cl Floyd / Qustinnus
tweak: Bonechill now actually chills you
tweak: Bonechill lasts 2 seconds longer
tweak: RESIST_COLD is checked before bonechill is applied
fix: Changes makeshift vests' name to durathread vest
fix: Cardboard golem can now reproduce himself.
fix: The durathread golem now needs cloth instead of strands
/cl
cl
balance: neurotoxin doesnt insta stun but gives you limb paralysis overtime and heart attacks if it stays in for too long and it is also alcholic
/cl
cl actioninja\memager
refactor: Ballistic guns have been almost entirely reworked from a backend side. This primarily focused on moving as much as possible into the base ballistic gun and turning as many other guns into essentially varedits as possible.
add: Guns can now be racked. This is the default action unless the magazine is empty.
add: Guns now can have the magazine removed by clicking on them with an open hand while they are in hand.
tweak: Suppressors are now removed by alt clicking instead of clicking with an open hand
add: Guns now have various bolt types that all function a bit differently. Open bolts cannot have a bullet chambered with no mag, locking bolts lock back after running out of ammo, etc.
add: All ballistic gun sounds are controlled by variables instead of hardcoded usages.
tweak: The l6 LMG has a reworked control scheme. alt + click to open and close the cover, open hand to remove mag, place mag in by slapping them together, default action is rack.
tweak: Functionality that used to be snowflake code such as tactical reloads has been moved to the base gun, and can be toggled by variables.
refactor: All shotguns are now properly subpaths of the shotgun type. They still work the same.
imagedel: Gun sprites have been almost entirely overhauled to use overlays instead of states. This collapsed the L6 sprite from 20 sprites to 9 sprites to give an example.
soundadd: Remixed versions of the shotgun and base gun firesound
soundadd: New rifle firesound for l6 and moist nugget, new SMG fire sound, new sniper fire sound.
soundadd: Lots of new weapon operation sounds such as racking and bolts and the like.
imageadd: New sprites for the Riot Shotgun, Combat Shotgun, c20r, Deagle, m90, double barrel shotgun and 1911 by Memager.
imageadd: All gun sprites that were pointing to the left have been flipped to point to the right.
balance: Shotguns now can be pumped faster.
balance: Bulldog can now be tac reloaded
balance: Sawn off shotguns now have an accuracy penalty and recoil
/cl
Idea and instructions by @Razharas, many thanks.
This PR only implements the framework required to catalog as well as play the sounds. Their to_chat text, and icons (if any) are not included, are to be pushed in a separate PR.
This PR does not remove the old playsound_local system, it is kept for the sake of not necessitating a direct changeover of every single playsound in the code, which will surely cause a lot of merge conflicts. It does however, replace bike horns' and toy nukes' means of playback to this datum, purely as proof of concept.
Playsound_local may remain in the code to support playback of admin-uploaded sounds that do not have an inherent datum. Playsound will likely be renamed to something else in the next PR to reflect its new, more universal function. We will see.
New process for adding sounds:
Create a new datum/outputs subtype.
If you wish, write down some supporting text; this gives further meaning to the sound.
Add multiple sounds to the sounds list, and weight them as you wish. (New)
Add a sound icon if you wish, it defaults to a generic sound circle anyways though.
playsound(/datum/outputs/new_subtype, receiver), and it will deliver, icon, sound, and text to the receiver.
Maintaining implication is that from now on playsound should only be processing datum/outputs
This pr intends to gut to_chats that are added alongside playsounds in the code.
This pr eliminates the need to initialize sounds in a list so that you can weight them or have the game play them randomly from the list.
Sound Rings
Currently, only mobs with the audiolocation var may view them. Sound icons have an alpha that depends on the volume of the sound, louder sounds create a more opaque image
Sound rings are completely modular and may be changed to any image.
In addition to renaming playsound to reflect its new function. I intend to give blind people sound icons at the cost of their small view, but that is for another PR.
cl Basilman
refactor: refactored how sounds are stored and played
add: Added sound rings and supporting text
/cl
There is now a bitflag that controls all the ways a species can be
selected from the different methods of changing species, xeno spawn,
pride mirror, magic mirror etc.
The soviet and capitalist golems are no longer selectable from the pride
or magic mirrors (just the badmin one)
interesting thing I found, androids and synths (including military
synth) are acheivable via xeno extracts!
* Adds an inhand for package wrapped parcels.
* Moves the package inhand sprite code to the proper location.
* Removes a redundancy with the small package in-hand code.
* Capped slowdown to 1 for applying speed potion to vehicles.
* Update xenobiology.dm
Modified the movement delay to match the config on the servers.
* Update xenobiology.dm
Adjusted back to 1.0
* Update xenobiology.dm
* Update xenobiology.dm
Speed potions applied to vehicles now make them 15% faster than a normal running person, unless that vehicle was already faster than a running person.
* Update xenobiology.dm
Now with correct numbers.
* Update xenobiology.dm
Updated to pull from the config's vehicle speed.
* Update code/modules/research/xenobiology/xenobiology.dm
Co-Authored-By: Hathkar <30916002+Hathkar@users.noreply.github.com>
* Update code/modules/research/xenobiology/xenobiology.dm
Co-Authored-By: Hathkar <30916002+Hathkar@users.noreply.github.com>
* Traumas are copied when a person is cloned
🆑 coiax
add: When a person is cloned, any mental traumas are cloned as well.
/🆑
If the cloner is going to recreate your delicate personality, it's going
to have to recreate anything wrong with your brain as well. After all,
where does one greytider's legitimate fear of security end, and another
one's irrational fear begin?
Essentially, traumas could be easily gotten rid of by cloning, or death
would rob a person of a rare positive trauma. Now you're stuck with them
until you get rid of them.
* Suggested changes
* disables the MMB exploit
* Adds a config option to set a minimum build, with the recommended minimum build for 512 users being 1421
* readds the post-block detection, and changes MMB -> Middle Mouse Button
* Makes it the standard, I guess
Co-Authored-By: nichlas0010 <nichlas00100@gmail.com>
* Update client_procs.dm
Cuts something that should be there
hardens pp
largens pp further
maximiezes pp
fixes code
Auto stash before merge of "forth-times-the-yeah" and "BuffEngineering/forth-times-the-yeah"
Adds Initialize()
First Draft
Mostly works
Removes redundant code, adds other colors, adds to CE locker
oops forgot to
hardens pp
maximiezes pp
Adds Initialize()
Auto stash before merge of "forth-times-the-yeah" and "BuffEngineering/forth-times-the-yeah"
oops forgot to
Attempts to balance the hardhat, adds to EngiDrobe
Removes unnecessary code and sprite, adds necessary sprite
How can commas be real if our eyes aren't real
Fixes bad slash
Fixes runtime
Optimizes code after runtime fix
Removes redundant code
Fixes 3/4
*scream
Makes visor coverage consistent with new sprites
Actually fixes the issue
samus? its an honor
Makes requested changes
Doesn't delete welding hardhat sprites
* Mime-related Tweaks
Improves upon the standard beret sprite, aswell as the rest.
Changes the sprite of the french beret to the classic maroon colour, matching the mime's suspenders.
Remove's the mime's pocket protector as it's either rarely used do to the lipstick being nearly useless to mimes, since they spawn with a mask or alternatively, removed.
* Removes the standard beret from the standard costume crate.
* does the thing - please work
* adds it to the locker
* remove var/datum
Co-Authored-By: VileBeggar <edmir995@gmail.com>
* Update code/modules/clothing/head/jobs.dm
adds space
Co-Authored-By: VileBeggar <edmir995@gmail.com>
* adds denton's review suggestion
it's a webedit but i tested it and it worked
* makes it a bit less annoying
* grammar fix
it takes way too long to get a crusher trophy as is, and it kinda makes crushers pointless. so i increased the drop chance to about 1 in 4 instead of 1 in 20. also, first PR, yay.
Mime stuff silences the mime now
cl
tweak: The nothing, silencer, and blank paper beverages now apply a mute on the mime for their duration (and a bit after).
cl
If you want to heal as a mime, you should not be allowed to speak. By extension things such as mime burgers will have this effect given the fact that they have nothing inside them (the reagent).
🆑 coiax
code: Jobe code has been moved into seperate files. There should be no
change in behaviour.
/🆑
Every time I've ever gone into job code, this has annoyed me so much.
Some jobs have seperate files, some do not. So I put them in seperate
files, which I thought was a simple job. I removed some comments in the
process.
But it turns out the display order on the job preference screen was
literally determined by the ordering of the datums in the source files.
So I needed to add a way to order it. Now you can reorder the jobs by
changing the values of the defines.