Commit Graph

2498 Commits

Author SHA1 Message Date
SkyratBot
4af1148b13 [MIRROR] Non-human mobs can now benefit from held id cards and economy. (#1603)
* Non-human mobs can now benefit from held id cards and economy. (#54647)

* Non-human mobs can now benefit from held id cards and economy.

* Moved these getters toward the upper end.

* oui?
...
dump eet.

* .tee pump
      ...
     ?iuo

* Non-human mobs can now benefit from held id cards and economy.

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-11-07 05:08:36 +00:00
Gandalf
f9e3b58ecd Aesthetic Overhaul V3.0[SEMI-MODULAR][READY] (#1245)
* Begin

* few fixes

* WINDOWS

* Update airlock.dm

* Update status_display.dm

* Fixes plus rusty walls.

* Update walls.dm

* air alarm, intercom, apc updates, plasma windows, tinted, firealarm(todo)

* Update airlock.dm

* FINALLY FIXES THE DOORS

* Update airlock.dm

* firealarm and fixes.

* fixes

* mining vendor and washing machine

* firedoor

* blastdoor

* firealarm sound, shutters sound, blast door sounds.

* Delete window.dm

* Revert "Delete window.dm"

This reverts commit 4737c539eb9b49a526c784f45161c3189505ac57.

* fixes

* Update 2.0

newscaster DONE
bookshelf DONE
disposals chute DONE
chairs DONE
stools DONE
beds - Will upgrade later.
requests console DONE
light switch DONE
roller bed DONE
nanomed DONE
extinguisher cabnets DONE
extinguishers DONE
buttons
shield generators DONE
space heater DONE
emitter DONE
field generator DONE
rad collector DONE
cameras DONE
morgue units DONE
watercooler
bench Will upgrade later
E-N (corgi) port? Will do later.
plastic flaps Done
Guns - later

* fiox

* l o g i c

* Update extinguisher.dm

* V2.5

* racks and fixws

* computer typing noise

* gun sprite updates

* Update guns.dmi

* air alarm light mask

* better light overlays

* floors!

* gaygun, bench

* lasergun sounds - remove gun balance.

* no decals.

* Update intercom.dmi

* better directionals

* lasercannon, nucgun,

* Update laser.dm

* aaa

* aaa

* some sprite updates

* aaa

* shotgun suppressor+sound

* Update airlock.dm

* Update shieldgen.dmi

* chair fix, tools too.

* Update chairs.dmi
2020-11-01 16:35:39 +01:00
SkyratBot
119dd2ea3d [MIRROR] Basepixels (#1512)
* Basepixels (#54652)

* Basepixels

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-30 17:30:11 +00:00
SkyratBot
54101ca32b [MIRROR] Fixes free Wizard spells (#1493)
* Merge pull request #54606 from ATH1909/dontneedlesslyyeetspellsonawhim

Fixes free Wizard spells

* Fixes free Wizard spells

Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
2020-10-27 17:38:03 +00:00
SkyratBot
d1315d9474 [MIRROR] Audio falloff re-work, and increased audio range. (#1406)
* Audio falloff re-work, and increased audio range.

* a

* a

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-21 07:36:31 +02:00
SkyratBot
717c31d40c [MIRROR] Adds the New-and-Improved Training Machine, Training Toolbox! (#1345)
* Adds the New-and-Improved Training Machine, Training Toolbox! (#54133)

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>

* Adds the New-and-Improved Training Machine, Training Toolbox!

Co-authored-by: Emmanuel S <mrdoomboyo@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
2020-10-17 00:39:34 +01:00
SkyratBot
8b9c20a608 [MIRROR] Fixes bolt action guns getting phantom bullets chambered upon initialization. (#1319)
* Fixes weapons with standard bolts, like Mosin Nagants, getting a chambered bullet when they shouldn't. (#54290)

Fixes bolt action guns getting phantom bullets chambered upon initialization.

* Fixes bolt action guns getting phantom bullets chambered upon initialization.

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2020-10-15 08:38:40 +02:00
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
3504887403 [MIRROR] Lasergun resizing (#1247)
* HoS and Captain Laserguns are now normal sized (#54281)

Co-authored-by: PolishUser <fakemail@ fake.com>

* Lasergun resizing

Co-authored-by: PolishUser <55540334+PolishUser@users.noreply.github.com>
Co-authored-by: PolishUser <fakemail@ fake.com>
2020-10-11 18:53:34 +01:00
SkyratBot
970a2b03d6 [MIRROR] Mobility refactor: no more update_mobility() (#1233)
* Mobility refactor: no more update_mobility()

* Update robot.dm

Fixes robots.

* megadumb

* Update robot.dm

* weh

* Update gunpoint_datum.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-10 02:31:35 +02:00
Gandalf
51eb607542 [READY FOR REVIEW] Gun play + Gun reliability(and cleaning)(and more) (#1094)
* Starting

* reliability

* modification

* reeee

* Update master.dm

* Update master.dm

* german engineering

* Update master.dm

* Update mg34_lefthand.dmi

* wooo better sprites

* Update mp40.dmi

* more realism and pps

* Update master.dm

* more realism!

* aa

* de-define

* Update master.dm

* uptoot

* Update master.dm

* misc updates

* Update master.dm

* sprite changes

* Remove stupid defines

* Update master.dm

* Update master.dm
2020-10-09 00:06:59 +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
9be3a7b8f6 [MIRROR] Moblity refactor: hands blocked and restrained edition. (#1051)
* Moblity refactor: hands blocked and restrained edition.

* Update carbon_defense.dm

* Update emotes.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-29 13:57:02 +02:00
SkyratBot
18f4fb5029 [MIRROR] Fix skill related runtimes in mindless mobs. (#965)
* Fix skill related runtimes in mindless mobs. (#53691)

Fixes related to mindless mobs using skills

* Fix skill related runtimes in mindless mobs.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-24 20:33:19 +02:00
SkyratBot
a5913d477e [MIRROR] Fix runtime when gun is destroyed with attached seclight (#952)
* Fix runtime when gun is destroyed with attached seclight (#53756)

* Fix runtime when gun is destroyed with attached seclight

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-24 20:23:35 +02:00
SkyratBot
b5b151adcd [MIRROR] Fixes projectile impacts + messages, embedding, adds deployable landmines (#930)
* Fixes projectile impacts + messages, embedding, adds deployable landmines (#53436)

* icon and alert anim

* hmm

* projectile and embed fixes

* cap mine

* clean up, fix some issues with projectile embeds

* light

* doc

* icon

* awkward

* icon again

* Fixes projectile impacts + messages, embedding, adds deployable landmines

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-09-23 14:45:02 +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
5ec03f22f4 [MIRROR] Sprite stuff: missing belt and suit storage sprites among others (#925)
* Sprite stuff: missing belt and suit storage sprites among others (#53804)

About The Pull Request
Adds a bunch of sprites including:

A basic nullrod sprite
Belt sprites for the claymores lol nevermind
Backsprites for the cult blade and changed the chaplain's darkblade to fit on the back.
Suit storage sprites for the dark scythe, the cultblade, the spellblade, the claymores, katana and the nullrod

Suit storage sprites for a whole host of high powered firearms. You can visibly tell someone has shotguns or sniper rifles in their armor vest. How neat.

You can't conceal stunprods in armor suit storage anymore.

Nullrod cultsword (darkblade) also uses a uniquer inhand. Ye.

Also knives and a rolling pin belt sprite, hecc!

I also did some other stuff look there are a lot of sprites and I want to sleep please leave me alone nullrods are fucking stupid.

* Sprite stuff: missing belt and suit storage sprites among others

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2020-09-23 10:00:54 +01:00
SkyratBot
7979f4d1b0 [MIRROR] Fully removes devil and affiliated shitcode (#922)
* Fully removes devil and affiliated shitcode (#53612)

Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.

* Fully removes devil and affiliated shitcode

* weh

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-23 10:00:29 +01:00
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
4b48fd800b [MIRROR] Makes the syndicate syringe gun start with a syringe loaded. (#801)
* Makes the syndicate syringe gun start with a syringe loaded. (#53656)

* Makes the syndicate syringe gun start with a syringe loaded.

Co-authored-by: Mike Long <lordpidey@users.noreply.github.com>
2020-09-14 20:36:21 +01:00
SkyratBot
1e705faa19 [MIRROR] Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#709)
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)

* Process procs now properly use deltatime when implementing rates, timers and probabilities

* Review fixes

* Geiger counters cleanup

Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now

* Moved SS*_DT defines to subsystems.dm

* Rebase fix

* Redefined the SS*_DT defines to use the subsystem wait vars

* Implemented suggested changes by @AnturK

* Commented /datum/proc/process about the deltatime stuff

* Send delta_time as a process parameter instead of the defines

Also DTfied acid_processing

* Dtfied new acid component

* Process procs now properly utilize deltatime when implementing rates, timers and probabilities

Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
2020-09-09 08:19:23 +02:00
SkyratBot
14ec4abeaa [MIRROR] crystal invasion balancing and fixes (Now with extra rework!) (#690)
* crystal invasion balancing and fixes (Now with extra rework!) (#53399)

Refractored code so that the more_portals() proc gets called by the event instead of a CALLBACK
Balanced mobs spawn from portal and how much damage they deal
Fixed grammar stuff on crystal consume announcement
Ligthing aoe projectile now have a no_stun version for the boss rank
Lowered time needed to use the crystal stabilizer to 7 second total
Crystal mobs have TRAIT_TESLA_SHOCKIMMUNE to prevent boss from hurting himself and the other crystal mobs
Added check at start of event for presence of the supermatter crystal

New: Revamped event a bit, now instead of random portal appearing a random, there will be from 2 to 5 main portals and around those 6 more portals will appear; after that centcomm will announce the position of those new portals. Now the players will have to close those main portals before being able to stabilize the crystal because there will be a shield around it powered by those portals. Everything else will be the same (like how to close the portals and stabilize the crystal)

* crystal invasion balancing and fixes (Now with extra rework!)

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2020-09-09 08:11:07 +02:00
SkyratBot
bc7192364f [MIRROR] Reduces the light range of all beam (lasers, disablers, emitter shots) projectiles (#689)
* Reduces the light range of all beam (lasers, disablers, emitter shots) projectiles (#53328)

* Reduces the light range of all beam (lasers, disablers, emitter shots) projectiles

Co-authored-by: Shirbu <maelstromdesu@gmail.com>
2020-09-09 08:10:47 +02:00
SkyratBot
cd0d700a85 [MIRROR] Mecha refactor 2020 (#579)
* Mecha refactor 2020

* Update effects.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-02 02:16:51 +02:00
SkyratBot
ec09510459 Bools and returns super-pr (#53221) (#565)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-30 05:12:59 +02:00
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
a5306924c3 [MIRROR] Makes reagent exposure methods bitflags (#527)
* Makes reagent exposure methods bitflags (#53164)

* Makes reagent exposure methods bitflags

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-08-26 02:37:07 +02:00
SkyratBot
335fd6ca0d [MIRROR] Fixes some bugs with the detective's revolver. (#513)
* Fixes some bugs with the detective's revolver. (#53107)

* Fixes some bugs with the detective's revolver.

Co-authored-by: uomo <51800976+uomo91@users.noreply.github.com>
2020-08-26 01:12:57 +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
SkyratBot
0b65cc596b [MIRROR] Overlay lighting component (#469)
* 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.
/🆑

* Overlay lighting component

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-23 20:17:12 +02:00
SkyratBot
d3f6e8d49f [MIRROR] Explosions SS runtime fix + code cleanup (#461)
* Explosions SS runtime fix + code cleanup (#52894)

* runtime fix

* turf references are immortal

* Explosions SS runtime fix + code cleanup

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-21 21:30:43 +01:00
SkyratBot
e65a48e91f [MIRROR] Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#430)
* 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

* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-19 20:17:28 -04:00
SkyratBot
035aebc2a2 [MIRROR] Diagonal macro thingu (#407)
* Diagonal macro thingu (#52927)

* Diagonal macro thingu

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2020-08-19 04:53:44 +02:00
SkyratBot
f088ef3ce4 [MIRROR] Fixes an embed runtime (#373)
* embed runtime (#52912)

* Fixes an embed runtime

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-17 23:32:27 +02:00
SkyratBot
49f7becb88 [MIRROR] Personalized combat messages part 2 (#334)
* Personalized combat messages part 2 (#52890)

Adds more "personalized" combat messages for all participants in a fight: the attacker, the victim and the spectators

* Personalized combat messages part 2

* Update misc.dm

Co-authored-by: kingofkosmos <riki.sundberg@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-08-14 23:29:15 +02:00
SkyratBot
73773886e2 [MIRROR] No more flipping your gun instead of reloading. (#323)
* No more flipping your gun instead of reloading. (#52868)

Now you do both regardless.

* No more flipping your gun instead of reloading.

Co-authored-by: Fhaxaris <Chrisamcculler@gmail.com>
2020-08-13 00:20:32 +02:00
SkyratBot
ee324ab3c2 [MIRROR] Cleanup up all instances of using var/ definitions in proc parameters. (#240)
* 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.

* Cleanup up all instances of using var/ definitions in proc parameters.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-08-07 18:26:21 +01:00
SkyratBot
69ca73cf48 [MIRROR] Added sprite for empty syringe gun, loading sound (#230)
* Merge pull request #52736 from Jared-Fogle/syringe-gun-sprite

Added sprite for empty syringe gun, loading sound

* Added sprite for empty syringe gun, loading sound

Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
2020-08-07 11:06:38 +02:00
SkyratBot
97c323b98e [MIRROR] Sharpness fixes (#221)
* Sharpness fixes (#52720)

* Sharpness fixes

* fix

* Sharpness fixes

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2020-08-07 01:38:38 +01:00
SkyratBot
1f4ee89509 [MIRROR] Contributes more missing belt, back, and otherwise ERRORing sprites. (#220)
* 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

* Contributes more missing belt, back, and otherwise ERRORing sprites.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-08-07 01:38:23 +01:00
SkyratBot
5fd8cb072e [MIRROR] Color standardization, vars moved, and signals (#194)
* 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.

* Color standardization, vars moved, and signals

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-04 12:20:31 +02:00
SkyratBot
724f9632b5 [MIRROR] [READY]syriniver nerfix / syringe projectile fix + various fixes requested by maintainer (#190)
* [READY]syriniver nerfix /  syringe projectile fix + various fixes requested by maintainer (#52019)

* syringe projectile fix

* greenman review

* oversight fix

* [READY]syriniver nerfix /  syringe projectile fix + various fixes requested by maintainer

Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
2020-08-04 12:18:41 +02:00
SkyratBot
d5b12daac5 [MIRROR] Ballistic gun icon / overlay / ammo fixes. Adds support for suppressors to extend outside of a gun's 32x32 icon. (#176)
* 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>
2020-08-03 16:34:27 +02:00
SkyratBot
284f2de8a1 [MIRROR] Cleans up some unused procs and makes is_blocked_turf a turf proc. (#136)
* 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>

* Cleans up some unused procs and makes is_blocked_turf a turf proc.

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-31 00:30:27 +02:00
SkyratBot
d44362146e [MIRROR] repaths neurotoxin + embedding changes in bullets + adds effects when you shoot energy weapons (#132)
* 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

* repaths neurotoxin + embedding changes in bullets + adds effects when you shoot energy weapons

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-07-31 00:24:09 +02:00
Azarak
0d90ac69fa Merge pull request #41 from Skyrat-SS13/upstream-merge-52383
[MIRROR] Fix leading slashes and turn on linting for it
2020-07-26 01:13:53 +02:00
Ryll Ryll
a97c51b30b [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 22:20:09 -04:00
skoglol
ef4836c1a5 Merge pull request #52383 from spookydonut/leadingslash
Fix leading slashes and turn on linting for it
2020-07-23 11:35:57 -04:00
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