Commit Graph

1320 Commits

Author SHA1 Message Date
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
8fa9c25d27 [MIRROR] added a new admeme weapon: foam finger that shoots missiles as requested by boris (now in arcades!) (#3538)
* Add a new admin weapon: foam finger that shoots missiles (#57013)

An admin only rocket firing foam finger has been added. There is also
a toy version available from arcades that is just a giant foam finger.

* added a new admeme weapon: foam finger that shoots missiles as requested by boris (now in arcades!)

Co-authored-by: c420-o <76887567+c420-o@users.noreply.github.com>
2021-02-20 16:10:33 +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
43febe3145 [MIRROR] Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#3433)
* Converts many proc overrides to properly use list/modifiers, lots of other smaller things

* Update human_defense.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-17 14:18:21 +00:00
SkyratBot
0cf8d6a649 [MIRROR] Sprite fixes: Suppressed Sniper Rifles and Donksoft Pistols (#3403)
* Sprite fixes: Suppressed Sniper Rifles and Donksoft Pistols (#56754)

* Gives the sniper rifle a suppressor overlay so that it no longer shows up as missing a sprite, also fixes donksoft pistols by repathing them from pistols over repathing them from toy saber smgs. Creates a flag for checking if a gun needs a toy overlay, so it is handled in the parent.

* Sprite fixes: Suppressed Sniper Rifles and Donksoft Pistols

* Update maint_loot_common.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-15 17:48:59 +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
efafc9789c [MIRROR] Fixes spellblade description (#3291)
* bloodlust (#56818)

Co-authored-by: Sparkezel <1haslo4@ gmail.com>

* Fixes spellblade description

Co-authored-by: Sparkezel <53384660+Sparkezel@users.noreply.github.com>
Co-authored-by: Sparkezel <1haslo4@ gmail.com>
2021-02-11 15:35:05 +00:00
SkyratBot
b3e8ecac81 [MIRROR] M90 changes (#3227)
* M90 changes (#56667)

The m90 is now 14tc instead of 18. Its grenades can be bought from the uplink in boxes for 6tc, instead of individual grenades for 2tc each. You can also fire the m90's grenade launcher with right click.

* M90 changes

Co-authored-by: TJatPBnJ <69724863+TJatPBnJ@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-09 16:49:21 +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
Cameron!
5021730c76 Reverts changes to some traitor items (#3146) 2021-02-06 19:02:21 +00:00
YakumoChen
b9a04aa1ef More stealth descriptions (#3138)
* Update special.dm

* sr edit

* EMP flashlight

* stealthier flash

* syndie health analyzer

* thermals

* grammar
2021-02-06 14:48:52 +00:00
SkyratBot
a71db470d8 [MIRROR] makes blast cannons not seem like an innocent item before a bomb is loaded (#3120)
* makes blast cannons not seem like an innocent item before a bomb is loaded (#56645)

* makes blast cannons not seem like an innocent item before a bomb is loaded

Co-authored-by: Fikou <piotrbryla@onet.pl>
2021-02-05 22:06:05 +00:00
SkyratBot
25df6e7da3 Cleaning up robot code: modules renamed to models & DOGBORG REWORK (#2837)
* Cleaning up robot code: modules renamed to models

* Merge branch 'master' into upstream-merge-56312

* [PR Fix] Modular_Skyrat borgos (#3019)

* No more linter complaining

* Halfway (or full way, I don't know) through moving stuff around

* Caps!

* a

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-02-05 21:28:06 +00:00
SkyratBot
e890b1282b [MIRROR] Replaces intents with combat mode (#3063)
* Replaces intents with combat mode

* updates

* a

* Update living_defense.dm

* https://github.com/tgstation/tgstation/pull/56638/files

* gunsafety!

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-05 16:58:16 +01:00
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
1c025714e9 [MIRROR] Adds powerup system, refactors ctf pickups and powerup mine subtypes into it (#3067)
* Adds powerup system, refactors ctf pickups and powerup mine subtypes into it (#56605)

* Adds powerup system, refactors ctf pickups and powerup mine subtypes into it

Co-authored-by: Fikou <piotrbryla@onet.pl>
2021-02-04 16:24:10 +00:00
SkyratBot
53efc24d44 [MIRROR] cyborg disablers and cyborg t*sers are now emp-proof like the other cyborg-mounted energy-based guns are (#3056)
* cyborg disablers and cyborg t*sers are now emp-proof like the other cyborg-mounted energy-based guns are (#56481)

* cyborg disablers and cyborg t*sers are now emp-proof like the other cyborg-mounted energy-based guns are

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2021-02-04 00:15:44 +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
SkyratBot
d581ef7a4b [MIRROR] The day has come gamers, the mosin nerf/rework (#2883)
* The day has come gamers, the mosin nerf/rework (#56319)

* THE NERF

* fixes a dumb mistake

* Sanity check and second thoughts

* mosin jamming

* adds the cleaning supplies, sprites, slight changes to dmg and jamming and HNNNG ONE LAST BUG

* adds maint kit to russian surplus, second try at fixing

* everything is fixed now :)

* finishing touches

* Last fix?

* fix

* fix var names

* a new sound and few more fixes

* add /brand_new variant to all ert/special spawned mosins, added a check if bolt is locked

* Bolt_locked is true when bolt is open 😂

* added a clamp just in case

Co-authored-by: Sparkezel <1haslo4@ gmail.com>

* The day has come gamers, the mosin nerf/rework

* Update to use our realism

Co-authored-by: Sparkezel <53384660+Sparkezel@users.noreply.github.com>
Co-authored-by: Sparkezel <1haslo4@ gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-01-25 16:17:46 +00:00
SkyratBot
d4b939c2c9 [MIRROR] Replacing magic numbers with defines in robot code (#2801)
* Replacing magic numbers with defines in robot code (#56241)

While scouring robot code for some (hopefully upcoming) fixes, I found a bunch of gross numbers. These numbers are now letters.

* Replacing magic numbers with defines in robot code

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
2021-01-20 02:40:05 +00:00
SkyratBot
65203afb46 [MIRROR] Infinite Gun Culling: Gun Kit Edition (#2727)
* Infinite Gun Culling: Gun Kit Edition (#56133)

Every prototype firearm in the game now utilizes crafting to construct it, usually sacrificing a standard version of that firearm in order to produce the new one. The guns are made using gun part kits you print from the security protolathe (or buy, in the case of hellfire lasers).

* Infinite Gun Culling: Gun Kit Edition

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2021-01-17 13:30:43 +01:00
SkyratBot
1066518044 [MIRROR] Makes the rest of large guns bulky (sans traitor objectives and a few others) (#2733)
* Makes the rest of large guns bulky (sans traitor objectives and a few others) (#56132)

## About The Pull Request

What it says on the tin.
Practically everything but pistols, SMGs, and traitor weapons can no longer be stashed into bags.

I had considered making some large guns that traitors can order (like the blast cannon) also bulky, but concealment is important for some of those things.
However, the bulldog shotgun and sniper rifle have been made bulky, because they're shotguns and sniper rifles!

Traitor objectives are still normal size and can fit in backpacks.

## Why It's Good For The Game

Makes previous changes to weapons and thus balance consistent across our full list of guns. Players can clearly understand what can fit in the bag based on the size of the weapon.

* Makes the rest of large guns bulky (sans traitor objectives and a few others)

* Update special.dm

Co-authored-by: Cartographer-D <63861499+Cartographer-D@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-17 13:16:03 +01:00
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
Aleksandr
aee6894a3e [TOTALLY NOT GUBMAN 2.5] Miscellaneous gunsprite update (#2522)
* Add shotguns, PKA modifications, guns_back.dmi

* Update shotgun.dm

* Update combat shotgun, riot shotgun

* Update guns_lefthand.dmi, guns_righthand.dmi

* Delete guns_lefthand.dmi

* Delete guns_righthand.dmi

* Update guns_lefthand.dmi, guns_righthand.dmi
2021-01-08 00:55:05 +00:00
SkyratBot
f3dfe15c10 [READY] Hark! The Medieval Reality Simulation Dome Emergency Shuttle! (+speech mutation, NOTELEPORT fixes and teambuilder improvements) (#2505)
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-01-05 17:17:26 +01:00
SkyratBot
c1aca48951 [MIRROR] [Fuck Shotties] Makes shotguns specialist weaponry. (#2321)
* [Fuck Shotties] Makes shotguns specialist weaponry. (#55663)

    Shotgun slugs can no longer be made in an autolathe.
    Buckshot rounds can no longer be made in an autolathe.
    Frag12 rounds deal less direct damage, since they fucking explode.
    Pulse shot rounds deal less damage.
    Increased the cooldown on riot shotguns.
    Removed buckshot rounds from all maps.
    Combat shotguns start with beanbags.

Why It's Good For The Game

Shotguns have been overpowered for too long. NT is lasers , syndicate is ballistics.

* [Fuck Shotties] Makes shotguns specialist weaponry.

Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
2020-12-27 15:23:07 +00:00
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
2a6b192916 [MIRROR] Buffs the Blastcannon (#2245)
* Buffs the Blastcannon (#55573)

* Unhugboxes the blastcannon

- Flips [/obj/item/gun/blastcannon/var/hugboxed] from [TRUE] to [FALSE]
- Makes the blastcannon's maximum range scale with it's other explosive power
- Documents some class level variables for the blastcannon

* Buffs the Blastcannon

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-12-19 15:16:15 +00:00
SkyratBot
24743f2696 [MIRROR] Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals (#2237)
* Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals (#55193)

Huge removal of dead vars, bad timers, and other sloppy jitteriness from beams. They go from checking movement to waiting for a signal.
VARIABLE KILL LIST:

sleep_time: signals baby
finished: signals BAYBEEE
target_oldloc: not only not typecasted as a turf or named as a turf, it was unused. when are we going to use this? the beam starts from the origin!
origin_oldloc: bad name, not typecasted. renamed to originturf
static_beam: how are you an unused variable and still get replaced by signals like really
timing_id: signallllss bbbaaaabbyy
recalculating: you get the drill by now signals baby
base_icon: unused, seemingly replaced by visuals I think

* Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-12-19 04:42:09 +01:00
SkyratBot
1459ec2edc [MIRROR] fixes the clusterfuck of projectile issues (#2199)
* fixes the clusterfuck of projectile issues (#55495)

* fixes the clusterfuck of projectile issues

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2020-12-17 08:05:01 +01:00
SkyratBot
8c5eb8ba1d [MIRROR] Changes what makarovs and APS machine pistols look like suppressed (#2164)
* Changes what makarovs and APS machine pistols look like suppressed (#55346)

* Changes what makarovs and APS machine pistols look like suppressed

Co-authored-by: Megarop <Largerfaker@gmail.com>
2020-12-13 13:45:01 +00:00
SkyratBot
7b14b0bba8 [MIRROR] X-Ray gun is larger not bag friendly (#2119)
* X-Ray gun is larger not bag friendly (#55410)

The x-Ray gun was a normal sized object, made it bulky to stop printing several and putting them in bags.

Fixes #55321

* X-Ray gun is larger not bag friendly

Co-authored-by: NightRed <nightred@gmail.com>
2020-12-11 00:26:58 +00:00
SkyratBot
64cb64aae3 [MIRROR] Replace direct poi_list manipulation with element (#2117)
* Replace direct poi_list manipulation with element (#55416)

Replaces GLOB.poi_list |= src and GLOB.poi_list -= src with an element that handles it directly.

More consistent code, especially when a lot of code couldn't decide how to add/remove (some |=, some -=, some .Remove, etc).

* Replace direct poi_list manipulation with element

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-11 00:26:00 +00:00
SkyratBot
afce3e2a94 [MIRROR] pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#2097)
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)

Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:

Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:

Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake

Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).

I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.

Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.

scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.

scan_moved_turf() (WIP) will be used for handling moving onto a turf.

permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.

A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types

UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game

Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.

Fixes penetrating projectiles like sniper penetrators

This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)

* pass_flags handling refactor + rewrites a part of projectiles for the n-th time

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2020-12-09 23:44:54 +01:00
SkyratBot
c487c73f39 [MIRROR] Grep for space indentation (#1969)
* Grep for space indentation

* aa

* Update species.dm

* Update species.dm

* Update maps.dm

* Update examine.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-12-01 12:26:41 +01:00
SkyratBot
f969ce5e59 [MIRROR] Fixing robot upgrades not being removed from lists all times. (#1906)
* Fixing robot upgrades sometimes not being removed from lists. (#54842)

* Fixing robot upgrades not being removed from lists all times.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-28 13:03:13 +01:00
SkyratBot
64c0ecb13f [MIRROR] Changes grenade proc names to be more clear (#1897)
* Changes grenade proc names to be more clear (#55181)

Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().

* Changes grenade proc names to be more clear

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-11-28 12:55:30 +01:00
SkyratBot
e6879819ea [MIRROR] CanUseTopic() refactor. (#1829)
* CanUseTopic() refactor. (#54747)

* CanUseTopic() refactor.

* Forgot about default_can_use_topic. Tested and working.

* Update bin.dm

* no-nonsense.

* CanUseTopic() refactor.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-25 13:56:56 +01:00
SkyratBot
e768cef297 [MIRROR] /obj/screen --> /atom/movable/screen (#1646)
* /obj/screen --> /atom/movable/screen

* Update storage.dm

* Update radial.dm

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-11 04:12:50 +01:00
Gandalf
6d40c65920 Energy gun rebalance [Semi-Modular] (#1346)
* lguns

* aaa

* Update laser.dm
2020-11-07 22:33:42 +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
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
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
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
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