Commit Graph

17 Commits

Author SHA1 Message Date
Will 2bea755d85 missing icon (#18209) 2025-08-09 14:30:35 +02:00
Cameron Lennox de68694e8c Projectile fix (#17558)
* Turret fix

* gets rid of hardcode

* Fixes fragmine miss chance

Makes it actually work with the new projectile system.
Makes it not have a 100% dodge chance if you step onto it

* do the shuffle
2025-04-21 05:19:48 +02:00
Guti 409aaba802 Remove 2024-09-09 02:36:53 +02:00
Rykka 2bb6c955ba TGMC Ammo HUD Earlyport
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
Earlyport of https://github.com/PolarisSS13/Polaris/pull/8513, with adaptations for VORE's files (Specifically the ML3M medigun and cell-loaded weaponry.)

Credit to @SilencedMP5A5 for helping me with sprite names, testing, and making the Full Test video. <3
2022-04-07 01:58:37 -06:00
Neerti 3256202407 [READY]Ports /tg/station pixel projectiles, processing subsystems, timer subsystems, and some misc stuff to make it all work 2019-03-27 22:02:07 -04:00
Mechoid 204b887ec9 Minifrags now use the small fragments mainly as they should. 2018-08-24 16:55:32 -07:00
Mechoid bbeb578a7e Merge branch 'master' of https://github.com/PolarisSS13/Polaris into Mech_Equipment_Carepackage1
# Fix Conflicts:
#	code/game/objects/items/weapons/grenades/explosive.dm
2018-08-24 16:05:35 -07:00
Mechoid 509addffdf Adds a whole bunch of Exosuit weapons and other miscellaneous parts. 2018-08-23 20:14:56 -07:00
Anewbe 4fc23e4051 Adds a new subset of grenades that shoot projectiles 2018-08-21 22:17:04 -05:00
Anewbe 8f42127837 Ports the supermatter grenade, supporting code 2018-08-11 20:10:05 -05:00
LorenLuke b7f5362276 See https://github.com/Baystation12/Baystation12/pull/14404.
(ignore point 13)
2017-07-16 16:03:31 -07:00
woodratt 4a4b481d32 Grenade Buff
Tweaked the code some, changed the number of fragments spawned from 50 to 63. Damage remains the same, fragments now have a thirty percent armor pen. This also means that how lethal grenades are has gone up by a lot. One landing at your feet is lethal. Standing next to one will seriously hurt. Tile or two back the dropoff is still in effect.

Basically need some live testing in round with real folk to get a idea of how bad or good this will be. Will likely need to tweak the damage downwards instead of upwards.
2016-07-27 17:05:17 -07:00
SinTwo 7192bf08fd item_state cleanup 2016-07-11 22:31:32 -04:00
Datraen 129965b1c4 Adds a variable to check for grenade loading, makes frags unloadable. 2016-02-16 12:58:17 -05:00
woodratt a22195aed3 1.3.0 of Grenades and Elevators
- Explosive grenades have gotten a major upgrade, (borrowed code from fragmentation grenades).
- Box for explosive grenades lowered to 5 grenades per box instead of 7.
- Evidence locker moved to forensics area from detective's office. Body bags, latex gloves, and evidence bags moved to said locker.
- Low yield EMP grenades created including sprites. Box for them created (neither added to the map).
- Can now spawn from the elevator.
2015-12-11 23:05:15 -08:00
Woodrat b8c0c5ca5d Woodrat Work 7.8 "Tiny mini skirt edition"
- Added jumpskirts to their department lockers.
- Fixed minor code issue with the QM skirt
- Single scientist wardrobe added to research rest room
- Removed robust cola machine from gateway, added laptop vendor in its stead.
- Two universal recorders added to the main map. Captain's office and art storage.
- Adjusted and added cameras to the doc area to improve coverage.
- Adjusted cameras in primary hallway leading to the dock for coverage purposes.
- Added newscaster to central park.
- Finalized work on the large dorms/visitor housing.
- Added CM sprite for frag grenades for our grenades, also lessened the size of the explosion to (-1,-1,3) from (-1, -1, 4) in a vain attempt to make the blast radius smaller. They shouldn't be too much weaker but...
- Sprite for a box of frag grenades added, box of 7 frag grenades also added to code.
- Two merc op TTVs removed, one left behind. One box of frags and 6 blocks of c4 added to merc op shuttle in their stead.
- One box of frag grenades added to ERT armory.
2015-08-08 23:18:39 -07:00
Neerti b64744c4c6 Adds frag grenades. 2015-08-08 00:51:29 -04:00