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Weapons added v0.7 #10

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Aug 21, 2024
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9662f35
Desword scum
MrCastmer Jan 29, 2024
0006efe
progress
MrCastmer Jan 30, 2024
f6ebdc7
iconing
MrCastmer Jan 31, 2024
672993f
umm
MrCastmer Jan 31, 2024
08b9aca
mmmm
MrCastmer Feb 1, 2024
4500e24
Fix
MrCastmer Feb 1, 2024
1225fed
shields and blades
MrCastmer Feb 2, 2024
24cbab8
belt check
MrCastmer Feb 3, 2024
96e595c
security.dmi resolve
MrCastmer Feb 3, 2024
5f5ff72
fixing parent issue
MrCastmer Feb 3, 2024
11d2632
resolve
MrCastmer Feb 5, 2024
f8834d7
Merge branch 'master' into weapons-added
MrCastmer Feb 5, 2024
4b319a4
resooolve
MrCastmer Feb 5, 2024
9a91f44
Merge branch 'weapons-added' of https://github.com/MrCastmer/Dripstat…
MrCastmer Feb 5, 2024
3b80d13
Flags fixed
MrCastmer Feb 5, 2024
b3ac3ca
Weapons in progress
MrCastmer Feb 5, 2024
6b2b36c
Merge branch 'master' into weapons-added
MrCastmer Feb 5, 2024
92d7462
rapier tweak
MrCastmer Feb 7, 2024
fb2214c
w
MrCastmer Feb 13, 2024
25d1d69
Merge branch 'master' into weapons-added
MrCastmer Feb 14, 2024
c23f24c
Merge branch 'weapons-added' of https://github.com/MrCastmer/Dripstat…
MrCastmer Feb 14, 2024
8bdd353
w
MrCastmer Feb 15, 2024
eb32a97
Merge branch 'master' into weapons-added
MrCastmer Feb 22, 2024
e6669b6
Merge branch 'master' into weapons-added
MrCastmer Feb 22, 2024
07763f6
Merge branch 'weapons-added' of https://github.com/MrCastmer/Dripstat…
MrCastmer Feb 23, 2024
66dc86e
sledgehammer fix
MrCastmer Feb 23, 2024
0cf607b
Merge branch 'master' into weapons-added
MrCastmer Feb 25, 2024
78b8fd9
new laser beam visual
MrCastmer Feb 25, 2024
6e43264
Merge branch 'master' into weapons-added
MrCastmer Feb 28, 2024
5618391
cycler
MrCastmer Mar 4, 2024
7708696
Merge branch 'master' into weapons-added
MrCastmer Mar 14, 2024
fa675e3
Merge branch 'weapons-added' of https://github.com/MrCastmer/Dripstat…
MrCastmer Mar 20, 2024
155290a
Merge branch 'master' into weapons-added
MrCastmer Mar 27, 2024
d0f4f39
fix
MrCastmer Mar 27, 2024
866feda
Merge branch 'master' into weapons-added
MrCastmer Apr 6, 2024
4caf700
belt
MrCastmer Apr 19, 2024
787a982
Create belt.dmi
MrCastmer Apr 19, 2024
a3abcc7
Merge branch 'master' into weapons-added
MrCastmer Apr 19, 2024
3986548
Update includes.dm
MrCastmer Apr 19, 2024
68f4feb
Update includes.dm
MrCastmer Apr 19, 2024
5d3d0a2
fix shields
MrCastmer Apr 19, 2024
d38ac8e
Update shield.dm
MrCastmer Apr 19, 2024
35449a1
Update shield.dm
MrCastmer Apr 19, 2024
d5f4e56
fixes
MrCastmer Apr 19, 2024
4bbf11b
iconing
MrCastmer Apr 19, 2024
7768cab
overley fix
MrCastmer Apr 19, 2024
e409c60
tweak
MrCastmer Apr 19, 2024
a3c20bb
ballistic upd
MrCastmer Apr 19, 2024
96ede99
energy sprite&logic tweak
MrCastmer Apr 26, 2024
a95eea1
modularity in module
MrCastmer Apr 26, 2024
9aff560
Update errata.dm
MrCastmer Apr 26, 2024
7feca90
study the blade
MrCastmer Apr 26, 2024
e93aac6
uh
MrCastmer Apr 26, 2024
4341ce7
Merge branch 'master' into weapons-added
MrCastmer Apr 26, 2024
547a8ea
secure hop gun
MrCastmer Apr 26, 2024
54c0605
Merge branch 'master' into weapons-added
MrCastmer Apr 26, 2024
39dc5ae
baton&katana tweaks
MrCastmer Apr 27, 2024
2ca2c9f
Merge branch 'master' into weapons-added
Blundir Apr 27, 2024
d1db28b
Merge branch 'master' into weapons-added
Blundir May 26, 2024
a3d5faa
upd
Blundir May 26, 2024
665444f
upd
Blundir May 26, 2024
d0c9f9b
Update packs.dm
Blundir May 26, 2024
46cd8c0
Update packs.dm
Blundir May 26, 2024
decc3e8
Update packs.dm
Blundir May 26, 2024
a77b818
Update packs.dm
Blundir May 26, 2024
faf9158
Merge branch 'master' into weapons-added
Blundir May 26, 2024
3571f32
Update energy.dmi
MrCastmer Jun 15, 2024
a188426
Merge branch 'master' into weapons-added
MrCastmer Jul 18, 2024
751afb0
Merge branch 'master' into weapons-added
MrCastmer Jul 18, 2024
ad95926
tasering
MrCastmer Jul 21, 2024
87250ac
Update blades.dmi
MrCastmer Jul 29, 2024
9548d2a
progress
MrCastmer Aug 2, 2024
a7bc7fe
else
MrCastmer Aug 7, 2024
6fda1a9
more rifles
MrCastmer Aug 7, 2024
a1aaaac
Merge branch 'master' into weapons-added
MrCastmer Aug 7, 2024
6c9727a
another content pack
MrCastmer Aug 8, 2024
b411ed4
fix
MrCastmer Aug 8, 2024
2deaab9
syringegun sprites from tg
MrCastmer Aug 8, 2024
9d2f9b3
pin tweak & guninhands mess
MrCastmer Aug 8, 2024
5464f86
new buldog desc
MrCastmer Aug 11, 2024
6cab3a4
stunsword update
MrCastmer Aug 13, 2024
59ccc8c
Update baton.dm
MrCastmer Aug 13, 2024
309337d
blocks more noticeable
MrCastmer Aug 14, 2024
847faca
Merge branch 'master' into weapons-added
MrCastmer Aug 15, 2024
dbcced2
Merge branch 'master' into weapons-added
MrCastmer Aug 18, 2024
af7c911
centcom_mindshield to guns
MrCastmer Aug 18, 2024
5032f6b
Merge branch 'master' into weapons-added
MrCastmer Aug 20, 2024
919c83b
uh
MrCastmer Aug 20, 2024
93e5c15
Merge branch 'weapons-added' of https://github.com/MrCastmer/Dripstat…
MrCastmer Aug 20, 2024
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12 changes: 12 additions & 0 deletions code/game/objects/items.dm
Original file line number Diff line number Diff line change
Expand Up @@ -67,6 +67,10 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
///Sound uses when dropping the item, or when its thrown.
var/drop_sound

///Dripstation edit
///Sound which is produced when blocking an attack
var/block_sound

var/w_class = WEIGHT_CLASS_NORMAL
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
pass_flags = PASSTABLE
Expand Down Expand Up @@ -126,6 +130,11 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/block_chance = 0
var/hit_reaction_chance = 0 //If you want to have something unrelated to blocking/armour piercing etc. Maybe not needed, but trying to think ahead/allow more freedom

///Effect of blocking, Dripstation edit
var/block_effect = /obj/effect/temp_visual/block
var/block_color = COLOR_YELLOW
//Dripstation edit end

//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
var/list/slot_equipment_priority = null // for default list, see /mob/proc/equip_to_appropriate_slot()

Expand Down Expand Up @@ -522,6 +531,9 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
return 1
if(prob(final_block_chance))
owner.visible_message(span_danger("[owner] blocks [attack_text] with [src]!"))
var/owner_turf = get_turf(owner) //dripstation edit
new block_effect(owner_turf, block_color) //dripstation edit
playsound(src, block_sound, 70, vary = TRUE) //dripstation edit
return 1
return 0

Expand Down
4 changes: 4 additions & 0 deletions code/game/objects/items/shields.dm
Original file line number Diff line number Diff line change
Expand Up @@ -29,6 +29,7 @@
max_integrity = 75
var/obj/item/stack/sheet/mineral/repair_material = /obj/item/stack/sheet/mineral/titanium

/*
/obj/item/shield/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(transparent && (hitby.pass_flags & PASSGLASS))
return FALSE
Expand All @@ -37,6 +38,7 @@
if(attack_type == LEAP_ATTACK)
final_block_chance = 100
return ..()
*/

/obj/item/shield/riot/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/melee/baton))
Expand Down Expand Up @@ -218,11 +220,13 @@
. = ..()
icon_state = "[base_icon_state]0"

/*
/obj/item/shield/energy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
return 0

/obj/item/shield/energy/IsReflect()
return (active)
*/

/obj/item/shield/energy/attack_self(mob/living/carbon/human/user)
if(clumsy_check && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
Expand Down
4 changes: 4 additions & 0 deletions code/game/objects/items/storage/belt.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1190,8 +1190,12 @@

/obj/item/storage/belt/sabre/update_icon(updates=ALL)
. = ..()
/* Dripstation edit
icon_state = "sheath"
item_state = "sheath"
*/
icon_state = initial(icon_state)
item_state = initial(item_state)
if(contents.len)
icon_state += "-sabre"
item_state += "-sabre"
Expand Down
2 changes: 2 additions & 0 deletions code/game/objects/items/teleprod.dm
Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,7 @@
SEND_SIGNAL(M, COMSIG_LIVING_MINOR_SHOCK)
do_teleport(M, get_turf(M), 15, channel = TELEPORT_CHANNEL_BLUESPACE)

/* dripstation edit
/obj/item/melee/baton/cattleprod/attackby(obj/item/I, mob/user, params)//handles sticking a crystal onto a stunprod to make a teleprod
if(istype(I, /obj/item/stack/ore/bluespace_crystal))
if(!cell)
Expand All @@ -41,3 +42,4 @@
user.visible_message(span_warning("You can't put the crystal onto the stunprod while it has a power cell installed!"))
else
return ..()
*/
22 changes: 22 additions & 0 deletions code/modules/cargo/packs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -297,13 +297,15 @@
/obj/item/gun/energy/disabler)
crate_name = "disabler crate"

/*
/datum/supply_pack/security/energypistol
name = "Energy Pistol Single-Pack"
desc = "Contains one energy pistol for personal defense, capable of firing both lethal and nonlethal blasts of light. Requires Security access to open."
cost = 700
access_view = ACCESS_SECURITY
small_item = TRUE
contains = list(/obj/item/gun/energy/e_gun/mini)
*/

/datum/supply_pack/security/forensics
name = "Forensics Crate"
Expand Down Expand Up @@ -553,6 +555,26 @@
crate_name = "energy gun crate"
crate_type = /obj/structure/closet/crate/secure/plasma

//Dripstation
/datum/supply_pack/security/armory/laser //dripstation mooving lethals to the armory
name = "Lethal E-gun Crate"
desc = "Contains three lethal energy guns. Requires Armory access to open."
cost = 1500
contains = list(/obj/item/gun/energy/e_gun/ancient,
/obj/item/gun/energy/e_gun/ancient,
/obj/item/gun/energy/e_gun/ancient)
crate_name = "lethal e-gun crate"

/datum/supply_pack/security/armory/reallaser
name = "Lasers Crate"
desc = "Contains three lethal, high-energy laser guns. Requires Armory access to open."
cost = 5000
contains = list(/obj/item/gun/energy/laser,
/obj/item/gun/energy/laser,
/obj/item/gun/energy/laser)
crate_name = "laser crate"
//Dripstation end

/datum/supply_pack/security/armory/mindshield
name = "Mindshield Implants Crate"
desc = "Prevent against radical thoughts with three Mindshield implants. Requires Armory access to open."
Expand Down
2 changes: 2 additions & 0 deletions code/modules/jobs/job_types/warden.dm
Original file line number Diff line number Diff line change
Expand Up @@ -38,6 +38,8 @@
/obj/item/storage/box/flashbangs = 10,
/obj/item/storage/box/rubbershot = 10,
/obj/effect/spawner/lootdrop/techshell = 10,
/obj/item/storage/box/laserbuckshot = 10, //dripstation edit
/obj/item/storage/belt/sabre/stunsword = 5, //dripstation edit
/obj/item/storage/box/lethalshot = 5
)

Expand Down
2 changes: 2 additions & 0 deletions code/modules/projectiles/boxes_magazines/external/lmg.dm
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
//L6 SAW

/* Dripstation edit
/obj/item/ammo_box/magazine/mm712x82
name = "box magazine (7.12x82mm)"
desc = "A 50-round box magazine designed for the L6 Saw."
Expand Down Expand Up @@ -35,3 +36,4 @@
/obj/item/ammo_box/magazine/mm712x82/update_icon_state()
. = ..()
icon_state = "a762[sprite_designation]-[round(ammo_count(),10)]"
*/
3 changes: 3 additions & 0 deletions code/modules/projectiles/guns/ballistic/automatic.dm
Original file line number Diff line number Diff line change
Expand Up @@ -276,7 +276,10 @@

/obj/item/gun/ballistic/automatic/l6_saw/update_overlays()
. = ..()
/* dripstation edit
. += "l6_door_[cover_open ? "open" : "closed"]"
*/
. += "[initial(item_state)]_door_[cover_open ? "open" : "closed"]" // Dripstation edit


/obj/item/gun/ballistic/automatic/l6_saw/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params)
Expand Down
2 changes: 2 additions & 0 deletions code/modules/projectiles/guns/energy.dm
Original file line number Diff line number Diff line change
Expand Up @@ -168,6 +168,7 @@
return
item_state = "[initial(icon_state)][modifystate ? "[shot.select_name]" : ""][ratio]"

/* Dripstation edit
/obj/item/gun/energy/update_overlays()
if(QDELETED(src))
return
Expand All @@ -193,6 +194,7 @@
charge_overlay.pixel_x = ammo_x_offset * (i - 1)
charge_overlay.pixel_y = ammo_y_offset * (i - 1)
. += charge_overlay
*/

///Used by update_icon_state() and update_overlays()
/obj/item/gun/energy/proc/get_charge_ratio()
Expand Down
2 changes: 2 additions & 0 deletions code/modules/projectiles/projectile/energy/stun.dm
Original file line number Diff line number Diff line change
@@ -1,3 +1,4 @@
/*
/obj/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
Expand Down Expand Up @@ -33,3 +34,4 @@
/obj/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
do_sparks(1, TRUE, src)
..()
*/
2 changes: 2 additions & 0 deletions code/modules/reagents/chemistry/reagents/food_reagents.dm
Original file line number Diff line number Diff line change
Expand Up @@ -300,6 +300,7 @@
taste_description = "scorching agony"
metabolization_rate = 6 * REAGENTS_METABOLISM

/* dripstation edit
/datum/reagent/consumable/condensedcapsaicin/reaction_mob(mob/living/M, methods=TOUCH, reac_volume)
if(!ishuman(M) && !ismonkey(M))
return
Expand Down Expand Up @@ -341,6 +342,7 @@
victim.Paralyze(14 SECONDS)
M.adjustStaminaLoss(5)
victim.update_damage_hud()
*/

/datum/reagent/consumable/condensedcapsaicin/on_mob_life(mob/living/carbon/M)
if(prob(15))
Expand Down
43 changes: 43 additions & 0 deletions modular_dripstation/code/datums/reagent/condensed_capsaicin.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,43 @@
/datum/reagent/consumable/condensedcapsaicin/reaction_mob(mob/living/M, methods=TOUCH, reac_volume)
if(!ishuman(M) && !ismonkey(M))
return

var/mob/living/carbon/victim = M
if(methods & (TOUCH|VAPOR))
//check for protection
var/mouth_covered = victim.is_mouth_covered()
var/eyes_covered = victim.is_eyes_covered()

//actually handle the pepperspray effects
if ( eyes_covered && mouth_covered )
return
else if ( mouth_covered ) // Reduced effects if partially protected
if(prob(50))
victim.emote("scream")
victim.adjust_eye_blur(14)
victim.blind_eyes(10)
victim.set_confusion_if_lower(10 SECONDS)
victim.damageoverlaytemp = 75
victim.Knockdown(6 SECONDS)
M.adjustStaminaLoss(5)
return
else if ( eyes_covered ) // Eye cover is better than mouth cover
if(prob(20))
victim.emote("cough")
victim.adjust_eye_blur(4)
victim.set_confusion_if_lower(5 SECONDS)
victim.damageoverlaytemp = 50
M.adjustStaminaLoss(5)
return
else // Oh dear :D
if(prob(60))
victim.emote("scream")
else
victim.emote("cough")
victim.adjust_eye_blur(14)
victim.blind_eyes(10)
victim.set_confusion_if_lower(12 SECONDS)
victim.damageoverlaytemp = 100
victim.Knockdown(14 SECONDS)
M.adjustStaminaLoss(10)
victim.update_damage_hud()
15 changes: 14 additions & 1 deletion modular_dripstation/code/game/effects/temporary_visuals/misc.dm
Original file line number Diff line number Diff line change
Expand Up @@ -8,4 +8,17 @@
. = ..()
pixel_x = rand(-4,0)
pixel_y = rand(8,12)
animate(src, pixel_y = pixel_y + 16, alpha = 0, time = duration)
animate(src, pixel_y = pixel_y + 16, alpha = 0, time = duration)

/obj/effect/temp_visual/block //color is white by default, set to whatever is needed
name = "blocking glow"
icon_state = "block"
icon = 'modular_dripstation/icons/effects/effects.dmi'
duration = 6.7

/obj/effect/temp_visual/block/Initialize(mapload, set_color)
if(set_color)
add_atom_colour(set_color, FIXED_COLOUR_PRIORITY)
. = ..()
pixel_x = rand(-12, 12)
pixel_y = rand(-9, 0)
Original file line number Diff line number Diff line change
@@ -0,0 +1,44 @@
/obj/effect/projectile/impact/laser/hitscan
name = "laser impact"
icon_state = "impact_laser_red"
icon = 'modular_dripstation/icons/effects/projectiles/impact.dmi'

/obj/effect/projectile/tracer/laser/hitscan
name = "laser tracer"
icon_state = "tracer_laser_red"
icon = 'modular_dripstation/icons/effects/projectiles/tracer.dmi'

/obj/effect/projectile/muzzle/laser/hitscan
name = "laser muzzle"
icon_state = "muzzle_laser_red"
icon = 'modular_dripstation/icons/effects/projectiles/muzzle.dmi'

/obj/effect/projectile/impact/laser/hitscan/sniper
name = "sniper laser impact"
icon_state = "impact_scc"
icon = 'modular_dripstation/icons/effects/projectiles/impact.dmi'

/obj/effect/projectile/tracer/laser/hitscan/sniper
name = "sniper laser tracer"
icon_state = "beam_scc"
icon = 'modular_dripstation/icons/effects/projectiles/tracer.dmi'

/obj/effect/projectile/muzzle/laser/hitscan/sniper
name = "sniper laser muzzle"
icon_state = "muzzle_scc"
icon = 'modular_dripstation/icons/effects/projectiles/muzzle.dmi'

/obj/effect/projectile/impact/bfg
name = "bfg impact"
icon_state = "bfg"
icon = 'modular_dripstation/icons/effects/projectiles/impact.dmi'

/obj/effect/projectile/tracer/bfg
name = "bfg tracer"
icon_state = "bfg"
icon = 'modular_dripstation/icons/effects/projectiles/tracer.dmi'

/obj/effect/projectile/muzzle/bfg
name = "bfg muzzle"
icon_state = "bfg"
icon = 'modular_dripstation/icons/effects/projectiles/muzzle.dmi'
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