* The weapon description for energy guns now takes in consideration the pellets number of the selected mode. (#62705)
* The weapon description for energy guns now takes in consideration the number of pellets the selected mode has.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Syringe guns new sprite and become bulky (#62443)
This PR change the syringe gun sprite, the syringe gun is now bulky and can only be placed on back slot or suit storage with labcoat, medical windercoat and biosuit.
* Syringe guns new sprite and become bulky
Co-authored-by: UnokiAs <82665345+UnokiAs@users.noreply.github.com>
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
* removes double spaces before symbols
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Shooting specific wizard staffs as a non-wizard or non-magician now backfires in different ways. (#62257)
About The Pull Request
If you try using the staff of change, the staff of chaos, the spellblade or the staff of healing as a crewmember, then it'll backfire.
People who can use the staff normally: Apprentices, Wizards, Amateur Magician (from Summon Magic event)
Backfiring is different depending on the staff, each effect is listed below and happens when you try firing the staff.
Staff of change - Wabbajacks the imposter, although they can't become a xeno or a borg.
Staff of chaos - 5% chance to fire the staff at the imposter using it.
Staff of healing - Acts as a medibeam gun to the imposter.
Why It's Good For The Game
Crew getting access to the Staff of Change tends to end in a lot of people becoming xenomorphs or syndicate borgs. It forces the round into a turn for the worse for all antags as xenomorphs have hardstuns, syndicate borgs have emag, greatly improved healing chemicals and powerful weaponary.
Crew getting access to the Staff of Healing results in death being irrelevant. Killing people is no longer a viable tactic as an antagonist because anyone killed, no matter how damaged their body is, can be instantly healed with this staff.
Crew getting access to the Staff of Chaos is like crew getting access to the staff of change and the staff of healing at the same time, only more unpredictable. It's better if they can't reliably use it to get the spells they want as chaos is implied in the name, it becomes russian roulette trying to get the correct bolt as you can also get shot by a bolt of death, instantly killing you.
This is a better alternative to outright removing the staffs or making them usable only by wizards as it gives a quirky use to trying to use them as a crewmember. Maybe not the staff of healing, but fuck the staff of healing.
Changelog
cl
balance: If you try using the staff of change, the staff of chaos or the staff of healing as a crewmember, then it'll backfire. The Staff of change wabbajacks the user, like the pool of change; this means you can't become a xenomorph or a syndicate borg. The Staff of chaos has a 5% chance of firing the bolt directly at the user using it. The Staff of healing now behaves like a medibeam gun to non-wizards trying to use it.
/cl
* Shooting specific wizard staffs as a non-wizard or non-magician now backfires in different ways.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Fix bow controlling dropped arrow (#61868)
When loading an arrow into a bow and firing the bow without drawing it, the arrow would drop and still be able to be dropped repeatedly, making the arrow follow the player on the ground. See before clip. Also resulted in cleaning up a pointless if statement.
* Fix bow controlling dropped arrow
Co-authored-by: Peter <30943236+PeterMorrison1@users.noreply.github.com>
* Fix ebow acceting pka modkits (#61879)
This pull request make ebow think that he has -1% of mod capacity because ebow is not pka but still pka. So you will be unable to slap modkits from pka to ebow. Its not best way to deal with issue but best i can afford.
* Fix ebow acceting pka modkits
Co-authored-by: kopoba <kopoba.webmaster@gmail.com>
* [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby.
* E
* Missed merge
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fixes flatgun drop code (#61453)
About The Pull Request
Changes the drop code handling from being in pickup (requiring some shitcode to work) to instead handle the same code in equip. This behaviour is nonsense, but it at least now works as intended.
fixes#61281
Why It's Good For The Game
Shit ruin with bad loot and bullshit like this
Changelog
cl
fix: Stickmen flatguns now properly drop out of your hands when picked up, as intended.
/cl
* Fixes flatgun drop code
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Makes tank explosions scale with volume and have diminishing returns. (Nerfs singlecaps) (#60600)
Changes tank explosions to take tank volume into account and use sqrt scaling when calculating explosion range.
This basically means that they scale faster at lower pressures and slower at high pressures.
Rebalances tank explosion scaling so that maxcap TTVs are where they used to be pressure-wise.
Rebalances the research doppler arrays cash generation algorithm so it maxes out at the same TTV pressure. This does however mean that the doppler array will grant more points at lower explosion pressures.
Rebalances blastcannon shot range calculation so it scales as it used to with normal TTVs.
The comparatively tiny emergency tanks no longer produce the same size explosion as a TTV at the same pressure.
It is much more difficult to carry around 70 maxcaps in a single duffle bag. (I don't think it renders this completely impossible but it does kill oxy-trit emergency tank singlecaps as far as I know.)
Lemon posting past this line.
How it works:
Change assumes maxcaps should be just as easy with the standard ttv setup of 2 70L tanks.
So it divides the bomb's strength by 14, then scales it using dyn_explosion's (x*2)^0.5.
If you graph it the strength is exactly the same with a 140L reaction vessel, but as volume goes down, strength falls off very quickly because of that division, and the use of dyn_explosion.
Hopefully this will effectively disincentivize singlecapping, and remove the everpresent threat of someone leaking the station leveling method.
Reasoning for when github blows up:
I don't think single caps are on the same level as typical atmos antag threats. They're a hell problem
1: tanks should explode when someone hyper pressurizes them
2: we want all tank explosions to act the same, for the sake of a believable world
3: really well put together tank explosions (ttvs), should be really powerful
4: reaction code is a son of a bitch
I do think knowledge gating has some place. Knowing how to do something well should have a benefit. but that isn't like, an ultimate truth.
I've seen what proper, full on atmos autism single capping looks like. I don't like that level of absolute destruction at speed being feasible full stop.
I consider single caps to be a necessary side effect of how explosion code works. I think it's really cool that people have gotten so deep into this game and the systems around it that they've started optimizing this side effect into a tool/bragging rights thing.
But I'm still not a huge fan. If big booms are gated only by knowledge, then as soon as that knowledge spreads we're fucked. I've seen this happen before with things like rad batteries (cue crit being cringe).
It's not just single caps mind, the destruction you can make with em scales with knowledge.
I'm not in love with this pr mind, because it means I need to worry about bomb code when someone makes some silly tank volume balance pr. but it's a good solution. better then what's been tried in the past. still leaves space for things just blowing up in your face without maxcaps coming into the equation easily.
* Makes tank explosions scale with volume and have diminishing returns. (Nerfs singlecaps)
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton)
* EEEE
* E
* follow the fucking guidelines
* E
* Update CentCom_skyrat.dmm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* kills 4 object definitions that are inside of proc arguments (#61152)
thanks to putnam for reporting this in coderbus
/obj/machinery/smartfridge/drying_rack/load(/obj/item/dried_object)
looks pretty harmless right? youd think that this would make a proc argument called dried_object of type /obj/item but no, this defines a new /obj/item class definition called dried_object with zero changes from /obj/item
you can use this to do weird things, like /obj/machinery/smartfridge/drying_rack/load(/obj/item/var/dried_object = 3)
creates a new var on /obj/item called dried_object and is very cursed
gets rid of 4 of these abominations, they dont seem to have caused any bugs except for maybe behavior that relies on typesof(/some/path)
* kills 4 object definitions that are inside of proc arguments
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Using a soulstone on a construct shell no longer destroys it and the shade if no option is taken. Plus code improvement
* Fixed the merge conflicts.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* adds a gun circuit shell (#61156)
adds the circuit gun shell, every projectile it hits with outputs the shot mob, everytime its shot charge from an attached circuit is transferred to it, it deals no damage
increases the range of the to string circuit to 7 tiles from 5, now should get everything in view range
* adds a gun circuit shell
* Update gun.dm
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Del The World: Unit testing for hard deletes (#59612)
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
* Del The World: Unit testing for hard deletes
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
* Fix polymorph behavior for pAIs and mimics (#60502)
This fixes#58258. Basically anytime a pAI holoform gets shot with a staff of changing or polymorph item it would change their mob type. This allowed ghost roles infinite respawns since the pAI card is not destroyed when it gets polymorphed. An unlimited army can be created with no downsides since you can keep bringing people back to life with the pAI requests.
I also went and fixed another strange behavior with polymorph, where if you used a staff of animate on an object, you could turn around and then polymorph the object into a mob. The animate magic is supposed to wear off the object after a certain while so I made the mimic immune to polymorph effects.
* Fix polymorph behavior for pAIs and mimics
Co-authored-by: Tim <timothymtorres@gmail.com>
* Exosuit Proto-kinetic Accelerator (#60384)
Adds new equipment for mechas: the Exosuit Proto-kinetic Accelerator, unlocked with the mining tech research. Compared to the standard one, it is able to hit 5 tiles away with a low cooldown.
However, unlike the handheld version, it draws a considerable amount of power from the battery, pretty much requiring you to bring generator equipment or upgraded parts.
The projectile is identical to the standard handheld version otherwise and will do little damage in pressurized environments.
* Exosuit Proto-kinetic Accelerator
Co-authored-by: InvalidArgument3 <51190031+InvalidArgument3@users.noreply.github.com>
* Improves item's action button updating code (#60149)
This PR improves item action button updating code by introducing a proc to update all item's associated action buttons, which simplifies the process and reduces code duplication.
I also fixed a relevant bug where a PDA's action button icon did not properly update upon light toggle because it did not force the button update. Forcing the button update is needed in this case due to how light overlay operates, where the button icon state stays the same, so the code thought updating the action button icon was unnecessary.
* Improves item's action button updating code
* Mirror!
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Fixing Energy Gun Weapon Description Runtimes + Miscellaneous Weapon Description Fixes, Take 2 (#59778)
Fixes a runtime issue cause by the possibility of loaded_projectile being null by changing how projectile stats are obtained on energy weapons, and adds a separate line for energy ammo types that deal stamina damage and regular damage to incorporate both damage types
* Fixing Energy Gun Weapon Description Runtimes + Miscellaneous Weapon Description Fixes, Take 2
Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>
* fix a lot of shit
* i hate you
* firealarm/cyborg
* amend
* more fixes
* why is this FUCKING needed
* Update code/modules/detectivework/detective_work.dm
Co-authored-by: Funce <funce.973@gmail.com>
* Update code/modules/detectivework/detective_work.dm
* Update code/modules/detectivework/detective_work.dm
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* overheating of the laser minigun doesnt care about burst size anymore (#59733)
with autofire, burst size is always 1
* overheating of the laser minigun doesnt care about burst size anymore
Co-authored-by: Fikou <piotrbryla@onet.pl>
* During unit tests, does extra verification on text based overlays (#59553)
This makes it so during unit tests, adding a text based overlay to something will runtime if the icon does not have an icon state matching that text. I would do this during normal compiles as well but getting the icon states from an icon is surprisingly expensive.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* During unit tests, does extra verification on text based overlays
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* use SIGNAL_HANDLER REEEEEE (#59242)
makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
* USE SIGNAL_HANDLER REEEEEE
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Nanotransen Legal Liability Initiative - Weapon Stats but more RP (#58865)
* Weapon Descriptions (And Also Reversion)
Adds support for weapon statistics to be shown as part of examining an item, similar to the tags found on armor. Also, reverts the small changes I made on master because I'm a fucking idiot and made those changes on master.
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Nanotransen Legal Liability Initiative - Weapon Stats but more RP
Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Caps misfire probability (#58902)
Not the proper fix for this but it at least prevents the exploitative behaviour.
This'll do for now, prevents infinite recursive loops
* [s] Caps misfire probability to prevent infinite recursive procs
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>