Commit Graph

62 Commits

Author SHA1 Message Date
tkdrg
058f93a052 Merge pull request #14911 from MMMiracles/L6butbetter
local man rebalances bulldog and SAW, ruins everything
2016-02-04 21:59:28 -03:00
MMMiracles
045f2d480b saw and bulldog changes fight me kiddo 1v1 2016-01-25 20:58:38 -05:00
Firecage
754491ce4c Changes relatives paths into absolute paths and makes some if()'s better 2016-01-17 01:36:56 +02:00
MMMiracles
cbc9904c4c saw balance 2015-12-16 20:23:03 -05:00
Steelpoint
62e7f1204d NewChanges 2015-09-16 17:53:04 +08:00
Steelpoint
98aef2ee6a ExtraValueRemoved 2015-09-10 14:10:48 +08:00
Steelpoint
6eac77fcfd Rifle 2015-09-10 13:14:41 +08:00
Steelpoint
a48610fbb9 MinorCHange 2015-09-08 23:20:15 +08:00
Steelpoint
d6f0c2484a InitalCommit 2015-09-08 19:56:07 +08:00
phil235
cdd15b7c27 Removes some unneeded code(flag = "magic" when already inheriting it from parent, adding a 0 argument to on_hit when it already defaults to 0).
Fixes syringe dart not respecting shield blocking.
Projectile doesn't show the hit message anymore if 100% blocked (shield blocking mostly). (but it is still logged)

Fixes deflected dart projectiles not being logged.
2015-08-01 16:57:27 +02:00
Cheridan
d39a2ef5db Revert "[BALANCE] HoS/ERT/DS Armour Buff | Revolver Armour Piercing" 2015-07-18 07:51:17 -05:00
WJohn
3537d754b3 Merge pull request #10345 from Steelpoint/HoSArm
[BALANCE] HoS/ERT/DS Armour Buff | Revolver Armour Piercing
2015-07-16 11:29:22 -04:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
Steelpoint
2f058bbf37 ArmourPiercingRevolver 2015-07-04 00:26:08 +08:00
Alexander P. Ulan Hernandez
f0d70a42b0 Rubber Shotgun Pellets
Adds rubber shotgun pellets, which spawn in the riot shotguns and can be
produced at an autolathe.
2015-07-02 21:29:18 -04:00
MrStonedOne
bd6d51a0b5 Massive MC and subsystem rewrite
MC:
	No longer tracks a subsystem's cpu usage. This was basically worthless and took up space on the stat panel
	Can calculate wait down to a tenth of a decisecond to make it fps/world.ticklag agnostic
	Now allows subsystems to have a dynamic wait, that is based on a ratio of how long that subsystem has been taking to process(cost). (This system allows for upper and lower bounds, and an changeable cost delta for each subsystem)
	MC can now be told to init a zlevel

All Subsystems:
	Stats panel now allows child subsystems to pass it a message to add to its stats entry. All subsystems have been moved over to this system - This should cut down on subsystems having to copy and paste the stats proc in order to add to it
	All subsystems now properlly handle being given a zlevel in their init proc

Subsystem changes:
	Air:
		Added air to the dynamic wait subsystem. upper bound: 50, lower bound: 5, cost delta: 3 times process cost
		Air now fires 4 times faster when it can do so without lagging things up
		Pipenet has been merged into air
		Atmos machinery now processes with process_atmos(), ticked by air, not machinery.
		Hotspots (the fire object) are now object pooled
	Pipenet:
		Deleted, added to air
	Machinery:
		Moved all atmos calcualtions in all objects's process() to process_atmos().
	Lighting:
		Added Lighting to the dynamic wait subsystem. upper bound: 20, lower bound: 5, cost delta: 3 times process cost
	Ticker:
		Fixed ticker not updating the lobby panel when game start delayed
		Fixed the game start timer updating rapidly from queued fires when game start delay is removed
	Garbage/qdel:
		qdel will now limit its process time to 2ds a fire.
		qdel can now be given hints as a return to Destroy() as to what should be done with the object.
		the options are:
			queue: (default) this is the normal behavior.
			letmelive: old default to non-null/zero. does nothing with the object
			iwillgc: functionally the same as above, mainly to let people working with objects know that the object will not be queued for GC checking
			harddel: this will queue the object to be deleted without storing a soft reference, mainly to save locate() processing time.
			harddel_now: this will del() the object. To allow for a clean removal of every del() not in qdel
		All objects have been updated to the new system, harddel and iwillgc was not added to any new objects.
		Fixed some objects not GCing because they didn't properlly clear references in Destory()
		Fixed some objects getting qdel'ed preventing other objects from getting GCed because they did not null their reference to that object.
2015-04-29 02:00:25 -07:00
phil235
09df1080e9 Some adjustments:
Fixes with projectile bump() on border objects.
Fixes some projectile on_hit() not calling the parent on_hit.
Move projectile mob hit check code to mob/CanPass().
Simplifies projectile/CanPass()
Fixes runtime in projectile/Bump()
2015-04-02 17:39:02 +02:00
Menshin
ca9f31a0e3 * Unified the firing proc for energy and ballistics mech guns
* Fixes incendiaries bullets runtiming on qdel
2015-03-17 23:58:03 +01:00
Thunder12345
8a780e89bf Overloading improvised shells
Improvised shells can be overloaded with black powder to have a random
pellet count and damage for each pellet. Damage ranges from 0 to 80.
2015-03-11 11:41:26 +00:00
pudl
08f8bb3ce8 replaces all instances of pacid with facid 2015-01-21 20:17:23 -06:00
paprka
46ee047404 further changes to the ranged stun system 2015-01-01 22:22:03 -08:00
paprka
21df99154d Merge branch 'master' of https://github.com/tgstation/-tg-station into burtsfiya
Conflicts:
	code/modules/projectiles/gun.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	code/modules/projectiles/guns/projectile/shotgun.dm
	icons/obj/gun.dmi
2014-12-25 13:51:43 -08:00
paprka
ea69908122 Buff mech smg bullets a little, added changelog 2014-12-13 23:31:46 -08:00
paprka
dc01a092af Merge branch 'master' of https://github.com/tgstation/-tg-station into deathtoezmode
Conflicts:
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/obj/gun.dmi
2014-12-10 23:55:51 -08:00
paprka
e53f8294d7 initial commit for nerfing ranged stuns 2014-12-10 00:16:53 -08:00
paprka
5b6039a521 changes to the uplink and further c90 updates 2014-12-07 19:39:24 -08:00
paprka
481fffcb08 second commit for c90gls 2014-12-05 18:13:04 -08:00
paprka
2425903320 intial commit, renames stechkin 2014-12-04 18:13:50 -08:00
paprka
d244fd6bbd initial commit 2014-10-15 13:29:19 -07:00
Cheridan
148d16397b Advanced Shotshells
adds 3 new types of shotgun ammo. make them by crafting the special shell in RND, and then using table-crafting to make the unique ammo.dmi

meteorshot, made with compressed matter cartridges
pulse slugs, shotgun rounds with the properties of a laser weapon.
dragonsbreath rounds, area-of-effect flame weapons.
renames ammunition/bullets.dm to ammunition/ammo_casings.dm, which is more accurate

splits RND designs up into their own files
2014-08-14 12:15:10 -05:00
Cheridan
a6cc26c50e Incendiary shotgun shells are now dragonbreath shells.
Adds meteorshot.
2014-08-13 13:36:07 -05:00
Cheridan
7ea56ca131 adds the mime mech 2014-03-05 18:06:56 -06:00
Razharas
f259e815d4 Merge pull request #2924 from TZK13/Shotgun-Shells
Incendiary shotgun shells
2014-03-02 13:39:50 -08:00
hornygranny
e65dc20971 Electrodes, stun bullets, darts and bolts reduced from 10 to 5 2014-02-27 13:04:58 -08:00
TZK13
9e79d2e4b4 Adds incendiary shotgun shells available via hacked autolathes in a new subclass of incendiary bullets and gave chemical dart shells their own sprites. 2014-02-26 12:05:41 -06:00
fleure
89bb6b8547 Merge pull request #2391 from ManeaterMildred/MechUpdate
Mech Update : Gygax, Ion and Carbine
2014-01-17 10:02:39 -08:00
ManeaterMildred
4daac07f20 -Copypasted the old indentation and fixed the bullet path
type because I'm dumb
2014-01-16 23:01:40 +01:00
ManeaterMildred
e24ce7681f Nerfed the incendiary bullets (The Mech Carbine ammo) to only
5 Brute but retain his incendiary effect.
2014-01-16 16:38:46 +01:00
Cheridan
8aaf10feb4 Merge pull request #2197 from sirbayer/srsbsns-deadlyboolets
Gun Revamp 2: Gun Harder: Director's Cut
2014-01-14 11:10:05 -08:00
fleure
074ead1b40 Merge pull request #2345 from hornygranny/weakbullet
Weakbullet damage change
2014-01-14 10:41:34 -08:00
sirbayer
eb20908dcf Merge branch 'master' of https://github.com/tgstation/-tg-station into srsbsns-deadlyboolets 2014-01-13 14:08:57 -08:00
Hornygranny
3c52f26750 extra line removed 2014-01-13 11:11:06 -08:00
Hornygranny
775728e20e Beanbag damage lowered. .38 damage increased. 2014-01-13 11:08:19 -08:00
Hornygranny
ee072e6e55 Changed neurotoxin from a child of energy to a child of bullet 2014-01-10 12:16:00 -08:00
sirbayer
f4542ee258 Scattershot ho! 2013-12-30 20:43:10 -08:00
Aranclanos
0184a61ef9 Syringe guns will now work on aliens properly 2013-12-30 19:44:58 -03:00
Giacomand
c39f61fe27 * Syringe gun projectiles will now display a message when the shots are deflected by the THICKMATERIAL flag.
* Fixes the space helmet not having the flag.
 * Fixes various coverall armour not having the THICKMATERIAL flag.
2013-12-22 01:43:03 +00:00
Aranclanos
0fdcd42592 Merge pull request #2054 from Cheridan/Nuke
Nuke Ops Tweaks: Flamer and Mechas
2013-12-19 13:37:32 -08:00
Cheridan
b68eadfb14 Nuke Op Tweaks
In response to feedback:
Dark Gygax no longer has the scattershot. Instead, it has a modestly powerful carbine loaded with incendiary rounds, solidifying its role as a hit-and-run and squad-support platform.
The Mauler now has the scattershot in addition to its existing arsenal, to give it that edge against crowds that you'll need at those higher populations.

Included with the new mecha weapon is a minor code refactoring of mech guns... There shouldn't be any noticable changes to the user. mech code is awful, guys
New sound effect for mecha launchers (Having the same sound effect for projectile launching and exploding drove me nuts.).

Nuke op flamethrowers now start with a full tank.
2013-12-16 23:56:49 -06:00
Giacomand
130803fcd9 * Added the THICKMATERIAL flag. It is used for thick coverall suits (space suits, firesuits, etc) and it will stop injections from syringes, hypos and parapens. It is also used for head items such as biohoods and space helmets. If you aim for the head, it will check if you can inject through the head equipped item, if you aim anywhere else it will check the external suit.
Let me know if I missed an item or if you don't think an item should have the flag.

* Cleaned up a bit of the gun code.
* Fixed an issue with shotgun darts not working in barrel shotguns.
* Made the on_hit() have a zone, will be used for syringe guns in another PR.
* Removed the unused sleepy pen.
* Changed /obj/item/weapon/gun/projectile/shotgun/pump/sc_pump to /obj/item/weapon/gun/projectile/shotgun/sc_pump, there was no /pump/ anywhere else.
* Shotgun darts will follow the new flag.
* Shotgun darts are now open containers, and I removed the snowflake check for them in syringes.
* Added logging for reagents in any projectile.
2013-12-13 00:00:20 +00:00