Unknown
9e329e2a92
Forgot something
2019-03-28 20:09:52 -04:00
Unknown
75ede8c745
Fixes Merge Conflicts
2019-03-28 16:03:52 -04:00
Unknown
cf39c61c2d
Conflict Resolution
...
This one made a lynx cry.
2019-03-28 13:19:19 -04:00
Neerti
3256202407
[READY]Ports /tg/station pixel projectiles, processing subsystems, timer subsystems, and some misc stuff to make it all work
2019-03-27 22:02:07 -04:00
Spades
eb0e2ec1f5
Guns sounds refactor and improvements
2019-03-27 10:42:18 -04:00
Atermonera
2df5e9fe0e
Merges AI Branch into Master
2018-12-01 00:06:38 -05:00
Anewbe
972486dde0
Merge pull request #5464 from Neerti/arc_projectile_fix
...
Makes arcing projectiles exist in the code.
2018-08-03 11:37:16 -04:00
Arokha Sieyes
e8258ff13f
POLARIS: Beam weapons runtime when you shoot yourself
2018-03-25 17:09:56 -04:00
Neerti
70ac478aea
Merge pull request #5065 from VOREStation/vs-port-3204
...
[PORT] Revamp logging for consistency
2018-03-20 21:13:47 -04:00
Arokha Sieyes
73838e0a62
POLARIS: Revamp logging to be consistent
2018-03-13 18:20:58 -04:00
Anewbe
09effef4f9
More projectiles now ignite things
2018-03-11 15:47:48 -05:00
Mechoid
9cd4bde3d1
Test Projectiles can pass through things other projectiles are capable of, and unanchored structures.
2018-02-23 21:27:41 -08:00
Anewbe
534a588a6a
Gun changes ( #4185 )
...
* Various background gun changes
* Forgot to include the sounds, woops
* Fixes some more gun stuff
* Makes the cham gun work again
2018-02-12 23:12:14 -08:00
Neerti
9db34eae86
Adds Hunting Rounds
...
Adds a system for projectiles to inflict additional damage on specific kinds of simple animals.
Adds special bullets for certain rifles which are very effective against 'animal' SAs such as giant spiders, bears, carp, and such. The bullets do less damage to other targets such as humanoids.
Replaces the southern cross gun locker regular ammo with hunting ammo.
2017-11-19 23:59:17 -05:00
Mechoid
48d8375cac
Incendiary >= 2 projectile fixes. ( #4127 )
...
* A whole load of things.
* Fixes the SM Rod's travel distance.
* Flame it again, Tony. Fixes flamefuel spawning on rock-wall turf.
2017-10-22 00:26:33 -05:00
Mechoid
920e823a46
Fuel-Rod Gun, Minor fixes related. ( #4103 )
...
* A whole load of things.
* Fixes the SM Rod's travel distance.
2017-10-19 15:07:52 -05:00
Anewbe
b14766ff92
Merge pull request #4078 from Mechoid/Projectile_Turretfunctions
...
Turret Targetting Update
2017-10-16 14:03:05 -05:00
Mechoid
9a04744ab6
Turrets detect targets through metal foam.
2017-10-15 13:48:38 -07:00
Mechoid
aac1ab0bb7
Dead bodies are no longer perfect shields.
2017-10-14 21:41:15 -07:00
Mechoid
56ec5ec94c
Adds three flame-themed illegal Mech weapons and more. ( #4058 )
...
* Adds three flame-themed illegal Mech weapons. Allows anything using apply_effects to be incendiary and ignite/apply firestacks. Also absolute-paths the spilled fuel effects.
* Removes world << because I'm a good coder honest.
* Why does Git do this for no reason.
2017-10-13 23:32:52 -05:00
Neerti
64f02f70b2
Simple Animal Tweaks
...
Makes hivebots a bit smarter, shifts stats around, adds a few new sprites thanks to Mechoid, and adds a few new types.
Adds verbs that can be used as a player hivebot, to get them to follow you.
Spider eyes can now be seen clearly in the darkness, which looks spooky.
2017-09-24 23:43:14 -04:00
Neerti
4bfcec55f2
work
2017-09-04 21:52:47 -04:00
Neerti
ec366d5d74
Makes Technomancer use modifiers, fixes a few bugs
2017-04-28 16:27:51 -04:00
Anewbe
c2ac804dc0
Implements the vacuum traversal part of the plasmastun
2017-01-15 17:42:05 -06:00
Anewbe
5bfc0c851e
Changes the way embedding works
2016-10-11 21:29:49 -05:00
MagmaRam
22adc0411a
Lasers, energy projectiles, and muzzle flashes now produce light.
...
It's a bit wonky due to lighting only updating once every half-second,
but it's very much functional, at least on my desktop.
2016-09-17 23:14:41 -05:00
Neerti
8a61641479
Some more work + prep for drydocking.
2016-07-08 20:38:34 -04:00
Neerti
a67b544acd
More work done!
2016-02-22 23:33:19 -05:00
Neerti
062a092cfe
Refactors how armor works. It's now less of a dice roll, but still retains some randomness. This makes weaker armor worth using, and stronger armor not godlike.
...
Also fixes a bug with the auto shotgun causing runtimes.
2015-12-01 03:45:47 -05:00
Zuhayr
e27eda4c86
Merge pull request #10672 from mwerezak/frag-grenade
...
Adds fragmentation grenades
2015-09-07 14:12:27 +09:30
mwerezak
77ddae4e26
Structures now take damage properly from projectile clouds
2015-08-15 19:08:45 -04:00
mwerezak
8b08f8ff34
Fixes explosions deleting projectiles
2015-08-15 02:51:02 -04:00
Chinsky
ac80136603
Merge pull request #10184 from mwerezak/projectile-cleanup
...
Projectile code cleanup
2015-08-13 07:26:58 +03:00
PsiOmega
78ffb5835a
Misc.
2015-08-11 17:33:03 +02:00
PsiOmegaDelta
3185005496
Fixes #10410 . Fixes #10411 .
...
Removes improper code, that would cause spell projectiles to be deleted pre-maturely as well as cast the spell effect all too often.
Also removes completely unused code.
2015-08-11 13:36:56 +02:00
mwerezak
cb2a094553
Adds fragmentation grenades
...
Adds a fragmentation grenade item that launches a shower of projectiles
in all directions when detonated.
2015-08-11 02:42:25 -04:00
HarpyEagle
8cbd14c1a5
Splits up projectile/launch()
2015-08-10 19:00:38 -04:00
HarpyEagle
53affb4e44
Projectile cleanup
...
Moves projectile trajectory related setup into setup_trajectory(), removes
redundant target var on test projectiles.
2015-08-10 18:56:41 -04:00
mwerezak
6df770cab3
Fixes projectiles being able to hit humans in organs they do not have.
...
Will also prevent body shields blocking bullets with non-existant limbs. Expands on the special return values for bullet_act(), adds defines for them.
2015-07-28 20:23:26 -04:00
mwerezak
d203362d38
Fixes #10258
...
Turrets now aim at the chest/groin unless the target has a neck grab on someone, otherwise they aim elsewhere.
Projectiles are now able to miss targets that are lying or buckled, except when the target is at point blank range and is the original target for the projectile.
2015-07-28 20:17:32 -04:00
Zuhayr
03927918c6
Merge pull request #10187 from Baystation12/master
...
Master > dev-freeze
2015-07-15 16:10:13 +09:30
HarpyEagle
be34a7cfc7
Fixes projectiles ignoring their specified target zone
2015-07-14 14:20:53 -04:00
Loganbacca
c04fc312e2
Moved trajectory check to during target assessment
2015-07-11 02:47:47 +12:00
Loganbacca
ba7e3ae9e8
Cargo train vs projectiles
...
If a cargo train has a mob riding it, there is a chance the mob will be hit by the projectile instead.
2015-07-11 02:16:17 +12:00
Loganbacca
6b10b648d2
Implements turret trajectory prediction
...
- Adds trajectory checking for turrets, so they don't burn holes through other objects (like walls and AI's) if they wouldn't hit them anyway.
2015-07-11 02:16:17 +12:00
Loganbacca
ce77c61028
Projectile visual bug fixes
...
- Fixed visible beam projectile
- Fixed additional tracers overlaying impact effects
2015-07-11 00:06:44 +12:00
Chinsky
d469b3f42d
Fixes #9680
2015-07-10 00:27:16 +03:00
PsiOmega
83a09faf07
Merge remote-tracking branch 'upstream/dev-freeze' into dev
...
Conflicts:
code/modules/mob/living/carbon/brain/MMI.dm
code/modules/projectiles/guns/launcher/crossbow.dm
code/modules/projectiles/guns/launcher/pneumatic.dm
2015-05-16 22:38:01 +02:00
ccomp5950
19cc6df391
Conversion to admin_attack_log()
2015-05-15 17:07:07 -04:00
ccomp5950
735202d409
Admin log fix: Something that really annoys ravensdale.
...
<Ravensdale1> [X] has shot [y] with a the bullet
http://i.imgur.com/F54KjJ3.png
2015-05-14 21:07:36 -04:00