[MIRROR] Refactors projectile pathing (gameplay change, this will make projectiles more accurate in their linetracing), hitscan light effect improvements
cl
experimental: Hitscanning tracers now have lighting effects
experimental: Projectile pathing has been changed - instead of moving to a turf 32 pixels forward using byond's built in step_towards() proc, it now increments 2 pixel 16 times (subject to change). While this will increase the processing overhead, this will more or less eliminate cases of "projectiles clipping past corners in some angles but not others".
* adds signal and modifies each call of afterattack to call it's inherited proc
* uses new macro for sendsignal()
* map fuck
* skip precommithooks
* combine and negate 2 ifs
rscadd: Blast cannons have been fixed and are now available for purchase by traitorous scientists for a low low price of 14TC.
rscadd: Blast cannons take the explosive power of a TTV bomb and ejects a linear projectile that will apply what the bomb would do to a certain tile at that distance to that tile. However, this will not cause breaches, or gib mobs, unless the gods (admins) so will it.
experimental: Blast cannons do not respect maxcap. (Unless the admins so will it.)
* Reduces selfcharge gun processing/icon work
* More efficient gun overlays, adds old_ratio var
* oh my god it was calling the egun's update_icon?
* percent proc
* Attachment overlay overhaul
* Cut overlays in egun update
* ebow 1000% better overlay management
* Update gun.dm
* Pointless check
* Giving KA and children consistent icon behavior
* Update kinetic_accelerator.dm
* Fixed
* ..() readded
* ..() readded
* ..() readded
* Antur didnt catch this one heck
* Because confusing vars are apparently more maintainable
* Gun overlays 2: Electric boogaloo
* another one
* Chameleon guns are removed
* tentacles everywhere
The component is initialized with any combination of three flags, EMP_PROTECT_SELF protects against effects that target the object itself, EMP_PROTECT_WIRES protects against wires being messed with similar to the NO_EMP_WIRES_1 flag which this PR removes, EMP_PROTECT_CONTENTS protects against things that are inside the object like organs, internal "non-virtual" power cells and the like
This enables (but doesn't introduce) new mechanics such as adding EMP shielding at runtime to any atom, or taking it away.
add: Fusion is back
add: Fusion now happens with large quantities of hot plasma and CO2, consuming all the plasma rapidly and producing large amounts of energy. Other gases can also effect the performance of the reaction.
add: Fusion now produces radiation. Be careful around reactors.
fix: fixes fusion dividing by zero and destroying everything
code: Gas reactions now have access to where they are occurring
fix: Prevents some other reactions from producing matter from nothing
fix: makes dragnet non harmful
tweak: pacifists can now use any disabler or stun setting on any energy gun
code: removed all of the pacifism check code from code/modules/mob/living/living.dm
code: gun objects no longer have a harmful variable, instead, ammo_casing objects now have a harmful variable, which is by default set to TRUE
code: if a pacifist fires a gun, it checks whether or not the round chambered is lethal, instead of whether or not the gun itself is lethal.
cl Joan
tweak: The crusher kit now includes an advanced mining scanner.
tweak: The resonator kit now includes webbing and a small extinguisher.
tweak: The minebot kit now includes a minebot passthrough kinetic accelerator module, which will cause kinetic accelerator shots to pass through minebots. The welding goggles have been replaced with a welding helmet, allowing you to wear mesons and still be able to repair the minebot without eye damage.
feature: You can now install kinetic accelerator modkits on minebots. Some exceptions may apply. Crowbar to remove modkits.
balance: Minebots now shoot 33% faster by default(3 seconds to 2). The minebot cooldown upgrade still produces a fire rate of 1 second.
balance: Minebots are now slightly less likely to sit in melee like idiots, and are now healed for 15 instead of 10 when welded.
balance: Sentient minebots are penalized; they cannot have armor and melee upgrades installed, and making them sentient will override those upgrades if they were installed. In addition, they move very slightly slower and have their kinetic accelerator's cooldown increased by 1 second.
/cl
the basic scanner sucks ass and nobody wants to use it, it's actually hilarious
also in those stats: minebot picked a mere 6 more times than the conscription kit, because it's an idiot drone, easy to accidentally hit, and did I mention how much it likes going into melee?
tbh it's quite possible the extra buffs aren't needed, just the passthrough module, but it's better to go a little too far rather than not far enough.