Commit Graph

568 Commits

Author SHA1 Message Date
mwerezak
7f19a8a77b Tweaks bullet penetration 2015-02-16 03:04:48 -05:00
mwerezak
83780ef550 Adds sts-35 automatic rifle 2015-02-16 01:12:16 -05:00
mwerezak
ad24aa8e47 Adds mercenary sniper rifle
Adds the scoped mercenary sniper rifle and ammunition defines. Does not
add syndicate uplink option.
2015-02-14 22:33:43 -05:00
mwerezak
cd81f0b706 Improves gun scope zooming 2015-02-14 22:12:16 -05:00
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
e3be255f59 Adds dart gun projectile sprite, dart gun fixes 2015-02-14 01:33:15 -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
ab6f0bf30c Merge remote-tracking branch 'upstream/dev' into gun-rewrite
Conflicts:
	code/modules/clothing/under/ties.dm
	code/modules/projectiles/projectile.dm
2015-02-10 20:59:22 -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
SkyMarshal
c8d6214657 Fix indent thing for pointdefense 2015-02-08 04:03:19 -07:00
SkyMarshal
84c40171e7 The icarus gun now acts as a spotter. The Icarus can now be fired via adminverbs. 2015-02-08 04:03:19 -07:00
SkyMarshal
dadea3c7fa Adds two admin weapons and refactors wall damage code.
The Icarus is now fireable in gun form.  The point defense mode fires several lasers one after the other so that it can penetrate.  The main gun mode fires a modified meteor.  Also added an "abstract weapon" which has the projectile type settable for admin shenanigans.
Walls now lack an armor variable, which is replaced with buffed health.  Normal walls take 4 shots with a normal laser or 5 emitter bursts to destroy.  Reinforced walls now take 20 normal laser shots or 28 emitter shots.
Added some proactive runtime protection to logging for projectile impacts.  Without a valid firer, the jump button is linked to the victim.
2015-02-08 04:01:35 -07:00
mwerezak
fac32d07e9 Merge remote-tracking branch 'upstream/dev' into boolit
Conflicts:
	code/modules/projectiles/projectile.dm
	code/modules/projectiles/projectile/beams.dm
2015-02-07 00:57:04 -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
Loganbacca
7cc440aecc Absolute paths
- Cleaned up projectile.dm and beams.dm
2015-02-07 13:37:12 +13:00
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
Amunak
4882074739 Code formatting, EOL at EOF fixes, refactoring 2014-12-18 03:11:49 +01:00
PsiOmega
924955a4c8 Merge remote-tracking branch 'upstream/master' into dev-freeze 2014-12-09 09:07:38 +01:00
Segrain
4b7b910311 Fix for #7324. 2014-12-09 09:39:05 +03:00
PsiOmega
a9ef2b61c0 Wiring Upgrade
Continues the wiring upgrade. Now cameras, airlocks, robots, and air alarms also use the new wire datum system.
Global wiring code is now removed but there are sneaky objects which didn't rely on them such as mulebots and autolathes.

Fixes a few issues from the previous upgrade.
2014-11-04 14:27:46 +01:00
Zuhayr
223bd86f18 Merge branch 'organremoval' of https://github.com/Zuhayr/Baystation12 into dev
First pass on major conversion of xenomorphs to a human subspecies. Additional condensing of various redundant mob verbs.
Converted larva and diona to their own class, collapsed the rest of xenomorphs into a human species, other stuff.
Completely removed attack_alien(). Still have to reimplement some of the lost behavior for human/alien.
Reapplies lost attack_alien() functionality other than tackling/caressing.
Further alien/humanoid cleanup and xenospawn fix-ups. Also uncommented caste verbs.
Removed half-finished abilities system since species.dm handles it.
All xenomorphs functionality should be working now, other than the HUD, tackling and the xenomorph balance issues.
Added icons for xenomorph castes, moved broadcast languages into datums, removed alien_talk and robot_talk vars.
Merged with organ removal code.
Reapplied verbs to simple_animals/slimes. Updated species definitions to have appropriate organs.
Readded tackle as a human verb.
Borer changes regarding brain removal.
Working on moving the human HUD to the species datum a bit. Mixed results.
Moved Cortical Link to a language, added borer husks.
Tidied up the HUD stuff. Still need to make it rebuild properly when species is changed, but this will do for no
Compile fix, forgot the DME.
Fixed up ventcrawl, added new organ mechanics for dionaea.
Fixed up some overlooked sections causing mobs without brains to die immediately.
Fixed up plasma generation for queens, bugs with organs, force_organ issues with set_species().
2014-09-29 06:19:26 +09:30
mwerezak
bd397ff844 Adjusts laser cannon damage
Increased laser cannon damage to be higher than regular laser damage.
Also updated the name var of /laser/captain so that it doesn't inherit
"laser carbine"
2014-08-16 22:34:23 -04:00
mwerezak
ad211b19f7 Tweaks shotgun beanbag rounds
Makes them more comparable to the shotgun stunshot.
2014-07-18 16:03:54 -04:00
Zuhayr
f4ff51f146 Merge branch 'master' of https://github.com/Baystation12/Baystation12 into dev 2014-07-16 19:32:00 +09:30
Kelenius
aad89409de Slime update 2014-07-13 17:37:30 +04:00
SparklySheep
83ec2c5d80 Readjusted agony of weakbullet. 2014-07-12 12:06:43 -05:00
SparklySheep
acb5dfbbe3 Detective Revolver nerf. Uses agony instead of...
stun and weaken. Also changed the shotgun's stunshot to be a very powerful agony based shotgun shell. Beanbags are not for combat, stunshots are.
2014-07-12 11:50:16 -05:00
mwerezak
6dee9cf65d Adds sharp and edge flags to appropriate items
Went through as many /obj/item/weapons as I could find and added sharp
and edge flags where appropriate.
2014-06-16 13:26:44 -04:00
mwerezak
9f594e4755 Bullets are now properly sharp 2014-06-15 20:28:34 -04:00
Mloc-Argent
e1ddec4a73 Merge remote-tracking branch 'upstream/master' into dev
Conflicts:
	code/game/area/Space Station 13 areas.dm
	code/game/objects/items/weapons/manuals.dm
	code/modules/mob/living/say.dm
	code/modules/organs/organ_internal.dm
	code/modules/paperwork/paper.dm
	code/modules/supermatter/supermatter.dm
	html/changelog.html
	icons/mob/uniform.dmi

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-05-03 16:56:19 +01:00
Ccomp5950
976ae06e6b Merge branch 'master' of github.com:Baystation12/Baystation12 into dev-freeze
Conflicts:
	code/modules/mob/living/say.dm
	code/modules/paperwork/paper.dm
	code/modules/telesci/bscrystal.dm
	html/changelog.html
	icons/mob/uniform.dmi
	maps/tgstation2.dmm
2014-04-25 21:14:58 -05:00
Ccomp5950
b2d03d67a0 Merge pull request #4819 from Mloc/bs12-itemorgans
human: move organ generation into a species proc
2014-04-25 15:33:34 -05:00
Mloc-Argent
28a57a1029 human: move organ generation into a species proc
New proc: /datum/species/create_organs
Called in set_species when no organs exist or it's forced.
Also shuffled set_species around a bit, adding a var to human/new to
specify a species to start as.
Should fix the adminspawn vox organ runtime.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-04-18 10:44:21 +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
iamgoofball
e7b4161011 Fixed chameleon bullets being able to embed. 2014-04-13 19:21:49 -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
Ccomp5950
e1fef1796e Merge pull request #4707 from DJSnapshot/tasers
replaced electrodes with insta hit taser beams
2014-04-07 02:16:01 -05:00
DJSnapshot
1a50dddbd4 replaced electrodes with insta hit taser beams. 2014-04-05 17:13:09 -07:00
iamgoofball
6fa4084d11 Adds 9 new Chameleon items.
Chameleon Glasses, Exosuit, Gloves, Shoes, Hat, Gun, Mask, Backpack, and Gun.

The Gun does 1 damage and can disguise as any gun. As long as you don't fire it people won't notice that it shoots 1 damage rubber bullets.

These new items come in the Chameleon Kit, which replaces and contains the Chameleon Jumpsuit
2014-03-23 14:08:23 -07:00
Ccomp5950
c56ec21ee3 Merge branch 'master' of github.com:Baystation12/Baystation12 into dev-freeze
Conflicts:
	code/modules/reagents/Chemistry-Reagents.dm
2014-02-26 09:34:38 -06:00
Segrain
86c73e242b Fix for embedding. 2014-02-22 10:16:55 +03:00
Loganbacca
d50d49cedb Bullet inscriptions
- Can inscribe text into bullets by using a screwdriver on a bullet casing
- Does not work on non-metal type bullets (i.e. rubber bullets, beanbags, stunshots, etc)
- Added weakbullet subtypes "rubber bullet" and "beanbag" with appropriate names
2014-02-09 22:52:27 +13:00
DJSnapshot
1f5e278aa6 Added Sue's new weapon code and sprites. 2013-12-27 16:44:44 -08:00
Zuhayr
9fe07feb95 Prevented staff of change from working on infested mobs. 2013-12-18 13:49:35 +10:30