Commit Graph

86 Commits

Author SHA1 Message Date
Frenjo 10e11ae4c9 Tweaks energy weapons (part I?)
Adjusts the fire delays, charge levels and recharge speeds of many energy weapons.

Adjusts the damage of several types of energy beams.

Renames the "burst laser" to the "burst energy gun". Also updates the cargo ordering console's entry to match.

Converts a few weapon-related booleans to use TRUE/FALSE.

Fixes formatting of some weapon fire modes.
2023-07-24 00:51:19 +01:00
Mechoid a9fe81de92 Energy Gun maint, Electromag damage type. (#9017)
* Energy gun icons moved to their own DMI.

Electromag damage type added, allowing objects to deal EMP damage.
EMP beamtypes added as proof of concept for above, and future use.

* Sort unused icons from used.
Remove duplicates from gun2.

* lasersmg sprite returned

* E X A M P L E
2023-03-22 17:35:28 -08:00
Rykka 3fd5296682 TGMC Ammo HUD Port
Ports over TGMC's Ammo HUD and all relevant code, adapted to work for Polaris's guns. This took me several days, but hey, I learned a bunch. <:
Time to port Aim Mode + Mentorhelp. :3c 
- All guns now have an ammo HUD sprite. If one lacks one, it will be ??? or blank, at which point, make an issue report, as all guns should be working by now.
- Guns will display how many rounds they have left until ammunition runs dry.
- Ammo will only count the casings that CURRENTLY have a projectile in them. This is slightly unrealistic, yes, but it is better and more intuitive for the player. This also enables guns like the revolver to work, given they recycle casings.
- Up to 4 ammo HUDs can be displayed at once, but given we lack TGMC's attachments and guncode, you'll only ever usually see 2. TBD on porting over TGMC guncode. <:
- Ammunition for multiple guns has different colors in the HUD based on what you currently have loaded.
- If you're looking at this later on to add new things. DON'T USE _FLASH IN THE HUD_STATE_EMPTY. THE _FLASH IS ADDED ON BY CODE.
- Grenades have a hud_state, pending us ever porting over a grenade launcher. Rockets ALSO have a hud_state.


Example of Laser/Energy Weapons:
https://i.imgur.com/MGvqGxh.mp4
Captain's Gun:
https://i.imgur.com/Wd0SS3C.gif

Full Test of all weapons:
https://streamable.com/usp4dy

Upstream port of https://github.com/CHOMPStation2/CHOMPStation2/pull/4033
2022-04-07 01:00:23 -06:00
Unknown 51ce96e2a5 Practice/Lasertag weapons no longer excavate 2021-04-16 12:20:34 -04:00
atermonera e6eba2cb0c Hybridizes PDC systems, Bay turrets deal damage to meteors 2021-02-22 17:54:35 -09:00
Mechoid bd9f63a97a Gadgets & Gizmos (#7786)
* Adds various objects for explorers / antagonists.

* T A G S

* Mend
2021-01-14 21:53:39 -09:00
Mechoid 8fa749fbe5 Adds Point Defense turrets. 2020-11-24 03:36:59 -08:00
Neerti f92324e4ad Adds a bunch of QoL things for projectiles. 2020-03-13 07:48:17 -04:00
Mechoid 7ecdcb40d2 Security / PseudoCargo Expansion (#6482)
* Security Expansion work.

* Weaponized Racism, Stowaways, Meteors

* Fix Fix. Prep modular armor for addition.

* Fix the boots.

* More modular armor work. Now in cargo!

* Fixfix

* Fixfix

* Thank you anxiety very cool.

* Make a Stowaway Antag

* FixFix
2019-11-24 17:22:25 -05:00
Andrew 1496ce2e65 Adds Laser Tag Turrets Plus Changes (#6324)
* Adds Laser Tag Turrets

* Adds changelog

* Reverts Lethal Turrets Shooting to Kill

* Small No Longer Means Misc Life

* Revert "Merge branch 'master' into Turret"

This reverts commit 0300e6723b, reversing
changes made to 219348783d.

* Revert "Revert "Merge branch 'master' into Turret""

This reverts commit ca3d13b337.

* Github why

* Change laser.dm to master?

* Revert "Change laser.dm to master?"

This reverts commit da562f6bc1.
2019-07-27 11:45:17 -08:00
Atermonera 00bce77d9c Merge pull request #6285 from Mechoid/SLED
Adds the SLED.
2019-07-23 12:20:51 -08:00
Mechoid ca14b499c9 Adds the SLED. 2019-07-08 22:24:54 -07:00
Mechoid 90f8ca9f0d Mining Expansion, the Diggening. 2019-07-06 21:18:31 -07:00
Screemonster 15bfadce37 Unpicks some mining spaghetti (#5978)
* Untangle xenoarch from mining somewhat

* professionalism

* sonic jackhammers only for artefact-safe tunnelling

* destroy artefacts code disabled on everything
2019-03-12 19:00:19 -05:00
kevinz000 0f4b976d43 Merge remote-tracking branch 'polaris/master' into pixel_projectiles 2019-01-16 08:13:58 -08:00
Anewbe 57cfb7d5ef Egun stun beams are weaker 2019-01-10 15:47:57 -06:00
kevinz000 1315bfff2c Merge remote-tracking branch 'polaris/master' into pixel_projectiles 2019-01-06 23:12:48 -08:00
Spades 81c3036140 Guns sounds refactor and improvements (#5803)
* Gun sound updates

Grenade Launcher sound source:
https://freesound.org/people/LeMudCrab/sounds/163458/

* Actually, this is a better way to handle this.

* Fixed accidental inconsistent indentation

* Renames shotgun.ogg to Gunshot_shotgun.ogg

Also actually changes the file names like I was supposed to last night.

* *peers* Didn't I just fix this shit?

* Actually fixes the missing files this time

* Update audible_deception.dm

* Changed tungsten core projectile sound by request

* Actually no this line is stupid and makes me angry

Simplifies dumb code that was badly copypasted.

Also fixed missing D'eagle fire_sound

* Smarter code

Less copypasta, more runtimes prevented in case somebody decides to make
a soundless gun whether done intentionally or not.

* Update gun.dm
2019-01-06 18:27:24 -08:00
kevinz000 6164cf07d8 Refactors refactors more refactors 2018-10-05 11:13:23 -07:00
Mechoid 509addffdf Adds a whole bunch of Exosuit weapons and other miscellaneous parts. 2018-08-23 20:14:56 -07:00
Mechoid 8acd0ca4fc Adds beams to the Type var selection in View Variables. 2018-07-31 11:03:48 -07:00
Mechoid b1a91fc0e3 Unfuck my Master 2018-07-31 11:02:09 -07:00
Mechoid 25e8739dfc Adds beams to the Type var list for View Variables. 2018-07-31 11:00:17 -07:00
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
Neerti 01aaccf893 Finishes UFO PoI 2017-11-26 15:10:25 -05:00
Anewbe 71ea1b2b3a Adjusts egun stun amount 2017-07-23 17:36:58 -05:00
Anewbe 6816af4485 More toys kikiki 2017-01-25 22:20:52 -06:00
MagmaRam c73bfe021f Re-adds balance changes to heavy lasers.
They got changed by accident when I did the laser light show.
Also, adds changelogs for my last couple changes, because I'm an
    idiot and forgot them.
2016-09-18 10:47:03 -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
Anewbe bbb11cfb6e Tweaks burst laser 2016-09-17 15:23:28 -05:00
Anewbe ef0b965c63 Lasercannon tweaks 2016-09-15 16:24:06 -05:00
Yoshax 1856897894 Heavy weapons changes 2016-06-10 18:34:58 +01:00
Neerti 3c92193bf5 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into 3/30/2016_dumb_gun_balance
# Conflicts resolved:
#	code/modules/projectiles/projectile/beams.dm
2016-04-20 05:41:36 -04:00
Neerti 53c16f02bb Laser Snipers no longer stun on hit. 2016-04-04 04:02:52 -04:00
Neerti 75c0c5cc38 Changes lots of gun stuff, see PR for details. 2016-03-30 03:41:54 -04:00
Mark9013100 488ebc89b2 Balances fm-t2, nerfs burstfire
Conflicts:
	code/modules/projectiles/guns/projectile/automatic.dm
2015-10-11 00:42:26 -04:00
HarpyEagle 2e8f927085 More descriptive variable name
Renames armorpen to armor_penetration
2015-08-13 22:38:28 -04:00
mwerezak 0cf21df8b5 Adjusts projectile values 2015-08-13 22:37:47 -04:00
Loganbacca ce77c61028 Projectile visual bug fixes
- Fixed visible beam projectile
- Fixed additional tracers overlaying impact effects
2015-07-11 00:06:44 +12:00
PsiOmega b52cf35680 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/modules/projectiles/projectile.dm
2015-05-12 13:40:47 +02:00
ccomp5950 569e785014 Holodeck items no longer spam admin attack logs.
/obj/items now has no_attack_log variable if set to 1, it won't log.

All holodeck items and lasertag weapons have no_attack_log set.

<3 Mangled
2015-05-11 22:11:46 -04:00
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
mwerezak cd81f0b706 Improves gun scope zooming 2015-02-14 22:12:16 -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
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
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
Amunak 4882074739 Code formatting, EOL at EOF fixes, refactoring 2014-12-18 03:11:49 +01:00