* Save~
* Fixes launch_many_projectiles having 100% miss chance
Adds laser landmines.
Makes it so portable turrets don't do janky BS for lasertag.
Gives portable lasertag turrets a fun emag/EMP effect
* emag and equipment
* cargo
* tur et
* milsim rp
* clarify
* PLEASE I HAVE A FAMILY
* cries
* signal drop
* no spawn
* Port /datum/status_effect system
* Port fire stacks to status_effects
* Fixes and adjustments to wetness
* One last little thing
* Fixes these compile errors
A few things on the backend got updated...Adjusts them here.
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* first adjustements
* few more
* construct
* next
* next set
* next
* next
* next
* next
* next
* .
* last non modular set
* make it compile
* .
* .
* change that
* synx
* teamush
* override fix
* TEAMUSH
* adds organ sell element
* adds pick color
* get rid of these chompcomments
* removes chomp comments
* Update gaslamp_vr.dm
* zipgun
* zip and synx
* fixes synx
* Update topic.dm
* move the trash verbs
* .
* .
* .
* port
* Update rakshasa_trap.dm
* Update slug.dm
---------
Co-authored-by: C.L. <killer65311@gmail.com>
Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
* bye
* hello
* hi
* hi
* bye
* hi
* bye
* hi
* Replace em
* bye
* hi
* bye
* Hi
* bye
* hi
* bye
* hi
* bye
* hi
* bye
* hi
* bye
* hi
* bye
* hi
* bye
* hi
* hi
* hi
* hi
* hi
* gwah
* part 1
* Cleanup
* text
* webbing
* Eh these values seem fine
* Bonus damage to mobs
* if we have a mind, dont take bonus damage
* Less VR overrides
* vendr
* Update settings
* Whitespace changes
* Comment out merger hooks in gitattributes
Corrupt maps would have to be resolved in repo before hooks could be updated
* Revert "Whitespace changes"
This reverts commit afbdd1d844.
* Whitespace again minus example
* Gitignore example changelog
* Restore changelog merge setting
* Keep older dmi hook attribute until hooks can be updated
* update vscode settings too
* Renormalize remaining
* Revert "Gitignore example changelog"
This reverts commit de22ad375d.
* Attempt to normalize example.yml (and another file I guess)
* Try again
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
Port from Bay
- Addition of two more revolvers in 44 cal for variety
- Creation of rubber rounds for 44 cal (stats taken from virgo no idea how good they are in actual fights)
- Includes 44 ammo speedloaders, regular and rubber speedloaders
- Slight adjustments to allow for firing animations taken from Bay (the mosley revolver has a firing animation that plays)
- Includes in hand sprites
We did already have the 'webley' sprite (it exists in a recolored sprite). However it is a alternate sprite for the detective's 45 revolver. This brings it in as a actual proper revolver with sprites that are different than the detectives revolver, and maybe in the future can be thrown into loot lists and PoIs.
Adds a system for projectiles to inflict additional damage on specific kinds of simple animals.
Adds special bullets for certain rifles which are very effective against 'animal' SAs such as giant spiders, bears, carp, and such. The bullets do less damage to other targets such as humanoids.
Replaces the southern cross gun locker regular ammo with hunting ammo.
* Adds three flame-themed illegal Mech weapons. Allows anything using apply_effects to be incendiary and ignite/apply firestacks. Also absolute-paths the spilled fuel effects.
* Removes world << because I'm a good coder honest.
* Why does Git do this for no reason.
The same as https://github.com/PolarisSS13/Polaris/pull/3612 except this
time I'm not a dumbass and accidentally overwriting other changes
because the Github client decided not to sync with Polaris.