* Fixes aiming at things through cameras not aiming at the thing you aimed at. (#63654)
You can click on things through cameras. This is one of the major appeals of BRPEDs. If you try to shoot at things while using a camera console to aim you will shoot at the angle between the camera you are looking through and the thing you are aiming at. This makes you aim at the thing you are aiming at from the perspective of yourself instead of the camera you are using.
While it would be funny to watch a sniper gun down their own team aiming through a camera bug and shooting in the opposite direction they think they I'd prefer if it actually worked.
* Fixes aiming at things through cameras not aiming at the thing you aimed at.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Miscellaneous projectile phasing fixes/tweaks + fixes a typo in the blastcannon projectile. (#63581)
* Fix blastcannon typo. Hopefully fix blastwave phasing.
* Fix projectile phasing on direct target
* Should unspaghetti sniper bullet var definitions
* Makes phasing rounds phase
* Preserve original behavior of sniper rounds
* Miscellaneous projectile phasing fixes/tweaks + fixes a typo in the blastcannon projectile.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* [Ready] MODsuits
* we dont need to add these people as codeowners, goodness gracious
* have to remove this because upstream
* part 1 of these fixes
* EEEE
* Update peacekeeper_clothing.dm
* E
* E
* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"
* E
* Update expeditionary_trooper.dm
* more removal
* nice
* modsuti modstui modusuti
* fixes
* E
* ITS MODsuit not HARDSUIT
* more hardsuit references
* MODSUIT NOT HARSUITEDSA
* Maps
* More ,map
* oop
* e
* oo aa
* 0
* ting tang
* Update modsuit_tailsprites.dm
* hi fikou
* bs tech update
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Fixes typos in span, other html elements (#63510)
Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro
* Fixes typos in span, other html elements
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Field of View and Blindness improvements [bounty + upstream push]
* Update death.dm
* almost done
* Update fov_handler.dm
* Face mouse when in combat mode, fix
* Fixes the category for the fov admin verb. #63401
* Fixes objects with bad planes and FoV bugs #63412
* pain
* there we go
* face pref
Co-authored-by: Azarak <azarak10@gmail.com>
* Allows players to affix bayonets to their pipe guns, for defense against ruffians invading your department (#63137)
* Allows players to affix bayonets to their pipe guns, for defense against ruffians invading your department
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
* Da thick blast update: blastcannon resprite. (#62976)
The old blastcannon is one of the worst sprites in the game, and the old inhand is tiny.
A weapon that instagibs people should probably have a prominent inhand and now it does! Probably the biggest inhand of any item...
Changelog
cl
imageadd: The blast cannon & blast wave projectile has new sprites.
/cl
* Da thick blast update: blastcannon resprite.
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* Toy Crossbows can be fired with one hand again (#63021)
* Toy Crossbows can be fired with one hand again
Co-authored-by: Seth Scherer <supernovaa41@protonmail.com>
* The weapon description for energy guns now takes in consideration the pellets number of the selected mode. (#62705)
* The weapon description for energy guns now takes in consideration the number of pellets the selected mode has.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* feex (#62511)
this includes the anti-drop implant issue as well
* Fixes NODROP guns dropping anyway when shooting yourself clumsily in the leg
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
* Syringe guns new sprite and become bulky (#62443)
This PR change the syringe gun sprite, the syringe gun is now bulky and can only be placed on back slot or suit storage with labcoat, medical windercoat and biosuit.
* Syringe guns new sprite and become bulky
Co-authored-by: UnokiAs <82665345+UnokiAs@users.noreply.github.com>
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
* removes double spaces before symbols
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Shooting specific wizard staffs as a non-wizard or non-magician now backfires in different ways. (#62257)
About The Pull Request
If you try using the staff of change, the staff of chaos, the spellblade or the staff of healing as a crewmember, then it'll backfire.
People who can use the staff normally: Apprentices, Wizards, Amateur Magician (from Summon Magic event)
Backfiring is different depending on the staff, each effect is listed below and happens when you try firing the staff.
Staff of change - Wabbajacks the imposter, although they can't become a xeno or a borg.
Staff of chaos - 5% chance to fire the staff at the imposter using it.
Staff of healing - Acts as a medibeam gun to the imposter.
Why It's Good For The Game
Crew getting access to the Staff of Change tends to end in a lot of people becoming xenomorphs or syndicate borgs. It forces the round into a turn for the worse for all antags as xenomorphs have hardstuns, syndicate borgs have emag, greatly improved healing chemicals and powerful weaponary.
Crew getting access to the Staff of Healing results in death being irrelevant. Killing people is no longer a viable tactic as an antagonist because anyone killed, no matter how damaged their body is, can be instantly healed with this staff.
Crew getting access to the Staff of Chaos is like crew getting access to the staff of change and the staff of healing at the same time, only more unpredictable. It's better if they can't reliably use it to get the spells they want as chaos is implied in the name, it becomes russian roulette trying to get the correct bolt as you can also get shot by a bolt of death, instantly killing you.
This is a better alternative to outright removing the staffs or making them usable only by wizards as it gives a quirky use to trying to use them as a crewmember. Maybe not the staff of healing, but fuck the staff of healing.
Changelog
cl
balance: If you try using the staff of change, the staff of chaos or the staff of healing as a crewmember, then it'll backfire. The Staff of change wabbajacks the user, like the pool of change; this means you can't become a xenomorph or a syndicate borg. The Staff of chaos has a 5% chance of firing the bolt directly at the user using it. The Staff of healing now behaves like a medibeam gun to non-wizards trying to use it.
/cl
* Shooting specific wizard staffs as a non-wizard or non-magician now backfires in different ways.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Rad collectors gone, tesla coils to generate power (#61917)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Rad collectors gone, tesla coils to generate power
* replaces rad collectors
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Kat <evesovereign@hotmail.co.uk>
* Rename freon_gas_act to freeze_turf (#61958)
This was only used from two places, neither of which involved freon.
* Rename freon_gas_act to freeze_turf
Co-authored-by: esainane <esainane+github@gmail.com>
* fixes penetrator rounds phasing through vehicles (#61907)
When I gave vehicles the PASSMACHINE flag in #61793 I forgot that penetrator rounds existed leading to them completely ignoring mechs. This time I created a new flag for vehicles, added it to water particle effects, and excluded it from the penetrator rounds.
Additionally this flag has been added to the heretic's phasing ability.
* fixes penetrator rounds phasing through vehicles
Co-authored-by: Invalid <51190031+InvalidArgument3@users.noreply.github.com>
* Fix bow controlling dropped arrow (#61868)
When loading an arrow into a bow and firing the bow without drawing it, the arrow would drop and still be able to be dropped repeatedly, making the arrow follow the player on the ground. See before clip. Also resulted in cleaning up a pointless if statement.
* Fix bow controlling dropped arrow
Co-authored-by: Peter <30943236+PeterMorrison1@users.noreply.github.com>
* Fix ebow acceting pka modkits (#61879)
This pull request make ebow think that he has -1% of mod capacity because ebow is not pka but still pka. So you will be unable to slap modkits from pka to ebow. Its not best way to deal with issue but best i can afford.
* Fix ebow acceting pka modkits
Co-authored-by: kopoba <kopoba.webmaster@gmail.com>
* Meteor guns, the admin weapon, once again harms living mobs (#61520)
When explosions got refactored, this stopped harming mobs because it lacked a check. Goof must have missed this, but it's also probably not as simple to put everything back as it was. This mostly restores old behaviour by putting the relevant code into on_hit() and out of Bump() when handling living mobs, since it's a projectile and all. I don't know if the values I added are appropriate but given that the old behaviour was a high damage localized explosion, it almost certainly isn't far off.
fixes#61244
* Meteor guns, the admin weapon, once again harms living mobs
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby.
* E
* Missed merge
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fixes flatgun drop code (#61453)
About The Pull Request
Changes the drop code handling from being in pickup (requiring some shitcode to work) to instead handle the same code in equip. This behaviour is nonsense, but it at least now works as intended.
fixes#61281
Why It's Good For The Game
Shit ruin with bad loot and bullshit like this
Changelog
cl
fix: Stickmen flatguns now properly drop out of your hands when picked up, as intended.
/cl
* Fixes flatgun drop code
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Removes Tactical Resting (#61552)
About The Pull Request
If you are on combat mode, your bullets will hit people lying down or stunned, otherwise they pass through.
Why It's Good For The Game
The original PR that added it was labeled a fix (#55495) only mentioning it in the changelog once, when it was a balance change, as resting to avoid bullets was intentionally removed after we added crawling and a rest button, for being fucking stupid.
The thing that original pr "fixed" was mobs being bullet sponges, which you can now prevent by switching off combat mode, so it is no longer needed.
Avoiding people shooting at you while also having guns of your own you are perfectly able to shoot is stupid.
It makes mobs like beepsky super annoying, where unless youre in a large area the robot chasing you with one of the only hardstuns left in the game will be really hard to hit.
Changelog
cl
balance: If you are on Combat Mode, your bullets no longer pass through prone people
/cl
* Removes Tactical Resting
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* hopefully fixes buckshots only shooting one projectile (#61464)
* hopefully fixes buckshots only shooting one projectile
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
* The Odysseus is no longer an artillery mech. (#61372)
Removes the ability for the Odysseus to fire syringes filled with dangerous chemical combos that only react on impact. Does this by removing the NO_REACT flag when syringe darts are created.
This doesn't change any behaviour of handheld syringe guns. You can't fire a Water/Potassium syringe out of a handheld syringe gun as doing so requires creating a syringe of Water/Potassium, which will instantly react. The same holds true for other chem reactions. The traitor reagent dartgun which synths its own syringes uses different projectiles that are not impacted by this change. It functions identically to how it did before and is unchanged and untouched.
This change specifically targets Ody behaviour.
The Ody is intended to be a medical support mech. Stop using the Ody as a cheap spammable artillery mech with RDX/Teslium combos.
Use the Odysseus the way God himself intended. Fire sleepy chems into your victim, abduct him in your vore chamber and keep him sedated with a slow infusion of sleepy chems for the rest of the shift.
* The Odysseus is no longer an artillery mech.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Makes tank explosions scale with volume and have diminishing returns. (Nerfs singlecaps) (#60600)
Changes tank explosions to take tank volume into account and use sqrt scaling when calculating explosion range.
This basically means that they scale faster at lower pressures and slower at high pressures.
Rebalances tank explosion scaling so that maxcap TTVs are where they used to be pressure-wise.
Rebalances the research doppler arrays cash generation algorithm so it maxes out at the same TTV pressure. This does however mean that the doppler array will grant more points at lower explosion pressures.
Rebalances blastcannon shot range calculation so it scales as it used to with normal TTVs.
The comparatively tiny emergency tanks no longer produce the same size explosion as a TTV at the same pressure.
It is much more difficult to carry around 70 maxcaps in a single duffle bag. (I don't think it renders this completely impossible but it does kill oxy-trit emergency tank singlecaps as far as I know.)
Lemon posting past this line.
How it works:
Change assumes maxcaps should be just as easy with the standard ttv setup of 2 70L tanks.
So it divides the bomb's strength by 14, then scales it using dyn_explosion's (x*2)^0.5.
If you graph it the strength is exactly the same with a 140L reaction vessel, but as volume goes down, strength falls off very quickly because of that division, and the use of dyn_explosion.
Hopefully this will effectively disincentivize singlecapping, and remove the everpresent threat of someone leaking the station leveling method.
Reasoning for when github blows up:
I don't think single caps are on the same level as typical atmos antag threats. They're a hell problem
1: tanks should explode when someone hyper pressurizes them
2: we want all tank explosions to act the same, for the sake of a believable world
3: really well put together tank explosions (ttvs), should be really powerful
4: reaction code is a son of a bitch
I do think knowledge gating has some place. Knowing how to do something well should have a benefit. but that isn't like, an ultimate truth.
I've seen what proper, full on atmos autism single capping looks like. I don't like that level of absolute destruction at speed being feasible full stop.
I consider single caps to be a necessary side effect of how explosion code works. I think it's really cool that people have gotten so deep into this game and the systems around it that they've started optimizing this side effect into a tool/bragging rights thing.
But I'm still not a huge fan. If big booms are gated only by knowledge, then as soon as that knowledge spreads we're fucked. I've seen this happen before with things like rad batteries (cue crit being cringe).
It's not just single caps mind, the destruction you can make with em scales with knowledge.
I'm not in love with this pr mind, because it means I need to worry about bomb code when someone makes some silly tank volume balance pr. but it's a good solution. better then what's been tried in the past. still leaves space for things just blowing up in your face without maxcaps coming into the equation easily.
* Makes tank explosions scale with volume and have diminishing returns. (Nerfs singlecaps)
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton)
* EEEE
* E
* follow the fucking guidelines
* E
* Update CentCom_skyrat.dmm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* kills 4 object definitions that are inside of proc arguments (#61152)
thanks to putnam for reporting this in coderbus
/obj/machinery/smartfridge/drying_rack/load(/obj/item/dried_object)
looks pretty harmless right? youd think that this would make a proc argument called dried_object of type /obj/item but no, this defines a new /obj/item class definition called dried_object with zero changes from /obj/item
you can use this to do weird things, like /obj/machinery/smartfridge/drying_rack/load(/obj/item/var/dried_object = 3)
creates a new var on /obj/item called dried_object and is very cursed
gets rid of 4 of these abominations, they dont seem to have caused any bugs except for maybe behavior that relies on typesof(/some/path)
* kills 4 object definitions that are inside of proc arguments
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>