Commit Graph

1121 Commits

Author SHA1 Message Date
Ghom
17b3091867 Merges tinfoil (hat) protection into the anti_magic component. Implements it on Hivemind gamemode and telepathy. (#43978)
About The Pull Request

Was fairly shocked to find out hiveminds never took tinfoil hat protection in account, so decided to implement the factor in the game mode. Might have overdone it and probably erroneously changed a couple logics while getting rid of some really indented passages that could easily early return.
So what's said on the tin, this is lot more preferable than clunky is_type() checks on headwear anyway.
Also expanded tinfoil protection to hivemind and (non-revenant) telepathy.
Why It's Good For The Game

Let us remember the "purpose" of tinfoil hats.
Changelog

cl
code: Merged tinfoil hat kind of protection into the anti_magic component.
add: Tinfoil hats can also be warped up from excessive dampening of mindray/though control/psicotronic anomalies, or by simply being microwaved in an oven, and become useless.
add: Immortality Talisman and Paranormal Hardsuit helmets now come with tinfoil protection too (minus the paranoia and limited charges).
balance: Rebalanced many hivemind effects to be dampened/delayed by tinfoil shielding. Bruteforced Assimilate Vessel, One mind and Awake Vessel abilities will consume more tinfoil charges compared to others.
balance: Genetics/Slime/Alien Telepathy and Slime Link are now stopped by tinfoil protection.
/cl
2019-05-30 20:29:30 +12:00
vuonojenmustaturska
2219250476 remove /client/mousemove 2019-05-23 22:28:01 +03:00
vuonojenmustaturska
fb45b7a017 Turns trait accessors into defines, fixes some bugs (#43820)
It's free performance.
2019-05-06 19:44:05 -04:00
AnturK
e87dc0a919 Adds dueling pistols. (#43489)
* Adds dueling pistols.

* Adds sprites by @MrDoomBringer

* Ok

Co-Authored-By: AnturK <AnturK@users.noreply.github.com>
2019-04-30 11:06:48 -04:00
Rob Bailey
3caaabfd11 [s] Fixes an exploit involving tactical reloading (#43664)
* typo

* better logic
2019-04-23 11:29:58 -04:00
Tad Hardesty
b992620011 Fix runtime when setting up a sec character before atoms initialize (#43527) 2019-04-08 15:54:06 -04:00
ShizCalev
a0652c3700 Enable tac reloads for most ballistic weapons (#43466) 2019-04-04 23:51:58 -07:00
moo
596d57cb6f Refactored magic guns to use process_fire() for checks (#43432)
This was previously using afterattack()
2019-04-02 14:00:02 -04:00
WJohn
b8c032f7c0 New 357 Revolver Sprites (#43438) 2019-04-02 01:34:59 -04:00
Brett Williams
b14809f889 Refactored magic guns to use process_fire() for checks
This was previously using afterattack()
2019-03-31 20:29:59 -03:00
pireamaineach
617880080c [NOT FUCKED ANYMORE] Numerous detective related changes. (#43317)
Numerous detective related changes.
2019-03-29 13:23:38 -04:00
tralezab
b64692f402 Fix incorrect description on miniature e-gun (#43322)
the mini e-gun says its two settings is stun and kill. this is false
2019-03-25 23:39:01 -07:00
ShizCalev
eb03cba5f6 Fix runtime when firing a gun with the magazine removed (#43176) 2019-03-19 23:18:40 -07:00
Rob Bailey
43f4b89ab5 [READY] Open bolt weapons eating bullets fix (#42948)
About The Pull Request

Fixes #42926
Why It's Good For The Game

Fixes broken shit

No CL, this was pretty hard to notice unless you were intentionally pulling the mag out and putting it in for some reason.
2019-03-17 23:21:07 +13:00
tralezab
9e4856d55d [READY] dilutes the staff of chaos pool with some more bolts (#42719)
* staves

* projectiles

* sapped event

* last of the staves (need to sprite and get sounds)

* last of the projectiles

* Squash is a single-use plant in Plants vs. Zombies and returns as a premium plant in Plants vs. Zombies 2.

* removes staff of cooperation, adds fly magic status effect

* a couple things with flight + tweaks

* removes old bolts/staves, finishes and adds parts of the new set

* fixes

* fetching + flying fixes, added chill and wipe

* and done

* cobblestone's review
2019-03-08 08:24:57 -05:00
Rob Bailey
ee33e9c6a8 [READY] The war on stun based combat, Phase I: Fuck ranged stuns (#42930)
Nukes the hybrid taser from orbit. Everywhere that spawned it now provides a disabler instead. Standard sec issue? Disabler. Armory? Disabler rack.
Want something with more punch? Beg the warden for a shotgun or an energy gun.
The hybrid taser itself has not been removed from the codebase.
Also removes the stun from the advanced energy gun so it doesn't just become the late game secret powerhouse.
Hoslaser keeps it, but only gets three shots instead of five.
The ebow has been COMPLETELY RUINED as well. See the changelog for details I'm too lazy to copypaste.
Why It's Good For The Game

Fuck stun based combat.
Sec still have their stunbatons, collapsible batons still exist, pepperspray still exists, flashbangs still exist. but now any fight involving sec or anyone who has robusted a sec officer will be less ranged instastun bullshittery.
Changelog

cl
balance: New NT regulations have replaced the standard issue hybrid taser with a pure disabler.
balance: Also fuck the stun mode on the advanced energy gun who thought that was a good idea.
balance: The hos's laser can only fire three taser shots instead of five.
balance: Energy crossbows have been reworked. They no longer paralyze, but instead heavily blur vision, apply a huge burst of stamina damage, and knock you on your ass for one second. Two shots is enough to down someone from stamina crit on both the mini and large versions. The blur lasts for 10 seconds.
balance: The price of the mini ebow has been reduced to 10TC to compensate for this weaker effect.
tweak: The ED-209 is now built with a DRAGnet and fires netshot instead of taser bolts.
balance: Stunshells can no longer be produced in any lathe.
balance: The "pacifier" mech taser can no longer be built.
/cl
2019-03-08 10:30:50 +13:00
bawhoppen
a188a6312f Adds new disabler sprites (#42977)
* Disabler sprites

* WJ's version

* WJ's revisions v2 + inhands & flashlights
2019-03-07 12:19:30 -05:00
Jordie
7687310882 Merge pull request #42947 from actioninja/magcountfix
Fixes the bullet count when unloading weapons such as the double barrel and revolver
2019-03-02 23:03:25 +11:00
ShizCalev
05f2ac7317 Cleans up (mostly) defunt crit_fail var (#42908) 2019-03-01 13:45:30 +01:00
actioninja
950178ff28 epic fix 2019-02-27 00:01:34 -08:00
Rob Bailey
86cb5c2576 Fixes the RPG, renames it and adds some fluff text (#42853)
* fixes rocket launcher, but not some other issues with it

* oh god oh fuck I broke everything

* ok nevermind we rollin

* remove a dumb testing runtime

* less weird gramma on new description

* change the typepath of the rocket to make it easier to know what it is

* I don't remember if I even changed anything here but here it is anyways

* grammar error fix

* better qdel

* casing to fix the article system

* grammar fixes + hack to clear the mag

* small hack for single round mags and makes sure icons update after being loaded

* whoops

* minimize diffs

* capitalization with improper flag
2019-02-25 21:48:11 +11:00
Jordie
f19e6ee4d4 Merge pull request #42888 from actioninja/foampistolfix
Fixes some sprite issues with the foamforce pistol
2019-02-25 21:39:21 +11:00
oranges
a31c84c42c Merge pull request #42837 from MadmanMartian/better_unload
Makes unloading ballistic weapons better (Namely revolvers)
2019-02-25 14:56:04 +13:00
Rob Bailey
a0787fef05 Fixes the Russian Revolver dual wield exploit (#42887)
Fixes #42880
Also theoretically patches out any future bypassing behavior by overriding the function that makes guns actually able to shoot since the russian revolver is all special functionality.
Also corrects some odd behavior with the russian revolver.
## Why It's Good For The Game

I don't think a free 357 is a good idea
## Changelog

cl
fix: The anti-combat mechanism in the Russian Revolver has been revised to prevent usage while dual wielding.
/cl
2019-02-25 09:30:12 +13:00
actioninja
dd6beabe4b fix pistol sprites 2019-02-24 03:49:27 -08:00
madmanmartian
b4f373a492 Makes unloading ballistic weapons better (Namely revolvers) 2019-02-18 14:42:53 +00:00
ShizCalev
74e4f1d558 Fixes syndicate borg L6 icon (#42751) 2019-02-13 13:35:28 -05:00
Rob Bailey
a39b5d352f Yet more gun fixes (#42722)
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
2019-02-10 08:02:33 +13:00
Rob Bailey
8d817adb5e More General Gun Fixes (#42693)
Fixes some incorrect sprite paths, bad implementation, and logic inconsistencies that were resulting in missing sprites and fucked up sprites. Fixed some weirdness with the RPG due to wrong bolt type. Fixed bullet count being incorrect on anything with an internal magazine. Fixed issue with internal magazine tacloads that was resulting in them locking up and being unable to shoot.

Closes #42683
Closes #42672
2019-02-09 16:34:36 +13:00
Rob Bailey
ecf9e538ed Gun (Hot)Fixes (#42666)
Fixes my broken bullshit.
2019-02-05 09:32:52 +13:00
Rob Bailey
69e217d8d9 [READY] I got guns (#41804)
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
2019-02-04 10:27:01 +13:00
pubby
2d37bde715 Drop "universal" from the suppressor name. (#42574)
It's incompatible with lots of guns so the name is misleading.
2019-01-29 23:34:15 -08:00
kevinz000
5d4143f923 Emergency projectile fix #42544
Okay, oranges was right and I'm stupid.
Stops the server from crashing from a beam rifle, jesus.
2019-01-28 20:22:32 +13:00
Menshin
9dabcbbb04 Fixes for projectiles bugs (#42463)
* Bandaid fixes for bugs with reflectors projectiles and plasma cutters

* * Fixed bouncing piercing projectiles on qdel
* Fixed projectiles reflection not working
* Fixed heavy beam pulses not penetrating
* Changed numerous projectiles procs to use the new BULLET_ACT_* format

* Final conversions to new BULLET_ACT_* format
2019-01-23 21:00:11 +13:00
81Denton
cd3d97c1a6 Reworks spearguns, adds Syndicate bundle, carp clothing adds carp faction (#42102)
* Reworks magspears, adds Syndicate bundle, carp clothing adds carp faction

* 20 magspears

* Replaces bandolier with quiver

* Slightly increases throwforce to OHKO space carps
2019-01-07 19:19:45 +13:00
Jordie
c192ece1b3 Merge pull request #41997 from coiax/removes-container-type
Refactors `container_type` into `reagents.flags`
2018-12-23 16:45:10 +11:00
Jack Edge
25a5750923 New admin only wand, wand of safety, plus buffed other admin wands
🆑 coiax
admin: Admins now have access to a "wand of safety", a supercharged teleportation
wand that moves people to a safe turf, like a swarmer teleport without the cuffing.
/🆑

I also changed the description of the debug healing wands, and added
a debug safety, and debug death wands. Debug wands also charge
every (other?) tick.

I specifically coded this because I would have liked to have something like it
for the Winter Ball, in clearing people who were trying to break into the Brig.
2018-12-21 15:49:50 +00:00
Jack Edge
054647c382 Refactors container_type into reagents.flags 2018-12-18 13:47:11 +00:00
XDTM
9f74fef3d5 Allows the antimagic component to react to spells, limits holymelon uses (#41739) 2018-12-17 19:09:35 -05:00
kevinz000
15c9b20ff3 Fixes projectile infinite loops, adds new UNSTOPPABLE movement_type, forcedodge variable on projectiles scrapped (#41915)
cl coiax
fix: Dead monkeys now produce miasma.
/cl

Previously any time there was a dead monkey, it would constantly runtime with incompatible component warnings.
2018-12-16 13:00:44 +13:00
oranges
11d6a7ad9b Merge pull request #41746 from ExcessiveUseOfCobblestone/fix4u
Crossbow/KA & Reflect Blob/Aiming Beam Fixes
2018-12-06 19:54:05 +13:00
Unknown
89f17e2a40 grammar fix
haha yes I speak english
2018-12-03 17:15:12 -08:00
Unknown
b7f7d7b203 does the cobblestone
my cell is round and full
2018-12-03 17:02:08 -08:00
Unknown
6eebe958c9 The the 2018-12-03 12:37:09 -08:00
Unknown
d65210ed8c fixes the issue, adds a to_chat when it's full
please give GBP
2018-12-03 12:29:14 -08:00
XDTM
334a1d44f2 Adds the Curse of Madness to wizard spellbooks (#41496)
* Adds the Curse of Madness to the wizard's spellbook

* anti-magic check

* Update code/modules/antagonists/wizard/equipment/spellbook.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Magic traumas + magic immunity prevents spellcasting

* feedback

* fix

* fax

* Added two new special traumas

* I'm not mad, everyone else is

* New minor trauma, godwoken gives holy

* stalking phantom trauma

* math

* heartbeat

* Custom message
2018-12-02 09:46:10 -05:00
Jordan Brown
6e6b01c742 Merge pull request #41692 from kriskog/beamrifle
Beam Rifle - From 10 to 5 shots per charge
2018-12-02 09:30:08 -05:00
Rob
6b8bfb2f5c [EXTRAREADY][AAAAAA] Hey revolver, don't mothers make good fathers? (#41620)
tweak: Suppressed and dry fire sounds are now stored as a variable, and can be edited on a per gun basis.
sounddel: The standard gun dry fire sound was collapsed to one sound instead of 4. They were all just pitch variations anyways, which is now covered by built in sound pitch variation.
soundadd: Revolvers now have a unique gunshot sound that is slightly different for 357 and 38.
soundadd: Revolvers now have a unique dry fire sound.
soundadd: Revolvers now make a unique noise when emptying them besides just the sound of shells falling out.
soundadd: Spinning a revolver such as the Russian Revolver now makes a sound.
spellcheck: Syndicate sniper kit now includes a suppressor instead of a "supressor."
2018-12-02 20:30:09 +13:00
ExcessiveUseOfCobblestone
ef44943f61 KA and Beam Fix 2018-11-30 19:43:29 -05:00
oranges
0f31cb620a Revert "Update kinetic_accelerator.dm"
This reverts commit 325cd51508.
2018-11-30 04:10:48 +00:00