Commit Graph

2239 Commits

Author SHA1 Message Date
Emmett Gaines 33458640dc Add lints for "new" override prevention feature (#49672)
* Add lints for "new" override prevention feature

* bEsPoKe

* i'm an idiot

* arg index
2020-03-05 10:22:19 -05:00
LemonInTheDark 2e0a2257eb Makes the tesla gun more METAL (#49470)
* Adds fun

* Makes it hurt

* Makes mechs hit harder

* Removes stun
2020-02-29 17:28:42 +11:00
LemonInTheDark df9d859da8 Fixes tesla bugs, makes code better (#49260)
* Cleans shit up, adds some upper limits on zap count, makes explosions less commen. Need to fix apc issue before
I test how it plays

* Mood, buffs and nerfs tesla

* Cherry-Picking

* eyyo

* back to basics

* aight

* broooooooooooooooooo

* adds else

* range

* fixes shit

* Sure

* Cleans shit up

* Fixes prob issue

* Gee I like this spooky guy

* I swear to god if prob picks just makes a list I am gonna blow a gasket
2020-02-27 12:06:52 +01:00
spookydonut cea5360e4b Updates codedocs with links (#49497)
About The Pull Request

Updating the best written documentation with the new linking feature.
2020-02-25 08:17:45 +13:00
TheVekter bc44988ba2 [READY] R&D Rework: Splits anomaly cores into separate versions, modifies build paths (#49448)
* Splits anomaly cores into separate versions

* Converts the wormhole projector to require a bluespace core.

* Cleaned up a few lines

* Fixed small bug issues

* The gravity gun now requires a grav core. Increased weight of some anomalies.

* Enables high-intensity grav anomaly

* Fixing minor issues
2020-02-22 20:40:40 +01:00
spookydonut 6401ba5708 Merge pull request #49421 from ShizCalev/define-cleanup
Cleans up redundant math defines
2020-02-20 19:32:36 +08:00
ShizCalev f8ecffdebe Merge pull request #49245 from itseasytosee/Holster_timeishere
[READY] The holster overhaul is here.
2020-02-18 23:57:58 -05:00
ShizCalev 7209ac3c93 Removes unnessacary math defines 2020-02-17 23:09:09 -05:00
Unknown a98590dfff Slimes with belts? And clumsy people now shoot themselves 2020-02-17 17:40:34 -06:00
JJRcop a1392847bd Remove ismovableatom macro (#9) 2020-02-17 15:03:16 +01:00
itseasytosee 77e8fbcd32 Fix remaining wand of nothing locations (#49254)
Finishes #49240 which wasn't quite done.
2020-02-16 11:46:57 -08:00
itseasytosee 1b9e220fc4 Rasalgethi (#49256) 2020-02-10 20:00:57 +01:00
itseasytosee 31ffa4a2da Tastes like nothing (#49240) 2020-02-08 14:57:50 -05:00
Flint ad3115af02 Puners 2020-02-07 22:35:57 -06:00
nightred 49e08c89c3 Polymorph and robos work better (#49144)
* ai disconnect

* ok this one works
2020-02-04 07:28:21 +01:00
Emmett Gaines 2cf7728494 Removes the bitflag helpers (#49106) 2020-02-03 16:26:00 -05:00
vuonojenmustaturska 40657c9ccd removes a bunch of unused/bad helpers (#48969)
* a commit

* Update code/controllers/subsystem/persistence.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* Update code/__HELPERS/text.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* Update advance.dm

* Update security_officer.dm

* Update text.dm

* Update unsorted.dm

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2020-01-28 16:22:20 +01:00
AnturK b04934a0d1 Fixes runtimes & some cleanup (#48776)
* Keyless emote sanity.

* Camera bug runtime

* SM runtime

* Removes random <br>'s in atmos logs

* light spark runtime

* uranium splashing on walls runtime

* throwing clown with clown shoes runtime.

* beam rifle runtime

* Don't warn on mesageless keyless emotes.

* Fixup
2020-01-24 13:23:59 -05:00
nightred 5be9559eef Temperature projectiles respect insulation (#48912)
About The Pull Request

Guns, Spells, and mobs that use temperature based projectiles got an update so that the projectile must deal with insulation when applying temperature changes.
The more insulation you have the less body temperature change you will take.

This does not change how much damage you take from a projectile.

The projectiles have been updated from the temperature to be set as, to the amount of change they can do.
The old security temp gun would always set the body temp to 100 kelvin, now each shot tries to reduce your body temp by -50 kelvin before insulation. The reverse is also true for temp projectiles that heat you up.

This does mean that naked you will take more body temp loss, and in a hard suit you have almost no temp change. (hardsuits do protect you from space cold so this follows)

edit: this does not touch cryo sting, that uses frost oil.
Why It's Good For The Game

Better handling of temperature shots.
Insulation matters in combat.
Cold blooded creatures are better off with good insulation.
Changelog

🆑
balance: Temperature based projectiles respect insulation
/🆑
2020-01-23 13:21:25 +13:00
MrPerson 26093e5ac2 Further update_icon splitup (#48784)
* Further update_icon splitup

After this there'll be just under 100 old update_icon() calls that need fixing.

* Thanks Travis
2020-01-22 10:18:05 -05:00
MrPerson e22560a346 update_icon() improvements (#48669)
* update_icon() improvements

Fixes some update_icon() calls to properly call parent and use update_overlays() and update_icon_state().

The rest of obj/item fuck it

* Suggested fixes, also passes the linter

* I always forget . = ..() is faster than return ..() FOR SOME FUCKING REASON

* Actually this is better

* Signilzes datum/action to update its icon when its connected item does.
2020-01-11 23:46:43 -05:00
LemonInTheDark f4f8a686df Makes grounding rods consistent, changes the supermatters bolts a great deal. (#48472)
* Goof I will find you and I will berate you

holy hell

Calm and peaceful ahhhhh

I swear goofs pc failing was the biggest tragedy in gaming

Fixes some flags

More touchups

Now to squash

Goofs PC failing was the biggest tragady in GAMING

* Fixing some misspellings before the bee gets me

* GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

* Full vehicle support

* Changes some flags around, "fixes" some bugs, makes being shocked less insane

* Makes spliting more reasonable, unfucks some shitty tesla code I copypasta'd into the sm, godspeed shitcode,
none noticed you.

* Removes my tesla_ignore_1 fix, another pr is up that should solve things, so we're just leaving it in for now,
gonna have to deal with merge conflicts when it gets merged, but that won't be too bad

* tfw

* Nothing to see here folks

* I'm a boomer
2020-01-10 23:25:11 +11:00
ArcaneMusic bf2d1b82fd Adds a new BEPIS Major Reward, "Australicus Security Protocols" (#48600)
* The hero returns alive.

* Initial commit, boomerang batons and outback firing pins.

* Australicus is the lore in the game already, so #@$! it we'll pretend like #lore_general exists

* Name tweak.

* Fixes boomerang name, Inhands, accidently included a leftover sprite.
2020-01-10 23:17:17 +11:00
JMoldy f811603c85 Fixes wand recharge
Self-charging wands were able to hold one extra charge by allowing the recharge counter to increase indefinitely when the number of charges reached the maximum number of charges.
2020-01-03 02:31:10 -08:00
ShizCalev b988eddb3a Fixes firing pins not dropping when holding a gun (#48454)
* Fixes firing pins not dropping when holding a gun

* words

* fix
2019-12-31 09:23:34 -05:00
ShizCalev 9f532650b3 Pin removal recipe turned into proper tool_act. Has examine message informing you that you can do the thing. Now plays proper tool sounds. (#48461)
* Pin removal recipe turned into proper tool_act. Has examine message informing you that you can do the thing. Now plays proper tool sounds.

* fixed message
2019-12-31 09:18:33 -05:00
moo f92eb16161 Mining Skill is Now Exclusive To Dedicated Mining Tools, Not Weapons That Double As Mining Tools. (#48237)
* gimme ur rune pick

* changes XP scaling

* beep beep

* works on my machine, 150 hours

* fixes borgs bypassing xp restriction when using KA
2019-12-22 08:36:46 +01:00
AnturK 9dd3da4445 Batch of runtime fixes. (#48268)
* Abductor implant runtime

* Point blank knockback runtime + cleanup

* dog food begging runtime

* Malf power loop runtime

* Explosive gondola pod runtime.

* Plasma shard runtime and related.
2019-12-21 18:40:10 +01:00
skoglol 4a487ca803 Refactors language holder (#48106)
* Language holder refactor

* Ironed out bugs, testing

* adds sourced language, blocking list. more useful helpers.

* Replaced old usage

* Adresses requests

* Autodoc attempt #1

* Fixed monkeyize (again)

* Travis happy

* Language menu updated

* Final pass
2019-12-18 22:22:12 +01:00
AnturK 54f32f26ad Fixes few minor runtimes. (#48234)
* Fixes emagging stuff without user

* Fixes missing initalizes

* Fixes deconstructing for materials

* Fixes tracker bullets runtime.
2019-12-14 14:15:15 -05:00
Rob Bailey a90a158f4d Replaces some dumb usage of switch with simpler statements (#48138) 2019-12-07 11:38:17 -05:00
ShizCalev c30dcf7d61 Fixes gun overlays not updating when the cell is deleted (#48107)
Fixes gun overlays not updating when the cell is deleted
2019-12-05 00:40:17 -08:00
plapatin 6a85a99dff adds glockroaches (#47900)
About The Pull Request

Adds glockroaches, a cockroach with a fucking gun.
Currently only obtainable through gold core spawns/admin spawning.
They drop 0.9mm ammo casing, so you know when an assistant in maintenance was murdered by a cockroach.
there's honestly not much to say about this pr
image
Why It's Good For The Game

Are you really going to argue with that cockroach? He has a fucking GUN!
2019-12-01 12:17:40 +13:00
Ryll Ryll 85de1066f0 Freeze! Adds holding people up with guns. (#47677)
About The Pull Request

Attacking someone with a gun at point blank with grab intent will now hold them at gunpoint. This means you will automatically shoot the target if they move or attack, though they're still free to rummage around in their (or your, if you continue standing next to them) inventory, speak (including using radios), and throw things. The shooter may roam around a 3 tile box radius without breaking the hold-up, allowing them to reposition themselves, though breaking visibility will break the hold-up. In addition, if you're several tiles away and they make a break for it, they may be able to dodge the projectile. Tactical choices!


For the first 3 seconds after the hold-up, any triggered reaction shot will deal normal damage.
Between 3-10 seconds after, any triggered reaction shot will deal double damage.
After 10 seconds, the reaction shot will deal 2.5x damage.

The ramp-up is to give weapons with weaker per-shot damage like disablers, laser guns, and the .38 the ability to be useful for arrests and stick ups, without affecting combat balance too much. If you got someone you're trying to kill to hold still for 2 seconds at point blank range, you may as well just keep shooting them rather than fiddle with holding them up. If you're gonna resist, it's best to do it quickly!

Lastly, if the shooter is attacked and takes damage from anything, they have a chance to flinch and fire in reaction. This is a 50% chance, unless they're hit in the arm holding the gun, in which case it's an 80% chance.

Why It's Good For The Game

Adds in mechanical backing for taking people hostage or being able to arrest people with the threat of violence rather than actually carrying out that violence. Trying to take hostages or hold people up right now will just get you immediately shove spammed mid-"DROP $500 OR FAILRP" unless the other person feels like playing along. This makes cooperating or risking getting shot an actual choice, increasing mechanical depth while also adding more roleplay potential.

Also yes, the target cuffing themselves will not trigger the reaction shot, so holding someone up, backing up, and throwing cuffs at them is a valid move.
2019-11-28 21:30:52 +13:00
KomradeSpectre db878e848b Adds a new element, Self-Knockback. (#47938)
* Adds a new element, Self-Knockback.

* Squashes a potential edgecase runtime in projectile_selfknockback before it can even happen.

* Allows item_selfknockback to interact with dense turfs now.

* Made self-knockback utilize the Element Bespoke flag to allow custom force and speed values on attachment.

* fixes newline issue, adds a usage comment.

* fixes the newline issue in self-knockback for real this time, thanks TortoiseGit.

* i swear on god almighty if this doesn't fix the newline issue, i'll eat a shoe.

* Testing newline lint
2019-11-25 21:34:14 +00:00
ShizCalev a16b967582 Updates energy gun overlays and inhands (#47913) 2019-11-25 17:22:58 +01:00
ShizCalev 8ec0c72946 Fix some lasers never showing as empty (#47914) 2019-11-24 12:11:05 -08:00
Firecage 730fd6729b Adds several new back slot icons for guns, while also updating two existing ones. (#47898)
* 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.
2019-11-23 00:00:02 +01:00
nemvar c512c14fb7 Portals no longer use hascall. (#47889)
* Portals no longer use hascall.

* noop

* comment removals
2019-11-21 16:01:06 +00:00
Emmett Gaines 5481515dff Removes the non bitflag slot defines (#47742)
Removes the non bitflag slot defines
2019-11-17 17:52:11 -08:00
py01 1782d074a8 heavy guns require a non-disabled inactive hand (#47754) 2019-11-15 23:13:40 -05:00
Firecage aecaf54d9a Fixes the charge overlays for the m1911 pulse pistol, scatter shot laser rifle, and instakill rifles, and fixes the gunlight overlay of the mini energygun. (#47759)
* Fixes the overlays for the m1911 pulse pistol, scatter shot laser rifle, and instakill rifles.

* The mini flashlight overlay of mini energy guns now works properly.
2019-11-15 00:28:21 -08:00
carlarctg 86f1e5b0a1 fuck jannies (#47472) 2019-11-03 23:07:12 +01:00
81Denton 972ee79ffb Revive proc tweaks (#47522)
* Revive proc tweaks

* atomize PR

* Implements nemvar's suggestion
2019-11-03 01:30:22 -07:00
Shaps 06ce4cd5f9 bang bang she shot me (#47443) 2019-10-30 16:27:15 -07:00
oranges 58d8c248c8 Merge pull request #47388 from Rohesie/path
Variable definition path cleanup
2019-10-26 21:20:24 +13:00
py01 67b522fe0e increases disabler spread (#47233)
Current dual wielded disablers/lasers have very little spread, and 1-2 shots shoot straight enough to hit the tile you are clicking on at range 7 a majority of the time, which is pretty high.

With the new spread their effective range in now smaller, around 3-4 tiles.

Spread unchanged for dual wielding on the other acquirable guns.

cl
balance: Increased spread on dual wielded energy weapons.
/cl
2019-10-26 20:57:29 +13:00
L 42873d424e Cleanup 2019-10-25 04:26:09 -03:00
81Denton 6b1161ecd9 Cleans up revive related procs (#47025)
* Cleans up revive related procs

* h

* fuck

* Fixes proc arguments

* Further fixes

* Unfucks line endings
2019-10-22 15:16:13 -07:00
spessbandit e3d1e5c53e ghosts can't use monitors; dextrous animals can climb crates; fixes atrocious spelling (#47262) 2019-10-22 04:37:35 -07:00