## About The Pull Request
Continues https://github.com/tgstation/tgstation/pull/81507
Adds a directional muzzle flash to all guns (excluding suppressors,
toys, e-bow, etc).
Changes color depending on the laser/projectile.
If anything is missed, let me know.
## Why It's Good For The Game
Realism
Cool visuals
Makes sense
## About The Pull Request
Updates the laser gun into four proper subtypes: Standard, Pistol, Rifle
and Carbine.
<img width="229" height="210" alt="image"
src="https://github.com/user-attachments/assets/12c03076-8ebf-4d87-8c98-6a8cce6821db"
/>
Current sprites are pending a palette change.
**Standard:** Functions as you would expect. Same as ever.
**Pistol**: Lower charge, 20 force, normal sized, recharges faster.
**Carbine**: 15 force, 26 mag, two round burst. Projectiles flight
slightly faster. Cannot dual-wield.
**Rifle**: 20 force. 40 mag. Two round burst. EMP resistant (not
immune). Projectiles fly slightly faster. Cannot dual-wield (not that
you need to).
All but the rifle can be sourced from cargo. You can also buy the sovl
version of the laser gun if you're especially nostalgic.
### Armory Changes
The Armory now can potentially spawn either pistols, carbines or
standard. The weighting leans closer to spawning carbines and standard
as opposed to pistols.
### Lore Dump
The laser line of weapons now all have lore. That rich, deep lore that
every game needs and is totally not important at all to the meat and
potatoes of the game. I'm paid by the hour ($0.00)
### Code Tidying
Lasers are old and a total mess code-wise so we've tidied up while we're
here.
## Why It's Good For The Game
Variety is the spice of life and also some of these weapons could have
used a face lift. Especially the laser carbine. Both functionaltiy wise
and appearance wise.
A bit of randomness in the armory means some rounds might have unique
outcomes compared to others. Sometimes, items in cargo don't see
particularly much use, so peppering in a few random potential deviations
can maybe nudge people to utilize variant gear on future rounds.
I'm obsessed with writing too much information. I blame Hatterhat.
## Changelog
🆑
add: Three variants of the laser gun; Carbine (replacing the existing
one), Pistol and Rifle! Find it (possibly) in your armory today!
balance: The armory laser guns might be different variants of the laser
gun, rather than always being the standard. The standard is the same as
ever, even if it looks different.
add: If you care, the sovl version is available as a goodie. And in the
hands of pirates...
spellcheck: Lore! LORE FOR LASER GUNS! LOOOORE! Examine laser guns
closely and you might learn more about them.
balance: The new set of laser guns come with brand new sprites.
/🆑
---------
Co-authored-by: StaringGasMask <62149527+Exester509@users.noreply.github.com>
## About The Pull Request
Adds a few new items and upgrades for different cyborg modules or
reworks some of them.
<p align="center">
<img width="608" height="199" alt="image"
src="https://github.com/user-attachments/assets/ba44742f-984b-4988-af4d-e06cf66d3296"
/>
</p>
pic unrelated :)
### Main changes:
### Medical model
**Medical cyborg** gets chembag by default and a new bluespace syringe
upgrade!
<p align="center">
<img width="267" height="83" alt="image"
src="https://github.com/user-attachments/assets/4636688f-a3bf-4db8-b0c7-75089aeb4f54"
/>
</p>
### Engineering model
**Engineering cyborg** recieved a few new features. Now you can put your
regular RPED inside of a cyborg, but mind that it has way less storage,
than RPED upgrade from robotics. Robotics RPED upgrade were renamed into
expanded RPED and now cost the same amount of material to produce it as
BS RPED.
<p align="center">
<img width="198" height="117" alt="image"
src="https://github.com/user-attachments/assets/e614a9b0-41ad-4815-8eb6-f627c2bf77cc"
/>
</p>
Worth to mention adding decal painter with own sprite (yes it uses cell
instead of regular toner)
<p align="center">
<img width="827" height="498" alt="image"
src="https://github.com/user-attachments/assets/2eb36651-0ee2-4c9b-81ef-f8c3a96966a8"
/>
</p>
<p align="left">
Circuit manipulator was renamed to engineering apparatus, as its can no
longer hold only circuits. Additionally, it can also hold tubes/bulbs
now.
</p>
### Mining model
**Mining cyborg** now has mesons removed and remade into a new toggle
button, you dont need to use one of your modules just to be able to see
through darkness of lavaland caves.
<p align="center">
<img width="248" height="173" alt="image"
src="https://github.com/user-attachments/assets/e85a00ec-f373-43d0-9ce9-7ec573029af3"
/>
</p>
**Mining cyborg** got a new shield module. It helps you fighting
lavaland fauna (..or annoying humans, if youre evil) in low pressure by
absorbing 50% of incoming damage when activated. Takes some amount of
your charge per absorbed hit.
Example:

## Why It's Good For The Game
I feel big lack of some cyborg modules or even features. This PR is
supposed to fix missing gap, aswell as rebalance some of existing
models.
## Changelog
🆑
qol: Added new helpful modules, such as decal painter for engineering
and chembag for medical borg.
add: Added miner cyborg shield module. In lavaland (low) pressure, it
protects you from 50% of incoming damage in exchange of your cell
charge.
add: Added BS syringe upgrade for medical cyborg.
/🆑
## About The Pull Request
What it says on the tin. If you saw a PR similar to this one. You
didn't.
## Why It's Good For The Game
It's really weird that the X-01 is, for whatever reason, inferior to the
energy gun in terms of lethal capacity but not in terms of nonlethal
capacity. I don't really get it, so let's put in two shots.
## Changelog
🆑
balance: The Multiphase X-01 has 12 lethal shots to match the capacity
of the standard energy gun.
/🆑
## About The Pull Request

Resprites:
Tesla Cannon
Tesla Cannon crafting kit
### New SFX / VFX
The tesla cannon now uses a new type of beam effect that randomly picks
sprite variants for each segment instead of a tracer.
This makes the arc look more dynamic and less distorted.
Autofire guns can now choose to use a looping sound datum when firing.

#### Balance changes
The tesla cannon must now have its stock unfolded before firing, this
takes 1.5 seconds and makes the gun bulky.
It is still normal sized when folded, and folding it is instant.
### Bug fixes
Fixed a bug where looping_sound.stop() would fail to stop sounds.
The tesla cannon is an incredibly powerfu
## Why It's Good For The Game
### My reasons for respriting
The old sprite was not bad, by all means but I had a few gripes with it.
* The old sprite does not incorporate the flux anomaly yellow colour.
* The old sprite looks a bit much like a real, professionally produced
sci-fi weapon,
* The old sprite looks pretty small for such a ultra high dps full auto
weapon.
* The old inhand is quite indistinct for something that can game end you
in like one second.
### My design
I think that anomaly items should be very mad science coded and, since
anomaly science is by definition a poorly studied field, they should
look more like prototypes created by a scientist rather than something
professionally made in a factory.
## Changelog
🆑
image: The tesla cannon has new sprites.
image: The tesla parts kit has new sprites.
image: The tesla cannon has a new shocking beam effect when firing.
sound: The tesla cannon has new sounds.
balance: The tesla cannon must now be unfolded to fire.
fix: looping sounds now stop playing sounds when commaned to do so.
/🆑
## About The Pull Request

Resprites:
Tesla Cannon
Tesla Cannon crafting kit
### New SFX / VFX
The tesla cannon now uses a new type of beam effect that randomly picks
sprite variants for each segment instead of a tracer.
This makes the arc look more dynamic and less distorted.
Autofire guns can now choose to use a looping sound datum when firing.

#### Balance changes
The tesla cannon must now have its stock unfolded before firing, this
takes 1.5 seconds and makes the gun bulky.
It is still normal sized when folded, and folding it is instant.
### Bug fixes
Fixed a bug where looping_sound.stop() would fail to stop sounds.
The tesla cannon is an incredibly powerfu
## Why It's Good For The Game
### My reasons for respriting
The old sprite was not bad, by all means but I had a few gripes with it.
* The old sprite does not incorporate the flux anomaly yellow colour.
* The old sprite looks a bit much like a real, professionally produced
sci-fi weapon,
* The old sprite looks pretty small for such a ultra high dps full auto
weapon.
* The old inhand is quite indistinct for something that can game end you
in like one second.
### My design
I think that anomaly items should be very mad science coded and, since
anomaly science is by definition a poorly studied field, they should
look more like prototypes created by a scientist rather than something
professionally made in a factory.
## Changelog
🆑
image: The tesla cannon has new sprites.
image: The tesla parts kit has new sprites.
image: The tesla cannon has a new shocking beam effect when firing.
sound: The tesla cannon has new sounds.
balance: The tesla cannon must now be unfolded to fire.
fix: looping sounds now stop playing sounds when commaned to do so.
/🆑
## About The Pull Request
You're in my way, sir.
Readds hybrid tasers.
## Why It's Good For The Game
About four months ago, tasers were heavily reworked on TG. This made
them work more like actual tasers. They do stamina damage over time, can
be resisted against, and if someone else walks in the way it fucks
everything up. You can also walk out of range.
Here, I've readded them with some tweaks.
For one, energy armor now applies. MOST vests have high energy armor, so
they counter tasers pretty well.
I've also made tasers take more energy to use.
Before you say this is op, if you're running, this has a range of
about...2 tiles? I really really encourage you to try this on your own
local branch before forming an opinion.
I think this is good for the game as it gives sec another nonlethal
option.
What you should know:
Currently, unarmored, it takes 8-10 seconds of constant tasing to full
stun someone. They will then be on the ground for about 3 seconds,
before getting back up. Armored, this is even more, far more.
All these numbers are subject to change, of course, but for now I'm
intentionally making them pretty weak as we see how this affects
balance.
I've also talked to our resident antag main, Kyle, about this change to
ensure that I'm not just doing this due to my sec bias.
## Proof Of Testing
Works on my machine
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 The spirit of secoffs long past
add: Readds the golden bolt
/🆑
---------
Co-authored-by: Ian Yanik <Iwantpornspam@gmail.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request

New sprites for the DRAGnet, coming alongside some functionaltiy
changes.
DRAGnets are now bulky, and do not fit in backpacks. They also cannot be
dual-wielded.
DRAGnet no longer have the trap snare functionality. You know, the
infamous bola bullet.
DRAGnets now have two functions;
The first function is straight up a scatter disabler blast that does a
total of 55 stamina damage point blank (it's like, 5 less than what it
did before).
The second function is a single bolt that, when it hits a living mob,
dealing 30 damage and staggering it briefly slowing it down. It also
places down a wide net of transportation fields around the target, much
like the net functionality does on live (but that's attached to the
scatter function, not the single bolt)

### Misc Changes
DRAGnets now cost more form cargo, at 3600 credits. (This barely matters
for departmental orders)
## Why It's Good For The Game
The sprite is ancient. Like nearing two decades old ancient. I believe
the INTENTION was this thing

It didn't really work out that way.

Either way, the new sprite is cool and more unique in my opinion.
Fitting its status as an energy weapon.
As for balance changes; I've wanted to do this for a very long time but
put it off a lot. I think this is about the most moderate approach I
have. It otherwise functions pretty much as expected, maintaining the
cool niche functionality while exorcising the problem bits; one-handed
energy shotgun bit, and the bola shot bit.
I think I've spent at least the last...four or so years hammering on
about the horror that is this gun for balance? And even when it was
seeing more widespread use from people who recognized how bullshit it
really was, I didn't really want to get rid of the bit I actually quite
liked, which was the teleportation field.
I'm happy with this version.
## Changelog
🆑 NecromancerAnne (Code, Mild Sprite Edits) Michiyamenotehifunana
(Sprites)
image: Replaces the decrepit DRAGnet sprite with something newer and
more interesting.
balance: Completely reworks the DRAGnet. They are now bulky energy guns.
balance: Snare is now a single shot bolt that deals 30 stamina force,
staggers the target and lays out a net of teleportation fields that can
transport anyone standing on them for too long to a DRAGnet beacon.
balance: Net has been replaced with a scattershot disabler round.
/🆑
## About The Pull Request

New sprites for the DRAGnet, coming alongside some functionaltiy
changes.
DRAGnets are now bulky, and do not fit in backpacks. They also cannot be
dual-wielded.
DRAGnet no longer have the trap snare functionality. You know, the
infamous bola bullet.
DRAGnets now have two functions;
The first function is straight up a scatter disabler blast that does a
total of 55 stamina damage point blank (it's like, 5 less than what it
did before).
The second function is a single bolt that, when it hits a living mob,
dealing 30 damage and staggering it briefly slowing it down. It also
places down a wide net of transportation fields around the target, much
like the net functionality does on live (but that's attached to the
scatter function, not the single bolt)

### Misc Changes
DRAGnets now cost more form cargo, at 3600 credits. (This barely matters
for departmental orders)
## Why It's Good For The Game
The sprite is ancient. Like nearing two decades old ancient. I believe
the INTENTION was this thing

It didn't really work out that way.

Either way, the new sprite is cool and more unique in my opinion.
Fitting its status as an energy weapon.
As for balance changes; I've wanted to do this for a very long time but
put it off a lot. I think this is about the most moderate approach I
have. It otherwise functions pretty much as expected, maintaining the
cool niche functionality while exorcising the problem bits; one-handed
energy shotgun bit, and the bola shot bit.
I think I've spent at least the last...four or so years hammering on
about the horror that is this gun for balance? And even when it was
seeing more widespread use from people who recognized how bullshit it
really was, I didn't really want to get rid of the bit I actually quite
liked, which was the teleportation field.
I'm happy with this version.
## Changelog
🆑 NecromancerAnne (Code, Mild Sprite Edits) Michiyamenotehifunana
(Sprites)
image: Replaces the decrepit DRAGnet sprite with something newer and
more interesting.
balance: Completely reworks the DRAGnet. They are now bulky energy guns.
balance: Snare is now a single shot bolt that deals 30 stamina force,
staggers the target and lays out a net of teleportation fields that can
transport anyone standing on them for too long to a DRAGnet beacon.
balance: Net has been replaced with a scattershot disabler round.
/🆑
## About The Pull Request
Closes#89828
Gave it a bit of a leeway allowing it to stun the target for a bit, but
not enough to fire another one (and you'll be able to fire at most 2
laser with click delays and passive drain from the taser)
## Changelog
🆑
fix: Fixed prototype egun's electrodes instantly detaching
/🆑
## About The Pull Request
Closes#89828
Gave it a bit of a leeway allowing it to stun the target for a bit, but
not enough to fire another one (and you'll be able to fire at most 2
laser with click delays and passive drain from the taser)
## Changelog
🆑
fix: Fixed prototype egun's electrodes instantly detaching
/🆑
## About The Pull Request
https://github.com/user-attachments/assets/ef727913-6568-4705-91ca-330e7a1bb177
- Electrodes now have a physical representation in the form of a beam
- When you are hit with an electrode you will rapidly lose stamina while
the beam is attached
- The electrode, being physical, can be interacted with
- If you are stun immune, you can resist to remove them
- If you get out of range of them, they'll remove themselves
- You can help intent on someone to remove them
- If someone runs into them, they will become tangled in them (being
partially stunned themselves, but removing them)
- Yes, this affects AI turrets. AI turret electrodes are stronger (they
do double the amount of stamina damage)
- Turret tasers will avoid tasing the same target for infinite time, and
will attempt to avoid tasing the same target
- Handheld tasers can be cancelled early by clicking on the target again
- Tasers will drain power as they continue to tase a target
## Why It's Good For The Game
Tasers are pretty one note so I thought it'd be cool to add some depth
to them while making them function more like... well... a taser.
<Details>
<Summary> Original idea behind this </Summary>
I had an idea, in that we could give security more specialized gear
setups (a la Goon) - putting stuff like tasers in a support weapon
position while batons sit in a "front line" position, then allowing
people to pick and choose at shift start
This way we could balance certain aspects of the security toolkit
(*cough cough batons*) while still allowing newer players to be
effective in a security position
As right now, if you want to contribute as a security officer, you
**have** to know your way around melee combat - lest you get disarmed
and owned, which is why it's so strong.
Buuuuut if newer players had the option to pick a primarily ranged
option (with its own strengths and weaknesses), or an option that is
most effective when paired with a friend, we could bring the baton
strength down accordingly.
</Details>
## Changelog
🆑 Melbert
balance: Tasers are now more realistic
del: Electrodes are no longer in the hallucination projectile pool
/🆑
# Conflicts:
# code/modules/projectiles/projectile/energy/stun.dm
# code/modules/vehicles/mecha/equipment/weapons/weapons.dm
# icons/effects/beam.dmi
## About The Pull Request
https://github.com/user-attachments/assets/ef727913-6568-4705-91ca-330e7a1bb177
- Electrodes now have a physical representation in the form of a beam
- When you are hit with an electrode you will rapidly lose stamina while
the beam is attached
- The electrode, being physical, can be interacted with
- If you are stun immune, you can resist to remove them
- If you get out of range of them, they'll remove themselves
- You can help intent on someone to remove them
- If someone runs into them, they will become tangled in them (being
partially stunned themselves, but removing them)
- Yes, this affects AI turrets. AI turret electrodes are stronger (they
do double the amount of stamina damage)
- Turret tasers will avoid tasing the same target for infinite time, and
will attempt to avoid tasing the same target
- Handheld tasers can be cancelled early by clicking on the target again
- Tasers will drain power as they continue to tase a target
## Why It's Good For The Game
Tasers are pretty one note so I thought it'd be cool to add some depth
to them while making them function more like... well... a taser.
<Details>
<Summary> Original idea behind this </Summary>
I had an idea, in that we could give security more specialized gear
setups (a la Goon) - putting stuff like tasers in a support weapon
position while batons sit in a "front line" position, then allowing
people to pick and choose at shift start
This way we could balance certain aspects of the security toolkit
(*cough cough batons*) while still allowing newer players to be
effective in a security position
As right now, if you want to contribute as a security officer, you
**have** to know your way around melee combat - lest you get disarmed
and owned, which is why it's so strong.
Buuuuut if newer players had the option to pick a primarily ranged
option (with its own strengths and weaknesses), or an option that is
most effective when paired with a friend, we could bring the baton
strength down accordingly.
</Details>
## Changelog
🆑 Melbert
balance: Tasers are now more realistic
del: Electrodes are no longer in the hallucination projectile pool
/🆑
## About The Pull Request
This rebalances the Laser Musket and Heroic Laser Musket
Replaces glasses with 2 drinking glasses in the crafting recipe
Removes 2-handed demand
Standard shot damage slightly increased and stamina damage greatly
decreased
Heroic shot made a 3-round scatter shot, very powerful, damage and
stamina damage decreased to compensate
Crank-charge weapons, except the thermal revolvers, can be charged while
moving
Muskets can also be worn on jackets
## Why It's Good For The Game
These things were severely underused, and I always kinda wanted them to
be crankable while you moved, I just didn't know how. This should also
help the Militiamen ERT be less of a joke. I would appreciate
balanceposters giving some advice on the numbers if you're seeing this.
The heroic musket is incredibly rare, and SHOULD be pretty powerful.
## Changelog
🆑
balance: laser muskets have been rebalanced
balance: crank weapons can be charged while moving
/🆑
## About The Pull Request
This PR significantly enhances how zero-g movement works. Its no longer
locked to one of 8 directions, everything now has inertia and is
affected by weight. This means that throwing a piece of wire will no
longer completely reverse your movement direction, and that being thrown
out of mass driver no longer will slow you down to a halt at some point.
This leads to following gameplay changes:
* Guns now accelerate you. Ballistics have higher acceleration than
lasers, and higher calibers have higher acceleration than smaller ones.
This means that firing full-auto weapons in zero-g will make you drift
and accelerate significantly. While this can be a hilarious way to
travel in space, it makes using them trickier.
* Impacting a wall or an object while moving at high speeds will cause
you to violently crash into it as if you were thrown. Careful when
exploring!
* Jetpacks now have inertia. Changes introduced in #84712 have been
mostly reverted, although speed buff has been reduced to 0.3 instead of
0.5 (although this is compensated by new movement mechanics, so overall
speed should be roughly equal). All MODsuit jetpacks now possess the
speed boost. Advanced MODsuit jets (which has also been added back) and
captain's jetpack instead have higher acceleration and stabilization
power, providing much more precise control over your movement.
* Firing guns while moving on a jetpack will partially negate your
pack's acceleration, slowing you down. Non-advanced jetpacks'
stabilization is not enough to compensate for heavy caliber weaponry as
sniper rifles, shotguns or rocket launchers.
* You no longer instantly decelerate upon sliding along a wall. Instead,
it may take a few tiles if you are moving at extreme speeds. Passing
over lattices still allows you to grab onto them!
As space movement is angle-based instead of dir-based now, its much more
smooth than before due to using new movement logic.
Example of jetpack stabilization in action:
https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41
And, of course, you can do this now.

**This pull request requires extensive gameplay testing before
merging**, as a large amount of numbers have been picked arbitrarily in
an attempt to keep consistency with previous behavior (guns and
normal-sized items applying 1 drift force, which is equal to what
everything applied before this PR). Jetpacks and impacts may also
require adjustments as to not be frustrating to use.
Closes#85165
## Why It's Good For The Game
Zero-G refactor - currently our zero-g movement is rather ugly and can
be uncomfortable to work with. A piece of cable being able to accelerate
you the same as a duffelbag full of items when thrown makes no sense,
and so does instantly changing directions. Inertia-based version is
smoother and more intuitive. This also makes being thrown into space
more of a hazard (possibly opening the door for explosive
decompressions?)
Jetpack inertia and gun changes - this is mostly a consequence of
inertia-based movement. However, zero-g combat being preferred during
modes like warops was an issue due to it negatively affecting everyone
without jetpacks which are in limited supply onboard. This reverts the
mobility changes which severely impacted space exploration, while making
zero-g combat more dangerous and having it require more skill to be a
viable option.
## What's left
- [x] Refactor moth wings to use jetpack code
- [x] Refactor functional wings to use jetpack code
- [x] Locate and fix a recursion runtime that sometimes occurs upon
splattering against a wall
- [x] Add craftable tethers and modify engineering MOD tethers to use
the same system
## Changelog
🆑
add: You can now craft tether anchors, which can be secured with a
wrench and attached to with right click. They won't let you drift into
space and you can adjust tether length/cut it via lmb/rmb/ctrl click on
the wire.
add: MOD tethers now remotely place and connect to tether anchors
instead of throwing you at where they landed.
balance: MOD tethers can now be used in gravity
balance: Jetpacks are now inertia-based.
balance: Guns can accelerate you significantly in zero-g.
balance: All jetpacks now give you equal speed buff, however advanced
MOD ion jets and captain's jetpack have higher acceleration/deceleration
values.
refactor: Refactored zero-g movement to be inertia-based and utilize
angles instead of directions.
/🆑
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
* Chameleon gun counts as harmless and can be fired by pacifists (#85520)
## About The Pull Request
Closes#85496
## Changelog
🆑
fix: Chameleon gun counts as harmless and can be fired by pacifists
/🆑
* Chameleon gun counts as harmless and can be fired by pacifists
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Donk Co Interstellar Trading Post 6016 (#83075)
## About The Pull Request
Adds a new space ruin to the pool. It's the haunted trading post. It is
a whiteship dock with a large (safe) common area. The back rooms contain
loot and danger. Here are a few 'teaser' images.
https://i.imgur.com/M1te9Ha.pnghttps://i.imgur.com/SF3bJ62.pnghttps://i.imgur.com/i9xeUFP.pnghttps://i.imgur.com/UBwpJAM.png
Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk
Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret
Recipe.
Oh yeah the secret documents teach you how to make three prototype
variants of Donk Pockets. There is no limit to the amount of times it
can be read, so if you want to corner the market remember to lock up the
documents. Or you can share them with your friends.
**Now COMPLETE!**

## Why It's Good For The Game
This ruin is a multi-room dungeon with multiple solutions to each room.
It has plenty of action from mobs, traps and hazards. Each room has some
form of treasure or unique item in it. There's a boss at the end with
great rewards for fighting it, including a cool gun (slightly worse
variant of laser carbine).
This ruin is also a whiteship dock and space base. The public area is
entirely safe: stick to the well lit sector and don't trespass in the
employees only areas and you won't be harmed. There is a variety of
vendors to resupply at (including a brand new Donk Co snack vendor) but
unlike most other space ruins you do have to pay. A whiteship can dock
at this ruin if you have one, so you can bring groups of people to party
or attack the dungeon together.
## Changelog
🆑
add: Adds the Haunted Trading Post space ruin.
add: Adds 10+ unique items for the Haunted Trading Post
add: Adds 5 dangerous mobs for the Haunted Trading Post
add: Adds 4 new types of hazardous traps for the Haunted Trading Post.
/🆑
---------
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Donk Co Interstellar Trading Post 6016
* [MIRROR] Donk Co Interstellar Trading Post 6016 [MDB IGNORE] (#3943)
* Donk Co Interstellar Trading Post 6016
* i'd rather a pepsi
---------
Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
---------
Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com>
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
## About The Pull Request
Adds a new space ruin to the pool. It's the haunted trading post. It is
a whiteship dock with a large (safe) common area. The back rooms contain
loot and danger. Here are a few 'teaser' images.
https://i.imgur.com/M1te9Ha.pnghttps://i.imgur.com/SF3bJ62.pnghttps://i.imgur.com/i9xeUFP.pnghttps://i.imgur.com/UBwpJAM.png
Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk
Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret
Recipe.
Oh yeah the secret documents teach you how to make three prototype
variants of Donk Pockets. There is no limit to the amount of times it
can be read, so if you want to corner the market remember to lock up the
documents. Or you can share them with your friends.
**Now COMPLETE!**

## Why It's Good For The Game
This ruin is a multi-room dungeon with multiple solutions to each room.
It has plenty of action from mobs, traps and hazards. Each room has some
form of treasure or unique item in it. There's a boss at the end with
great rewards for fighting it, including a cool gun (slightly worse
variant of laser carbine).
This ruin is also a whiteship dock and space base. The public area is
entirely safe: stick to the well lit sector and don't trespass in the
employees only areas and you won't be harmed. There is a variety of
vendors to resupply at (including a brand new Donk Co snack vendor) but
unlike most other space ruins you do have to pay. A whiteship can dock
at this ruin if you have one, so you can bring groups of people to party
or attack the dungeon together.
## Changelog
🆑
add: Adds the Haunted Trading Post space ruin.
add: Adds 10+ unique items for the Haunted Trading Post
add: Adds 5 dangerous mobs for the Haunted Trading Post
add: Adds 4 new types of hazardous traps for the Haunted Trading Post.
/🆑
---------
Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Adds a new anomaly core item to Illumination technology, the photon cannon. (#84368)
## About The Pull Request
This PR adds a new gunkit to the **Illumination Applications** tech node
acquired via BEPIS techs. For years, this funny little tech node has
been one of the lamer results from the BEPIS tech pool, only offering
constructable unique hardhats and access to a micro RLD. Well, lets just
say, badda bing
https://github.com/tgstation/tgstation/assets/41715314/bd869d7f-449a-4563-871a-b90f550e0bda
The photon cannon is craftable via a lathed gunkit obtained from the
security lathe, which fires 4 shots per recharge. Each shot, on direct
contact with a mob, acts like a severity 3 flash. The shot also
distinctly slows down after traveling, so you can more effectively gauge
where it's going to stop moving, as when it reaches it's travel
distance, it will perform a weaker AOE severity 1 flash. Direct hits
will effect silicons, while the AOE flash will not. Direct hits only
deal 5 ***STAMINA* damage.
The Gunkit requires a flux anomaly core to be crafted, completing with
the tesla gun in this respect.
## Why It's Good For The Game
There's been some discussion about how we've hoping to offer higher
power features and options to the game at large using anomaly cores, and
flux anomalies are currently only used for guns, which is rather
unfortunate. The bigger issue, I'd suppose, is that every gun that flux
anomalies can produce are considered lethal, with the event horizon gun
and tesla gun. And honestly, by comparison, the tesla is not lethal
enough to use to any real effect, or practical enough to bother science
enough for the core.
The photon cannon, however, works as a rather effective crowd control
weapon for breaching and incapacitating crewmates, making it ideal for
wardens dealing with large tides of crewmates, officers breaking into
bases, or ~~the captain trying to burn down your library dnd game,
DOUGLAS~~
Overall, it's still a fairly low power weapon, and sits in a niche place
somewhere between a dragNET, flashbang-loaded grenade launcher, the
flash, and the ion-cannon, with it's versatility coming from core rarity
and requiring a BEPIS tech.
**I have since updated this PR so that this gun deals stamina damage
instead of energy damage, and contact with the energy ball deals a short
period of confusion.**
## Changelog
🆑
add: The Illumination Applications technode now includes a gunkit for a
new gun, the Photon Cannon.
/🆑
* Adds a new anomaly core item to Illumination technology, the photon cannon.
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
## About The Pull Request
This PR adds a new gunkit to the **Illumination Applications** tech node
acquired via BEPIS techs. For years, this funny little tech node has
been one of the lamer results from the BEPIS tech pool, only offering
constructable unique hardhats and access to a micro RLD. Well, lets just
say, badda bing
https://github.com/tgstation/tgstation/assets/41715314/bd869d7f-449a-4563-871a-b90f550e0bda
The photon cannon is craftable via a lathed gunkit obtained from the
security lathe, which fires 4 shots per recharge. Each shot, on direct
contact with a mob, acts like a severity 3 flash. The shot also
distinctly slows down after traveling, so you can more effectively gauge
where it's going to stop moving, as when it reaches it's travel
distance, it will perform a weaker AOE severity 1 flash. Direct hits
will effect silicons, while the AOE flash will not. Direct hits only
deal 5 ***STAMINA* damage.
The Gunkit requires a flux anomaly core to be crafted, completing with
the tesla gun in this respect.
## Why It's Good For The Game
There's been some discussion about how we've hoping to offer higher
power features and options to the game at large using anomaly cores, and
flux anomalies are currently only used for guns, which is rather
unfortunate. The bigger issue, I'd suppose, is that every gun that flux
anomalies can produce are considered lethal, with the event horizon gun
and tesla gun. And honestly, by comparison, the tesla is not lethal
enough to use to any real effect, or practical enough to bother science
enough for the core.
The photon cannon, however, works as a rather effective crowd control
weapon for breaching and incapacitating crewmates, making it ideal for
wardens dealing with large tides of crewmates, officers breaking into
bases, or ~~the captain trying to burn down your library dnd game,
DOUGLAS~~
Overall, it's still a fairly low power weapon, and sits in a niche place
somewhere between a dragNET, flashbang-loaded grenade launcher, the
flash, and the ion-cannon, with it's versatility coming from core rarity
and requiring a BEPIS tech.
**I have since updated this PR so that this gun deals stamina damage
instead of energy damage, and contact with the energy ball deals a short
period of confusion.**
## Changelog
🆑
add: The Illumination Applications technode now includes a gunkit for a
new gun, the Photon Cannon.
/🆑
* Staff of Shrinking for the wizard (#83115)
<!-- 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
Adds a new staff for the wizard that shoots shrink rays. Also a
corresponding wand that comes with the wand belt. Shrinking is a
mechanic already implemented by abductors, but it's not often used
because it doesn't fit their kit super well. That's a huge shame because
shrinking stuff/people is really funny. And you know where funny stuff
fits well? The wizard kit.
OH YEAH and being shrunken now gives you the squash component so you can
be squashed as though you were a roach, though this only deals 10 damage
instead of gibbing you
tiny staff

tiny wand

exhausted wand turns back to a big wand sprite :)

## Why It's Good For The Game
Shrinking stuff is funny, plus it gives the wizard something new to do
besides polymorphing everyone or turning everybody to stone or ei
nathing people.
## 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. -->
🆑
add: New funny wizard staff/wand that shrinks stuff.
add: Being shrunken now leaves you vulnerable to being crushed to death.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
* Staff of Shrinking for the wizard
---------
Co-authored-by: PKPenguin321 <pkpenguin321.git@gmail.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
Adds a new staff for the wizard that shoots shrink rays. Also a
corresponding wand that comes with the wand belt. Shrinking is a
mechanic already implemented by abductors, but it's not often used
because it doesn't fit their kit super well. That's a huge shame because
shrinking stuff/people is really funny. And you know where funny stuff
fits well? The wizard kit.
OH YEAH and being shrunken now gives you the squash component so you can
be squashed as though you were a roach, though this only deals 10 damage
instead of gibbing you
tiny staff

tiny wand

exhausted wand turns back to a big wand sprite :)

## Why It's Good For The Game
Shrinking stuff is funny, plus it gives the wizard something new to do
besides polymorphing everyone or turning everybody to stone or ei
nathing people.
## 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. -->
🆑
add: New funny wizard staff/wand that shrinks stuff.
add: Being shrunken now leaves you vulnerable to being crushed to death.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
## About The Pull Request
Lets basically all laser weapons put out roughly 1.3 more shots.
## Why It's Good For The Game
You can't reload energy weapons, and energy weapons struggle with the
increase in health coupled with the frequency at which EMPs are used.
Ballistics are very strongly preferred for this reason. This should help
lasers seem a bit more appealing over all and give sec a bit more power
against high threat antagonists, which is something they currently feel
a bit ill equipped to deal with.
## Proof Of Testing
It compiles.
## Changelog
🆑 Tupina
balance: Energy weapons can now fire roughly 1.3x more lasers per charge
across the board.
/🆑
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@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
Does what it says on the tin. We don't have any "special" sources of
clone damage left in the game, most of them are rather trivial so I
bunched them together into this PR.
Notable things removed:
- Clonexadone, because its entire thing was centered around clone damage
- Decloner gun, it's also centered around cloning damage, I couldn't
think of a replacement mechanic and nobody uses it anyways
- Everything else already dealt clone damage as a side (rainbow knife
deals a random damage type for example), so these sources were removed
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Consider the four sources of normal damage that you can get: Brute,
Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very
well put together and it's no surprise that they are in the game, as you
can fit any way of damaging a mob into them. Getting beaten to death by
a security officer? Brute damage. Running around on fire? Burn damage.
Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn
and oxygen damage. Technically there's also stamina damage but that's
its own ballpark and it also makes sense why we have a damage number for
it.
Picture this now: We have this cool mechanic called "clone pods" where
you can magically revive dead people with absolute ease. We don't want
it to be for free though, it comes at a cost. This cost is clone damage,
and it serves to restrain people from abusing cloning.
Fast forward time a bit and cloning is now removed from the game. What
stays with us is a damage number that is intrinsically tied to the
context of a removed feature. It was a good idea that we had it for that
feature at the time, but now it just sits there. It's the odd one out
from all the other damage types. You can easily explain why your blade
dealt brute damage, but how are you going to fit clone damage into any
context without also becoming extremely specific?
My point is: **clone damage is conceptually a flawed mechanic because it
is too specific**. That is the major issue why no one uses it, and why
that makes it unworthy of being a damage stat.
Don't take my word for it though, because a while ago we only had a
handful of sources for this damage type in the game. And in most of the
rounds where you saw this damage, it came from only one department. It's
not worthwhile to keep it around as a damage number. People also didn't
know what to do with this damage type, so we currently have two ways of
healing clone damage: Cryotubes as a roundstart way of healing clone
damage and Rezadone, which instantly sets your clone damage to 0 on the
first tick. As a medical doctor, when was the last time you saw someone
come in with clone damage and thought to yourself, "Oh, this person has
clone damage, I cannot wait to heal them!" ?
Now we have replacements for these clone damage sources. Slimes? Slime
status effect that deals brute instead of clone. Cosmic heretics? Random
organ damage, because their mechanics are already pretty fleshed out.
Decloning virus? The virus operated as a "ticking timebomb" which used
cloning damage as the timer, so it has been reworked to not use clone
damage. What remains after all this is now a basically unused damage
type. Every specific situation that used clone damage is now relying on
another damage type. Now it's time to put clone damage to rest once and
for all.
Sure, you can technically add some form of cellular degradation in the
future, but it shouldn't be a damage number. The idea of your cells
being degraded is a cool concept, don't get me wrong, but make it a
status effect or maybe even a wound for that matter.
<!-- 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. -->
## 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. -->
🆑
del: Removed clone damage.
del: Removed the decloner gun.
del: Removed clonexadone.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
* Makes the SC/FISHER a bit better - more range/accessibility/pacifist-usability (#79835)
## About The Pull Request
- SC/FISHER is now pacifist-usable.
- SC/FISHER black-market availability prob up to 75, from 50.
- SC/FISHER range bumped from 14 to 21.
## Why It's Good For The Game
The SC/FISHER does no damage (except against ethereals, where it does a
grand total of 3 per shot), which I think is negligible but can be
removed if it's that bad to allow pacifists a gimmick method of
murdering another guy, so I think pacifists should be allowed to use it.
The range buff and black-market availability are just because I felt
like it, since I don't think it's available enough, especially for a
doohickey whose sole purpose is "break lightbulbs".
## Changelog
🆑
balance: The SC/FISHER disruptor pistol is now more likely to show up in
black market uplinks.
balance: The SC/FISHER now has more range (21 tiles up from 14), and is
usable by pacifists.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
* Makes the SC/FISHER a bit better - more range/accessibility/pacifist-usability
---------
Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
## About The Pull Request
- SC/FISHER is now pacifist-usable.
- SC/FISHER black-market availability prob up to 75, from 50.
- SC/FISHER range bumped from 14 to 21.
## Why It's Good For The Game
The SC/FISHER does no damage (except against ethereals, where it does a
grand total of 3 per shot), which I think is negligible but can be
removed if it's that bad to allow pacifists a gimmick method of
murdering another guy, so I think pacifists should be allowed to use it.
The range buff and black-market availability are just because I felt
like it, since I don't think it's available enough, especially for a
doohickey whose sole purpose is "break lightbulbs".
## Changelog
🆑
balance: The SC/FISHER disruptor pistol is now more likely to show up in
black market uplinks.
balance: The SC/FISHER now has more range (21 tiles up from 14), and is
usable by pacifists.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
* Disabler SMG: We got laser carbine, so why not have automatic disabler? (#79158)
## About The Pull Request
Basically, it's #78685, but instead of an automatic deadly laser gun,
it's an automatic disabler gun.
https://github.com/tgstation/tgstation/assets/42353186/6ce1c401-30a6-45f7-a55c-4d95f742c35a
_For comprasion, normal disabler takes 4 shoots and too uses 80% of
charge_


It's a side-grade as well, the damage is halved (15 instead of 30) while
the ammo count (40 instead of 20) is higher. So damage potential stays
the same.
The sound which it uses is more weak sounding to signify that.
You **can't** dual wield them.
You can order a crate of 3 at Cargo.
## Why It's Good For The Game
Automatic guns are fun, and as laser carbine showed - REAL FUN.
This introduces another automatic gun available to the crew through
Cargo because variety is always good, and this way we cover the both
most prominent projectiles (Lasers and Disablers).
Now Security can have fun without only killing people, this also lets
Pacificists have some as well.
<details>
<summary>GET DISABLED</summary>

</details>
## Changelog
🆑
add: New automatic weapon for the crew - Disabler SMG. Capable of
rapidly firing weak disabler beams.
/🆑
---------
Co-authored-by: Jacquerel <7483112+Jacquerel@ users.noreply.github.com>
* Disabler SMG: We got laser carbine, so why not have automatic disabler?
---------
Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
Co-authored-by: Jacquerel <7483112+Jacquerel@ users.noreply.github.com>
* A comprehensive refactor / cleanup of `bullet_hit` and `on_hit` to cut out a single bad species / mob proc (#79024)
## About The Pull Request
- Refactored `bullet_act`. Adds `should_call_parent` and refactors
associated children to support that.
- Fixes silicons sparking off when hit by disabler fire.
- Desnowflakes firing range target integrity and cleans up its
bullet-hole code a bit.
- Cleans up changeling tentacle code a fair bit and fixes it not taking
off throw mode if you fail to catch something.
- The Sleeping Carp deflection is now signalized
- Nightmare projectile dodging is now signalized and sourced from the
Nightmare's brain rather than species
- Refactored how cardboard cutouts get knocked over to be less
snowflaked / use integrity
- Also adds projectile `on_hit` `should_call_parent` and cleans up a bit
of that, particularly their arguments.
- On hit arguments were passed wrong this entire time, it's a good thing
nothing relied on that.
## Why It's Good For The Game
This is cringe.
https://github.com/tgstation/tgstation/blob/1863eb2cd82e7cee4fdfff37b42d3fd0c7edd797/code/modules/mob/living/carbon/human/_species.dm#L1430-L1442
Bullets should overall act more consistent across mob types and objects.
## Changelog
🆑 Melbert
fix: Silicons don't spark when shot by disablers
fix: Changelings who fail to catch something with a tencacle will have
throw mode disabled automatically
fix: Fixes occasions where you can reflect with Sleeping Carp when you
shouldn't be able to
fix: Fixes some projectiles causing like 20x less eye blur than they
should be
refactor: Refactored bullet-mob interactions
refactor: Nightmare "shadow dodge" projectile ability is now sourced
from their brain
/🆑
* A comprehensive refactor / cleanup of `bullet_hit` and `on_hit` to cut out a single bad species / mob proc
* Modular changes
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request
- Refactored `bullet_act`. Adds `should_call_parent` and refactors
associated children to support that.
- Fixes silicons sparking off when hit by disabler fire.
- Desnowflakes firing range target integrity and cleans up its
bullet-hole code a bit.
- Cleans up changeling tentacle code a fair bit and fixes it not taking
off throw mode if you fail to catch something.
- The Sleeping Carp deflection is now signalized
- Nightmare projectile dodging is now signalized and sourced from the
Nightmare's brain rather than species
- Refactored how cardboard cutouts get knocked over to be less
snowflaked / use integrity
- Also adds projectile `on_hit` `should_call_parent` and cleans up a bit
of that, particularly their arguments.
- On hit arguments were passed wrong this entire time, it's a good thing
nothing relied on that.
## Why It's Good For The Game
This is cringe.
https://github.com/tgstation/tgstation/blob/1863eb2cd82e7cee4fdfff37b42d3fd0c7edd797/code/modules/mob/living/carbon/human/_species.dm#L1430-L1442
Bullets should overall act more consistent across mob types and objects.
## Changelog
🆑 Melbert
fix: Silicons don't spark when shot by disablers
fix: Changelings who fail to catch something with a tencacle will have
throw mode disabled automatically
fix: Fixes occasions where you can reflect with Sleeping Carp when you
shouldn't be able to
fix: Fixes some projectiles causing like 20x less eye blur than they
should be
refactor: Refactored bullet-mob interactions
refactor: Nightmare "shadow dodge" projectile ability is now sourced
from their brain
/🆑
## About The Pull Request
Currently, the power cost for each shot is just written as a number, and
you have to know the size of the cell to know what this number means. If
you just see than a laser gun costs 83 energy, then it's not clear that
this translates to 12 shots unless you know that the cell holds 1000
units of energy. Now, all energy weapons (except those that cost 0
energy and one that costs 10000) use a macro define in the form of
`LASER_SHOTS(X)`. So the laser gun would example be `LASER_SHOTS(12)`,
to clearly convey that it gets 12 shots out of a full charge.
I also removed the `laser/hellfire/antique` subtype because it had no
mechanical difference from `laser/hellfire` whatsoever.
## Why It's Good For The Game
Readable code is good.
## Changelog
No player facing changes.