Merge branch 'master' into upstream-merge-31737

This commit is contained in:
Poojawa
2017-10-21 07:18:14 -05:00
committed by GitHub
591 changed files with 181531 additions and 178280 deletions
+1 -1
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@@ -1,5 +1,5 @@
/obj/item/gun/ballistic
desc = "Now comes in flavors like GUN. Uses 10mm ammo, for some reason"
desc = "Now comes in flavors like GUN. Uses 10mm ammo, for some reason."
name = "projectile gun"
icon_state = "pistol"
origin_tech = "combat=2;materials=2"
@@ -3,7 +3,7 @@
//The ammo/gun is stored in a back slot item
/obj/item/minigunpack
name = "backpack power source"
desc = "The massive external power source for the laser gatling gun"
desc = "The massive external power source for the laser gatling gun."
icon = 'icons/obj/guns/minigun.dmi'
icon_state = "holstered"
item_state = "backpack"
@@ -341,7 +341,7 @@
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawn
name = "sawn-off improvised shotgun"
desc = "A single-shot shotgun, better not miss"
desc = "A single-shot shotgun. Better not miss."
icon_state = "ishotgun"
item_state = "gun"
w_class = WEIGHT_CLASS_NORMAL
@@ -137,7 +137,7 @@
/obj/item/gun/ballistic/shotgun/boltaction/enchanted/arcane_barrage
name = "arcane barrage"
desc = "Pew Pew Pew"
desc = "Pew Pew Pew."
fire_sound = 'sound/weapons/emitter.ogg'
pin = /obj/item/device/firing_pin/magic
icon_state = "arcane_barrage"
+8 -11
View File
@@ -38,9 +38,10 @@
var/aiming_time = 12
var/aiming_time_fire_threshold = 5
var/aiming_time_left = 12
var/aiming_time_increase_user_movement = 6
var/aiming_time_increase_user_movement = 3
var/scoped_slow = 1
var/aiming_time_increase_angle_multiplier = 0.3
var/last_process = 0
var/lastangle = 0
var/aiming_lastangle = 0
@@ -204,7 +205,7 @@
/obj/item/gun/energy/beam_rifle/Initialize()
. = ..()
START_PROCESSING(SSfastprocess, src)
START_PROCESSING(SSprojectiles, src)
zoom_speed_action = new(src)
zoom_lock_action = new(src)
@@ -240,7 +241,7 @@
if(!istype(curloc))
return
targloc = get_turf_in_angle(lastangle, curloc, 10)
P.preparePixelProjectile(targloc, targloc, current_user, current_user.client.mouseParams, 0)
P.preparePixelProjectile(targloc, current_user, current_user.client.mouseParams, 0)
P.fire(lastangle)
/obj/item/gun/energy/beam_rifle/process()
@@ -248,9 +249,9 @@
return
check_user()
handle_zooming()
aiming_time_left = min(0, aiming_time_left - (world.time - lastprocess))
aiming_time_left = max(0, aiming_time_left - (world.time - last_process))
aiming_beam(TRUE)
lastprocess = world.time
last_process = world.time
/obj/item/gun/energy/beam_rifle/proc/check_user(automatic_cleanup = TRUE)
if(!istype(current_user) || !isturf(current_user.loc) || !(src in current_user.held_items) || current_user.incapacitated()) //Doesn't work if you're not holding it!
@@ -442,7 +443,7 @@
firing_dir = BB.firer.dir
if(!BB.suppressed && firing_effect_type)
new firing_effect_type(get_turf(src), firing_dir)
BB.preparePixelProjectile(target, targloc, user, params, spread)
BB.preparePixelProjectile(target, user, params, spread)
BB.fire(gun? gun.lastangle : null, null)
BB = null
return TRUE
@@ -508,7 +509,7 @@
if(wall_pierce++ < wall_pierce_amount)
loc = target
if(prob(wall_devastate))
if(istype(target, /turf/closed/wall))
if(iswallturf(target))
var/turf/closed/wall/W = target
W.dismantle_wall(TRUE, TRUE)
else
@@ -638,10 +639,6 @@
while(loc)
if(++safety > (range * 3)) //If it's looping for way, way too long...
return //Kill!
if((!( current ) || loc == current))
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
if(!Angle)
Angle=round(Get_Angle(src,current))
if(spread)
Angle += (rand() - 0.5) * spread
var/matrix/M = new
@@ -75,7 +75,7 @@
/obj/item/gun/energy/e_gun/dragnet/snare
name = "Energy Snare Launcher"
desc = "Fires an energy snare that slows the target down"
desc = "Fires an energy snare that slows the target down."
ammo_type = list(/obj/item/ammo_casing/energy/trap)
/obj/item/gun/energy/e_gun/turret
@@ -108,7 +108,7 @@
/obj/item/gun/energy/xray
name = "x-ray laser gun"
desc = "A high-power laser gun capable of expelling concentrated x-ray blasts that pass through multiple soft targets and heavier materials"
desc = "A high-power laser gun capable of expelling concentrated x-ray blasts that pass through multiple soft targets and heavier materials."
icon_state = "xray"
item_state = null
origin_tech = "combat=6;materials=4;magnets=4;syndicate=1"
@@ -1,6 +1,6 @@
/obj/item/gun/grenadelauncher
name = "grenade launcher"
desc = "a terrible, terrible thing. it's really awful!"
desc = "A terrible, terrible thing. It's really awful!"
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "riotgun"
item_state = "riotgun"
+2 -2
View File
@@ -6,7 +6,7 @@
/obj/item/gun/magic/staff/change
name = "staff of change"
desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself"
desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself."
fire_sound = 'sound/magic/staff_change.ogg'
ammo_type = /obj/item/ammo_casing/magic/change
icon_state = "staffofchange"
@@ -62,7 +62,7 @@
/obj/item/gun/magic/staff/honk
name = "staff of the honkmother"
desc = "Honk"
desc = "Honk."
fire_sound = 'sound/items/airhorn.ogg'
ammo_type = /obj/item/ammo_casing/magic/honk
icon_state = "honker"
+5 -4
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@@ -41,7 +41,8 @@
var/obj/item/reagent_containers/syringe/S = syringes[syringes.len]
if(!S) return 0
if(!S)
return 0
S.loc = user.loc
syringes.Remove(S)
@@ -78,16 +79,16 @@
force = 2 //Also very weak because it's smaller
suppressed = TRUE //Softer fire sound
can_unsuppress = FALSE //Permanently silenced
/obj/item/gun/syringe/dna
name = "modified syringe gun"
desc = "A syringe gun that has been modified to fit DNA injectors instead of normal syringes."
origin_tech = "combat=2;syndicate=2;biotech=3"
/obj/item/gun/syringe/dna/Initialize()
. = ..()
chambered = new /obj/item/ammo_casing/dnainjector(src)
/obj/item/gun/syringe/dna/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
if(istype(A, /obj/item/dnainjector))
var/obj/item/dnainjector/D = A