* Adds back sprites for the Particle Acceleration Rifle, and updates the back sprites for the combat and riot shotguns.
* Adds adds a back slot icon for compact combat shotguns.
* Adds a back slot icon for the surplus rifle.
* Adds back slot icon for the Mosin Nagant and allows it to be worn on the back.
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)
this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.
also applies materials to everything, with fixes, which can close#46299
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
* 1/4 done? maybe?
* more
* stuff
* incremental stuff
* stuff
* stuff & things
* mostly done but not yet
* stuffing
* stuffing 2: electric boogaloo
* Git Commit and the Kingdom of the Crystal Skull
* make it actually compile
* found more stuff
* fixes
* fix AI laws appearing out of order
* fix windows
* should be the remaining stuff
* this time for real
* i guess it should compile too
* fix sechuds
* Bandaid fixes for bugs with reflectors projectiles and plasma cutters
* * Fixed bouncing piercing projectiles on qdel
* Fixed projectiles reflection not working
* Fixed heavy beam pulses not penetrating
* Changed numerous projectiles procs to use the new BULLET_ACT_* format
* Final conversions to new BULLET_ACT_* format
cl coiax
fix: Dead monkeys now produce miasma.
/cl
Previously any time there was a dead monkey, it would constantly runtime with incompatible component warnings.
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
* converts to using key instead of ckey for user facing logs and ui
* more key_name for airlock wires
* futureproofing check for if key changes
* --onlyckeymatch script argument and fail/success counter
* fix
cl
experimental: Hitscanning tracers now have lighting effects
experimental: Projectile pathing has been changed - instead of moving to a turf 32 pixels forward using byond's built in step_towards() proc, it now increments 2 pixel 16 times (subject to change). While this will increase the processing overhead, this will more or less eliminate cases of "projectiles clipping past corners in some angles but not others".
This is in preparation for step_x support as the default behavior for these procs is necessary for proper functionality.
turf/Enter and atom/movable/Move default code got rewritten to replicate default byond functionality with minor changes.
* adds signal and modifies each call of afterattack to call it's inherited proc
* uses new macro for sendsignal()
* map fuck
* skip precommithooks
* combine and negate 2 ifs
rscadd: Blast cannons have been fixed and are now available for purchase by traitorous scientists for a low low price of 14TC.
rscadd: Blast cannons take the explosive power of a TTV bomb and ejects a linear projectile that will apply what the bomb would do to a certain tile at that distance to that tile. However, this will not cause breaches, or gib mobs, unless the gods (admins) so will it.
experimental: Blast cannons do not respect maxcap. (Unless the admins so will it.)
The component is initialized with any combination of three flags, EMP_PROTECT_SELF protects against effects that target the object itself, EMP_PROTECT_WIRES protects against wires being messed with similar to the NO_EMP_WIRES_1 flag which this PR removes, EMP_PROTECT_CONTENTS protects against things that are inside the object like organs, internal "non-virtual" power cells and the like
This enables (but doesn't introduce) new mechanics such as adding EMP shielding at runtime to any atom, or taking it away.
add: Fusion is back
add: Fusion now happens with large quantities of hot plasma and CO2, consuming all the plasma rapidly and producing large amounts of energy. Other gases can also effect the performance of the reaction.
add: Fusion now produces radiation. Be careful around reactors.
fix: fixes fusion dividing by zero and destroying everything
code: Gas reactions now have access to where they are occurring
fix: Prevents some other reactions from producing matter from nothing
fix: makes dragnet non harmful
tweak: pacifists can now use any disabler or stun setting on any energy gun
code: removed all of the pacifism check code from code/modules/mob/living/living.dm
code: gun objects no longer have a harmful variable, instead, ammo_casing objects now have a harmful variable, which is by default set to TRUE
code: if a pacifist fires a gun, it checks whether or not the round chambered is lethal, instead of whether or not the gun itself is lethal.
Adds spell cards. They're a wizard spell that shoots a burst of 5 semi-accurate homing cards.
Projectiles now have a homing framework, complete with some variant of simulated inaccuracy.
The said wizard spell will make use of a new mob component, that allows that mob to select targets by moving their cursor near them. It will give a visual and lock onto the nearest mob to the cursor, allowing the homing projectiles to target on the locked on mob/object.
Removes colliding variable from projectiles - We never used it after Bump was refactored to Collide.
Images soon when I get the lockon datum-components to work.