Commit Graph

1095 Commits

Author SHA1 Message Date
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
moo 325cd51508 Update kinetic_accelerator.dm 2018-11-29 22:42:22 -05:00
XDTM 01f794a153 Teleportation standardization, channels, and interception (#41371)
cl XDTM
add: Spraying holy water on tiles will now prevent cult-based teleportation from using them as a destination point.
tweak: Quantum, wormhole and magic teleportation is no longer disrupted by bags of holding.
/cl

Refactors some teleportation code so it uses do_teleport instead of directly forceMove.
do_teleport now has a channel argument, to specify the type of teleportation used. This will affect what can and cannot interfere with teleportation. For example, BoHs interfere with bluespace teleportation but not wormhole, quantum or magic teleportation.
do_teleport now sends a COMSIG_ATOM_INTERCEPT_TELEPORT signal, allowing the target turf (or anything placing a signal on said turf) to react appropriately. As a proof of concept, blessed tiles use it to prevent teleportation from the cult channel.

Intercepting teleportation can have interesting potential uses, from teleport denial fields, to teleport scramblers (teleports you somewhere else instead), telefraggers that gib anyone unlucky enough to teleport in their area of effect, teleport anchors that shunt all teleportations in a wide area to themselves, and so on.
2018-11-29 10:33:55 +13:00
skoglol 6f4c72e1d9 Fixed wrong icon state on last shot. 2018-11-26 08:51:05 +01:00
skoglol f587a9ea19 Halves the shot per charge. 2018-11-26 08:03:17 +01:00
Rob e4d0a34348 BLAT BLAT GOES THE GAT (#41577)
* big shooteronis

* attribute

* better + louder mix
2018-11-19 14:43:14 -05:00
81Denton 0bfe0cc80f Improves Uplink descriptions + formatting (#41565)
* Improves Uplink descriptions + formatting

* ree

* linebreaks

* misc fixes
2018-11-18 10:26:09 -05:00
ShizCalev 60133f90ab Fixes gibs not being passed mob DNA (#41374)
* Fixes gibs not being passed mob DNA

* Cleanup, fixed map-placed gib spawners having no DNA
2018-11-10 14:24:12 -05:00
MrDoomBringer 667bc85b37 [should be ready] adds rocket jumping to rocketlaunchers (#41282)
cl MrDoombringer
tweak: you can now rocket jump with rocketlaunchers! Just aim at the ground and fire!
/cl
2018-11-07 22:01:57 +13:00
ShizCalev c167d37121 Fixes admin damage editting not logging the target's real name / key. (#41318)
* Fixes admin damage editting not logging the target's real name / key.

* few more areas
2018-11-06 14:10:20 -05:00
Jordan Brown 3b13859665 Merge pull request #41224 from ShizCalev/rocket-fixes
Rocket launcher fixes, adds suicide_act
2018-11-02 14:19:30 -04:00
ShizCalev 8c88d6bde4 Rocket launcher fixes 2018-10-30 01:38:19 -04:00
ShizCalev b044fa2462 [s] Gun TK fixes 2018-10-30 01:30:59 -04:00
ShizCalev fe10959af0 Adds examine messages for helmets & guns with flashlights (and bayonets) (#40998)
cl ShizCalev
tweak: Added examine messages for helmets & guns with flashlights (and bayonets.)
fix: Fixed an issue where you were able to remove flashlights/bayonets that were supposed to be permanently attached to a gun.
fix: Fixed an issue where you were unable to remove flashlights & bayonets from certain weapons.
fix: Fixed a potential issue where adding a flashlight to your helmet would've caused you to lose other action buttons.
fix: Fixed a issue where guns with multiple action buttons would break all but one of those action buttons.
tweak: If you have both a bayonet and a flashlight attached to your gun, you'll now be given a prompt on which you'd like to remove when using a screwdriver on it.
/cl

Shouldn't need to have "pro-gamer tips" in adminpm's just to inform folks that you can remove a flashlight from a helmet with a screwdriver.

Also added some missing handle_atom_del / Destroy logic, as well as moving the clothing can_flashlight & flashlight vars down to helmet level (since they were the only things that utilize them anyway.)

also why the fuck was the helmet flashlight var just called F. hnnnngg
2018-10-27 13:10:37 +13:00
bawhoppen 18db7e0cc9 Fixes l6 saw having ridiculous ammo caliber (#40908)
* Fixes ammo caliber

* Fixes reference L542
2018-10-15 08:59:13 -04:00
kevinz000 3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-11 11:22:21 +13:00
TheDreamweaver 0761b69b19 Rebalances KA cooldown modifier (#40756) 2018-10-08 10:46:08 -04:00
ShizCalev b8ee1125f3 Fix rocket launcher unloading bug (#40580) 2018-09-29 19:00:37 -07:00
ShizCalev b1b56e6a5e Adds RPGs to Nuke Ops (#40372)
* Gives Syndies RPGs

* Makes the rocket reusable

* fixed minor sprite issue

* SRM Rocket renamed to HE rocket
2018-09-27 12:47:23 +03:00
ShizCalev 549982ae2b fixes syringe gun exploit (#40476) 2018-09-26 12:33:24 +03:00
Barhandar 751e7c71b7 Fixes plasma cutters not using charge when used as welder, and adds flashing (#40423)
* Plasma cutters now require charge (100, 10%) to be used as a welder.

* Plasma cutters now flash you, same as experimental welders.

Plasma cutters now use charge proportional to time spent welding (25 to start and 25 every 10th welding tick - 50 per scrubber/vent/girder, 175 per regular wall, etc).

* Cell use sanity. If you somehow popped the cell out of plasma cutter you have bigger problems.

* Annnd PCs are back to not using charge for most tasks (exceptions: plasma tiles, airlock wire shielding...) because everything calls amount=0 and zero amount means use() isn't called.

They still flash you, though.

* Comments + a bit more sanity.

* Actual sanity. Also did a rebase, let's see how much stuff that wrecked.

* Oops apparently you indeed cannot stack inline conditionals or it requires some special syntax.

* Plasma cutters now use a minimum of charge_weld charge again. Also known as "who says I can't override your stupid zero-amount calls?".

* And here's the rebase problems. Reverted accidental sanity revert.
2018-09-23 18:27:36 -04:00
ShizCalev 5e7dcad6af Fix grenade launchers reporting incorrect live rounds (#40371) 2018-09-23 00:29:16 -07:00
ShizCalev 20c9a3b85e Fix missing cell runtimes (#40405)
lacked sanity check
2018-09-22 22:13:16 -07:00
kevinz000 fe3df7231d removes beam rifle zoom smoothing (#40332)
* Update beam_rifle.dm

* sometimes complexity is not better

* Update beam_rifle.dm
2018-09-19 12:59:08 +02:00
kevinz000 a205c4d5df fixes beam rifles opening lockers (#40043) 2018-09-02 21:32:30 -04:00
Time-Green d0712a9741 [READY]Staff of the Locker (#39687)
Adds a magical locker staff.
It goes through people, capturing anyone being hit by it and putting them in a welded locker

The locker decays in about 5 minutes, to prevent the hallways flooding too much.
Escape time is only a minute.
Explosions are less effective on people inside

Why: It's a bulky wand, and great if you want people to just fuck off. You can either leave them or do something horrible to them.

The sprites are codersprites, except for the locker, please forgive me
2018-08-30 20:10:26 +12:00
Garen Crownguard 291583440f screwdriver_act signal (#39877) 2018-08-27 05:56:45 -04:00