Commit Graph

1393 Commits

Author SHA1 Message Date
spookerton
3abdbbaa1c replaces atom.initialized with ATOM_INITIALIZED
refactors atom/var/flags to atom_flags and area_flags
moves NOBLOODY, NOBLUDGEON, and PHORONGUARD to item_flags instead of atom_flags
corrects various misapplied flags
2022-10-18 09:36:36 +01:00
Cerebulon
72e731c9b9 Complete gun sprite overhaul + additions 2022-10-12 23:16:52 +01:00
Cerebulon
3ffa493575 couple of requested general sprite fixes + grenade sprites 2022-09-26 05:23:33 +01:00
MistakeNot4892
dcbf10e28a Added grafadreka.
More work on drakes.

Added grafadreka den site.

Working on refining drake AI.

Fixing drake languages.
2022-08-14 01:26:09 +10:00
MistakeNot4892
994f58e3c5 Playable vox oh no. [MDB IGNORE] (#8674)
* 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.
2022-08-06 23:16:23 -08:00
Mechoid
e072e147a4 Archery Tweaks (#8670)
* 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.
2022-07-31 22:09:53 -08:00
MistakeNot4892
8b8e1ecdf4 Added survivalist job, wilderness spawn and checkpoint spawn to Cynosure. 2022-06-15 21:44:02 +10:00
Doctress
0cbbca8e6a Adds Sjorgen Inertial Shotgun (by H-H)
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)
2022-04-30 05:51:01 +09:30
spookerton
c6dfdeaae2 remove unused sources in code/* 2022-04-26 21:17:59 +01:00
Atermonera
21bd8477c7 Merge pull request #8531 from Spookerton/spkrtn/sys/global-agenda
updates all bare globals to use /global/ semantics, and all shared members to /static/
2022-04-24 19:56:07 -08:00
spookerton
ee67e174fb use static for shared member vars 2022-04-24 07:52:32 +01:00
spookerton
1f3ffc2433 non-flagged, non-complex overlay -> ssoverlays 2022-04-24 07:51:12 +01:00
atermonera
091c04efc8 Readds SA_ANIMAL vulnerability to phase projectiles 2022-04-19 22:30:22 -08:00
atermonera
fec412daaa Rebase issues 2022-04-17 19:18:15 -08:00
atermonera
9d71839ac6 Removes devices 2022-04-17 19:14:43 -08:00
atermonera
7a9806d9b4 Removes weapons 2022-04-17 19:14:32 -08:00
atermonera
101740a7d3 Updates icon paths 2022-04-17 19:14:07 -08:00
Sypsoti
dcc661ffea Merge pull request #8552 from Doctress/BBMagazines
Adds BB Magazines
2022-04-17 22:02:11 -05:00
Doctress
b20f7baefa Changes as requested by Sypsoti 2022-04-18 11:19:02 +09:30
Doctress
52d6a0b73b Teaches Doctress basic-ass Git skills
Addresses errors noted in https://github.com/PolarisSS13/Polaris/pull/8545
2022-04-17 05:40:35 +09:30
Greenjoe12345
2cc01d685a Merge branch 'master' of https://github.com/Greenjoe12345/Polaris into swordsandbow 2022-04-14 19:55:27 +01:00
Greenjoe12345
3bdc40cdf6 fixing issues 2022-04-14 19:22:14 +01:00
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
Greenjoe12345
1cf1e48416 some balance and mechanic adjustments 2022-04-04 02:37:16 +01:00
Greenjoe12345
a19ddfce0e Merge branch 'master' into swordsandbow 2022-04-03 21:00:59 +01:00
Atermonera
83ac485925 Merge pull request #8496 from Spookerton/spkrtn/sys/out-with-the-old-2
remove some obsolete defines
2022-04-02 17:46:13 -08:00
Greenjoe12345
bb24579a29 weapons 2022-04-03 02:27:16 +01:00
Mechoid
4780b1efe5 Planetary Meteors (#8422)
* Begins work on Planetary meteors

* Work, clean meteor code.

* Continues work. Meteors now handle their own movement and launching.

* New meteor types, some added to waves. Large meteor type fully implemented.

* Fix and adjust for comments.
2022-04-02 17:25:27 -08:00
Spookerton
6651fd8bfd Merge pull request #8480 from Serithi/master
Gives mech autocannon projectiles their own entry with unique sprite and lighting
2022-04-01 18:31:36 +01:00
Spookerton
f06dcc071e Merge pull request #8470 from Verkister/patch-89
Some admin log "usr" fixes
2022-04-01 18:25:29 +01:00
spookerton
2dda71ecf0 remove ATAN2 define 2022-03-31 19:23:29 +01:00
spookerton
602cc67d2b removed CLAMP define 2022-03-31 19:21:58 +01:00
atermonera
c7f1880394 Revert "What was supposed to be another straightforward major system overhaul that once again spiraled out of control (#8220)"
This reverts commit 4d8c43f106.
2022-03-29 16:01:32 -08:00
Serithi
069adff1a3 Gives mech autocannon projectiles their own entry with unique sprite and lighting, also makes it a bit louder. 2022-03-26 21:31:51 -07:00
Verkister
0a06f1ad5f Update targeting_overlay.dm 2022-03-25 18:22:27 +02:00
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
atermonera
ef87801641 Adds caseless BB rounds for common gun types 2022-01-26 20:13:48 -08:00
Cerebulon
c2f4d10b8b Mech and Locker Sounds 2022-01-17 13:22:33 +00:00
Atermonera
4d8c43f106 What was supposed to be another straightforward major system overhaul that once again spiraled out of control (#8220)
* 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
2022-01-16 15:52:55 -08:00
Atermonera
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
Atermonera
5daf7b41ce Merge pull request #8344 from Verkister/patch-80
Fixes rocket launcher
2021-11-21 00:03:35 -08:00
MistakeNot4892
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
Verkister
169f086206 Update explosive.dm 2021-11-11 22:14:42 +02:00
Verkister
53c39bd1ad Fixes rocket launcher
The launcher type guns use throw_at instead of the fancy bullet projectile features, so the fancy bullet projectile mechanics were unable to make things go boom by having several dead-end returns happen before the projectiles could even reach the on_hit, which already bonks into a return in the ..()'d parent proc anyway.
2021-11-11 21:58:05 +02:00
Cerebulon
cebc5fa3a1 Adds unique projectile hit messages to simplemobs (#8250)
* Adds unique hit messages to simplemobs

* decl'd hit lists

* how was that even working

* set decl ref on init
2021-10-10 19:20:18 -08:00
atermonera
9ffd2b9169 Rocket launchers make the projectile when they consume the rocket 2021-10-06 22:58:15 -08:00
Ghost Actual
12b1a29efe Donk-Soft! (#8305)
* 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
2021-10-04 22:14:46 -08:00
klaasjared
2d70018ecb Base Commit 2021-08-16 10:22:59 -04:00