Files
GS13NG/code/__DEFINES/construction.dm
KathrinBailey 862ed61b86 [Ready] Improvised Weapons Update: Part 2 (#12386)
* Improvised Weapons Part 1: Shotgun & Rifle

Adds new sprites for ammo, the improvised rifle, the improvised shotgun. Adds a hand saw. Adds things to the crafting menu. Adds things to the autolathe menu.

* PR not yet ready - just cleaning issues.

Just trying to remark some of the issues resolved so I can see where I'm at a bit easier.

* Reverting changes to shotgun ammo names in the autolathe.

No point calling it 12G when there's no 20G anymore.

* Weapon weight + sprite improvements.

Makes sprites for gun parts bulkier with a low alpha pixel outline to make them easier to click on. They also look a bit closer to what their final product will be.

* oops forgot the "

* Revert "Merge branch 'master' into Improvised-Part-1"

This reverts commit 1e43d228d1bc35b0582244ed0bd91934573b3cdd, reversing
changes made to 207e9fccd4e8cffbe9ed26401a6f516fc44245dd.

* Revert "Revert "Merge branch 'master' into Improvised-Part-1""

This reverts commit 22d421d010c4a4c5c5e26f49fe6bffcf6198df42.

* My Github or environment isn't flipping out. no more.

Derp. Also projectile damage modifier fixed. I can actually compile without hundreds of errors.

* Made small weapon parts have w_class small.

I was testing it out and seeing the trigger assembly take so much space in my inventory seemed really odd.

* Duplicate definition refused.

Hurrdurr I suck.
Glad I gave this a quick look-voer.
Shotgun description edited to reflect the 0.8x damage modifier.

* Resolved tools.dmi merge conflict.

Just took the dmi from master and put the new sprites on at the end.

* DNM - Trying to see why usptream tools.dmi with my stuff added on the end is conflicting.

* Please don't conflict

* All of the stuff.

Fixes missing saw icons.
Improvised pistol, laser.
New weapon parts.
Part loot tables.
Ammo loot tables.
32acp ammo type + box.
Crafting changes.

* Fixing Travis errors + Pistol requires 1 plastic sheet

* Conflcits step 1 DNM

Do not merge do not merge do not merge

* Merge conflicts part 2 give mergies 🔪

fixes merge conflicts.
I like to upload a no changes file first then put stuff back on because it helps me find out what's having a fit.

* Plastic cost upped to 15 from 1 on pistol. You also need 1 plasteel.

3 plasteel total needed

* Made shotgun 2h because it's the only way to fix the issues this thing has.

Also the damage has been increased from 0.8* to 0.9* raising slugs from three shots to softcrit to two since it's now two-handed.

* mistake fixed

* Sprite updates!

New sprites for the old guns! <3

* Cleaned up guncrafting.dm

Made the descriptions more generic in case people add new weapons using these parts.

* Made more appropriate weight classes.

A lens shouldn't be weight class medium nor should the pistol grip.
Lens made tiny, grip made small.

* Adds rifle sling and updates backpack slot slung gun sprites.

Also fixes the description to say that you can't fire the 12G shotgun with one hand because ow owiee my wrists.
2020-06-12 13:38:27 -07:00

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/*ALL DEFINES RELATED TO CONSTRUCTION, CONSTRUCTING THINGS, OR CONSTRUCTED OBJECTS GO HERE*/
//Defines for construction states
//girder construction states
#define GIRDER_NORMAL 0
#define GIRDER_REINF_STRUTS 1
#define GIRDER_REINF 2
#define GIRDER_DISPLACED 3
#define GIRDER_DISASSEMBLED 4
//rwall construction states
#define INTACT 0
#define SUPPORT_LINES 1
#define COVER 2
#define CUT_COVER 3
#define ANCHOR_BOLTS 4
#define SUPPORT_RODS 5
#define SHEATH 6
//window construction states
#define WINDOW_OUT_OF_FRAME 0
#define WINDOW_IN_FRAME 1
#define WINDOW_SCREWED_TO_FRAME 2
//airlock assembly construction states
#define AIRLOCK_ASSEMBLY_NEEDS_WIRES 0
#define AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS 1
#define AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER 2
//default_unfasten_wrench() return defines
#define CANT_UNFASTEN 0
#define FAILED_UNFASTEN 1
#define SUCCESSFUL_UNFASTEN 2
//ai core defines
#define EMPTY_CORE 0
#define CIRCUIT_CORE 1
#define SCREWED_CORE 2
#define CABLED_CORE 3
#define GLASS_CORE 4
#define AI_READY_CORE 5
//Construction defines for the pinion airlock
#define GEAR_SECURE 1
#define GEAR_LOOSE 2
//floodlights because apparently we use defines now
#define FLOODLIGHT_NEEDS_WIRES 0
#define FLOODLIGHT_NEEDS_LIGHTS 1
#define FLOODLIGHT_NEEDS_SECURING 2
#define FLOODLIGHT_NEEDS_WRENCHING 3
//other construction-related things
//windows affected by Nar'Sie turn this color.
#define NARSIE_WINDOW_COLOUR "#7D1919"
//let's just pretend fulltile windows being children of border windows is fine
#define FULLTILE_WINDOW_DIR NORTHEAST
//The maximum size of a stack object.
#define MAX_STACK_SIZE 50
//maximum amount of cable in a coil
#define MAXCOIL 30
//tablecrafting defines
#define CAT_NONE ""
#define CAT_WEAPONRY "Weaponry"
#define CAT_WEAPON "Ranged Weapons"
#define CAT_MELEE "Melee Weapons"
#define CAT_OTHER "Misc"
#define CAT_AMMO "Ammunition"
#define CAT_PARTS "Weapon Parts"
#define CAT_ROBOT "Robots"
#define CAT_MISC "Misc"
#define CAT_MISCELLANEOUS "Miscellaneous"
#define CAT_TOOL "Tools & Storage"
#define CAT_FURNITURE "Furniture"
#define CAT_PRIMAL "Tribal"
#define CAT_CLOTHING "Clothing"
#define CAT_FOOD "Foods"
#define CAT_BREAD "Breads"
#define CAT_BURGER "Burgers"
#define CAT_CAKE "Cakes"
#define CAT_DONUT "Donuts"
#define CAT_EGG "Egg-Based Food"
#define CAT_MEAT "Meats"
#define CAT_MEXICAN "Mexican"
#define CAT_MISCFOOD "Misc. Food"
#define CAT_PASTRY "Pastries"
#define CAT_PIE "Pies & Sweets"
#define CAT_PIZZA "Pizzas"
#define CAT_SALAD "Salads"
#define CAT_SEAFOOD "Seafood"
#define CAT_SANDWICH "Sandwiches"
#define CAT_SOUP "Soups"
#define CAT_SPAGHETTI "Spaghettis"
#define CAT_ICE "Frozen"
#define RCD_FLOORWALL 1
#define RCD_AIRLOCK 2
#define RCD_DECONSTRUCT 3
#define RCD_WINDOWGRILLE 4
#define RCD_MACHINE 8
#define RCD_COMPUTER 16
#define RCD_UPGRADE_FRAMES 1
#define RCD_UPGRADE_SIMPLE_CIRCUITS 2
//Electrochromatic window defines.
#define NOT_ELECTROCHROMATIC 0
#define ELECTROCHROMATIC_OFF 1
#define ELECTROCHROMATIC_DIMMED 2