Commit Graph

291 Commits

Author SHA1 Message Date
Qustinnus
b33d1c49a3 [READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work

* more

* ass

* wsedfwedff

* asss

* test

* stuff

* fuck

* sss

a

* kms

* asdadwedwdfwefwef

* start

* test

* dwwdew

* ewefwfef

* Redemption machine (#8)

* Redemption machine

* Removes debug messages

* changes

* fuckmyshitup

* coin mint works with new material shenanigans (#10)

* Auto stash before merge of "materials" and "origin/materials"

* woops

* furnace (#11)

* autolathe manufacturing of toolboxes

* eggs in a basket

* some small changes

* matcolors

* documentation

* more documentation and effects

* done

* Color man bad (#12)

* fixes designs

* ass

* more fixes

* fuck me

* firestacks adder

* epic fixes

* fixes designs

* DONE DIDDILY DOO

* removes category macro

* ch-ch-ch-changes

* fixes some stuff

* Fixes display of ore values (#9)

* Redemption machine

* Removes debug messages

* Re-adds value display

* Replaces the fire stacking component with an element instead (#13)

* fixes examine

* fixes ligma bugs

* double ligma boofus

* fix

* misses some defines

* fixes ORM

* Update code/datums/components/material_container.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fixes

* Makes glass objects weaker (#14)

* Makes glass objects weaker

* uses correct proc

* fixes shit

* honk honk

* better

* oh shit oh fuck

* fixes

* fuck ORMs

* fixes the biogen

* documentation

* ass (#15)

* component

* changes

* ass

* ass

* doc

* Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent"

* fixes rounding

* fixed
2019-07-24 11:27:01 -04:00
kingofkosmos
81a0518474 * warning-spans added to cases of "You do not..." and "You don't..." 2019-06-25 22:05:55 +03:00
kingofkosmos
fb9731492c * extra spaces removed from "span class = '" --> "span class='"
* warning-spans added to cases of "You need..."
2019-06-25 21:03:25 +03:00
vuonojenmustaturska
8ddc9677c7 examine-code refactor (#44636)
* 1/4 done? maybe?

* more

* stuff

* incremental stuff

* stuff

* stuff & things

* mostly done but not yet

* stuffing

* stuffing 2: electric boogaloo

* Git Commit and the Kingdom of the Crystal Skull

* make it actually compile

* found more stuff

* fixes

* fix AI laws appearing out of order

* fix windows

* should be the remaining stuff

* this time for real

* i guess it should compile too

* fix sechuds
2019-06-19 22:07:57 +02:00
AnturK
79ec19156b Fixes preview gun bad del (#44599) 2019-06-18 23:11:26 -04:00
Whoneedspacee
03f7432511 New RPGLoot Affixes + Component Additions (#44188)
* knockback component can now be reversed, has projectile and gun handling, and hostile simplemob handling

adds signals for hostile mobs attacking, altering projectiles before firing, and for when projectiles successfully hit their target

moves knockback handling to a general proc

adds ishelpers for guns and projectiles

* no more weird projectile handling it can just not apply the effect if the component somehow goes away

lifesteal actually works now instead of being a blank file, applies a flat healing effect when you hit something

* fixes up comsig stuff

adds new components to the fantasy prefix and suffix

knockback now handles throwing anchored objects

lifesteal now properly heals the target with projectiel weapons

adds summoning component to handle mob summoning with item attacking and such

adds fired_from variable to handle what a projectile was fired_from, firer would be the mob that fired and fired_from would be the gun, in the case of an autoturret, fired_from and firer would be the same

adds shrapnel component, fires projectiles around a fired projectile when it hits

adds igniter component to set attacked mobs on fire

* no more shrapnel on items that can't use it

summoning items now summon at least one mob maximum

adds specific weighted projectile types for shrapnel to prevent broken options being picked

removes the reverse var from knockback component and instead just handles negative thrown turf
2019-06-03 11:00:12 +12:00
vuonojenmustaturska
fb45b7a017 Turns trait accessors into defines, fixes some bugs (#43820)
It's free performance.
2019-05-06 19:44:05 -04:00
oranges
bd9afd78a5 Guns no longer try to destroy null variables (#43771) 2019-05-06 09:09:02 +02:00
AnturK
e87dc0a919 Adds dueling pistols. (#43489)
* Adds dueling pistols.

* Adds sprites by @MrDoomBringer

* Ok

Co-Authored-By: AnturK <AnturK@users.noreply.github.com>
2019-04-30 11:06:48 -04:00
ShizCalev
e47b0f3bdf Fixes guns clicking while trying to suicide (#43092) 2019-03-12 16:04:01 -04:00
Rob Bailey
86cb5c2576 Fixes the RPG, renames it and adds some fluff text (#42853)
* fixes rocket launcher, but not some other issues with it

* oh god oh fuck I broke everything

* ok nevermind we rollin

* remove a dumb testing runtime

* less weird gramma on new description

* change the typepath of the rocket to make it easier to know what it is

* I don't remember if I even changed anything here but here it is anyways

* grammar error fix

* better qdel

* casing to fix the article system

* grammar fixes + hack to clear the mag

* small hack for single round mags and makes sure icons update after being loaded

* whoops

* minimize diffs

* capitalization with improper flag
2019-02-25 21:48:11 +11:00
Rob
6b8bfb2f5c [EXTRAREADY][AAAAAA] Hey revolver, don't mothers make good fathers? (#41620)
tweak: Suppressed and dry fire sounds are now stored as a variable, and can be edited on a per gun basis.
sounddel: The standard gun dry fire sound was collapsed to one sound instead of 4. They were all just pitch variations anyways, which is now covered by built in sound pitch variation.
soundadd: Revolvers now have a unique gunshot sound that is slightly different for 357 and 38.
soundadd: Revolvers now have a unique dry fire sound.
soundadd: Revolvers now make a unique noise when emptying them besides just the sound of shells falling out.
soundadd: Spinning a revolver such as the Russian Revolver now makes a sound.
spellcheck: Syndicate sniper kit now includes a suppressor instead of a "supressor."
2018-12-02 20:30:09 +13:00
Rob
e4d0a34348 BLAT BLAT GOES THE GAT (#41577)
* big shooteronis

* attribute

* better + louder mix
2018-11-19 14:43:14 -05:00
variableundefined
8b1e2d304d Readd zooming action to syndicate sniper rifle 2018-11-15 21:31:21 +08:00
Jordan Brown
3b13859665 Merge pull request #41224 from ShizCalev/rocket-fixes
Rocket launcher fixes, adds suicide_act
2018-11-02 14:19:30 -04:00
ShizCalev
8e22a6202e Suiciding with a gun will now say "You pull the trigger", instead of refering to you in the third person. (#41225) 2018-10-31 12:13:12 -04:00
ShizCalev
8c88d6bde4 Rocket launcher fixes 2018-10-30 01:38:19 -04:00
ShizCalev
fe10959af0 Adds examine messages for helmets & guns with flashlights (and bayonets) (#40998)
cl ShizCalev
tweak: Added examine messages for helmets & guns with flashlights (and bayonets.)
fix: Fixed an issue where you were able to remove flashlights/bayonets that were supposed to be permanently attached to a gun.
fix: Fixed an issue where you were unable to remove flashlights & bayonets from certain weapons.
fix: Fixed a potential issue where adding a flashlight to your helmet would've caused you to lose other action buttons.
fix: Fixed a issue where guns with multiple action buttons would break all but one of those action buttons.
tweak: If you have both a bayonet and a flashlight attached to your gun, you'll now be given a prompt on which you'd like to remove when using a screwdriver on it.
/cl

Shouldn't need to have "pro-gamer tips" in adminpm's just to inform folks that you can remove a flashlight from a helmet with a screwdriver.

Also added some missing handle_atom_del / Destroy logic, as well as moving the clothing can_flashlight & flashlight vars down to helmet level (since they were the only things that utilize them anyway.)

also why the fuck was the helmet flashlight var just called F. hnnnngg
2018-10-27 13:10:37 +13:00
ShizCalev
2fa1ac1349 Replaces istypes with the proper tool_behaviour checks. (#40414) 2018-10-01 03:10:31 +03:00
Emmett Gaines
a8951e1c73 Removes an unused gun var (#40064) 2018-09-03 18:09:52 +03:00
ShizCalev
b2e02687e2 Fix guns not checking if the knife can bayonet (#39783) 2018-08-19 17:03:51 -07:00
Jared-Fogle
2b386e34c3 Fix russian revolvers acting like normal revolvers (#38972)
* Fix russian revolvers

* Change method
2018-07-08 20:25:01 -04:00
Trevor Serpas
bee0b5b2c3 Afterattack() Signal (#38606)
* adds signal and modifies each call of afterattack to call it's inherited proc

* uses new macro for sendsignal()

* map fuck

* skip precommithooks

* combine and negate 2 ifs
2018-07-07 02:00:25 -04:00
CitrusGender
7713aa5058 Fixes null bullets from being fired after they're deleted (#38437)
* Adds handle_atom_del check to if deleted bullets are equal to ammo type and chambered round.

* works for me

* Update _box_magazine.dm
2018-06-13 05:38:15 -04:00
Dax Dupont
db2a6f6efb Gun overlays 2: Electric boogaloo. (#38003)
* Reduces selfcharge gun processing/icon work

* More efficient gun overlays, adds old_ratio var

* oh my god it was calling the egun's update_icon?

* percent proc

* Attachment overlay overhaul

* Cut overlays in egun update

* ebow 1000% better overlay management

* Update gun.dm

* Pointless check

* Giving KA and children consistent icon behavior

* Update kinetic_accelerator.dm

* Fixed

* ..() readded

* ..() readded

* ..() readded

* Antur didnt catch this one heck

* Because confusing vars are apparently more maintainable

* Gun overlays 2: Electric boogaloo

* another one

* Chameleon guns are removed

* tentacles everywhere
2018-05-26 21:45:02 +03:00
vuonojenmustaturska
1eccbcca18 Adds an EMP protection component, allowing ANYTHING to be protected from EMP (#37671)
The component is initialized with any combination of three flags, EMP_PROTECT_SELF protects against effects that target the object itself, EMP_PROTECT_WIRES protects against wires being messed with similar to the NO_EMP_WIRES_1 flag which this PR removes, EMP_PROTECT_CONTENTS protects against things that are inside the object like organs, internal "non-virtual" power cells and the like

This enables (but doesn't introduce) new mechanics such as adding EMP shielding at runtime to any atom, or taking it away.
2018-05-22 11:38:02 +12:00
AnturK
4c5a43eeb8 Prefix for item flag slot defines. 2018-04-27 10:30:48 +02:00
Fox McCloud
057aa31cda Kills off /obj/item/device (#37297)
* Kills off /obj/item/device

* whoops

* whoops

* Fix
2018-04-23 15:00:23 +02:00
iksyp
ab50eb926a Whether or not a pacifist can fire a gun is no longer based on the gun being harmful, but the chambered round being harmful (#36670)
fix: makes dragnet non harmful
tweak: pacifists can now use any disabler or stun setting on any energy gun
code: removed all of the pacifism check code from code/modules/mob/living/living.dm
code: gun objects no longer have a harmful variable, instead, ammo_casing objects now have a harmful variable, which is by default set to TRUE
code: if a pacifist fires a gun, it checks whether or not the round chambered is lethal, instead of whether or not the gun itself is lethal.
2018-04-11 21:59:03 +12:00
Ian Turk
fbe5f4a062 Replaced body zone magic strings with defines 2018-03-19 15:44:51 -05:00
PKPenguin321
f3611fef4a harmful var for guns (#36265)
* harmful var for guns

support for pacifism to use non-harmful guns

* fixes bad spacing

oops
2018-03-10 02:11:57 -06:00
vuonojenmustaturska
440e888c1f Clean up all sorts of crap, mostly defines (#36105)
* cleanbot

* rejuv

* more crap

* more crap

* still compiles

* clean

* is_crap
2018-03-05 02:07:27 +11:00
Ashe Higgs
ab9e2e8902 Adds minor roundstart traits! (ala CDDA, etc.) (#35440)
* Roundstart traits

* Unspaghettifies night vision

* Fuck everything

* Issues patch
2018-03-02 13:39:44 +13:00
vuonojenmustaturska
2871b70733 /obj/item var cleanup (#34909)
* draft 1

* Update energy.dm

* Update twohanded.dm

* Update weaponry.dm

* Update ninja_stars.dm

* Update cult_items.dm
2018-01-25 22:44:32 -05:00
XDTM
5a08a3aad0 Extends the disability refactor to include more traits, removing some snowflake code (#34664)
This way you can add/remove traits without fear of other sources overriding them. Now you can add TRAIT_STUNIMMUNE to somebody without what if hulk

Notable changes:

    Fakedeath now updates instantly, instead of waiting for the next life tick.
    Fakedeath now sets time of death when acquired.
    Removed extremely snowflake code in reagents that checked if you had morphine to remove slow immunity and so on.
    Hulk no longer overrides status_flag changes, in case there are any.
2018-01-25 09:12:44 +13:00
Leo
642962a193 Merge pull request #34777 from ShizCalev/process-fire
Corrects invalid process_fire args
2018-01-24 15:55:33 -02:00
vuonojenmustaturska
6406896df1 Replaces a bunch of obj vars (and emagged on machinery/items) with obj_flags (#34078)
* It works, but is it worth it?

* bitfield helpers take 1

* Would this work?

* remove dangling debug code

* rebase & fixes

* vv bitfield stuff, reading

* DNM oceans of shitcode DNM

* honk

* honk2

* plonk

* rebase & fix
2018-01-22 20:19:46 +01:00
ShizCalev
665d6bd39d Corrects invalid process_fire args 2018-01-22 04:47:58 -05:00
oranges
c8ad5a6314 Clean up a bunch of undefined arg runtimes (#34105)
* Clean up a bunch of undefined arg runtimes

Ensure subtypes have the appropriate arguments, do a bit of code cleanup
and remove some uneeded emote procs that also caused runtimes

* Fix up all calls to canUseTopic, add the dexterity flag

* Runtime with missing force argument in borg unbuckle mob
2018-01-07 21:52:56 -05:00
Ian Turk
c7f00fb44c Prefixed all disability defines with DISABILITY to fix name collision with BYOND built in BLIND define 2017-12-22 23:49:41 -06:00
oranges
edef11f094 Merge pull request #32433 from kevinz000/vector_projectiles
[READY]Refactors projectile trajectories, fixes piercing projectile inaccuracy and beam rifle visual deflections
2017-12-22 14:32:35 +13:00
kevinz000
493321003f Vector Projectiles 2017-12-19 18:05:49 -08:00
oranges
fe42f52109 Halve gun empty sound level 2017-12-18 22:52:31 +00:00
XDTM
146d167189 [Ready Again]Refactors disabilities into lists, allowing for independent disability sources (#33055)
* Refactors disabilities into lists, allowing for independent disability sources

* defines

* Xhuiiiiissss

* living

* did that

* adjusted for traumas

* Updates pacifism and removed remove_all_disabilities from fully_heal to prevent issues.

* makes antur happy
2017-12-18 22:20:07 +01:00
ShizCalev
c95fc8c78d Gun sounds (#33615) 2017-12-18 10:51:22 -05:00
vuonojenmustaturska
5233ec1f6a Finishes the forceMove port (#33519)
* a thing

* thingy 2: electric boogaloo

* Obligatory webeditor commit
2017-12-15 10:39:34 +13:00
ShizCalev
0715bb9dea Adds new gun dry firing sounds (#33503)
* Adds new gun dry firing sounds

* Don't want to hear click when you want to hear bang
2017-12-14 07:14:36 -05:00
deathride58
3265d09328 Nerfs criticism 2017-12-06 12:46:02 -05:00
deathride58
1904080823 i fucked up - GLOBAL.DEFAULT_VIEW > GLOB.DEFAULT_VIEW 2017-12-05 21:53:52 -05:00
deathride58
b765f50302 makes the default view scale a config option 2017-12-05 21:44:56 -05:00