* Changes gun flipping to use attack self secondary, moves it to base gun level (#75680)
## About The Pull Request
- Gun flipping is now done via attack self secondary (right click it
when it's in your active hand) rather than attack self ("use" hotkey or
left clicking it when in active hand)
- Moves gun flipping to `/gun` level
## Why It's Good For The Game
- Gun flipping has historically had very bad UX, as most ballistic guns
used attack self for some function - loading the gun, ejecting spent
rounds, racking the gun, etc. By putting it on attack self secondary, it
makes it a bit more of a deliberate thing and keeps it out of the way of
expected behavior
- TLDR: Makes it much less likely you end up spinning your shotgun like
a dingus in the middle of a firefight instead of racking the thing.
- Also makes it less likely you dump your entire mag trying to show off.
- Putting it on the base level lets me spin lasguns and disablers around
which I've always wanted to. It also means you can spin stuff like wands
and bows but I'm not too plussed about that. It's just funny
## Changelog
🆑 Melbert
qol: Gun Flipping is now done by right clicking the gun when it's in
your active hand ("use secondary"), meaning you should be less likely to
accidentally spin your gun instead of ejecting rounds / racking / etc.
qol: You can gun flip all guns, instead of just ballistics. This
includes stuff like wands.
/🆑
* Changes gun flipping to use attack self secondary, moves it to base gun level
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Weapon magazine ejection sound implementation (#75672)
## About The Pull Request
Implements (possibly re-implements if it was used some time ago)
magazine ejection sounds for firearms.
## Why It's Good For The Game
Better weapon feedback as you can distinguish whether you've inserted a
mag or not.
## Changelog
🆑 Stalkeros
fix: Adds or possibly re-adds firearm magazine ejection sounds.
/🆑
* Weapon magazine ejection sound implementation
---------
Co-authored-by: Stalkeros2 <42087567+Stalkeros2@users.noreply.github.com>
* Fix SHOULD_NOT_SLEEP hit in borg adjustable tracer bolts (#75512)
See #75232
* Fix SHOULD_NOT_SLEEP hit in borg adjustable tracer bolts
---------
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
* Some Bolt-Action Fixes (sniper rifle mag manip independent of bolt, among other things) (#75079)
- because pipeguns can no longer misfire, removes the code relevant to
cleaning them with a cloth
- the above makes it so that you can insert/remove a sniper rifle's
magazine regardless of bolt open/close status, which is neat
- also nudges some code around so that affixing a bayonet or whacking
your gun with any item no longer spams it with "can't jam!" or "bolt
closed!"
## Why It's Good For The Game
less random irrelevant popups, and also the magazine on sniper rifles
thing just kind of irked me
* Some Bolt-Action Fixes (sniper rifle mag manip independent of bolt, among other things)
---------
Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
* FIXES RUNTIME CAUSING GUNS WITHOUT A MAGAZINE INSERTED TO NOT FIRE (#75407)
Caused by #75058🆑 ShizCalev
fix: Guns without magazines inserted can now fire again!
/🆑
* FIXES RUNTIME CAUSING GUNS WITHOUT A MAGAZINE INSERTED TO NOT FIRE
---------
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Makes the divine bow renamable (#75180)
## About The Pull Request
Adds the UNIQUE_RENAME flag to the divine bow to allow the
name/description to be modified.
## Why It's Good For The Game
Consistency with every other null rod option (all of which inherit the
flag from `/obj/item/nullrod`
## Changelog
🆑
fix: The chaplain's divine bow can now be renamed like all other null
rod variants.
/🆑
* Makes the divine bow renamable
---------
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
* Buffs the Bulldog (#74781)
## About The Pull Request
Buffs the Bulldog via giving it a damage modifier of 1.2.
## Why It's Good For The Game
Assuming default ammo, the C-20r is 30 damage a shot. The M-90gl is 35
damage, and has grenades as a side dish. The Saw is 30 and is fully
automatic. The Sniper is 70 alongside having incredible range, stunning,
and delimbing.
The Bulldog when loaded with buckshot does a grand total of 45 damage
point blank.
That's a pretty rough comparison, and once you take into account the
other types of ammo nukie guns can use, it doesn't get much better. As
is the only real usecase for the Bulldog is meteor slugs, and you're not
really using those for murder anyways.
## Changelog
🆑
balance: Bulldogs now hit 20% harder with their projectiles!
/🆑
* Buffs the Bulldog
---------
Co-authored-by: Borisvanmemes <39802339+Borisvanmemes@users.noreply.github.com>
* Makes the blowgun not need to windup before shooting (#74641)
## About The Pull Request
Removes the windup before shooting a blowgun
## Why It's Good For The Game
The blowgun already has 25 oxygen damage, and stamina drain when you
fire it, which puts it way below a syringe gun. This also gets rid of
the "one viable option" of ranged syringe gun that people rush, because
maybe if somebody steals the syringe gun, you can still make some
(worse, but viable) syringe gun.
## Changelog
🆑 Vect0r
balance: The blowgun no longer takes time to windup before you can shoot
it.
/🆑
* Makes the blowgun not need to windup before shooting
---------
Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
* You can rename/change the description of thermal pistols (#74337)
## About The Pull Request
As the title, you can change the name and description of thermal
pistols.
Also changes the description a bit so people don't think it's self
charging.
## Why It's Good For The Game
Someone asked me to do this. Also people were sometimes confused about
the description.
## Changelog
🆑
qol: You can rename and change the description of nanite/thermal
pistols.
/🆑
* You can rename/change the description of thermal pistols
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Removes networks from the game (#74142)
## About The Pull Request
This is a continuation of
https://github.com/tgstation/tgstation/pull/74085 - I announced in the
comments there that this would be my next PR, and this is it.
Removes SSnetwork, ``/datum/ntnet``,
``/datum/component/ntnet_interface``, ``var/network_root_id``, the
network unit test, and a lot of other things related to networks.
- NTNet circuits now check for an Ntnet relay, and uses signals to
operate.
- Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you
can no longer see what ruins exist using it (why should Wirecarp know
that Oldstation spawned? The flavor is that they dont know its there).
- Removed it from MULEbots entirely, I don't think it even did anything
for them? Botkeeper seems to work without it, so it's possibly there
from pre-tgui PDAs.
- Moves assigning random names to a base proc instead of being tied to
network, this is things like random-naming scrubbers/vents. The behavior
hasn't changed at all.
- Makes Ntos work for consoles when relays are down, as the comments
said they're supposed to (because they're wired). I think this was an
accidental change on my part, so this is a revert of that.
## Why It's Good For The Game
Ntnet is ancient code that hasn't given us much that we can't do with
already existing alternatives, we've been slowly moving away from it for
init times, and though a large portion of that was limited to airlocks,
I still don't think this is a system worth keeping around.
It's way too complex to expect feature coders to do anything with it,
and too old with better alternatives for anyone to want to improve any
of it.
## Changelog
🆑
fix: Computers are now properly connected to Ethernet, and can use Ntos
when Relays are down.
refactor: Removes Ntnet and Ntnet interfaces, which was only used by
Ntnet circuits (which now directly checks for a Relay to work) and
MULEbots, which did nothing with it.
balance: Wirecarp no longer tells you what ruins spawned in a round,
instead it's limited to PDA logs, and tells you the source too. This
means the RD can catch someone running illegal programs if they don't
make any attempt at hiding it.
qol: Wirecarp logs is now set to save 300 at once, instead of 100 and
being increased to 300 by the RD during the round. This is pretty
insignificant, since there's no reason to NOT want as many logs as
possible.
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* Removes networks from the game
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* this code is so fucking funny it makes me want to merge w/o looking
* safety component stuff
* safeties should be finished
* I loooove safety component
* I swear that's all for gun safety
* manufacturer component
* cant forget this
* this is so awful
* 1100 line long gun file
* ok it actually compiles now
* that should not be an addition of any sort
* these defines should not be used anymore
* why?? the fuck??? are there var edited fire modes on black mesa?????
* how did that even happen
* maybe ci will shut up now
* oh man so many guns are lacking autofire now
* probably fixes safety toggling
* that should reference the gun not the component
* that should probably return
* makes it replicate current behavior, defaults safeties to being ON
* and that is all i have to say about that
* its automagically
* Removes the pipegun's chance to misfire and make you shoot yourself (#73738)
## About The Pull Request
As the title might imply, the increasing percentage chance that a
pipegun misfires and fires at the user has been removed.
## Why It's Good For The Game
The pipegun already has a large number of other downsides, like a 1
round ammo capacity, it being bolt action, the fact it can get dirty and
have the bolt jam, and the 3/4 damage modifier. While these all make
sense and can make for a pretty fun improvised weapon, the chance to
misfire brings it from 'interesting' to 'unusuable in 99% of
situations'.
## Changelog
🆑
balance: The pipegun's chance to misfire and shoot at you rather than
the person you're pointing it at has been removed
/🆑
* Removes the pipegun's chance to misfire and make you shoot yourself
---------
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Fixes reverse revolver name (#73315)
## About The Pull Request
Reverse revolver is now named "Syndicate Revolver", same as the normall
syndie revolver.
Fixes https://github.com/tgstation/tgstation/issues/73313
## Why It's Good For The Game
Fix
## Changelog
🆑
fix: Fixes reverse revolver name being different from syndicate revolver
name
/🆑
* Fixes reverse revolver name
---------
Co-authored-by: SuperSlayer <91609255+SuperSlayer0@users.noreply.github.com>
* Rebuilds Luxury Shuttle (mostly), makes it emag-only (#72940)
## About The Pull Request

Changes the really goofy old lux shuttle to a cooler layout with some
additions to make it a luxury and not just
"anti-poor-people protection + food"
Shuttle was made bigger to make it less cramped for the luxury class,
pool was moved to its own room, added an arcade
and a bar corner, has real lasers to shoot poors with (20c each shot),
has fire extinguishers now
Adds a new preopen variant of hardened shutters
Adds a paywall pin subtype for the luxury shuttle, and a laser gun
subtype
Made emag-only at a price of 10000 credits
## Why It's Good For The Game
The old luxury shuttle looked REALLY awful with its pool, was pretty
cramped even in the luxury section and BARELY resembled a luxury..
This luxury shuttle provides luxuries such as a less poorly designed
pool, more space for legs, arcade, to make it resemble a luxury unlike
the old one
## Changelog
🆑
add: Luxury Shuttle is now bigger, and less ugly! Poor people still get
it rough though...
/🆑
* Rebuilds Luxury Shuttle (mostly), makes it emag-only
---------
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
* Fixes an edge case where you can get incurable plasma damage, & fixes healing sources that don't have biotype restrictions not working if the mob doesn't have the MOB_ORGANIC biotype (#73017)
## About The Pull Request
Fixes#72962
The plasma river applies toxins damage to a mob as it transforms
individual limbs into plasmaman ones.
Once all limbs have been transformed, the mob's species changes to
plasmaman.
This currently leads to incurable toxin damage as antitoxin drugs do not
work on plasmamen. Made it so that upon transforming fully, the toxin
damage is cleared.
Also fixed an issue where healing sources that do not have a
required_biotype parameter (e.g. `adjustToxLoss(-5)` vs
`adjustToxLoss(-5, required biotype=whatever)`) will not work on mobs
that do not have the `MOB_ORGANIC` biotype (e.g. plasmamen) due to it
defaulting to `MOB_ORGANIC`. For now those use the `forced` param to
accomplish this.
## Why It's Good For The Game
Incurable damage is no good.
## Changelog
🆑
fix: fixed getting incurable tox damage when fully transformed into a
plasmaman via plasma rivers
fix: fixed rod of asclepius/medibeam etc not being able to heal tox
damage despite not having biotype restrictions
/🆑
* Fixes an edge case where you can get incurable plasma damage, & fixes healing sources that don't have biotype restrictions not working if the mob doesn't have the MOB_ORGANIC biotype
---------
Co-authored-by: Bloop <vinylspiders@gmail.com>
* The toy crossbow nolonger floats nearby your hand when you hold it. (#73140)
## About The Pull Request
The toy crossbow had its inhand dimensions set incorrectly to 64 causing
the inhand sprites to be offset incorrectly, I've set them to 32.
## Why It's Good For The Game
Bugfix.
## Changelog
🆑
fix: Toy crossbows have had their offset fixed and will now correctly
display in your hand.
/🆑
* The toy crossbow nolonger floats nearby your hand when you hold it.
---------
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
* Documents bolt_types and fixes Mosin Nagant Sprite (#72448)
## About The Pull Request
For an unknown period of time, `/obj/item/gun/ballistic` used the wrong
type of sprite for it's `bolt_type`, so anyone trying to make a new gun
and using it as an example wouldn't be able to make it work. Being an
abstract item, it used `BOLT_TYPE_STANDARD` when it had a
`BOLT_TYPE_LOCKING` icon state.
If you spawn it in and look at it, it looks like this.

But if you VV `bolt_bolt` type to `4` ( `BOLT_TYPE_LOCKING`), it looks
correct.

Same with the Mosin, which now has a visible bolt, so you can tell if
it's open or not now!

So basically:
- Changes the Mosin to use the correct bolt type, `BOLT_TYPE_LOCKING`.
- Makes the abstract `/obj/item/gun/ballistic` use the correct type of
sprite. It comes in designer _Debug Purple checkerboard_.

- Adds `bolt_types_explained.md`. As the name implies, this explains in
detail what all the bolt types do, and what you should name the
iconstates for them when you're trying to make a new gun.
- Various comment changes in `ballistic.dm`, and the `combat.dm`
defines.
- De-souls the `boolets` variable name to `bullets` in the ammo counter
proc
- Adds a new parameter `handle_modifications = TRUE` to `sawoff()` When
set to false, it allows you to still use the sawing logic, but bypasses
all the snowflake code for variable changes, and only sets `sawn_off` to
true. This is helpful if you want to allow a weapon to be sawed off, but
don't want your icon forcibly set to `lefthand_file =
'icons/mob/inhands/weapons/guns_lefthand.dmi` or the weight class set to
normal.
## Why It's Good For The Game
Documentation is always good I hear. Also if you're trying to make a new
gun or fix a sprite issue, now you can look at the base type to
understand how it works!
## Changelog
🆑
fix: Mosin Nagant bolt sprites are now visible. It's like 5 pixels so
not a surprise nobody noticed for years.
/🆑
* Documents bolt_types and fixes Mosin Nagant Sprite
* Fixes our speargun overlay sprites
Co-authored-by: Stonetear <89315023+Stonetear@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. (#72110)
So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!
Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.
But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.
It also made it much harder to organize new memories keep it clean for
stuff like downstreams.
So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.
Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.
This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.
To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.
Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?
🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑
* Modular!
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Experiment with holding hard references to objects being qdeleted in 515 (saves 1.1+ seconds on init times, more on prod) (#72033)
## About The Pull Request
Adds `EXPERIMENT_515_QDEL_HARD_REFERENCE`, which will queue to the GC
subsystem using hard references rather than `\ref`. This is only
possible in 515 because of the new `refcount` proc. `\ref` is very very
slow and has some nasty knock on effects, so removing its usages where
possible is good.
This is an explicit opt in define because I want to give us the ability
to test 515 on live while only testing 515 itself, not our experimental
changes. We have a few more of these we want to do so I made a separate
file for them. They're auto-defined in unit tests so we see them with
the alternate test runner. In a perfect world we'd test both on and off,
but eh.
Closes https://github.com/tgstation/dev-cycles-initiative/issues/10
* Experiment with holding hard references to objects being qdeleted in 515 (saves 1.1+ seconds on init times, more on prod)
* fix missed underbarrels
* HEV radio
* Keeps gc_destroyed from getting updated on every step thru the gc queue. (#72401)
Keeps gc_destroyed from getting updated on every step thru the gc queue.
Fixes logic that assumed gc_destroyed is the time the object first
qdel'ed. it used to get updated on each stage of the garbage controller
and there are 3 stages.
Added list index defines for the inner gc item list.
* test fix
* final fix
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
* Clean up something else which was failing CI (#72299)
## About The Pull Request
Well my last PR passed the CI but everything else is still failing and I
want a little tick next to my pull requests.
So I guess I'm whacking moles until everything that 515 doesn't know how
to dispose of is disposed of?
I'll be honest I don't know what change makes this a requirement when it
wasn't before but it seems like a logical thing to be doing.
Unfortunately running this test locally doesn't produce a failure for me
so my only solution is to keep getting the CI to do it and hope that it
doesn't report a false positive again.
## Why It's Good For The Game

## Changelog
Not player facing
* Clean up something else which was failing CI
* modular m90
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Crafting/Cooking menu update
* Yeeted away all of the merge conflicts, time to fix the code
* Okay, now it compiles, and after testing, it seems to work just fine
* Actually, early addition of an upstream fix, so those that don't have hunger can still open the cooking menu
* Fixes the units tests by removing the extra comma in the Stuffed Muli Pod recipe
Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* refreshes syndi-kits and syndicate surplus crates, introduces shared limited stock
* merge conflict
* Surplus balance, Consolidated our surplus crate and the new tg one to just use our stats
* use upstream surplus loot crates
* syndicrate
Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>