* 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
* Ballistic gun icon / overlay / ammo fixes. Adds support for suppressors to extend outside of a gun's 32x32 icon.
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* 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>
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.
* Fixes some comments
* Fixes map issue
* Restart lints
* Properly resolves conflicts
* Datumizes all uses of change_view
* Cleanup and helper procs
* tweaks values to match the format, hint hint, (value - 0.5) works just fine
* And there's the rest
* woop, braindamage
* and one more
* fuck you menu file
* woops
* we should apply that
* fixes tooltip drift, thank you goon coders
* you can shake but you can't zoom
* overhauls the crap out of a lot of antag guns and their ammo
* Should probably shoot an additional bullet per squeeze at this point
* nyoops
* So travis will stop yelling at me for new lines
* Should be all I need to fix for maps
* Touches up the stechkin sprite again
* Increased the fire rate and spread of the APS and the spread of the m90, added additional magazine types for the APS and added incendiary mags into the Spetznaz bundle to retain the fire theme, added phasic m90 ammo that penetrates through all surfaces but does significantly less damage available to ops for 8 tc, tided up the code for the aps a little more and also it's sprite.
* fixes some stuff
* So travis will cease screaming
* Changed how the phasic bullets work to being closer to xray beams, added additional flags to allow the bullets to pass through structures and machinery
* Update code/game/machinery/_machinery.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/game/machinery/_machinery.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/game/machinery/doors/door.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/projectiles/boxes_magazines/external/pistol.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/game/objects/structures.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* updated the gun sprites a bit more
* Hopefully this fixes the conflicts?
* Update code/game/machinery/doors/door.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* More updating, fatter stechkin sprite
Co-authored-by: Rohesie <rohesie@gmail.com>
* shitload of new sounds
* dme fix
* file fixes
* more file fixes
* more file fixes
* volume tweaks + better pistol sounds
* more new sounds + no through walls suppressed
* better suppressed
* more work
* pistol handling sounds
* small tweaks
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
* 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
Continues fixing the tide of broken shit with my awful PR.
This time around:
Corrects a control message for the l6 saw on examine
Reworks the way that open bolt guns work so that they actually work the way open bolt guns are supposed to. Loud bolt drop when you try to fire an empty magazine included.
Fixes bulldog magazine overlays.
Fixes an issue with tacloads not updating the removed magazine's icon state correctly.
Fixes locking bolt not locking back on the last bullet fired but instead on the
cl actioninja\memager
refactor: Ballistic guns have been almost entirely reworked from a backend side. This primarily focused on moving as much as possible into the base ballistic gun and turning as many other guns into essentially varedits as possible.
add: Guns can now be racked. This is the default action unless the magazine is empty.
add: Guns now can have the magazine removed by clicking on them with an open hand while they are in hand.
tweak: Suppressors are now removed by alt clicking instead of clicking with an open hand
add: Guns now have various bolt types that all function a bit differently. Open bolts cannot have a bullet chambered with no mag, locking bolts lock back after running out of ammo, etc.
add: All ballistic gun sounds are controlled by variables instead of hardcoded usages.
tweak: The l6 LMG has a reworked control scheme. alt + click to open and close the cover, open hand to remove mag, place mag in by slapping them together, default action is rack.
tweak: Functionality that used to be snowflake code such as tactical reloads has been moved to the base gun, and can be toggled by variables.
refactor: All shotguns are now properly subpaths of the shotgun type. They still work the same.
imagedel: Gun sprites have been almost entirely overhauled to use overlays instead of states. This collapsed the L6 sprite from 20 sprites to 9 sprites to give an example.
soundadd: Remixed versions of the shotgun and base gun firesound
soundadd: New rifle firesound for l6 and moist nugget, new SMG fire sound, new sniper fire sound.
soundadd: Lots of new weapon operation sounds such as racking and bolts and the like.
imageadd: New sprites for the Riot Shotgun, Combat Shotgun, c20r, Deagle, m90, double barrel shotgun and 1911 by Memager.
imageadd: All gun sprites that were pointing to the left have been flipped to point to the right.
balance: Shotguns now can be pumped faster.
balance: Bulldog can now be tac reloaded
balance: Sawn off shotguns now have an accuracy penalty and recoil
/cl
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
* 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
Why not give the ops a 300 TC instantly obtain the disk button? Or a 300 tc mech that can't be damaged in any way except by pulse lasers?
Just because something is high commitment doesn't mean you can put it at a power level that the station cannot fucking deal with.
someone actually holds this opinion
* Revert "all this wrapping and it's not even christmas (#33035)"
This reverts commit faaf151580.
* Revert "fuck me for forgetting to graph this one"
This reverts commit 45d7acea2f.
* Revert "defines math"
This reverts commit 2817a1737b.
Fixes#13784 by forcing all orbits to update if the lowest stacked one updates
Fixes#21573 by making singularity try to move if it can't expand
Fixes#23306 by making simple bots that are off not able to move
Fixes#28274, fixes#26515 by actually making snipers zoom out
* Fixes suppressing in pocked and w_class issues
* Used defines for some things
* Reworded
* Removed the now redundant initial_w_class var
* Early returns
* Null