Commit Graph

102 Commits

Author SHA1 Message Date
mwerezak
8d1e669588 Shooting while on help intent no longer auto switches to hostage mode 2015-07-04 10:47:56 -04:00
mwerezak
15d82778cd Muzzle flash sets lighting instead of creating objs
Shooting a gun no longer generates illumination objects
2015-06-06 12:57:43 -04:00
Zuhayr
495952ff5d Changed steel material name to a define. 2015-05-12 13:08:41 +09:30
Zuhayr
bc50ba5166 Merge resolution. 2015-05-11 11:47:24 +09:30
Chinsky
d0c2b883aa Merge pull request #9069 from RavingManiac/dev
Muzzle-flash lighting effect for guns
2015-05-06 17:27:21 +03:00
PsiOmega
151c5204ee Merge remote-tracking branch 'upstream/master' into dev
Conflicts:
	code/modules/projectiles/gun.dm
	html/changelogs/RavingManiac-master.yml
2015-05-05 08:11:28 +02:00
Kelenius
33dde892e2 Fixes a few log-destroying lines 2015-05-04 21:33:30 +03:00
RavingManiac
f1ccb3ee6e Muzzle-flash lighting effect for guns
Energy guns now display shots remaining on examine
2015-05-03 12:19:11 +10:00
PsiOmega
990b7b81a8 Another potential qdel sanity check. 2015-04-30 14:37:52 +02:00
PsiOmegaDelta
851d5423f3 Merge pull request #8971 from mwerezak/burst-fire
Gun firemode system, burst firing
2015-04-28 20:24:03 +02:00
mwerezak
9d9de73f03 Firemode bugfixes 2015-04-28 02:09:39 -04:00
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
549270c73c Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into item-color
Conflicts:
	code/game/machinery/washing_machine.dm
	code/modules/mob/living/carbon/human/update_icons.dm
2015-04-26 14:53:01 -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
Zuhayr
dbf8e53020 Mass rename of 'metal' to steel, refactor of walls and falsewall mineral construction, refactor of materials and ores. 2015-04-26 12:53:26 +09:30
PsiOmega
1ae0ad6d92 Updates the atom_pool, now datum_pool, to handle any datum object.
Makes the garbage collector similarly robust. Continues the whole Destroy/qdel porting.
2015-04-24 09:59:05 +02:00
mwerezak
3acfe5960e Renames inventory slot string key defines 2015-04-23 04:57:03 -04:00
mwerezak
1bbb19297e Implements item_state overrides for back slot, hands
Updates backpacks to use the item_state overrides where necessary, fixes #8577
2015-04-23 03:26:18 -04:00
GinjaNinja32
fb235bf82c Nicer formatting of weapon firing text. 2015-04-05 08:29:59 +01:00
PsiOmega
8e55ad8114 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/modules/mob/mob.dm
2015-04-03 09:33:05 +02:00
mwerezak
a560acd3da Makes reflex shooting more obvious
Reflex shooting now has a different colour than regular shooting, to prevent mixups
2015-04-02 21:54:35 -04:00
mwerezak
9ad533a094 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/modules/mob/living/carbon/monkey/update_icons.dm
	code/modules/mob/mob_helpers.dm
	code/modules/spells/spellbook.dm
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
2015-03-31 00:16:56 -04:00
PsiOmega
464d702d4b Mob refactoring.
Updates Bump() code.
Intents now use constants.
Simple animals can now use languages without overriding say().
There is now a difference between being able to smash normal and reinforced walls.
Reworks simple_animal/attackby so that constructs don't need to override it simply to add damage resistance.
2015-03-29 10:44:31 +02:00
mwerezak
c59fac2e16 Adds unloaded item state for the STS-35. 2015-03-29 02:40:57 -04:00
mwerezak
ba9b8756da Allows items to specify which icon files are used for specific slots, moves gun icons to a separate file 2015-03-29 01:52:26 -04:00
mwerezak
6c794a8608 Fixes damage multiplier mixup, bumped var not being reset 2015-03-14 02:56:05 -04:00
mwerezak
812ff9869d Implements projectile point blank damage multipliers for targets being grabbed. 2015-03-14 00:41:55 -04:00
mwerezak
46ef0a8949 Fixes accuracy not being reset when unzoomed 2015-02-16 23:00:25 -05:00
mwerezak
cd81f0b706 Improves gun scope zooming 2015-02-14 22:12:16 -05:00
mwerezak
2b8cd929a7 Adds accuracy modifier support 2015-02-14 00:54:06 -05:00
mwerezak
01798c98b6 Rewrites syringe and dart guns 2015-02-13 01:34:35 -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
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
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
mwerezak
a679d22db8 Cleaner click parameter handling 2015-02-08 19:42:18 -05:00
mwerezak
9e62e08d2e Absolute paths 2015-02-08 19:39:41 -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
Kelenius
10de826ca3 Removes FPRINT and TABLEPASS flags 2015-01-23 22:27:32 +03:00
Zuhayr
cc00fa3d52 Fixes and tweaks to the previous. 2014-12-23 22:03:02 +10:30
Zuhayr
bbfc6db0a3 Refactored gibbing and slipping for carbon mobs, entirely removed mutantrace var. This commit is only partial, following commits are contiguous to it (lol this is atomic right) 2014-12-23 17:38:05 +10:30
mwerezak
aaba7e5c74 Adds intent-based firing control to guns 2014-11-20 23:10:47 -05:00
Zuhayr
4090f04839 Readded monkey dexterity checks in each attack_hand as appropriate. 2014-11-13 17:46:37 +10:30
Zuhayr
d02e370830 Integrated crossbows/pneumatic cannons into launcher gun type, added back sprites. 2014-07-21 19:02:38 +09:30
Chinsky
be95e54e43 Merge branch 'master' into dev
Conflicts:
	code/defines/obj/weapon.dm
	code/modules/mob/living/carbon/species.dm
	code/modules/mob/living/silicon/say.dm
	icons/mob/uniform.dmi
	maps/tgstation2.dmm
2014-06-17 16:16:44 +04:00
mwerezak
1b33ca943d Separates the sharp flag into edge and sharp
Now weapons can properly cause cuts without necessarily having a greater
chance to remove limbs.

Also separates is_sharp, has_edge, and can_puncture.
2014-06-15 20:25:39 -04:00
Zuhayr
9e7fe6d700 Rewrote autolathe, changed all m_amt and g_amt to a list called 'matter'. Updated RCD vars in view of this. 2014-06-11 01:14:38 +09:30
valzargaming
5b289f53c5 Fixes gum.dm firerate
Firerate will now properly report to the player what their firemode is set to.
2014-04-30 18:23:42 -05:00