* update_icon() improvements
Fixes some update_icon() calls to properly call parent and use update_overlays() and update_icon_state().
The rest of obj/item fuck it
* Suggested fixes, also passes the linter
* I always forget . = ..() is faster than return ..() FOR SOME FUCKING REASON
* Actually this is better
* Signilzes datum/action to update its icon when its connected item does.
* Goof I will find you and I will berate you
holy hell
Calm and peaceful ahhhhh
I swear goofs pc failing was the biggest tragedy in gaming
Fixes some flags
More touchups
Now to squash
Goofs PC failing was the biggest tragady in GAMING
* Fixing some misspellings before the bee gets me
* GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
* Full vehicle support
* Changes some flags around, "fixes" some bugs, makes being shocked less insane
* Makes spliting more reasonable, unfucks some shitty tesla code I copypasta'd into the sm, godspeed shitcode,
none noticed you.
* Removes my tesla_ignore_1 fix, another pr is up that should solve things, so we're just leaving it in for now,
gonna have to deal with merge conflicts when it gets merged, but that won't be too bad
* tfw
* Nothing to see here folks
* I'm a boomer
* The hero returns alive.
* Initial commit, boomerang batons and outback firing pins.
* Australicus is the lore in the game already, so #@$! it we'll pretend like #lore_general exists
* Name tweak.
* Fixes boomerang name, Inhands, accidently included a leftover sprite.
Self-charging wands were able to hold one extra charge by allowing the recharge counter to increase indefinitely when the number of charges reached the maximum number of charges.
* Pin removal recipe turned into proper tool_act. Has examine message informing you that you can do the thing. Now plays proper tool sounds.
* fixed message
About The Pull Request
Adds glockroaches, a cockroach with a fucking gun.
Currently only obtainable through gold core spawns/admin spawning.
They drop 0.9mm ammo casing, so you know when an assistant in maintenance was murdered by a cockroach.
there's honestly not much to say about this pr
image
Why It's Good For The Game
Are you really going to argue with that cockroach? He has a fucking GUN!
About The Pull Request
Attacking someone with a gun at point blank with grab intent will now hold them at gunpoint. This means you will automatically shoot the target if they move or attack, though they're still free to rummage around in their (or your, if you continue standing next to them) inventory, speak (including using radios), and throw things. The shooter may roam around a 3 tile box radius without breaking the hold-up, allowing them to reposition themselves, though breaking visibility will break the hold-up. In addition, if you're several tiles away and they make a break for it, they may be able to dodge the projectile. Tactical choices!
For the first 3 seconds after the hold-up, any triggered reaction shot will deal normal damage.
Between 3-10 seconds after, any triggered reaction shot will deal double damage.
After 10 seconds, the reaction shot will deal 2.5x damage.
The ramp-up is to give weapons with weaker per-shot damage like disablers, laser guns, and the .38 the ability to be useful for arrests and stick ups, without affecting combat balance too much. If you got someone you're trying to kill to hold still for 2 seconds at point blank range, you may as well just keep shooting them rather than fiddle with holding them up. If you're gonna resist, it's best to do it quickly!
Lastly, if the shooter is attacked and takes damage from anything, they have a chance to flinch and fire in reaction. This is a 50% chance, unless they're hit in the arm holding the gun, in which case it's an 80% chance.
Why It's Good For The Game
Adds in mechanical backing for taking people hostage or being able to arrest people with the threat of violence rather than actually carrying out that violence. Trying to take hostages or hold people up right now will just get you immediately shove spammed mid-"DROP $500 OR FAILRP" unless the other person feels like playing along. This makes cooperating or risking getting shot an actual choice, increasing mechanical depth while also adding more roleplay potential.
Also yes, the target cuffing themselves will not trigger the reaction shot, so holding someone up, backing up, and throwing cuffs at them is a valid move.
* Adds a new element, Self-Knockback.
* Squashes a potential edgecase runtime in projectile_selfknockback before it can even happen.
* Allows item_selfknockback to interact with dense turfs now.
* Made self-knockback utilize the Element Bespoke flag to allow custom force and speed values on attachment.
* fixes newline issue, adds a usage comment.
* fixes the newline issue in self-knockback for real this time, thanks TortoiseGit.
* i swear on god almighty if this doesn't fix the newline issue, i'll eat a shoe.
* Testing newline lint
* Adds back sprites for the Particle Acceleration Rifle, and updates the back sprites for the combat and riot shotguns.
* Adds adds a back slot icon for compact combat shotguns.
* Adds a back slot icon for the surplus rifle.
* Adds back slot icon for the Mosin Nagant and allows it to be worn on the back.
* Fixes the overlays for the m1911 pulse pistol, scatter shot laser rifle, and instakill rifles.
* The mini flashlight overlay of mini energy guns now works properly.
Current dual wielded disablers/lasers have very little spread, and 1-2 shots shoot straight enough to hit the tile you are clicking on at range 7 a majority of the time, which is pretty high.
With the new spread their effective range in now smaller, around 3-4 tiles.
Spread unchanged for dual wielding on the other acquirable guns.
cl
balance: Increased spread on dual wielded energy weapons.
/cl
* Adds sorting to most input() lists.
* Sorted some global lists, added more input sorting
* Should now use correct sort everywhere.
* compiles
* Last fixes.
Several of the greps were missing the `-P` switch which caused them to
fail to match things. The EOL grep also wasn't working right so I
replaced it with the one I added to TGMC.
* fixes toggling flashlight removing bayonet overlay
* Update gun.dm
Removed useless if statement, was not needed and referenced something that wasn't intended.
His name was Jeremy Tidwell