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* Adds maintenance musket * Added variance and dropoff, and buffed damage * Adds reload do-after and afterattack * Fixes icon and gets projectile to spread correctly * Adds smoke effect to firing cartridge * New cartridge and caliber and AP buff * Bayonet fix * Made musket and cartridges craftable * No negative AP for BP cartridge * Update code/modules/projectiles/guns/ballistic/launchers.dm Co-authored-by: Molti <108117184+Moltijoe@users.noreply.github.com> * Update code/modules/projectiles/guns/ballistic/launchers.dm Co-authored-by: Molti <108117184+Moltijoe@users.noreply.github.com> * Reload bug fix and hopefully made moltijoe changes * Molti's changes * Update code/modules/projectiles/guns/ballistic/launchers.dm Co-authored-by: Molti <108117184+Moltijoe@users.noreply.github.com> * Update code/modules/projectiles/guns/ballistic/launchers.dm Co-authored-by: Molti <108117184+Moltijoe@users.noreply.github.com> * Fixed bug involving disapearing ammo * Lowered demolition mod to 0.25 --------- Co-authored-by: Molti <108117184+Moltijoe@users.noreply.github.com>
Datum Component System (DCS)
Concept
Loosely adapted from /vg/. This is an entity component system for adding behaviours to datums when inheritance doesn't quite cut it. By using signals and events instead of direct inheritance, you can inject behaviours without hacky overloads. It requires a different method of thinking, but is not hard to use correctly. If a behaviour can have application across more than one thing. Make it generic, make it a component. Atom/mob/obj event? Give it a signal, and forward it's arguments with a SendSignal() call. Now every component that want's to can also know about this happening.