## About The Pull Request
Heretic has received a complete overhaul. This PR touches nearly every
aspect of the antagonist. For readability's sake, not every change is
going to be listed in this pull request.
For the full list of changes please refer to the design doc:
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.
Code by Me, @Xander3359 and @Arturlang
TGUI by @Arturlang
Sprites by OrcaCora and GregorDM
Writing bits by @necromanceranne
### Core changes
- Cross-pathing has been removed. Main knowledge spells are now
exclusive to their path (for the most part).
- For every main knowledge unlocked (save for the robes and the blade
upgrade), Heretics can choose one option from a draft of 3 random side
knowledges (this is a free point).
- Heretics can now purchase side knowledges from a new tab, the
"Knowledge Shop". Side-knowledges have been divided by tier (Stealth,
Defense, Summons, Combat and Main). Tiers are unlocked as you progress
toward your main path.
- Heretics now gain the grasp and mark upgrade immediately, but their
main knowledge choices cost twice as much (except for the first spell,
the robes and the blade upgrade).
- Path specific robes have been introduced! They come with their own set
of quirks.
- Each Path has received a passive ability. This passive is upgraded
when you first create your robes, and again when you complete the Ritual
of Knowledge.
- Paths have been rebalanced as a result of the removal of cross-path
progression. Cosmic and Moon paths have received soft reworks.
- Upon unlocking the path 2nd level or reaching a total of 8 points
worth of knowledge, Heretics will lose the ability to blade break (and
the limit on blades all together).
- Ascension now automatically calls the shuttle with no possibility of a
recall.
- Late join Heretic has been removed.
### New UI
<img width="750" height="635" alt="moon path ui"
src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990"
/>
### Knowledge shop
<img width="787" height="669" alt="Knowledge shop"
src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7"
/>
### Quality of life //General balance changes
- Heretics will now gain X-ray vision for a few seconds when nearby an
eldritch essence (this effect has a cooldown).
- Ritual of knowledge now requires 1 uncommon item instead of 2. You may
now use a stunprod instead of a baton to complete the ritual. Beartraps
have been removed from the list of possible reagents.
- The maximum number of possible sacrifices required to ascend has been
reduced from 6 to 5 while the minimum has been upped to 4.
- Codex Cicatrix no longer requires a special pen to be made.
### Passive abilities
- Heretics now start with a passive ability. You can find what it does
on the path info tab after a path has been selected, and what they gain
when upgraded.
- Crafting your first set of Eldritch robes will bump your passive to
level 2.
- Unlocking the 2nd level will subsequently unlock your "Ritual Of
Knowledge"
- Completing the ritual of knowledge or ascending will net you the final
level.
### Path Specific Robes
- Armorer's Ritual is no longer a side knowledge. Each path will have
their own unique version of the ritual. This is placed after the 2nd
spell in the tree.
- Robes can no longer be destroyed by fire and acid, grant t4 flash
protection (Moth Heretics stay winning) and protection against basic
syringes, to bring them on par with other antagonist's armor sets.
- The recipe to craft the robes is now a set of armor/vest, a mask (any
mask will do now, not just gas masks), plus the unique reagent required
for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so
on)
- Wearing the robes as a non-heretic may yield some unfortunate
side-effects.
### Moon Path Rework
Moon path rework.
Moon Heretics gain immunity to brain traumas and slowly regenerate brain
health. Equipping the moon amulette channels its effects through the
moon blade; making it unblockable and cause sanity damage instead of
brute. Ring leader's Rise now summons an army of harmless clones that
explode when attacked; the explosion briefly stuns non-heretics and
cause sanity and brain damage to them. Moon blade can also now be used
when pacified and Moon spells are no longer blocked by regular anti
magic, only mind magic protection.
**Cosmic Path Rework**
Cosmic path has received the biggest batch of changes alongside Moon.
The path has been dead last in ascension and pickrate (less than 5%) for
almost 2 years. It did gain some popularity over the last few months,
reaching the highest ascension rate in the game (12%) while mantaining a
relatively low pickrate.
Cosmic sits in a weird spot, where pretty much every knowledge
surrounding the path is either mediocre or, in the case of the
ascension, dysfunctional. Yet it has maintained a smidge of relevancy
due to how quickly Cosmic heretics can capture and sacrifice targets
thanks to Star Touch.
As a result, the best course of action would be to rebalance the
entirety of the kit; granting the heretic more tools to manipulate space
and dictate the flow of a fight, while lessening their ability to end a
confrontation by instantly sleeping their opponents.
lastly The Star Gazer is now ghost controlled ; And they shoot lazers!
<img width="636" height="451" alt="gazer gag 3"
src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b"
/>
## Why It's Good For The Game
### Ok...but why do we want this?
Again, if you want my full reasoning, please check my doc
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.
To keep it short and concise; Heretic is too complex and unintuitive for
its own good. Too impenetrable for new players and too abusable for
experienced players. This can be chalked up to a lot of poor design
decisions. But ultimately, what I believe being the biggest contributor
to the current status of Heretic is the ability to move into different
paths, also known as "Cross-Pathing".
### Cross Pathing my beloathed.
Cross-pathing, while cool in theory, overcomplicates the antagonist and
overloads them with power. Players dealing with the heretic are
incapable of working out what a given heretic can do. This also leads to
late game heretics having 3 rows Worth of action buttons and virtually
no weakness.
Over the last year, I've often received the understandable but also kind
of unfair accusations of making Heretic too powerful without a clear aim
or purpose.
My goal with the paths I've reworked over the last year (Rust,Void and
Blade) wasn't necessarily to just make them stronger (although that was
also part of the goal, as they were paths that were underperforming),
but for them to have more interactions with the sandbox and to better
live up to the fantasy presented to the player.
If an harbringer of frost gets countered by a cup of coffee, we probably
messed something up.
Unfortunately, the current incarnation of Heretic doesn't really allow
for surgical balance changes to specific paths. Every time a knowledge
gets buffed, we make every path that can easily tap onto that knowledge
stronger by default. It doesn't take a genius to understand why this
system is ultimately unsustainable.
### Blade Breaking
I feel that after a heretic has reached the near peak of their power,
they no longer need the ability to instantly escape any encounter. Check
my doc for my full reasoning.
## Less versatile, more specialized paths.
By removing cross-pathing, we remove a huge maintainability burden from
the antagonist. Paths can now be designed around clearer strengths and
weaknesses. They become easier to balance and less of an headache to
understand for everyone.
It also means we can give paths some needed quality of life quirks
without having to worry how such a change might have a knock-on effect
for other paths.
Ash heretics can finally let loose without dying by their own flames.
Cosmic Heretic can go to space without having to carry a modsuit. Moon
Heretic can use their abilities without fear of one random trauma
ruining their day, and so on.
### What a horrible night to have a curse...., wait how do I curse
people again?
As of right now the heretic tree has quite a hefty amount of trinkets
that pretty much never see use.
Partly because the tree itself is a nightmare to navigate. And partly
because why would anyone set up an elaborate plan or scheme when they
can unleash 2 rows of spell in the span of bunch of seconds.
Heretics mostly gravitate towards powers that push them towards greater,
more potent combat strength. If it doesn't contribute to killing people
quicker, it isn't worth doing for most. And given the opportunity cost
associated for taking those powers, they will remain that way so long as
there are better choices to be poached.
The new draft system encourages Heretics to play more with the tools at
their disposal. If you want to go for a specific combo from the side
path options, you may now do so by tapping into the knowledge shop.
Yes, the shop does include a few knowledges from the other paths. But
these are limited to 1 per path, are very expensive and can only be
unlocked very late into the shift.
## Drip Of the Mansus
The iconic heretic robe is actually sequestered to a side path that is
most easily access by only two paths at a time. Since heretic paths are
being made to be much more specialized, the most obvious way in which
this can be showcased is through an easily
identifiable outfit.
By using the robes, we can both telegraph WHAT heretic you are looking
at, and just how much power they've accumulated and when it is
reasonable to take the kid gloves off and treat them as a genuine
threat. If a heretic is in their
robes, that heretic is now a significantly more prominent danger to the
station.
It also serves as a useful means for gating some of the more powerful
effects of a heretic's path behind the robes, AND enable options for
disarming them of that power should they be captured without making it
something endemic to their mob.
A major problem with heretics is a lack of certainty as to how powerful
they have become. A heretics robes is one of the milestones to help
players dealing with heretics identify that.
### Will this be 100% fair and balanced?
This is a massive overhaul to a pretty complex and bloated antagonist.
I've done my best to show the changes to several maintainers and other
members of the community for their feedback. But at some point we'll
have to see how this behave in the environment to get a feel if
something is over or undertuned. (that's my way of saying, yes this is
likely gonna require a testmerge or two).
What I will say is that I'm not trying to change the core identity of
Heretic.
Heretics should have the upperhand in single encounters early on, be
able to joust a small group of players after they unlock their final
spell, and end the round when they ascend. They're a progression
antagonist. They should retain their payoff as well as pose a danger as
they grow stronger.
But if more players feel like they are more reliably able to play the
antagonist in more varied and interesting ways, rather than the
antagonist largely existing as a measuring stick for 'robustness' due to
its elitist design philosophy, then the rework has been a success. There
should be something for
everyone in the antagonist, as is true for all of our antagonist roles.
## About The Pull Request
Due to 'fire_delay = 8', when pump racking a riot shotgun (with a live
shotgun bullet in it) it will instead melee when you try to point blank
shoot at someone.
This PR fixes that by blocking melee, on the condition that you pump
racked the riot shotgun and it is about to be ready to fire.
You still melee with LMB if you have no ammo pump racked/didn't pump
rack the shotgun, and if you have ammo pump racked, you can use RMB as
intended.
tldr Melee combat functionality for riot shotgun remains unchanged, the
PR only fixes the unintentional melee attack.
## Why It's Good For The Game
The PR fixes unintentional tediousness when wanting to fire at someone
point blank with a riot shotgun - It will no longer melee, which is
good, because otherwise it makes arbitrarily make riot shotgun cooldown
longer due to an unintentional melee attack.
## Changelog
🆑 ArchBTW
fix: Fixes riot shotgun unintentional melee when point blank shooting
/🆑
## About The Pull Request
So, while working on #93275 I've noticed that suspiciously none of the
projectiles made impact messages, the only ones I could see in chat were
wounds, not hits. Turns out that because guns, for whatever ungodly
reason, have been storing their suppression state and their suppressor
in the same variable presumably since their inception, instead of
SUPPRESSED_NONE (0) projectiles were assigned null, or if suppressed by
an item the suppressor itself, both of which were treated as
SUPPRESSED_VERY by impact message logic and skipped actually sending any
messages to players' chats.
I've split the variables and put suppressor onto ballistics (which are
the only user of said mechanic), so now projectiles should actually
inform players that they/someone nearby have been hit with a bullet.
## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa
small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however
having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).
need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
## About The Pull Request
Just shifts some logic around so that hold gunpoint being disabled on a
gun does not cause it to fire when pistol whipping.
## Why It's Good For The Game
Fixes an unintended interaction
## Changelog
🆑
fix: combat rmb will no longer fire the gun at the same time as pistol
whipping for certain guns
/🆑
## About The Pull Request
This PR will allow you to shoot guns pointblank in combat mode by
remaping melee only attack to RMB in combat mode. You still can hold
people on a gunpoint, just use non combat mode to do so.
## Why It's Good For The Game
I think it's much more convenient and intuitive to be able to shoot
pointblank in combat mode.
## Changelog
🆑
qol: Now you can shoot guns pointblank in combat mode! If you want to
attack melee only: use combat mode + right mouse button.
/🆑
---------
Co-authored-by: Sensum <121913313+SSensum@users.noreply.github.com>
## About The Pull Request
Title. Firing a weapon in burst now triggers fire delay based off the
fire cooldown variable, which was reused from the now-renamed `semicd`.
This shouldn't affect anything, but if this does, uh, my bad.
## Why It's Good For The Game
My previous PR, tgstation/tgstation#89634, separated fire delay and
burst delay for a possible avenue of balance for gun design (e.g. fast
burst gun with long delays between bursts). I didn't realize burst
didn't set the cooldown, though, so... now it's here. My bad.
## Changelog
🆑
fix: Burst-firing weapons now respect their fire delay, in the event
that their fire delay is longer than click cooldown. If your local
burst-fire weapon starts to feel weird because of this, please submit an
issue report.
/🆑
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
This PR tackles our piss-poor item action handling. Currently in order
to make an item only have actions when its equipped to a certain slot
you need to override a proc, which I've changed by introducing an
action_slots variable. I've also cleaned up a ton of action code, and
most importantly moved a lot of Trigger effects on items to do_effect,
which allows actions to not call ui_action_click or attack_self on an
item without bypassing IsAvailible and comsigs that parent Trigger has.
This resolves issues like jump boots being usable from your hands, HUDs
being toggleable out of your pockets, etc. Also moved a few actions from
relying on attack_self to individual handling on their side.
This also stops welding masks/hardhats from showing their action while
you hold them, this part of the change is just something I thought
didn't make much sense - you can use their action by using them in-hand,
and flickering on your action bar can be annoying when reshuffling your
backpack.
Closes#89653
## Why It's Good For The Game
Makes action handling significantly less ass, allows us to avoid code
like this
```js
/obj/item/clothing/mask/gas/sechailer/ui_action_click(mob/user, action)
if(istype(action, /datum/action/item_action/halt))
halt()
else
adjust_visor(user)
```
## About The Pull Request
Guns now have two variables affecting delay between shots;
`burst_delay`, which affects how fast projectiles are fired *in* a burst
(assuming the weapon is burst-capable) and `fire_delay`, which affects
how long a gun cannot fire after shooting.
Assuming that all fire delays for automatic weapons were actually meant
for controlling burst delays, variables have been changed accordingly.
## Why It's Good For The Game
Separating burst delay and fire delay means burst-firing weapons can now
be balanced both on "how fast can I throw bullets downrange" *and* "how
long do I have to wait between bursts" instead of having one variable
affecting both.
## Changelog
🆑
code: Guns now have burst delay and fire delay variables instead of fire
delay affecting both. If a weapon's burst feels off, please submit an
issue report.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
The Liberator is a brand-new 3D printable gun, holding a single 10mm
shot in it's barrel. It has a damage multiplier of x0.5, dealing 20
damage per shot. However, shooting someone point blank gives it an x2
modifier, and shooting someone while holding them at gunpoint adds
additional x1.5 multiplier.
https://github.com/user-attachments/assets/b27adf1a-5b02-4817-90ad-2ba922cc6bf9
They can be printed for dirt cheap 3 sheets of plastic and 2 sheets of
iron from an autolathe. However, as a downside, whenever you're firing a
liberator you're risking it blowing up in your hands, potentially
wounding you! Reloading is also a bit tricky, since you need to unscrew
the barrel before placing the bullet in, and screwing it back on.
In order to print them, you'll need to find a (mildly rare) disk in
maintenance and upload the design to an autolathe. You also can find a
whole gun, albeit at a lower chance.
## Why It's Good For The Game
Funny gun that can be used for some gimmicks, not too overpowered but a
nifty tool for assistants. Can be countered by a well timed baton, or a
shove if your opponent is next to a wall.
## Changelog
🆑
add: Added a new 3D printable gun "The Liberator", you can find the gun
itself or its design disc in maintenance tunnels.
/🆑
## About The Pull Request
fixes https://github.com/tgstation/tgstation/issues/89149
## Why It's Good For The Game
This trait not only no longer is needed, but functionally allows for an
exploit! Let's get rid of it.
## About The Pull Request
mimics are basicmobs now
the only change not carried over worth mentioning is that all mimics are
a consistent speed because i cant imagine a gun or object with aimbot
going at you mach 2 would be very fun
mimic crates had some stuff changed compared to their simple animal
variant
they open and close their lid when attacking (unless locked) to be like
menacing or something like animals flash colors to ward off people
attempting to open a nonsentient hostile crate mimic will make it lock
itself (if it contains anything) and attack you
mimics are a really stupid naming for these because like
mimic crates pretend to be crates
anything else inheriting from mimics are just used to make objects alive
https://github.com/user-attachments/assets/34a733a4-45a3-409e-8a6a-b2a8c7540898
ranged mimics now use viscontents (they also keep trying to pointblank
people for some reason i think thats ok though unless its a wand of
fireball)
ranged mimic (any ranged weapon animated by a bolt of animation)
https://github.com/user-attachments/assets/c3f1d2f5-cfb8-46a9-a58c-255c53a034db
## Why It's Good For The Game
fixes#85668
## Changelog
🆑
refactor: mimics (bolt of animation, malf ai Machine Override, etc) are
basicmobs
fix: crate mimics may now be opened
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
A repeat of the first half of
https://github.com/tgstation/tgstation/pull/86853
The NT BR-38 Battle Rifle is a semi-automatic
railgun...marksman...carbine...rifle...thingy that uses .38 ammunition
and is magazine fed from a 15 round magazine. It comes with a scope, and
is bulky.

Sprites by OrcaCora.
### Some of its features
The gun shoots at a higher than normal velocity for .38. This means it
hits harder (30 damage compared to the standard 25), and flies faster
through the air.
The gun, however, suffers from degradation as it is used. It has a 10
shot buffer before suffering degradation. After the 10 shot buffer, it
has a 10% chance each shot to increase in degradation stage. From stage
1 to stage 5 (the maximum stage), it begins to lose fire rate and
projectile flight speed.
To recalibrate the gun, you can do one of two things;
A) Use a multitool on the gun. This completely resets the gun, but its
pretty slow.
B) Insert it into a weapon recharger to recharge its buffer and reduce
its degradation stages.
### Some of its downsides
The weapon is EMP vulnerable. If it gets EMP'd, it immediately degrades
and loses any buffer it has. While EMP'd, there is a 75% chance it
doesn't fire when you pull the trigger. This is also true if the gun has
hit maximum degradation. Keep your guns in good shape.
It can be emagged. While emagged, the gun has increased damage (40 for
standard ammunition), but once it hits maximum degradation, it
immediately begins to catastrophically fail. It also degrades
significantly faster while emagged. There is no way to reverse this
effect, and the explosion is extremely lethal.
### Where can I find it? What about ammo?
You can purchase the gun from cargo at a significant premium, as well as
some additional magazines of some basic ammo types.
There is exactly one of these in the armory, and you can print more
magazines from the security protolathe. As research progresses, you can
print different, specialized ammunition for the rifle. (and also the
detective .38 revolver, obviously)
### New .38 ammunition types
True Strike bounces accurately between targets, but deals significantly
less damage than other ammo types (15 base, 18 in this rifle).
It is printed once the station gets Exotic Ammo.
## Why It's Good For The Game
This is a followup on my previous PR, where I tested this weapon and
gathered a whole bunch of feedback on it. Most people quite liked it.
but had some concerns that I feel this addresses.
Much of the justifications given there apply here. Obviously ignoring
anything to do with the combat shotgun removal.
Some stuff obviously has not come back from the original test. Notably,
the TRAC changes were probably a little too powerful. As much as I liked
a default entirely nonlethal ammunition type, TRAC itself is better left
as a late research goal.
In addition, I moved the explosion part to an emag effect. It's funny,
and lends itself to the original intention of the weapon; a callback to
the WT-550 incident. But it isn't a standard part of the guns mechanics.
## About The Pull Request
Removes some /New overrides, replacing them either with nothing because
they're entirely redundant or with more intuitive/consistent interfaces
## Why It's Good For The Game
Code consistency/readability, fixes an obscure potential-bug that would
delete non-implanted cybernetic implants that are a part of a
loadout/outfit, I'm being haunted by code from 2015 send help
## Changelog
Hopefully not player facing. Except this random thing I saw while I was
here.
🆑
spellcheck: paywall firing pins no longer set the gun description to the
pin's description on removal
/🆑
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Pull Request
Fixes https://github.com/NovaSector/NovaSector/issues/4337https://github.com/tgstation/tgstation/pull/85470 added some checks in
`/obj/item/gun/ballistic/shoot_live_shot()` that were causing runtimes
in probably most of the ballistic gun types. To see for yourself just
take out a revolver and shoot it a few times, then check the runtimes
log.
The runtime was preventing the parent
`/obj/item/gun/ballistic/shoot_live_shot()` from being called, which is
where the firing sound gets played.
Fix is just acknowledging that `chambered` can be null at this point in
the call chain and adding a quick check in there for good measure. Also
fixes the runtime here, though that one didn't cause any functional bugs
apart from polluting the log since it occurs at the end of the proc.

Also adds a missing multiline list comma that I noticed cough.
## Why It's Good For The Game
Guns go boom again.
## Changelog
🆑
fix: due to a clerical error, all ballistic guns were shipping with
built-in silencers. this has been resolved-they will now make noise once
again when fired.
/🆑
## About The Pull Request

~discord light-theme big L.~
By the by, these are slightly nerfed buckshots, create big puffs of
powder smoke when fired, damage your gun, and MIGHT blow you up in the
same style of using a detective revolver loaded with .357 if you fire
too many.
Also, the integrity of the firearm now counts towards the damage of
bullets it's fired from.
## Why It's Good For The Game
The blackmarket is a place where you can find illegally illegal, evil
items, along with other trinkets. I thought it'd be a nice place to
reintroduce buckshot with a little downgrading twist after it has been
nerfed (it used to do 60 damage without falloff) AFTER it was removed
from the lathes and the station.
## Changelog
🆑
add: Buckshot is back on the menu, on the blackmarket.
balance: the integrity of firearms now counts toward projectile damage.
A gun that's on the very verge of breaking down will deal half as much
damage.
/🆑
## About The Pull Request
Adds a new trait TRAIT_TOSS_GUN_HARD (which currently comes from the
Sleeping Carp scroll, ninja MODsuit, berserk armor, being a medieval
pirate or highlander). The owner of this trait deals an additional
**10-20** (depending on the size of the weapon) damage to the enemy by
throwing a gun, and also knocks them for 0.5 seconds. If a ballistic
weapon **with a magazine** was thrown, then the magazine is removed and
the bolt is racked, and if **without a magazine**, then all cartridges
(revolvers) or chambered one is removed. Here's a preview of how it
works:
https://github.com/tgstation/tgstation/assets/126676387/2a56eb74-6d37-4343-a685-3bf7159ab628
## Why It's Good For The Game
It's classic

## Changelog
🆑
add: If you can't shoot a gun, then... JUST TOSS IT AT THEM (for 0.5
seconds of knockdown and 10-20 an additional brute damage)
/🆑
---------
Co-authored-by: paganiy <leunscrupuloustrolle@gmail.com>
## About The Pull Request
The gun code is an absolute mess that seems to have been untouched for
the better part of the decade and finally gave way due to the attack
chain refactor. This PR is the first in my attempts to refactor this
mess by making bayonet attachment a component instead of /obj/item/gun
variables. Followup PRs may or may not be atomic changes or a monolith
due to how horribly the original code is structured.
## Why It's Good For The Game
Gun code is ancient, unmaintained, barely readable and started actively
breaking in the past weeks.
## Changelog
🆑
refactor: Bayonet attachment is now a component.
/🆑
## About The Pull Request
- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`
I have manually tested many of the refactored procs but there was 200+
so it's kinda hard
## Why It's Good For The Game
Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item
This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.
If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`
This does result in some instances of boilerplate as shown here:

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution
~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~
## Changelog
🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
## About The Pull Request
Replaces the Ansem, SC/FISHER, and suppressor in the Sam Fisher gimmick
bundle with the Ansem/SC, a variant of the Ansem that:
- has an integral suppressor (read: acts like it's always suppressed,
because it is)
- an underbarrel light disruptor (functionally identical to the
SC/FISHER, fired with RMB)
(note: firing the disruptor in combat mode causes the main gun to fire
as if it were being fired akimbo. which it shouldn't, but I'm not sure
how to make it not do that)
- is longer, visually, but not storage-wise, and also visibly has an
underbarrel light disruptor

Also added code support for integrally suppressed ballistic guns (with
no separate suppressor overlay), handled by the can_unsuppress variable.
Also fixes the SC/FISHER disrupting APCs for ten times longer than they
probably should have been disrupted.
## Why It's Good For The Game
In regards to the Ansem, SC/FISHER, suppressor:
The Sam Fisher gimmick bundle having the Ansem and SC/FISHER as separate
items always kinda bugged me, since it seemed too clunky for a
sneaky-beaky operator-type to have to juggle two guns (one which you had
to bump to normal-size, leaving it unable to fit in the belt) to break
lights and then shoot dudes in the back of the head. So now it's one
gun, like the M-90gl and its grenade launcher. I think the bundle's rare
enough that it's fine to give them this much.
In regards to the APC thing:
Shooting an APC with a gimmick gun and leaving it unpowered for two
minutes seemed unintentional.
In regards to the code support for integrally suppressed guns:
Maybe someone else will want to put in another integrally suppressed
gun? It was relevant for this use-case.
## Changelog
🆑
qol: The Ansem, suppressor, and SC/FISHER included in the Fisher gimmick
bundle now come together as one whole gun, the Ansem/SC. It's integrally
suppressed, and fires the disruptor on right-click.
fix: The SC/FISHER disrupts APCs for an appropriate amount of time, not
ten times the intended disruption length.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Using these search regexes:
Number ending in 0:
`do_after\((\w+), (\d+)0,`
Replace:
`do_after($1, $2 SECONDS,`
Single digit number:
`do_after\((\w+), [1-9],`
replace:
`do_after($1, 0.$2 SECONDS,`
Double:
`do_after\((\w+), (\d)([1-9]),`
Replace:
`do_after($1, $2.$3 SECONDS,`
## Why It's Good For The Game
Code readability
## About The Pull Request
if the creator of the statue got deleted, it might cause a hard delete.
also i noticed this variable wasnt being used so i removed it and
instead directly added the ref of the creator to the mob's faction list.
also i noticed the proc that was setting it had alot of nested
typechecks so i split it into child procs
## Why It's Good For The Game
fixes a hard delete
## Changelog
not player facing
## About The Pull Request
Implements half of this (with some minor changes):

The ultimate goal of this is to split our attack chain in two:
- One for non-combat item interactions
- Health analyzer scanning
- using tools on stuff
- surgery
- Niche other interactions
- One for combat attacking
- Item hit thing, item deal damage.
- Special effects on attack would go here.
This PR begins this by broadining tool act into item interact.
Item interact is a catch-all proc ran at the beginning of attack chain,
before `pre_attack` and such, that handles the first part of the chain.
This allows us to easily catch item interaction and cancel the attack
part of the chain by using deliberate bitflag return values, rather than
`TRUE` / `FALSE`*.
*Because right now, `TRUE` = `cancel attack`, no matter what, which is
unclear to people.
Instead of moving as much as possible to the new proc in this PR, I
started by doing some easy, obvious things. More things can be moved in
the future, or technically they don't even need to move in a lot of
cases.
## Changelog
🆑 Melbert
refactor: Refactored some methods of items interacting with other
objects or mobs, such as surgery and health analzyers. Report if
anything seems wrong
/🆑
## About The Pull Request
Bolt-actions no longer open their bolt aftering firing their last shot.
All BOLT_TYPE_LOCKING weapons, including semi automatics, no longer open
their bolt after dryfiring
Fixes#75452Fixes#79128
## Why It's Good For The Game
Fixes unintended and confusing gun behavior
## Changelog
🆑
fix: Bolt action rifles no longer open their bolt when firing their last
bullet.
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game
Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.
I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
## About The Pull Request
Implements /datum/pathfind/sssp, which generates /datum/path_map
/datum/path_maps allow us to very efficently generate paths to any turf
they contain from their central point.
We're effectively running the single source shortest paths algorithm.
We expand from the center turf, adding turfs as they're found, and then
processing them in order of addition.
As we go, we remember what turf "found" us first. Reversing this chain
gives us the shortest possible path from the center turf to any turf in
its range (or the inverse).
This isn't all that useful on its own, outside of a few niche cases
(Like if we wanted to get the farthest reachable turf from the center)
but if we could reuse the map more then once, we'd be able to swarm
to/from a point very easily.
Reuse is a bit troublesome, reqiures a timeout system and a way to
compare different movables trying to get paths.
I've implemented it tho. I've refactored CanAStarPass to take a datum,
/datum/can_pass_info. This is built from a movable and a list of access,
and copies all the properties that would impact pathfinding over onto
itself.
There is one case where we don't do this, pathing over openspace
requires checking if we'd fall through the openspace, and the proc for
that takes an atom.
So instead we use the weakref to the owner that we hold onto, and hold
copies of all the values that would impact the check on the datum.
When someone requests a swarmed path their pass info is compared with
the pass info of all other path_maps centered on their target turf. If
it matches and their requested timeout isn't too short, we just reuse
the map.
Timeout is a tricky thing because the longer a map exists the more out
of date it gets.
I've added a few age defines that let you modulate your level of risk
here. We default to only allowing maps that are currently
being generated, or finished generating in our tick.
Hopefully this prevents falling into trouble, but consumers will need to
allow "failed" movements.
As a part of this datumized pass info, I've refactored pathfinding to
use access lists, rather then id cards directly. This also avoids some
dumbass harddel oppertunities, and prevents an idcard from changing mid
path.
Did a few things to the zPass procs, they took args that they did NOT
need, and I thought it'd be better to yeet em.
If you'd all like I could undo the caching/can_pass_info stuff if you'd
all like. I think it's useful generally because it avoids stuff changing
mid pathfind attempt, but if it's too clunky I could nuke it.
Oh also I added optional args to jps that constricts how it handles
diagonals. I've used this to fix bot paths.
## Why It's Good For The Game
Much of this is redundant currently. I'm adding it because it could have
saved hugglebippers, and because I get the feeling it'll be useful for
"grouping" mobs like bees and such.
We're doing more basic mob work currently and I want to provide extra
tools for that work.
https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853
## Changelog
🆑
add: Adds swarmed pathfinding, trading accuracy for potential
optimization of used correctly
fix: Bots will no longer take diagonal paths, preventing weirdo looking
path visuals
refactor: Refactored bits of pathfinding code, hopefully easier to add
new pathfinding strategies now
/🆑
Whatever you do, if it warrants the use of something like
`handle_atom_del`, chances are `Exited` can do it better, as most of
these cases involve movables that shouldn't be moved out of their loc
(`Destroy` forcefully moves movables to nullspace) without calling
specific procs, and for the remaining few, `handle_atom_del` doesn't
even cover the eventuality of a movable being deleted outside the source
atom, so it's quite garbage.
Beside, I feel confident in saying `handle_atom_del()` is older than the
DCS, an echo on the workarounds done at the time.
## About The Pull Request
A gun's projectile damage multiplier is now reflected in its "show
combat info" examine, so now the shots-to-crit on guns with a modified
projectile damage multiplier (say, the PP-95 SMG, under the slightly
inaccurate typepath `automatic/plastikov`) is accurate. This applies to
both energy weapons and ballistics.
Also, added a new variable that multiplies a fired projectile's wound
bonus. Could be used to make guns really bad at wounding or good at
wounding innately for... reasons? Not really touched by anything for
now.
## Why It's Good For The Game
Being able to account for projectile damage multiplier probably helps in
regards to "how many bullets DOES it take to crit someone else?", since
you don't really get told about it in-game.
The wound bonus thing could be used for adminbus as a joke or to make a
gun more distinct in regards to "how often do I make someone's blood
fall out/leg break/etc."
## Changelog
🆑
fix: Projectile damage multipliers on guns are now reflected in their
combat information.
admin: Admins can now make a gun's fired projectiles better or worse at
wounding by changing the gun's projectile_wound_bonus. Surely this will
not have any repercussions.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
As the title says. Adds a bunch more stat changes to various different
items and a somewhat simple way of modifying them whilst minimizing
side-effects as much as possible.
Added a new negative curse of polymorph suffix that can randomly
polymorph you once you pick up the item.
Curse of hunger items won't start on items that are not on a turf.
Curse of polymorph will only activate when equipped.
Bodyparts, two-handed melees, bags, guns and grenades, to name a few,
have a bunch of type-specific stat changes depending on their quality.
Some items won't gain fantasy suffixes during the RPG loot event, like
stacks, chairs and paper, to make gamifying the stats a bit harder.
I'm sure there'll still be other ways to game the event, but it's not
that big of a deal since these are the easiest ways to game it.
High level items also have a cool unusual effect aura
## Why It's Good For The Game
Makes the RPG item event cooler. Right now, it's a bit lame since
everything only gains force value and wound bonus on attack. This makes
the statistic increases more type-based and make it interesting to use
It's okay for some items to be powerful since this is a wizard event and
a very impactful one too. By making the curse of hunger items not spawn
on people, it'll also make it a less painful event too.
## Changelog
🆑
add: Expanded the RPG loot wizard event by giving various different
items their own statistic boost.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
So, I've had this idea to make a contribution to the Bepis feature with
some modsuit stuff. The gimmicky stuff is ok and a good way to even out
the better content since it has game of chance design it has (you can
find those disks in space anyway so...). However, the Experimental
MODsuit node feels very underwhelming right now, compared to how big
that feature is.
This PR adds three MOD modules to the Experimental MODsuit node, plus
two more:
- Magneto Charger: While the Modsuit is activated, each step the user
takes will charge the installed power cell by a tiny bit, enough to
sustain a standard modsuit of generic slow speed with only a few, easy
modules installed. It won't work in zero G, while flying, pulled by
someone else, on a conveyor belt, riding a vehicle or crawling on the
floor, though.
- Recycler: It collects (most) garbage and casings off the ground and
recycles them into material sheets that can be dispensed on an adjacent
location or storage with with Middle Mouse Button. Doesn't clean debris,
and scuffed because most trash doesn't yield material anyway.
- - It also has two subtypes, unbound from the node: one that dispenses
riot foam darts and can be found on the black market, and another that
dispenses the more innocuous foam darts, rarely found in maints.
- Shooting Assistant: A configurable module. On Stormtrooper mode, it
will give the user a faster fire rate (the double tap trait) at the cost
of accuracy. On Sharpshooter mode, it will improve the user accuracy and
make their shots ricochet against walls at least once (if the hit atom
allows that, that is, e.g. lasers don't ricochet against iron walls), at
the cost of movement speed. Both modes also prevent the user from dual
wielding guns.
To make the Stormtrooper mode stackable with the poor aim quirk and
refrain from making a new trait for the sharpshooter mode, the gun
spread code in gun.dm has also received a little refactor and cleanup.
Also, it's been tested.
## Why It's Good For The Game
The Experimental MODsuit node is quite shabby and could use something
extra to make it more appealing to MODsuit enjoyers.
Also doubles down as a small addition to the black market and maint
loot, and code cleanup, since gun code gives off some garbled vibes.
## Changelog
🆑
add: Expanded the Experimental MODsuit Bepis node with three new
modules: Magneto Charger, Recycler and Shooting Assistant.
add: Added a Riot Foam Recycler module to the black market, as well a
more innocuous version as maint loot.
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
Adds `KEEP_TOGETHER` flag to the gun's `appearance_flags`, so overlays
are now one with gun's icon.
Before:


After:


## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
Better visuals. Also required, when guns are forced to be placed in 90
degree
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: Gun overlays (energy ammo counter, flashlights, bayonette, etc) are
now one with gun's icon, which makes said overlays to transform
correctly with gun's transform (ie, throwing)
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
## About The Pull Request
- Gun flipping is now done via attack self secondary (right click it
when it's in your active hand) rather than attack self ("use" hotkey or
left clicking it when in active hand)
- Moves gun flipping to `/gun` level
## Why It's Good For The Game
- Gun flipping has historically had very bad UX, as most ballistic guns
used attack self for some function - loading the gun, ejecting spent
rounds, racking the gun, etc. By putting it on attack self secondary, it
makes it a bit more of a deliberate thing and keeps it out of the way of
expected behavior
- TLDR: Makes it much less likely you end up spinning your shotgun like
a dingus in the middle of a firefight instead of racking the thing.
- Also makes it less likely you dump your entire mag trying to show off.
- Putting it on the base level lets me spin lasguns and disablers around
which I've always wanted to. It also means you can spin stuff like wands
and bows but I'm not too plussed about that. It's just funny
## Changelog
🆑 Melbert
qol: Gun Flipping is now done by right clicking the gun when it's in
your active hand ("use secondary"), meaning you should be less likely to
accidentally spin your gun instead of ejecting rounds / racking / etc.
qol: You can gun flip all guns, instead of just ballistics. This
includes stuff like wands.
/🆑
## About The Pull Request
See the title and relative issue reports mentioned in the section below.
## Why It's Good For The Game
Closes#75461, closes #75462, closes#75467.
## Changelog
🆑
fix: Capturing CTF control points no longer requires the active hand to
be empty.
/🆑
```
[00:29:34] Runtime in energy.dm, line 161: cannot read from list
proc name: can shoot (/obj/item/gun/energy/can_shoot)
src: the proto-kinetic accelerator (/obj/item/gun/energy/recharge/kinetic_accelerator)
src.loc: the plating (81,77,2) (/turf/open/floor/plating)
call stack:
the proto-kinetic accelerator (/obj/item/gun/energy/recharge/kinetic_accelerator): can shoot()
the proto-kinetic accelerator (/obj/item/gun/energy/recharge/kinetic_accelerator): update overlays(16777215)
the proto-kinetic accelerator (/obj/item/gun/energy/recharge/kinetic_accelerator): update icon(16777215)
the proto-kinetic accelerator (/obj/item/gun/energy/recharge/kinetic_accelerator): update appearance(16777215)
the proto-kinetic accelerator (/obj/item/gun/energy/recharge/kinetic_accelerator): clear bayonet()
the proto-kinetic accelerator (/obj/item/gun/energy/recharge/kinetic_accelerator): handle atom del(the survival knife (/obj/item/knife/combat/survival))
the proto-kinetic accelerator (/obj/item/gun/energy/recharge/kinetic_accelerator): handle atom del(the survival knife (/obj/item/knife/combat/survival))
the survival knife (/obj/item/knife/combat/survival): Destroy(0)
the survival knife (/obj/item/knife/combat/survival): Destroy(0)
the survival knife (/obj/item/knife/combat/survival): Destroy(0)
...
the proto-kinetic accelerator (/obj/item/gun/energy/recharge/kinetic_accelerator): deconstruct(0)
the proto-kinetic accelerator (/obj/item/gun/energy/recharge/kinetic_accelerator): atom destruction("melee")
the proto-kinetic accelerator (/obj/item/gun/energy/recharge/kinetic_accelerator): blob act(the normal blob (/obj/structure/blob/normal))
the normal blob (/obj/structure/blob/normal): ConsumeTile()
the normal blob (/obj/structure/blob/normal): Be Pulsed()
the blobola (/obj/structure/blob/special/core): pulse area(the blobola overmind (/mob/camera/blob), 12, 4, 3)
Objects (/datum/controller/subsystem/processing/obj): fire(1)
Objects (/datum/controller/subsystem/processing/obj): ignite(1)
Master (/datum/controller/master): Loop(2)
Master (/datum/controller/master): StartProcessing(0)
```
🆑 ShizCalev
fix: Fixed a runtime which occured when a self-recharging gun (ie
proto-kinetic accelerator) with a bayonet attached was deleted.
/🆑
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.
This PR does not change mineral balance. What this does is moves over
every individual cost, both in crafting recipes attached to an object
over to a define based system. We have 3 defines:
`sheet_material_amount=2000` . Stock standard mineral sheet. This being
our central mineral unit, this is used for all costs 2000+.
`half_sheet_material_amount=1000` . Same as above, but using iron rods
as our inbetween for costs of 1000-1999.
`small_material_amount=100` . This hits 1-999. This covers... a
startlingly large amount of the codebase. It's feast or famine out here
in terms of mineral costs as a result, items are either sheets upon
sheets, or some fraction of small mats.
Shout out to riot darts for being the worst material cost in the game. I
will not elaborate.
Regardless, this has no functional change, but it sets the groundwork
for making future changes to material costs much, MUCH easier, and moves
over to a single, standardized set of units to help enforce coding
standards on new items, and will bring up lots of uncomfortable balance
questions down the line.
For now though, this serves as some rough boundaries on how items costs
are related, and will make adjusting these values easier going forward.
Except for foam darts.
I did round up foam darts.
Adjusting mineral balance on the macro scale will be as simple as
changing the aforementioned mineral defines, where the alternative is a
rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam
dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~
Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
## About The Pull Request
This PR messes around with gunpoints a bit, with the purpose of making
them more viable in certain scenarios without making them obnoxious. The
biggest change is that gunpoints now require a 0.5 second do_after()
where neither the shooter nor the target moves, and immobilizes both of
them for 0.75 seconds if point blank, or half that if you're 2 tiles
away. Originally you were supposed to only be able to initiate a
gunpoint from point-blank, but #56601 seems to have removed that
requirement, so we'll run with it and just leave it as advantageous to
gunpoint closer up. The do_after() reinforces that it should be used as
an ambush tactic, and so you can't use it on someone who's actively
fleeing or fighting you.
Getting held up will now make you emit a shocked gasp sound, a la Metal
Gear Solid, which combined with the short immobilize will hopefully make
it more noticeable that someone's pointing a gun at you.
Holdups will now immediately give a 25% bonus to damage and wounds,
instead of having to wait 2.5 seconds to hit the double damage stage.
Finally, right clicking someone that you're holding up will no longer
shoot them. That just feels like good consistency.
## Why It's Good For The Game
Hopefully makes gunpoints a little more viable for when you want to
stick someone who's not expecting it up without them immediately jetting
off. In the future I'd like to ape Baycode and let the gunman have an
action that toggles whether the victim is allowed to move, so you can
order them to move to a second location without instantly shooting them,
but that'll come later.
## Changelog
🆑 Ryll/Shaps
balance: Holding someone at gunpoint now requires both the shooter and
the victim to hold still for half a second before activating, so you
can't hold-up people fleeing or fighting you. After that, it will
briefly immobilize the both of you, 0.75 seconds if adjacent, or half
that if you're two tiles away. Nuke ops are immune to the
immobilization, since they're ready to die anyways.
balance: Holding someone up will immediately apply a 1.25x damage and
wound multiplier, rather than waiting 2.5 seconds to hit 2x.
soundadd: Being held up will now make the victim play a sharp gasp
sound, a la Metal Gear Solid.
qol: Trying to hold someone up that you're already holding up will no
longer shoot them.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
A couple weeks ago I needed a gun that could not under any circumstances
have its firing pin removed for an event, there was a var for
"pin_removable" which didn't actually do this, I've reworked its purpose
to allow admins to edit as firing pin to make it unremovable and renamed
its old functionality to pin_hot_swappable to better clarify what the
var actually did.
Also I've changed the balloon alert for pin swapping to be a single
balloon alert stating the pins have been swapped rather than two, one
for removal and one for replacement.
None of existing firing pins has had to functionality implemented on
them so its admin only for the time being.
## Why It's Good For The Game
Better readability for pin swapping and admins/future coders can make
firing pins unremovable for events/code additions.
## Changelog
🆑
fix: Firing pin swapping's 2 balloon alerts have been replaced with a
single more readable one.
admin: Admins can now edit a pin_removable var on firing pins to render
them unremovable from the weapons they're installed in.
/🆑
This builds on what #69790 did and improved the code even further.
Notable things:
- `Topic()` is a deprecated proc in our codebase (replaced with
Javascript tgui) so it makes sense to rename `canUseTopic` to
`can_perform_action` which is more straightforward in what it does.
- Positional and named arguments have been converted into a easier to
use `action_bitflag`
- The bitflags adds some new checks you can use like: `NEED_GRAVITY |
NEED_LITERACY | NEED_LIGHT` when you want to perform an action.
- Redundant, duplicate, or dead code has been removed.
- Fixes several runtimes where `canUseTopic` was being called without a
proper target (IV drips, gibber, food processor)
- Better documentation for the proc and bitflags with examples
## About The Pull Request
This is a remake of #70242
Replaces all instances of ``do_mob`` and ``do_after_mob`` with
``do_after``.
## Why It's Good For The Game
All 3 of these are just copy pastes of eachother but some miss some
features (like do_after not checking for target loc change, which helps
towards fixing https://github.com/tgstation/tgstation/issues/66874
though it doesn't because mechs are setting ``do_after`` on the mob in
the mech) and signals only being used on ``do_after``.
## Changelog
🆑
fix: Mechs should now cancel out of drilling when they move.
/🆑
Necessary for #72292 to work effectively, and probably not very useful
out of that context. Split out of its own PR because this is long and
boring.
I want to make sure that we're catching actual mistakes there, and not
just experiencing side effects of how shitty the attack chain is.
## About The Pull Request
Fixes#69013
## Why It's Good For The Game
## Changelog
🆑
fix: fixed using the changeling tentacle arm via right mouse click
holding people up instead of firing it. Now it will fire like normal
/🆑
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Turns out I missed a few to_chats in #70398. Also I accidentally
inverted one so it said close the cover instead of open it. Oops!
## Why It's Good For The Game
Same reason as the original PR, balloon alerts are handy for stuff you
care about right now and not in 5 minutes. Also they should probably not
tell you to do the opposite of what you actually need to do.
## Changelog
🆑 VexingRaven
fix: Fixed a few balloon alerts for guns and moved a few more chat
messages to balloon alerts
/🆑