* the definition of insanity
* the definition of insanity
* the definition of insanity
* we have hullrot at home
* maybe the real hullrot was the friends we made along the way
* john hullrot
* i am going to hullroooooot
* it's hullrotver
* we're so hullback
* we're rotting the hull with this one
* hullmerge
* the hullrot is leaking
* never gonna rot you up
* hullfresh
* john starsector
* god i wish we had grid collision damage
* you can tell I am very tired because I stopped forcing a hullrot joke into every commit message
* hr
* this is a surprise sprite that will help us later
* motherfucker
* i have nothing good to say
* still nothing
* brb
* random letter random letter random letter dash random number random number random number
* ass
* blast
* ffs
* fcuk
* RE: ffs
* RE: RE: ffs
* гнида жестяная
* continue
* i hate tests
* i love tests
* slide to the right
* i hate tests again
* what the fuck
* ты шиз?
* ??
* bbgun
* the definition of insanity
* the definition of insanity
* the definition of insanity
* we have hullrot at home
* maybe the real hullrot was the friends we made along the way
* john hullrot
* i am going to hullroooooot
* it's hullrotver
* we're so hullback
* we're rotting the hull with this one
* hullmerge
* the hullrot is leaking
* never gonna rot you up
* hullfresh
* john starsector
* god i wish we had grid collision damage
* What have i become?
My sweetest metagang
* Everyone i know disconnects
In the end
* And you could have it all
My repo of dirt
* I will let you down
I will make you hurt
* I wear this crown of commits
Upon my liar's branch
* Full of broken code
I cannot compile
* Beneath the stains of time
The comments disappear
* You are someone else
I'm still down here
* What have I become?
My sweetest metafriend
* Everyone i know gets perma'd
In the end
* And you could have it all
My broken repo
* I will let you down
I will get you banned
* If i could start again
A million servers away
* I would keep myself
I would find a way
* ...
* . . .
* Update Resources/Prototypes/DeltaV/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
* Update Resources/Prototypes/DeltaV/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
* Update Resources/Prototypes/DeltaV/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
* Update Resources/Prototypes/DeltaV/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
* какая удобная фича
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
* . . .
* mnda
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
* Apply suggestions from code review
* Apply suggestions from code review
---------
Co-authored-by: Boevi4ok <156510964+89Eblan@users.noreply.github.com>
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
* What have i become?
My sweetest metagang
* Everyone i know disconnects
In the end
* And you could have it all
My repo of dirt
* I will let you down
I will make you hurt
* I wear this crown of commits
Upon my liar's branch
* Full of broken code
I cannot compile
* Beneath the stains of time
The comments disappear
* You are someone else
I'm still down here
* What have I become?
My sweetest metafriend
* Everyone i know gets perma'd
In the end
* And you could have it all
My broken repo
* I will let you down
I will get you banned
* If i could start again
A million servers away
* I would keep myself
I would find a way
* ...
* . . .
* Update Resources/Prototypes/DeltaV/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
* Update Resources/Prototypes/DeltaV/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
* Update Resources/Prototypes/DeltaV/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
* Update Resources/Prototypes/DeltaV/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
* какая удобная фича
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
* . . .
* mnda
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
* Apply suggestions from code review
* Apply suggestions from code review
---------
Co-authored-by: Boevi4ok <156510964+89Eblan@users.noreply.github.com>
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
# Description
This PR is yet another step on an ongoing set of refactors for guns.
This restores the functionality for weapons to operate as "Manually
Cycled", IE: Bolt Action or Pump Action. I've also fixed some older bugs
related to firearms, such as manually loading cartridges not updating
the ammo display, and manually cycling the gun not ejecting the
cartridge. And even further, fixing instances where guns would fail to
correctly eject cartridges using ejection force variables set by the gun
itself.
There's also some other small balancing changes to other guns that make
use of the DamageModifier datafield added in my previous rework. Namely
the Cobra and Mosin both use this datafield now. The .25 cartridge has
had its damage reduced to 15 per shot(from 19), so that it is properly
smaller than the .35 cartridge. This is largely to address issues of the
FPA-90 and R25 rifles being kinda overpowered in their damage output. To
keep this nerf from affecting the Cobra however, the Cobra has picked up
an innate damage modifier that restores it to the original damage
output.
The Mosin's been rebalanced around its hunting rifle powerhouse
aesthetic, it has a beefy damage modifier that brings it up to 42 damage
per shot. This is acting as a fun tradeoff for it having only a 5 round
internal magazine, and being changed to a bolt action weapon. It's still
insanely cheap, to a point a traitor or a head revolutionary can afford
40 of them. This 42 damage calculation is specifically set such that you
can consistently drop "wound into crit" unarmored crew in 2 shots (84+
HEAVY bleed will drop them consistently), while shooting security
requires the full 5 rounds.
The general gist of what these bolt action guns is that they'll
typically have better characteristics for "Single source damage" than
their non-bolt action counterparts. While for Shotguns, we can now make
shotguns follow various common shotgun tropes that players expect from
video games, such as the "Super shotgun" that obliterates anything at
pointblank, or the "Street sweeper" that trades some of its accuracy for
extra room coverage. Or the "hunting shotgun" that beats all of them at
midrange.
<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/00ae2b34-f3f2-4fd9-adad-7147507a6c31
</p>
</details>
# Changelog
🆑
- add: Added "Bolt Action" or "Pump Action" gun options.
- add: Added new sound fx for shotshells when landing on the ground or
colliding with objects after being thrown.
- tweak: Kammerer and Enforcer are now pump action shotguns, featuring a
choke that gives them 50% tighter spreads in return for needing to be
pumped (press Z) after each shot.
- tweak: Mosin Nagant is now a proper bolt action rifle. The bolt must
be worked manually (press Z) after each shot. The fun tradeoff is that
it now hits like a truck with 42 damage a shot.
- tweak: Bulldog shotgun now has a wide choke, it fires 33% more
projectiles per shotshell, while also having a 50% wider spread. Cover
the station hallways in lead. Pairs nicely with birdshot if you really
want to sweep rooms.
- tweak: R25 and FPA-90 both now deal 15 damage per shot, instead of 19.
- fix: Fixed guns not correctly ejecting cartridges(they were instead
dropping them at your feet).
- fix: Fixed guns not updating the ammo counter UI when loaded manually.
(cherry picked from commit a86362b8ad712678f1316e2cd55f5e888736f718)
# Description
<!--
Explain this PR in as much detail as applicable
Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->
We like mechs here, yeah?
---
# Changelog
<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->
🆑 Mocho, John Space
- tweak: The H.O.N.K. has received an airtight cabin for honk operations
in outer space.
- add: Added the Ripley MK-II, a heavy, slow all-purpose mech, featuring
a pressurized cabin for space operations.
- add: Added the Clarke, A fast moving mech for space travel, with built
in thrusters (not certain if they work properly though :trollface:)
- add: Added the Gygax, a lightly armored and highly mobile mech with
enough force to rip walls, or someone's head off.
- add: Added the Durand, a slow but beefy combat suit that you dont want
to fight in close quarters.
- add: Added the Marauder, a specialized mech issued to ERT operatives.
- add: Added the Seraph, a specialized combat suit issued to ???
operatives.
- add: The syndicate has started issuing units under the codenames "Dark
Gygax" and "Mauler" to syndicate agents at an introductory price.
- add: The exosuit fabricator can now be emagged to reveal new recipes.
- add: There are 4 new bounties cargo can fulfill for mechs. Feedback on
the cost/reward is welcome!
---------
Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: John Space <bigdumb421@gmail.com>
Co-authored-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
Co-authored-by: ScyronX <166930367+ScyronX@users.noreply.github.com>
(cherry picked from commit e3003b67014565816e83556c826a8bba344aac94)
# Description
This is a manual cherry-pick of the following PRs:
https://github.com/space-wizards/space-station-14/pull/27905https://github.com/space-wizards/space-station-14/pull/28072https://github.com/space-wizards/space-station-14/pull/28571
I REQUIRE these for my work in PR #11 , and cannot complete said PR
without these cherry-picks. This set of PRs from Wizden adds a feature
where entities can selectively opt-out of being shot at unless a player
intentionally targets them, which I can use as a simple and elegant
solution to one of the largest glaring issues for Segmented Entities. I
could simply give Lamia segments the new
RequireProjectileTargetComponent, which adds them to the system. Future
segmented entities such as the hypothetical "Heretic Worm" may or may
not use this feature, depending on their intended implementation.
---------
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
## Mirror of PR #26009: [Fixed bug with appearance of ammo battery
magazine
guns](https://github.com/space-wizards/space-station-14/pull/26009) from
<img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)
###### `63232389ca9a499fb614960ccf9eae9b3d186037`
PR opened by <img
src="https://avatars.githubusercontent.com/u/33431126?v=4"
width="16"/><a href="https://github.com/778b"> 778b</a> at 2024-03-11
18:34:37 UTC
---
PR changed 1 files with 9 additions and 0 deletions.
The PR had the following labels:
---
<details open="true"><summary><h1>Original Body</h1></summary>
> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
>
> ## About the PR
> <!-- What did you change in this PR? -->
> Fix bug with guns which used MagazineAmmoProviderComponent with
Battery magazines like svalinn laser pistol.
>
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> Bugfix, no balance here
>
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> Just added subscribe for AmmoCounterControlEvent which using
AmmoCounterComponent because battery magazines must redefine control in
this event to display ammo, now its work well.
> Also checked some other guns which using MagazineAmmoProviderComponent
and they work like always, without new bugs
>
>
> ## Media
> <!--
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
>
> If you're unsure whether your PR will require media, ask a maintainer.
>
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> Before:
> 
>
> After:
>
https://github.com/space-wizards/space-station-14/assets/33431126/d4aa3c99-7e89-44d7-9030-1fa2a3db13ab
>
>
>
> - [x] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
>
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
>
> **Changelog**
> <!--
> Make players aware of new features and changes that could affect how
they play the game by adding a Changelog entry. Please read the
Changelog guidelines located at:
https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog
> -->
>
> 🆑 778b
>
> - fix: Guns which use battery as magazines now display ammo. Like
Svalinn pistol.
>
>
</details>
Co-authored-by: SimpleStation14 <Unknown>
* Use new Subs.CVar helper
Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.
This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.
* Fix a bunch of warnings
* More warning fixes
* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.
* Get rid of some more ISerializationHooks for enums
* And a little more
* Apply suggestions from code review
Co-authored-by: 0x6273 <0x40@keemail.me>
---------
Co-authored-by: 0x6273 <0x40@keemail.me>
(cherry picked from commit 68ce53ae17985876d6d112b764b2144964a9f42e)
* Bunch of revolver fixes
Some stuff wasn't working with prediction so this should fix all of it.
* a
* fix weh
* Also usedelay
(cherry picked from commit 9bb2781bfca68bde47ce52576cb894bb41ab6511)
* Xeno spitter fixes
- Require hands for pickup compounds
- Ranged combat can force movement to ignore LOS checks if ranged wants better LOS.
* Also spirates
IDK how this worked before but TryGetGun shouldn't care about combatmode.
* 1 more
* turret go boom
* fix ammo
* universal function name
* Also explodes when destroyed
* comment added
* Triggerwhenemptycomponent added
* comment adjusted
* Updated uplink description
* Moved to own event file
* file namespace
* rerun tests
---------
Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>