Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit765
This commit is contained in:
+27
-26
@@ -30,31 +30,32 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
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//Human Overlays Indexes/////////
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//LOTS OF CIT CHANGES HERE. BE CAREFUL WHEN UPSTREAM ADDS MORE LAYERS
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#define MUTATIONS_LAYER 32 //mutations. Tk headglows, cold resistance glow, etc
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#define GENITALS_BEHIND_LAYER 31 //Some genitalia needs to be behind everything, such as with taurs (Taurs use body_behind_layer
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#define BODY_BEHIND_LAYER 30 //certain mutantrace features (tail when looking south) that must appear behind the body parts
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#define BODYPARTS_LAYER 29 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
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#define MARKING_LAYER 28 //Matrixed body markings because clashing with snouts?
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#define BODY_ADJ_LAYER 27 //certain mutantrace features (snout, body markings) that must appear above the body parts
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#define GENITALS_FRONT_LAYER 26 //Draws some genitalia above clothes and the TAUR body if need be.
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#define BODY_LAYER 25 //underwear, undershirts, socks, eyes, lips(makeup)
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#define BODY_ADJ_UPPER_LAYER 24
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#define FRONT_MUTATIONS_LAYER 23 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
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#define DAMAGE_LAYER 22 //damage indicators (cuts and burns)
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#define UNIFORM_LAYER 21
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#define ID_LAYER 20
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#define HANDS_PART_LAYER 19
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#define SHOES_LAYER 18
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#define GLOVES_LAYER 17
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#define EARS_LAYER 16
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#define SUIT_LAYER 15
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#define GENITALS_EXPOSED_LAYER 14
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#define GLASSES_LAYER 13
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#define BELT_LAYER 12 //Possible make this an overlay of somethign required to wear a belt?
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#define SUIT_STORE_LAYER 11
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#define NECK_LAYER 10
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#define BACK_LAYER 9
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#define HAIR_LAYER 8 //TODO: make part of head layer?
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#define MUTATIONS_LAYER 33 //mutations. Tk headglows, cold resistance glow, etc
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#define GENITALS_BEHIND_LAYER 32 //Some genitalia needs to be behind everything, such as with taurs (Taurs use body_behind_layer
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#define BODY_BEHIND_LAYER 31 //certain mutantrace features (tail when looking south) that must appear behind the body parts
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#define BODYPARTS_LAYER 30 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
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#define MARKING_LAYER 29 //Matrixed body markings because clashing with snouts?
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#define BODY_ADJ_LAYER 28 //certain mutantrace features (snout, body markings) that must appear above the body parts
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#define GENITALS_FRONT_LAYER 27 //Draws some genitalia above clothes and the TAUR body if need be.
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#define BODY_LAYER 26 //underwear, undershirts, socks, eyes, lips(makeup)
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#define BODY_ADJ_UPPER_LAYER 25
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#define FRONT_MUTATIONS_LAYER 24 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
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#define DAMAGE_LAYER 23 //damage indicators (cuts and burns)
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#define UNIFORM_LAYER 22
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#define ID_LAYER 21
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#define HANDS_PART_LAYER 20
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#define SHOES_LAYER 19
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#define GLOVES_LAYER 18
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#define EARS_LAYER 17
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#define SUIT_LAYER 16
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#define GENITALS_EXPOSED_LAYER 15
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#define GLASSES_LAYER 14
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#define BELT_LAYER 13 //Possible make this an overlay of somethign required to wear a belt?
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#define SUIT_STORE_LAYER 12
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#define NECK_LAYER 11
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#define BACK_LAYER 10
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#define HAIR_LAYER 9 //TODO: make part of head layer?
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#define HORNS_LAYER 8
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#define FACEMASK_LAYER 7
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#define HEAD_LAYER 6
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#define HANDCUFF_LAYER 5
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@@ -62,7 +63,7 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
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#define HANDS_LAYER 3
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#define BODY_FRONT_LAYER 2
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#define FIRE_LAYER 1 //If you're on fire
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#define TOTAL_LAYERS 32 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
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#define TOTAL_LAYERS 33 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
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//Human Overlay Index Shortcuts for alternate_worn_layer, layers
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//Because I *KNOW* somebody will think layer+1 means "above"
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@@ -36,6 +36,7 @@
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targetitem = /obj/item/gun/energy/e_gun/hos
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difficulty = 10
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excludefromjob = list("Head Of Security")
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altitems = list(/obj/item/gun/ballistic/revolver/mws)
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/datum/objective_item/steal/handtele
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name = "a hand teleporter."
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@@ -17,6 +17,8 @@
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/obj/item/melee/baton,
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/obj/item/ammo_box/magazine/recharge,
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/obj/item/modular_computer,
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/obj/item/ammo_casing/mws_batt,
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/obj/item/ammo_box/magazine/mws_mag,
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/obj/item/electrostaff,
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/obj/item/gun/ballistic/automatic/magrifle))
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@@ -143,6 +145,29 @@
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using_power = TRUE
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update_icon()
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return
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if(istype(charging, /obj/item/ammo_casing/mws_batt))
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var/obj/item/ammo_casing/mws_batt/R = charging
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if(R.cell.charge < R.cell.maxcharge)
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R.cell.give(R.cell.chargerate * recharge_coeff)
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use_power(250 * recharge_coeff)
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using_power = 1
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if(R.BB == null)
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R.chargeshot()
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update_icon(using_power)
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if(istype(charging, /obj/item/ammo_box/magazine/mws_mag))
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var/obj/item/ammo_box/magazine/mws_mag/R = charging
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for(var/B in R.stored_ammo)
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var/obj/item/ammo_casing/mws_batt/batt = B
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if(batt.cell.charge < batt.cell.maxcharge)
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batt.cell.give(batt.cell.chargerate * recharge_coeff)
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use_power(250 * recharge_coeff)
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using_power = 1
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if(batt.BB == null)
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batt.chargeshot()
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update_icon(using_power)
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else
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return PROCESS_KILL
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@@ -115,6 +115,20 @@
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new /obj/item/toy/crayon/spraycan(src)
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new /obj/item/clothing/shoes/sandal(src)
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/obj/item/choice_beacon/hosgun
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name = "personal weapon beacon"
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desc = "Use this to summon your personal Head of Security issued firearm!"
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/obj/item/choice_beacon/hosgun/generate_display_names()
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var/static/list/hos_gun_list
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if(!hos_gun_list)
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hos_gun_list = list()
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var/list/templist = subtypesof(/obj/item/storage/secure/briefcase/hos/) //we have to convert type = name to name = type, how lovely!
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for(var/V in templist)
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var/atom/A = V
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hos_gun_list[initial(A.name)] = A
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return hos_gun_list
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/obj/item/skub
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desc = "It's skub."
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name = "skub"
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@@ -147,6 +147,35 @@
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for(var/i = 0, i < STR.max_items - 2, i++)
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new /obj/item/stack/spacecash/c1000(src)
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/obj/item/storage/secure/briefcase/mws_pack
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name = "\improper \'MWS\' gun kit"
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desc = "A storage case for a multi-purpose handgun. Variety hour!"
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/obj/item/storage/secure/briefcase/mws_pack/PopulateContents()
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new /obj/item/gun/ballistic/revolver/mws(src)
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new /obj/item/ammo_box/magazine/mws_mag(src)
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for(var/path in subtypesof(/obj/item/ammo_casing/mws_batt))
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new path(src)
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/obj/item/storage/secure/briefcase/hos/mws_pack_hos
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name = "\improper \'MWS\' gun kit"
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desc = "A storage case for a multi-purpose handgun. Variety hour!"
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/obj/item/storage/secure/briefcase/hos/mws_pack_hos/PopulateContents()
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new /obj/item/gun/ballistic/revolver/mws(src)
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new /obj/item/ammo_box/magazine/mws_mag(src)
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new /obj/item/ammo_casing/mws_batt/lethal(src)
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new /obj/item/ammo_casing/mws_batt/lethal(src)
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new /obj/item/ammo_casing/mws_batt/stun(src)
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new /obj/item/ammo_casing/mws_batt/stun(src)
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new /obj/item/ammo_casing/mws_batt/ion(src)
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/obj/item/storage/secure/briefcase/hos/multiphase_box
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name = "\improper X-01 Multiphase energy gun box"
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desc = "A storage case for a high-tech energy firearm."
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/obj/item/storage/secure/briefcase/mws_pack_hos/PopulateContents()
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new /obj/item/gun/energy/e_gun/hos(src)
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// -----------------------------
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// Secure Safe
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@@ -183,4 +212,4 @@
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return attack_self(user)
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/obj/item/storage/secure/safe/HoS
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name = "head of security's safe"
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name = "head of security's safe"
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@@ -76,12 +76,13 @@
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new /obj/item/storage/box/flashbangs(src)
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new /obj/item/shield/riot/tele(src)
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new /obj/item/storage/belt/security/full(src)
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new /obj/item/gun/energy/e_gun/hos(src)
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new /obj/item/choice_beacon/hosgun(src)
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new /obj/item/flashlight/seclite(src)
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new /obj/item/pinpointer/nuke(src)
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new /obj/item/circuitboard/machine/techfab/department/security(src)
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new /obj/item/storage/photo_album/HoS(src)
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new /obj/item/clothing/suit/hooded/wintercoat/hos(src)
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/obj/structure/closet/secure_closet/warden
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name = "\proper warden's locker"
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req_access = list(ACCESS_ARMORY)
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@@ -177,7 +177,7 @@
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if(owner.current.blood_volume < BLOOD_VOLUME_BAD / 2)
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owner.current.blur_eyes(8 - 8 * (owner.current.blood_volume / BLOOD_VOLUME_BAD))
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// Nutrition
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owner.current.set_nutrition(min(owner.current.blood_volume, NUTRITION_LEVEL_FULL)) //The amount of blood is how full we are.
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owner.current.set_nutrition(min(owner.current.blood_volume, NUTRITION_LEVEL_FED)) //The amount of blood is how full we are.
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//A bit higher regeneration based on blood volume
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if(owner.current.blood_volume < 700)
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additional_regen = 0.4
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@@ -403,6 +403,12 @@ h1.alert, h2.alert {color: #000000;}
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.his_grace {color: #15D512; font-family: "Courier New", cursive, sans-serif; font-style: italic;}
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.spooky {color: #FF6100;}
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.velvet {color: #660015; font-weight: bold; animation: velvet 5000ms infinite;}
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.lethal {color: #bf3d3d; font-weight: bold;}
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.stun {color: #0f81bc; font-weight: bold;}
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.ion {color: #d084d6; font-weight: bold;}
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.xray {color: #32c025; font-weight: bold;}
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@keyframes velvet {
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0% { color: #400020; }
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40% { color: #FF0000; }
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@@ -1,7 +1,7 @@
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/datum/sprite_accessory/horns
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icon = 'icons/mob/mutant_bodyparts.dmi'
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color_src = HORNCOLOR
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relevant_layers = list(BODY_ADJ_LAYER)
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relevant_layers = list(HORNS_LAYER)
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/datum/sprite_accessory/horns/none
|
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name = "None"
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@@ -628,6 +628,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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H.remove_overlay(BODY_ADJ_LAYER)
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H.remove_overlay(BODY_ADJ_UPPER_LAYER)
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H.remove_overlay(BODY_FRONT_LAYER)
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H.remove_overlay(HORNS_LAYER)
|
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|
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if(!mutant_bodyparts)
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return
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@@ -839,8 +840,13 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(!S.mutant_part_string)
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dna_feature_as_text_string[S] = bodypart
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|
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var/static/list/layer_text = list("[BODY_BEHIND_LAYER]" = "BEHIND", "[BODY_ADJ_LAYER]" = "ADJ", \
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"[BODY_ADJ_UPPER_LAYER]" = "ADJUP", "[BODY_FRONT_LAYER]" = "FRONT")
|
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var/static/list/layer_text = list(
|
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"[BODY_BEHIND_LAYER]" = "BEHIND",
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"[BODY_ADJ_LAYER]" = "ADJ",
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"[BODY_ADJ_UPPER_LAYER]" = "ADJUP",
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"[BODY_FRONT_LAYER]" = "FRONT",
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"[HORNS_LAYER]" = "HORNS",
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)
|
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var/g = (H.dna.features["body_model"] == FEMALE) ? "f" : "m"
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var/list/colorlist = list()
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@@ -1020,6 +1026,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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H.apply_overlay(BODY_ADJ_LAYER)
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H.apply_overlay(BODY_ADJ_UPPER_LAYER)
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H.apply_overlay(BODY_FRONT_LAYER)
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H.apply_overlay(HORNS_LAYER)
|
||||
|
||||
|
||||
/*
|
||||
|
||||
@@ -12,3 +12,105 @@
|
||||
|
||||
/obj/item/ammo_box/magazine/recharge/attack_self() //No popping out the "bullets"
|
||||
return
|
||||
|
||||
// MWS Magazine //
|
||||
/obj/item/ammo_box/magazine/mws_mag
|
||||
name = "microbattery magazine"
|
||||
desc = "A microbattery holder for the 'Big Iron'"
|
||||
|
||||
icon = 'icons/obj/ammo.dmi'
|
||||
icon_state = "mws_mag"
|
||||
caliber = "mws"
|
||||
ammo_type = /obj/item/ammo_casing/mws_batt
|
||||
start_empty = TRUE
|
||||
max_ammo = 3
|
||||
|
||||
var/list/modes = list()
|
||||
|
||||
/obj/item/ammo_box/magazine/mws_mag/update_overlays()
|
||||
.=..()
|
||||
if(!stored_ammo.len)
|
||||
return //Why bother
|
||||
|
||||
var/x_offset = 5
|
||||
var/current = 0
|
||||
for(var/B in stored_ammo)
|
||||
var/obj/item/ammo_casing/mws_batt/batt = B
|
||||
var/mutable_appearance/cap = mutable_appearance(icon, "[initial(icon_state)]_cap", color = batt.type_color)
|
||||
cap.pixel_x = current * x_offset //Caps don't need a pixel_y offset
|
||||
. += cap
|
||||
if(batt.cell.charge > 0)
|
||||
var/ratio = CEILING(clamp(batt.cell.charge / batt.cell.maxcharge, 0, 1) * 4, 1) //4 is how many lights we have a sprite for
|
||||
var/mutable_appearance/charge = mutable_appearance(icon, "[initial(icon_state)]_charge-[ratio]", color = "#29EAF4") //Could use battery color but eh.
|
||||
charge.pixel_x = current * x_offset
|
||||
. += charge
|
||||
|
||||
current++ //Increment for offsets
|
||||
|
||||
|
||||
// MWS Batteries //
|
||||
/obj/item/ammo_casing/mws_batt
|
||||
name = "\'MWS\' microbattery - UNKNOWN"
|
||||
desc = "A miniature battery for an energy weapon."
|
||||
icon = 'icons/obj/ammo.dmi'
|
||||
icon_state = "mws_batt"
|
||||
slot_flags = SLOT_BELT | SLOT_EARS
|
||||
throwforce = 1
|
||||
|
||||
caliber = "mws"
|
||||
var/type_color = null
|
||||
var/type_name = null
|
||||
|
||||
var/obj/item/stock_parts/cell/cell
|
||||
var/cell_type = /obj/item/stock_parts/cell{charge = 600; maxcharge = 600}
|
||||
|
||||
var/e_cost = 100
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
|
||||
/obj/item/ammo_casing/mws_batt/Initialize()
|
||||
. = ..()
|
||||
pixel_x = rand(-10, 10)
|
||||
pixel_y = rand(-10, 10)
|
||||
cell = new cell_type(src)
|
||||
cell.give(cell.maxcharge)
|
||||
update_icon()
|
||||
|
||||
/obj/item/ammo_casing/mws_batt/update_overlays()
|
||||
.=..()
|
||||
|
||||
var/mutable_appearance/ends = mutable_appearance(icon, "[initial(icon_state)]_ends", color = type_color)
|
||||
. += ends
|
||||
|
||||
/obj/item/ammo_casing/mws_batt/get_cell()
|
||||
return cell
|
||||
|
||||
/obj/item/ammo_casing/mws_batt/proc/chargeshot()
|
||||
if(cell.charge >= e_cost)
|
||||
cell.use(e_cost)
|
||||
newshot()
|
||||
return
|
||||
|
||||
// Specific batteries //
|
||||
/obj/item/ammo_casing/mws_batt/lethal
|
||||
name = "'MWS' microbattery - LETHAL"
|
||||
type_color = "#bf3d3d"
|
||||
type_name = "<span class='lethal'>LETHAL</span>"
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
|
||||
/obj/item/ammo_casing/mws_batt/stun
|
||||
name = "'MWS' microbattery - STUN"
|
||||
type_color = "#0f81bc"
|
||||
type_name = "<span class='stun'>STUN</span>"
|
||||
projectile_type = /obj/item/projectile/beam/disabler
|
||||
|
||||
/obj/item/ammo_casing/mws_batt/xray
|
||||
name = "'MWS' microbattery - XRAY"
|
||||
type_color = "#32c025"
|
||||
type_name = "<span class='xray'>XRAY</span>"
|
||||
projectile_type = /obj/item/projectile/beam/xray
|
||||
|
||||
/obj/item/ammo_casing/mws_batt/ion
|
||||
name = "'MWS' microbattery - ION"
|
||||
type_color = "#d084d6"
|
||||
type_name = "<span class='ion'>ION</span>"
|
||||
projectile_type = /obj/item/projectile/ion
|
||||
@@ -128,7 +128,7 @@
|
||||
zoom(user, FALSE) //we can only stay zoomed in if it's in our hands //yeah and we only unzoom if we're actually zoomed using the gun!!
|
||||
|
||||
//called after the gun has successfully fired its chambered ammo.
|
||||
/obj/item/gun/proc/process_chamber()
|
||||
/obj/item/gun/proc/process_chamber(mob/living/user)
|
||||
return FALSE
|
||||
|
||||
//check if there's enough ammo/energy/whatever to shoot one time
|
||||
@@ -306,7 +306,7 @@
|
||||
else
|
||||
shoot_with_empty_chamber(user)
|
||||
return
|
||||
process_chamber()
|
||||
process_chamber(user)
|
||||
update_icon()
|
||||
|
||||
SSblackbox.record_feedback("tally", "gun_fired", 1, type)
|
||||
@@ -345,7 +345,7 @@
|
||||
shoot_with_empty_chamber(user)
|
||||
firing = FALSE
|
||||
return FALSE
|
||||
process_chamber()
|
||||
process_chamber(user)
|
||||
update_icon()
|
||||
return TRUE
|
||||
|
||||
|
||||
@@ -377,3 +377,114 @@
|
||||
user.emote("scream")
|
||||
user.drop_all_held_items()
|
||||
user.DefaultCombatKnockdown(80)
|
||||
|
||||
// -------------- HoS Modular Weapon System -------------
|
||||
// ---------- Code originally from VoreStation ----------
|
||||
/obj/item/gun/ballistic/revolver/mws
|
||||
name = "MWS-01 'Big Iron'"
|
||||
desc = "Modular Weapons System"
|
||||
|
||||
icon = 'icons/obj/guns/projectile.dmi'
|
||||
icon_state = "mws"
|
||||
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
|
||||
mag_type = /obj/item/ammo_box/magazine/mws_mag
|
||||
spawnwithmagazine = FALSE
|
||||
|
||||
recoil = 0
|
||||
|
||||
var/charge_sections = 6
|
||||
|
||||
/obj/item/gun/ballistic/revolver/mws/examine(mob/user)
|
||||
. = ..()
|
||||
. += "<span class='notice'>Alt-click to remove the magazine.</span>"
|
||||
|
||||
/obj/item/gun/ballistic/revolver/mws/shoot_with_empty_chamber(mob/living/user as mob|obj)
|
||||
process_chamber(user)
|
||||
if(!chambered || !chambered.BB)
|
||||
to_chat(user, "<span class='danger'>*click*</span>")
|
||||
playsound(src, "gun_dry_fire", 30, 1)
|
||||
|
||||
|
||||
/obj/item/gun/ballistic/revolver/mws/process_chamber(mob/living/user)
|
||||
if(chambered && !chambered.BB) //if BB is null, i.e the shot has been fired...
|
||||
var/obj/item/ammo_casing/mws_batt/shot = chambered
|
||||
if(shot.cell.charge >= shot.e_cost)
|
||||
shot.chargeshot()
|
||||
else
|
||||
for(var/B in magazine.stored_ammo)
|
||||
var/obj/item/ammo_casing/mws_batt/other_batt = B
|
||||
if(istype(other_batt,shot) && other_batt.cell.charge >= other_batt.e_cost)
|
||||
switch_to(other_batt, user)
|
||||
break
|
||||
update_icon()
|
||||
|
||||
/obj/item/gun/ballistic/revolver/mws/proc/switch_to(obj/item/ammo_casing/mws_batt/new_batt, mob/living/user)
|
||||
if(ishuman(user))
|
||||
if(chambered && new_batt.type == chambered.type)
|
||||
to_chat(user,"<span class='warning'>[src] is now using the next [new_batt.type_name] power cell.</span>")
|
||||
else
|
||||
to_chat(user,"<span class='warning'>[src] is now firing [new_batt.type_name].</span>")
|
||||
|
||||
chambered = new_batt
|
||||
update_icon()
|
||||
|
||||
/obj/item/gun/ballistic/revolver/mws/attack_self(mob/living/user)
|
||||
if(!chambered)
|
||||
return
|
||||
|
||||
var/list/stored_ammo = magazine.stored_ammo
|
||||
|
||||
if(stored_ammo.len == 1)
|
||||
return //silly you.
|
||||
|
||||
//Find an ammotype that ISN'T the same, or exhaust the list and don't change.
|
||||
var/our_slot = stored_ammo.Find(chambered)
|
||||
|
||||
for(var/index in 1 to stored_ammo.len)
|
||||
var/true_index = ((our_slot + index - 1) % stored_ammo.len) + 1 // Stupid ONE BASED lists!
|
||||
var/obj/item/ammo_casing/mws_batt/next_batt = stored_ammo[true_index]
|
||||
if(chambered != next_batt && !istype(next_batt, chambered.type) && next_batt.cell.charge >= next_batt.e_cost)
|
||||
switch_to(next_batt, user)
|
||||
break
|
||||
|
||||
/obj/item/gun/ballistic/revolver/mws/AltClick(mob/living/user)
|
||||
.=..()
|
||||
if(magazine)
|
||||
user.put_in_hands(magazine)
|
||||
magazine.update_icon()
|
||||
if(magazine.ammo_count())
|
||||
playsound(src, 'sound/weapons/gun_magazine_remove_full.ogg', 70, 1)
|
||||
else
|
||||
playsound(src, "gun_remove_empty_magazine", 70, 1)
|
||||
magazine = null
|
||||
to_chat(user, "<span class='notice'>You pull the magazine out of [src].</span>")
|
||||
if(chambered)
|
||||
chambered = null
|
||||
update_icon()
|
||||
|
||||
/obj/item/gun/ballistic/revolver/mws/update_overlays()
|
||||
.=..()
|
||||
if(!chambered)
|
||||
return
|
||||
|
||||
var/obj/item/ammo_casing/mws_batt/batt = chambered
|
||||
var/batt_color = batt.type_color //Used many times
|
||||
|
||||
//Mode bar
|
||||
var/image/mode_bar = image(icon, icon_state = "[initial(icon_state)]_type")
|
||||
mode_bar.color = batt_color
|
||||
. += mode_bar
|
||||
|
||||
//Barrel color
|
||||
var/mutable_appearance/barrel_color = mutable_appearance(icon, "[initial(icon_state)]_barrel", color = batt_color)
|
||||
barrel_color.alpha = 150
|
||||
. += barrel_color
|
||||
|
||||
//Charge bar
|
||||
var/ratio = can_shoot() ? CEILING(clamp(batt.cell.charge / batt.cell.maxcharge, 0, 1) * charge_sections, 1) : 0
|
||||
for(var/i = 0, i < ratio, i++)
|
||||
var/mutable_appearance/charge_bar = mutable_appearance(icon, "[initial(icon_state)]_charge", color = batt_color)
|
||||
charge_bar.pixel_x = i
|
||||
. += charge_bar
|
||||
@@ -465,7 +465,7 @@
|
||||
log_attack("[key_name(owner)] digested [key_name(M)].")
|
||||
|
||||
// If digested prey is also a pred... anyone inside their bellies gets moved up.
|
||||
if(is_vore_predator(M))
|
||||
if(has_vore_belly(M))
|
||||
M.release_vore_contents(include_absorbed = TRUE, silent = TRUE)
|
||||
|
||||
//Drop all items into the belly
|
||||
|
||||
@@ -73,15 +73,9 @@
|
||||
to_chat(user, "<span class='notice'>They aren't able to be fed.</span>")
|
||||
to_chat(pred, "<span class='notice'>[user] tried to feed you themselves, but you aren't voracious enough to be fed.</span>")
|
||||
return
|
||||
if(!is_vore_predator(pred))
|
||||
to_chat(user, "<span class='notice'>They aren't voracious enough.</span>")
|
||||
return
|
||||
feed_self_to_grabbed(user, pred)
|
||||
|
||||
else if(pred == user) //you click yourself
|
||||
if(!is_vore_predator(src))
|
||||
to_chat(user, "<span class='notice'>You aren't voracious enough.</span>")
|
||||
return
|
||||
feed_grabbed_to_self(user, prey)
|
||||
|
||||
else // click someone other than you/prey
|
||||
@@ -93,9 +87,6 @@
|
||||
to_chat(user, "<span class='notice'>They aren't able to be fed to someone.</span>")
|
||||
to_chat(prey, "<span class='notice'>[user] tried to feed you to [pred], but you aren't able to be fed to them.</span>")
|
||||
return
|
||||
if(!is_vore_predator(pred))
|
||||
to_chat(user, "<span class='notice'>They aren't voracious enough.</span>")
|
||||
return
|
||||
feed_grabbed_to_other(user, prey, pred)
|
||||
//
|
||||
// Eating procs depending on who clicked what
|
||||
@@ -395,7 +386,7 @@
|
||||
return taste_message
|
||||
// Check if an object is capable of eating things, based on vore_organs
|
||||
//
|
||||
/proc/is_vore_predator(var/mob/living/O)
|
||||
/proc/has_vore_belly(var/mob/living/O)
|
||||
if(istype(O))
|
||||
if(O.vore_organs.len > 0)
|
||||
return TRUE
|
||||
|
||||
@@ -385,454 +385,6 @@
|
||||
<li class="rscadd">You can now choose your name and color as a holoparasite/guardian/holocarp!</li>
|
||||
<li class="bugfix">fixes lings being able to get mechanical holoparasites</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">28 March 2020</h2>
|
||||
<h3 class="author">Arreksuru and Detective Google updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">new HUDpatches for medical, diagnostic, and mesons.</li>
|
||||
<li class="rscadd">crafting and de-crafting recipes for new HUDpatches.</li>
|
||||
<li class="bugfix">silly typo with "singlasses" in one of the crafting recipes for HUDglasses.</li>
|
||||
</ul>
|
||||
<h3 class="author">Arturlang updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="balance">Bloodsuckers can no longer get usable blood from blood tomatoes.</li>
|
||||
<li class="bugfix">Fixed reagent container transfer amount cycling.</li>
|
||||
</ul>
|
||||
<h3 class="author">Bhijn updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">Clicking an open closet with harm intent no longer attempts to place your currently held item inside, but rather attacks it.</li>
|
||||
</ul>
|
||||
<h3 class="author">Bhijn (original PR by Azarak, sprites by Discord user Smug Asshole Muhreen#5522) updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Synths, the open source and free-as-in-freedom species by FA user vader-san, have been ported from Skyrat.</li>
|
||||
<li class="rscadd">Ported VOREStation's synthetic taursprites</li>
|
||||
<li class="rscadd">Markings that don't match very well with your selected species are now hidden from the markings list by default. You can still use these mismatched markings to create horrendous sparkledog abominations by using the "Show mismatched markings" button ingame.</li>
|
||||
<li class="bugfix">Body markings who's iconstates don't match their name will now actually render properly.</li>
|
||||
<li class="code_imp">Limb base icons are no longer hardcoded, should_draw_citadel and should_draw_grayscale have been removed in favor of the species-level `icon_limbs` var and the bodypart-level `base_bp_icon` and `color_src` vars. Downstreams should no longer have to touch bodypart rendering code a whole lot if they want to add custom species. Downstreams that have already added species with digitigrade leg support will have to append species IDs to the digitigrade leg sprites, but aside from that, the migration process to this more modularity-friendly system should be fairly smooth.</li>
|
||||
</ul>
|
||||
<h3 class="author">BlackMajor updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">Adjusted the ash walker camp's storm proofing.</li>
|
||||
<li class="rscadd">Added a tip about creating areas to the ash walker spawn text.</li>
|
||||
</ul>
|
||||
<h3 class="author">Bumtickley00 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">Iron sheets build the normal metal table again</li>
|
||||
</ul>
|
||||
<h3 class="author">Crystal9156 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Fixes Chocolate Jelly Donut icon</li>
|
||||
</ul>
|
||||
<h3 class="author">Dennok, ported by Hatterhat updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Lava rivers no longer burn into basalt.</li>
|
||||
<li class="code_imp">The river generator can now specify baseturfs.</li>
|
||||
</ul>
|
||||
<h3 class="author">Detective-Google updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">absurd dong sizes.</li>
|
||||
<li class="bugfix">my dumb stupid paramedics</li>
|
||||
<li class="balance">Medical no longer spawns with syringe guns, Medical now spawns with medidart guns.</li>
|
||||
</ul>
|
||||
<h3 class="author">EmeraldSundisk updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Adds CogStation's shuttles to-be.</li>
|
||||
<li class="rscadd">Adds the "NES Classic" escape shuttle.</li>
|
||||
<li class="refactor">Accounts for the new shuttles.</li>
|
||||
</ul>
|
||||
<h3 class="author">Ghommie updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">Added a few cooldowns to chill nuclear bomb and communications console security level change spam, as well as the emergency shuttle's authorization announcements.</li>
|
||||
<li class="bugfix">Fixed viruses not working on anthros and some others species.</li>
|
||||
<li class="sounddel">Made the cogchamp mixing sound less annoying.</li>
|
||||
<li class="rscdel">Removed makeshift switchblades.</li>
|
||||
<li class="bugfix">pAIs, drones, monkys and lizards can be worn over the head again.</li>
|
||||
<li class="bugfix">Fixed cargo passive point generation to not go into decimals.</li>
|
||||
<li class="bugfix">Syndicate ninjas are slightly less friendly now.</li>
|
||||
<li class="balance">Allowed blobbernauts to drag objects (but not mobs) again.</li>
|
||||
<li class="bugfix">The examiner circuit now works better for mobs.</li>
|
||||
<li class="tweak">Chances are monkeys won't end up gorillizing as quickly after being exposed to a rad storm for a minute or so.</li>
|
||||
<li class="bugfix">Vampire mesmerize doesn't permanently disable combat mode.</li>
|
||||
<li class="bugfix">The flying speed slowdown while hurt now actually affects flying mobs and not floating ones.</li>
|
||||
<li class="bugfix">Joining in as a positronic brain won't break the spawner menu anymore.</li>
|
||||
<li class="bugfix">Fixed dynamic voting.</li>
|
||||
<li class="bugfix">The autotransfer subsystem is slightly more modulable now.</li>
|
||||
<li class="imageadd">Resprited some sprite_accessory icon states.</li>
|
||||
</ul>
|
||||
<h3 class="author">Ghommie (plus a fix originally done by Skogol) updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Drinks dispensers now only show the container they are holding.</li>
|
||||
<li class="bugfix">Ghost cafe patrons are warded against a few more events now.</li>
|
||||
<li class="bugfix">Fixed RnD machineries UI displaying designs' required reagents' typepaths instead of names.</li>
|
||||
</ul>
|
||||
<h3 class="author">Hatterhat updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Red and blue boxes are now actually red or blue.</li>
|
||||
<li class="rscadd">Beegions! Like Legions, but with actual bees. As in, the bees from the holodeck sim with the randomly-generated toxic bees.</li>
|
||||
<li class="rscdel">Mining cyborgs are no longer physically capable of claiming points nor wielding a premium accelerator.</li>
|
||||
<li class="tweak">Arrow crafting has been finagled with, preventing fire-hardened arrows from being fire-hardened repeatedly. Or something.</li>
|
||||
<li class="bugfix">Space hermits (those quirky fellas stuck in a rock with carp surrounding them) now have gravity! But they lost their perpetual generators.</li>
|
||||
<li class="balance">Space hermits now have to mine for their research tech (golem vendor board, ORM board). They have slightly less bad parts, though. And better(?) rocks.</li>
|
||||
</ul>
|
||||
<h3 class="author">InnocentFire made the sprites all thanks to them! updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="imageadd">All bows now have inhand sprites once again</li>
|
||||
</ul>
|
||||
<h3 class="author">KathrinBailey updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Nine new posters!</li>
|
||||
<li class="rscadd">Shower curtains can be crafted.</li>
|
||||
<li class="rscadd">New sofas!</li>
|
||||
<li class="rscadd">Green and purple comfy chairs to the crafting menu to fit green and purple carpets.</li>
|
||||
<li class="bugfix">Shower curtains now let you see through them once open, and don't once closed.</li>
|
||||
</ul>
|
||||
<h3 class="author">Kraseo updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="balance">If you have the powersink objective, you will now receive a free beacon.</li>
|
||||
<li class="rscadd">Lavaland flora have more traits now, to encourage harvesting and sending these off to the botanists.</li>
|
||||
<li class="bugfix">Napalm will now properly remove weeds from a tray if the plant in it has the fireproof gene.</li>
|
||||
<li class="balance">Gangs no longer get soporific rounds for their sniper rifles.</li>
|
||||
<li class="rscadd">Syndicate Contracts. Use the new contract uplink to select a contract, and bring the assigned target dead or alive to the designated drop off. Call for the extraction pod and send them off for your TC payment, with much higher rewards for keeping them alive. A high risk, high reward choice for a traitor who wants a real challenge.</li>
|
||||
<li class="rscadd">New 20 TC contract kit - supplies you with your contractor loadout and uplink.</li>
|
||||
<li class="rscadd">Targets successfully extracted will be held for ransom by the Syndicate after their use to them is fulfilled. Central command covers the cost, but they'll be taking a cut out of station funds to offset their loss...</li>
|
||||
<li class="rscadd">Adds a third random item, as well as a small guide on using the contract kit. Also added new possible items that can appear.</li>
|
||||
<li class="tweak">Supplied space suit in the contract kit is now an improved variant on the normal Syndicate version.</li>
|
||||
<li class="balance">TC payouts adjusted to be a bit more fair to the contractor. Total payout can never be below a certain threshold.</li>
|
||||
<li class="bugfix">Broken dropoff locations work again, and general bugfixes.</li>
|
||||
<li class="rscadd">Contract kit comes with a contractor baton - a unique, lightly electrified weapon to help complete your contracts.</li>
|
||||
<li class="tweak">Finalized payment system for contracts; much more balanced for contractors. No more extremely low paying contract sets.</li>
|
||||
<li class="tweak">Generated contracts will all have unique targets, no more duplicates.</li>
|
||||
<li class="tweak">Extraction droppod explosion has been removed, it'll only damage the tile it lands on.</li>
|
||||
<li class="bugfix">Extraction pods get sent to the jail immediately again.</li>
|
||||
<li class="refactor">Refactored classic_baton code.</li>
|
||||
<li class="rscadd">Contractor Hub. A unique store for contractors to buy items with Contractor Rep, with two Rep being given when completing a contract.</li>
|
||||
<li class="rscadd">Contractor pinpointer, available through the Hub. A very inaccurate pinpointer that ignores suit sensors.</li>
|
||||
<li class="rscadd">Call reinforcements, available through the Hub. Limited to a one-time buy for a contractor, you can purchase an agent to be sent down to help in your mission. Role is polled to ghosts.</li>
|
||||
<li class="rscadd">Blackout, available through the Hub. Disable station power for a small duration - an expensive, but powerful option of getting into secure areas.</li>
|
||||
<li class="rscadd">Fulton extraction, available through the Hub. Purchase a fulton extraction kit to help move your targets across the station for those difficult dropoffs.</li>
|
||||
<li class="tweak">Assigning yourself to another tablet will give you another contract set.</li>
|
||||
<li class="rscadd">Contractors can now reroll their contracts a small number of times.</li>
|
||||
<li class="rscadd">Brand new sprites! A redesign of the specialist space suit, and the kit's own unique tablet. Done by Mey Ha Zah.</li>
|
||||
<li class="tweak">Displays contract target jobs under their name.</li>
|
||||
<li class="tweak">New locations, such as maintenance, are now possible dropoff locations.</li>
|
||||
<li class="balance">Contractor kit pop cap reduced from 20 to 15.</li>
|
||||
<li class="balance">You can no longer get haunted 8balls from contractor kits.</li>
|
||||
<li class="bugfix">Pods and shuttles should no longer be valid dropoff locations.</li>
|
||||
<li class="bugfix">Contract tablets will no longer break when one of your contracts is deleted from the world.</li>
|
||||
<li class="bugfix">Baton inhands for the right hand now shows the right direction.</li>
|
||||
<li class="bugfix">Mice don't chew on wires anymore while they're on your person.</li>
|
||||
<li class="bugfix">Bloodsucker heart theft objective now completes successfully.</li>
|
||||
<li class="tweak">Blacklists turret protected areas, the toxins test range, asteroid ruins, and solars from being valid dropoff locations for contracts.</li>
|
||||
</ul>
|
||||
<h3 class="author">Linzolle updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">pacifists can no longer meatspike living things</li>
|
||||
<li class="bugfix">flypeople being unable to gain nutrition from eating vomit</li>
|
||||
<li class="bugfix">targetting mouth on help intent now properly nose boops</li>
|
||||
<li class="tweak">cmo hypokit now holds the same amount of items as normal kits</li>
|
||||
</ul>
|
||||
<h3 class="author">Moonlit Protector updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Introducing the 'Heroic Beacon', standing vigil over service the curator can assume one three different historic heroes, each determining their equipment and emergent playstyle to suit the player; a beacon can be found in the curator's backpack upon spawning</li>
|
||||
<li class="rscadd">Become the Braveheart, a fierce scottish warrior armed with a ceremonial claymore, spraycan, kilt and a disregard for underwear with the scottish themed hero pack.</li>
|
||||
<li class="rscadd">A unique mention is the "First man on the Moon" heroic pack, with a two piece space worthy suit, air tank & a GPS for recreating a key spessfaring moment in history.</li>
|
||||
<li class="tweak">The Curadrobe has been stripped & refilled full of helpful library supplies, including varieties of pens and glasses including the jamjar's.</li>
|
||||
<li class="tweak">The curator's explorer equipment & whip has been moved into the 'Courageous Tomb Raider' heroic pack; removed from the backpack & the Curavend respectively.</li>
|
||||
</ul>
|
||||
<h3 class="author">MrJWhit updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">Added minor station things</li>
|
||||
<li class="balance">re balanced r-walls</li>
|
||||
<li class="tweak">Evens both sides of the gas containers TEG with reinforced windows</li>
|
||||
<li class="tweak">Removed egun in every head locker, replaces RPD with air pump in science, fixes a computer in sec, moves hand teleporter, and removes decals under lockers.</li>
|
||||
</ul>
|
||||
<h3 class="author">MrPerson updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Solar panels will visually rotate a lot more smoothly instead of being locked to only 8 directions.</li>
|
||||
<li class="rscadd">Timed solar tracking is in degrees per minute. You're still not gonna use it though.</li>
|
||||
</ul>
|
||||
<h3 class="author">Naksu updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Time based free rerolls</li>
|
||||
<li class="refactor">Refactored Blobs</li>
|
||||
<li class="balance">Blob rerolls now give the blob 4 different options to choose from, rather than forcing a single random one.</li>
|
||||
</ul>
|
||||
<h3 class="author">NecromancerAnne and goldnharl updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="imageadd">Sprite cleanups and animations for energy guns.</li>
|
||||
</ul>
|
||||
<h3 class="author">NecromancerAnne and zawo and zeroisthebiggay and carlarctg updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">The Infiltrator Bundle, an armor kit for 3TC. Murder people in style!</li>
|
||||
<li class="rscadd">Some pajamas for nukies to get plenty of bed rest.</li>
|
||||
<li class="rscadd">halved firefight carry delay with latex or nitrile gloves</li>
|
||||
<li class="tweak">headset upgrade is cheaper</li>
|
||||
</ul>
|
||||
<h3 class="author">Owai-Seek updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Butter Bear</li>
|
||||
<li class="rscadd">Crab Burger, Bisque, Crab Rangoon, French Onion Soup, Empowered Burger, Chicken Nugget box.</li>
|
||||
<li class="tweak">+++ Spider Eggs to Exotic Meat crate. --- Bacon from Exotic Meat crate.</li>
|
||||
<li class="tweak">Tweaked Crab Recipes</li>
|
||||
<li class="imageadd">Butter Bear aka Terrygold</li>
|
||||
<li class="balance">Food Crafting is now 5 deciseconds instead of 30.</li>
|
||||
</ul>
|
||||
<h3 class="author">Putnam updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">Swarmers, portal storm, wormholes are now controlled by dynamic.</li>
|
||||
<li class="tweak">Dynamic-controlled events can now have a minimum start time.</li>
|
||||
<li class="balance">Threatening meteors are more common (though still have pretty strict requirements)</li>
|
||||
<li class="balance">Different storytellers now balance around different expected players-per-antag; default was 5, now intrigue/story/random have 7 and calm has 10.</li>
|
||||
<li class="rscadd">Clown ops is now available as a roundstart antag in dynamic.</li>
|
||||
<li class="balance">Sentient disease and revenant are now in the event pool rather than the antag pool (with the logic that they're both completely useless and unfun to play if people are actually playing against them).</li>
|
||||
<li class="rscadd">A new formulation of extended was added to the storytellers; no antags, but still spending threat on events.</li>
|
||||
<li class="bugfix">Fixed a runtime in dynamic due to my misunderstanding pickweightAllowZero</li>
|
||||
<li class="rscdel">Made conversion storyteller 0-weight-by-default.</li>
|
||||
</ul>
|
||||
<h3 class="author">Putnam3145 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">Salbutamol causes jittering now.</li>
|
||||
<li class="bugfix">Made lickable pref save</li>
|
||||
<li class="rscadd">Traitor classes for traitors: a new way for traitors to have objectives assigned.</li>
|
||||
<li class="bugfix">Actually made things work as intended.</li>
|
||||
<li class="code_imp">Removed a redundant turf melting check from the supermatter.</li>
|
||||
<li class="rscdel">Removed "realistic tcomms lag"</li>
|
||||
<li class="rscdel">Removed some particularly bad flavor objectives.</li>
|
||||
<li class="balance">Power sink objective is 10x as easy to get</li>
|
||||
<li class="bugfix">Processing objectives now properly stop once won</li>
|
||||
<li class="rscdel">MKUltra no longer explodes into lovegas when it fermi explodes, instead causing a regular ol' fireball.</li>
|
||||
<li class="tweak">Eigenstasium OD flavor text less restrictive</li>
|
||||
<li class="bugfix">Dynamic voting should work absent of a config.</li>
|
||||
<li class="tweak">Autotransfer vote now requires actual transfer votes to transfer.</li>
|
||||
<li class="bugfix">More dynamic fixes</li>
|
||||
<li class="bugfix">Server-run votes aren't subject to vote cooldown</li>
|
||||
<li class="rscadd">Mass hallucination can better be admemed</li>
|
||||
<li class="tweak">Waffle co objective rewritten to make more clear it's not a murderbone objective</li>
|
||||
<li class="rscadd">CTF spawns, random animals and possessed blades can now be pinged for ghost roles.</li>
|
||||
<li class="bugfix">A bunch of polls now work with ghost role eligible non-observers.</li>
|
||||
<li class="bugfix">Removes superfluous line in supermatter processing.</li>
|
||||
<li class="code_imp">Power sink objective processing now makes sense.</li>
|
||||
</ul>
|
||||
<h3 class="author">Qustinnus/floyd, Ghommie updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">To save costs, Nanotrasen has removed the emergency battery ejection systems in modular computers. We realized saving the batteries isn't really important.</li>
|
||||
<li class="bugfix">You can squash spiderlings with your bare hands now.</li>
|
||||
<li class="bugfix">Being deafened properly stops jukebox music from playing.</li>
|
||||
<li class="bugfix">admin multicam toggles no longer tells everyone but only admins and AIs</li>
|
||||
</ul>
|
||||
<h3 class="author">Ragolution updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">All winter coats and hoods might be different if slightly from one a other.</li>
|
||||
<li class="tweak">Adjusted Bartender's Drink Flinging print message to not include name of target turf and save immersion.</li>
|
||||
</ul>
|
||||
<h3 class="author">Seris02 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">tg genetics</li>
|
||||
<li class="balance">illegal technology</li>
|
||||
<li class="balance">rebalanced rising bass's buttom actions from repulse to side kick</li>
|
||||
<li class="bugfix">projectiles and rising bass and items and rising bass</li>
|
||||
<li class="bugfix">a very specific fix with tails and wagging</li>
|
||||
<li class="rscadd">duffel bags of holding</li>
|
||||
<li class="bugfix">quirk blacklist fixing</li>
|
||||
<li class="bugfix">robotics console button swapping</li>
|
||||
<li class="bugfix">fixed thieving gloves not pickpocketing fast</li>
|
||||
<li class="rscadd">mentor de/rementor button</li>
|
||||
<li class="bugfix">mentor !msg</li>
|
||||
<li class="balance">bloodsuckers being unable to accept genes</li>
|
||||
<li class="balance">removes xray from the gene pool</li>
|
||||
</ul>
|
||||
<h3 class="author">Skoglol updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Fixed gibber exploit.</li>
|
||||
</ul>
|
||||
<h3 class="author">Timberpoes updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Shuttle countdowns once again read like "01:05" instead of "01: 5".</li>
|
||||
</ul>
|
||||
<h3 class="author">Trilbyspaceclone updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Three new arm implants, shield for sec, janitor and service</li>
|
||||
<li class="rscadd">Two new legion drop. Assistant and Bee-Activist</li>
|
||||
<li class="rscadd">Three new posters have been issued to the printing press</li>
|
||||
<li class="rscadd">Well contruction, grubs to ash walker home, more seeds for ash walkers.</li>
|
||||
<li class="rscadd">Wooden buckets can be made from 2 planks of wood, Tower caps also can be used on a fire to make coal</li>
|
||||
<li class="tweak">Makes all ashwalker round start seeds 5 yield and 50 harvest so that they can get good crops in rather then failing after 1 harvest</li>
|
||||
<li class="bugfix">arrow crafting has been fixed</li>
|
||||
<li class="balance">Blobs now can store 250 points.</li>
|
||||
<li class="spellcheck">Alien bar stool is no longer bronze</li>
|
||||
<li class="server">28 days log changlogs have been added well 56+ day old changlogs have been removed</li>
|
||||
<li class="balance">Added sunglasses that are able to be huds AND prescription</li>
|
||||
<li class="rscadd">Prescription sunglasses and crafting of each new type for - Diagnostic, Med and Sec</li>
|
||||
<li class="rscadd">Diagnostic Sunglasses</li>
|
||||
<li class="bugfix">Blackists Prescription HUDs from sunglasses crafting</li>
|
||||
<li class="tweak">Cotton/Durathread now stack to 80 bundles</li>
|
||||
<li class="rscadd">Medical hardsuits now have a Medi-Hud built into its helm</li>
|
||||
<li class="rscdel">Removed old unused Techweb Node selling</li>
|
||||
<li class="imageadd">Corrects snowcones names and a pixle. Corrects Space Wind snowcone as well</li>
|
||||
<li class="bugfix">Arrow crafting has been fixed... Again...</li>
|
||||
<li class="rscadd">Soidifaction of and uranium can be done as well as making new bluespace shards</li>
|
||||
<li class="balance">Xeno and Fountain Hall will no longer spawn more then once</li>
|
||||
<li class="tweak">Makes the game want to spawn in more then one tumor maybe</li>
|
||||
<li class="tweak">Number of paper work in the crate "freelance paperwork" is half</li>
|
||||
<li class="code_imp">A few cases were something their is unneeded copy past replaced with many 1 in spawns</li>
|
||||
<li class="rscadd">Potass Iodide has been fitted into standered borgs as well as medical ones. Upgraded hypos now have Prussian Blue as well.</li>
|
||||
<li class="tweak">Syndi borgs Potass Iodide has been swapped for Prussian Blue</li>
|
||||
<li class="bugfix">No longer can you get the The End and Russian Flask without being the donator</li>
|
||||
<li class="balance">Pipes are small now</li>
|
||||
<li class="bugfix">Edaggers now enbed as intended</li>
|
||||
<li class="rscadd">The sleeper agents can be outfitted with some larger then normal sunglasses for 1TC in Badass category</li>
|
||||
<li class="rscadd">The Syndi Medical borg has been outfitted with the newest and latest ~~Stolen~~ MediCo Gear on the market</li>
|
||||
<li class="rscadd">Ninjas may be asked to steal the CMO's smart drapes</li>
|
||||
<li class="tweak">Hyper Cell steal goal is upgraded to a bluespace cell, as well as the BoH goal now wants a type of BoH rather then the normal default one.</li>
|
||||
<li class="rscadd">Gutlunches have gotten teeth now and will eat legs, arms, and organs! - Tho are picky and will not eat the brain just laying about!</li>
|
||||
</ul>
|
||||
<h3 class="author">Useroth updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">contractor tablets spawned with invalid icon_state</li>
|
||||
</ul>
|
||||
<h3 class="author">Xantholne updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Bumbles is now actually in every station's hydroponics.</li>
|
||||
<li class="bugfix">Bumbles will now actually rest, sit up, and buzz</li>
|
||||
</ul>
|
||||
<h3 class="author">YakumoChen updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="imageadd">Nekomata (double cat) tails.</li>
|
||||
<li class="imageadd">2CAT LMAO</li>
|
||||
<li class="bugfix">Mining base looks more natural where it's spawned.</li>
|
||||
<li class="server">Templates Headers will now correctly use the Citadel Official Wiki Link</li>
|
||||
</ul>
|
||||
<h3 class="author">Yenwodyah updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Bear traps and bolas apply slowdown correctly again</li>
|
||||
<li class="bugfix">Recycler doesn't delete people in mechs, cardboard boxes, spells, etc. anymore.</li>
|
||||
</ul>
|
||||
<h3 class="author">actioninja, ninjanomnom updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">Being fat is no longer lessened by flying.</li>
|
||||
<li class="bugfix">The slowdown from grabbing someone no longer applies when you're floating.</li>
|
||||
</ul>
|
||||
<h3 class="author">bunny232 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Box bar now has a lightswitch.</li>
|
||||
<li class="bugfix">fixes several piping issues around box station</li>
|
||||
<li class="bugfix">moved a scrubber and vent down 5 pixels</li>
|
||||
<li class="rscadd">Box station captain office now has a standard issue renault</li>
|
||||
<li class="bugfix">Box bridge now actually has the air distro connected</li>
|
||||
</ul>
|
||||
<h3 class="author">dapnee updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Lambdastation and it's accompanying files</li>
|
||||
<li class="rscadd">Robotic's APC, a few missing buttons (bridge shutters and crematorium), paramedic has spawn locations now, two rapid cable deployers to engineering</li>
|
||||
<li class="tweak">Renamed some doors and edited engineering to be a bit more open in one spot</li>
|
||||
<li class="bugfix">a few APCs with bad area tags, access on maintenance doors fixed, engine APC is now connected to the grid instead of power created by the engine</li>
|
||||
<li class="rscdel">the two syringe guns in medical were removed</li>
|
||||
<li class="rscadd">couple gas masks around atmos</li>
|
||||
<li class="bugfix">direction on turbine plasma pressure tank, cloning actually has a cloning console now</li>
|
||||
</ul>
|
||||
<h3 class="author">floyd updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Everything made from glass in the game has a little more tegridy and doesnt break from a single punch.</li>
|
||||
</ul>
|
||||
<h3 class="author">kappa-sama updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscdel">removed laptops giving slowdown when open</li>
|
||||
<li class="balance">removed (mostly aesthetic) requirement to become hulk</li>
|
||||
<li class="bugfix">changed add to remove on crit</li>
|
||||
<li class="rscadd">a super combat shotgun that loads and fires 2 shells at a time</li>
|
||||
<li class="balance">replaces bubblegum's blood contract drop with the super shotgun</li>
|
||||
<li class="balance">60 seconds instead of 120 for firebreath</li>
|
||||
</ul>
|
||||
<h3 class="author">keronshb updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="balance">blobs now receive a 50% cost refund on attacks that don't spread</li>
|
||||
<li class="balance">reflector blobs are considerably tougher</li>
|
||||
<li class="bugfix">fixed an integrity</li>
|
||||
<li class="bugfix">attempting to turn a damaged strong blob into a reflector blob now refunds points</li>
|
||||
<li class="bugfix">also fixes blob node camera jump (from another PR)</li>
|
||||
</ul>
|
||||
<h3 class="author">kevinz000 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="code_imp">Mobility flags are here. Fixed some edge cases with xeno hardstuns and similar stuff like warden's shotgun hardstuns and yeah.</li>
|
||||
<li class="rscadd">Security now has riot quarterstaves in their lethal shotgun locker.</li>
|
||||
<li class="tweak">Pushing is no longer free space movement.</li>
|
||||
<li class="tweak">You can now right click to point the tip of some sharp tipped weapons at people.</li>
|
||||
<li class="bugfix">compact defibs have 10k cells again</li>
|
||||
<li class="tweak">music max characters per line is now 150 instead of 50.</li>
|
||||
<li class="bugfix">storage no longer closes while being dragged</li>
|
||||
<li class="balance">disabler taser alt fire shots are faster and have a 14 tile range now</li>
|
||||
<li class="balance">HoS taser now only applies tased effect for 1 second and warden's pump action stun blaster no longer applies it at all.</li>
|
||||
<li class="balance">Nanite adrenals have been nerfed.</li>
|
||||
<li class="balance">Ninja stungloves nerfed 49 stamina to 25 (so they're basically just better than stunbatons).</li>
|
||||
<li class="tweak">Batons now also trigger disarm behavior in disarm intent and not just on right click.</li>
|
||||
<li class="refactor">combat mode/sprint/resisting lying down/attempting to crawl under all refactored, added combat/sprint mode lockouts, being locked out of combat mode no longer disables it and allows right click interactions etc etc</li>
|
||||
<li class="bugfix">hands free actions no longer check mobility and only consciousness.</li>
|
||||
<li class="rscadd">Minimaps, accessible via a button on OOC.</li>
|
||||
<li class="bugfix">unnecessary blindness post-unconsciouss has been fixed with a hack that's almost as garbage as the code that caused it in the first place.</li>
|
||||
<li class="bugfix">synthflesh and rezadone now take total amounts of both applied and existing reagents rather than only existing and only applied respectively.</li>
|
||||
<li class="balance">reverts bubblegum bloodling swarming.</li>
|
||||
<li class="balance">Beam rifles shot count 10 --> 5 and can no longer pierce. Also renders properly for reflections against blobs and some other things.</li>
|
||||
<li class="bugfix">being stunned no longer stops an ai from undeploying from a shell.</li>
|
||||
<li class="bugfix">beam rifles are less terrible code</li>
|
||||
<li class="code_imp">slowdown on items should now be set by set_slowdown().</li>
|
||||
<li class="bugfix">hypereutactic blades properly slow down their wielders when being used and vv-editing an item's slowdown will once again properly update someone's slowdown to take the new value into account.</li>
|
||||
<li class="balance">stunprods knockdown again.</li>
|
||||
</ul>
|
||||
<h3 class="author">monster860 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">You can now moan in soft crit</li>
|
||||
<li class="rscadd">Use Ctrl-Shift-direction key to shift your characters position. Use for ERP.</li>
|
||||
</ul>
|
||||
<h3 class="author">necromanceranne updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Ports New Sleeping Carp</li>
|
||||
<li class="refactor">Ports the martial arts refactors, which includes things like moving martial into the martial subfolder and renaming it _martial, and cleans up human_defense rising bass/sleeping carp exclusive code.</li>
|
||||
<li class="balance">Particle Defender is now a much more sane weapon.</li>
|
||||
<li class="balance">Tasers are no longer ignoring stimulants.</li>
|
||||
<li class="bugfix">Blood beam can't create harvesters out of mech pilots.</li>
|
||||
<li class="code_imp">Some minor fixes to fakedeath and a tg fix port.</li>
|
||||
<li class="bugfix">Bleeding out all your blood from getting love tapped by a toolbox.</li>
|
||||
<li class="bugfix">Diagnostic HUDSunglasses are better than ever!</li>
|
||||
<li class="bugfix">Sprite fixes I hope</li>
|
||||
<li class="balance">You can no longer acquire stun bullets in the .45 calibre. You can get the 30 damage version out of the autolathe instead.</li>
|
||||
<li class="balance">KITCHEN GUN (TM) is a lot stronger. Cleaning bullets are a whole 40 damage!</li>
|
||||
<li class="bugfix">Fixed turrets not allowing their guns to be recovered.</li>
|
||||
<li class="balance">Altered the plastitanium rapier from a perfect AP but weaker esword equivalent to a more unique sleep inducing melee weapon.</li>
|
||||
<li class="rscadd">Touched up all the relevant sprites.</li>
|
||||
<li class="balance">Nightvision goggles are nerfed all-round. Flashes have actual use against people using nightvision, as do flashbangs.</li>
|
||||
<li class="balance">Syndicate nuclear agents get to live peacefully knowing their eyes are well protected by their special night vision goggles. Spider clan also get these goggles.</li>
|
||||
</ul>
|
||||
<h3 class="author">raspyosu updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">some flavor text for lunge, cloak</li>
|
||||
<li class="tweak">mesmerize, cloak functionality/requirements</li>
|
||||
<li class="balance">mesmerize, lunge, cloak</li>
|
||||
<li class="soundadd">lunge telegraph sound</li>
|
||||
<li class="spellcheck">mesmerized status icon flavor text</li>
|
||||
<li class="bugfix">cloak sometimes not restoring initial move intent</li>
|
||||
<li class="tweak">mesmerize (line of sight checking system and remove progress bar)</li>
|
||||
<li class="balance">nerf: lunge, mesmerize</li>
|
||||
</ul>
|
||||
<h3 class="author">spookydonut updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="code_imp">adds selective duplicate component mode</li>
|
||||
</ul>
|
||||
<h3 class="author">wesoda25 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="code_imp">You no longer hit fermenting barrels when taking reagents from them</li>
|
||||
</ul>
|
||||
<h3 class="author">zeroisthebiggay updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">kilo shuttle less bad</li>
|
||||
<li class="rscadd">tauric contractor space suits</li>
|
||||
<li class="tweak">ghost hud and nv defaults on</li>
|
||||
<li class="bugfix">syndicate elite hardsuit helmet doesnt hide masks anymore</li>
|
||||
<li class="balance">syndicate contractor helmets are no longer secretly lead</li>
|
||||
<li class="rscadd">Space Fashion has discovered a new way to wear bandannas. With some simple minor adjustments and ties, bandannas can be made into fashionable neckerchiefs!</li>
|
||||
<li class="rscadd">Box Station has gotten a brand new brig. Go and check it out and discover all the quirky little soulbits.</li>
|
||||
<li class="bugfix">box brig miscellaneous issues</li>
|
||||
<li class="bugfix">box station hos office</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<b>GoonStation 13 Development Team</b>
|
||||
|
||||
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Reference in New Issue
Block a user