Skip to content

Commit

Permalink
Merge branch 'master' into balance-changes
Browse files Browse the repository at this point in the history
  • Loading branch information
BrotherHangyul authored Apr 30, 2024
2 parents 7e60b0c + ffde88e commit 8cdc514
Show file tree
Hide file tree
Showing 31 changed files with 1,624 additions and 2,795 deletions.
2,404 changes: 596 additions & 1,808 deletions _maps/map_files/Pahrump-AB/Pahrump-AB-Lower.dmm

Large diffs are not rendered by default.

706 changes: 335 additions & 371 deletions _maps/map_files/Pahrump-AB/Pahrump-AB-Upper.dmm

Large diffs are not rendered by default.

976 changes: 462 additions & 514 deletions _maps/map_files/Pahrump-AB/Pahrump-AB.dmm

Large diffs are not rendered by default.

2 changes: 1 addition & 1 deletion code/__DEFINES/mobs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -594,7 +594,7 @@
#define MOB_EMP_SCRAMBLE "mob_gets_geckoed"

/// cooldown for being spammed with projectile messages
#define ATTACK_MESSAGE_ANTISPAM_TIME 0.5 SECONDS
#define ATTACK_MESSAGE_ANTISPAM_TIME 3 SECONDS
/// cooldown for making the DING
#define SIMPLE_MOB_DING_COOLDOWN 3 SECONDS

Expand Down
3 changes: 2 additions & 1 deletion code/datums/components/crafting/recipes/recipes_tailoring.dm
Original file line number Diff line number Diff line change
Expand Up @@ -359,14 +359,15 @@ datum/crafting_recipe/steelbib/heavy

/datum/crafting_recipe/riderw
name = "Rider Helmet, Reinforced"
result = /obj/item/clothing/head/f13/riderw
result = /obj/item/clothing/head/helmet/knight/f13/rider/riderw
reqs = list(/obj/item/clothing/head/helmet/knight/f13/rider = 1,
/obj/item/stack/crafting/goodparts = 2)
tools = list(TOOL_WORKBENCH)
time = 60
category = CAT_CLOTHING
subcategory = CAT_ARMOR


//Greaves

/datum/crafting_recipe/plateboot
Expand Down
8 changes: 4 additions & 4 deletions code/datums/wounds/bleed.dm
Original file line number Diff line number Diff line change
Expand Up @@ -198,7 +198,7 @@
victim.visible_message(msg, span_userdanger("Your [limb.name] [verbiage]!"), vision_distance = vis_dist)
if(sound_effect)
playsound(limb.owner, sound_effect, 70 + 20 * severity, TRUE, ignore_walls = TRUE)

// Supposedly? Wound messages generate a lot of lag. My sorrow is unknown to all.
/datum/wound/bleed/receive_damage(wounding_type, wounding_dmg, wound_bonus)
if(victim.stat != DEAD && wounding_type == WOUND_SLASH) // can't stab dead bodies to make it bleed faster this way
blood_flow += 0.05 * wounding_dmg
Expand All @@ -210,14 +210,14 @@
if(1 to 6)
victim.bleed(blood_bled, TRUE)
if(7 to 13)
victim.visible_message(span_danger("Blood droplets fly from the wound in [victim]'s [limb.name]."), span_danger("You cough up a bit of blood from the blow to your [limb.name]."), vision_distance=COMBAT_MESSAGE_RANGE)
//victim.visible_message(span_danger("Blood droplets fly from the wound in [victim]'s [limb.name]."), span_danger("You cough up a bit of blood from the blow to your [limb.name]."), vision_distance=COMBAT_MESSAGE_RANGE)
victim.bleed(blood_bled, TRUE)
if(14 to 19)
victim.visible_message(span_danger("A small stream of blood spurts from the wound in [victim]'s [limb.name]!"), span_danger("You spit out a string of blood from the blow to your [limb.name]!"), vision_distance=COMBAT_MESSAGE_RANGE)
//victim.visible_message(span_danger("A small stream of blood spurts from the wound in [victim]'s [limb.name]!"), span_danger("You spit out a string of blood from the blow to your [limb.name]!"), vision_distance=COMBAT_MESSAGE_RANGE)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.bleed(blood_bled)
if(20 to INFINITY)
victim.visible_message(span_danger("A spray of blood streams from the gash in [victim]'s [limb.name]!"), "<span class='danger'><b>You choke up on a spray of blood from the blow to your [limb.name]!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
//victim.visible_message(span_danger("A spray of blood streams from the gash in [victim]'s [limb.name]!"), "<span class='danger'><b>You choke up on a spray of blood from the blow to your [limb.name]!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
victim.bleed(blood_bled)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.add_splatter_floor(get_step(victim.loc, victim.dir))
Expand Down
6 changes: 3 additions & 3 deletions code/datums/wounds/bones.dm
Original file line number Diff line number Diff line change
Expand Up @@ -115,14 +115,14 @@
if(1 to 6)
victim.bleed(blood_bled, TRUE)
if(7 to 13)
victim.visible_message(span_smalldanger("[victim] coughs up a bit of blood from the blow to [victim.p_their()] chest."), span_danger("You cough up a bit of blood from the blow to your chest."), vision_distance=COMBAT_MESSAGE_RANGE)
//victim.visible_message(span_smalldanger("[victim] coughs up a bit of blood from the blow to [victim.p_their()] chest."), span_danger("You cough up a bit of blood from the blow to your chest."), vision_distance=COMBAT_MESSAGE_RANGE)
victim.bleed(blood_bled, TRUE)
if(14 to 19)
victim.visible_message(span_smalldanger("[victim] spits out a string of blood from the blow to [victim.p_their()] chest!"), span_danger("You spit out a string of blood from the blow to your chest!"), vision_distance=COMBAT_MESSAGE_RANGE)
//victim.visible_message(span_smalldanger("[victim] spits out a string of blood from the blow to [victim.p_their()] chest!"), span_danger("You spit out a string of blood from the blow to your chest!"), vision_distance=COMBAT_MESSAGE_RANGE)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.bleed(blood_bled)
if(20 to INFINITY)
victim.visible_message(span_danger("[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!"), "<span class='danger'><b>You choke up on a spray of blood from the blow to your chest!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
//victim.visible_message(span_danger("[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!"), "<span class='danger'><b>You choke up on a spray of blood from the blow to your chest!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
victim.bleed(blood_bled)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.add_splatter_floor(get_step(victim.loc, victim.dir))
Expand Down
31 changes: 31 additions & 0 deletions code/modules/client/client_procs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -969,7 +969,38 @@ GLOBAL_LIST_INIT(warning_ckeys, list())
Export("##action=load_rsc", file)
stoplag()
#endif
preload_every_fucking_sound_file() //kms

GLOBAL_LIST_EMPTY(every_fucking_sound_file)

/// I fucking loathe the furries.
/client/proc/populate_every_fucking_sound_file()
if(LAZYLEN(GLOB.every_fucking_sound_file))
return
var/list/fucking_sound_folders = list(
"sounds/f13npc/",
"sounds/f13weapons/",
"sounds/creatures/",
"sounds/voice/",
"sounds/ambience",
"sounds/f13",
"sounds/f13ambience",
"sounds/effects",
"sounds/f13items",
"sounds/f13music",
"sounds/weapons",
"sounds/block_parry",
)
for(var/folder in fucking_sound_folders)
GLOB.every_fucking_sound_file |= pathwalk(folder)

// Wallahi I am cursed to walk this earth as a hollow soul.
/client/proc/preload_every_fucking_sound_file()
if(!LAZYLEN(GLOB.every_fucking_sound_file))
populate_every_fucking_sound_file()
for (var/file in GLOB.every_fucking_sound_file)
Export("##action=load_rsc", file)
stoplag()

//Hook, override it to run code when dir changes
//Like for /atoms, but clients are their own snowflake FUCK
Expand Down
5 changes: 3 additions & 2 deletions code/modules/client/verbs/ooc.dm
Original file line number Diff line number Diff line change
Expand Up @@ -302,7 +302,8 @@ GLOBAL_VAR_INIT(normal_ooc_colour, "#002eb8")
init_verbs()

/client/proc/GetOOCName()
if(iscarbon(mob)) // If mob is null I'll be very surprised, worse case, add a sanity check if this becomes an issue in the future.
return key
/*if(iscarbon(mob)) // If mob is null I'll be very surprised, worse case, add a sanity check if this becomes an issue in the future.
return mob.real_name
else
return prefs.real_name
return prefs.real_name*/
6 changes: 3 additions & 3 deletions code/modules/clothing/custom/custom_clothing.dm
Original file line number Diff line number Diff line change
Expand Up @@ -4,18 +4,18 @@

// WHISKEY //

/obj/item/clothing/suit/armor/medium/combat/desert_ranger/whiskey
/obj/item/clothing/suit/armor/medium/combat/desert_ranger
name = "weathered ranger combat armor"
desc = "An original suit of pre-war combat armor used by elite military units, passed down through generations to where it is today. Though it's not lined with kevlar, this suit's still lightweight and easy to move around in."
icon = 'icons/fallout/clothing/custom/custom.dmi'
mob_overlay_icon = 'icons/fallout/onmob/clothes/custom/custom.dmi'
icon_state = "desert_ranger"
item_state = "desert_ranger"

/* /obj/item/clothing/suit/armor/medium/combat/desert_ranger/whiskey/Initialize()
/obj/item/clothing/suit/armor/medium/combat/desert_ranger/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)
*/

/* New system version replace when switch
/obj/item/clothing/suit/armor/light/whiskey_desert
name = "weathered ranger combat armor"
Expand Down
44 changes: 24 additions & 20 deletions code/modules/clothing/head/f13factionhead.dm
Original file line number Diff line number Diff line change
Expand Up @@ -64,22 +64,22 @@
icon_state = "supafly"
item_state = "supafly"

/* /obj/item/clothing/head/helmet/f13/raider/supafly/Initialize() //HQ parts reinforcement
/obj/item/clothing/head/helmet/f13/raider/supafly/Initialize() //HQ parts reinforcement
. = ..()
AddComponent(/datum/component/armor_plate)

*/

/obj/item/clothing/head/helmet/f13/raider/wastehound
name = "wastehound raider helmet"
desc = "A sack hood made out of a suspicious leather with tufts of hair sticking out. This mask would make Leatherface proud."
icon_state = "wastehound_hood_icon"
item_state = "raider_wastehound_hood"
visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE

/* /obj/item/clothing/head/helmet/f13/raider/wastehound/Initialize() //HQ parts reinforcement
/obj/item/clothing/head/helmet/f13/raider/wastehound/Initialize() //HQ parts reinforcement
. = ..()
AddComponent(/datum/component/armor_plate)
*/

/obj/item/clothing/head/helmet/f13/raider/arclight
name = "arclight raider helmet"
desc = "Welding mask with rare polarizing glass thats somehow still in working order. A treasured item in the wasteland."
Expand All @@ -89,9 +89,9 @@
flash_protect = 2
tint = 0.5

/* /obj/item/clothing/head/helmet/f13/raider/arclight/Initialize()
/obj/item/clothing/head/helmet/f13/raider/arclight/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate) */
AddComponent(/datum/component/armor_plate)

/obj/item/clothing/head/helmet/f13/raider/blastmaster
name = "blastmaster raider helmet"
Expand All @@ -102,21 +102,21 @@
dynamic_hair_suffix = ""
dynamic_fhair_suffix = ""

/* /obj/item/clothing/head/helmet/f13/raider/blastmaster/Initialize()
/obj/item/clothing/head/helmet/f13/raider/blastmaster/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)
*/

/obj/item/clothing/head/helmet/f13/raider/yankee
name = "yankee raider helmet"
desc = "Long time ago, it has belonged to a football player, now it belongs to wasteland."
icon_state = "yankee"
item_state = "yankee"
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE

/* /obj/item/clothing/head/helmet/f13/raider/yankee/Initialize()
/obj/item/clothing/head/helmet/f13/raider/yankee/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)
*/

/obj/item/clothing/head/helmet/f13/raider/eyebot
name = "eyebot helmet"
desc = "It is a dismantled eyebot, hollowed out to accommodate for a humanoid head."
Expand All @@ -129,10 +129,10 @@
dynamic_hair_suffix = ""
dynamic_fhair_suffix = ""

/* /obj/item/clothing/head/helmet/f13/raider/eyebot/Initialize()
/obj/item/clothing/head/helmet/f13/raider/eyebot/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)
*/

/obj/item/clothing/head/helmet/f13/raider/psychotic
name = "psycho-tic raider helmet"
desc = "A leather skullcap with tufts of hair sticking from each side."
Expand All @@ -141,10 +141,10 @@
flags_cover = HEADCOVERSEYES
flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR

/* /obj/item/clothing/head/helmet/f13/raider/psychotic/Initialize()
/obj/item/clothing/head/helmet/f13/raider/psychotic/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)
*/

/obj/item/clothing/head/helmet/f13/fiend
name = "fiend helmet"
desc = "A leather cap cobbled together adorned with a bighorner skull, perfect for any drug-fueled frenzy."
Expand Down Expand Up @@ -194,10 +194,10 @@
icon_state = "enclave"
item_color = "enclave"

/* /obj/item/clothing/head/helmet/soft/f13/enclave/Initialize()
/obj/item/clothing/head/helmet/soft/f13/enclave/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)
*/

/obj/item/clothing/head/f13/enclave/peacekeeper
name = "peacekeeper cap"
desc = "Reinforced field cap issued to the soldiers of the Enclave."
Expand Down Expand Up @@ -246,10 +246,10 @@
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
armor_tokens = list(ARMOR_MODIFIER_UP_DT_T2)

/* /obj/item/clothing/head/helmet/f13/enclave/marine/Initialize()
/obj/item/clothing/head/helmet/f13/enclave/marine/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)
*/

obj/item/clothing/head/helmet/f13/enclave/usmcriot
name = "old United States Marine Corp riot helmet"
desc = "A pre-war riot armor helmet used by the USCM For various tasks and operations, it's handled the nuclear wasteland somewhat better than the rest of the armors you've seen."
Expand Down Expand Up @@ -293,10 +293,10 @@ obj/item/clothing/head/helmet/f13/enclave/usmcriot
armor = ARMOR_VALUE_LIGHT
armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1)

/* /obj/item/clothing/head/helmet/f13/legion/Initialize()
/obj/item/clothing/head/helmet/f13/legion/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)
*/

/obj/item/clothing/head/helmet/f13/legion/marsheaddress
name = "priestess' headdress"
desc = "A headdress made of feathers and decorated with two golden tassles."
Expand Down Expand Up @@ -506,6 +506,10 @@ obj/item/clothing/head/helmet/f13/enclave/usmcriot
armor = ARMOR_VALUE_LIGHT
armor_tokens = list(ARMOR_MODIFIER_UP_DT_T1, ARMOR_MODIFIER_UP_BULLET_T1) // The NCR is more tanky, but slower

/obj/item/clothing/head/f13/ncr/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)

/obj/item/clothing/head/f13/ncr/steelpot_goggles
name = "NCR storm helmet"
desc = "A standard issue NCR steel helmet, issued with an additional pair of storm goggles for weather resistance."
Expand Down
15 changes: 10 additions & 5 deletions code/modules/clothing/head/f13head.dm
Original file line number Diff line number Diff line change
Expand Up @@ -67,6 +67,8 @@
/obj/item/clothing/head/helmet/f13/combat/Initialize()
. = ..()
AddComponent(/datum/component/spraycan_paintable)
AddComponent(/datum/component/armor_plate)

START_PROCESSING(SSobj, src)

/obj/item/clothing/head/helmet/f13/combat/Destroy()
Expand Down Expand Up @@ -159,6 +161,13 @@
icon_state = "rider"
item_state = "rider"

/obj/item/clothing/head/helmet/knight/f13/rider/riderw
name = "Reinforced Rider Helmet" //Not raider. Rider. //Count up your sins
desc = "It's a fancy two-tone metal helmet. It's been lined with additional plating and given a fresh coat of paint."
icon_state = "riderw"
item_state = "riderw"
armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T3, ARMOR_MODIFIER_UP_LASER_T2)

/obj/item/clothing/head/helmet/f13/metalmask
name = "metal mask"
desc = "A crudely formed metal hockey mask."
Expand Down Expand Up @@ -686,11 +695,7 @@
color = "#999999"
dynamic_hair_suffix = ""

/obj/item/clothing/head/f13/riderw
name = "Reinforced Rider Helmet" //Not raider. Rider. //Count up your sins
desc = "It's a fancy two-tone metal helmet. It's been lined with additional plating and given a fresh coat of paint."
icon_state = "riderw"
item_state = "riderw"


//Soft caps
/obj/item/clothing/head/soft/f13
Expand Down
4 changes: 2 additions & 2 deletions code/modules/clothing/suits/arfsuits.dm
Original file line number Diff line number Diff line change
Expand Up @@ -2179,8 +2179,8 @@
item_state = "armor_enclave_officer"

/obj/item/clothing/suit/armor/medium/duster/follower
name = "follower's duster"
desc = "An old military-grade pre-war combat armor under a white weathered duster. An emblem of the Followers is painted on the back of it. It appears to be fitted with metal plates to replace the crumbling ceramic."
name = "White duster"
desc = "An old military-grade pre-war combat armor under a white weathered duster. An emblem is on the back of it. It appears to be fitted with metal plates to replace the crumbling ceramic."
icon_state = "shank_follower"
item_state = "shank_follower"

Expand Down
10 changes: 10 additions & 0 deletions code/modules/clothing/suits/arfsuits_unused.dm
Original file line number Diff line number Diff line change
Expand Up @@ -65,6 +65,10 @@ Suits. 0-10 in its primary value, slowdown 0, various utility
icon = 'icons/fallout/clothing/armored_medium.dmi'
mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi'

/obj/item/clothing/suit/armor/exile/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)

/obj/item/clothing/suit/armor/exile/ncrexile
name = "modified NCR armor"
desc = "A modified detoriated armor kit consisting of NCR gear and scrap metal."
Expand Down Expand Up @@ -94,6 +98,10 @@ Suits. 0-10 in its primary value, slowdown 0, various utility
slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT
armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1)

/obj/item/clothing/suit/armor/legion/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)

/datum/component/storage/concrete/pockets/tiny/legion
max_items = 3

Expand Down Expand Up @@ -430,6 +438,8 @@ Suits. 0-10 in its primary value, slowdown 0, various utility
armor_tokens = list(ARMOR_MODIFIER_UP_DT_T2)
salvage_loot = list(/obj/item/stack/crafting/armor_plate = 8)



//Great Khan
/obj/item/clothing/suit/armor/khan_jacket
name = "khan armored jacket"
Expand Down
4 changes: 2 additions & 2 deletions code/modules/food_and_drinks/recipes/drinks/drinks_fallout.dm
Original file line number Diff line number Diff line change
Expand Up @@ -315,11 +315,11 @@
results = list(/datum/reagent/consumable/ethanol/oldpossum = 3)
required_reagents = list(/datum/reagent/consumable/ethanol/beer = 1, /datum/reagent/consumable/flour = 1, /datum/reagent/consumable/mutjuice = 1)

/*/datum/chemical_reaction/bbock
/datum/chemical_reaction/bbock
name = "Ballistic Bock"
id = "bbock"
results = list(/datum/reagent/consumable/ethanol/bbock = 3)
required_reagents = list(/datum/reagent/blackpowder = 1, /datum/reagent/radium = 1, /datum/reagent/water = 1)*/ //Made with TDM in mind. Just no. - Risingstarslash
required_reagents = list(/datum/reagent/blackpowder = 1, /datum/reagent/radium = 1, /datum/reagent/water = 1) //Made with TDM in mind. Just no. - Risingstarslash //It's so sad Tomoko Maus nuked Coyote Bayou. - Yuffels

/datum/chemical_reaction/hardlemonade
name = "Hard Lemonade"
Expand Down
Loading

0 comments on commit 8cdc514

Please sign in to comment.