit modularization changes
* Update mod_theme.dm
Moved code over to modular file
* Update mod_theme.dm
Moved code over to modular file
* Update modsuit_armour.dm
Code moved to it's own modular file
* Update modular_skyrat/modules/blueshield/code/modsuit/mod_theme.dm
makes it look proper
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Updated sprites, namely the helmet+visor and chest
* Secondary sprite fix on chest
---------
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
## About The Pull Request
This replaces the blueshield's Sindano with the WT-550.
I also unticked
``modular_skyrat\modules\sec_haul\code\guns\cargo_stuff.dm`` which gives
3 Sindano's for 4000 credits from cargo.
I also made it a gun case.

## Why It's Good For The Game
I don't need to explain why giving the crew a round start nukie tier
weapon is bad for the game. If I edited the values, then I would have to
maintain these guns. I honestly don't care enough for Skyrat guns and
would rather revert them all back to TG.
## Changelog
🆑 StrangeWeirdKitten
del: Fully removes the ability to order the Sindano
balance: Replaces the Blueshield's Sindano with the WT-550
/🆑
* oh yeah oh woag
* maybe we can make uncommon into that
* gunnenshooter
* hard work work
* just now realised i forgot inhands
* inhands and worn
* soundsmith tf2
* does the rifles
* puts some of the pistol suppressor images in
* awawawa
* shotgun override apparently
* pistola
* grendae launcher
* dont forget the evil one too
* yeah lets fix that
* oops
* now lets see what kind of errors compiling gives us
* should hopefully be all the compile errors
* i understand morbius now
* surely it will work now
* fixes shrapnel grenades runtiming
* also fixed grenade rangefinding
* how'd I mess thta up
* fixes various issues
* granata!!!
* haha surely this will gow ell
* should fix the grendades for real
* opening this pr then dropping dead
* uhhh fixes some stuff i think?
* armory stuff
* random mapping things pt 2
* blehh :3
* fixes it forever and ever
* whar??
* turns out that needs a tweak
* curious
* that'll work 4 sure now
* fixes vr
* come on over wont you sway with me
* mhm yup
* should hopefully be all that's it?
* missing icons
* makes the rifle more expensive
* makes the smg a little less awful feeling
* dollar store suppressors, just a week away
* mmsmrmmrsgg
* lets the shotguns actually be sawn off
* the propaganda
* hey thats important
* sprite error (comical)
* gives the casings custom materials for printing
* i love code ordering
* 'lets just be safe' ifies the weight classes of mags and ammo boxes
* reworks the sol defense selection a bit
* Update modular_skyrat/modules/ammo_workbench/code/design_disks.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* act three
* defines
* undefine
* restores the clothing
* some stuff part 3
* fixes the outfit guns not existing
* adjusts firerates and grenade launcher sprites
* fixes .35 sol revolvers??
* slightly un-nerfs the rifle firing rates
* makes the revolver jus tuse the normal sound
* makes the pistol case the right path
* its a machinegun!
* slight little tiny tweaks
* british weather service
* puts the blueshield gun box in their locker
* makes rifle less lethals a bit more normal
* slightly changes the smg burst and firerate
* the pepperball had raygun
* pepperball caliber
* forgot to push the include
* i love testmerges
* revolver sillies
* makes the kiboko's examine_more not just the rifle's
* smallens the eland and enlargens the cost of the kiboko
* lets change the machinegun a bit too why not
* gfl larp (real)
* fixes modular armory templates
* lets cases be ordered dont worry about the other stuff
* makes the takbok say its from the right company
* makes sawn off shotgun suppressors visibile
* those aren't used at all
* tweaks some of the rifle sprites
* shortens the shotgun a bit
* puts the pixel shifting out of initialize to make certain things work b
* granata!!!1!!!
* large number of weapon and ammo tweaks
* windup autofire seems broken somehow?
* fixes the inhands
* outfit sanity
* .40 armor piercing ammo box name correction
* removes var that doesnt exist anymore
* .40 armor piercing rework
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Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>