Commit Graph

2211 Commits

Author SHA1 Message Date
Rob Bailey
86cb5c2576 Fixes the RPG, renames it and adds some fluff text (#42853)
* fixes rocket launcher, but not some other issues with it

* oh god oh fuck I broke everything

* ok nevermind we rollin

* remove a dumb testing runtime

* less weird gramma on new description

* change the typepath of the rocket to make it easier to know what it is

* I don't remember if I even changed anything here but here it is anyways

* grammar error fix

* better qdel

* casing to fix the article system

* grammar fixes + hack to clear the mag

* small hack for single round mags and makes sure icons update after being loaded

* whoops

* minimize diffs

* capitalization with improper flag
2019-02-25 21:48:11 +11:00
Jordie
f19e6ee4d4 Merge pull request #42888 from actioninja/foampistolfix
Fixes some sprite issues with the foamforce pistol
2019-02-25 21:39:21 +11:00
oranges
a31c84c42c Merge pull request #42837 from MadmanMartian/better_unload
Makes unloading ballistic weapons better (Namely revolvers)
2019-02-25 14:56:04 +13:00
Rob Bailey
a0787fef05 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
2019-02-25 09:30:12 +13:00
actioninja
dd6beabe4b fix pistol sprites 2019-02-24 03:49:27 -08:00
madmanmartian
b4f373a492 Makes unloading ballistic weapons better (Namely revolvers) 2019-02-18 14:42:53 +00:00
ShizCalev
74e4f1d558 Fixes syndicate borg L6 icon (#42751) 2019-02-13 13:35:28 -05:00
Rob Bailey
a39b5d352f 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
2019-02-10 08:02:33 +13:00
Rob Bailey
8d817adb5e 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
2019-02-09 16:34:36 +13:00
subject217
7a2d4cd7ef 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
2019-02-08 11:55:48 -05:00
Rob Bailey
ecf9e538ed Gun (Hot)Fixes (#42666)
Fixes my broken bullshit.
2019-02-05 09:32:52 +13:00
Menshin
8d11af1748 * 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 22:06:15 +13:00
Rob Bailey
69e217d8d9 [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 10:27:01 +13:00
oranges
cd05d64bcf 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 20:33:11 +11:00
pubby
2d37bde715 Drop "universal" from the suppressor name. (#42574)
It's incompatible with lots of guns so the name is misleading.
2019-01-29 23:34:15 -08:00
kevinz000
5d4143f923 Emergency projectile fix #42544
Okay, oranges was right and I'm stupid.
Stops the server from crashing from a beam rifle, jesus.
2019-01-28 20:22:32 +13:00
Time-Green
9861efde71 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
2019-01-23 15:20:56 -05:00
Menshin
9dabcbbb04 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
2019-01-23 21:00:11 +13:00
kevinz000
7370de6961 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?
2019-01-19 11:17:42 +13:00
81Denton
cd3d97c1a6 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
2019-01-07 19:19:45 +13:00
subject217
9834e3220b [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.
2019-01-01 21:15:14 -05:00
kevinz000
848814b308 Projectiles no longer hit people buckled to the firer, or things the firer is directly buckled to (#41920) 2018-12-27 11:54:39 -08:00
Jordie
c192ece1b3 Merge pull request #41997 from coiax/removes-container-type
Refactors `container_type` into `reagents.flags`
2018-12-23 16:45:10 +11:00
Jack Edge
25a5750923 New admin only wand, wand of safety, plus buffed other admin wands
🆑 coiax
admin: Admins now have access to a "wand of safety", a supercharged teleportation
wand that moves people to a safe turf, like a swarmer teleport without the cuffing.
/🆑

I also changed the description of the debug healing wands, and added
a debug safety, and debug death wands. Debug wands also charge
every (other?) tick.

I specifically coded this because I would have liked to have something like it
for the Winter Ball, in clearing people who were trying to break into the Brig.
2018-12-21 15:49:50 +00:00
Jack Edge
054647c382 Refactors container_type into reagents.flags 2018-12-18 13:47:11 +00:00
XDTM
9f74fef3d5 Allows the antimagic component to react to spells, limits holymelon uses (#41739) 2018-12-17 19:09:35 -05:00
kevinz000
15c9b20ff3 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 13:00:44 +13:00
kevinz000
000edc42bb @guyon now it will 2018-12-12 09:09:04 -08:00
kevinz000
7c8b8a9317 Update projectile.dm 2018-12-12 04:41:33 -08:00
kevinz000
8e271cd4a9 Update projectile.dm 2018-12-12 04:31:52 -08:00
oranges
11d6a7ad9b Merge pull request #41746 from ExcessiveUseOfCobblestone/fix4u
Crossbow/KA & Reflect Blob/Aiming Beam Fixes
2018-12-06 19:54:05 +13:00
moo
32b2a884a5 Merge pull request #41787 from subject217/pcfix
Fixes an issue wherein plasma cutters accepted infinite plasma
2018-12-06 01:44:54 -05:00
moo
e54d8a4d5c Merge pull request #41784 from Tlaltecuhtli/patch-1
Drops Dragnet Stun And Reduces Dragnet Trap Break-Out Time
2018-12-04 17:56:25 -05:00
Unknown
89f17e2a40 grammar fix
haha yes I speak english
2018-12-03 17:15:12 -08:00
Unknown
b7f7d7b203 does the cobblestone
my cell is round and full
2018-12-03 17:02:08 -08:00
Unknown
6eebe958c9 The the 2018-12-03 12:37:09 -08:00
Unknown
d65210ed8c fixes the issue, adds a to_chat when it's full
please give GBP
2018-12-03 12:29:14 -08:00
Tlaltecuhtli
c449e0b23b dragnet changes 2018-12-03 17:36:16 +01:00
Denton
877d3cea69 Fixes heat sources not igniting things 2018-12-02 19:06:20 +01:00
XDTM
334a1d44f2 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 09:46:10 -05:00
Jordan Brown
6e6b01c742 Merge pull request #41692 from kriskog/beamrifle
Beam Rifle - From 10 to 5 shots per charge
2018-12-02 09:30:08 -05:00
Rob
6b8bfb2f5c [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 20:30:09 +13:00
ExcessiveUseOfCobblestone
ef44943f61 KA and Beam Fix 2018-11-30 19:43:29 -05:00
oranges
0f31cb620a Revert "Update kinetic_accelerator.dm"
This reverts commit 325cd51508.
2018-11-30 04:10:48 +00:00
moo
325cd51508 Update kinetic_accelerator.dm 2018-11-29 22:42:22 -05:00
XDTM
01f794a153 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 10:33:55 +13:00
skoglol
6f4c72e1d9 Fixed wrong icon state on last shot. 2018-11-26 08:51:05 +01:00
skoglol
f587a9ea19 Halves the shot per charge. 2018-11-26 08:03:17 +01:00
Barhandar
c49064bf62 Makes magboots effective in preventing gravitational movement effects, fixes magboots not working for singularity pull, eases the chainstun effect of overcharged supermatter (#41583)
* I'm through accepting limits 'cuz someone says they're so

* Some things I cannot change but till I try, I'll never know!

* Too long I've been afraid of losing love I guess I've lost

* Well, if that's love it comes at much too high a cost!

* I'd sooner buy

* DEFYING GRAVITY

* Kiss me goodbye, I'm defying gravity

* I think I'll try

* DEFYING GRAVITY

* And you won't bring me down

* Unlimited
2018-11-22 18:38:49 -05:00
Rob
e4d0a34348 BLAT BLAT GOES THE GAT (#41577)
* big shooteronis

* attribute

* better + louder mix
2018-11-19 14:43:14 -05:00