Commit Graph

70 Commits

Author SHA1 Message Date
Rykka Stormheart
640a73cb06 Adds Deafened Feedback, enhances looping sounds further
Adds deafened ear ring that plays any time you're deafened, and fades back in once you can hear again.

Example of deafened feedback [here](https://streamable.com/8s8vlu). 

Worry not, if you're deafened via mutation or other, you'll simply go deaf, and only hear the fade-in once you regain hearing. 

It will also only play **once** when you are deafened. Further deafening effects while you are already deaf will not force you to hear it again.
2023-03-03 04:08:08 -08:00
Casey
beb3423544 Merge pull request #14575 from Screemonster/mineminemine
Makes mining drones have a smarter IFF
2023-02-27 18:58:23 +00:00
Cyrelius
1c447bd7af Update energy.dm
Discussion with Raz, increased range on phase weapons.
2023-01-22 17:05:11 -08:00
Rykka
26fbd5e3cb TGMC Final Commit - Fixes Ammo Count + symbols + Medigun/Curabitur
Changes:
- Code copied over to hud.dm and commented out, to prep for upstream pull.
- Commented-out, unused code removed.
- CHOMPEdits removed, pending upstream PR.
- Medigun no longer shows 2x the actual ammo loaded.
- Curabitur now fetches the amount of shots correctly, bar 1 extra for some reason.
- Curabitur ammo updates on automatic recharge ticks.
- A ton of projectile get_ammo_count optimization - mostly swaps the massive if/else for for loops. Fixes multiple guns not getting ammo properly, now casings won't register as ammo unless they have a shell in the casing.
- hud_state_empty defined as base on all bullets.
- Corrects energy weapons missing a hud_state_empty.
- Gives Ion weapons a hud_state_empty

All changes have been tested, and bar the Curabitur having an extra shot for ??? reason, which is a base bug I've yet to fix, this is entirely ready for testmerge.
2022-04-10 09:04:18 -06:00
Rykka
92ccb52ca7 Multiple Testing Fixes
- Fixes all projectile guns not having an empty state after unloading the gun via various methods
- Fixes stun revolver not having an empty sprite
- Fixes self-charging guns not updating ammo counts

Still needing fixes:
- Revolvers do not update ammo counts after firing, only on emptying the gun/adding new shells.
2022-04-10 09:04:18 -06:00
Rykka
0cdd2da44c Adds hud_states to almost all weaponry, credit to Serdy
Reshuffles files to match Polaris
2022-04-10 09:04:18 -06:00
Casey
80f5298a18 Ammo Boxes 2022-03-03 21:23:43 +00:00
Chompstation Bot
b85c5de137 Xenomorph Overhaul and fixes from Gurgstation 2021-07-20 01:06:44 +00:00
Razgriz
a1fa2882a2 Expand list of SA_Vulnerability for the phase projectile
Added MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION, MOB_CLASS_HUMANOID
2021-06-21 02:09:48 -07:00
Sym
18bc6fb6e3 Xenomorph Balancing Act 1.1
Simple balances and fixes due to a recent event.

- Changed plasma cost for laying eggs, from 75 to 200.

- Changed Agony damage of neurotoxin, from 80 to 60.

- Finally fixed the fact that xenomorphs cannot see in the dark. Xenomorphs can now see turfs and mobs, but lose some range when in the dark.

- Changed ability name Gut to Slaughter, to more accurately describe what it does.
2020-10-10 21:27:48 -04:00
Aronai Sieyes
09074eaabb Alter playsound paradigm 2020-05-18 23:42:15 -04:00
Mechoid
7066d04df5 Explorer Expansion: New Horizons 2020-05-01 14:20:29 -04:00
Atermonera
101c9c33c5 QoL: Projectiles 2020-03-17 00:55:56 -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
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