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.
Rebalances the random armory so there are always energy weapons,
projectile weapons, and ion weapons. Ammo no longer random. Fixes some
oversights with the EMT area and improves flow. Sec Guns fit in belts.
Fixes typos and a missing price in the vending machine.
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=12064http://baystation12.net/forums/viewtopic.php?f=5&t=12031http://baystation12.net/forums/viewtopic.php?f=5&t=12027http://baystation12.net/forums/viewtopic.php?f=5&t=12007
Rewrites gun.dm. Reorganizes the firing procedure into logical procs and cleans up some unnecessary variables or demotes them to the subtypes that actually care. Energy weapons that create their own projectiles no longer care about in_chamber. Launcher support is much more natural now.
Cleans up duplicated cyborg energy weapon power supply code. Adds support for energy weapons to recharge from external power sources, unifying cyborg and hardsuit mounted weapons. Incorporates the cyborg taser recharging mechanism. Cleans up laser tag gun duplication
Changes path strings to actual paths. Changes relative paths to absolute paths.
Renamed several targeting vars to make their purposes more clear.
Fixed targeting not handling firing correctly for certain subtypes.
`code/setup.dm`:
Fixed large amounts of indenting.
Fixed large numbers of comments and their clarity.
Added parentheses to macros using expressions.
Added FIXME for unused duplicated macros, without certainty of their requirement.
Removed some duplicate macros present. (`BRUTE`, `BURN`, etc.)
Removed macro `PI`, and replaced instances of its use with `var/const/Pi` from `maths.dm`
`code/global.dm`:
Fixed large amounts of indenting, added newlines to long single-lined list definitions.
Slightly clarified comments.
This includes labcoats, IA jackets, first responder jackets, and the brown leather jackets.
This way, code for button toggling doesn't have to be duplicated for labcoats and other coats, and it's easier to add other types of coats that can be buttoned up if someone wants.
Adds custom loadout gear:
Searif's brown leather jacket, NT brown leather jacket, and grey hoodie.
Also brings back the orange bandana, and adjusts some siemens
coefficient values that weren't making sense.
Adds sorting to the custom gear menu list.
Adds the white cheongsam as a custom gear item.
Moves the purple comb out of the custom item defines as it is no longer
just a custom item.
Adds pockets to the bomber jacket.
Reduces the cost of ponchos to 3.
Adds an update_clothing_icon() proc to clothing items that will call the
relevant icon update proc on the mob which is equipping the clothing, if
any. Changes various clothing procs to not call update icon procs on usr
which may not even be the mob wearing the clothing.