Commit Graph

76 Commits

Author SHA1 Message Date
Neerti
75c0c5cc38 Changes lots of gun stuff, see PR for details. 2016-03-30 03:41:54 -04:00
Zuhayr
ab9574ee06 Fixing some infinite loops in gun update_icon() calls. 2016-01-22 04:27:00 +10:30
EmperorJon
2dc59a5c96 Merge pull request #469 from EmperorJon/07_Dec._Fix_SMG_desc
Changes 12mm to 10mm.
2015-12-07 23:59:50 +00:00
Jon
ef987c5124 Changes 12mm to 10mm. 2015-12-07 23:59:11 +00:00
Neerti
e0986cb7ab Ballistic weapons will now correctly say that the firing mode was changed. 2015-12-02 08:04:34 -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
Neerti
5b59945032 Fixes gun aiming, adds logging for aiming and firing, and ballistic weapons should no longer be named 'the three round burst' or such. 2015-11-29 12:44:10 -05:00
Mark9013100
ce4b21550a Edits the Z8, L6, and A12
Conflicts:
	code/modules/projectiles/guns/projectile/automatic.dm
2015-10-11 00:44:47 -04:00
Mark9013100
0714ce3f93 Update automatic.dm 2015-10-11 00:44:22 -04:00
Mark9013100
fa361890ff Minor change to the auto shotgun and SAW
Conflicts:
	code/modules/projectiles/guns/projectile/automatic.dm
	icons/obj/rig_modules.dmi
2015-10-11 00:44:18 -04:00
Mark9013100
488ebc89b2 Balances fm-t2, nerfs burstfire
Conflicts:
	code/modules/projectiles/guns/projectile/automatic.dm
2015-10-11 00:42:26 -04:00
Neerti
e52a0ea332 Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into sync_to_bay_10/10/2015
Conflicts:
	.travis.yml
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/turfs/simulated.dm
	code/global.dm
	icons/misc/fullscreen.dmi
	polaris.dme
2015-10-10 23:17:26 -04:00
GinjaNinja32
c8eb26326a Merge pull request #11208 from mwerezak/firemode-cleanup
Fixes #10850
2015-09-28 11:41:03 +01:00
mwerezak
13c184c2a8 Fixes #10850 2015-09-27 14:13:37 -04:00
Neerti
b93595c19f Merge branch 'master' into 9/4/2015_master_to_dev
Conflicts:
	code/game/jobs/job/security.dm
	code/modules/projectiles/guns/energy/nuclear.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	maps/colony-1.dmm
	maps/colony-5.dmm
2015-09-04 08:43:37 -04:00
SinTwo
4e360779ed Guns, Coats, and Hair Oh My
Hair gender fix, the attack of the multicolor labcoats and hoodies, and
the addition of a new SMG E-Gun.
2015-09-03 19:51:26 -04:00
Neerti
7fab70767d colony-1 could not be saved, unfortunately. RIP 2015-08-23 18:04:47 -04:00
Neerti
00fa623c9d Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into dev
Conflicts:
	.travis.yml
	code/controllers/configuration.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/jobs/job/medical.dm
	code/game/jobs/job/security.dm
	code/game/machinery/Sleeper.dm
	code/game/machinery/computer/communications.dm
	code/game/machinery/cryopod.dm
	code/game/objects/items/weapons/RCD.dm
	code/game/objects/items/weapons/storage/boxes.dm
	code/game/turfs/simulated/floor.dm
	code/game/turfs/simulated/floor_types.dm
	code/global.dm
	code/modules/materials/materials.dm
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	polaris.dme
2015-08-23 01:30:46 -04:00
SinTwo
9b51c352ae AS-24 Fix #2 + ignore
Ignore hides database config for hopeful database fix(?)
2015-08-18 18:09:48 -04:00
SinTwo
5b1b79df6d Fixes/Adds AS-24 Shotgun 2015-08-16 21:36:36 -04:00
SinTwo
14b2114598 AS-24 Shotgun
Adds the AS-24 Shotgun.
2015-08-16 19:28:06 -04:00
Chinsky
94f0ceffe1 Merge pull request #10200 from mwerezak/gun-desc
Renames of various firearms (squashed version)
2015-08-14 03:55:43 +03:00
HarpyEagle
ad54aca3ab Streamlines gun firemodes
Gun firemodes now work by setting vars on the parent gun item. Removes the
need to unpack a bunch of firemode values when shooting and the need for
certain guns to define special firemode types.
2015-08-10 14:38:08 -04:00
Dragor
697157a6bc Changes all gun names to generic descriptive names, moves names into desc. Updates the descriptions of various guns to be more loreful. 2015-07-15 22:08:21 -04:00
PsiOmegaDelta
405131a54e Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/modules/mob/living/carbon/human/life.dm
	code/modules/projectiles/guns/energy/stun.dm
	code/modules/projectiles/guns/projectile/pistol.dm
	code/modules/projectiles/guns/projectile/revolver.dm
2015-06-20 20:40:06 +02:00
HarpyEagle
b26edd690c Certain sidearms now use the lighter gunshot sound 2015-06-17 09:59:40 -04:00
Kelenius
35a20002c6 Merge branch 'dev' into ofResearchAndPrototypes
Conflicts:
	baystation12.dme
	code/defines/obj/weapon.dm
	code/game/mecha/equipment/tools/medical_tools.dm
	code/game/mecha/equipment/tools/tools.dm
	code/game/mecha/mecha.dm
	code/game/mecha/mecha_parts.dm
	code/game/objects/items/devices/flash.dm
	code/game/objects/items/devices/powersink.dm
	code/game/objects/items/devices/scanners.dm
	code/game/objects/items/stacks/sheets/glass.dm
	code/game/objects/items/stacks/sheets/sheet_types.dm
	code/game/objects/items/weapons/RCD.dm
	code/game/objects/items/weapons/circuitboards/machinery/biogenerator.dm
	code/game/objects/items/weapons/circuitboards/machinery/cloning.dm
	code/game/objects/items/weapons/circuitboards/machinery/mining_drill.dm
	code/game/objects/items/weapons/circuitboards/machinery/pacman.dm
	code/game/objects/items/weapons/circuitboards/machinery/power.dm
	code/game/objects/items/weapons/circuitboards/machinery/recharge_station.dm
	code/game/objects/items/weapons/circuitboards/machinery/research.dm
	code/game/objects/items/weapons/circuitboards/machinery/shieldgen.dm
	code/game/objects/items/weapons/circuitboards/machinery/telecomms.dm
	code/game/objects/items/weapons/circuitboards/machinery/unary_atmos.dm
	code/game/objects/items/weapons/flamethrower.dm
	code/game/objects/items/weapons/handcuffs.dm
	code/game/objects/items/weapons/kitchen.dm
	code/game/objects/items/weapons/shields.dm
	code/game/objects/items/weapons/storage/backpack.dm
	code/game/objects/items/weapons/surgery_tools.dm
	code/game/objects/items/weapons/teleportation.dm
	code/game/objects/items/weapons/tools.dm
	code/modules/assembly/igniter.dm
	code/modules/assembly/infrared.dm
	code/modules/assembly/mousetrap.dm
	code/modules/assembly/proximity.dm
	code/modules/assembly/signaler.dm
	code/modules/assembly/timer.dm
	code/modules/assembly/voice.dm
	code/modules/clothing/glasses/glasses.dm
	code/modules/hydroponics/trays/tray_tools.dm
	code/modules/mining/drilling/scanner.dm
	code/modules/mining/mine_items.dm
	code/modules/mining/ore.dm
	code/modules/mob/living/silicon/robot/analyzer.dm
	code/modules/power/rust/circuits_and_design.dm
	code/modules/projectiles/ammunition/boxes.dm
	code/modules/projectiles/guns/energy/laser.dm
	code/modules/projectiles/guns/energy/special.dm
	code/modules/projectiles/guns/energy/stun.dm
	code/modules/research/circuitprinter.dm
	code/modules/research/designs.dm
	code/modules/research/destructive_analyzer.dm
	code/modules/research/protolathe.dm
	code/modules/research/rdconsole.dm
	code/modules/research/research.dm
	code/modules/research/server.dm
	code/modules/research/xenoarchaeology/genetics/reconstitutor.dm
2015-05-20 11:50:28 +03:00
mwerezak
e93e9c1434 Expands firemodes to include energy gun settings
Expands on firemodes to include settings for the egun/adv egun,
floraray, and pulse rifle.

By default attack_self() now cycles firemodes for any gun. Updates
several projectile guns in a desperate attempt to avoid the need for an
unload ammo verb.
2015-04-28 02:06:54 -04:00
mwerezak
f1c2cbe519 Adds gun firemodes and burst firing
Adds support for different gun firemodes, and defines firemodes for various automatic weapons, as well as the double-barreled shotgun
2015-04-26 03:13:52 -04:00
Kelenius
db30c15e4c Updates to science
Protolathe and CI build procs moved to them from RD console.
Protolathe and CI now have a build queue. Designs take varying time to
build.
P and CI material storage is now a list instead of a set of vars.
origin_tech is now a list.
All sheets now contain exactly 2000 units of matter.
In design datum, chemicals and materials are two separate lists.
Designs are now sorted. The method is kinda hacky but flexible. They
have a var, sort_string. Designs are sorted alphabetically using it.
Circuits how show whether they build a machine or a computer in CI menu.
Adds item construction, for now protolathe is used.
2015-04-04 13:38:03 +03:00
mwerezak
5fe486dfe3 Fixes swapped STS-35 item states
Renames the states to prevent future confusion
2015-03-31 20:26:31 -04:00
mwerezak
c59fac2e16 Adds unloaded item state for the STS-35. 2015-03-29 02:40:57 -04:00
mwerezak
36cf695256 Adds Skowron's inhand icons for various guns 2015-03-28 02:10:09 -04:00
mwerezak
91d7dd7049 Adjusts item_state placeholders
Tries to switch the current placeholders for something less awkward
looking. As well, the WT550 will no longer be mistaken for a pistol.
2015-03-09 15:39:24 -04:00
mwerezak
5abf0248fc Firing the Z8 grenade launch automatically switches back to regular firing. 2015-03-09 03:14:26 -04:00
mwerezak
875f805724 Edits Z8 desc 2015-03-06 00:06:53 -05:00
mwerezak
ae6466ac45 Examining the Z8 now shows what is loaded in the grenade launcher. 2015-02-25 00:14:02 -05:00
mwerezak
3940c35184 Misc gun tweaks 2015-02-23 18:25:22 -05:00
mwerezak
e540550cff Adds an underslung grenade launcher to the Z8. 2015-02-23 17:56:54 -05:00
mwerezak
2db45d592f Makes the Z8 wearable on the back, adjusts some desc text. 2015-02-18 18:44:23 -05:00
Raptor1628
2ae273e1b8 Gear again
Collection of gear and changes from the four gear polls on the forums
includes:
2 new automatic weapons, mapped in to ERT and random weapon spawns.
Laser carbine balance.
Slow emergency softsuits, no armor value other than bio and rad, 4
slowdown.
1 knife, not mapped in, available for Psi's uplink merge.
New vests: 2 types, 2 pocket no slowdown,
4 pocket with slowdown, second is available from cargo and one random
vest
spawn in armory. The first replaces all instances of the old vests. Old
vests still exist in code.
Mercenary vest with no slowdown, 4 pockets, and slightly better armor,
not on map, possibly for Nukes or Traitor Uplink
Holster rearrangement for custom loadout.
Acid dispenser, mapped into robotics and science.
New food items, added to vendors and rations crate.
New random medical spawns, added to medbay.
Cargo and loadout additions to accommodate new items.
1 beanbag loaded 5 round shotgun added to Warden's closet to compensate
for officers having .45 ltls and the HoS having an e-gun, suggested by
IRC and server.

http://baystation12.net/forums/viewtopic.php?f=5&t=12064

http://baystation12.net/forums/viewtopic.php?f=5&t=12031

http://baystation12.net/forums/viewtopic.php?f=5&t=12027

http://baystation12.net/forums/viewtopic.php?f=5&t=12007
2015-02-18 15:35:37 -05:00
mwerezak
9b3ab4358d Fixes empty casings not being ejected or cycled 2015-02-16 22:59:11 -05:00
mwerezak
2791a93bf2 SAW and c20r fixes
Fixes SAW unloading. Fixes c20r and SAW icon states. Tweaks sniper desc, and makes clip icons for 7.62mm ammo less pixelated - still pretty much a codersprite though. Fixes ptrs item_state.
2015-02-16 22:54:09 -05:00
mwerezak
83780ef550 Adds sts-35 automatic rifle 2015-02-16 01:12:16 -05:00
mwerezak
a6095a3610 Updates L6 SAW
Also changes src in user checks, probably unnecessary.
2015-02-14 22:09:19 -05:00
mwerezak
5740f52964 Merge branch 'guns' into gun-rewrite
Conflicts:
	code/modules/clothing/suits/armor.dm
	code/modules/clothing/under/ties.dm
	code/modules/projectiles/gun.dm
	code/modules/projectiles/guns/energy/laser.dm
	code/modules/projectiles/guns/energy/nuclear.dm
	code/modules/projectiles/guns/energy/pulse.dm
	code/modules/projectiles/guns/energy/special.dm
	code/modules/projectiles/guns/projectile.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	code/modules/projectiles/guns/projectile/launcher.dm
	code/modules/projectiles/guns/projectile/shotgun.dm
2015-02-11 18:08:43 -05:00
mwerezak
611a42bb33 Gun cleanup and rewrite
Rewrites gun.dm. Reorganizes the firing procedure into logical procs and cleans up some unnecessary variables or demotes them to the subtypes that actually care. Energy weapons that create their own projectiles no longer care about in_chamber. Launcher support is much more natural now.

Cleans up duplicated cyborg energy weapon power supply code. Adds support for energy weapons to recharge from external power sources, unifying cyborg and hardsuit mounted weapons. Incorporates the cyborg taser recharging mechanism. Cleans up laser tag gun duplication

Changes path strings to actual paths. Changes relative paths to absolute paths.

Renamed several targeting vars to make their purposes more clear.

Fixed targeting not handling firing correctly for certain subtypes.
2015-02-11 15:46:09 -05:00
mwerezak
2e6a0f4ebb Adjusts some gun force values
Gave some of the heavier looking weapons the same force value as the
shotgun.
2015-02-10 20:26:33 -05:00
mwerezak
bf24ac82b8 Removes IsHandgun() proc, adds slot flag 2015-02-10 20:25:41 -05:00
mwerezak
fc6dfb5f1b Ammo magazine and casing update
Rewrites ammo magazines and casings to be a bit more logical.
Updates gun/projectile and all subtypes to work with the new ammo code.
2015-02-09 21:32:49 -05:00