* Make energy guns able to use burst fire.
* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.
Syringe gun, energy guns and magic guns can now use burst fire.
* fixing merge conflict shit
* fixing map conflicts
* more map conflict fix
* two tiny fixes.
* tiny tweak
* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm
* map conflict fixes
* Adds new Halloween content
* Removes the delay
* Replaces archaic code
* Atomizes by removing unrelated tweaks
* Conflicts I
* Conflicts III, I think
* Unticks "halloween.dm"
Prevents them from infinite-hitting things by deleting them after they apply hit effects.
Also removes the secondary hit for a 30 brute primary hit instead of attempting to split damage as that's not working well.
Adds hardlight bows and hardlight quivers.
Does 12 brute and 18 burn on hit.
The quivers regenerate one arrow every few seconds and is worn on the back.
Arrows disintegrate on hit and are destroyed after 20 seconds if it is dropped to prevent spam.
ADDED TO UPLINK AT 7 TELECRYSTALS FOR A BOW AND QUIVER. Can be included in surplus crates.
🆑
* This doesn't actually matter, because you're dead forever once it happens...
* is this entire pr chaff for something else
* you'll do it? nah, fuck that I'll do it
All unique traitor steal objective item are now immune to all damage except severity=1 explosion.
Mobs on fire no longer get damage to their worn backpacks, belts, id, pocket stuff, and suit storage.
All backpacks are now nonflammable, and bag oh holding and engineer backpack are now fireproof.
Mob receiving melee attacks now only have its outer layer of clothes damaged, e.g. no damage to jumpsuit when wearing a suit.
Made all hyposprays (not just the CMO's) acid proof.
Made the singularity gen and tesla gen immune to fire.
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.
This PR does three things:
It makes all children of /obj/ use the same damage system.
Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
The armor categories are:
-melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
-bullet
-laser
-energy (used by projectiles like ionrifle, taser, and also by EMPs)
-bio (unused for this, only here because clothes use them when worn)
-rad (same)
-bomb (self-explanatory)
-fire (for fire damage, not for heat damage though)
-acid
For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.
It refactors acid. See #20537.
Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.
It changes some aspect of damage from fires.
All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.
It also does many minor things:
Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
I tweaked a bit how clothes shredding from bombs work.
I made a machine or structure un/anchorable with the wrench, I don't remember which object...
Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
Probably a million things I forgot.
If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
* a very calming act
when the world is too much, too fast
* i'm tired
but i have to be efficient, infinite
* lick your lips at the sight of me
a fantasy made reality
* Replaces a bunch of istypes with their proper macros
* i'm not sure doing a 100+ file changed pr on a whim is something you do when bored
especially if you do it by hand because you never actually learned the regex that would let you automate it
* i'm just... gonna do this, because that check was true a lot and it shouldn't matter
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.
- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.
* More merge conflict fixes and adding the new files I forgot to add.
* of course I forgot birdstation
* More typos and stuff I forgot to undo.
* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)
* Fixing more conflicts with remie's multihands PR.
* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().
* Derp, forgot to remove debug message.
🆑 MMMiracles
add: A giant wad of paper has been seen hurling through the nearby sector of SS13, officials deny existence of giant paper ball hurling through space because 'thats really fucking stupid'.
/🆑
Mjor the Creative, a wizard with the taste for the arts, has used his magical craft to form a home made of papier-mâché hurling through space because hes a wizard he can do whatever the fuck he wants. He uses his 'artistic' skill to conjure up minions to assist him when nosy people try to steal his priceless art.
He has two abilities he can use during a fight, one will summon copies of himself as mimics. Attacking a mimic does 50 brute to everyone around him and attacking him destroys all active mimics. The other ability lets him summon his crudely-drawn creations, bringing them to life to fight for him.
Killing him gives you access to his papier-mâché robe, a special collector's edition paper, and his priceless range of artwork. What more could you ask for?
The wizard's robe, when equipped, will allow the wearer to summon their own stickman allies. They are only loyal to who summoned them and will attack everything else. Ability has a cooldown between each use.
Boss code credit majority to @RemieRichards as it is a modified version of what she wrote up a couple months ago for one of my unfinished away missions.
Fixed locker access. Some slight visual changes to turfs as well as a small theatre-ish stage to the open bar/kitchen area. The front desk now has pamphlets to give to arriving guests as a short description of the place they just teleported to.
Also, all hotel staff now spawn in with mindshield implants (vigorous background checks to ensure any subconscious bloodlust urges are contained), as well as the energy shotgun being given a mindshield pin due to complaints about some people bumrushing the hotel for it.
Tweaks and QoL changes:
Kinetic accelerator now supports seclite attachment.
Miners now have a special heavy duty headset, it differs from regular supply headset only in sprite.
Miner's roundstart crowbar now spawns in box instead of backpack.
Preserved legion core no longer sparks and has a telling desc.
Balance changes:
All cyborgs are now ash-proof. Mining cyborg starts with ash-proof sprite to fit dark mining style. All borgs are superior to humans at their module's job, it makes sense for mining cyborg to come with ash-proof hull by default - after all, mining borgs can't deploy shelters to sit out ash storms.
Ash-proof plating upgrade was replaced with Lavaproof tracks. This upgrade allows mining cyborgs to roam lava safely.
Mining cyborg module now includes a tiny welding tool for basic self-repair. This welding tool holds 4 times less fuel than the one used by engineering cyborgs. It also includes a small fire extinguisher.
Miners start with a box of 3 brute and 1 burn paths instead of a single brute patch. This compensates for recent path nerf that dropped amount of reagents in single path more than in two.
Explorer's belt slot amount is increased by one, while mining belt crafted from sinew still has 5 slots.
Fixes:
Updates miner's corpse and mining wardrobe with new lavaland gear.
Fixes envy's knife path.
Fixes wing potion's misguided racism.
Fixes#18796. Fixes legion's nullspace corpse drop bug and two related runtimes.