Commit Graph

2937 Commits

Author SHA1 Message Date
SkyratBot
74631edc6e [MIRROR] FIXES RUNTIME CAUSING GUNS WITHOUT A MAGAZINE INSERTED TO NOT FIRE [MDB IGNORE] (#21148)
* FIXES RUNTIME CAUSING GUNS WITHOUT A MAGAZINE INSERTED TO NOT FIRE (#75407)

Caused by #75058

🆑 ShizCalev
fix: Guns without magazines inserted can now fire again!
/🆑

* FIXES RUNTIME CAUSING GUNS WITHOUT A MAGAZINE INSERTED TO NOT FIRE

---------

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2023-05-14 22:42:45 -07:00
SkyratBot
a426149a51 [MIRROR] Buffs Lasers [MDB IGNORE] (#21088)
* Buffs Lasers (#75329)

## About The Pull Request
This increases laser wound chance, increases the damage and also makes
them use less energy.

## Why It's Good For The Game
Lasers cannot reload so they're not as convenient as a gun, so this will
maybe make them more cool, honestly I just want to try this to see what
happens.

## Changelog
🆑 oranges
balance: increased laser damage, decreased energy cost and increased
wound chance
/🆑

* Buffs Lasers

---------

Co-authored-by: oranges <email@oranges.net.nz>
2023-05-12 00:32:15 -07:00
SkyratBot
fae04f1fb6 [MIRROR] Crate, Closet Refactors & Access Secured Stuff [MDB IGNORE] (#21024)
* Crate, Closet Refactors & Access Secured Stuff

* CI

* e

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 04:32:41 +01:00
SkyratBot
aac6045ba8 [MIRROR] Golem Rework [MDB IGNORE] (#21001)
* Golem Rework

* SECT 9

* ok

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 03:56:30 +01:00
SkyratBot
47e117eda4 [MIRROR] Resprites the mosin nagant, [MDB IGNORE] (#21021)
* Resprites the mosin nagant, (#75060)

## About The Pull Request
Hi, this pr resprites the mosin nagant. It's been moved from its own dmi
it a new 42x32 one (mosinnagant.dmi). The new sprite is 42x32. Here are
some pictures:

![image](https://user-images.githubusercontent.com/83892995/235358149-8042cb6c-bd39-4ba8-9d0a-eb2f9710f21c.png)

![image](https://user-images.githubusercontent.com/83892995/235358391-20bb5b7a-a293-4744-a3cd-24d3d1dce8b4.png)

![image](https://user-images.githubusercontent.com/83892995/235358425-cadb89d5-9849-416e-8e15-c6081b78d67c.png)
Any critique or suggestions welcomed
## Why It's Good For The Game

![image](https://user-images.githubusercontent.com/83892995/235358497-3873ab14-f522-4dcb-a721-155b989c9585.png)
The current sprite is aged and muddy. It's a cool gun and I think it
deserves a newer cleaner sprite
## Changelog
🆑
image: The Mosin and Prime Nagants have been resprited.
/🆑

* Resprites the mosin nagant,

---------

Co-authored-by: ReinaCoder <83892995+ReinaCoder@users.noreply.github.com>
2023-05-09 03:52:36 +01:00
SkyratBot
8bdceb0ff0 [MIRROR] Makes the divine bow renamable [MDB IGNORE] (#20986)
* Makes the divine bow renamable (#75180)

## About The Pull Request

Adds the UNIQUE_RENAME flag to the divine bow to allow the
name/description to be modified.

## Why It's Good For The Game

Consistency with every other null rod option (all of which inherit the
flag from `/obj/item/nullrod`

## Changelog
🆑
fix: The chaplain's divine bow can now be renamed like all other null
rod variants.
/🆑

* Makes the divine bow renamable

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
2023-05-08 03:02:56 +01:00
SkyratBot
c4d4e1da63 [MIRROR] Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. [MDB IGNORE] (#20916)
* Minerals have been refactored so costs and minerals in items are now in terms of mineral defines.

* AI GEN RUN ONE

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:48:10 +01:00
SkyratBot
05598c7c69 [MIRROR] Bows no longer randomly become unusable [MDB IGNORE] (#20879)
* Bows no longer randomly become unusable

* Update code/modules/projectiles/ammunition/energy/_energy.dm

* Update code/modules/projectiles/ammunition/energy/_energy.dm

* Update smartgun.dm

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:38:28 +01:00
SkyratBot
ef6828cf15 [MIRROR] [NO GBP] Style meter fixes [MDB IGNORE] (#20896)
* [NO GBP] Style meter fixes (#75090)

## About The Pull Request
Fixes:

- Crusher mark score applying to attacked corpses
- Parrying not working, in 2 different forms
- The style bar not being accurate with >= 600 style points

## Why It's Good For The Game
Bugs bad

## Changelog
🆑
fix: Style meter parrying works again
fix: Style meter bar now works correctly with very high style point
count
/🆑

* [NO GBP] Style meter fixes

---------

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-05-02 15:45:08 -04:00
SkyratBot
96676cc94e [MIRROR] Gunpoints now take half a second to activate, make gasp sounds, and briefly immobilize the shooter and target, other small balance changes [MDB IGNORE] (#20882)
* Gunpoints now take half a second to activate, make gasp sounds, and briefly immobilize the shooter and target, other small balance changes (#74036)

## About The Pull Request
This PR messes around with gunpoints a bit, with the purpose of making
them more viable in certain scenarios without making them obnoxious. The
biggest change is that gunpoints now require a 0.5 second do_after()
where neither the shooter nor the target moves, and immobilizes both of
them for 0.75 seconds if point blank, or half that if you're 2 tiles
away. Originally you were supposed to only be able to initiate a
gunpoint from point-blank, but #56601 seems to have removed that
requirement, so we'll run with it and just leave it as advantageous to
gunpoint closer up. The do_after() reinforces that it should be used as
an ambush tactic, and so you can't use it on someone who's actively
fleeing or fighting you.

Getting held up will now make you emit a shocked gasp sound, a la Metal
Gear Solid, which combined with the short immobilize will hopefully make
it more noticeable that someone's pointing a gun at you.

Holdups will now immediately give a 25% bonus to damage and wounds,
instead of having to wait 2.5 seconds to hit the double damage stage.

Finally, right clicking someone that you're holding up will no longer
shoot them. That just feels like good consistency.

## Why It's Good For The Game
Hopefully makes gunpoints a little more viable for when you want to
stick someone who's not expecting it up without them immediately jetting
off. In the future I'd like to ape Baycode and let the gunman have an
action that toggles whether the victim is allowed to move, so you can
order them to move to a second location without instantly shooting them,
but that'll come later.
## Changelog
🆑 Ryll/Shaps
balance: Holding someone at gunpoint now requires both the shooter and
the victim to hold still for half a second before activating, so you
can't hold-up people fleeing or fighting you. After that, it will
briefly immobilize the both of you, 0.75 seconds if adjacent, or half
that if you're two tiles away. Nuke ops are immune to the
immobilization, since they're ready to die anyways.
balance: Holding someone up will immediately apply a 1.25x damage and
wound multiplier, rather than waiting 2.5 seconds to hit 2x.
soundadd: Being held up will now make the victim play a sharp gasp
sound, a la Metal Gear Solid.
qol: Trying to hold someone up that you're already holding up will no
longer shoot them.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Gunpoints now take half a second to activate, make gasp sounds, and briefly immobilize the shooter and target, other small balance changes

---------

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-05-02 12:32:43 +01:00
SkyratBot
05e8371998 [MIRROR] Cleans up + Improves bows, Sorts files, Adds the Divine Archer clothing, weapon, rite [MDB IGNORE] (#20825)
* Cleans up + Improves bows, Sorts files, Adds the Divine Archer clothing, weapon, rite

* fix

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-04-29 15:29:35 -07:00
SkyratBot
9c2e07ee7c [MIRROR] Miner Style Points 2: Style on Everyone [MDB IGNORE] (#20826)
* Miner Style Points 2: Style on Everyone (#74690)

## About The Pull Request
A re-open of https://github.com/tgstation/tgstation/pull/66326 with
Fikou's permission

Adds the style meter, it can be bought from the mining vendor for 1500
points, it is an attachment to your glasses.
The style meter creates a display on your hud, with your recent actions,
like attacking enemies, killing them, mining ore etc. Actions like
spinning or flipping increase your score multiplier, making you get more
points.
Your style meter affects how much ore you get from mining rocks. By
default with the meter, you get 20% less ore, but at the highest, you
can get 1.2x the ore from mining. In addition, on B-tier or above, you
can "hotswap" items, by attacking an item in your backpack with one in
your hand (should it fit and all that). Also features a leaderboard for
highest style point count!

New streamable: https://streamable.com/eewi6l

The following are sources of points:

- Killing things
- Killing big things
- Killing small things
- Punching things
- Melee'ing things
- Mining rocks and ores
- Having matrix traps detonate
- Hit, defuse, and detonate gibtonite
- Detonate crusher marks
- Scan geysers
- Parry projectiles (others or your own)

Oh, right. While wearing the style meter, you're able to parry any
lavaland-based projectile by clicking on it or the tile it is on, which
reflects it back in a 7 degree arc, making it 20% faster and 15% more
damaging. Usually not very easy.

Maybe-plan in the future for some syndicate variant of this (with bullet
parrying and appropriate style sources, etc.), but not for this PR

Thanks to Arcane, multitooling the style meter will make it play some
sounds on rank-up.

![image](https://user-images.githubusercontent.com/41448081/231605640-a01c2b60-1ba1-4390-8bea-0aa804ea1973.png)

https://streamable.com/nheaky

Parrying in action

## Why It's Good For The Game
Makes miners bring more ore in a fun way.

## Changelog
🆑 Fikou, Zonespace, Arcane for voicing
add: The mining vendor now has a style meter. This meter gauges your
style points and uses them to improve your ore yield.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>

* Miner Style Points 2: Style on Everyone

---------

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
2023-04-28 19:54:39 -07:00
SkyratBot
81322d8d54 [MIRROR] adds spent subtypes for some ammo and adds them to the waystation and the faceoff space ruins. [MDB IGNORE] (#20809)
* adds spent subtypes for some ammo and adds them to the waystation and the faceoff space ruins. (#74950)

## About The Pull Request
Adds spent subtypes for .357, .45 acp and buckshot.
Replaces live ammo with the spent subtype on the waystation and the
faceoff space ruins.
## Why It's Good For The Game
I talked with a map maker and he didn't intend for 60+ live .357 rounds
on his map.
I assumed its the same for the waystation.
## Changelog
🆑

fix: Replaced live ammo found that was unintended on the waystation and
the faceoff with spent subtypes.
/🆑

* adds spent subtypes for some ammo and adds them to the waystation and the faceoff space ruins.

---------

Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com>
2023-04-28 23:18:33 +01:00
SkyratBot
a1cf821610 [MIRROR] Adds support for ammunition 'bands' and differentiates between detective speedloaders. [MDB IGNORE] (#20767)
* Adds support for ammunition 'bands' and differentiates between detective speedloaders. (#74494)

## About The Pull Request

Adds support for ammunition 'bands', basically intended to be used
rather than wholly new sprites for new ammotypes. Additionally, they're
(meant to be) greyscale, which allows one overlay to be used for many
ammo types. Only implemented on the detective revolver.

From left to right

Default
Tracking (Purple)
Match (Silvery Blue)
Rubber (Blue)
DumDum (Yellow)
Hotshot (Red)
Iceblox (Light Blue)

![image](https://user-images.githubusercontent.com/53100513/231662171-7da7c5b3-17f8-42d6-a73b-1e9624a6e4c9.png)

These sprites are damn bad, as I'm not a spriter. I would appreciate it
if someone could improve them.

I am also not attached to the specific colors, any alternatives would be
appreciated.
## Why It's Good For The Game

Tired of all speedloaders being identical.
## Changelog
🆑
code: Adds support for ammunition 'bands', basically intended to be used
rather than wholly new sprites for new ammotypes. Additionally, they're
(meant to be) greyscale, which allows one overlay to be used for many
ammo types. Only implemented on the detective revolver.
/🆑

* Adds support for ammunition 'bands' and differentiates between detective speedloaders.

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-04-26 22:00:28 +01:00
SkyratBot
97002bdc3a [MIRROR] New laser and disabler sounds! [MDB IGNORE] (#20737)
* New laser and disabler sounds! (#74900)

## About The Pull Request
Changes old laser sounds (and sear sound) to new ones, made by me in FL
Studio.

(The sound getting too distorted when pitching up will be soon fixed, as
Goof will make pitching down of gun sounds better)

https://user-images.githubusercontent.com/42353186/233795506-d68825d9-63a5-4cff-a52d-9fc949f2ec13.mp4

https://user-images.githubusercontent.com/42353186/233795520-525bada0-265c-4003-bb76-0b256ee844fb.mp4

https://user-images.githubusercontent.com/42353186/233795548-e97528ab-c9d6-4389-bee1-f849ceb71c60.mp4

## Why It's Good For The Game
For a long time, people have always been liking ballistics more than
laser for many reasons.
But I often heard that the ballistics sound gives feedback of a punch
and that laser guns (especially disablers) sound like toys.

And to make the laser more satisfying and intimidating to use, I have
created new sounds for them which are more in-depth. And also changed
the sear sound (when you get hit by a laser) to give more of a punch.
## Changelog
🆑
sound: Disablers and lasers have a new deeper sound to them
sound: Sound of lasers hitting a person now are giving more of a punch
/🆑

* New laser and disabler sounds!

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
2023-04-24 19:24:24 -07:00
SkyratBot
dd362ba653 [MIRROR] Buffs the Bulldog [MDB IGNORE] (#20710)
* Buffs the Bulldog (#74781)

## About The Pull Request

Buffs the Bulldog via giving it a damage modifier of 1.2.

## Why It's Good For The Game

Assuming default ammo, the C-20r is 30 damage a shot. The M-90gl is 35
damage, and has grenades as a side dish. The Saw is 30 and is fully
automatic. The Sniper is 70 alongside having incredible range, stunning,
and delimbing.

The Bulldog when loaded with buckshot does a grand total of 45 damage
point blank.

That's a pretty rough comparison, and once you take into account the
other types of ammo nukie guns can use, it doesn't get much better. As
is the only real usecase for the Bulldog is meteor slugs, and you're not
really using those for murder anyways.

## Changelog

🆑
balance: Bulldogs now hit 20% harder with their projectiles!
/🆑

* Buffs the Bulldog

---------

Co-authored-by: Borisvanmemes <39802339+Borisvanmemes@users.noreply.github.com>
2023-04-23 09:26:27 -07:00
SkyratBot
a0c611d2d7 [MIRROR] Makes the blowgun not need to windup before shooting [MDB IGNORE] (#20595)
* Makes the blowgun not need to windup before shooting (#74641)

## About The Pull Request

Removes the windup before shooting a blowgun

## Why It's Good For The Game

The blowgun already has 25 oxygen damage, and stamina drain when you
fire it, which puts it way below a syringe gun. This also gets rid of
the "one viable option" of ranged syringe gun that people rush, because
maybe if somebody steals the syringe gun, you can still make some
(worse, but viable) syringe gun.

## Changelog

🆑 Vect0r
balance: The blowgun no longer takes time to windup before you can shoot
it.
/🆑

* Makes the blowgun not need to windup before shooting

---------

Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
2023-04-17 04:01:55 +01:00
Hatterhat
22091e0a18 regal condor rename pr (but fixed) (#20522)
time to go to work, guys (again)
2023-04-13 04:25:48 +01:00
SkyratBot
9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
SkyratBot
0dd9d0be43 [MIRROR] Fixes the Regal Condor's magazines being invisible [MDB IGNORE] (#20490)
Fixes the Regal Condor's magazines being invisible

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:23:12 +01:00
SkyratBot
3a5a1d4058 [MIRROR] Imports and Contraband: Different! Cargo crates without locks! MEAT! [MDB IGNORE] (#20423)
* Imports and Contraband: Different! Cargo crates without locks! MEAT!

* helping make 20423 a little more mergeable (commits to a nonmaster branch) (#20434)

* regal condor my beloved

* damn ok

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>

* [merges to pr 20423, get this first] more nitpicks in regards to the imports pr (#20497)

missed mirror and a nitpick i forgot

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:03:30 +01:00
SkyratBot
ba88487b5c [MIRROR] Labels security equipment as being lethal, nonlethal, less-than-lethal or highly destructive. [MDB IGNORE] (#20487)
* Labels security equipment as being lethal, nonlethal, less-than-lethal or highly destructive.

* skyrat edits

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-04-11 20:07:06 -07:00
SkyratBot
c4a5e68ecf [MIRROR] Piercing rounds won't infinitely recurse when fired at piggyback players [MDB IGNORE] (#20452)
* Piercing rounds won't infinitely recurse when fired at piggyback players (#74586)

## About The Pull Request

I noticed in a round that someone fired a honkmother staff at a guy
riding a cyborg and it reported hitting them 374 times (with no effect).
Running it on local it seems like this proc was infinitely recursing
because after validating its targets it would return the mob the target
was buckled to, rather than the mob we actually validated, and then just
do that over and over again.
I made it not do that.

Now if you shoot someone riding a cyborg with a honk staff they will
fall of, as god intended.
Also now if you shoot a pair of people who are riding piggyback with
penetrator rounds, it will do what the name says and shoot both of them.

## Why It's Good For The Game

Rutimes bad. Throwing people around with bananas good. Shooting a hole
through two guys at a time, also good.

## Changelog

🆑
fix: You can no longer escape the wrath of the honkmother by climbing
onto a cyborg.
fix: Shooting a pair of piggybacked players with a penetrator round will
penetrate both players.
/🆑

* Piercing rounds won't infinitely recurse when fired at piggyback players

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-04-09 19:32:53 -07:00
SkyratBot
3464b6bfb2 [MIRROR] Refactors Regenerate Organs, and a few organ helpers [MDB IGNORE] (#20094)
* Refactors Regenerate Organs, and a few organ helpers

* MERGE CONFLICTS

* GETORGANSLOT > GET_ORGAN_SLOT

* GETORGAN > get_organ_by_type

* lint repairs

* more lint

* Update tgstation.dme

* Update surgery_step.dm

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-01 02:51:06 +01:00
Gandalf
e4b4d4d3c0 MISSED MIRROR [Lints Against Unmanaged Local Defines] (#20204)
* https://github.com/tgstation/tgstation/pull/74333

https: //github.com/tgstation/tgstation/pull/74333
Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* var stuff

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* vars

* Update sol_fed.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-04-01 01:15:22 +01:00
SkyratBot
a0d65fe629 [MIRROR] Fixes cycler shotgun using 64x64 sprite for inhands [MDB IGNORE] (#20189)
* Fixes cycler shotgun using 64x64 sprite for inhands (#74332)

## About The Pull Request

What it says on the tin. Setting this back to 32x32 fixes the awkwardly
floating off to the side inhand sprite for these guns.

Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/16838

## Why It's Good For The Game

Bugfix

## Changelog

<details>
<summary>From this</summary>

![image](https://user-images.githubusercontent.com/13398309/228412774-4ba6447d-332a-4a07-b417-681b4c6632d6.png)

</details>

<details>
<summary>To this</summary>

![dreamseeker_znDdYBHocq](https://user-images.githubusercontent.com/13398309/228413267-94aa5576-d0e1-40bd-8e6f-5c3eec57f095.gif)

</details>

🆑
fix: cycler shotguns' inhand sprites will no longer float ominously by
their wielder's side
/🆑

* Fixes cycler shotgun using 64x64 sprite for inhands

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-03-30 14:27:44 -07:00
SkyratBot
27f76db34b [MIRROR] You can rename/change the description of thermal pistols [MDB IGNORE] (#20193)
* You can rename/change the description of thermal pistols (#74337)

## About The Pull Request

As the title, you can change the name and description of thermal
pistols.

Also changes the description a bit so people don't think it's self
charging.

## Why It's Good For The Game

Someone asked me to do this. Also people were sometimes confused about
the description.

## Changelog
🆑
qol: You can rename and change the description of nanite/thermal
pistols.
/🆑

* You can rename/change the description of thermal pistols

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2023-03-30 14:27:23 -07:00
SkyratBot
6f622dba4a [MIRROR] Minor Nukie Thing: Bolt-action Sniper Rifle, balance coding, and some ammo changes [MDB IGNORE] (#20146)
* Minor Nukie Thing: Bolt-action Sniper Rifle, balance coding, and some ammo changes

* Update sniper.dm

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-29 23:20:58 +01:00
Paxilmaniac
e0d6a8985f Fixes some burst fire related oddities (#20072)
* brug

* who is this burst fire guy

* fixes the pistols
2023-03-27 04:07:16 +01:00
SkyratBot
79bb4facfc [MIRROR] Removes networks from the game [MDB IGNORE] (#20083)
* Removes networks from the game (#74142)

## About The Pull Request

This is a continuation of
https://github.com/tgstation/tgstation/pull/74085 - I announced in the
comments there that this would be my next PR, and this is it.

Removes SSnetwork, ``/datum/ntnet``,
``/datum/component/ntnet_interface``, ``var/network_root_id``, the
network unit test, and a lot of other things related to networks.

- NTNet circuits now check for an Ntnet relay, and uses signals to
operate.
- Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you
can no longer see what ruins exist using it (why should Wirecarp know
that Oldstation spawned? The flavor is that they dont know its there).
- Removed it from MULEbots entirely, I don't think it even did anything
for them? Botkeeper seems to work without it, so it's possibly there
from pre-tgui PDAs.
- Moves assigning random names to a base proc instead of being tied to
network, this is things like random-naming scrubbers/vents. The behavior
hasn't changed at all.
- Makes Ntos work for consoles when relays are down, as the comments
said they're supposed to (because they're wired). I think this was an
accidental change on my part, so this is a revert of that.

## Why It's Good For The Game

Ntnet is ancient code that hasn't given us much that we can't do with
already existing alternatives, we've been slowly moving away from it for
init times, and though a large portion of that was limited to airlocks,
I still don't think this is a system worth keeping around.
It's way too complex to expect feature coders to do anything with it,
and too old with better alternatives for anyone to want to improve any
of it.

## Changelog

🆑
fix: Computers are now properly connected to Ethernet, and can use Ntos
when Relays are down.
refactor: Removes Ntnet and Ntnet interfaces, which was only used by
Ntnet circuits (which now directly checks for a Relay to work) and
MULEbots, which did nothing with it.
balance: Wirecarp no longer tells you what ruins spawned in a round,
instead it's limited to PDA logs, and tells you the source too. This
means the RD can catch someone running illegal programs if they don't
make any attempt at hiding it.
qol: Wirecarp logs is now set to save 300 at once, instead of 100 and
being increased to 300 by the RD during the round. This is pretty
insignificant, since there's no reason to NOT want as many logs as
possible.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>

* Removes networks from the game

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
2023-03-27 03:28:18 +01:00
SkyratBot
3b750f4ea7 [MIRROR] Fixes a bunch of ammo sprite fuckups [MDB IGNORE] (#19878)
* Fixes a bunch of ammo sprite fuckups

* Update pistol.dm

---------

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-27 03:26:39 +01:00
SkyratBot
2728bbe9a9 [MIRROR] Polishes some side sources of light and color [MDB IGNORE] (#19860)
* Polishes some side sources of light and color (#73936)

## About The Pull Request

[Circuit Floor
Polish](6b0ee98132)

Circuit floors glow! but it looks like crap cause it's dim and the
colors are washed out.
I'd like to make them look nicer. Let's make them more intense and
longer range, and change the colors over to more vivid replacements.

While I'm here, these should really use power and turn on and off based
off that.
Simple enough to do, just need to hook into a signal (and add a setter
for turf area, which cleans up other code too).

[Desklamp
Upgrade](8506b13b9c)

Desklamps look bad. They're fullwhite, have a way too large
range.Crummy.
Let's lower their lightrange from 5 to 3.5, and make the ornate ones
warmer, and the more utilitarian ones cooler. The clown one can be
yellow because it's funny

I'm renaming a color define here so I'm touching more files then you'd
expect

[Brightens
Niknacks](835bae28e9)

Increases the light range of request consoles, status displays,
newscasters, and air alarms (keycard machines too, when they're awaiting
input at least)
Increases the brightness of air alarms, I think they should be on par
with apcs, should be able to tell when they're good/bad.
Increases the brightness of vending machines (I want them to light up
the tiles around them very lightly, I think it's a vibe)

Fixes a bug with ai status displays where they'd display an emissive
even if they didn't have anything on their screen, looking stupid.
This was decently easy but required a define. Looked really bad tho

## Why It's Good For The Game

Pretty

<details>
<summary>
Circuit Floors
</summary>

Old

![image](https://user-images.githubusercontent.com/58055496/224534470-c6eac5f5-5de6-40e9-897d-3212b8796d81.png)

![image](https://user-images.githubusercontent.com/58055496/224534477-ad412ad9-f7c4-44ae-ad75-a1a2c9bd17be.png)

New

![image](https://user-images.githubusercontent.com/58055496/224534486-b7b408a3-546c-4f90-aa9f-0e58bf8128ad.png)

![image](https://user-images.githubusercontent.com/58055496/224534496-626458f7-ab63-429c-a5db-eae9c784d06a.png)
</details>

<details>
<summary>
Desk Lights
</summary>

Old

![image](https://user-images.githubusercontent.com/58055496/224534513-9868b0b8-bc73-4b45-b986-8445078a8653.png)

![image](https://user-images.githubusercontent.com/58055496/224534518-bbbc8c6d-b59e-4f28-a31c-6c6a7e2c2885.png)

New

![image](https://user-images.githubusercontent.com/58055496/224534529-7988f440-03be-42ef-894c-b9e77f577ae5.png)

![image](https://user-images.githubusercontent.com/58055496/224534532-c3f2c6bf-c925-4a59-a8f9-10bb955a9942.png)
</details>

The niknack changes are more minor so I'm not gonna grab photos for
them. I can if you'd like but I don't think it's necessary. Mostly a
vibes in dark spaces sorta thing

## Changelog

🆑
add: I made circuit floors brighter and more vivid.
add: Made air alarms, vending machines, newscasters, request consoles,
status displays and keycard machines slightly "brighter" (larger light
range, tho I did make air alarms a bit brighter too)
add: Tweaked desklamps. Lower range, and each type gets its own coloring
instead of just fullwhite.
fix: AI displays are no longer always emissive, they'll stop doing it if
they aren't displaying anything. Hopefully this'll look nicer
/🆑

* Polishes some side sources of light and color

* yellow

* Update dance_machine.dm

* Merge branch 'upstream-merge-73936' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-73936

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-03-26 01:39:17 -07:00
SkyratBot
9748c7453e [MIRROR] Allows any bullet class that doesn't override wound_bonus to cause wounds. [MDB IGNORE] (#19985)
* Allows any bullet class that doesn't override wound_bonus to cause wounds. (#73838)

Overrides wound_bonus for the bullet class to be 0 instead of
CANT_WOUND.
## About The Pull Request
The bullet class has wound_bonus 0 instead of CANT_WOUND. This allows
things such as 9mm and 10mm to wound, and probably other things.
## Why It's Good For The Game
Makarovs that used 9mm and some other things just didn't cause any
wounds, and that was sad. Bullets are physical things, so it doesn't
make sense to make them not cause any wounds unless they were overidden.
## Changelog
🆑
balance: 9mm, 10mm, and other stuff can cause wounds.
/🆑

* Allows any bullet class that doesn't override wound_bonus to cause wounds.

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2023-03-20 11:15:00 -07:00
Paxilmaniac
63f5ad8a28 Removes the now deprecated FULL_EMPTY_BASIC for magazine sprites, and coincidentally fixes all of the invisible magazines we had (#19961)
* jesus fuck

* akm and shotgun boxes since those are in different places

* ok i guess?
2023-03-18 13:43:46 -07:00
SkyratBot
ddd994e084 [MIRROR] New var on firing pins for admins to render them unremovable. Fixes firing pin swapping overlapping balloon alerts [MDB IGNORE] (#19773)
* New var on firing pins for admins to render them unremovable. Fixes firing pin swapping overlapping balloon alerts (#73837)

## About The Pull Request

A couple weeks ago I needed a gun that could not under any circumstances
have its firing pin removed for an event, there was a var for
"pin_removable" which didn't actually do this, I've reworked its purpose
to allow admins to edit as firing pin to make it unremovable and renamed
its old functionality to pin_hot_swappable to better clarify what the
var actually did.

Also I've changed the balloon alert for pin swapping to be a single
balloon alert stating the pins have been swapped rather than two, one
for removal and one for replacement.

None of existing firing pins has had to functionality implemented on
them so its admin only for the time being.
## Why It's Good For The Game

Better readability for pin swapping and admins/future coders can make
firing pins unremovable for events/code additions.
## Changelog
🆑
fix: Firing pin swapping's 2 balloon alerts have been replaced with a
single more readable one.
admin: Admins can now edit a pin_removable var on firing pins to render
them unremovable from the weapons they're installed in.
/🆑

* New var on firing pins for admins to render them unremovable. Fixes firing pin swapping overlapping balloon alerts

---------

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
2023-03-11 15:14:46 +00:00
SkyratBot
4912b160a8 [MIRROR] Removes bad nodamage var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage [MDB IGNORE] (#19768)
* Removes bad `nodamage` var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage

* wew

* Update drinks.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-11 04:19:58 +00:00
SkyratBot
c43195c5dd [MIRROR] Changes AMMO_BOX_FULL_EMPTY to be either -full or -empty on a magazine, rather than the old behavior of using the max ammo of the magazine [MDB IGNORE] (#19670)
* Changes AMMO_BOX_FULL_EMPTY to be either -full or -empty on a magazine, rather than the old behavior of using the max ammo of the magazine

* Update _box_magazine.dm

* Update pistol.dm

---------

Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 06:11:04 +00:00
SkyratBot
cba75a0e0b [MIRROR] Fixes a bunch of bugs with paywall firing pins. (Including making them work in the first place) [MDB IGNORE] (#19523)
* Fixes a bunch of bugs with paywall firing pins. (Including making them work in the first place)

* Update pins.dm

---------

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 06:08:09 +00:00
SkyratBot
4cd00f275a [MIRROR] Faction defines [MDB IGNORE] (#19590)
* Faction defines

* fixes

---------

Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:55:18 +00:00
SkyratBot
f8f2abb11f [MIRROR] Refactor, improve, and rename canUseTopic to be can_perform_action [MDB IGNORE] (#19391)
* Refactor, improve, and rename canUseTopic to be can_perform_action

* updoot

* https://github.com/tgstation/tgstation/pull/72876

https://github.com/tgstation/tgstation/pull/72876

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:19:25 +00:00
SkyratBot
88f8ef7adc [MIRROR] Netherworld Mobs Refractor [MDB IGNORE] (#19181)
* Netherworld Mobs Refractor

* Update statues.dm

* Update tgstation.dme

* w

---------

Co-authored-by: Comxy <tijntensen@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 02:44:53 +00:00
Paxilmaniac
3fb3c7add2 Gun code override unshittening part like, two by this point (#18957)
* this code is so fucking funny it makes me want to merge w/o looking

* safety component stuff

* safeties should be finished

* I loooove safety component

* I swear that's all for gun safety

* manufacturer component

* cant forget this

* this is so awful

* 1100 line long gun file

* ok it actually compiles now

* that should not be an addition of any sort

* these defines should not be used anymore

* why?? the fuck??? are there var edited fire modes on black mesa?????

* how did that even happen

* maybe ci will shut up now

* oh man so many guns are lacking autofire now

* probably fixes safety toggling

* that should reference the gun not the component

* that should probably return

* makes it replicate current behavior, defaults safeties to being ON

* and that is all i have to say about that

* its automagically
2023-03-04 19:53:15 +00:00
SkyratBot
10fb4944a7 [MIRROR] Removes the pipegun's chance to misfire and make you shoot yourself [MDB IGNORE] (#19639)
* Removes the pipegun's chance to misfire and make you shoot yourself (#73738)

## About The Pull Request

As the title might imply, the increasing percentage chance that a
pipegun misfires and fires at the user has been removed.
## Why It's Good For The Game

The pipegun already has a large number of other downsides, like a 1
round ammo capacity, it being bolt action, the fact it can get dirty and
have the bolt jam, and the 3/4 damage modifier. While these all make
sense and can make for a pretty fun improvised weapon, the chance to
misfire brings it from 'interesting' to 'unusuable in 99% of
situations'.
## Changelog
🆑
balance: The pipegun's chance to misfire and shoot at you rather than
the person you're pointing it at has been removed
/🆑

* Removes the pipegun's chance to misfire and make you shoot yourself

---------

Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-03-03 23:38:57 -08:00
SkyratBot
f194b57feb [MIRROR] Basic Mob Spiders II: Elements [MDB IGNORE] (#19268)
* Basic Mob Spiders II: Elements

* Update giant_spider.dm

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-03-01 11:57:49 -08:00
SkyratBot
a2cb8c5c0c [MIRROR] Completely removes do_mob and do_after_mob [MDB IGNORE] (#19126)
* Completely removes do_mob and do_after_mob

* update modular

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-02-19 19:19:50 +00:00
SkyratBot
115b59227b [MIRROR] Buffs mech disabler [MDB IGNORE] (#19342)
* Buffs mech disabler (#72941)

## About The Pull Request

Mech disabler now is works like a shotgun, shooting 5 weak disabler
beams(15 damage, the normal disabler beam has 30). The energy drain is
increased to 100 from 30. Has a cooldown of 1.5 seconds.

The exact numbers(weapon scatter, damage, amount of projectiles) can be
discussed.

## Why It's Good For The Game

When you are trying to nonlethally deal with someone, a normal security
officer with their roundstart available equipment is more effective then
an expensive lategame mech, due to that fact that it is really slow,
cant use stunbattons and even if you manage somehow to stamcrit a person
with a mech disabler you still need some time to get out in order to
handcuff them. So mech disablers are useless, especially compared with
other mech weapons, like rocket launchers and ballistic guns. This PR
makes the mech disabler not trash, so roboticists would have a wider
choice of useful weapons when making a mech.

## Changelog

🆑
balance: Mech disabler now works as a shotgun, shooting 5 weak disabler
beams at one time.
balance: Mech disabler now uses 100 energy instead of 30, and it's
attack cooldown increased to 1.5 seconds instead of 0.8
/🆑

* Buffs mech disabler

---------

Co-authored-by: SuperSlayer <91609255+SuperSlayer0@users.noreply.github.com>
2023-02-14 13:26:02 +00:00
SkyratBot
b61ed2411d [MIRROR] Soporific magazines use the correct icon, penetrator and marksman magazines now have icons. [MDB IGNORE] (#19302)
* Soporific magazines use the correct icon, penetrator and marksman magazines now have icons. (#73217)

## About The Pull Request

Fixes #73192

Soporific sniper rifle magazines had used the wrong icon, I've fixed
this, I'm also re-purposed an old unused magazine sprite and added a new
one for the other 2 sniper ammo types.
## Why It's Good For The Game

Bug fix + now the alt sniper ammo types have unique sprites.
## Changelog
🆑
fix: Soporific sniper magazines use the correct icon again.
imageadd: Penetrator and Marksman sniper magazines now have icons.
/🆑

* Soporific magazines use the correct icon, penetrator and marksman magazines now have icons.

---------

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
2023-02-12 11:13:12 -08:00
SkyratBot
a0d9cdace3 [MIRROR] Fixes reverse revolver name [MDB IGNORE] (#19267)
* Fixes reverse revolver name (#73315)

## About The Pull Request

Reverse revolver is now named "Syndicate Revolver", same as the normall
syndie revolver.

Fixes https://github.com/tgstation/tgstation/issues/73313

## Why It's Good For The Game

Fix

## Changelog
🆑
fix: Fixes reverse revolver name being different from syndicate revolver
name
/🆑

* Fixes reverse revolver name

---------

Co-authored-by: SuperSlayer <91609255+SuperSlayer0@users.noreply.github.com>
2023-02-10 16:09:17 -08:00
SkyratBot
1fe9efd00a [MIRROR] Rebuilds Luxury Shuttle (mostly), makes it emag-only [MDB IGNORE] (#19229)
* Rebuilds Luxury Shuttle (mostly), makes it emag-only (#72940)

## About The Pull Request
![2023 02 07-06 49
54](https://user-images.githubusercontent.com/70376633/217159751-790e6ded-8525-4d13-a5b5-6a3d8076a00e.png)
Changes the really goofy old lux shuttle to a cooler layout with some
additions to make it a luxury and not just
"anti-poor-people protection + food"

Shuttle was made bigger to make it less cramped for the luxury class,
pool was moved to its own room, added an arcade
and a bar corner, has real lasers to shoot poors with (20c each shot),
has fire extinguishers now
Adds a new preopen variant of hardened shutters
Adds a paywall pin subtype for the luxury shuttle, and a laser gun
subtype

Made emag-only at a price of 10000 credits
## Why It's Good For The Game

The old luxury shuttle looked REALLY awful with its pool, was pretty
cramped even in the luxury section and BARELY resembled a luxury..
This luxury shuttle provides luxuries such as a less poorly designed
pool, more space for legs, arcade, to make it resemble a luxury unlike
the old one

## Changelog
🆑
add: Luxury Shuttle is now bigger, and less ugly! Poor people still get
it rough though...
/🆑

* Rebuilds Luxury Shuttle (mostly), makes it emag-only

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2023-02-08 10:24:00 -05:00
SkyratBot
739f951461 [MIRROR] Fixes an edge case where you can get incurable plasma damage, & fixes healing sources that don't have biotype restrictions not working if the mob doesn't have the MOB_ORGANIC biotype [MDB IGNORE] (#19094)
* Fixes an edge case where you can get incurable plasma damage, & fixes healing sources that don't have biotype restrictions not working if the mob doesn't have the MOB_ORGANIC biotype (#73017)

## About The Pull Request

Fixes #72962

The plasma river applies toxins damage to a mob as it transforms
individual limbs into plasmaman ones.
Once all limbs have been transformed, the mob's species changes to
plasmaman.

This currently leads to incurable toxin damage as antitoxin drugs do not
work on plasmamen. Made it so that upon transforming fully, the toxin
damage is cleared.

Also fixed an issue where healing sources that do not have a
required_biotype parameter (e.g. `adjustToxLoss(-5)` vs
`adjustToxLoss(-5, required biotype=whatever)`) will not work on mobs
that do not have the `MOB_ORGANIC` biotype (e.g. plasmamen) due to it
defaulting to `MOB_ORGANIC`. For now those use the `forced` param to
accomplish this.

## Why It's Good For The Game

Incurable damage is no good.

## Changelog

🆑
fix: fixed getting incurable tox damage when fully transformed into a
plasmaman via plasma rivers
fix: fixed rod of asclepius/medibeam etc not being able to heal tox
damage despite not having biotype restrictions
/🆑

* Fixes an edge case where you can get incurable plasma damage, & fixes healing sources that don't have biotype restrictions not working if the mob doesn't have the MOB_ORGANIC biotype

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-02-02 16:16:34 +00:00