* Add riot darts back into toy C20r and L6 Saw
Riot darts were removed from the unrestricted variants of these guns, also changed these ruins to use the new /riot variant in order to maintain original functionality.
* Comments are good
Especially when inheritance makes everything weird.
* Adds missing </span>'s.
* ".name]" --> "]" and
"to_chat(GLOB.admins," --> "message_admins("
and one [name] --> [src]
* Earlier commit was a mistake, lesson learned
* Hopefully all is ok now.
* Revert "Hopefully all is ok now."
This reverts commit 3c95e41b4c13ce96469861e9a97453adf4b56826.
* Revert "Earlier commit was a mistake, lesson learned"
This reverts commit d611af1e4a76690453a7f9808b6e2c429b679f6c.
* Revert "".name]" --> "]" and"
This reverts commit d538b9efef2d7d8be9122bf5ceaf105055059bc6.
* message_admins fix
* Automatic changelog generation for PR #30416 [ci skip]
* Update AutoChangeLog-pr-30416.yml
* Update AutoChangeLog-pr-30416.yml
* Update AutoChangeLog-pr-30416.yml
* Update AutoChangeLog-pr-30416.yml
* Automatic changelog generation for PR #30416 [ci skip]
* Delete AutoChangeLog-pr-30416.yml
* Removes riot foam darts from the Donksoft Toy Vendor, however the Syndicate Donksoft Toy Vendor still has riot foam darts.
* Kek
* Changes magazine paths for he Vendors so the Station made one has no riot foam darts at all meanwhile the Syndicate one still has everything just how it is.
* Hopefully fixes this.
* Reee
* Another Fix
* Another Fix, while I'm at it
* My Changelog
* Minor Fixes
* Grammar Fix
actions.dmi is way too cluttered and messy, and with inhands getting the axe I decided to fix this, too. I separated the major categories of actions into their own files, like antagonist-specific actions and spells. A full list of categories is found here:
actions_AI.dmi contains AI-specific actions;
actions_clockcult.dmi contains clockcult-specific actions, and scripture quickbind icons;
actions_cult.dmi contains cult-specific actions as well as sintouch;
actions_flightsuit.dmi contains flightsuit and flightpack actions;
actions_items.dmi contains minor item-specific actions such as the hierophant club and jetboots;
actions_mecha.dmi contains actions related to mechs;
actions_minor_antag.dmi contains antag-related actions with no other spot, like devils/abductors;
actions_revenant.dmi contains revenant ability icons;
actions_silicon.dmi contains minor silicon and console icons, like pAI and xenobiology consoles;
actions_slime.dmi contains slime actions;
actions_spells.dmi contains icons for all spells;
actions_xeno.dmi contains icons for all xeno actions; and
backgrounds.dmi contains backgrounds for the action buttons.
Click catcher now supports mousemove/mousedrag. Basically, mouse location can now be captured even if the user isn't mousing over a visible location
Added procs to allow for projectiles to be fired with just an angle for pixel projectiles, instead of requiring a target turf and pixel x/y
Added procs to get angle of user's mouse from their viewpoint (Time to rework gang machine guns again!)
Beam rifles now have different zoom modes
Free directional zooms out and tracks the angle of your mouse from the center of the screen. However, you can't target with very good accuracy on this (Shots can't be properly aimed on non dense objects/lying down mobs.)
Locked directional zooms like free directional but doesn't automatically turn if your aim changes.
Center view, just increases your view in all directions (2x weaker)
No zoom mode, in which you just retain your normal view.
You can select beam rifle zooming rates to be instant or stepped.
Stepped zooming rates zoom out 5 tiles per second. This will likely help with people not being able to use it without lagging because their computers aren't as beefy!
Beam rifles no longer require zoom to be fired
Beam rifle aiming beams now instantly update instead of on process
Beam rifle aiming beams are now one object instead of 150. This'll help with the lag caused by it during gameplay that I've observed.
Angular penalty reduced by 0.1 for a nice even number.
Instances of client.view = have been replaced with client.change_view() as that'll properly update the click catcher
Hopefully shooting yourself in the face when you hit a blob tile or whatnot is fixed with the new and improved code..