Commit Graph

389 Commits

Author SHA1 Message Date
SkyratBot
783f1ae329 [MIRROR] Kills all miscs in guncode (#7186)
* removes all misc files/folders from the projectiles module (#60478)

Co-authored-by: Thunder12345 <stewart@ critar.demon.co.uk>

* Kills all miscs in guncode

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Thunder12345 <stewart@ critar.demon.co.uk>
2021-07-28 18:59:28 +01:00
SkyratBot
7201c920cc [MIRROR] Capture The Flag: Class Warfare (#7108)
* Capture The Flag: Class Warfare (#59629)

Co-authored-by: Thunder12345 <stewart@ critar.demon.co.uk>

* Capture The Flag: Class Warfare

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Thunder12345 <stewart@ critar.demon.co.uk>
2021-07-26 15:46:56 +01:00
SkyratBot
c1163dff19 [MIRROR] EVEN MORE HARDDEL FIXES (#7017)
* EVEN MORE HARDDEL FIXES (#60228)

Fixes a ton of harddels, sourced from #59996
I think this brings us down to like, ~100 per round from ~200, with only like 20 of those being proper hell failures. I've seen harddel profiles below 1 second of total cost. Feeling good.

See you on the other side

Makes the cryopod control computer into a weakref, never trust bee code
Converts brig door timer internal lists to weakrefs
Fixes a harddel caused by qdeling a motion sensitive camera after it had left its source area, jesus christ why didn't we do this already holy shit
Converts the radio implant ref held by the antenna mutation to weakrefs because it isn't reliably cleaned up, makes the radio implant actually qdel its fucking radio
Removes the target var from the throwing datum, it does literally nothing and just exists to cause harddels, mostly for the singularity
 Fixes a cable harddel sourced from things that try to enter blueprints after smoothing, but before roundstart. IE, shuttles. Removes shuttles from the blueprints
Fixes emmisive blockers being added post qdel
Removes some manual ghosting from cryopods, I initially did this for harddel reasons, but I figured out a better fix for that. I'm now doing it because it's got this really strange logic for like "re-entering the game" that doesn't actually link to what the ghostize proc does. We should remove this at some point
Fixes robot hud objects harddeling due to hanging refs
Fixes buildmode related hanging refs, I'm coming for you admin team
Fixes a few instances of trying to add the forensics component post qdel, hhhhhhhhhhh
Fixes some split personality harddels/weirdness
Replaces a use of disconnect_duct with an init qdel hint, I suspect there's more issues with duct harddels, I've seen some odd logs about ahhh the area_contents list, but we can worry about that later
Makes teleporter targets into weakrefs, properly types them as /atom
Makes frequency devices into weakrefs
Makes cameras remove themselves from camera nets on Destroy
Makes tgui ui datums implement destroy, this means if I ever see one hang a ref to user or whatever, I know there's an error with calling close() properly. I've seen this harddel once, but not after this change so I assume there was some error with close(). IDK maybe this is a papering over? Would have to ask @ stylemistake
I've seen logs of beartraps being in world post del, putting a return there just in case. The same is true of nerf darts, but I haven't really looked into that yet
Makes a shoe's ref to untying alerts a weakref, yes this is needed.
Moves clearing client_in_contents to the Login of the new mob. This prevents doing things like ghosting someone before a mob qdel causing harddels
Fixes a harddel set sourced from adding a status effect to a qdeleted thing. Is this an error? I'm honestly not sure.
Converts bsa code to weakrefs
Converts the partner var of heat exchangers to weakrefs
Converts camera assemblies to weakrefs
Fixes some dumb behavior with ammo casings and assuming you'll be on a turf post Destroy parent call
Fixes? merger related harddels, you were never cleared from your own members list, so origin objects would end up making a new list, creating harddels. Potential input from @ ninjanomnom about the logic
Chasms store a static list of "falling atoms", which only exists for chasms that go somewhere else. This list wasn't being cleared of qdeleted objects, which is what happens when you fall in most chasms. Fixes this, and converts the list to weakrefs.
Fixes some runtimes in both sheet code, and the weather listener element. This is here because runtime spam made testing more of a pain, didn't think it needed its own pr
Fixes colorful reagent harddels sourced from reagents that were qdel'd before roundstart. I'm only like 50% sure this actually got it, but the issue may have been solved by #60174, so eh
Turns the nuke op antag datum's ref to the war button into a weakref
Fixes some holopad code that was not nulling refs all the time
Converts camera bugs to weakrefs, this was the result of the bug being "reworked" like 6 years back without taking the existing ref clearing into account. Whole item needs a redo, but this'll do for now.
Ensures that the both pulling and pullee refs are cleared on Destroy
The crew monitor held all users in a non clearing list, makes that list a weakref because I hate everything

Oh and I removed all sources of gas_mixture qdeletion, I'm kinda unsure on this since it's not technically supported, but any harddels from it might? indicate something going wrong with like, gas passing logic. I'd like @ MrStonedOne's thoughts, since I trust him to call me an idiot if I'm wrong.

<!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. -->

## Why it's not good for the game

I crashed sybil like 10 times to get this data, I'm gonna put it to good use. Don't think you're safe sybilites, I'm coming for you.

* EVEN MORE HARDDEL FIXES

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-07-20 12:59:41 +02:00
SkyratBot
22a02bc61b [MIRROR] Fixing Energy Gun Weapon Description Runtimes + Miscellaneous Weapon Description Fixes, Take 2 (#6850)
* 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>
2021-07-12 21:45:06 +01:00
SkyratBot
00659cd581 [MIRROR] Increase the number of shots for laser rifles, energy guns and hellfire lasers (#6784)
* Increase the number of shots for laser rifles, energy guns and hellfire lasers (#60015)

* Lasers get more shooty

* down to 15%

* Increase the number of shots for laser rifles, energy guns and hellfire lasers

Co-authored-by: Spookuni <70739420+Spookuni@users.noreply.github.com>
2021-07-08 03:06:46 +02:00
Gandalf
f9eaaea115 Armadyne Munitions Workbench (#6318)
* BOOYAH BABY

* 0

* Update ammo_workbench.dm

* a

* a

* Update modular_skyrat/modules/ammo_workbench/code/ammo_workbench.dm

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>

* AA

* a

* Update ammo_workbench.dm

* AAAAAA

* 0

* 0

* maps

* Update ammo_workbench.dm

* Update pirate_enclave.dmm

* Update ammo_workbench.dm

* Revert "Update ammo_workbench.dm"

This reverts commit 319c97654436af308263863716d2570f6cdf6f59.

* Update M45A5.dmi

* a

* Update ammo_workbench.dm

* NOW WORKS WITH ALL AMMOBOXES

* aAAAAAAAAAAAAA

* AAAAAA

* AAAAAAAA

* turbomode

* a

* Update ammo_workbench.dm

* Update _basemap.dm

* Update modular_projectiles.dm

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>
2021-06-16 22:24:47 +01:00
Gandalf
d04f61c834 Security/bullet rebalance (#6334)
* OH GOD

* Update all_nodes.dm

* aa

* AAAAA

* Update projectile.dm

* Update security_officer.dm

* Update settings.json

* Update master.dm

* Update modular_skyrat/modules/sec_haul/code/guns/token_system/token_system.dm

* AAAAAAAAAAAA

* Update guns.dm

* AAAAAAAAAAAAAAAAAAAAAA

* AAAAAAAAAA

* Update gunsets.dm

* Update ammo.dm

* Revert "AAAAAAAAAA"

This reverts commit ff825e82d6b02c12f75db290805239b07eae6a17.
2021-06-16 19:38:58 +01:00
SkyratBot
7d1d0e1fad [MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs

* AA

* a

* AAAAAAAAAAAAAAAAAAAAAA

* Update species.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-16 00:24:49 +01:00
SkyratBot
6f3b151bb8 [MIRROR] Fixes a bunch of harddels that are sourced from player action (#6252)
* Fixes a bunch of harddels that are sourced from player action

* Mirror!

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-06-11 03:13:33 +01:00
SkyratBot
12a25a0b3a [MIRROR] Large Energy Crossbows Now Sound Like Energy Crossbows (#6079)
* Replacing Ebow's Default Shot Sound (#59416)

Replace the default (Unused) fire sound of the basic energy crossbow with the suppressed sound effect

* Large Energy Crossbows Now Sound Like Energy Crossbows

Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>
2021-06-03 10:03:54 +12:00
SkyratBot
9e71c36830 [MIRROR] Nanotransen Legal Liability Initiative - Weapon Stats but more RP (#5874)
* 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>
2021-05-23 15:04:50 +01:00
SkyratBot
b6d1153433 [MIRROR] Is that a fucking rocke- (#5720)
* Is that a fucking rocke- (#59056)

Being hit directly by a rocket launcher now has a 1% chance to make you briefly try processing what's about to happen before exploding you.

* Is that a fucking rocke-

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-05-15 19:53:38 +01:00
SkyratBot
084921405b [MIRROR] Full Auto Update: no crit firing, no spamclicking, more autofire, more balance (#5099)
* Full Auto Update: no crit firing, no spamclicking, more autofire, more balance

* aaa

* Update fullauto.dm

* aaaaa

Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-04-23 22:21:53 +01:00
SkyratBot
ccdf67153a [MIRROR] Cleans up bullets to use subtypes for ammo variations (#4858)
* Cleans up bullets to use subtypes for ammo variations

* Update pistol.dm

Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-04-13 12:04:48 +01:00
SkyratBot
3295778768 [MIRROR] Additional CTF maps (#4400)
* Additional CTF maps

* Update radio.dm

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-03-26 15:33:14 +00:00
SkyratBot
2a51357b6e [MIRROR] Full-Automatic Guns (#4289)
* Full-Automatic Guns (#57084)

* fullauto component

* eh

* h

* brap

* it works!

* FUCK SHITUP

* dumbass

* l6

* oops

* GOD

* THE LAST 10% OF A PROJECT IS 90% OF THE WORK

* slopwer projecitles, replaces the tesla gun

* heavy

* minigun

* minigun stuff

* runtime fixes, pointer icon

* nuh uh

* makes modifeirs things

* nerf this

* yes

* aghh

* agh

* real high intensity changes here

Co-authored-by: Ryll-Ryll <3589655+Ryll-Ryll@ users.noreply.github.com>

* Full-Automatic Guns

Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Ryll-Ryll <3589655+Ryll-Ryll@ users.noreply.github.com>
2021-03-21 14:50:34 +00:00
SkyratBot
be7f35e8de [MIRROR] Replaces 9x19mm with 9mm, makes the PP-95 use a damage multiplier (#4208)
* Replaces 9x19mm with 9mm, makes the PP-95 use a damage multiplier (#57687)

* Replaces 9x19mm with 9mm, makes the PP-95 use a damage multiplier instead.

* forgot the define

* actually if this is .35 it's 10 shots again so let's do that instead wow a .1 difference DOES matter fuck our health system

* Replaces 9x19mm with 9mm, makes the PP-95 use a damage multiplier

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2021-03-17 02:21:37 +00:00
KathrinBailey
f3c8a6919b Renames 9mm and 10mm to specific cartridges. (#4054) 2021-03-12 15:02:48 +00:00
SkyratBot
1a7cb09623 [MIRROR] Fixes runtimes from firing projectiles, adds unit test for firing guns (#3828)
* Fixes runtimes from firing projectiles, adds unit test for firing guns (#57345)

* Fixes runtimes from firing projectiles, adds unit test for firing guns

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-03-04 01:02:50 +00:00
SkyratBot
b8c2f72733 [MIRROR] moves gun related icons to guns folder (#3568)
* moves gun related icons to guns folder (#57077)

moves ammo icons, projectile icons and hitscan effect icons to guns folder
renames projectile.dmi to ballistic.dmi so its less confusing
moves rcd ammo from ammo.dmi to tools.dmi with the rcd

* moves gun related icons to guns folder

Co-authored-by: Fikou <piotrbryla@onet.pl>
2021-02-22 02:07:33 +00:00
SkyratBot
7ddcb5573d [MIRROR] Fixes projectile damage multiplier not applying to stamina damage dealt by projectiles. (#3511)
* Fixes projectile damage multiplier not applying to stamina damage dealt by projectiles. (#57016)

* Fixes projectile damage multiplier not applying to stamina damage dealt by projectiles.

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2021-02-19 17:00:15 +00:00
SkyratBot
18eca27569 [MIRROR] update_appearance (#3508)
* update_appearance

* a

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-19 16:08:09 +00:00
SkyratBot
d2c0090c83 [MIRROR] replaces all instances of ammo_casing/BB to loaded_projectile again without crashing this time (#3478)
* replaces all instances of ammo_casing/BB to loaded_projectile again without crashing this time

* a

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-18 21:00:40 +00:00
SkyratBot
bc18a90d08 [MIRROR] Holodeck Bugs are NOT ALLOWED!!!! Fixes Issue with Holodeck Projectiles (#3427)
* Holodeck Bugs are NOT ALLOWED!!!! Fixes Issue with Holodeck Projectiles (#56933)

* Holodeck Bugs are NOT ALLOWED!!!! Fixes Issue with Holodeck Projectiles

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-02-16 12:13:41 +00:00
SkyratBot
b332b46b65 [MIRROR] Remove hideous inline tab indentation, and bans it in contributing guidelines (#3394)
* Remove hideous inline tab indentation, and bans it in contributing guidelines

* a

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-15 15:32:02 +00:00
SkyratBot
e6aa8f6827 [MIRROR] Captain's gun now shoots hellfire lasers (#3175)
* Captain's gun now shoots hellfire lasers

* Update laser.dm

* Update laser.dm

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-08 23:31:35 +00:00
SkyratBot
f18f2ad02f [MIRROR] Pipeguns: Elitism Edition (#3054)
* Pipeguns: Elitism Edition

* fixes

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-04 16:25:10 +00:00
SkyratBot
b7d9e983ee [MIRROR] Defines calibers (#2971)
* Defines calibers (#56476)

Adds defines for all of the ammo calibers
Replaces all current magic strings with defines
Docs what guns use what calibers
Corrects the name of the incendiary .45 ammo casing to indicate that it fires incendiary rounds rather than armor piercing rounds

* Defines calibers

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-01-31 03:52:08 +00:00
Azarak
311089f611 [WIP] Combat rework - less lethality, less hardstuns, nonlethal takedowns. Focus on combat ineffectivity (#1285)
* woo

* ye

* base done

* some stuff

* weh

* bang bang

* Update carbon_defense.dm

* stuff

* Update stunbaton.dm

* flash

* Update carbon.dm

* weh

* weh

* Update stun.dm

* weh

* Update combat.dm

* a

* aaa

* a

* aaaa

* aa

* hh

* h

* Update combat.dm

* a

* Update other_reagents.dm

* a

* Update pie.dm

* Update combat.dm

* Update pie.dm

* Update combat.dm

* Update combat.dm

* Update combat.dm

* aaa

* aaa

* a

* aaa

* Update combat.dm

* Update combat.dm

* aa

* aaa

* Update carbon_defense.dm

* Update living.dm

* aaa

* Update combat.dm

* aaaa

* Update combat.dm

* aaaa

* Update combat.dm

* Update cat2_medicine_reagents.dm

* Update combat.dm

* Update misc.dm

* Update misc.dm

* Update misc.dm

* Update door.dm

* a

* Update life.dm

* aaa

* aaa

* Update code/_onclick/item_attack.dm

* Update code/game/machinery/doors/airlock.dm

* Update code/game/machinery/doors/door.dm

* Update code/game/machinery/doors/door.dm

* Update code/game/objects/items/grenades/flashbang.dm

* Update modular_skyrat/master_files/code/modules/mob/living/carbon/carbon_say.dm

* Update modular_skyrat/modules/blueshield/code/game/objects/items/melee/misc.dm

* Update modular_skyrat/modules/blueshield/code/game/objects/items/melee/misc.dm

* Update modular_skyrat/modules/blueshield/code/game/objects/items/melee/misc.dm

* Update code/modules/surgery/bodyparts/parts.dm

* Update code/game/objects/items/grenades/flashbang.dm

* Update code/game/objects/items/grenades/flashbang.dm

* Update code/game/objects/items/grenades/flashbang.dm

* Update code/game/objects/items/melee/misc.dm

* Update code/game/objects/items/melee/misc.dm

* Update code/game/objects/items/melee/misc.dm

* Update code/game/objects/items/melee/misc.dm

* Update code/game/objects/items/melee/misc.dm

* Update code/game/objects/items/melee/misc.dm

* Update code/game/objects/items/melee/misc.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/turfs/open/_open.dm

* Update code/game/turfs/turf.dm

* Update code/modules/antagonists/abductor/equipment/abduction_gear.dm

* Apply suggestions from code review

* Update modular_skyrat/master_files/code/modules/mob/living/carbon/carbon_say.dm

Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-01-29 23:16:05 +00:00
SkyratBot
5eb385092c [MIRROR] Adds Rocket Backblast (#2617)
* Adds Rocket Backblast (#55681)

This PR adds the backblast element, which when attached to a gun, creates giant plumes of fire when said gun is fired. The PM9 rocket launcher that nuke ops can buy kinda sucks and even a direct hit with the standard rockets loaded isn't enough to guarantee a one-hit crit on a direct hit against an armored opponent, which sucks for how much you pay for it. In that vein, I've also buffed the standard rockets a bit, they now do 50 brute up from 30 on a direct hit, and they create flames on their explosion.

Also makes a tweak to /proc/get_turf_in_angle(), since tile coordinates start at 1,1 instead of 0,0 that proc is now clamped to min 1,1 rather than 0,0

* Adds Rocket Backblast

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-01-10 08:35:51 +01:00
SkyratBot
9463423a05 [MIRROR] Syringe gun and rapid fire syringe gun nerfs, uplink reagent gun buffs. (#2285)
* Syringe gun and rapid fire syringe gun nerfs, uplink reagent gun buffs. (#55642)

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* Syringe gun and rapid fire syringe gun nerfs, uplink reagent gun buffs.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
2020-12-23 06:27:38 +01:00
SkyratBot
0bd2006e1f [MIRROR] Changes foam dart descriptions to be more lore friendly (#2220)
* It's Donk or Don't (#55566)

* Changes foam dart descriptions to be more lore friendly

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-12-18 08:50:20 +01:00
SkyratBot
f6044946d7 [MIRROR] Accidental Consumption post-food refactor cleanup (#1856)
* Accidental Consumption post-food refactor cleanup (#55152)

    Renames a bunch of vars to be more descriptive
    Removes old references to snacks
    Updates some code slightly

* Accidental Consumption post-food refactor cleanup

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2020-11-26 23:18:09 +00:00
SkyratBot
4df9bf0979 [MIRROR] Speargun: Now actually a gun! Again! (#1610)
* Speargun: Now actually a gun! Again! (#54289)

Turns the speargun from the syndikit bundle into a bolt action rifle instead of a pnuematic cannon.

The spears the rifle fires embeds using the new bullet embedding system by Ryll. The spears do a lot of fucking damage.

The new bundle includes:

The Ballistic Harpoon Gun

The weapon is a single shot rifle that can be loaded with harpoons. The rifle, being bolt action, requires pulling back the bolt, loading the new harpoon, then locking the bolt every time you wish to fire the weapon. This is more busy work than the pnuematic cannon version, but more reliable in functionality without any messy business with throwing.

The harpoons do 60 force, have a high wound chance against unarmored targets and very high embed chance, with a 100% against unarmored targets. They also have considerable armor piercing at 50, letting you nearly entirely shoot through a ballistic vest.

The weapon is essentially a powered-up single shot mosin or a significantly more powerful improvised shotgun filled with slugs.

The Quiver

Now a bag that goes on your belt. It holds up to 40 harpoons for your harpoon gun. This change was done because the harpoons cannot be retrieved, unlike the magspears, which were simply hacky ninja stars and could be pulled out with surgical tools/wirecutters. Previously you had 20 magspears, which because of their retrievable nature lasted a little longer than you would expect.

Sprites

New back sprites for the harpoon gun, ensuring nobody is missing it when you have it. Additionally, the Mosin Nagant now has it's back sprite as a suit storage sprite.

New sprite for the quiver.

* Speargun: Now actually a gun! Again!

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2020-11-07 15:43:22 +00:00
SkyratBot
119dd2ea3d [MIRROR] Basepixels (#1512)
* Basepixels (#54652)

* Basepixels

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-30 17:30:11 +00:00
SkyratBot
b8d9874c27 [MIRROR] Converts all A && A.B into A?.B (#1292)
* Converts A && A.B into A?.B (#54342)

Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.

* Converts all A && A.B into A?.B

Co-authored-by: ZeWaka <zewakagamer@gmail.com>
2020-10-13 23:19:25 +02:00
SkyratBot
2e03080879 [MIRROR] most laser and energy weapons are bigger, lethal lasers are cheaper (#1174)
* most laser and energy weapons are bigger, lethal lasers are cheaper (#54041)

Nearly all guns except the security disabler is large, meaning it can't fit in backpacks.

* most laser and energy weapons are bigger, lethal lasers are cheaper

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-10-07 00:13:22 +02:00
SkyratBot
b52dcb5801 [MIRROR] Mecha medical and other_equipment refactor (#926)
* Mecha medical and other_equipment refactor (#53637)

* Mecha medical and other_equipment refactor

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2020-09-23 14:42:20 +02:00
SkyratBot
4b6cc9d088 [MIRROR] Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#830)
* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305)

* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-09-17 02:05:30 +01:00
SkyratBot
d355e433d7 [MIRROR] Execution/gunpoint shots work properly with pellet clouds, buffs piercing wounds a bit (#541)
* 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

* Execution/gunpoint shots work properly with pellet clouds, buffs piercing wounds a bit

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-08-27 03:14:47 +02:00
SkyratBot
3bd294f26f [MIRROR] Defines damage flags. (Hopefully without 50+ commits) (#491)
* Defines damage flags. (#53158)

* Defines damage flags. (Hopefully without 50+ commits)

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-08-24 22:52:31 +02:00
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
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
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
nemvar
b87f65d95e Converts ALL typepaths to lowercase (#51642)
* Case of lower

* More changes

* Ruins the nice 420 diff, brainfart when doing the second batch of conversions

* More changes

* Next batch. I think

* Converts even more paths

* Restarts bots

* Capital Free Zone

* Come on travis, do something

* Renames areas

* Bots, please stop dying

* Updates CONTRIBUTING.md and updates a few paths I missed.

* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
2020-06-17 20:47:57 -03:00
Ryll Ryll
0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00
Ryll Ryll
afdce632bc Adds coupons to cargo, turns small crates into goodies (#51216)
* Adds coupons

* fixes invalid var

* fixes old var name

* test

* does this please you travis?

* is that a prize, or....

* adjusts odds

* fikou owes me $10

* neatens code per review

* corrects bouncy

* corrects some errors

* redisables price gouging on goodies
2020-06-03 21:40:39 +02:00
nemvar
b437cd0e23 Fixes nothing (wand) (#50964)
Fixes nothing (wand)
2020-05-08 06:42:02 -07:00
necromanceranne
0eaf4ca0df Various Antagonist Handgun/Rifle changes; Stechkin, Stechkin APS, c20-r, m90gl (#50734)
* 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>
2020-05-04 06:21:14 -03:00
ArcaneMusic
dc89ef0239 Turbotany version 1.2 (#50513)
* EVERYTHING. Check the changelog.

* Minor species change, spade fits on plant belt.

* Local man blind, news at 11.

* Longrange pollenation, and fixes pill composting.
2020-04-21 02:12:49 -07:00