Commit Graph

2103 Commits

Author SHA1 Message Date
Emmett Gaines c3f95024b2 Gets rid of the GetComponent macros (#44220)
* Removes the GetComponent macros

* Regex replacement for GET_COMPONENT

Search: `GET_COMPONENT\( *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = GetComponent($2)`

* Regex replacement for GET_COMPONENT_FROM

Search: `GET_COMPONENT_FROM\( *(.+?) *, *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = $3.GetComponent($2)`
2019-06-04 17:39:58 +02:00
ShizCalev 30fd6ddeac Merge pull request #44280 from kingofkosmos/spanendingfixes
Adds missing </span>'s.
2019-06-04 05:50:50 -04:00
4dplanner 15825997b8 Stamina changes [TMC] (#43966)
About The Pull Request

Stamina damage no longer stacks with regular damage.
Stamina regen is paused for 10 seconds every time you take stamina damage
Stamina damage is purged if stamina regen resumes after you enter stamcrit

changes to make this work:
disablers knocked down to 30
punch damage changed to full raw, 1.5x stamina.
flesh-eating symptom deals 2x stamina damage
CQC unchanged
Bostaff manually stacks
Energised jelly blob deals full stamina damage
Pressurised slime blob deals full stamina damage
Blood boil deals 1.5x stamina damage to servants of ratvar (why do I bother?)
Revenant blight now deals 20 stamina damage
Space carp no longer deal stamina damage, but deal 20 brute.
Enchanted bullets deal 20 brute damage
Beanbags reduced to 55 stamina damage
Rubbershot damage untouched
Ebow stamina damage increased to 60

bone hurting juice deals 7.5 stamina damage per tick, down from 15
Why It's Good For The Game

Stamina damage not stacking with regular damage is meant to make disablers less good as a weapon for all-out firefights, but remain good for arresting criminals as a sec squad.

The stamina regen pause allows for chemicals that deal stamina damage to be effective even if they don't only target one body part (as in #43924), and gets rid of the counterintuitive speedy regeneration if multiple bodyparts are damaged. It also makes stamina damage calculations more straightforward - currently 4 damage/tick to the chest is really 1, and adding 25% more damage to the chem deals 100% more damage per tick.

The stamina purge is to make stamcrit less of a confirmed win - several times as sec officer I've succumbed to poison, run out of charge, etc only for the rest of sec to arrive before the perp awakes from his 3 hour sleep. Stamina damage is fully purged to make keeping someone down require more attention, since under the current system even if they somehow get up they'll be so slow it'll be trivial to put them down again. Basically, makes handcuffs more useful again.
Changelog

cl
add: stamina damage now pauses natural stamina regen for 10 seconds
add: stamina regenerates fully when it can.
balance: disabler damage reduced
tweak: stamina damage no longer stacks with normal damage for the purposes of damage slowdown and crit
balance: many sources of stamina damage have been adjusted, check PR for details
/cl
2019-06-03 11:16:56 +12:00
Whoneedspacee 03f7432511 New RPGLoot Affixes + Component Additions (#44188)
* knockback component can now be reversed, has projectile and gun handling, and hostile simplemob handling

adds signals for hostile mobs attacking, altering projectiles before firing, and for when projectiles successfully hit their target

moves knockback handling to a general proc

adds ishelpers for guns and projectiles

* no more weird projectile handling it can just not apply the effect if the component somehow goes away

lifesteal actually works now instead of being a blank file, applies a flat healing effect when you hit something

* fixes up comsig stuff

adds new components to the fantasy prefix and suffix

knockback now handles throwing anchored objects

lifesteal now properly heals the target with projectiel weapons

adds summoning component to handle mob summoning with item attacking and such

adds fired_from variable to handle what a projectile was fired_from, firer would be the mob that fired and fired_from would be the gun, in the case of an autoturret, fired_from and firer would be the same

adds shrapnel component, fires projectiles around a fired projectile when it hits

adds igniter component to set attacked mobs on fire

* no more shrapnel on items that can't use it

summoning items now summon at least one mob maximum

adds specific weighted projectile types for shrapnel to prevent broken options being picked

removes the reverse var from knockback component and instead just handles negative thrown turf
2019-06-03 11:00:12 +12:00
kingofkosmos 1bf60bbe06 Adds missing </span>'s. 2019-06-02 21:29:14 +03:00
vuonojenmustaturska 6a106bc877 Remove reagent ids and use typepaths where applicable (#44166)
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
2019-05-31 21:57:26 +12:00
Akrilla 2d32be1904 Small storage refactor and examine change (#44109)
* Removes repeated line

* Description change for clothing items that can only store specific items

* Get all children of can_hold listed items.

* can_hold only needs the top most item, child items are dealt automatically

* cant_hold related change

* Text change

* Moves the item check to the line above, and removes the current.

* Same changes, but to belt/wallet code.

* Change to using signals instead

* Generic signal on datum/topic

* Cache typecache, and small signal change

* Small argument tweaks and remove unneeded lists

* Change to proc

* Change call can_holds/cant_holds to use new proc

* initial, and cleaned up display code

* Null check
2019-05-30 14:20:29 -04:00
Ghom 17b3091867 Merges tinfoil (hat) protection into the anti_magic component. Implements it on Hivemind gamemode and telepathy. (#43978)
About The Pull Request

Was fairly shocked to find out hiveminds never took tinfoil hat protection in account, so decided to implement the factor in the game mode. Might have overdone it and probably erroneously changed a couple logics while getting rid of some really indented passages that could easily early return.
So what's said on the tin, this is lot more preferable than clunky is_type() checks on headwear anyway.
Also expanded tinfoil protection to hivemind and (non-revenant) telepathy.
Why It's Good For The Game

Let us remember the "purpose" of tinfoil hats.
Changelog

cl
code: Merged tinfoil hat kind of protection into the anti_magic component.
add: Tinfoil hats can also be warped up from excessive dampening of mindray/though control/psicotronic anomalies, or by simply being microwaved in an oven, and become useless.
add: Immortality Talisman and Paranormal Hardsuit helmets now come with tinfoil protection too (minus the paranoia and limited charges).
balance: Rebalanced many hivemind effects to be dampened/delayed by tinfoil shielding. Bruteforced Assimilate Vessel, One mind and Awake Vessel abilities will consume more tinfoil charges compared to others.
balance: Genetics/Slime/Alien Telepathy and Slime Link are now stopped by tinfoil protection.
/cl
2019-05-30 20:29:30 +12:00
vuonojenmustaturska 2219250476 remove /client/mousemove 2019-05-23 22:28:01 +03:00
vuonojenmustaturska fb45b7a017 Turns trait accessors into defines, fixes some bugs (#43820)
It's free performance.
2019-05-06 19:44:05 -04:00
oranges bd9afd78a5 Guns no longer try to destroy null variables (#43771) 2019-05-06 09:09:02 +02:00
as334 aad48392d8 Adds a new minor gas reaction. (#43362)
* Adds Stimulum+Pluoxium radball firing reaction.
Lowers Nitryl formation heat requirement.
Cleans out fusion test canisters.

* Removes forgotten debug message

* Adds a clamp
2019-05-02 12:00:41 +12:00
AnturK e87dc0a919 Adds dueling pistols. (#43489)
* Adds dueling pistols.

* Adds sprites by @MrDoomBringer

* Ok

Co-Authored-By: AnturK <AnturK@users.noreply.github.com>
2019-04-30 11:06:48 -04:00
Rob Bailey 3caaabfd11 [s] Fixes an exploit involving tactical reloading (#43664)
* typo

* better logic
2019-04-23 11:29:58 -04:00
Tlaltecuhtli 1dafc07331 Removes 1-shot Stamstuns From Shotgun Ammos (#43572)
* \

* beanbag
2019-04-23 10:59:12 -04:00
tralezab 203befb2e0 Fix ghosts being teleported by magic (#43636) 2019-04-16 21:06:16 -07:00
Tad Hardesty b992620011 Fix runtime when setting up a sec character before atoms initialize (#43527) 2019-04-08 15:54:06 -04:00
ShizCalev a0652c3700 Enable tac reloads for most ballistic weapons (#43466) 2019-04-04 23:51:58 -07:00
Tlaltecuhtli 05d9b6056c fixes large ebows insane dmg (#43446) 2019-04-03 10:36:10 -04:00
ShizCalev 27c66097c6 Fixes locker bolts moving mobs not valid for insertion into lockers. (#43439) 2019-04-02 16:10:58 -04:00
zxaber 3fdd7746ef Deflection tweaks with the MK-I Ripley in mind (#43304)
* (deriuqer) yrammuS

* Also this

* Guess I'll do it this way, then

* You can hit the arms now, too

* Update code/game/mecha/mecha.dm

requested by ShizCalev, committed by Zxaber

Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>

* Update mecha.dm

* commited a comment
2019-04-02 20:59:57 +02:00
moo 596d57cb6f Refactored magic guns to use process_fire() for checks (#43432)
This was previously using afterattack()
2019-04-02 14:00:02 -04:00
WJohn b8c032f7c0 New 357 Revolver Sprites (#43438) 2019-04-02 01:34:59 -04:00
pireamaineach 7c821fc1fa Make the .45 magazine actually update per round. (#43433)
Makes the .45 magazine actually update per round rather than just showing
full or empty.
2019-04-01 16:14:41 -07:00
Brett Williams b14809f889 Refactored magic guns to use process_fire() for checks
This was previously using afterattack()
2019-03-31 20:29:59 -03:00
pireamaineach 617880080c [NOT FUCKED ANYMORE] Numerous detective related changes. (#43317)
Numerous detective related changes.
2019-03-29 13:23:38 -04:00
tralezab b64692f402 Fix incorrect description on miniature e-gun (#43322)
the mini e-gun says its two settings is stun and kill. this is false
2019-03-25 23:39:01 -07:00
ShizCalev eb03cba5f6 Fix runtime when firing a gun with the magazine removed (#43176) 2019-03-19 23:18:40 -07:00
ShizCalev dd90023114 Fix alpha somatoray runtime when shooting podpeople (#43177)
randmut() had no params which was causing a runtime. Looking into it further,
this looks to have just been left-over code, since it's all duplicated in
species/on_hit for them anyway.
2019-03-19 23:14:04 -07:00
ShizCalev f597a77c5d Fixes wabbajack runtime 2019-03-18 16:33:41 -04:00
Rob Bailey 43f4b89ab5 [READY] Open bolt weapons eating bullets fix (#42948)
About The Pull Request

Fixes #42926
Why It's Good For The Game

Fixes broken shit

No CL, this was pretty hard to notice unless you were intentionally pulling the mag out and putting it in for some reason.
2019-03-17 23:21:07 +13:00
ShizCalev a26ffb2040 Fixes wormhole projectors for pacifists (#43096)
* Fixes wormhole projectors and gravity manipulators for pacifists

* code cleanup

* didn't mean to push that!

* removes gravgun

* Update code/modules/projectiles/ammunition/energy/portal.dm

Co-Authored-By: ShizCalev <ShizCalev@users.noreply.github.com>
2019-03-14 15:28:03 -04:00
ShizCalev e47b0f3bdf Fixes guns clicking while trying to suicide (#43092) 2019-03-12 16:04:01 -04:00
tralezab 9e4856d55d [READY] dilutes the staff of chaos pool with some more bolts (#42719)
* staves

* projectiles

* sapped event

* last of the staves (need to sprite and get sounds)

* last of the projectiles

* Squash is a single-use plant in Plants vs. Zombies and returns as a premium plant in Plants vs. Zombies 2.

* removes staff of cooperation, adds fly magic status effect

* a couple things with flight + tweaks

* removes old bolts/staves, finishes and adds parts of the new set

* fixes

* fetching + flying fixes, added chill and wipe

* and done

* cobblestone's review
2019-03-08 08:24:57 -05:00
Rob Bailey ee33e9c6a8 [READY] The war on stun based combat, Phase I: Fuck ranged stuns (#42930)
Nukes the hybrid taser from orbit. Everywhere that spawned it now provides a disabler instead. Standard sec issue? Disabler. Armory? Disabler rack.
Want something with more punch? Beg the warden for a shotgun or an energy gun.
The hybrid taser itself has not been removed from the codebase.
Also removes the stun from the advanced energy gun so it doesn't just become the late game secret powerhouse.
Hoslaser keeps it, but only gets three shots instead of five.
The ebow has been COMPLETELY RUINED as well. See the changelog for details I'm too lazy to copypaste.
Why It's Good For The Game

Fuck stun based combat.
Sec still have their stunbatons, collapsible batons still exist, pepperspray still exists, flashbangs still exist. but now any fight involving sec or anyone who has robusted a sec officer will be less ranged instastun bullshittery.
Changelog

cl
balance: New NT regulations have replaced the standard issue hybrid taser with a pure disabler.
balance: Also fuck the stun mode on the advanced energy gun who thought that was a good idea.
balance: The hos's laser can only fire three taser shots instead of five.
balance: Energy crossbows have been reworked. They no longer paralyze, but instead heavily blur vision, apply a huge burst of stamina damage, and knock you on your ass for one second. Two shots is enough to down someone from stamina crit on both the mini and large versions. The blur lasts for 10 seconds.
balance: The price of the mini ebow has been reduced to 10TC to compensate for this weaker effect.
tweak: The ED-209 is now built with a DRAGnet and fires netshot instead of taser bolts.
balance: Stunshells can no longer be produced in any lathe.
balance: The "pacifier" mech taser can no longer be built.
/cl
2019-03-08 10:30:50 +13:00
bawhoppen a188a6312f Adds new disabler sprites (#42977)
* Disabler sprites

* WJ's version

* WJ's revisions v2 + inhands & flashlights
2019-03-07 12:19:30 -05:00
py01 05333ea4d7 nerfs scattershot (#43014) 2019-03-06 16:07:20 -05:00
as334 3237b64188 [Ready]Fusion V6: Chaos Hyper-Torus Edition (#42748)
* Fusion 6 begins.

* Adds location effects, updates analyzer feedback.

* Fixes a messed up prob statement

* Further work on reaction and some testing stuff.

* The debuggery continues

* Fusion continues

* Removes a check that's not longer relevant

* Tries to make filtering more possible

* More tweaks to make stable fusion more accessible, prevents a rare float overflow issue, makes unstable fusion less rewarding, reduces nuclear particle damage.

* Fixes my really poor implementation of the examine for volume pumps.

* Fixes an oopsie with probability

* Merge, and also tweaks instability scaling
2019-03-05 20:23:41 +01:00
Jordie 7687310882 Merge pull request #42947 from actioninja/magcountfix
Fixes the bullet count when unloading weapons such as the double barrel and revolver
2019-03-02 23:03:25 +11:00
ShizCalev 05f2ac7317 Cleans up (mostly) defunt crit_fail var (#42908) 2019-03-01 13:45:30 +01:00
ShizCalev 66fd697db4 Fixes 10mm rifle mags and sniper rounds not reporting ammo/updating material values. (#42938) 2019-02-28 11:46:23 -05:00
actioninja 950178ff28 epic fix 2019-02-27 00:01:34 -08:00
Rob Bailey 86cb5c2576 Fixes the RPG, renames it and adds some fluff text (#42853)
* fixes rocket launcher, but not some other issues with it

* oh god oh fuck I broke everything

* ok nevermind we rollin

* remove a dumb testing runtime

* less weird gramma on new description

* change the typepath of the rocket to make it easier to know what it is

* I don't remember if I even changed anything here but here it is anyways

* grammar error fix

* better qdel

* casing to fix the article system

* grammar fixes + hack to clear the mag

* small hack for single round mags and makes sure icons update after being loaded

* whoops

* minimize diffs

* capitalization with improper flag
2019-02-25 21:48:11 +11:00
Jordie f19e6ee4d4 Merge pull request #42888 from actioninja/foampistolfix
Fixes some sprite issues with the foamforce pistol
2019-02-25 21:39:21 +11:00
oranges a31c84c42c Merge pull request #42837 from MadmanMartian/better_unload
Makes unloading ballistic weapons better (Namely revolvers)
2019-02-25 14:56:04 +13:00
Rob Bailey a0787fef05 Fixes the Russian Revolver dual wield exploit (#42887)
Fixes #42880
Also theoretically patches out any future bypassing behavior by overriding the function that makes guns actually able to shoot since the russian revolver is all special functionality.
Also corrects some odd behavior with the russian revolver.
## Why It's Good For The Game

I don't think a free 357 is a good idea
## Changelog

cl
fix: The anti-combat mechanism in the Russian Revolver has been revised to prevent usage while dual wielding.
/cl
2019-02-25 09:30:12 +13:00
actioninja dd6beabe4b fix pistol sprites 2019-02-24 03:49:27 -08:00
madmanmartian b4f373a492 Makes unloading ballistic weapons better (Namely revolvers) 2019-02-18 14:42:53 +00:00
ShizCalev 74e4f1d558 Fixes syndicate borg L6 icon (#42751) 2019-02-13 13:35:28 -05:00
Rob Bailey a39b5d352f Yet more gun fixes (#42722)
Continues fixing the tide of broken shit with my awful PR.

This time around:
Corrects a control message for the l6 saw on examine
Reworks the way that open bolt guns work so that they actually work the way open bolt guns are supposed to. Loud bolt drop when you try to fire an empty magazine included.
Fixes bulldog magazine overlays.
Fixes an issue with tacloads not updating the removed magazine's icon state correctly.
Fixes locking bolt not locking back on the last bullet fired but instead on the
2019-02-10 08:02:33 +13:00