Commit Graph

590 Commits

Author SHA1 Message Date
PsiOmega
a1cbc80ed3 Merge remote-tracking branch 'upstream/dev-freeze' into dev 2015-03-16 12:39:32 +01:00
mwerezak
6c794a8608 Fixes damage multiplier mixup, bumped var not being reset 2015-03-14 02:56:05 -04:00
mwerezak
e6e0c87062 Aggressive grab auto hit only applies to close targets and melee attacks 2015-03-14 01:53:11 -04:00
mwerezak
c4e4c77320 Having a neck grab on someone causes them to be hit by projectiles first instead of you.
If however the bullet misses or passes through the person being grabbed then it continues on and may still hit the person doing the grabbing.
2015-03-14 01:30:09 -04:00
mwerezak
812ff9869d Implements projectile point blank damage multipliers for targets being grabbed. 2015-03-14 00:41:55 -04:00
PsiOmega
ce30b00287 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/setup.dm
	icons/mob/items_righthand.dmi
	maps/exodus-1.dmm
	maps/exodus-5.dmm
2015-03-13 09:23:26 +01:00
PsiOmega
533ccef0ab Robot code clean up and fixes.
Fixes runtime when a borg is reset.
Fixes issue where /proc/select_active_ai_with_fewest_borgs() would not always return the intended AI.
Fixes issues with new borgs spamming the master AI with creation messages under some circumstances.
2015-03-10 13:37:20 +01:00
PsiOmegaDelta
ff11ae9d54 Merge pull request #8426 from mwerezak/misc
Penetrating bullets are now more likely to go through glass doors
2015-03-10 09:26:11 +01:00
mwerezak
65a34943cd Penetrating bullets are now more likely to go through glass doors 2015-03-10 03:00:24 -04:00
mwerezak
645910947b Adds orderable flaregun crate
Mainly to make double-barrelled shotguns orderable.
2015-03-09 16:00:49 -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
Loganbacca
11d340f898 Projectile effects - Part 3
- Fixes for turrets, rogue drones, and emitters
- Removed muzzle flash from chem darts
- Converted emitters to use spanclasses and have correct capitalization
2015-03-09 22:17:34 +13:00
Loganbacca
80381a87d0 Projectile effects - Part 2
- Converted the root projectiles object to support the new effects system at a generic level
- Converted laser beams to use the new effects system and removed the relics of the old system
- Added muzzle flash for ballistic ammo
2015-03-09 22:17:18 +13:00
Loganbacca
54971c1bf5 Projectile effects - Part 1
- Added base projectile effects framework
- Added vector movement helper
- Added temporary effect sprites
2015-03-09 22:17:06 +13:00
mwerezak
5abf0248fc Firing the Z8 grenade launch automatically switches back to regular firing. 2015-03-09 03:14:26 -04:00
Zuhayr
3895349787 Merge pull request #8374 from Baystation12/dev-freeze
Dev freeze into dev
2015-03-07 12:05:32 +10:30
Chinsky
07ee8424da Merge pull request #8371 from mwerezak/gun-rewrite
Edits Z8 desc
2015-03-06 11:56:31 +03:00
mwerezak
875f805724 Edits Z8 desc 2015-03-06 00:06:53 -05:00
mwerezak
3bf5a5ca99 Updates storage costs
Storage cost of an item is now twice that of the next smallest item, instead of being equal to the w_class.
Items with w_class 1 or 2 are unaffected. This produces much better behaviour for containers that are limited
by storage space instead of slots, such as how toolboxes are planned to work in a future update.
2015-03-05 10:40:25 -05:00
mwerezak
8d1a92a0f5 Hardsuit tweaks
Spider fang blade uses power faster.
Light hardsuits (minus ninja suit) have voidsuit-level breach thresholds.
If the suit is malfunctioning when it runs out of power then you will need someone to cut you out.
2015-02-28 14:04:53 -05:00
mwerezak
a026922115 More hardsuit fixes, ion rifle fix
Fixes modules being usable when destroyed.
Fixes charge display for fractional charge values.
Fixes ion rifles EMPing themselves.
2015-02-28 04:15:29 -05:00
mwerezak
7dd82f8763 Merge remote-tracking branch 'upstream/dev-freeze' into backup
Conflicts:
	code/modules/clothing/spacesuits/rig/rig.dm
	code/modules/clothing/spacesuits/rig/rig_pieces.dm
2015-02-28 03:39:38 -05:00
mwerezak
55a3b94995 Hardsuit adjustments, fixes
Default inherited offline_slowdown set to 3, as most hardsuits use this
value. ERT no longer get rad immunity, they have enough advantages -
instead only ERT engineers get that.
ERT engineer gauntlets are also now insulated, allowing them to do
wiring work in space.
Fixed a compile error.
Fixed mounted laser cannons taking too long to recharge.
2015-02-28 03:36:00 -05:00
Zuhayr
f14922f1f8 Merge pull request #8288 from mwerezak/topicfix
Topic Fixes
2015-02-26 16:28:56 +10:30
mwerezak
ec59f8ab07 Fixes captain's laser gun
Also updates retro laser gun path, as it isn't really conceptually
related to the carbine anymore, and should avoid inheriting things like
fire rate.
2015-02-25 23:35:20 -05:00
mwerezak
6d15809768 Corrects return values for the Topic procs of several computers and some other machines as well. 2015-02-25 21:32:35 -05:00
mwerezak
b067b491a4 Returns the laser carbine capacity to 10 2015-02-25 00:15:08 -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
3e71802a52 Replaces colt signal pistol with a Mk58 version.
Makes more sense for the HoP, and ensures the colt remains more of a
detective signature item.
2015-02-24 21:23:19 -05:00
mwerezak
944be58804 Adjusts sniper rifle damage
Lowers wall pierce chance back to original value to compensate, and
increase the cost of ammo by 1 TC.
2015-02-24 20:45:40 -05:00
mwerezak
401709cd23 Merge remote-tracking branch 'upstream/dev-freeze' into gun-rewrite 2015-02-24 20:15:18 -05:00
mwerezak
4f86f69808 Fixes missing return that made all bullets pass through mobs 2015-02-23 22:28:37 -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
Chinsky
b5dda2b793 Merge pull request #8180 from mwerezak/mercenary
Map updates and fixes, plus hardsuit icons
2015-02-23 15:27:35 +03:00
mwerezak
4a762d7459 Adjusts bullet penetration to account for reduced damage 2015-02-22 23:28:06 -05:00
mwerezak
dfec1fcb5c Improves energy gun charge icon handling, adds ion rifle in-hand sprite. 2015-02-22 21:46:18 -05:00
mwerezak
115bbbe669 Nerfs merc sniper rifle and makes it uplink purchasable
Also reduces the Z8's damage a bit, just to make it more in line with
the new bullet damage ranges.
2015-02-22 20:27:06 -05:00
mwerezak
5bc076cc25 Adds a better placeholder item_state for the ion rifle 2015-02-21 14:25:06 -05:00
Chinsky
2b2332cfc1 Merge pull request #8157 from mwerezak/gun-rewrite
Better handling of mob projectile passthrough and embedding + some gun tweaks
2015-02-21 07:52:58 +03:00
mwerezak
09afd35798 Syringe gun cartridges change name when loaded 2015-02-20 21:04:19 -05:00
Kelenius
83fc1689ef Fixes a turret runtime 2015-02-20 20:19:12 +03:00
mwerezak
2db45d592f Makes the Z8 wearable on the back, adjusts some desc text. 2015-02-18 18:44:23 -05:00
mwerezak
11e5497368 Merge remote-tracking branch 'upstream/dev' into gun-rewrite
Conflicts:
	code/modules/projectiles/projectile/bullets.dm
2015-02-18 18:28:18 -05:00
mwerezak
583390937e Improves bullet projectile embedding handling
Commit b1546ee3eb contained a rather
bone-headed mistake, that resulted in embedding with penetrating
projectiles to not behave as desired.

This commit fixes that, and provides a cleaner implementation.
2015-02-18 18:09:24 -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
b1546ee3eb Fixes projectiles embedding in mobs that they pass through 2015-02-17 01:36:50 -05:00
mwerezak
8c3660357a Projectile penetration fixes
Fixes projectiles Bump()-ing twice when penetrating walls. Fixes
projectiles being unable to penetrate a wall that was destroyed because
it turned into plating.
2015-02-16 23:00:47 -05:00
mwerezak
46ef0a8949 Fixes accuracy not being reset when unzoomed 2015-02-16 23:00:25 -05:00
mwerezak
672709382d Fixes runtime 2015-02-16 23:00:00 -05:00