Merge branch 'master' into upstream-merge-33470

This commit is contained in:
LetterJay
2017-12-21 03:24:03 -06:00
committed by GitHub
327 changed files with 4405 additions and 3275 deletions
+1 -1
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@@ -175,7 +175,7 @@
return(OXYLOSS)
else
user.visible_message("<span class='suicide'>[user] is pretending to blow [user.p_their()] brain[user.p_s()] out with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
playsound(src, "gun_dry_fire", 60, 1)
playsound(src, "gun_dry_fire", 30, 1)
return (OXYLOSS)
#undef BRAINS_BLOWN_THROW_SPEED
#undef BRAINS_BLOWN_THROW_RANGE
@@ -108,7 +108,7 @@
/obj/item/gun/ballistic/automatic/c20r/update_icon()
..()
icon_state = "c20r[magazine ? "-[Ceiling(get_ammo(0)/4)*4]" : ""][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
icon_state = "c20r[magazine ? "-[CEILING(get_ammo(0)/4, 1)*4]" : ""][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
/obj/item/gun/ballistic/automatic/wt550
name = "security auto rifle"
@@ -123,7 +123,7 @@
/obj/item/gun/ballistic/automatic/wt550/update_icon()
..()
icon_state = "wt550[magazine ? "-[Ceiling(get_ammo(0)/4)*4]" : ""]"
icon_state = "wt550[magazine ? "-[CEILING(get_ammo(0)/4, 1)*4]" : ""]"
/obj/item/gun/ballistic/automatic/mini_uzi
name = "\improper Type U3 Uzi"
@@ -304,7 +304,7 @@
/obj/item/gun/ballistic/automatic/l6_saw/update_icon()
icon_state = "l6[cover_open ? "open" : "closed"][magazine ? Ceiling(get_ammo(0)/12.5)*25 : "-empty"][suppressed ? "-suppressed" : ""]"
icon_state = "l6[cover_open ? "open" : "closed"][magazine ? CEILING(get_ammo(0)/12.5, 1)*25 : "-empty"][suppressed ? "-suppressed" : ""]"
item_state = "l6[cover_open ? "openmag" : "closedmag"]"
@@ -415,5 +415,5 @@
/obj/item/gun/ballistic/automatic/laser/update_icon()
..()
icon_state = "oldrifle[magazine ? "-[Ceiling(get_ammo(0)/4)*4]" : ""]"
icon_state = "oldrifle[magazine ? "-[CEILING(get_ammo(0)/4, 1)*4]" : ""]"
return
@@ -229,7 +229,7 @@
return
user.visible_message("<span class='danger'>*click*</span>")
playsound(src, "gun_dry_fire", 60, 1)
playsound(src, "gun_dry_fire", 30, 1)
/obj/item/gun/ballistic/revolver/russian/proc/shoot_self(mob/living/carbon/human/user, affecting = "head")
user.apply_damage(300, BRUTE, affecting)
+3 -3
View File
@@ -365,7 +365,7 @@
AC.sync_stats()
/obj/item/gun/energy/beam_rifle/proc/delay_penalty(amount)
aiming_time_left = Clamp(aiming_time_left + amount, 0, aiming_time)
aiming_time_left = CLAMP(aiming_time_left + amount, 0, aiming_time)
/obj/item/ammo_casing/energy/beam_rifle
name = "particle acceleration lens"
@@ -416,11 +416,11 @@
HS_BB.stun = projectile_stun
HS_BB.impact_structure_damage = impact_structure_damage
HS_BB.aoe_mob_damage = aoe_mob_damage
HS_BB.aoe_mob_range = Clamp(aoe_mob_range, 0, 15) //Badmin safety lock
HS_BB.aoe_mob_range = CLAMP(aoe_mob_range, 0, 15) //Badmin safety lock
HS_BB.aoe_fire_chance = aoe_fire_chance
HS_BB.aoe_fire_range = aoe_fire_range
HS_BB.aoe_structure_damage = aoe_structure_damage
HS_BB.aoe_structure_range = Clamp(aoe_structure_range, 0, 15) //Badmin safety lock
HS_BB.aoe_structure_range = CLAMP(aoe_structure_range, 0, 15) //Badmin safety lock
HS_BB.wall_devastate = wall_devastate
HS_BB.wall_pierce_amount = wall_pierce_amount
HS_BB.structure_pierce_amount = structure_piercing
+2 -2
View File
@@ -130,7 +130,7 @@
..()
if(!automatic_charge_overlays)
return
var/ratio = Ceiling((cell.charge / cell.maxcharge) * charge_sections)
var/ratio = CEILING((cell.charge / cell.maxcharge) * charge_sections, 1)
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
var/iconState = "[icon_state]_charge"
var/itemState = null
@@ -175,7 +175,7 @@
return(OXYLOSS)
else
user.visible_message("<span class='suicide'>[user] is pretending to blow [user.p_their()] brains out with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
playsound(src, "gun_dry_fire", 60, 1)
playsound(src, "gun_dry_fire", 30, 1)
return (OXYLOSS)
+2 -2
View File
@@ -12,9 +12,9 @@
/obj/item/gun/magic/wand/Initialize()
if(prob(75) && variable_charges) //25% chance of listed max charges, 50% chance of 1/2 max charges, 25% chance of 1/3 max charges
if(prob(33))
max_charges = Ceiling(max_charges / 3)
max_charges = CEILING(max_charges / 3, 1)
else
max_charges = Ceiling(max_charges / 2)
max_charges = CEILING(max_charges / 2, 1)
return ..()
/obj/item/gun/magic/wand/examine(mob/user)