Commit Graph

2557 Commits

Author SHA1 Message Date
SkyratBot
c657faf095 [MIRROR] Fixes aiming at things through cameras not aiming at the thing you aimed at. [MDB IGNORE] (#10454)
* 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>
2022-01-06 12:35:16 +00:00
SkyratBot
092e534e75 [MIRROR] TGUI list conversions + bug fixes [MDB IGNORE] (#10355)
* TGUI list conversions + bug fixes

* Fixing conflicts

* Maintaining a few modular files while we're at it...

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-01-03 22:53:58 +00:00
SkyratBot
ed3d50871a [MIRROR] Fixes Russian Roulette [MDB IGNORE] (#10396)
* Fixes Russian Roulette (#63636)

* Cheater.

* Fixes Russian Roulette

Co-authored-by: SarmentiCampbell <61919894+SarmentiCampbell@users.noreply.github.com>
2022-01-02 12:59:49 +00:00
SkyratBot
95cba1202a [MIRROR] Miscellaneous projectile phasing fixes/tweaks + fixes a typo in the blastcannon projectile. [MDB IGNORE] (#10365)
* 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>
2021-12-31 20:10:56 -05:00
SkyratBot
0e16b3b43e [MIRROR] modsuit patch one [MDB IGNORE] (#10314)
* modsuit patch one (#63638)

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* modsuit patch one

* Feex

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-12-28 06:30:17 +00:00
SkyratBot
58f82b5161 [MIRROR] [Ready] MODsuits [MDB IGNORE] (#10244)
* [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>
2021-12-25 13:32:49 +00:00
SkyratBot
647b408d01 [MIRROR] Fixes typos in span, other html elements [MDB IGNORE] (#10222)
* 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>
2021-12-23 17:18:43 +00:00
SkyratBot
b894ce42d4 [MIRROR] Super Mega Mob Spawn Refactor [MDB IGNORE] (#10075)
* Super Mega Mob Spawn Refactor

* Super Mega Mob Spawn Refactor

* Update modular changes

* update kilo

* i wish unit tests would work on my machine

* fix kilo...?

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-12-23 02:30:55 +00:00
SkyratBot
076e5eeb82 [MIRROR] makes staff's balloon alert over the user instead of the wand [MDB IGNORE] (#10201)
* makes staff's balloon alert over the user instead of the wand (#63541)

* makes staff's balloon alert over the user instead of the wand

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-12-22 22:40:27 +00:00
SkyratBot
c0706f4a41 [MIRROR] Field of View and Blindness improvements [bounty + upstream push] [MDB IGNORE] (#10060)
* 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>
2021-12-22 14:56:01 +00:00
Gandalf
f3020a7f42 Microfusion Energy Guns (#9638)
* RELOADING!

* Update skillchip.dm

* a

* Update master.dm

* Update master.dm

* Part one

* E

* E

* EOR

* Oops

* EEEH

* Fixes.

* begone oldcode from old times

* fixes

* cell attatchments

* haha u cant spell

* Gun attachments!

* Fastest gun in the west

* Update multi_cell_charger.dm

* ESA

* Stability

* phase emitters

* foixes

* More fixes

* Update microfusion_gun_attachments.dm

* Update microfusion_gun_attachments.dm

* eee

* Intermediate interactions.

* Update microfusion_energy_master.dm

* wooh

* EEE

* Update microfusion_cell.dm

* Map edits

* Merge branch 'master' into gun_reloads

* E

* attachment removal

* Update _basemap.dm

* proper parent gun interactions

* Update code/game/machinery/recharger.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* E

* Update modular_skyrat/modules/gunsgalore/code/guns/ballistic_master.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/microfusion/code/microfusion_cell.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/microfusion/code/microfusion_cell.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Review comments pt2

* review comments pt2

* review part 3

* review part 4

* review 4.1

* review fixes

* Update microfusion_designs.dm

* ffs

* Update code/__DEFINES/~skyrat_defines/traits.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Nearly there

* final review commit

* Update multi_cell_charger.dm

* Update microfusion_energy_master.dm

* E

* insight

* Fixes, rgb, remove instability on cells

* de epic

* Update _basemap.dm

* TGUI in the houise

* Update MicrofusionGunControl.js

* FULL STEAM AHEAD CHOO CHOO (Adds zooming)

* FUU bayonets and flights

* e

* Nearly

* microCHANGES

* Update gun.dm

* Minidate.

- Shooting the gun while it's overheating can cause it to [REDACTED].
- Shooting the gun while it's overheating will burn your hand!
- Some cells will now notify you when they're empty using an alarm sound.
- Gun barrel attachments now change the sound of the laser!
- An overheating emitter slows down!
- Emitters now control fire time more!

* 0

* owo

* FFF

* Update code/game/machinery/recharger.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/gunhud/code/gun_hud_component.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* no spolsion

* Generally we want the cell in our hands

* 0

* Update microfusion_gun_attachments.dm

* E

* E

* FINAL

* superheater

* Update projectiles.dm

* Update microfusion_energy_master.dm

* Update projectiles.dm

* Update microfusion_gun40x32.dmi

* Update laser_1.ogg

* E

* whoop

* Cargo crates!

* Review plus material updates

* Update microfusion_designs.dm

* E

* E

* E

* E

* EEEE

* Update gun_spawns.dm

* Some fine tuining

* Update gun_spawns.dm

* Update recharger.dm

* E

* Update microfusion_gun_attachments.dm

* E

* E

* Update microfusion_gun_attachments.dmi

* Update code/game/machinery/recharger.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* E

* You can now actually insert different cells into advanced guns!

* 0

* E

* Update microfusion_gun_attachments.dm

* Update microfusion_energy_master.dm

* Update modular_skyrat/modules/microfusion/code/microfusion_cell.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/microfusion/code/microfusion_cell.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* E

* Update microfusion_energy_master.dm

* Update microfusion_gun_attachments.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-12-03 22:38:08 +00:00
SkyratBot
f441a77bf3 [MIRROR] Allows players to affix bayonets to their pipe guns, for defense against ruffians invading your department [MDB IGNORE] (#9844)
* 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>
2021-12-03 11:08:13 +00:00
Reco201
6ebbdfaba7 Cyborg PKA is now visible again (#9831)
* Update kinetic_accelerator.dm

* Update code/modules/projectiles/guns/energy/kinetic_accelerator.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2021-12-02 18:04:17 -05:00
SkyratBot
99e3b33194 [MIRROR] Da thick blast update: blastcannon resprite. [MDB IGNORE] (#9766)
* 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>
2021-11-29 02:07:42 +00:00
SkyratBot
e99b87ad42 [MIRROR] Toy Crossbows can be fired with one hand again [MDB IGNORE] (#9686)
* 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>
2021-11-24 23:26:56 +00:00
SkyratBot
295c4c2709 [MIRROR] The weapon description for energy guns now takes in consideration the number of pellets the selected mode has. [MDB IGNORE] (#9385)
* 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>
2021-11-11 11:16:29 -05:00
SkyratBot
4881c080bb [MIRROR] Protects blob structures against bolts of animation [MDB IGNORE] (#9364)
* Protects blob structures against bolt of animation (#62690)

* Protects blob structures against bolts of animation

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-11-10 10:32:28 -05:00
SkyratBot
bd39aef673 [MIRROR] Deletes magic armor [MDB IGNORE] (#9330)
* Deletes magic armor (#62594)

* Deletes magic armor

* removes arcane barrage's 0 armor penetration

* makes magic use NO flags. Get fucked.

* Deletes magic armor

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-11-09 08:09:46 -05:00
SkyratBot
98428cdfb5 [MIRROR] Replaces a portion of C-style for loops with the more commonplace for loops, which are faster. [MDB IGNORE] (#9298)
* Replaces a portion of C-style for loops with the more commonplace for loops, which are faster.

* Update code/modules/projectiles/boxes_magazines/_box_magazine.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2021-11-08 10:50:29 -05:00
SkyratBot
b7b6bd501f [MIRROR] removes double spaces AFTER symbols [MDB IGNORE] (#9226)
* removes double spaces AFTER symbols

* Fixing conflicts

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-05 18:15:12 -04:00
SkyratBot
adf26912e7 [MIRROR] Fixes NODROP guns dropping anyway when shooting yourself clumsily in the leg [MDB IGNORE] (#9222)
* 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>
2021-11-04 06:55:38 -04:00
SkyratBot
bfa2972b25 [MIRROR] Syringe guns new sprite and become bulky [MDB IGNORE] (#9203)
* 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>
2021-11-02 12:33:00 -04:00
SkyratBot
e90627be0e [MIRROR] Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed [MDB IGNORE] (#9176)
* 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>
2021-11-02 10:36:46 -04:00
SkyratBot
7954d664a8 [MIRROR] removes double spaces before symbols [MDB IGNORE] (#9117)
* 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>
2021-10-29 04:14:00 +01:00
SkyratBot
b88b41ceb7 [MIRROR] Shooting specific wizard staffs as a non-wizard or non-magician now backfires in different ways. [MDB IGNORE] (#9089)
* 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>
2021-10-27 20:09:22 -04:00
Iamgoofball
fd577e0227 GoofSec: Departmental Guards, Stamina Crit Fixes, Armory Rework, 3-Hit-Stamcrit Batons, Flashbang fixes (#8524)
* GoofSec: Departmental Guards, Stamina Crit Fixes, Armory Rework, 3-Hit-Stamcrit Batons, Flashbang fixes

* More realism changes to the guns.

* "lmao lets just make bullets do double damage!!!!!"

* maint-fu properly restored

* fixes disabler desc

* sagwfwdqdqa

* Departmental Guard Drip + Fixing Guard Rolling Antags

* adds the trims for the guards

* haha yes i totally forgot the knockdown

* Brute damage hardlight bullets + map fixes!

* afwefqdqwd

* fixes security armor balance lmfao

* NICE FUCKIN MERGE CONFLICT

* Big Security Armor Rework + Fixing cell swapping issues

* Space Police!

* removes 2hand from the guns for now

* Fixes Guard antag rolling.

* Stamina crit filter is back!

* Fixed vendors, 911 overhaul, Re-added sec crates to cargo

* whoops haha

* afwvwsadcwaed

* efWEFwedqadq

* bank error, you have been rewarded 20 thousand credits

Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-26 17:17:20 +01:00
Pinta
ca4fc14518 [MOSTLY MODULAR][REFACTOR] Changes the way that cell-based guns display the selected ammo type. (#8974)
* hey, it mostly works!

* sprite tweaks

* base colors are in

* This is a better color

* removes images
2021-10-23 00:51:39 +01:00
SkyratBot
770a21701f [MIRROR] Mining Gear Resprite [MDB IGNORE] (#8911)
* Mining Gear Resprite (#62168)

* mining gear resprite

* Merge branch 'master' of https://github.com/tgstation/tgstation into laaland

* update

* oopsie woopsie

* PKA CODE SUX BALZ

* woopsie

* Mining Gear Resprite

* Update device.dm

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-23 00:18:28 +01:00
SkyratBot
13d38add93 [MIRROR] Repaths knives to not all be children of the kitchen knife. [MDB IGNORE] (#8843)
* Repaths knives to not all be children of the kitchen knife.

* Fix

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-23 00:07:08 +01:00
SkyratBot
fa519bdde3 [MIRROR] cleanup _HELPERS/_lists.dm and all the necessary files [MDB IGNORE] (#8783)
* cleanup _HELPERS/_lists.dm and all the necessary files

* Epbic

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-13 21:07:35 +01:00
SkyratBot
58c7729d88 [MIRROR] Rad collectors gone, tesla coils to generate power [MDB IGNORE] (#8697)
* 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>
2021-10-10 17:13:06 +01:00
SkyratBot
ced8a70537 [MIRROR] Rename freon_gas_act to freeze_turf [MDB IGNORE] (#8690)
* 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>
2021-10-08 15:32:52 +01:00
SkyratBot
f193b48051 [MIRROR] fixes penetrator rounds phasing through vehicles [MDB IGNORE] (#8657)
* 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>
2021-10-07 13:26:48 +01:00
SkyratBot
cc93b11d23 [MIRROR] _HELPERS/unsorted.dm has been sorted [MDB IGNORE] (#8627)
* _HELPERS/unsorted.dm has been sorted

* Feexing conflicts

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-10-06 22:07:01 +01:00
SkyratBot
f8a082ce4d [MIRROR] Fix bow controlling dropped arrow [MDB IGNORE] (#8644)
* 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>
2021-10-06 15:34:35 -04:00
SkyratBot
fc25cdf757 [MIRROR] Fix ebow acceting pka modkits [MDB IGNORE] (#8633)
* 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>
2021-10-05 23:56:13 +01:00
SkyratBot
425c5bb100 [MIRROR] cleanup of _HELPERS/game.dm [MDB IGNORE] (#8593)
* cleanup of _HELPERS/game.dm (#61859)

some more cleanup, game.dm this time

* cleanup of _HELPERS/game.dm

* E

* Update oneclickantag.dm

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-04 00:28:22 +01:00
SkyratBot
087da53b8d [MIRROR] Meteor guns, the admin weapon, once again harms living mobs (#8392)
* 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>
2021-09-25 14:40:26 +01:00
SkyratBot
c23bd1cb8c [MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 23:07:53 +01:00
SkyratBot
e8d78089fc [MIRROR] [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby. (#8339)
* [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>
2021-09-24 18:16:17 +01:00
SkyratBot
089330e0bf [MIRROR] Fixes flatgun drop code (#8325)
* 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>
2021-09-23 01:46:27 +01:00
SkyratBot
1e0f6f0e12 [MIRROR] Removes Tactical Resting (#8303)
* 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>
2021-09-21 01:40:36 +01:00
SkyratBot
6bfb914351 Harddeletes: Accident edition (#8294)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-09-20 23:20:46 +01:00
SkyratBot
39ecb0a174 [MIRROR] Radically improves explosion logging. (#8255)
* Radically improves explosion logging.

* Update eldritch_effects.dm

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-19 22:25:20 +01:00
SkyratBot
b855a90d2b [MIRROR] hopefully fixes buckshots only shooting one projectile (#8227)
* 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>
2021-09-17 21:21:14 +01:00
SkyratBot
b9fb37ced2 [MIRROR] The Odysseus is no longer an artillery mech. (#8170)
* 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>
2021-09-15 03:32:13 +01:00
SkyratBot
a02a6d7570 [MIRROR] Makes tank explosions scale with volume and have diminishing returns. (Nerfs singlecaps) (#8158)
* 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>
2021-09-15 03:29:13 +01:00
SkyratBot
26f934c258 [MIRROR] Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton) (#8076)
* 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>
2021-09-13 23:27:01 +01:00
SkyratBot
04302a770a [MIRROR] moves obj_integrity and associated procs to the atom level (#8016)
* moves obj_integrity and associated procs to the atom level

* Feex good

* Whoops forgot the maps

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-10 16:47:01 +01:00
SkyratBot
701da750f2 [MIRROR] kills 4 object definitions that are inside of proc arguments (#7987)
* 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>
2021-09-05 22:54:54 +01:00