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.
* 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
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
* 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.
* Untangle xenoarch from mining somewhat
* professionalism
* sonic jackhammers only for artefact-safe tunnelling
* destroy artefacts code disabled on everything
* 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
- 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
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
* 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.