* 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
* Allowing vox to join as survivalists.
* Adding a crash survivor alt title for survivalist.
* Sideporting vox icons from Bay.
* Updating some vox gear and adjusting vox code for planet spawns.
* Attempting to fix up join checking on latejoin links.
* Crash survivor now loads a pod if it can't find one.
* Nerfs vox cold resistance, they now sit between Tesh and humans.
* Add proper custom arrows. (cross)Bows "render" proper arrows over themselves in inventory and on ground. Hardlight bow no longer deletes other arrows on removal.
* Fix subtyping issue.
Add Chitin arrow type.
* Remember to hit save, kids.
* Fixfix. Add true Unga arrow utilizing the Ancient Art of Sharp Rocks.
Semi-automatic, 5 round, tube magazine fed
Lootable, or buyable from both cargo and tator uplinks.
Balancing intended to lie between combat shotgun and not!AA-12
100 TC each (between combat shotgun and fuel rod cannon)
100 Req Points for a box of two (same price as a burst laser pair)
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
* get_tool_quality has numerical meaning
* Basic tools set tool quality
* Toolspeed is replaced by tool quality checks
* Addresses assorted results from live test
* Extra cleanup
* Initial port
* Various fixes
* Doomguy Costume Addition
Halloween just around the corner, I wanted to add a costume that uses the new toy guns.
* Merge conflict, fixes
* Message piece combiner returns a list
* Emote formatter returns a list
* Port Runechat
* Various onamonapoea
* Suggested changes, small opts
* Fix chat message on different size mobs
* Couple more runefixes
* Enable encoding chat emphasis in runechat
* Remove extra asterisks from rune audible messages
* Fix runedefines
* Improve gun animations to be more modular.
- This is a port of TGCM pull/4807. Credit to SplinterGP for helping me set things up.
- It essentially allows people to not need a '-pump' for their animation, but instead to just use whatever they please. They just need to write it down at the relevant intervals.
* Improve further.
* Update shotgun.dm
This makes it identical to it's real-life counterpart, and brings some actual sprite improvements upstream from Virgo.
Earlyport of https://github.com/VOREStation/VOREStation/pull/8812 with an actual rename of the gas, ID, and sprite used.