Commit Graph

2088 Commits

Author SHA1 Message Date
fluffe9911
213c8ff589 does nich memes 2019-03-07 18:34:19 -05:00
fluffe9911
e363b0f4ed honk 2019-03-05 12:34:40 -05:00
fluffe9911
312ef35356 Merge branch 'master' into goat_memes 2019-03-04 20:05:42 -05:00
fluffe9911
7687aeba25 now with lavaland boss! 2019-03-03 23:51:21 -05:00
yogstation13-bot
34d1e7f253 [MIRROR] Fixes the bullet count when unloading weapons such as the double barrel and revolver (#4646)
* Fixes the bullet count when unloading weapons such as the double barrel and revolver

* Merge pull request #42947 from actioninja/magcountfix

Fixes the bullet count when unloading weapons such as the double barrel and revolver
2019-03-02 09:49:47 -05:00
yogstation13-bot
3ca269f521 [MIRROR] Cleans up (mostly) defunt crit_fail var (#4630)
* Cleans up (mostly) defunt crit_fail var (#42908)

* Cleans up (mostly) defunt crit_fail var

* rebuilds tgui
2019-03-01 15:00:57 -05:00
yogstation13-bot
19f5cc05c6 [MIRROR] Fixes 10mm rifle mags and sniper mags not reporting ammo/updating material values. (#4624)
* Fixes 10mm rifle mags and sniper mags not reporting ammo/updating material values.

* Fixes 10mm rifle mags and sniper rounds not reporting ammo/updating material values. (#42938)
2019-02-28 19:17:39 -05:00
yogstation13-bot
ab62c4c102 [MIRROR] Fixes some sprite issues with the foamforce pistol (#4565)
* Merge pull request #42888 from actioninja/foampistolfix

Fixes some sprite issues with the foamforce pistol

* Fixes some sprite issues with the foamforce pistol
2019-02-25 18:18:39 -05:00
yogstation13-bot
a1d25c3328 [MIRROR] Fixes the RPG, renames it and adds some fluff text (#4563)
Replaces refs to /obj/item/ammo_box/magazine/rocket with /obj/item/ammo_casing/caseless/rocket
2019-02-25 16:37:44 -06:00
yogstation13-bot
2c16df778f [MIRROR] Makes unloading ballistic weapons better (Namely revolvers) (#4560)
* Makes unloading ballistic weapons better (Namely revolvers)

* Merge pull request #42837 from MadmanMartian/better_unload

Makes unloading ballistic weapons better (Namely revolvers)
2019-02-25 05:42:03 -05:00
yogstation13-bot
5d5f2152d3 [MIRROR] Fixes the Russian Revolver dual wield exploit (#4558)
* Fixes the Russian Revolver dual wield exploit

* Fixes the Russian Revolver dual wield exploit (#42887)

Fixes #42880
Also theoretically patches out any future bypassing behavior by overriding the function that makes guns actually able to shoot since the russian revolver is all special functionality.
Also corrects some odd behavior with the russian revolver.
## Why It's Good For The Game

I don't think a free 357 is a good idea
## Changelog

cl
fix: The anti-combat mechanism in the Russian Revolver has been revised to prevent usage while dual wielding.
/cl
2019-02-24 15:55:27 -05:00
subject217
1ee4ce2111 Removes the stamina version of .45 ammo (#42692)
* webbit reddit

* commits for each file

damn i hate web edits

* magazine

one of these is going to conflict with the guns pr why am i doing this at 2 am

* yeet

* does it compile

probably not
2019-02-19 16:47:57 +01:00
Rob Bailey
1e50117949 More General Gun Fixes (#42693)
Fixes some incorrect sprite paths, bad implementation, and logic inconsistencies that were resulting in missing sprites and fucked up sprites. Fixed some weirdness with the RPG due to wrong bolt type. Fixed bullet count being incorrect on anything with an internal magazine. Fixed issue with internal magazine tacloads that was resulting in them locking up and being unable to shoot.

Closes #42683
Closes #42672
2019-02-19 15:54:04 +01:00
ShizCalev
a00ce39998 Fixes syndicate borg L6 icon (#42751) 2019-02-13 19:34:27 +01:00
Rob Bailey
718e38701a Yet more gun fixes (#42722)
Continues fixing the tide of broken shit with my awful PR.

This time around:
Corrects a control message for the l6 saw on examine
Reworks the way that open bolt guns work so that they actually work the way open bolt guns are supposed to. Loud bolt drop when you try to fire an empty magazine included.
Fixes bulldog magazine overlays.
Fixes an issue with tacloads not updating the removed magazine's icon state correctly.
Fixes locking bolt not locking back on the last bullet fired but instead on the
2019-02-11 10:27:59 +01:00
nichlas0010
484be9aeb3 Merge branch 'master' into upstream-merge-42666 2019-02-05 22:17:45 +01:00
nichlas0010
04d5147042 Merge pull request #4404 from yogstation13/upstream-merge-41804
[MIRROR] [READY] I got guns
2019-02-05 22:07:13 +01:00
Rob Bailey
c0a4aaf6be Gun (Hot)Fixes (#42666)
Fixes my broken bullshit.
2019-02-04 21:34:23 +01:00
Rob Bailey
6e4089224a [READY] I got guns (#41804)
cl actioninja\memager
refactor: Ballistic guns have been almost entirely reworked from a backend side. This primarily focused on moving as much as possible into the base ballistic gun and turning as many other guns into essentially varedits as possible.
add: Guns can now be racked. This is the default action unless the magazine is empty.
add: Guns now can have the magazine removed by clicking on them with an open hand while they are in hand.
tweak: Suppressors are now removed by alt clicking instead of clicking with an open hand
add: Guns now have various bolt types that all function a bit differently. Open bolts cannot have a bullet chambered with no mag, locking bolts lock back after running out of ammo, etc.
add: All ballistic gun sounds are controlled by variables instead of hardcoded usages.
tweak: The l6 LMG has a reworked control scheme. alt + click to open and close the cover, open hand to remove mag, place mag in by slapping them together, default action is rack.
tweak: Functionality that used to be snowflake code such as tactical reloads has been moved to the base gun, and can be toggled by variables.
refactor: All shotguns are now properly subpaths of the shotgun type. They still work the same.
imagedel: Gun sprites have been almost entirely overhauled to use overlays instead of states. This collapsed the L6 sprite from 20 sprites to 9 sprites to give an example.
soundadd: Remixed versions of the shotgun and base gun firesound
soundadd: New rifle firesound for l6 and moist nugget, new SMG fire sound, new sniper fire sound.
soundadd: Lots of new weapon operation sounds such as racking and bolts and the like.
imageadd: New sprites for the Riot Shotgun, Combat Shotgun, c20r, Deagle, m90, double barrel shotgun and 1911 by Memager.
imageadd: All gun sprites that were pointing to the left have been flipped to point to the right.
balance: Shotguns now can be pumped faster.
balance: Bulldog can now be tac reloaded
balance: Sawn off shotguns now have an accuracy penalty and recoil
/cl
2019-02-04 21:33:10 +01:00
Menshin
0d6b458bf3 * Fix a runtime on mecha syringe gun hitting that prevented reagent transfer (#42642)
* Reverted some hastily (and wrongly) made changes to prehit() procs
2019-02-04 21:31:55 +01:00
oranges
30597e05b0 Species types sources refactor (#42523)
There is now a bitflag that controls all the ways a species can be
selected from the different methods of changing species, xeno spawn,
pride mirror, magic mirror etc.

The soviet and capitalist golems are no longer selectable from the pride
or magic mirrors (just the badmin one)

interesting thing I found, androids and synths (including military
synth) are acheivable via xeno extracts!
2019-02-03 13:46:39 +01:00
nichlas0010
56145397a6 Update projectile.dm 2019-02-01 12:24:13 +01:00
Menshin
ae048bc971 Fixes for projectiles bugs (#42463)
* Bandaid fixes for bugs with reflectors projectiles and plasma cutters

* * Fixed bouncing piercing projectiles on qdel
* Fixed projectiles reflection not working
* Fixed heavy beam pulses not penetrating
* Changed numerous projectiles procs to use the new BULLET_ACT_* format

* Final conversions to new BULLET_ACT_* format
2019-02-01 11:49:27 +01:00
kevinz000
1141245eb1 Emergency projectile fix #42544
Okay, oranges was right and I'm stupid.
Stops the server from crashing from a beam rifle, jesus.
2019-02-01 11:42:38 +01:00
kevinz000
5b236debd0 Fixes projectiles not hitting people resting, a bit of refactoring of how projectile target collision is done (#42241)
* Fixes projectiles not hitting mobs, some refactoring too

* some stuff for projectile can hit target to work with not being ontop of an object

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* CanPass returns true to projectiles regardless of hit

* snakecase?
2019-02-01 11:29:48 +01:00
pubby
bca3c55884 Drop "universal" from the suppressor name. (#42574)
It's incompatible with lots of guns so the name is misleading.
2019-01-30 08:32:29 +01:00
Time-Green
1eb73bc42f Cryokinesis and Geladikinesis mutations (#42453)
* Adds cryokinesis and renames the cold resistence file to space adaptation

* adds cryokinesis

* fixes icon conflict

is there actually a proper way to fix them thats not copying master and reimplimenting your own sprites?

* fixes a typo and lowers instability of cryokines by 5

* Apply suggestions from code review

Co-Authored-By: Time-Green <timkoster1@hotmail.com>

* maybe reverts line ending?

* unfucks flags?

* probably unfucks line endings

i swear to fucking god why does it even do this. i never even touched the file and reverting it to master doesnt do anything. fuck you git
2019-01-24 16:39:20 +01:00
81Denton
70029f4c5c Reworks spearguns, adds Syndicate bundle, carp clothing adds carp faction (#42102)
* Reworks magspears, adds Syndicate bundle, carp clothing adds carp faction

* 20 magspears

* Replaces bandolier with quiver

* Slightly increases throwforce to OHKO space carps
2019-01-11 15:55:52 +01:00
nichlas0010
7ac3dc8ee7 Merge pull request #4003 from monster860/spacepods
SPACEPODS!
2019-01-06 17:52:51 +00:00
subject217
dbc5e435a3 [READY] Robustin's Syndicate Infiltrator PR except with the requested changes (#42034)
* Hardened Syndie Shuttle

* Fixes

* Fuck borgs

* Review

* Syndie turrets are now set to lethal by default

* here's hoping

makes the required changes this time with TGM(?)

* dv cleanup 1

* Cleans up two non-replaced plastitanium walls.

Nobody opens commit descriptions. Except the cutie reading this.

* Cleans up the turf I know I changed but somehow didn't in the final version.
2019-01-02 03:13:20 +01:00
monster860
439b7d0fb6 SPACEPODS! 2019-01-01 01:39:01 -05:00
kevinz000
2b236fe948 Projectiles no longer hit people buckled to the firer, or things the firer is directly buckled to (#41920) 2018-12-27 20:53:48 +01:00
Ling
b4a686f518 Merge pull request #3954 from yogstation13/upstream-merge-42033
[MIRROR] New admin only wand, wand of safety, plus buffed other admin wands
2018-12-26 12:29:32 +01:00
Jordie
ac6be90ede Merge pull request #42033 from coiax/wand-of-safety
New admin only wand, wand of safety, plus buffed other admin wands
2018-12-23 12:31:32 +01:00
Jordie
a5751ef322 Merge pull request #41997 from coiax/removes-container-type
Refactors `container_type` into `reagents.flags`
2018-12-23 12:30:36 +01:00
XDTM
37c61983f4 Allows the antimagic component to react to spells, limits holymelon uses (#41739) 2018-12-18 01:08:44 +01:00
kevinz000
f676eaa43c Fixes projectile infinite loops, adds new UNSTOPPABLE movement_type, forcedodge variable on projectiles scrapped (#41915)
cl coiax
fix: Dead monkeys now produce miasma.
/cl

Previously any time there was a dead monkey, it would constantly runtime with incompatible component warnings.
2018-12-16 13:23:44 +01:00
moo
998d343012 Merge pull request #41919 from kevinz000/patch-582
Removes infinite reflector loops, projectiles now fall off 5 base range per reflection.
2018-12-14 19:16:21 +01:00
nichlas0010
9f8446870a Merge pull request #3761 from yogstation13/upstream-merge-41746
[MIRROR] Crossbow/KA & Reflect Blob/Aiming Beam Fixes
2018-12-06 13:41:52 +01:00
oranges
a54b34baa9 Merge pull request #41746 from ExcessiveUseOfCobblestone/fix4u
Crossbow/KA & Reflect Blob/Aiming Beam Fixes
2018-12-06 07:53:09 +01:00
moo
9062806334 Merge pull request #41787 from subject217/pcfix
Fixes an issue wherein plasma cutters accepted infinite plasma
2018-12-06 07:43:50 +01:00
moo
b227d887e1 Merge pull request #41784 from Tlaltecuhtli/patch-1
Drops Dragnet Stun And Reduces Dragnet Trap Break-Out Time
2018-12-04 23:55:50 +01:00
nichlas0010
3c1066233d Merge pull request #3741 from AsV9/electricityman
Ethereals are now charged up slightly when stunned by batons.
2018-12-04 18:57:09 +01:00
AsV9
7a760d703c Adds charging ethereals to taser projectiles aswell. 2018-12-04 12:01:27 +01:00
moo
22bc7788ca Merge pull request #41766 from 81Denton/hothead
Fixes heat sources not igniting things
2018-12-04 01:40:24 +01:00
nichlas0010
43e5f45e4f Merge pull request #3728 from yogstation13/upstream-merge-41496
[MIRROR] Adds the Curse of Madness to wizard spellbooks
2018-12-02 17:22:20 +01:00
XDTM
ca72ca6758 Adds the Curse of Madness to wizard spellbooks (#41496)
* Adds the Curse of Madness to the wizard's spellbook

* anti-magic check

* Update code/modules/antagonists/wizard/equipment/spellbook.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Magic traumas + magic immunity prevents spellcasting

* feedback

* fix

* fax

* Added two new special traumas

* I'm not mad, everyone else is

* New minor trauma, godwoken gives holy

* stalking phantom trauma

* math

* heartbeat

* Custom message
2018-12-02 15:44:55 +01:00
Jordan Brown
430a07987e Merge pull request #41692 from kriskog/beamrifle
Beam Rifle - From 10 to 5 shots per charge
2018-12-02 15:29:50 +01:00
Rob
76790b32fc [EXTRAREADY][AAAAAA] Hey revolver, don't mothers make good fathers? (#41620)
tweak: Suppressed and dry fire sounds are now stored as a variable, and can be edited on a per gun basis.
sounddel: The standard gun dry fire sound was collapsed to one sound instead of 4. They were all just pitch variations anyways, which is now covered by built in sound pitch variation.
soundadd: Revolvers now have a unique gunshot sound that is slightly different for 357 and 38.
soundadd: Revolvers now have a unique dry fire sound.
soundadd: Revolvers now make a unique noise when emptying them besides just the sound of shells falling out.
soundadd: Spinning a revolver such as the Russian Revolver now makes a sound.
spellcheck: Syndicate sniper kit now includes a suppressor instead of a "supressor."
2018-12-02 08:29:15 +01:00
XDTM
c612e21b11 Teleportation standardization, channels, and interception (#41371)
cl XDTM
add: Spraying holy water on tiles will now prevent cult-based teleportation from using them as a destination point.
tweak: Quantum, wormhole and magic teleportation is no longer disrupted by bags of holding.
/cl

Refactors some teleportation code so it uses do_teleport instead of directly forceMove.
do_teleport now has a channel argument, to specify the type of teleportation used. This will affect what can and cannot interfere with teleportation. For example, BoHs interfere with bluespace teleportation but not wormhole, quantum or magic teleportation.
do_teleport now sends a COMSIG_ATOM_INTERCEPT_TELEPORT signal, allowing the target turf (or anything placing a signal on said turf) to react appropriately. As a proof of concept, blessed tiles use it to prevent teleportation from the cult channel.

Intercepting teleportation can have interesting potential uses, from teleport denial fields, to teleport scramblers (teleports you somewhere else instead), telefraggers that gib anyone unlucky enough to teleport in their area of effect, teleport anchors that shunt all teleportations in a wide area to themselves, and so on.
2018-11-29 16:37:39 +01:00