* Passes thrownthing to hitby
* Items now also pass thrownthing
* No longer uses default arguments
Also fixes bananium shield
* Adds more arguments to hitby calls
* Standardises throw_impact
* Clears up some loose ends
* Adds back wacky comment
* Reinstates can_push=FALSE on bananium shield
cl Denton
add: Added three new .38 ammo types. TRAC bullets, which embed a tracking implant inside the target's body. The implant only lasts for five minutes and doesn't work as a teleport beacon. Hot Shot bullets set targets on fire; Iceblox bullets drastically lower the target's body temperature. They are available after researching the Subdermal Implants node (TRAC) or Exotic Ammunition node (Hot Shot/Iceblox).
tweak: Renamed the Technological Shells research node to Exotic Ammunition.
code: The "lifespan_postmortem" var now determines how long tracking implants work after death.
/cl
Flavor aside, the detective's revolver is little more than a weak Stechkin. I figured that some ammo variety might make it more fun to use:
TRAC: Only deals 10 damage, but implants a tracking implant once it hits someone. Security can then track the perp with a bluespace locator. It will delete itself after 5 minutes and doesn't work as a teleport beacon.
Hot Shot: 20 damage and hits the target with 6 fire stacks.
Iceblox: 20 damage, lowers the target's body temp similar to the temp gun.
Let me know if you think that Hot Shot/Iceblox are too strong - they won't be available early during most rounds because they're gated behind the tech shells node and require plasma to print.
cl ShizCalev
tweak: Added examine messages for helmets & guns with flashlights (and bayonets.)
fix: Fixed an issue where you were able to remove flashlights/bayonets that were supposed to be permanently attached to a gun.
fix: Fixed an issue where you were unable to remove flashlights & bayonets from certain weapons.
fix: Fixed a potential issue where adding a flashlight to your helmet would've caused you to lose other action buttons.
fix: Fixed a issue where guns with multiple action buttons would break all but one of those action buttons.
tweak: If you have both a bayonet and a flashlight attached to your gun, you'll now be given a prompt on which you'd like to remove when using a screwdriver on it.
/cl
Shouldn't need to have "pro-gamer tips" in adminpm's just to inform folks that you can remove a flashlight from a helmet with a screwdriver.
Also added some missing handle_atom_del / Destroy logic, as well as moving the clothing can_flashlight & flashlight vars down to helmet level (since they were the only things that utilize them anyway.)
also why the fuck was the helmet flashlight var just called F. hnnnngg
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
* Plasma cutters now require charge (100, 10%) to be used as a welder.
* Plasma cutters now flash you, same as experimental welders.
Plasma cutters now use charge proportional to time spent welding (25 to start and 25 every 10th welding tick - 50 per scrubber/vent/girder, 175 per regular wall, etc).
* Cell use sanity. If you somehow popped the cell out of plasma cutter you have bigger problems.
* Annnd PCs are back to not using charge for most tasks (exceptions: plasma tiles, airlock wire shielding...) because everything calls amount=0 and zero amount means use() isn't called.
They still flash you, though.
* Comments + a bit more sanity.
* Actual sanity. Also did a rebase, let's see how much stuff that wrecked.
* Oops apparently you indeed cannot stack inline conditionals or it requires some special syntax.
* Plasma cutters now use a minimum of charge_weld charge again. Also known as "who says I can't override your stupid zero-amount calls?".
* And here's the rebase problems. Reverted accidental sanity revert.
:cl:imsxz
balance: plasma cutter blasts no longer have a pressure penalty, but do 1/4 their old damage
/🆑
Call this an "i ded pls nerf" situation but god damn the only things i've felt more bullshitted by than plasma cutters are the fuckin RNG getting a grenade exploded out of my hand and playing vs unsynced borgs as a rogue AI. Nothing else feels quite as unfair as getting demolished by 15 people all holding 2 advanced plasma cutters, meanwhile the god damn stations actual armory of lethal gear is collecting dust because they're entirely outclassed by cutters against quite a few common threats.
That said, this PR isn't the best change, but neither was tlal's or the other guys. In my opinion, the simplest change that would keep their original purpose(godlike mining tools) while toning down their combat ability would be to just keep their damage really low in general and keep them exclusively made for their mining abilities.
reason kinetic accelerator is fine and not in jeopardy of nerf PR: mostly limited, theres reasonable ways to print more but you cant get them by the hundreds with. 40 brute damage/1.6s with no pressure penalty, 70 brute damage/1.6s generally. Can't be dual wielded effectively.
reason adv cutters are retarded: first mining load can generally print 50-60 adv cutters, more if RND bothered to upgrade anything(most miners end up upgrading their own shit if science doesnt). 28 brute/1s generally, 56/s when dual wielded.
in 3 seconds, an adv cutter can do 168 damage, KA can do 140 at best. Combine this with the fact that you can easily supply every crewmember+crewmembers dog with 2 adv cutters each, shit like blob/xeno(near space most of the time) and other large threat antags that end up getting obliterated by this garbage that they cant even prevent because god knows at least 3 people are dual wielding them already and probably the cargo staff too.
* wip
* SPRITES
* wops typo
* make it available
* add borg chameleon module (wip)
* we ready boyes
* bump cost
* disable filter for now
* henk
* add to polymorph pool
* borgs don't generally throw their modules
* this too
Adds a magical locker staff.
It goes through people, capturing anyone being hit by it and putting them in a welded locker
The locker decays in about 5 minutes, to prevent the hallways flooding too much.
Escape time is only a minute.
Explosions are less effective on people inside
Why: It's a bulky wand, and great if you want people to just fuck off. You can either leave them or do something horrible to them.
The sprites are codersprites, except for the locker, please forgive me