* Pacifist stechkin
Gives pacifists who order stechkins from uplinks get a version loaded with soporific rounds.
* Alerts the user
Alerts the user of the change of ammunition
* Merge branch 'sleepy-round-stuff' of https://github.com/nmajask/Yogstation-But-Worse into sleepy-round-stuff
* Reworks the implementation
Makes starting mag a variable and changes the check to look for pacifism being a quirk.
* Update code/modules/uplink/uplink_items.dm
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Reagant viscosity framework
* Revert "Reagant viscosity framework"
This reverts commit d4f9841bd3.
* Fixes camera's + mode feature
* Revert "Fixes camera's + mode feature"
This reverts commit f884130943.
* Amber task force back tanks are non droppable
* Revert "Amber task force back tanks are non droppable"
This reverts commit 6956444f56.
* Ballistic weapon feedback system (Sketchin fully animated as proof of concept)
* Debug messages be gone
* Removes unused sprite
Now only using slide open and close for animations instead of a fire animation
* Adds gun recoil and slide close feedback
* space before jamie gets here
* Forgot to implement feedback_fire_slide
* Merge conflict be gone!
* Document the world (#46495)
* Document drone verbs.dm
* Document the outfit datum with autodoc (#45415)
* Uncurse take_damage and document obj_defense.dm (#45146)
The original take_damage proc defined vars for no good reason had some
duplicate code and wasn't very readable.
If you are wondering why it calls obj_break every time it takes damage
while below integrity_failure, that's the way it used to be. Most (if
not all) stuff that takes advantage of this functionality already
accounts for this.
* Convert some code docs into the auto doc format (#45101)
* Commit Message
* Fixes
* e
* Documents browserOutput.dm (#51439)
* Add autodoc to the callback datum (#45463)
* Autodoc the vending machine (#45468)
* Autodoc the vending machine
* Update code/modules/vending/_vending.dm
Co-Authored-By: Tad Hardesty <tad@platymuus.com>
* autodoc organ helpers (#45464)
* timer proc autodocs (#46530)
* bunch of define autodocs
* ballistic guns autodoc (#45578)
* ballistic guns autodoc
* fixes
* client vars autodoc (#46446)
About The Pull Request
Autodocs client vars
* Autodoc for XB and Research
* shuttle docking autodoc (#48677)
* Add autodocs for reagents (#49478)
* Fix
Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Jonathan (JJRcop) Rubenstein <jrubcop@gmail.com>
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
Co-authored-by: alexkar598 <>
Co-authored-by: Tad Hardesty <tad@platymuus.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: actioninja <actioninja@gmail.com>
* 1/4 done? maybe?
* more
* stuff
* incremental stuff
* stuff
* stuff & things
* mostly done but not yet
* stuffing
* stuffing 2: electric boogaloo
* Git Commit and the Kingdom of the Crystal Skull
* make it actually compile
* found more stuff
* fixes
* fix AI laws appearing out of order
* fix windows
* should be the remaining stuff
* this time for real
* i guess it should compile too
* fix sechuds
About The Pull Request
Fixes#42926
Why It's Good For The Game
Fixes broken shit
No CL, this was pretty hard to notice unless you were intentionally pulling the mag out and putting it in for some reason.
* 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
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#42683Closes#42672
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
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
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."
🆑 coiax
add: If you have the (mis)fortune of late joining a shift where a crazy
wizard has given magical items or firearms to the crew, you will find
yourself also carrying such equipment.
/🆑
- Scrying orb now just grants the XRAY mutation to the first human that
picks it up
- The chance of a "special" magical item is now 1/50, up/down from 0-1
times per summon magic.
- The suppressor option in summon guns has been changed from a stetchkin
plus a silencer, to just a stetchkin with a silencer pre-installed.
- The summon magic/gun tables are now global typelists, rather than a
godforsaken giant switch statement
- Badmins can call the global /proc/give_guns(human) or
/proc/give_magic(human) for all their badmin needs.
- The chance of new players being survivor antags is the last effect
that triggered summon guns/magic (25 for wizard, 10 for summon event).
Plurality, capitalization, punctuation, and item icons have been
improved. Status displays now show the same text on examination that
they do visually. Inducers only show a success message when they
actually succeed.
* Grammar fixes to atom descriptions
- Capitalization and punctuation on most descriptions
- CentCom instead of centcom where appropriate
- Earth instead of earth where appropriate
* Remove spaces before newlines and oneline some strings
* Fixes suppressing in pocked and w_class issues
* Used defines for some things
* Reworded
* Removed the now redundant initial_w_class var
* Early returns
* Null