Commit Graph

2374 Commits

Author SHA1 Message Date
Ryll Ryll
93cb4cddc4 Execution/gunpoint shots work properly with pellet clouds, buffs piercing wounds a bit (#52995)
Made a few changes to gunpoints and some related mechanics while tidying up and adding docs. Here's a quick list

-Execution (point blank help intent shot aimed at the mouth) and gunpoint shots now apply their bonuses to every pellet fired rather than only the first, generally making them gushier. They also buff wound power as well as damage
-You can no longer punch yourself while holding someone up to trigger the charged shot
-You can no longer purposely fail executions and gunpoints with pax or whatever to endlessly spike the damage in a loaded round
-Attacks with extremely high wounding power can now outright dismember limbs regardless of mangled status. The threshold is high enough that it mostly applies for admin edited weapons or execution shots with shotguns (or people with the frail quirk!)
-Piercing wounds make further wounds a bit easier to apply to give them a bit more power
-Hellguns now cost 2250 credits instead of 2000 to make them a bit harder for random crew to get
-Adds special bouncy L6 rounds for admins to use to bounce off anything and everything en-masse

Also as a minor note

Projectiles with no trajectory (meaning they were likely spawned in manually) now qdel themselves on bumping something, rather than runtiming helplessly
2020-08-26 17:22:59 -07:00
TemporalOroboros
70d4bcaf3c Makes reagent exposure methods bitflags (#53164) 2020-08-25 16:40:15 -07:00
uomo
1593579262 Fixes some bugs with the detective's revolver. (#53107) 2020-08-24 20:48:02 -03:00
TemporalOroboros
6e950daccc Defines damage flags. (#53158) 2020-08-24 08:20:33 -03:00
Rohesie
eda7c6ca55 Overlay lighting component (#52413)
Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.

It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:


This is a BYOND limitation, very well worth it IMO.

🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑
2020-08-22 14:56:38 +12:00
Rohesie
7859721611 Explosions SS runtime fix + code cleanup (#52894)
* runtime fix

* turf references are immortal
2020-08-21 21:57:29 +02:00
Jared-Fogle
45c14f6330 Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.

Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.

This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.

To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.

Requested by @optimumtact.
Changelog

cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
2020-08-20 09:11:28 +12:00
TiviPlus
0ab4f38605 Diagonal macro thingu (#52927) 2020-08-18 22:35:33 -03:00
Rohesie
245dbb0ec7 embed runtime (#52912) 2020-08-17 20:09:56 +02:00
kingofkosmos
3263decaad Personalized combat messages part 2 (#52890)
Adds more "personalized" combat messages for all participants in a fight: the attacker, the victim and the spectators
2020-08-13 11:34:57 -03:00
Fhaxaris
a4cc16d2a3 No more flipping your gun instead of reloading. (#52868)
Now you do both regardless.
2020-08-12 14:20:03 -03:00
Timberpoes
19c3bbde31 Cleanup up all instances of using var/ definitions in proc parameters. (#52728)
* var/list cleanup

* The rest of the owl

* plushvar bad

* Can't follow my own advice.
2020-08-07 12:23:42 -03:00
skoglol
c88a09e211 Merge pull request #52736 from Jared-Fogle/syringe-gun-sprite
Added sprite for empty syringe gun, loading sound
2020-08-07 08:30:56 +02:00
ShizCalev
b4121e4746 Sharpness fixes (#52720)
* Sharpness fixes

* fix
2020-08-06 15:05:27 -03:00
ArcaneMusic
e4ee108f4e Contributes more missing belt, back, and otherwise ERRORing sprites. (#52670)
* I'm crying over all these beeeeeeelts

* Removes ?

* Provides some close enough substitutes for inhands
2020-08-06 19:23:51 +02:00
ShizCalev
ce7eb9fbec sprites, code 2020-08-05 09:23:26 -04:00
Jared-Fogle
a9a4712600 Added sprite for empty syringe gun, loading sound 2020-08-04 21:54:42 -07:00
Rohesie
6ff08e1c69 Color standardization, vars moved, and signals (#52574)
Defined all the existing light_color values.
    Moved their definitions to colors.dm
    Made white the default color. It was so already, but that was very obscured.
    Moved the atom light-related variables to the atom definition.
    Wrapped changes to variables such as light_color into procs that report the event through signals.
    Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights.
    Cleaned up a little bit of code in where new variables were defined before redefinitions.

This is all atomization to reduce changes in #52413
None of this affect gameplay at all, it's all code cleaning and refactoring.

There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is.
2020-08-04 13:59:48 +12:00
Krysonism
35602ec6d0 [READY]syriniver nerfix / syringe projectile fix + various fixes requested by maintainer (#52019)
* syringe projectile fix

* greenman review

* oversight fix
2020-08-03 13:57:56 -04:00
ShizCalev
04ff2e7eb5 Ballistic gun icon / overlay / ammo fixes. Adds support for suppressors to extend outside of a gun's 32x32 icon. (#52634)
* Ballistic gun fixes

* More fixes
2020-08-03 03:43:13 -03:00
ShizCalev
3eeef6c272 Cleans up some unused procs and makes is_blocked_turf a turf proc. (#52482)
* Cleans up some unused procs and makes is_blocked_turf a turf proc.

* Update code/game/turfs/turf.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-30 02:20:35 -03:00
Fikou
14725daf58 repaths neurotoxin + embedding changes in bullets + adds effects when you shoot energy weapons (#52543)
* how

* Update alien_powers.dm

* adds impact effects, makes thinks that shouldnt embed not embed

* rogue pixel moment
2020-07-30 01:33:51 -03:00
Ryll Ryll
46dd89b07a [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* pierce the heavens

* starts doing projs

* continue pierce

* before armor

* before sharpness redefine

* rename sharp defines, before further implementation

* finishing undoing atk_type back to sharpness

* neatens up sharpness defines, FALSE -> SHARP_NONE

* more piercing, removes brute damage bleed, bubblegum no longer wound

* starts letting embeds get in on the fun

* half with embed

* work on dismembering

* continued embed work

* more moving bandaging to limbs

* more dismemberment work

* removing embed pierce stuff

* tweaking bullets

* more docs and work on dismemberment

* spans, piercing, guns

* dismemberment and scar fixes

* bee changes

* bullets embedding

* more bullet and dismember work

* dismemberment, surgery, piercing, formaldehyde,

* pleases travis

* pierce smite

* nicer on blood

* Auto stash before rebase of "tgstation/master"

* more neatening

* wounds only consider up to 35 damage, wounds on l6 and 762

* updates hulk

* balance

* defines

* lower slug to 50 brute to accommodate wounds

* adds differentiation for having flesh/bones/both in mobs

* moves scar descs to json, renames organic_state

* excises removed healing skill

* fixes logs, inconsistencies, some balance changes

* untab

* slight compress

* a

* kills pointed global list

* dmdoc

* halfway through roh

* finishes roh review

* okay NOW i finished roh's reviews

* roh roh roh your boat

* gently down the stream

* global lists

* list ops, fix scanner for bone gel improvised fix

* travis moment

* sounds added and moved

* pellet clouds can join the fun fully, slight gun balancing for wounds

* doc moment

* unconflicts myself

* update hulk

* Update code/_onclick/item_attack.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* crying ascii face

* final rohview

* oops

* final final

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-23 23:19:30 -03:00
skoglol
5a655ccf3d Merge pull request #52383 from spookydonut/leadingslash
Fix leading slashes and turn on linting for it
2020-07-23 17:35:33 +02:00
skoglol
146da15f4b Merge pull request #52336 from ShizCalev/fixes-gun-message-runtime
Fixes gun message runtime if the target was qdel'd
2020-07-21 17:48:57 +02:00
spookydonut
d17080167c Fix leading slashes and turn on linting for it 2020-07-21 13:02:04 +08:00
MrMelbert
789aa2b6ba Adds an item proc for accidental consumption and implements it in food containers (bread, cake, cheese) (#51925)
* cronch monch ow, i'm dyin bros

* oopsies

* also should've removed that

* first round of fixes, thanks bros

* fk

* Some post cleanup

* ?

* if-else begone

* gotta sweep sweep sweep

* proper math

* Update code/modules/projectiles/ammunition/_ammunition.dm

Co-authored-by: ラッピ from PSO2 <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-07-20 09:40:46 -04:00
ShizCalev
b621445a47 Fixes gun message runtime 2020-07-19 04:33:51 -04:00
Timberpoes
a24d6f5adb Exosuit Fabricator tgui Total Conversion - An Ode to Roboticists (#52073)
* First draft

* tgui interface bluescreen guards

* Preparing for cyborg module sub-categories

* The rest of the owl

* Stop duplicate say messgaes

* Implement interface handling for obstructed exits

* Pocket lint

* Documentation and misc. code cleanup

* Implement searching in interface

* tgui pocket lint and build

* Coding style consistency and changes. Rebuild tgui.

* Update default bitflags

* Address potential edge case bluescreen.

* orange man good

* Remove emag_act with obsolete functionality

* Standardise variable naming conventions

* tgui 4.0 update

* tgui 4.0 update

* Port a couple of usability improvements from concept branch.

* Fix new ui_act input.

* Actually fix new ui_act input

* Port some small improvements from concept branch.

* Rebuild tgui

* Made department of redundancy department redundant.

* Rebuild tgui.
2020-07-18 19:09:24 +03:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
ShizCalev
254536072e [s] sanity checks vv_edit_var() values (#52255)
cl ShizCalev
fix: Added some sanity checking for varedit values.
/cl
* sanity checks vv_edit_var() values

* this should be an or

* one more fix
2020-07-16 10:20:41 +12:00
ShizCalev
7cbbe3502c Fixes runtime when doing things with a ballistic gun without a magazine loaded 2020-07-07 20:23:01 -04:00
skoglol
ad4b78a5c5 Merge pull request #52034 from ShizCalev/energy-gun-icons-m2
Unfucks worn energy gun icons... again
2020-07-07 16:27:05 +02:00
skoglol
615f824010 Merge pull request #52036 from ShizCalev/gun-overlay-fix
Fixes L6 inhands
2020-07-07 16:23:55 +02:00
skoglol
959270568a Merge pull request #52037 from ShizCalev/gun-magazine-overlay-fix
Fixes magazine overlays not working
2020-07-07 16:23:10 +02:00
ShizCalev
5c5e1a3454 Merge branch 'master' into energy-gun-icons-m2 2020-07-05 22:39:39 -04:00
ShizCalev
fdf5ac35ee Fixes some minor ingition_message grammar issues (#51889) 2020-07-06 14:07:17 +12:00
ShizCalev
f8bfc93b2b fixes magazine overlays 2020-07-05 21:40:52 -04:00
ShizCalev
c250a1a67a Fixes L6 inhands 2020-07-05 21:39:34 -04:00
ShizCalev
87dc1306fb kiss 2020-07-05 19:45:36 -04:00
ShizCalev
704aa41a84 esniper sprite 2020-07-05 19:34:46 -04:00
ShizCalev
8b0fb19212 unfucked laser cannon 2020-07-05 18:36:03 -04:00
ShizCalev
59bc79057c Unfucks worn gun icons again 2020-07-05 18:22:18 -04:00
ShizCalev
411dea9542 Merge pull request #51659 from TaG2e/master
Fixes more missing sprites and adds invisible icon
2020-07-01 11:58:17 -04:00
TaG2e
1c216ff132 Fix Conflict: The 2nd Attempt 2020-06-28 17:52:08 -05:00
TaG2e
abd2fdabcf Resolve conflict 2020-06-28 17:47:27 -05:00
TaG2e
5276005acb Reverts, changes, and fixes to sawoff and energy weapons' icons 2020-06-28 17:34:41 -05:00
Paxilmaniac
54572041bd Adds smg to replace the mosin as nuke op surplus gun. Remake of #51285 (#51314)
* github makes my brain hurt

i managed to completely fuck over the last branch

* gun inhands

please god travis dont fail

* just learn the recoil pattern like cs:go bro its not that hard

5 more spread

* wtf appveyor

capitalizes the magazine name to make appveyor run again

* those were, in fact, not the correct inhands

dont know how i fucked up the arg inhands, urg moment indeed

* Update code/modules/projectiles/boxes_magazines/external/smg.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* fixes a minor sprite fucky wucky

would have helped if i actually tested if the sprites work

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-06-22 16:25:39 -03:00
Jordan Brown
c89d7b188d Fix Docker Build (#51781)
* Change BYOND version to 513.1526

* Remove BSQL from docker image

* Add a docker publish action

* Add a docker test action

* Cleanup runtime icons

* Cleanup runtime sounds

* Correct docker workflow names

* Add Dockerfile as an appveyor cache dependency

* Fix build issues

* Copy all dlls

* No need for .dlls in docker

* Minor cleanups
2020-06-22 16:49:07 +02:00
TemporalOroboros
e78d82592f Refactors reagent exposure code (#51396)
* Refactors reagent exposure code

Removes istype clutter. Renames a few procs

* == TRUE

Adjusts COMPONENT_NO_EXPOSE_REAGENTS bitflag offset.

TODO: Remove comment

Co-authored-by: Rohesie <rohesie@gmail.com>

* == TRUE

Adjusts COMONENT_NO_EXPOSE REAGENTS bitflag offset.

Removes comment

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-06-21 20:03:19 -03:00