Commit Graph
71 Commits
Author SHA1 Message Date
MistakeNot4892 c390425f30 Resprited tranq weapons. 2023-12-28 12:32:57 +11:00
MistakeNot4892 959658a970 Implementing tranquilizer rifle and pistols. 2023-03-08 09:43:17 +11:00
atermonera 091c04efc8 Readds SA_ANIMAL vulnerability to phase projectiles 2022-04-19 22:30:22 -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
Cerebulon 7e65d9f8a0 added unique sounds 2022-02-07 21:52:54 +00:00
Cerebulon b6c390f0d9 deguns bugs 2022-02-03 20:22:55 +00:00
Cerebulon 7dd4e0503c Intentionally Introduces Massive Bugs 2022-02-03 19:50:14 +00:00
Cerebulon c2f4d10b8b Mech and Locker Sounds 2022-01-17 13:22:33 +00:00
0232be9531 Repaths obj/effect/effect, datum/effect/effect [MDB_IGNORE] (#8312)
* Repaths obj/effect/effect, datum/effect/effect

* linter fixes

* No new

Co-authored-by: Atermonera <forslandm@gmail.com>
2022-01-16 00:14:39 -08:00
MistakeNot4892andGitHub 2f0a618d45 /atom New() => Initialize() [MDB IGNORE] (#8298)
* Find and replace argless atom New() to Initialize().

* Manual replacement of no-arg New() to Initialize().

* Manually replacing remaining New() overrides.

* Fixing linter issues with now-removed New() args.

* Tidying area init overrides.

* Porting Neb's atom subsystem.

* Trying to isolate init problems.

* Adjusting Init code post-test.

* Merging duplicate Initialize() procs.

* Merge resolution.
2021-11-14 00:09:14 -08:00
Aronai Sieyes ad75bb86bd Alter playsound paradigm 2020-05-19 11:06:28 -04:00
MechoidandGitHub aafd4b4fa6 Explorer Expansion: New Horizons (#6960)
* Large amount of work; Animal taming, shearing. Random animal spawns on sif grass/forest turfs. New PoIs, thermal poncho.

* Combat drone DMI moved to drones folder. Mining Drone subtype added. "Tameable" with ores, will collect and store ores when not in active combat.
2020-05-01 11:19:21 -07:00
Neerti f92324e4ad Adds a bunch of QoL things for projectiles. 2020-03-13 07:48:17 -04:00
kevinz000 1315bfff2c Merge remote-tracking branch 'polaris/master' into pixel_projectiles 2019-01-06 23:12:48 -08:00
SpadesandAtermonera 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 90e3dd4cc8 Merge remote-tracking branch 'polaris/master' into pixel_projectiles 2018-12-10 15:54:00 -08:00
Anewbe 4b7bc616df Adds BIOACID damage type 2018-12-05 01:41:42 -06:00
kevinz000 50838a76f2 Evreything works but timers 2018-10-14 10:47:27 -07:00
kevinz000 6164cf07d8 Refactors refactors more refactors 2018-10-05 11:13:23 -07:00
AnewbeandMechoid 86901354fc More Phase Guns (#5276)
* Adds new Phase weapons

* Fixes a thing

* Puts phase weapons in cargo

* Moves research designs, adds phase weapons

* Comments out a duplicate design

* Corrects duplicate design ID

* Last commit on this PR, I swear
2018-06-17 10:35:03 -07:00
Anewbe 09effef4f9 More projectiles now ignite things 2018-03-11 15:47:48 -05:00
AnewbeandAtermonera 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
Anewbe 52398aa0cf Adds Phase Pistols 2018-02-05 17:53:12 -06:00
Arokha SieyesandAnewbe f2fef6f410 Planes Framework (#4545)
* Polaris initial plane upstream merge

* POLARIS: Fix RIG visors with new plane system, and material scanner VIS_FULLBRIGHT

* POLARIS: Fix GetFlatIcon so that cameras and id pictures don't show the HUD overlays.

* POLARIS: Adds a 'alter values' proc for plane master ease of tweaking

Setting stuff like colorblindness variety and things.

* Remove NIF reference, fix lighting layer define

* Handle effects above lighting plane

* Moved all layer defines to planes+layers.dm
* Fixed overlays that are supposed to be above lighting to use the PLANE_LIGHTING_ABOVE

* Merge: 3000% human/update_icons() speed improvement

* Merge: Avoid ghosts pointing at things
2018-01-17 13:45:54 -06:00
Neerti 1aff3fc8c0 Syndicate Borgs II, Return of the Salt
Adds an option in mercenary uplinks to purchase three different 'classes' of drones.
See PR for more details.
2017-10-20 13:01:45 -04:00
Mechoid 98af877b21 Xenomorph Tweaks/Buffs. 2017-09-06 13:37:43 -07:00
Leshana 44ff1a70c6 Removes the datum pool, as it is not performant.
* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
2017-05-04 01:58:33 -04:00
Neerti ea6128f986 Adds Modifier System, Changes Some Ling Stuff
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc.  The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.
2017-04-18 21:23:59 -04:00
Anewbe d1e7c37a8c Tasers can hurt simple mobs 2017-02-23 18:24:13 -06:00
Anewbe 1973a5193a Fixes some things with Vox 2017-01-28 16:03:12 -06:00
Anewbe 6816af4485 More toys kikiki 2017-01-25 22:20:52 -06:00
Anewbe 27ea27964e Adds and tweaks Vox toys 2017-01-19 21:28:51 -06:00
Anewbe c2ac804dc0 Implements the vacuum traversal part of the plasmastun 2017-01-15 17:42:05 -06:00
Anewbe 3066d280ec Adds Neerti's proposal to the plasmastun thing 2017-01-13 16:18:05 -06:00
Anewbe 706eb0f265 Mostly ports Bay's plasma pulse stunner 2017-01-11 21:27:41 -06:00
Neerti 42807003f5 Makes halloss amount scale based on flash_strength 2017-01-05 02:30:52 -05:00
Neerti a31e65782c Make Flashes Great Again
Hand-held flashes now do 30 halloss per flash, if the person lacks flash protection.
Hand-held flashes now can be used 10 times per minute instead of five, due to needing ~4 flashes to down someone.
Flash rounds do 20 halloss if the mob hit lacks flash protection.
2017-01-04 21:45:12 -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
Yoshax 98d08cbc56 Makes flash rounds respect eye protection 2016-09-12 19:10:07 +01:00
Yoshax 2d62544496 Projectile flash rounds will now do the same as a flash when hitting a target 2016-08-31 01:58:50 +01:00
Anewbe 17e211e200 Fixes some Ninja stuff 2016-06-26 18:20:35 -05:00
Richard D'angelo 7ab5220f64 510 Improved Overlays
Fixes auto blindness and no click on 510 servers, lessens the lag of
mesons and material scanners, and I suspect the general speed as well.

I only made it work for Polaris (and by extention, to our server, Eros),
and adapted it a bit.

Ported from:

https://github.com/Baystation12/Baystation12/commit/7c2cc890abf840b1a9967bc26c36581301e7229c
2016-06-18 15:50:10 -03:00
HarpyEagleandYoshax 8079b34a27 Updates flashbangs and flash/flare rounds to take advantage of new lighting.
Main improvement is somewhat brighter flashes, coloured flares.
2016-05-12 16:21:39 +01:00
Neerti 75c0c5cc38 Changes lots of gun stuff, see PR for details. 2016-03-30 03:41:54 -04:00
Neerti 4f77afece1 Revert 58ef59734f 2015-11-08 10:09:14 -05:00
PsiOmegaDelta f3175becc0 Overhauls humanoid vision handling.
Clothes now have a flash protection and tint level. If one is wearing multiple items with these modifiers they do stack.
Glasses also have a number of additional additions such as sight flags, see_invis level, and so forth.

Flash protection comes in 4 levels: Reduced, none, moderate, major.
Reduced protection, for example, means the user takes increased damaged from welding.
Moderate protection safeguards mobs from flashes, flash grenades, projectors, etc.
Major protection protects from the above as well as welding.

Tint also comes in 4 levels: None, moderate, heavy, blind
Moderate tint will apply the nearsighted overlay.
Major tint will apply the welding overlay.
Blind will apply the blindness overlay.

The end result is an attempt of less type checking. Any set of glasses may now also contain HUD glasses.
This should make a future rewrite of HUD glasses easier (could have the HUD functionality be a datum rather than separate item).
2015-10-05 08:48:47 +02:00
HarpyEagle 1ba777f670 Reverses stunrevolver buff 2015-06-17 09:59:39 -04:00
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 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