Commit Graph

1587 Commits

Author SHA1 Message Date
nevimer
c633a2f8ff Merge remote-tracking branch 'skrat/master' into upstream-merge-branch
# Conflicts:
#	code/modules/research/machinery/_production.dm
2023-07-26 16:21:40 -04:00
SkyratBot
39bdedc029 [MIRROR] Splits ballistic firearms "mag_type" into "accepted_magazine_type" and "spawn_magazine_type", fixing a few funny magazine bugs [MDB IGNORE] (#22680)
* Splits ballistic firearms "mag_type" into "accepted_magazine_type" and "spawn_magazine_type", fixing a few funny magazine bugs (#76973)

## About The Pull Request

As the title says, mag type has been split into two variable that do
different things:

Accepted magazine type handles what magazines that gun will accept, type
and any subtypes. If spawn magazine type isnt defined, then it will be
made equal to accepted magazine type to prevent having to double define
magazines on every gun ever.

Spawn magazine type is separate from accepted magazine type, spawn
magazine type is what magazine the gun will actually spawn with. This
exists because there are a few weapons which are made to spawn with
special magazines, that can't use normal magazines anymore. For example,
the riot dart pre-loaded donk soft pistol can only ever be reloaded with
the riot subtype of donk soft magazines at the moment. This isn't
typically something people notice because new magazines are usually not
a thing people come by with these specific weapons, but its a problem I
noticed while coding some weapons.
## Why It's Good For The Game

In short, certain weapons (mostly donksoft weapons, but there's a single
traitor pistol subtype that spawns with fire ammo) will no longer be
limited to the exact subtype of magazine they spawned with, allowing
them to use the normal versions of those magazines as well.
## Changelog
🆑
refactor: The mag_type variable on guns has been split between
accepted_magazine_type and spawn_magazine_type, allowing weapons to
safely spawn with subtypes of their normal magazines without breaking
the weapon
fix: Several weapons that spawned with special magazines, the riot dart
pre-loaded donk pistol for example, will now be able to accept normal
donksoft magazines that don't spawn loaded with riot darts.
/🆑

* Splits ballistic firearms "mag_type" into "accepted_magazine_type" and "spawn_magazine_type", fixing a few funny magazine bugs

* merge conflict

* merge conflict continued

---------

Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-25 20:24:07 -04:00
nevimer
f9e9525dc8 Merge remote-tracking branch 'skrat/master' into upstream-jul-24
# Conflicts:
#	_maps/map_files/Deltastation/DeltaStation2.dmm
#	_maps/map_files/tramstation/tramstation.dmm
2023-07-24 20:11:34 -04:00
SkyratBot
dcd2d0e418 [MIRROR] Adds a wizard Right and Wrong that lets the caster give one spell (or relic) to everyone on the station [MDB IGNORE] (#22637)
* Adds a wizard Right and Wrong that lets the caster give one spell (or relic) to everyone on the station (#76974)

## About The Pull Request

This PR adds a new wizard ritual (the kind that require 100 threat on
dynamic)

This ritual allows the wizard to select one spellbook entry (item or
spell), to which everyone on the station will be given or taught said
spell or item. If the spell requires a robe, the spell becomes robeless,
and if the item requires wizard to use, it makes it usable. Mostly.

- Want an epic sword fight? Give everyone a high-frequency blade

- One mindswap not enough shenanigans for you? Give out mindswap

- Fourth of July? Fireball would be pretty hilarious...

The wizard ritual costs 3 points plus the cost of whatever entry you are
giving out. So giving everyone fireball is 5 points.

It can only be cast once by a wizard, because I didn't want to go
through the effort to allow multiple in existence

## Why It's Good For The Game

Someone gave me the idea and I thought it sounded pretty funny as an
alternative to Summon Magic

Maybe I make this a Grand Finale ritual instead / in tandem? That's also
an idea.

## Changelog

🆑 Melbert
add: Wizards have a new Right and Wrong: Mass Teaching, allowing them to
grant everyone on the station one spell or relic of their choice!
/🆑

* Adds a wizard Right and Wrong that lets the caster give one spell (or relic) to everyone on the station

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-07-22 22:47:17 -04:00
Bloop
59f3bc0aec [MODULAR] Fixes smoothbore getting the wrong cell type, removes skyrat edits (#22617)
* Fixes smoothbore getting the wrong cell type, removes skyrat edits

* Update tgstation.dme

* Yep, knew it
2023-07-21 13:15:45 -07:00
nevimer
29d9d1a49f Merge remote-tracking branch 'skrat/master' into upstream-remake-stop-commiting-to-master
# Conflicts:
#	.github/CODEOWNERS
#	code/__DEFINES/footsteps.dm
#	code/game/objects/items/spear.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/language/language_holder.dm
#	code/modules/mob/living/carbon/human/species_types/abductors.dm
#	code/modules/mob/living/carbon/human/species_types/ethereal.dm
#	code/modules/mob/living/carbon/human/species_types/felinid.dm
#	code/modules/mob/living/carbon/human/species_types/lizardpeople.dm
#	code/modules/mob/living/carbon/human/species_types/plasmamen.dm
#	code/modules/mob/living/simple_animal/hostile/mining_mobs/goliath.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	modular_skyrat/modules/altborgs/code/robot_model.dm
#	modular_skyrat/modules/customization/modules/mob/living/carbon/human/species/hemophage.dm
#	modular_skyrat/modules/examinemore/code/examine_more.dm
#	modular_skyrat/modules/opposing_force/code/equipment/loadouts.dm
2023-07-19 02:18:09 -04:00
SkyratBot
8f6dd1c466 [MIRROR] Adds in the smoothbore disablers. [MDB IGNORE] (#22528)
* Adds in the smoothbore disablers.

* Resolve merge conflicts + ammo HUD stuff

* No better way to do this than a skyrat edit since the proc sleeps

* Fixes a changed path

---------

Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-19 00:13:46 -04:00
SkyratBot
07fa5992a4 [MIRROR] Adds p_They (and friends) for capitalized pronoun helpers [MDB IGNORE] (#22555)
* Adds p_They (and friends) for capitalized pronoun helpers

* Fixes modular pronouns

* Merge conflict

* Update spank_related.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-18 22:10:59 -04:00
SkyratBot
2c997dd1c2 [MIRROR] [GBP: NO UPDATE] Reduces the sniper scope range to something that allows smoother aiming [MDB IGNORE] (#22561)
* [GBP: NO UPDATE] Reduces the sniper scope range to something that allows smoother aiming (#76882)

## About The Pull Request

Tragically this distance causes massive mouse move latency. The new
value is still decently long and smoother to aim.

## Why It's Good For The Game

I think it would be nice if people told me that shit is unusable from
time to time.

## Changelog
🆑
fix: Sniper rifles have a range that allows them to aim more smoothly
(and still decently long ranged)
/🆑

* [GBP: NO UPDATE] Reduces the sniper scope range to something that allows smoother aiming

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-18 16:56:33 -04:00
SkyratBot
efbe50f2b2 [MIRROR] Arcane/Blood Barrage fixes, cleans up cult spell code, autofire barrage, more responsive/sane blood collection [MDB IGNORE] (#22495)
* Arcane/Blood Barrage fixes, cleans up cult spell code, autofire barrage, more responsive/sane blood collection (#76852)

## About The Pull Request

Refactors arcane barrage (the wizard spell) and blood barrage (the weird
version of the same spell that cultists get) into the magic subtype. No
longer are they rifles...for some reason. Also they have sprites once
again! Yay. Fixes https://github.com/tgstation/tgstation/issues/76561

So as to not replicate a really crappy system used to get the hand
swapping working, I've just opted to take this opportunity to make
arcane barrage an automatic fire weapon. Yes, this is kind of a feature,
but it's...it's appropriate, don't you think? And I don't think
meaningfully changes its fire rate?

Blood Barrage no longer harms cultists/constructs shot by it and now
properly just heals them/injects them with unholy water. Why all this
was shoved into the Bump() proc is beyond me, but it works now. Fixes
https://github.com/tgstation/tgstation/issues/76560

I've improved the variables for some of the cult spells, and I've also
fixed what I think is one the most pesky parts of how drawing blood
works. So, rather than using range(), it uses view(), which seems to
cause the spell to be a bit funky with lighting? So if you're in
darkness (gosh cultists in dim light, how unheard of), this spell
struggles to gather up blood. Not anymore it doesn't!

Lastly, it only worked on blood pools or droplets, not blood trails. So,
you could bleed a character out by dragging them around, but not sap up
the blood they're dropping from doing so. Only the intermittent blood
splatters or your own bloody footprints count.

Here is the funny thing with that. It still cleans up the blood trail.
You just couldn't activate the blood draw from the trail or treat it as
blood. Now you can. Blood trails now give you +5 charges, and you can
activate the blood draw using blood trails.

## Why It's Good For The Game

Arcane Barrage/Blood Barrage:

This was some really old code and I'm still not sure why they were made
as a separate spell to the madoka reference, which at this stage is
still better than this spell. But at least it is using a sensible
subtype with a reasonable, more modern component to facilitate the
'rapid firing barrage of magical bullet' image this spell is meant to
invoke. As a result of all this nonsense, this spell had its sprites
broken because it kept being attached to stuff in the rifles folder.
Let's put a stop to that here and now and break it independently
instead.

Oh also cultists getting shot by healing bullets that still killed them
is both funny and dumb and the way it worked was bonkers.

Blood Draw:
A cultist trying to determine, on the fly, what blood is a valid for the
blood draw is nearly impossible from visual alone. You'd be convinced
this part of the spell is broken just because having a splatter and a
trail on the same tile massively obfuscates whether you're looking at
valid sources of blood. I've struggled to understand as a player what
was going on and why it was so selective about what was acceptable. Now
I see that the problem was one of visual accuracy, bad type checking,
and really, really outdated code that should have been improved with
better procs.

Blood trails are also actually made from dragging out a creature's
bloody corpse. For humans, the most common source of blood trails, this
does actually mean they're losing blood to produce these trails. It
stands to reason this should be a valid source (bloody footprints are,
after all). I gave them a...somewhat minor amount of charge contribution
just to keep it moderately sane for how much blood it generates.

## Changelog
🆑
refactor: Arcane Barrage and Blood Barrage are magic gun subtypes and
not rifle subtypes. Also they have sprites again.
qol: The barrage spells now use the automatic component to do its thing.
fix: Blood Barrage once again heals cultists and constructs without
hurting them.
code: Cleans up how Blood Rites finds blood to draw in. You can now just
click turfs as well as blood, and it should now be much more accurate
about it.
qol: Blood trails contribute to charges gained using Blood Rites. You
can also activate Blood Rite's blood draw using blood trails.
/🆑

* Arcane/Blood Barrage fixes, cleans up cult spell code, autofire barrage, more responsive/sane blood collection

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2023-07-16 13:48:35 -04:00
SkyratBot
bd4962517e [MIRROR] Better inhand icons for the laser muskets! [MDB IGNORE] (#22486)
* Better inhand icons for the laser muskets! (#76841)

## About The Pull Request

Remade because I'm a derp.

The inhand icons for laser muskets did not indicate whether or not they
were charged. Now it will look different depending on the charge.

That's it really! I tried to make them look as close to the original
sprite as possible.

## Why It's Good For The Game

Better indication of if a gun is loaded, and the inhand sprites match
the held ones better.

![dreamseeker_tRcNjkWDYT](https://github.com/tgstation/tgstation/assets/13398309/d9943f21-ed5b-4737-8876-46dfb70b91e9)

~~I didn't animate the prime one, but I might if I get bored and this
takes long enough to merge.~~

EDIT: and I got bored. New animated versions:

![dreamseeker_lMCam9D7XD](https://github.com/tgstation/tgstation/assets/13398309/de953cb5-ea36-49e1-b909-e8f2abdce3c4)

## Changelog

🆑
qol: laser muskets' inhand sprites will show now whether or not they are
charged
image: new inhand sprites for the laser muskets
/🆑

* Better inhand icons for the laser muskets!

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-16 00:41:44 -04:00
SkyratBot
2f552919c1 [MIRROR] Icons folder cleaning wave two [MDB IGNORE] (#22454)
* Icons folder cleaning wave two

* Merge conflict resolution

* Modular path hell

* hmm

* Update 2022-10.yml

* Another modular thing

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-16 00:41:18 -04:00
Bloop
0d5d2463dc Fixes issue with the ammo counter HUD displaying inaccurately for revolvers (#22324)
* Fixes issue with the ammo counter HUD displaying inacurately for revolvers

* Update counter when ejecting/loading bullets
2023-07-15 16:47:38 -07:00
SkyratBot
1f04ea99c3 [MIRROR] fixes invisible arrows [MDB IGNORE] (#22470)
* fixes invisible arrows (#76807)

## About The Pull Request

fixes https://github.com/tgstation/tgstation/issues/76636

## Why It's Good For The Game

Invisible sprites bad.

## Changelog
🆑
fix: Fixes holy arrows being invisible.
/🆑

* fixes invisible arrows

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2023-07-15 15:14:42 -04:00
SkyratBot
941249f72f [MIRROR] Gets rid of an unneeded second arrow definition [MDB IGNORE] (#22471)
* Gets rid of an unneeded second arrow definition (#76787)

## About The Pull Request

When they were merging during
https://github.com/tgstation/tgstation/pull/76703 this must have gotten
accidentally put back into the code. This should have been removed by
the recent caseless refactor PR.

## Why It's Good For The Game

Keep the code clean.

## Changelog

Not player facing

* Gets rid of an unneeded second arrow definition

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-15 12:48:10 -04:00
SkyratBot
fd2c6fb35b [MIRROR] Adds a new heavy weight space pirate variant: The space IRS! [MDB IGNORE] (#22365)
* Adds a new heavy weight space pirate variant: The space IRS!

* Fix merge conflicts, UpdatePaths

* Fixes some path changes

* Updates icon files, adds a new sprite for breacher slug box illustration

* Removes some skyrat edits and puts them in modular overrides instead

---------

Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 03:39:23 -04:00
SkyratBot
e3cd27ab6d [MIRROR] The Laser Musket (2023) (Settlement Helper Edition) [MDB IGNORE] (#22156)
* The Laser Musket (2023) (Settlement Helper Edition) (#76231)

## About The Pull Request
This adds a craftable laser musket to the game. It's slow and unwieldy,
but consistent! I'd be happy to tweak the numbers if it's too good/bad.

This PR also adds an independent militia ERT, who travels the spinward
sector to help defend stations!

TO DO LIST:

- [x] Finish worn sprites
- [x] Add a crafting recipe on par with the pipegun
- [x] Add bayonets
- [x] Separate charging into two stages and REDO THE AUDIO AAAA
- [x] Clean up code (Needs review, totally)

Scrapped:

- Possibly add overcharge mechanic (This is just beyond my skill level
for now)
- Find a unique sound for the weapon firing (We have a unique
projectile, and I can't a sound that fits more than the laser gun one)

![image](https://github.com/tgstation/tgstation/assets/73589390/40ee8f1d-5c1f-4638-af70-ff1215b85c9e)

![1211
(1)](https://github.com/tgstation/tgstation/assets/73589390/1a4b9856-a878-4500-96ce-4fd83587fa81)

![musket (2) (2)
(2)](https://github.com/tgstation/tgstation/assets/73589390/2ebdc2ed-6f78-4761-9deb-a1b2d337a02d)

![aaaa1
(1)](https://github.com/tgstation/tgstation/assets/73589390/6076edd3-97c9-41ec-a67a-90717f97eab0)

![image](https://github.com/tgstation/tgstation/assets/73589390/c47e44bd-3f4b-44b3-aaa5-9b1c25a72cad)

Inhands by RedSentry27
Suit sprite by Kinnebian
Prime Laser Musket sprites by RedSentry27

Balance Considerations (ew):
25 damage (30 on prime)
Normal wound
40 Stamina damage (45 on prime)
Weak to armour (prime not weak to armor)
2 second charge time, needs to be charged twice
No overcharge
Requires two hands to hold (like a chainsaw)

Crafting Recipe:
One rifle stock
Fifteen Cable Coils
Four Iron Rods
One micro laser
One capacitor
One pair of prescription glasses
One drinking glass
Craft for 10 seconds with a wirecutter and screwdriver

Prime crafting recipe: (REQUIRES READING MAINTENANCE LOOT: "journal of a
space ranger")
One laser musket
Fifteen cable coils
Five silver
One water recycler
Fifteen units of nuka cola
Craft for 30 seconds with a screwdriver while wearing cowboy boots and a
cowboy hat
## Why It's Good For The Game
The idea of assistants and revs forming firing lines in the halls to
shoot eachother sounds hilarious. Besides, we need a parallel to the
pipegun, and this is the funniest way to do so.
## Changelog
🆑 Cheshify, Kinnebian, and RedSentry27
add: Maintenance engineers have sent out blueprints across the sector
for a new laser musket.
admin: A new energy-gun toting ERT is available to send to the crew.

---------

Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>

* The Laser Musket (2023) (Settlement Helper Edition)

* Update guns.dm

* Update guns.dm

* Fixes vox/teshari greyscale config paths

---------

Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-14 15:21:42 -04:00
SkyratBot
2f5c7f8389 [MIRROR] Icon folder cleaning wave one [MDB IGNORE] (#22374)
* Icon folder cleaning wave one

* Fixe a merge conflict

* Fixes some more merge conflicts

* Fixes some modular icon paths

* Fixes even more modular icon paths...

Hopefully that's the last of them

* Fixes some merge discrepencies

* More merge issues

* ok

* not ok

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-13 16:24:33 -04:00
SkyratBot
f8ee9961d5 [MIRROR] Fixes some inconsistencies with the chaplain revolver and gets rid of a weird ammo define [MDB IGNORE] (#22108)
* Fixes some inconsistencies with the chaplain revolver and gets rid of a weird ammo define (#76237)

## About The Pull Request

Firstly, I gave the revolver a new sprite. I mean, this isn't so much of
an improvement as it is a reference I wanted to go with, so if people go
'no not a new sprite' I don't mind reverting.

What's the reference? Check the new name I added as a potential name
roll.

![lucky
38](https://github.com/tgstation/tgstation/assets/40847847/e11874be-1416-4e21-bda9-4881d49cad1b)

Secondly; I applied to the gun itself revenant bane, the ability to
clear runes, and proper magic immunity as a full null rod would enable.
This last bit was a deliberate design choice, but the divine bow has
full magic protection, so I think this is now more of a consistency
consideration compared to the divine bow.

Thirdly, the revolver is a .38 revolver, HOWEVER, it uses a damage
multiplier to bring it back to the damage it did originally. It also
cannot be reloaded without the prayer action. No cheating. Effectively,
this is the same mechanically as it was before.

It rarely does a funny crit fanfare. This does nothing mechanically, I
just thought it was a funny nod to the sprite's reference (and I guess
another game that the crit fanfare is based on). Borrowed parts of the
code and sprite from this April Fool's pr by Wallemations >
https://github.com/tgstation/tgstation/pull/74425

## Why It's Good For The Game

I think this might have been a little forgotten since implementation now
that we have another projectile weapon for the chaplain. So I'm brushing
it up a bit.

## Changelog
🆑
fix: Makes the chaplain's revolver consistent with its immediate
sibling, the Divine Bow, by giving it similar statistics.
code: Makes the chaplain revolver a .38 but prevents it from being
loaded without using the special prayer action. Also applies a damage
multiplier to keep it at the original 18 force. Mechanically, no
different.
sprite: Gives the chaplain revolver a new sprite.
code: Removes an unnecessary admin log when removing runes.
/🆑

* Fixes some inconsistencies with the chaplain revolver and gets rid of a weird ammo define

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-07-11 22:11:54 -04:00
SkyratBot
59a38c4e16 [MIRROR] [NO GBP] Fixes the venomous element for projectiles, invisible arrows and something off with envenomable casings. [MDB IGNORE] (#22339)
* [NO GBP] Fixes the venomous element for projectiles, invisible arrows and something off with envenomable casings. (#76565)

## About The Pull Request
See #76551. The on hit effect component was treating the `hit_limb` arg
of the projectile on_hit signals as if it were a bodypart item rather
than a string. This wasn't my fault.
Also, invisible arrows because I forgot to set up their definition of
update_icon_state() and base icon state var.
Lastly, the envenomable casing registering a signal on the wrong atom,
and the arrow bullet subtype being defined twice.

## Why It's Good For The Game
This will close #76551.

## Changelog

🆑
fix: Fixes venomous projectiles for real, and invisible arrow sprites.
/🆑

* [NO GBP] Fixes the venomous element for projectiles, invisible arrows and something off with envenomable casings.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-11 19:15:35 -04:00
SkyratBot
89e63e4b67 [MIRROR] reduces the Regal Condor's base spread from 10 to 0, mildly revises its desc [MDB IGNORE] (#22092)
* reduces the Regal Condor's base spread from 10 to 0, mildly revises its desc (#76161)

## About The Pull Request
uh. tin? regal condor's spread override got dropped so it should just be
getting the base gun spread of 0.

## Why It's Good For The Game
So, quick review on what you have to do to make the Regal Condor:
- emag a cargo console (4 tc investment)
- drum up 20k credits (or 22k if you're private-ordering it)
- read the memoirs to unlock the recipe
and then, the recipe for the gun itself involves stealing the captain's
crown and getting your grubby mitts on:
- a makarov (7 tc),
- 3 raw telecrystals (3 tc)
- a tactical toolbox (1 TC/spaceloot)
- a syndicate mask (contraband crates/spaceloot)

The gun itself does not come with a magazine; magazines are a separate
recipe and, as part of the recipe, require 2 raw TC each.

If you manage to put it together, I think you should feel confident in
your gun's ability to hit where you click, and not have to worry about
random projectile deviation shooting a wall or a tank, instead of the
security officer who probably wants to kick you in the nuts for emagging
a great many things and/or gathering the components to make a really
spicy handgun.

## Changelog

🆑
balance: The Regal Condor's base spread has been reduced to 0, like damn
near every other gun that exists.
/🆑

Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>

* reduces the Regal Condor's base spread from 10 to 0, mildly revises its desc

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
Co-authored-by: hugmeorelse <52105542+hugmeorelse@users.noreply.github.com>
2023-07-11 16:14:40 -05:00
SkyratBot
a1ea7f13db [MIRROR] Replaces ammo_casing/caseless and bullet/reusable with elements. [MDB IGNORE] (#22102)
* Replaces ammo_casing/caseless and bullet/reusable with elements.

* stupid

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-07-04 13:06:52 +00:00
SkyratBot
fd14515732 [MIRROR] Fixes empty casings being incorrectly replaced by a casing in guns with internal magazines [MDB IGNORE] (#22181)
* Fixes empty casings being incorrectly replaced by a casing in guns with internal magazines (#76323)

## About The Pull Request
<details><summary>What?</summary>

### e.g. double-barrel shotgun
spent shell inserted -> no chambered shell, all is fine -> spent shell
goes into the shotgun's mag -> spent shell gets added to the mag -> gun
chambers a round from the mag - it's the newly added spent shell

2nd spent shell inserted -> chambered shell present, dump it out (but
forget to remove it from the mag) -> 2nd spent shell goes into the
shotgun's mag -> gun chambers a round from the mag - it's the last shell
to be added to the mag - it's the 2nd shell

dump the gun's mag -> mag still has the 1st shell -> dumps the 2nd shell
and the 1st one gets moved to the dump tile

relevant code:

b832e2f477/code/modules/projectiles/guns/ballistic.dm (L369-L380)

b832e2f477/code/modules/projectiles/boxes_magazines/_box_magazine.dm (L128-L156)

b832e2f477/code/modules/projectiles/boxes_magazines/_box_magazine.dm (L101-L110)
</details>

so we just remove the dumped shell from the mag as well? it works but i
think i'm maybe missing something?

## Why It's Good For The Game
Fixes #54771

## Changelog
🆑
fix: fixed shotguns not clearing their "mag" correctly
/🆑

* Fixes empty casings being incorrectly replaced by a casing in guns with internal magazines

* Updates our modular file to reproduce the fix

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-07-03 18:18:42 -04:00
SkyratBot
02e36ec18e [MIRROR] Expanding the Experimental MODsuit Bepis Node with three new modules. [MDB IGNORE] (#21851)
* Expanding the Experimental MODsuit Bepis Node with three new modules. (#75801)

## 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.
/🆑

* Expanding the Experimental MODsuit Bepis Node with three new modules.

* update modular, I hate this file btw

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-07-01 14:21:47 -04:00
SkyratBot
bdb24797fa [MIRROR] Fix guns without magazines loaded making no fire sounds [MDB IGNORE] (#21972)
* Fix guns without magazines loaded making no fire sounds (#76196)

## About The Pull Request

Runtimed from `90 / null` here.
What's the point in a `?` sanity check if you don't default it to any
values? Come on guys

## Why It's Good For The Game

Bugfix

## Changelog

🆑 Melbert
fix: Fix shooting guns without a magazine loaded making no fire sound
effect
/🆑

* Fix guns without magazines loaded making no fire sounds

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-06-30 20:12:30 -07:00
nevimer
76dedeb866 Merge remote-tracking branch 'skrat/master' into upstream-june-28-2023
# Conflicts:
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
#	tgstation.dme
2023-06-28 17:50:43 -04:00
SkyratBot
1a40d7213e [MIRROR] updates mosin mob sprite [MDB IGNORE] (#22073)
* updates mosin mob sprite (#76325)

* updates mosin mob sprite

---------

Co-authored-by: ReinaCoder <83892995+ReinaCoder@users.noreply.github.com>
2023-06-27 21:06:12 -07:00
🦎
cf3c685bb7 Merge remote-tracking branch 'rodent/master' into 22-june-2023
# Conflicts:
#	.github/CODEOWNERS
2023-06-22 16:39:02 -04:00
SkyratBot
1ce30d644e [MIRROR] Fixes various bow issues and includes new sounds for the bow [MDB IGNORE] (#21841)
* Fixes various bow issues and includes new sounds for the bow

* Update code/modules/projectiles/guns/ballistic.dm

* update modular

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 14:46:28 +00:00
SkyratBot
6dfe17306c [MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals

* update modular

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 13:18:23 +00:00
nevimer
f6c63bdea1 Merge branch 'master' of https://github.com/bubberstation/bubberstation into overlay_june_13_2023
# Conflicts:
#	.github/CODEOWNERS
#	code/modules/cargo/packs/security.dm
#	code/modules/modular_computers/file_system/programs/jobmanagement.dm
#	code/modules/pai/pai.dm
#	modular_skyrat/master_files/code/datums/id_trim/jobs.dm
#	modular_skyrat/master_files/code/datums/traits/neutral.dm
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
2023-06-13 20:04:57 -04:00
SkyratBot
f7d35bc80d [MIRROR] Stops shields getting broken by pillows and disablers. [MDB IGNORE] (#21588)
* Stops shields getting broken by pillows and disablers. (#75759)

## About The Pull Request
See the title. Doing so by adding a new arg for damage type to
`check_shields()` and `hit_reaction()`. The other way would had involved
a couple istype checks for item or projectile damage type, but this is a
longer term solution and can tackle more than just that.

## Why It's Good For The Game
Fixes #74876.

## Changelog

🆑
fix: Stops shields getting broken by pillows and disablers.
/🆑

* Stops shields getting broken by pillows and disablers.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-06-02 21:36:53 -07:00
SkyratBot
82f32b4c59 [MIRROR] Adds a proper name and description for the base variant bow [MDB IGNORE] (#21558)
* Adds a proper name and description for the base variant bow (#75736)

## About The Pull Request
Fixes #75711.

Someone forgot to add a name and description for the base bow, so it
uses the default projectile/gun one.

## Why It's Good For The Game
I'm not certain you're intended to get this version of the bow, but
there's literally no reason to not have it look normal if someone gets
it.

## Changelog
🆑
fix: Added a name and description for the basic version of the bow.
/🆑

* Adds a proper name and description for the base variant bow

---------

Co-authored-by: TheVekter <TheVekter@users.noreply.github.com>
2023-06-01 16:28:49 -07:00
larentoun
33d73d6988 ref: Ammo HUD, more modularisation (#21406)
* ref: welding tool ammo hud

* ref: guns ammo_hud

* update readme

* fix: set welding ammo update
2023-05-31 11:43:42 -07:00
SkyratBot
f98b33c16d [MIRROR] Changes gun flipping to use attack self secondary, moves it to base gun level [MDB IGNORE] (#21499)
* Changes gun flipping to use attack self secondary, moves it to base gun level (#75680)

## 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.
/🆑

* Changes gun flipping to use attack self secondary, moves it to base gun level

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-05-31 23:06:23 +12:00
SkyratBot
85664027d5 [MIRROR] Weapon magazine ejection sound implementation [MDB IGNORE] (#21484)
* Weapon magazine ejection sound implementation (#75672)

## About The Pull Request
Implements (possibly re-implements if it was used some time ago)
magazine ejection sounds for firearms.
## Why It's Good For The Game
Better weapon feedback as you can distinguish whether you've inserted a
mag or not.
## Changelog
🆑 Stalkeros
fix: Adds or possibly re-adds firearm magazine ejection sounds.
/🆑

* Weapon magazine ejection sound implementation

---------

Co-authored-by: Stalkeros2 <42087567+Stalkeros2@users.noreply.github.com>
2023-05-31 22:39:29 +12:00
SkyratBot
a91c048f47 [MIRROR] Fixing a few minor maintenance hindrances. [MDB IGNORE] (#21394)
* Fixing a few minor maintenance hindrances.

* fixes

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-05-24 14:43:24 +00:00
nevimer
424ed3d160 Revert "Revert "Merge upstream""
This reverts commit e6bb4098c4.

# Conflicts:
#	_maps/RandomRuins/LavaRuins/skyrat/lavaland_surface_syndicate_base1_skyrat.dmm
#	_maps/RandomRuins/SpaceRuins/bus.dmm
#	_maps/RandomZLevels/blackmesa.dmm
#	_maps/map_files/generic/CentCom_skyrat_z2.dmm
#	_maps/shuttles/skyrat/goldeneye_cruiser.dmm
#	_maps/templates/lazy_templates/wizard_den.dmm
#	code/__DEFINES/callbacks.dm
#	code/datums/components/transforming.dm
#	code/datums/elements/bane.dm
#	code/datums/votes/map_vote.dm
#	code/game/objects/items/AI_modules/hacked.dm
#	code/game/objects/items/food/egg.dm
#	code/game/objects/items/stacks/sheets/glass.dm
#	code/modules/antagonists/fugitive/hunters/hunter.dm
#	code/modules/antagonists/traitor/objectives/final_objective/final_objective.dm
#	code/modules/antagonists/traitor/objectives/kidnapping.dm
#	code/modules/art/statues.dm
#	code/modules/events/ghost_role/changeling_event.dm
#	code/modules/events/spacevine.dm
#	code/modules/mining/machine_redemption.dm
#	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/guns/ballistic/pistol.dm
#	code/modules/projectiles/guns/ballistic/rifle.dm
#	code/modules/uplink/uplink_items.dm
#	code/modules/vending/autodrobe.dm
#	html/changelogs/archive/2023-03.yml
#	icons/mob/clothing/feet.dmi
#	icons/mob/clothing/under/costume.dmi
#	icons/mob/inhands/clothing/shoes_lefthand.dmi
#	icons/mob/inhands/clothing/shoes_righthand.dmi
#	icons/mob/inhands/clothing/suits_lefthand.dmi
#	icons/mob/inhands/clothing/suits_righthand.dmi
#	icons/mob/species/human/human_face.dmi
#	icons/obj/clothing/shoes.dmi
#	icons/obj/clothing/under/costume.dmi
#	modular_skyrat/master_files/code/datums/components/fullauto.dm
#	modular_skyrat/master_files/code/modules/clothing/under/jobs/security.dm
#	modular_skyrat/master_files/code/modules/projectiles/guns/gun.dm
#	modular_skyrat/master_files/icons/mob/clothing/under/civilian.dmi
#	modular_skyrat/master_files/icons/mob/clothing/under/civilian_digi.dmi
#	modular_skyrat/modules/aesthetics/guns/code/guns.dm
#	modular_skyrat/modules/aesthetics/guns/icons/guns.dmi
#	modular_skyrat/modules/blueshield/code/blueshield.dm
#	modular_skyrat/modules/customization/modules/clothing/under/misc.dm
#	modular_skyrat/modules/ghostcafe/code/ghost_role_spawners.dm
#	modular_skyrat/modules/gunsgalore/icons/guns/gunsgalore_guns40x32.dmi
#	modular_skyrat/modules/manufacturer_examine/code/gun_company_additions.dm
#	modular_skyrat/modules/manufacturer_examine/code/manufacturer_component.dm
#	modular_skyrat/modules/mapping/code/mob_spawns.dm
#	modular_skyrat/modules/modular_weapons/code/rifle.dm
#	modular_skyrat/modules/novaya_ert/code/automatic.dm
#	modular_skyrat/modules/sec_haul/code/guns/guns.dm
#	modular_skyrat/modules/tribal_extended/code/weapons/bow.dm
#	tgstation.dme
#	tgui/packages/tgui/interfaces/OreRedemptionMachine.js
#	tgui/packages/tgui/interfaces/VotePanel.tsx
2023-05-20 22:06:42 -04:00
nevimer
759c2dd73a Merge remote-tracking branch 'upstream/master' into overlay
# Conflicts:
#	.github/CODEOWNERS
#	_maps/RandomRuins/LavaRuins/skyrat/lavaland_surface_syndicate_base1_skyrat.dmm
#	_maps/RandomRuins/SpaceRuins/bus.dmm
#	_maps/RandomZLevels/blackmesa.dmm
#	_maps/map_files/KiloStation/KiloStation.dmm
#	_maps/map_files/VoidRaptor/VoidRaptor.dmm
#	_maps/map_files/generic/CentCom_skyrat_z2.dmm
#	_maps/shuttles/skyrat/goldeneye_cruiser.dmm
#	_maps/skyrat/automapper/automapper_config.toml
#	_maps/templates/lazy_templates/wizard_den.dmm
#	code/__DEFINES/callbacks.dm
#	code/__DEFINES/jobs.dm
#	code/__DEFINES/~skyrat_defines/gun.dm
#	code/datums/components/fertile_egg.dm
#	code/datums/components/transforming.dm
#	code/datums/elements/bane.dm
#	code/datums/votes/map_vote.dm
#	code/game/objects/items/AI_modules/hacked.dm
#	code/game/objects/items/food/egg.dm
#	code/game/objects/items/melee/baton.dm
#	code/game/objects/items/stacks/sheets/glass.dm
#	code/game/objects/structures/flora.dm
#	code/game/objects/structures/morgue.dm
#	code/modules/antagonists/fugitive/hunters/hunter.dm
#	code/modules/antagonists/traitor/objectives/final_objective/final_objective.dm
#	code/modules/antagonists/traitor/objectives/kidnapping.dm
#	code/modules/art/statues.dm
#	code/modules/events/ghost_role/changeling_event.dm
#	code/modules/events/spacevine.dm
#	code/modules/mining/machine_redemption.dm
#	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/pistol.dm
#	code/modules/projectiles/guns/ballistic/rifle.dm
#	code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_hemophage.png
#	code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_human_felinid.png
#	code/modules/uplink/uplink_items.dm
#	code/modules/vending/autodrobe.dm
#	config/config.txt
#	config/game_options.txt
#	config/maps.txt
#	config/skyrat/skyrat_config.txt
#	html/changelogs/archive/2023-03.yml
#	icons/mob/clothing/feet.dmi
#	icons/mob/clothing/under/costume.dmi
#	icons/mob/inhands/clothing/shoes_lefthand.dmi
#	icons/mob/inhands/clothing/shoes_righthand.dmi
#	icons/mob/inhands/clothing/suits_lefthand.dmi
#	icons/mob/inhands/clothing/suits_righthand.dmi
#	icons/mob/species/human/human_face.dmi
#	icons/obj/clothing/shoes.dmi
#	icons/obj/clothing/under/costume.dmi
#	modular_skyrat/master_files/code/datums/components/fullauto.dm
#	modular_skyrat/master_files/code/datums/traits/negative.dm
#	modular_skyrat/master_files/code/datums/traits/neutral.dm
#	modular_skyrat/master_files/code/modules/clothing/under/jobs/security.dm
#	modular_skyrat/master_files/code/modules/projectiles/guns/ballistic/revolver.dm
#	modular_skyrat/master_files/icons/mob/clothing/under/civilian.dmi
#	modular_skyrat/master_files/icons/mob/clothing/under/civilian_digi.dmi
#	modular_skyrat/modules/aesthetics/guns/code/guns.dm
#	modular_skyrat/modules/aesthetics/guns/icons/guns.dmi
#	modular_skyrat/modules/blueshield/code/blueshield.dm
#	modular_skyrat/modules/blueshield/code/medkit.dm
#	modular_skyrat/modules/blueshield/code/special.dm
#	modular_skyrat/modules/customization/modules/clothing/under/misc.dm
#	modular_skyrat/modules/customization/modules/mob/living/carbon/human/species/hemophage.dm
#	modular_skyrat/modules/events/code/event_overrides.dm
#	modular_skyrat/modules/gunsgalore/icons/guns/gunsgalore_guns40x32.dmi
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
#	modular_skyrat/modules/manufacturer_examine/code/gun_company_additions.dm
#	modular_skyrat/modules/manufacturer_examine/code/manufacturer_component.dm
#	modular_skyrat/modules/mapping/code/mob_spawns.dm
#	modular_skyrat/modules/modular_weapons/code/rifle.dm
#	modular_skyrat/modules/novaya_ert/code/automatic.dm
#	modular_skyrat/modules/sec_haul/code/guns/guns.dm
#	modular_skyrat/modules/tribal_extended/code/weapons/bow.dm
#	tgstation.dme
#	tgui/packages/tgui/interfaces/OreRedemptionMachine.js
#	tgui/packages/tgui/interfaces/VotePanel.tsx
2023-05-20 21:59:27 -04:00
SkyratBot
acd25a0934 [MIRROR] Adds a blacklist for putting guns in turrets [MDB IGNORE] (#21286)
* Adds a blacklist for putting guns in turrets

* Update code/game/machinery/porta_turret/portable_turret_construct.dm

Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-05-20 21:47:51 +00:00
SkyratBot
6b7473c541 [MIRROR] Fix SHOULD_NOT_SLEEP hit in borg adjustable tracer bolts [MDB IGNORE] (#21292)
* Fix SHOULD_NOT_SLEEP hit in borg adjustable tracer bolts (#75512)

See #75232

* Fix SHOULD_NOT_SLEEP hit in borg adjustable tracer bolts

---------

Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
2023-05-20 11:21:06 -07:00
Tom
abfae97187 Removes some unnecessary non-modular icon overrides (#21196)
* clean up modularisation

* remove leftover files

* fix icon
2023-05-18 15:28:50 +02:00
SkyratBot
c53003ecec [MIRROR] Some Bolt-Action Fixes (sniper rifle mag manip independent of bolt, among other things) [MDB IGNORE] (#21236)
* Some Bolt-Action Fixes (sniper rifle mag manip independent of bolt, among other things) (#75079)

- because pipeguns can no longer misfire, removes the code relevant to
cleaning them with a cloth
- the above makes it so that you can insert/remove a sniper rifle's
magazine regardless of bolt open/close status, which is neat
- also nudges some code around so that affixing a bayonet or whacking
your gun with any item no longer spams it with "can't jam!" or "bolt
closed!"
## Why It's Good For The Game
less random irrelevant popups, and also the magazine on sniper rifles
thing just kind of irked me

* Some Bolt-Action Fixes (sniper rifle mag manip independent of bolt, among other things)

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
2023-05-16 20:50:30 +01:00
SkyratBot
637ac53109 [MIRROR] Now blocking is more noticeable! New blocking and parrying sounds [MDB IGNORE] (#21090)
* Now blocking is more noticeable! New blocking and parrying sounds

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

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-05-15 18:07:25 +01:00
SkyratBot
74631edc6e [MIRROR] FIXES RUNTIME CAUSING GUNS WITHOUT A MAGAZINE INSERTED TO NOT FIRE [MDB IGNORE] (#21148)
* FIXES RUNTIME CAUSING GUNS WITHOUT A MAGAZINE INSERTED TO NOT FIRE (#75407)

Caused by #75058

🆑 ShizCalev
fix: Guns without magazines inserted can now fire again!
/🆑

* FIXES RUNTIME CAUSING GUNS WITHOUT A MAGAZINE INSERTED TO NOT FIRE

---------

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2023-05-14 22:42:45 -07:00
SkyratBot
aac6045ba8 [MIRROR] Golem Rework [MDB IGNORE] (#21001)
* Golem Rework

* SECT 9

* ok

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 03:56:30 +01:00
SkyratBot
47e117eda4 [MIRROR] Resprites the mosin nagant, [MDB IGNORE] (#21021)
* Resprites the mosin nagant, (#75060)

## About The Pull Request
Hi, this pr resprites the mosin nagant. It's been moved from its own dmi
it a new 42x32 one (mosinnagant.dmi). The new sprite is 42x32. Here are
some pictures:

![image](https://user-images.githubusercontent.com/83892995/235358149-8042cb6c-bd39-4ba8-9d0a-eb2f9710f21c.png)

![image](https://user-images.githubusercontent.com/83892995/235358391-20bb5b7a-a293-4744-a3cd-24d3d1dce8b4.png)

![image](https://user-images.githubusercontent.com/83892995/235358425-cadb89d5-9849-416e-8e15-c6081b78d67c.png)
Any critique or suggestions welcomed
## Why It's Good For The Game

![image](https://user-images.githubusercontent.com/83892995/235358497-3873ab14-f522-4dcb-a721-155b989c9585.png)
The current sprite is aged and muddy. It's a cool gun and I think it
deserves a newer cleaner sprite
## Changelog
🆑
image: The Mosin and Prime Nagants have been resprited.
/🆑

* Resprites the mosin nagant,

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Co-authored-by: ReinaCoder <83892995+ReinaCoder@users.noreply.github.com>
2023-05-09 03:52:36 +01:00
SkyratBot
8bdceb0ff0 [MIRROR] Makes the divine bow renamable [MDB IGNORE] (#20986)
* Makes the divine bow renamable (#75180)

## About The Pull Request

Adds the UNIQUE_RENAME flag to the divine bow to allow the
name/description to be modified.

## Why It's Good For The Game

Consistency with every other null rod option (all of which inherit the
flag from `/obj/item/nullrod`

## Changelog
🆑
fix: The chaplain's divine bow can now be renamed like all other null
rod variants.
/🆑

* Makes the divine bow renamable

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Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
2023-05-08 03:02:56 +01:00
SkyratBot
c4d4e1da63 [MIRROR] Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. [MDB IGNORE] (#20916)
* Minerals have been refactored so costs and minerals in items are now in terms of mineral defines.

* AI GEN RUN ONE

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Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:48:10 +01:00
SkyratBot
05598c7c69 [MIRROR] Bows no longer randomly become unusable [MDB IGNORE] (#20879)
* Bows no longer randomly become unusable

* Update code/modules/projectiles/ammunition/energy/_energy.dm

* Update code/modules/projectiles/ammunition/energy/_energy.dm

* Update smartgun.dm

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Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:38:28 +01:00