Commit Graph

57 Commits

Author SHA1 Message Date
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
9b62a715c4 Merge pull request #5760 from Anewbe/bioacid
Adds BIOACID damage type
2018-12-06 16:20:03 -05:00
Aronai Sieyes
848e7dd000 Undo phase damage changes 2018-11-02 15:19:44 -04:00
Unknown
f67de7bc84 Weapons Balance and Sprites
- AEG now has 10 lethal shots
- Phase weapons bonus damage to animals removed
- Phase weapons now do real damage
- Charge cost bug fixed with phaser
- Overhauled sprite for holdout phaser
- Added Phaser Carbine, right now just a reskinned phaser
- One phaser carbine added to the Pathfinder's locker
2018-11-02 12:31:22 -04:00
Anewbe
97c32f35f1 More Phase Guns 2018-06-17 13:35:54 -04:00
Anewbe
09effef4f9 More projectiles now ignite things 2018-03-11 15:47:48 -05:00
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
Anewbe
52398aa0cf Adds Phase Pistols 2018-02-05 17:53:12 -06:00
Arokha Sieyes
f2fef6f410 Planes Framework (#4545)
* Polaris initial plane upstream merge

* POLARIS: Fix RIG visors with new plane system, and material scanner VIS_FULLBRIGHT

* POLARIS: Fix GetFlatIcon so that cameras and id pictures don't show the HUD overlays.

* POLARIS: Adds a 'alter values' proc for plane master ease of tweaking

Setting stuff like colorblindness variety and things.

* Remove NIF reference, fix lighting layer define

* Handle effects above lighting plane

* Moved all layer defines to planes+layers.dm
* Fixed overlays that are supposed to be above lighting to use the PLANE_LIGHTING_ABOVE

* Merge: 3000% human/update_icons() speed improvement

* Merge: Avoid ghosts pointing at things
2018-01-17 13:45:54 -06:00
Neerti
1aff3fc8c0 Syndicate Borgs II, Return of the Salt
Adds an option in mercenary uplinks to purchase three different 'classes' of drones.
See PR for more details.
2017-10-20 13:01:45 -04:00
Mechoid
98af877b21 Xenomorph Tweaks/Buffs. 2017-09-06 13:37:43 -07:00
Leshana
44ff1a70c6 Removes the datum pool, as it is not performant.
* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
2017-05-04 01:58:33 -04:00
Neerti
ea6128f986 Adds Modifier System, Changes Some Ling Stuff
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc.  The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.
2017-04-18 21:23:59 -04:00
Anewbe
d1e7c37a8c Tasers can hurt simple mobs 2017-02-23 18:24:13 -06:00
Anewbe
1973a5193a Fixes some things with Vox 2017-01-28 16:03:12 -06:00
Anewbe
6816af4485 More toys kikiki 2017-01-25 22:20:52 -06:00
Anewbe
27ea27964e Adds and tweaks Vox toys 2017-01-19 21:28:51 -06:00
Anewbe
c2ac804dc0 Implements the vacuum traversal part of the plasmastun 2017-01-15 17:42:05 -06:00
Anewbe
3066d280ec Adds Neerti's proposal to the plasmastun thing 2017-01-13 16:18:05 -06:00
Anewbe
706eb0f265 Mostly ports Bay's plasma pulse stunner 2017-01-11 21:27:41 -06:00
Neerti
42807003f5 Makes halloss amount scale based on flash_strength 2017-01-05 02:30:52 -05:00
Neerti
a31e65782c Make Flashes Great Again
Hand-held flashes now do 30 halloss per flash, if the person lacks flash protection.
Hand-held flashes now can be used 10 times per minute instead of five, due to needing ~4 flashes to down someone.
Flash rounds do 20 halloss if the mob hit lacks flash protection.
2017-01-04 21:45:12 -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
Yoshax
98d08cbc56 Makes flash rounds respect eye protection 2016-09-12 19:10:07 +01:00
Yoshax
2d62544496 Projectile flash rounds will now do the same as a flash when hitting a target 2016-08-31 01:58:50 +01:00
Anewbe
17e211e200 Fixes some Ninja stuff 2016-06-26 18:20:35 -05:00
Richard D'angelo
7ab5220f64 510 Improved Overlays
Fixes auto blindness and no click on 510 servers, lessens the lag of
mesons and material scanners, and I suspect the general speed as well.

I only made it work for Polaris (and by extention, to our server, Eros),
and adapted it a bit.

Ported from:

7c2cc890ab
2016-06-18 15:50:10 -03:00
HarpyEagle
8079b34a27 Updates flashbangs and flash/flare rounds to take advantage of new lighting.
Main improvement is somewhat brighter flashes, coloured flares.
2016-05-12 16:21:39 +01:00
Neerti
75c0c5cc38 Changes lots of gun stuff, see PR for details. 2016-03-30 03:41:54 -04:00
Neerti
4f77afece1 Revert 58ef59734f 2015-11-08 10:09:14 -05:00
PsiOmegaDelta
f3175becc0 Overhauls humanoid vision handling.
Clothes now have a flash protection and tint level. If one is wearing multiple items with these modifiers they do stack.
Glasses also have a number of additional additions such as sight flags, see_invis level, and so forth.

Flash protection comes in 4 levels: Reduced, none, moderate, major.
Reduced protection, for example, means the user takes increased damaged from welding.
Moderate protection safeguards mobs from flashes, flash grenades, projectors, etc.
Major protection protects from the above as well as welding.

Tint also comes in 4 levels: None, moderate, heavy, blind
Moderate tint will apply the nearsighted overlay.
Major tint will apply the welding overlay.
Blind will apply the blindness overlay.

The end result is an attempt of less type checking. Any set of glasses may now also contain HUD glasses.
This should make a future rewrite of HUD glasses easier (could have the HUD functionality be a datum rather than separate item).
2015-10-05 08:48:47 +02:00
HarpyEagle
1ba777f670 Reverses stunrevolver buff 2015-06-17 09:59:39 -04:00
mwerezak
08635587e1 Fixes revolver paths, span classes, typo. Cleans exodus-1.dmm
Tweaks syringe gun and dart gun, renames syringe gun cartridges and makes them printable.
Adjusts penetration so that passing through mobs happens with a probability that scales with damage.
Adds a .45 signal pistol to the HoP's closet and a 9mm one to the mercenary shuttle.
2015-02-14 13:38:05 -05:00
mwerezak
ea39f7f718 Cleanup can_fire(), projectile flag
Removes can_fire() and moves some of it's functionality into
get_next_projectile(), which was renamed to consume_next_projectile() to
indicate the possibility of side-effects.
Also renamed flag var to check_armour
2015-02-12 01:37:19 -05:00
mwerezak
630369b9dd More flash shell tweaks, autolathe recipes
Tweaks the flash shell some more.
Tweaks shotgun stun shells, adds spent icon.
Additional autolathe ammo recipes.
2015-02-11 22:48:21 -05:00
mwerezak
ee894d6b99 Flash projectile adjustment
Adjusts brightness, adds some effects, adds 9mm flash rounds and pistol
variant.
2015-02-10 19:54:30 -05:00
unknown
39b467c9da New bullet types, projectile rewrite
* Refactors projectile Bump()
* Converts projectile_type var strings to paths
* Reorganizes bullet projectile paths
* Made a pass through all the bullet_act() definitions. Mainly ensured that damage_type is checked when dealing damage to certain objects. Removed stupid /turf bullet_act() override, replaced with on_hit() overrides on the relevant projectiles.

* Adds shotgun pellets projectile. Adds Raptor's shotgun slug sprite.
* Gives stunshots more of their own identity, refluffs them as taser cartridges for shotguns. They still aren't obtainable anywhere unless spawned.
* Makes projectiles pass through girders and cultgirders with a certain probability, unless the girder itself was clicked.
* Projectiles are also able to pass through grilles. Low damage projectiles have a chance to be blocked by grilles. High damage projectiles have a chance to have some damage absorbed by the grille.
* Makes projectiles for blanks invisible.
* Adds flash bullet types
* Adds support for 'penetrating' projectiles
* Swaps .45 and 9mm projectile types. .45s hit slightly harder, 9mils have more ammo capacity.
2015-02-06 20:09:32 -05:00
Amunak
4882074739 Code formatting, EOL at EOF fixes, refactoring 2014-12-18 03:11:49 +01:00
Ravensdale
68eda5201b Merge branch 'master' of https://github.com/Baystation12/Baystation12 into phoron
Conflicts:
	code/ATMOSPHERICS/components/unary/vent_scrubber.dm
	code/modules/paperwork/paper.dm
	html/changelog.html
	icons/mob/uniform.dmi
	maps/tgstation2.dmm
2014-04-16 21:44:26 -07:00
SparklySheep
496645fc62 Churp 2014-04-11 12:21:28 -05:00
SparklySheep
d12f2570cd Nurp 2014-04-11 12:15:11 -05:00
SparklySheep
217c3f78a1 Derp 2014-04-11 12:04:16 -05:00
SparklySheep
21cc256945 Hurp 2014-04-11 12:01:33 -05:00
SparklySheep
c355a30cf6 Removes E-bow Instant Stun. Slight tox buff.
The E-bow with the stun is currently the most powerful weapon in the game. Stuns on hit, causes immediate damage, unlimited ammo with recharge, and the stun is not affected by armor. You can viably stunlock someone to death just by occasionally shooting them without running out of ammo. Horrible design and it warrants an immediate removal until I finish my E-bow changes later.
2014-04-10 14:41:37 -05:00
Ravensdale
a3e4a43536 Changes most viable, used entries of plasma with phoron. 2014-04-10 05:05:04 -07:00
DJSnapshot
1f5e278aa6 Added Sue's new weapon code and sprites. 2013-12-27 16:44:44 -08:00
MisterBook
fd8d61aa8b New taser fix is now in place. Rather than full deflection, armor mitigates the damage. Updates along all sorts of Clothing for minor mitigations to major mitigations.
New define - AGONY. Used as an effect (Like STUN, WEAKN, etc) to cause HALLOSS. Allows use of HALLOSS projectiles without having to worry about them shattering windows/grilles. Future use? Torture tools, pain inducers for interrogation, 'Be Good' modules, Meme, etc.

HALLOSS now regens while standing up (2 per tick), and laying down (Resting, unconscious, paralyzed - 6 per tick). This fixes the 'real damage + HALLOSS = forever crit'.

Sticking a gun in your mouth (Non-stun, damage inducing) and pulling the trigger kills you.

Icon adjustments.
2013-06-04 22:41:23 -05:00
MisterBook
06b7700086 Cobpipe fix
Smoking pipe icon fix.
Eye-stab admin logging fix.

Tasers now do halloss, representing non-lethal PAIN.
http://baystation12.net/forums/viewtopic.php?f=5&t=7773

Tasers now check their target's limb for armor, and deflect if armored (Represented by coeffecient = 0).
http://baystation12.net/forums/viewtopic.php?f=5&t=7772
2013-05-31 00:09:00 -05:00
Cael_Aislinn
bdeb96b7e5 Merge branch 'incremental_tg' r5514 (11/1/2013) into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/ATMOSPHERICS/components/unary/vent_pump.dm
	code/ATMOSPHERICS/components/unary/vent_scrubber.dm
	code/__HELPERS/game.dm
	code/controllers/shuttle_controller.dm
	code/datums/datumvars.dm
	code/datums/supplypacks.dm
	code/defines/obj/storage.dm
	code/defines/obj/vending.dm
	code/defines/obj/weapon.dm
	code/defines/procs/command_alert.dm
	code/game/area/Space Station 13 areas.dm
	code/game/atoms.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/dust.dm
	code/game/gamemodes/events/miniblob.dm
	code/game/gamemodes/events/ninja_equipment.dm
	code/game/gamemodes/factions.dm
	code/game/gamemodes/game_mode.dm
	code/game/gamemodes/gameticker.dm
	code/game/jobs/access.dm
	code/game/jobs/job/assistant.dm
	code/game/jobs/job/captain.dm
	code/game/jobs/job/civilian.dm
	code/game/jobs/job/engineering.dm
	code/game/jobs/job/medical.dm
	code/game/jobs/job/science.dm
	code/game/jobs/job/security.dm
	code/game/jobs/job_controller.dm
	code/game/machinery/alarm.dm
	code/game/machinery/atmo_control.dm
	code/game/machinery/atmoalter/area_atmos_computer.dm
	code/game/machinery/bots/medbot.dm
	code/game/machinery/computer/HolodeckControl.dm
	code/game/machinery/computer/ai_core.dm
	code/game/machinery/computer/atmos_alert.dm
	code/game/machinery/computer/card.dm
	code/game/machinery/computer/cloning.dm
	code/game/machinery/computer/computer.dm
	code/game/machinery/computer/message.dm
	code/game/machinery/computer/pod.dm
	code/game/machinery/computer/prisoner.dm
	code/game/machinery/computer/syndicate_shuttle.dm
	code/game/machinery/constructable_frame.dm
	code/game/machinery/doors/door.dm
	code/game/machinery/doors/firedoor.dm
	code/game/machinery/newscaster.dm
	code/game/machinery/recharger.dm
	code/game/machinery/spaceheater.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/logbrowser.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/machinery/teleporter.dm
	code/game/machinery/wishgranter.dm
	code/game/mecha/mech_fabricator.dm
	code/game/mecha/working/ripley.dm
	code/game/objects/items.dm
	code/game/objects/items/blueprints.dm
	code/game/objects/items/devices/flashlight.dm
	code/game/objects/items/devices/radio/encryptionkey.dm
	code/game/objects/items/devices/uplinks.dm
	code/game/objects/items/stacks/medical.dm
	code/game/objects/items/weapons/cards_ids.dm
	code/game/objects/items/weapons/gift_wrappaper.dm
	code/game/objects/items/weapons/hydroponics.dm
	code/game/objects/items/weapons/manuals.dm
	code/game/objects/items/weapons/secstorage/secstorage.dm
	code/game/objects/items/weapons/storage/backpack.dm
	code/game/objects/items/weapons/storage/firstaid.dm
	code/game/objects/items/weapons/storage/kit.dm
	code/game/objects/items/weapons/storage/storage.dm
	code/game/objects/items/weapons/storage/toolbox.dm
	code/game/objects/items/weapons/storage/uplink_kits.dm
	code/game/objects/items/weapons/stunbaton.dm
	code/game/objects/items/weapons/surgery_tools.dm
	code/game/objects/items/weapons/tools.dm
	code/game/objects/structures/crates_lockers/closets/secure/cargo.dm
	code/game/objects/structures/crates_lockers/closets/secure/hydroponics.dm
	code/game/objects/structures/crates_lockers/closets/secure/scientist.dm
	code/game/objects/structures/crates_lockers/closets/secure/security.dm
	code/game/objects/structures/electricchair.dm
	code/game/objects/structures/extinguisher.dm
	code/game/objects/structures/watercloset.dm
	code/game/objects/weapons.dm
	code/game/turfs/turf.dm
	code/game/vehicles/airtight/airtight.dm
	code/game/vehicles/vehicle.dm
	code/global.dm
	code/modules/DetectiveWork/evidence.dm
	code/modules/admin/IsBanned.dm
	code/modules/admin/player_panel.dm
	code/modules/admin/verbs/diagnostics.dm
	code/modules/admin/verbs/getlogs.dm
	code/modules/client/preferences.dm
	code/modules/clothing/masks/miscellaneous.dm
	code/modules/clothing/spacesuits/rig.dm
	code/modules/clothing/suits/miscellaneous.dm
	code/modules/critters/critter_defenses.dm
	code/modules/detectivework/scanner.dm
	code/modules/flufftext/Hallucination.dm
	code/modules/food/recipes_microwave.dm
	code/modules/mining/mine_items.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mining/satchel_ore_boxdm.dm
	code/modules/mob/dead/observer/observer.dm
	code/modules/mob/living/carbon/alien/humanoid/alien_powers.dm
	code/modules/mob/living/carbon/alien/special/facehugger.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/carbon_defines.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_attackhand.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/say.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/carbon/metroid/metroid.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/mob_cleanup.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/mob_transformation_simple.dm
	code/modules/paperwork/clipboard.dm
	code/modules/paperwork/folders.dm
	code/modules/paperwork/paper.dm
	code/modules/paperwork/paperbin.dm
	code/modules/paperwork/pen.dm
	code/modules/power/cable.dm
	code/modules/projectiles/guns/energy/special.dm
	code/modules/projectiles/guns/projectile/revolver.dm
	code/modules/projectiles/projectile/change.dm
	code/modules/projectiles/projectile/special.dm
	code/modules/reagents/Chemistry-Reagents.dm
	code/modules/reagents/reagent_containers/glass.dm
	code/modules/reagents/reagent_containers/hypospray.dm
	code/modules/recycling/sortingmachinery.dm
	code/modules/research/designs.dm
	config/config.txt
	html/changelog.html
	icons/mob/head.dmi
	icons/mob/hud.dmi
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/mob/mask.dmi
	icons/mob/suit.dmi
	icons/mob/ties.dmi
	icons/mob/uniform.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/masks.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/clothing/ties.dmi
	icons/obj/grenade.dmi
	icons/obj/projectiles.dmi

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-11 22:12:31 +10:00