Commit Graph

2216 Commits

Author SHA1 Message Date
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
Jordan Brown
d9d62f181a Merge pull request #41530 2018-11-18 10:57:32 -05:00
81Denton
0bfe0cc80f Improves Uplink descriptions + formatting (#41565)
* Improves Uplink descriptions + formatting

* ree

* linebreaks

* misc fixes
2018-11-18 10:26:09 -05:00
variableundefined
8b1e2d304d Readd zooming action to syndicate sniper rifle 2018-11-15 21:31:21 +08:00
4dplanner
c84a92f4ce Passes thrownthing to hitby (#41411)
* 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
2018-11-15 10:25:04 +01:00
81Denton
b6d03a9e84 Adds three new .38 ammo types (#41155)
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.
2018-11-12 20:22:48 +13:00
ShizCalev
60133f90ab Fixes gibs not being passed mob DNA (#41374)
* Fixes gibs not being passed mob DNA

* Cleanup, fixed map-placed gib spawners having no DNA
2018-11-10 14:24:12 -05:00
MrDoomBringer
667bc85b37 [should be ready] adds rocket jumping to rocketlaunchers (#41282)
cl MrDoombringer
tweak: you can now rocket jump with rocketlaunchers! Just aim at the ground and fire!
/cl
2018-11-07 22:01:57 +13:00
oranges
95598dfe0f Merge pull request #41169 from subject217/onelinechange
Changes disabler beams from 36 stamina damage to 40
2018-11-07 21:48:17 +13:00
ShizCalev
c167d37121 Fixes admin damage editting not logging the target's real name / key. (#41318)
* Fixes admin damage editting not logging the target's real name / key.

* few more areas
2018-11-06 14:10:20 -05:00
Jordan Brown
3b13859665 Merge pull request #41224 from ShizCalev/rocket-fixes
Rocket launcher fixes, adds suicide_act
2018-11-02 14:19:30 -04:00
Jordan Brown
b101050540 Merge pull request #41253 from ShizCalev/reagent-transfer-logging
Adds logging to reagent transfers
2018-11-02 14:14:28 -04:00
ShizCalev
b4b0dea330 Fixes ammobox shell description typo (#41226) 2018-10-31 12:28:43 -04:00
ShizCalev
8e22a6202e Suiciding with a gun will now say "You pull the trigger", instead of refering to you in the third person. (#41225) 2018-10-31 12:13:12 -04:00
ShizCalev
87faef9019 Adds logging to reagent transfers 2018-10-31 08:36:21 -04:00
ShizCalev
8c88d6bde4 Rocket launcher fixes 2018-10-30 01:38:19 -04:00
ShizCalev
b044fa2462 [s] Gun TK fixes 2018-10-30 01:30:59 -04:00
ShizCalev
fe10959af0 Adds examine messages for helmets & guns with flashlights (and bayonets) (#40998)
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
2018-10-27 13:10:37 +13:00
Unknown
9788d93b59 wow 36 to 40
so this is your power... impressive...
2018-10-26 12:47:32 -07:00
kevinz000
0f86befdd1 Crawling people who aren't full-stunned (able to use items or move) now get hit by projectiles (#40931)
Oof, how did I think this was a good idea..
2018-10-25 00:38:10 +13:00
bawhoppen
18db7e0cc9 Fixes l6 saw having ridiculous ammo caliber (#40908)
* Fixes ammo caliber

* Fixes reference L542
2018-10-15 08:59:13 -04:00
kevinz000
3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
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.
2018-10-11 11:22:21 +13:00
TheDreamweaver
0761b69b19 Rebalances KA cooldown modifier (#40756) 2018-10-08 10:46:08 -04:00
81Denton
07deee0f0e Changes honkmother staff projectile name (#40606) 2018-10-04 03:03:07 -04:00
imsxz
7b0395d572 Undoes some unneeded nerfs to plasma blasts (#40578)
cl imsxz
balance: plasma cutter turrets have their old damage again
balance: plasma blasts have their dismemberment back
/cl
unneeded nerfs
2018-10-03 10:01:02 +13:00
ShizCalev
2fa1ac1349 Replaces istypes with the proper tool_behaviour checks. (#40414) 2018-10-01 03:10:31 +03:00
ShizCalev
b8ee1125f3 Fix rocket launcher unloading bug (#40580) 2018-09-29 19:00:37 -07:00
ShizCalev
b1b56e6a5e Adds RPGs to Nuke Ops (#40372)
* Gives Syndies RPGs

* Makes the rocket reusable

* fixed minor sprite issue

* SRM Rocket renamed to HE rocket
2018-09-27 12:47:23 +03:00
ShizCalev
549982ae2b fixes syringe gun exploit (#40476) 2018-09-26 12:33:24 +03:00
subject217
646b21471c fixes a typo (#40465)
.10mm -> 10mm
2018-09-25 12:57:09 +03:00
AnturK
ceebf2de40 Fixes bullet stuff. (#40467) 2018-09-25 12:27:00 +03:00
Barhandar
751e7c71b7 Fixes plasma cutters not using charge when used as welder, and adds flashing (#40423)
* 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.
2018-09-23 18:27:36 -04:00
imsxz
463a92626c the correct plasma cutter balance change (#40431)
: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.
2018-09-24 10:14:20 +12:00
ShizCalev
5e7dcad6af Fix grenade launchers reporting incorrect live rounds (#40371) 2018-09-23 00:29:16 -07:00
ShizCalev
20c9a3b85e Fix missing cell runtimes (#40405)
lacked sanity check
2018-09-22 22:13:16 -07:00
ShizCalev
9d8d32360b Fix firing pin runtime (#40407) 2018-09-22 22:11:22 -07:00
Time-Green
a48aa3eb0a Fixex bugs with locker wand (#40323)
No more deleting or gibbing people
2018-09-20 14:15:33 -04:00
kevinz000
fe3df7231d removes beam rifle zoom smoothing (#40332)
* Update beam_rifle.dm

* sometimes complexity is not better

* Update beam_rifle.dm
2018-09-19 12:59:08 +02:00
vuonojenmustaturska
ab739294e1 Saboteur borg module (syndicate engiborg) (#40163)
* 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
2018-09-13 13:33:35 +02:00
Tlaltecuhtli
026ac56aa1 .38 no longer insta stuns (#39891)
cl
balance: .38 no longer insta stuns, it still deals 25 brute
/cl
2018-09-09 20:39:01 +12:00
81Denton
197efc0028 Turns laser techshells into scattershot shells (#40127)
* Turns laser techshells into scattershot shells

* Changes projectile to 6 weak laser beams

* removes armor penetration from scattershot laser projectile
2018-09-07 14:46:23 -04:00
AnturK
d14a829803 Change projectile firer var to any movable (#40100)
Fixes turret logging runtimes.
Also some related projectile changes.
2018-09-05 23:03:30 -07:00
ShizCalev
98a6b39cca Clean up mixed space & tab usage (#40121) 2018-09-05 22:51:20 -07:00
AnturK
1e64aa6329 Fixes runtimes with circuits and pins. (#40117) 2018-09-05 22:20:30 +03:00
Emmett Gaines
a8951e1c73 Removes an unused gun var (#40064) 2018-09-03 18:09:52 +03:00
XDTM
3f32f8c110 [Ready]Logs when speech is forced by an external factor (#39964)
* Logs when speech is forced by an external factor

* makes say args uniform

* fix
2018-09-03 11:38:16 +02:00