Commit Graph

2578 Commits

Author SHA1 Message Date
SkyratBot
c81b24c319 [MIRROR] Makes locker staff decaying closets dump contents before qdel [MDB IGNORE] (#11482)
* Makes locker staff decaying closets dump contents before qdel (#64859)

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@ users.noreply.github.com>

* Makes locker staff decaying closets dump contents before qdel

Co-authored-by: GoblinBackwards <kinggreenyoshi@gmail.com>
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@ users.noreply.github.com>
2022-02-14 06:08:40 +00:00
SkyratBot
b2cc74a77e [MIRROR] Fixes layering issues brought by the FoV PR. [MDB IGNORE] (#11411)
* Fixes layering issues brought by the FoV PR.

* Update code/__DEFINES/layers.dm

* Update code/modules/mob/living/living_defines.dm

* Update code/modules/mob/living/simple_animal/hostile/venus_human_trap.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-02-10 02:51:52 +00:00
SkyratBot
7c2e83bfc3 [MIRROR] Adds a sprite for rubbershot and the rubbershot box [MDB IGNORE] (#11387)
* Adds a sprite for rubbershot and the rubbershot box (#64562)

Gives rubbershot and rubbershot boxes a new sprite to differentiate them from beanbags.

* Adds a sprite for rubbershot and the rubbershot box

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2022-02-09 00:46:55 +00:00
SkyratBot
ccb0aaea1a [MIRROR] Ballistic to Energy: Autorifles for Thermal Pistols; Adds .38 Crate to Cargo [MDB IGNORE] (#11340)
* Ballistic to Energy: Autorifles for Thermal Pistols; Adds .38 Crate to Cargo

* eeee

* Update new_player.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-02-08 01:59:42 +00:00
SkyratBot
b45221cfa1 [MIRROR] Tgui input refresh [MDB IGNORE] (#11290)
* Tgui input refresh

* Update code/modules/mob/dead/observer/observer.dm

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-02-06 23:08:19 -05:00
SkyratBot
1ead178599 [MIRROR] Octuples sniper range [MDB IGNORE] (#11132)
* Octuples sniper range

* Yeah yeah

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-01-30 21:59:00 +00:00
SkyratBot
26de81a8c1 [MIRROR] Removes useless status effect path defines. [MDB IGNORE] (#11143)
* Removes useless status effect path defines.

* Removes useless status effect path defines.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-01-30 15:56:13 +00:00
SkyratBot
abf7e98baa [MIRROR] Removes useless defines for mutation paths [MDB IGNORE] (#11138)
* Removes useless defines for mutation paths (#64512)

* Removes useless defines for mutation paths

* Update cortical_borer_abilities.dm

* Update cqcplus.dm

* Update clown.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-01-30 15:56:08 +00:00
SkyratBot
c31820ade7 [MIRROR] Fixes loading C-4/X-4 into grenade launcher and duplicating [MDB IGNORE] (#11067)
* Fixes loading C-4/X-4 into grenade launcher and duplicating (#64318)

* Grenade Launcher C4 Duplicate Fix

The shit code fixes the problem with duplicating C4 if you load it into grenade launcher.

* cannot load c4 into grenade launcher

Test. I have no idea how to do second commit.

* Fixes loading C-4/X-4 into grenade launcher and duplicating

Co-authored-by: Tortoise <64306407+OneAsianTortoise@users.noreply.github.com>
2022-01-28 10:25:18 +00:00
SkyratBot
4d38948317 [MIRROR] Fixes removing attachments from guns [MDB IGNORE] (#11008)
* Fixes removing attachments from guns (#64376)

resolves #64211

canUseTopic check for removing gun attachments was reversed. So, you couldn't remove attachments unless you're out of reach of the gun or something.

* Fixes removing attachments from guns

Co-authored-by: blessedmulligan <30278162+blessedmulligan@users.noreply.github.com>
2022-01-27 02:50:16 +00:00
SkyratBot
d0ba624096 [MIRROR] Replace Plasma Cutter EMP effect [MDB IGNORE] (#10867)
* Replace Plasma Cutter EMP effect (#64073)

Fixes 43685

* Replace Plasma Cutter EMP effect

Co-authored-by: SkeletalElite <skeletalelite0@gmail.com>
2022-01-22 20:12:14 +00:00
SkyratBot
83a9919f8d [MIRROR] Tweaks the blastcannon range a bit and makes it care about walls. [MDB IGNORE] (#10843)
* Tweaks the blastcannon range a bit and makes it care about walls. (#63866)

* Tweaks blastcannon range and adds explosion block decrement

* Tweaks the blastcannon range a bit and makes it care about walls.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2022-01-20 13:18:11 +00:00
SkyratBot
14aafb6399 [MIRROR] Drinking root beer increases your fire-rate; Adds root beer [MDB IGNORE] (#10801)
* Drinking root beer increases your fire-rate; Adds root beer

* Drinking root beer increases your fire-rate; Adds root beer

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-01-20 03:25:07 +00:00
SkyratBot
0acc853c91 [MIRROR] Adds a movement looping system, replaces inbuild procs and spacedrift with it [MDB IGNORE] (#10749)
* Adds a movement looping system, replaces inbuild procs and spacedrift with it (#62567)

* Adds a subsystem to handle automated directional movement, replaces all instances of walk_towards with it. Makes meteors and immovable rods not drift in space, and makes immovable rods more destructive. Note, I've opted not to use byond's method of moving towards something, which is effectively Move(src, get_step(src, get_dir(src, target))) as it's cringe and doesn't make a smooth line. I've replaced it with a autoupdating rise over run setup, read the code for more details

* woop forgot the subsystem

* Documentation, contributing.md entry, and some cleanup

* Makes the moveloop datum more oop friendly, sets us up for a lot of conversions

* Converts the curseblob and walk_away() to the subsystem

* Changes the default for override from FALSE to TRUE

* converts walk() over, still need to add a replacement proc for it, but we didn't actually have anything that used the raw proc

* converts the rest of walk_to() over, nearing the end now

* cleans up some errors

* Fully documents everything, fills in some missing movement types, uses the power of oop to make things cleaner, and typepaths longer

* Finishes the contributing.md stuff

* Done

* Fefaults -> Defaults, can you tell I wrote this at 1AM?

* resolves bubblegum issues

* Roh's suggestions

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Cleanup

* Hey lemon, did you know that Destroy() lives on datums? ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

* Converts over the discrepencies created in my absense

* HAHA FUCK YOU I PAY MY DUES

* Whoops lost some stuff in the merge

* Converts the system from seconds to deciseconds to make dealing with the api more sane

* Some stuff I missed

* Makes movement an inheritable subsystem type, splits the moveloop file into two, one for the subsystem, and one for the datums

* Makes a subsystem that handles directing movers out to other subsystems. It's a bit bad right now, but it's a
good first step. I think I'll move the move loop datum to a lazy var on mobs instead of an assoc list, don't
like lists.

Also makes the movement procs global, I'll move em to the /movement subsystem at some point or something like
that

* Converts the existing uses of the procs over to the new format

* Adds support for subsystem precedence, so a type of A can override type B.
General cleanup, still kinda in debug mode but it's getting better

* I'll admit I'm not too familiar with this, but I think it will work

* Adds starting logic so movement types "pausing" makes any sense
Redoes how waiting is handled to make it based on world.time directly. I don't remember why. I think it's better
this way.

Adds a drifting movement type, moves space drift over to it.
Needs severe work before it's ready, too much info stored and modified on the moving object, see comment
Starts work on making drifting smooth

* Moves almost all space drifting vars over to signals on the movement datum
Properly implements glide size stuff for both the subsystem and the loops. Space drift will be smoother now.
It's not perfect, but it'll work just fine for now

Adds a way to override a client'd mob's glide size mid move, uses it to make entering a spacedrift look right
Adds a way to delay a client move outside of just move_delay, meant to be used for long periods, and setup such
that it doesn't make inputs persist

Adds flags to movement loops, alongside MOVELOOP_OVERRIDE_CLIENT_CONTROL, which blocks client movements while
the loop is firing, and for it's visual delay after

This means you can't exit a space drift until you hit the actual wall. This feels a lot better

Some general logic stuff, move() will return true/false if it succeeded or failed
Adds a stop_loop() proc that's called when a move loop is no longer active

Suck my nuts

* Moves precedence to the loop instead of the subsystem

* Moves drifting into a component, this lets me explictly block input after the move loop ends, so people can't
move the moment they functionally move onto a new tile
This is a bit underdeveloped currently, but that's a problem for another day

Cleans up some uses of move procs, fixes runtimes in metoer and curseblob code
Adds signals for stopping/starting a move loop, sending one for destroy is redundant.
Moves existing event signals from the movable being acted on to the loop itself, makes more sense this way
Makes the move handler return the created loop up the chain so we can register to it
Fixes a logic error in loop contesting code that lead to loops never actually being removed from subsystems
because they didn't know they should be.
Properly changes lifetime from a time to stop, to functionally an amount of moves to complete before stopping
Adds some new signals for pre/post loop process. This is to better tie into components.

I decided I didn't like the idea of tying all functionality to the loops themselves
The loop decides functionally how to move, components or just tied in signals can decide when/when not to move
and can modify properties of the loop

Making a new loop for things like atmos drift, something I'm interested in tackling in the future, seemed silly

* Moves movement procs directly to the subsystem for better namespacing or whatever

* Moves movement packets onto /atom/movable, no longer need the debugging
I've decided to not just put their contents fully onto atom movable, since it makes debugging on live much
harder, can't sdql for them anymore.

Fixes a runtime in meteor code, properly this time
Fixes a logic error in stop_looping
Makes move manager NO_INIT, because well, it doesn't init

* Commits human sin, makes Recover() work properly for movement subsystems

* Fixes immovable rod orbits not always working, they were returning too early in moved and fucking up the var we use to track move count, and thus not sending a signal properly

* Reworks the curseblob to use signals more, and to not use override

* Missed this in the movement ss commit

* Removes override, makes having a higher or equal precedence take its place

* Updates documentation

* Cleans up some unused defines

* Nukes the unused flags option

* Whoops forgot to qdel check

* Removes an unused var I had for client move prevention before I started using a component

* Let's do this properly

* Modernizes meteor code to better match how explosions actually work currently

* Some more cleanup

* Cleans up effect code a little bit
Nukes the effect system's sleep loop, we use movement loops instead
As a part of that, instead of 1 timer per effect spawned, we react to loop failure and make it 1 timer per
effect system
This should reduce the amoumt of slowdown we see after mass lighting break

It's not everything, we're still making a timer per spark effect, but it cuts things down significantly

* Updates explosions to not sleep

* Adds support for modifying a loops delay post process, makes extinguisher code suck less then it does currently, nukes some more sleeps and timer loops

* Converts water tank resin over to move loops rather then sleeps, minor behavior change mind, the cooldown starts on fire rather then on land, but I think that makes more sense anyway

* compile and runtime fix

* Fixes some runtimes, cleans up some code, ensures feature parity when it comes to logging

* Prevents resin foam from space drifting

* Adds support for flags back into the system, I need it for reasons

* Updates move_towards to fix some bugs and resolve some inconsistent behavior, implements a flag that makes a loop's first move start instantly

* Fixes extinguishers not actually transfering any reagents

* Converts sprays to the new system. This does actually minorly change behavior, in that I've changed the order of spray actions from step -> sleep -> wash to step -> wash -> sleep, but I'm not terribly torn up about it because frankly I think it feels better

* Converts grav catapults over to the new system

* Converts trays over to moveloops

* Converts robot streaking to move loops, the other two coming soon

* Compile you won't. Also fixes a behavior issue with oil streaks

* Does directional step_to properly, cleans up the other two streaking types

* Converts step_trigger over, not that it's actually used anywhere. Changes how stoping a move works, you need to explicitly qdel, other the step is just considered to be ignored. This will make life easier later

* Adds a jps movement loop. It's a bit bloaty, id is stupid, but it'll work just fine

* Makes the system support passing in a datum that's just used as extra context for the move. The hope is this makes signalizing things less of an absolute headache

* Begins the conversion of ai movement datums to movement loops

* These two are reasonably simple, only weird thing I'm doing is A: Not allowing target hotswapping, which I hope none is doing, and B: passing the controller into the move loop as extra context so things work properly

* JPS is a bit more complex, partially because the old implementation was a bit weird. 2 major things. 1: I'm dropping what I think was a redundant behavior minimum distance check from the premove bit of logic, since I'm pretty sure it didn't do anything. 2, instead of just stoping the step in an error state like being pulled, we count it against our max move total

* Audit

* Moves most forced movement to the framework, adds some components to make things nicer

* Implements a flag that makes the loop always operate, regardless of precedence and without impacting any other loops

* Moves movement subsystems into the right folder

* Hey potato what if you had two procs that did the same thing and one called the other? Wow it's useless

* Merges slipping and force movement

* Converys conveyors over to the system. It's a bit fragile, but I think it's totally worth it to save the sleep loop

* Precedence -> Priority, cleans up some logic errors, makes priority highest to lowest instead of lowest to highest, straight cleans some code up

* Makes poly and bubbles ignore spacedrift, now that precedence actually functions properly. I'm likely missing cases of this, will deal with it later

* Depression, thy name is linter

* Fixes linter, and hopefully fixes the runtimes in ci too

* Wew

* Sets sprays and extinguishers back to legacy, since people do actually seem to have noticed

* Spelling errors my beloved

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* More detail, moves return descriptions

* Converts transit tubes to the system?

* Adds the glide size modifier. Not honestly sure that this should be default, considering how crummy it makes things look for normal walking, but it's useful as hell here

* Adds a force move in dir template, actual support for fast initial steps (wtf old me) and a helper proc for setting delay

* Cleans up displosal code a bit, I thought about adding it to the system but it would functionally be just 'disposal loops'. Maybe I'll make a template subtype? not sure how I want to handle stuff like this

* Cleans up mob movement a bit

* Let's use the controller's visual delay

* Makes the resin thrower nicer, cries

* Cleans up some comments, replaces an implicit world.icon_size with an explicit one, fixes up a typecheck

* typecache instead of double istype. Can't do much about the !atom/movable, list would be too big I feel

* hhh

* bro wtf

* Documents the why of SS_TICKER

* Puts SSmovement on SS_TICKER. Lets us support tick steps

* Cleans up the charge action. Makes it use moveloops

* Fixes CI? kinda worried that this just got dropped

* Converts disposal pipes to move loops. They stutter a bit more then usual as of now, hoping that's a me thing, if it's not I'ma look at uping the priority of the base subsystem

* Moves the move subsystems off background, puts some on ssticker

* Prevents some things that shouldn't move in space from moving in space

* Documents the general form and usage of the system

* Virgin one vs chad once

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* Removes unneeded check

* Moves appropriate movement subsystems into SS_BACKGROUND. Removes redundant SS_KEEP_TIMINGs

I do want the behavior of SS_TICKER, which at this point is tick based waits, and ignoring overtime when
calculating next fire.
Since honestly, these subsystems should ignore overtime in regards to next fire, the cost of moving A may be
nothing compared to the cost of moving B.

* Makes the MODULUS macro use floor. I knew our coders would never let me down, glad this exists, thanks ninja
Fixes teleporting caused by shitty round() behavior, adds a "you hit your target" case to homing loops

* Converts blood splatters to move loops, that'll do it

Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* Adds a movement looping system, replaces inbuild procs and spacedrift with it

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
2022-01-18 00:54:06 +00:00
SkyratBot
5910fd9649 [MIRROR] MOD update: Modular Cores [MDB IGNORE] (#10710)
* MOD update: Modular Cores

* Fixing all dem conflicts

* Okay now it's going to compile too

* Fixing some Trigger() (they triggered me)

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-01-16 15:25:41 -05:00
SkyratBot
a17b136f55 [MIRROR] Rubbershot is now very bouncy [MDB IGNORE] (#10692)
* Rubbershot is now very bouncy (#64020)

Makes shotgun rubbershot bouncier.

* Rubbershot is now very bouncy

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2022-01-14 14:04:18 -05:00
SkyratBot
950bafb2e6 [MIRROR] nuclear particle flag fix + damage_type change [MDB IGNORE] (#10676)
* nuclear particle flag fix (#64032)

* nuclear particle flag fix + damage_type change

Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2022-01-13 18:03:53 -05:00
SkyratBot
633bb682dd [MIRROR] Fixes pixel-specific aiming. [MDB IGNORE] (#10648)
* Fixes always aiming at the center of your target. (#64015)

There used to be code that was supposed to let you shoot at the individual pixels of your target.
It was broken and was causing bullets to drift off-center at long ranges and zooms.
I tried to fix it and accidentally wound up removing the ability to target individual pixels.
This reimplements the pixel targeting without the aim drift bug.

* Fixes pixel-specific aiming.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2022-01-13 04:31:28 +00:00
SkyratBot
65b8082678 [MIRROR] Harddel Fix Pack #42 + Better Live Reftracking Support [MDB IGNORE] (#10639)
* Harddel Fix Pack #42 + Better Live Reftracking Support

* awooga

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-01-12 21:57:49 +00:00
SkyratBot
c33061765b [MIRROR] [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety [MDB IGNORE] (#10620)
* [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety

* updates and fixes

* ffff

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-01-12 03:25:38 +00:00
SkyratBot
7c10f539bd [MIRROR] Makes share() canonical. Saves cpu time, makes the simulation proper [MDB IGNORE] (#10618)
* Makes `share()` canonical. Saves cpu time, makes the simulation proper (#63785)

* Makes `share()` canonical. Saves cpu time, makes the simulation proper

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-01-12 02:24:17 +00:00
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