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helmet pill packet #6

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About the pull request

lets you put pill packets in helmets

Explain why it's good for the game

i ment to make it possible when i first did this, i just forgot and put it off for like 2 years

Testing Photographs and Procedure

Screenshots & Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Changelog

🆑
fix: pill packets shouldve always been in helmets
/:cl:

realforest2001 and others added 30 commits October 28, 2023 11:33
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# About the pull request
Gives the provost uniforms their own sprites as only the Enforcer used
the provost uniform sprite, and all others used MP sprites which
contrasted with the provost jackets/armour.
Also removes a lot of duplicate code where things were subtyped and
really didn't need to be.

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Mention if you have tested your changes. If you changed a map, make sure
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# Explain why it's good for the game
Having all the duplicate entries, especially in the preset lists, is
really clunky and useless. The only things that were being used were
specially named uniforms and suits, which is unnecessary.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding, and may discourage maintainers from reviewing or merging
your PR. This section is not strictly required for (non-controversial)
fix PRs or backend PRs. -->


# Testing Photographs and Procedure
<!-- Include any screenshots/videos/debugging steps of the modified code
functioning successfully, ideally including edge cases. -->
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
label your changes in the changelog. Please note that maintainers freely
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<!-- If you add a name after the ':cl', that name will be used in the
changelog. You must add your CKEY after the CL if your GitHub name
doesn't match. Maintainers freely reserve the right to remove and add
tags should they deem it appropriate. -->

:cl:
imageadd: Added sprites for provost senior and marshal uniforms.
spellcheck: Gave unique names to the provost armour subtypes.
balance: Prevented most provost armour from being able to fit inside
bags.
balance: Returned provost armour to the same slowdowns as MP armour.
code: Removed a lot of duplicate code in Provost presets and
uniform/suits.
/:cl:

<!-- Both :cl:'s are required for the changelog to work! -->
# About the pull request

Followup to cmss13-devs#4645.

![image](https://github.com/cmss13-devs/cmss13/assets/4447185/905bb1d9-ef4b-4963-9632-881a7da1bf8c)


# Explain why it's good for the game


![image](https://github.com/cmss13-devs/cmss13/assets/4447185/edd79640-fb51-47b9-baa0-dfd9ca62b86b)

# Changelog
:cl:
fix: Incendiary OB once again spreads to intended size.
/:cl:
# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
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## Simple version

Selecting a body part on doll at bottom right applies an inherent
accuracy debuff to shots (an hand is harder to hit than chest).

This penalty still applied to sprite-click attacks on Xenomorphs,
despite the localized damage having no effect.

This means that you'd have to constantly reset your aimed part to chest
every time you try to shoot a Xeno, or would suffer a "free" penalty.

## Detailled version

Old flow went as follow:
 * Get base Hit Chance and Roll
* If it's only a near hit, or target's not the shot clicked target, the
shot targeted limb is reset to a random one
 * Hit chance receives a penalty based on aimed limb
 * We proceed checking hit chance vs roll

Because of the above problem this is changed to:

* Get base Hit Chance and Roll
* If it's a near hit (including limb penalty), a near xeno hit
(excluding limb penalty), or not the sprite-clicked target, aimed limb
is reset to a random one
* Else if the target is a xeno and it was a proper direct hit, there is
no penalty -- functionally similar to a chest shot
* Else Finally, apply per-limb penalty as usual
* We proceed checking hit chance vs roll

# Explain why it's good for the game
Avoids an invisible noobtrap debuff for just about everyone in the game
that isn't in the know - and the neccessity to constantly reset
targeting to chest for medics.

# Testing Photographs and Procedure
The problem was tested by a player on discord -- the fix i tested just
was spawning stuff and shooting up the place observing RNG misses. I did
not take detailed statistics over time to confirm.


# Changelog
:cl:
fix: Sprite-click shots onto Xenos are no longer affected by
limb-targeting penalty, because it was an accuracy debuff when there is
no inherent benefit to targeting Xeno limbs.
/:cl:
# About the pull request

Fixes donator backpack sprite being invisible on certain maps

# Explain why it's good for the game

Fixes visual sprite glitch for donator item on certain maps



# Changelog
:cl:
fix: Fixed sprite issue by disabling camo variant for donator item
/:cl:
# About the pull request

It kept giving fake "errors"

# Explain why it's good for the game

It annoyed me

# Changelog

No player facing changes
# About the pull request

You've heard this story before. This causes runtimes with Queen Eye and
probably other camera mobs. Observers exempt due to a dead check later
down.

No player facing changes.
# About the pull request

I have made the Trijent shuttle generic, allowing this to be reused on
other mapping projects. We can also have multiple elevators in the same
mission.

Trijent dam also now has two elevators.

1. LZ1 to Engineering
2. LZ2 to Omega

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# Explain why it's good for the game

Other maps will be able to incorporate the Trijent elevator shuttle.
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
refactor: reworked trijent elevators to be reusable on new maps
maptweak: Trijent map now has two elevators, lz1 to engineering and lz2
to omega
/:cl:

---------

Co-authored-by: BeagleGaming1 <[email protected]>
Co-authored-by: harryob <[email protected]>
# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
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Tentative fix for a recurring runtime in dummy generation (eg. in
character setup) caused by invalid limbs.
This is also a generally very bad spot in terms of deletions because it
would prevent the organs from deleting properly, and prevent the limbs
from being GC'ed.

As far as I can see only dummy preview and admin transform will cause
cascading species change, so effect might not be obvious.

Tested for basic functionality (dummy render, running around, getting
hit, healing).

# Changelog
:cl:
fix: Fixed Limbs and Organs deleting incorrectly on species change.
/:cl:
# About the pull request

Increases the size of the Combat Correspondants room and adds a few
things requested by a friend of mine.

# Explain why it's good for the game

Expands the cramped CC room and adds a few QOL additions.

# Changelog

:cl:
add: added flashlight, donk pocket box, interview table, folder,
taperecorder, ink toner, extra lights and expanded the size of the CC's
room.
/:cl:
re-adds two blocks of invis wall accidentally removed in
cmss13-devs#632 1 morbillion years ago on
soro
# About the pull request

molecular acid (from boiler and spitter tailstab) now affects predators,
dealing
 12 burn damage for spitters, and 39 burn damage for boilers
 
do note that it metabolizes quite slowly (takes nearly a minute for a
boiler's tailstab to be done)



# Explain why it's good for the game

I don't think predators are meant to be immune to acid???

labeled this as a fix as I don't think morrow wanted this to only work
on humans
# Changelog

:cl:
balance: predators are no longer immune to molecular acid injected from
spitter and boiler tailstabs
/:cl:
the title really

:cl:
qol: you can now click drag from items in your storage to your hands
/:cl:
…t/safes (cmss13-devs#4574)

# About the pull request
going to add some subtype for other closets...
chem safes execution....
<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
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# Explain why it's good for the game
no more mapping change to change content...
meaning less conflict in the future if we want to change themalso it's
more clean
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
refactor: Refactor gun cabinet code adding subtype for all the secure
guncabinet.
refactor: Refactor safe code adding subtype for cl and co safes also add
a subtype for armory honor guard closet .
/:cl:

---------

Co-authored-by: Julien <[email protected]>
remade some stuff from cmss13-devs#4516
to clean up the code, rest is the same. did not get to test it also not
shure if I solved the mergeconflict properly if not tell me what is
wrong




:cl:
balance: LZ detector now works even when the DS is stationary
/:cl:
i think it just looks nicer aesthetically. if someone disagrees
particularly thats fine

:cl:
ui: the options button is now part of the statbrowser tabs proper
/:cl:
cm13-github and others added 21 commits November 2, 2023 04:32
# About the pull request
Currently machetes, ceremonial swords and all the like fall under
subtypes of /obj/item/weapon/claymore/mercsword
This PR changes it so the root path is /obj/item/weapon/sword, moving
/obj/item/weapon/claymore/mercsword to be the root item, and repathing
/obj/item/weapon/claymore to /obj/item/weapon/sword/claymore.
It also paths /obj/item/weapon/katana to /obj/item/weapon/sword/katana.
As part of this repathing, I have also unilaterally made all the sword
subtypes large items instead of normal sized items. Previously only the
machete was a large item however, considering a machete is likely to be
shorter than a claymore or katana, this made little sense.

<!-- Remove this text and explain what the purpose of your PR is.

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you used the mapmerge tool.
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# Explain why it's good for the game
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
code: Repathed sword weapons to a uniform /obj/item/weapon/sword
balance: All sword-type weapons are now Large items instead of Normal
sized, to match machetes.
/:cl:
# About the pull request
Adds the KN5500 PDA for Working Joes to remotely access Apollo
Maintenance Computers.
Modifies WJ presets to include a sling pouch with attached PDA.
Changes the glass in the Working Joe construction pouch to reinforced
glass as it's almost exclusively what is needed.
<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
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Explain your rationale fully, even if you feel it goes without saying.
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# Explain why it's good for the game
Currently Working Joes have to run around checking the computers all the
time. While true they're scattered around fairly frequently, it's still
inconvenient.
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
add: Added the KN5500 PDA for Working Joes. Sprites by Frans_Feiffer.
add: Changed the plain glass in Working Joe presets to Reinforced Glass.
/:cl:
# About the pull request

Adds foxtrot and intel squad berets and hedband transformations to the
list of existing squad variants, helmet/hat decoration sprites included.

# Explain why it's good for the game

More visuals - good, more things work as intended without gaps.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


![dreamseeker_2o5SJHq1ku](https://github.com/cmss13-devs/cmss13/assets/100090741/cfec32a2-35ec-4b58-9ff5-36bfb668d6f7)


</details>


# Changelog
:cl:
add: added intel and foxtrot squad berets and headband
/:cl:
# About the pull request

Armory used to hold MK1 with AP, not regular rounds

# Explain why it's good for the game
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Restores the MK1 AP mags in the CIC armory
/:cl:
# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
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This fixes two issues happening on live game:

* The XM88 does not check for successful wielding before registering
signals, presumably causing overriding errors in logs.
* M56D/M2C HMGs do not correctly reset the autofire component when the
operator is removed. This causes it to try to keep firing without an
operator which generates runtimes (presumably in burst fire mode). In
addition this may solve other issues such as the fabled "can use HMG
while dead" one, but I can't confirm it.

# Explain why it's good for the game
Readable logs and less clunky interactions down the line

# Changelog
:cl:
fix: M56D/M2C should now properly stop firing when they stop being used.
/:cl:
# About the pull request

When I was making the UPP gun sprites, apparently I was taken over by
the shitsprite demon and as a consequence the proportions on this
magazine are completely off compared to other magazines in the game and
their ammo amount. This PR fixes this grave error.

# Explain why it's good for the game

A magazine holding 35 rounds shouldn't look bigger than equivalent
magazines that hold more ammunition.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
imagedel: shrinks the type-19 SMG stick magazine to a more reasonable
size
/:cl:
# About the pull request

New loadout items for customization

# Explain why it's good for the game

When someone inevitably finds your corpse, some personalized stuff on it
can add that much more storytelling.

# Changelog

:cl:
add: Added many new loadout items
code: Added a signal to items that triggers right after the mob finishes
spawning
code: Added a signal to add additional behavior to storing items in
shoes
/:cl:
# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

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Right now reqs on WO is a pain for three major reasons:
 * Marines have less gearing option making Req Line an huge burden
* A lot of stuff is defunct or removed such as the recycler, parcel
network, and vendors not containing now basic gear nowadays
* Because of all that there is little incentive to run Reqs beyond the
attachies line, meaning it becomes a pure roaming game as assistant
engineers

This attempts to address it in the following ways:
* Fixing the recycler. It now outputs materials, and can now recycle all
the crates that previously littered Reqs for metal
* Fixing req vendors. They did not benefit from eg. attachies vendor
dispensing to table like Almayers'
* Standardize the vendors contents with Almayers' to bring useful things
like binos or grenades that were missing. The ammo vendor retains the
spec ammo in addition to this.
* Readds a delivery chute, related piping, paper wrap, and destination
taggers, allowing Reqs to once again fax whole crates to pillboxes
* Tweak supply pad deliveries weights and contents to make it more
interesting and hopefully not ignored. This means higher chances to get
materials, and new packs such as mortar shells, while reducing highly
redundant packs such as floodlights.
 * Minor Req mapping adjsutments 

Additionally it adds the two missing synth vendors from the Almayer to
the map.

**!!! Note that this enables recycler output also for other instances of
the Reyclers. I don't believe it will be a major problem but they could
be issued a yield penalty if you think it might. !!!**

# Explain why it's good for the game
QoL and making Reqs more relevant on WO, aswell as incentive using the
bunker building more

# Changelog
:cl:
fix: Fixed recyclers (including Whiskey Outposts') and added the
possibility to recycle crates with them.
fix: Standardized "vend to table" functionality of vendors, enabling it
to work for Whiskey Outpost's Reqs.
add: Whiskey Outpost vendors now contain the same items as Almayer's. WO
still has spare specialist ammo on top of that.
add: Readded delivery chute, wrap and tagger to Whiskey Outpost Reqs,
letting you pack and send crates and items via disposals again.
balance: Whiskey Outpost supply drops should now be more interesting and
impactful.
add: Added missing Synth vendors on WO.
/:cl:
@Kiara-Miller Kiara-Miller added the Generic Improvement General improvement, intended to be compatible with most event chains label Nov 14, 2023
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