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Merge branch 'master' of https://github.com/PvE-CMSS13/PvE-CMSS13
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morrowwolf committed Oct 20, 2023
2 parents 209a76d + c6289ff commit 029d28f
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Showing 10 changed files with 41 additions and 10 deletions.
2 changes: 1 addition & 1 deletion code/controllers/configuration/entries/general.dm
Original file line number Diff line number Diff line change
Expand Up @@ -271,7 +271,7 @@ Voting

// Gamemode to auto-switch to at the start of the round
/datum/config_entry/string/gamemode_default
config_entry_value = "Extended"
config_entry_value = "Distress Signal: Lowpop"

/datum/config_entry/number/rounds_until_hard_restart
config_entry_value = -1 // -1 is disabled by default, 0 is every round, x is after so many rounds
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2 changes: 1 addition & 1 deletion code/controllers/subsystem/ticker.dm
Original file line number Diff line number Diff line change
Expand Up @@ -333,7 +333,7 @@ SUBSYSTEM_DEF(ticker)
if(mode)
GLOB.master_mode = SSmapping.configs[GROUND_MAP].force_mode ? SSmapping.configs[GROUND_MAP].force_mode : mode
else
GLOB.master_mode = "Extended"
GLOB.master_mode = "Distress Signal: Lowpop"
log_game("Saved mode is '[GLOB.master_mode]'")


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3 changes: 3 additions & 0 deletions code/datums/ammo/ammo.dm
Original file line number Diff line number Diff line change
Expand Up @@ -89,6 +89,9 @@
/// The flicker that plays when a bullet hits a target. Usually red. Can be nulled so it doesn't show up at all.
var/hit_effect_color = "#FF0000"

/// Changes the freq of firing sound based on ammo type
var/firing_freq_offset = FALSE

/datum/ammo/New()
set_bullet_traits()

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2 changes: 2 additions & 0 deletions code/datums/ammo/bullet/shotgun.dm
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Expand Up @@ -162,6 +162,7 @@
damage = 140
penetration = ARMOR_PENETRATION_TIER_4
bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_6
firing_freq_offset = SOUND_FREQ_LOW

//buckshot variant only used by the masterkey shotgun attachment.
/datum/ammo/bullet/shotgun/buckshot/masterkey
Expand Down Expand Up @@ -196,6 +197,7 @@
max_range = 8
damage = 140
penetration = ARMOR_PENETRATION_TIER_4
firing_freq_offset = SOUND_FREQ_LOW

/*
8 GAUGE SHOTGUN AMMO
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1 change: 1 addition & 0 deletions code/datums/skills/uscm.dm
Original file line number Diff line number Diff line change
Expand Up @@ -290,6 +290,7 @@ COMMAND STAFF
SKILL_VEHICLE = SKILL_VEHICLE_SMALL,
SKILL_JTAC = SKILL_JTAC_EXPERT,
SKILL_INTEL = SKILL_INTEL_TRAINED,
SKILL_SURGERY = SKILL_SURGERY_NOVICE,
)

/datum/skills/SEA
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Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@
name = "Distress Signal: Lowpop"
config_tag = "Distress Signal: Lowpop"
required_players = 0
votable = TRUE

flags_round_type = MODE_INFESTATION|MODE_NEW_SPAWN

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2 changes: 1 addition & 1 deletion code/game/gamemodes/colonialmarines/whiskey_outpost.dm
Original file line number Diff line number Diff line change
Expand Up @@ -75,7 +75,7 @@

hardcore = TRUE

votable = TRUE
votable = FALSE
vote_cycle = 25 // approx. once every 5 days, if it wins the vote

taskbar_icon = 'icons/taskbar/gml_wo.png'
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2 changes: 1 addition & 1 deletion code/game/gamemodes/game_mode.dm
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ var/global/cas_tracking_id_increment = 0 //this var used to assign unique tracki
/datum/game_mode
var/name = "invalid"
var/config_tag = null
var/votable = TRUE
var/votable = FALSE
var/vote_cycle = null
var/probability = 0
var/list/datum/mind/modePlayer = new
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23 changes: 22 additions & 1 deletion code/game/machinery/medical_pod/autodoc.dm
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
//Autodoc
/obj/structure/machinery/medical_pod/autodoc
name = "\improper autodoc emergency medical system"
desc = "An emergency surgical device designed to perform life-saving treatments and basic surgeries on patients automatically, without the need of a surgeon. <br>It still requires someone with medical knowledge to program the treatments correctly; for this reason, colonies that use these often have paramedics trained in autodoc operation."
desc = "A fancy machine developed to be capable of operating on people with minimal human intervention. The interface is rather complex and would only be useful to trained Doctors however."
icon_state = "autodoc_open"

entry_timer = 2 SECONDS
Expand Down Expand Up @@ -36,6 +36,11 @@
else
icon_state = "autodoc_open"

/obj/structure/machinery/medical_pod/autodoc/get_examine_text(mob/user)
. = ..()
if(ishuman(user))
. += SPAN_NOTICE("It has [stored_metal] metal available for limb replacements.")

/obj/structure/machinery/medical_pod/autodoc/Initialize()
. = ..()
connect_autodoc_console()
Expand Down Expand Up @@ -730,10 +735,22 @@
dat += "<a href='?src=\ref[src];brute=1'>Brute Damage Treatment</a><br>"
if(isnull(surgeryqueue["burn"]))
dat += "<a href='?src=\ref[src];burn=1'>Burn Damage Treatment</a><br>"
dat += "<b>Orthopedic Surgeries</b>"
dat += "<br>"
if(isnull(surgeryqueue["broken"]))
dat += "<a href='?src=\ref[src];broken=1'>Broken Bone Surgery</a><br>"
if(isnull(surgeryqueue["internal"]))
dat += "<a href='?src=\ref[src];internal=1'>Internal Bleeding Surgery</a><br>"
if(isnull(surgeryqueue["open"]))
dat += "<a href='?src=\ref[src];open=1'>Close Open Incisions</a><br>"
if(isnull(surgeryqueue["shrapnel"]))
dat += "<a href='?src=\ref[src];shrapnel=1'>Shrapnel Removal Surgery</a><br>"
dat += "<b>Organ Surgeries</b>"
dat += "<br>"
if(isnull(surgeryqueue["eyes"]))
dat += "<a href='?src=\ref[src];eyes=1'>Corrective Eye Surgery</a><br>"
if(isnull(surgeryqueue["organdamage"]))
dat += "<a href='?src=\ref[src];organdamage=1'>Organ Damage Treatment</a><br>"
dat += "<b>Hematology Treatments</b>"
dat += "<br>"
if(isnull(surgeryqueue["blood"]))
Expand All @@ -743,6 +760,10 @@
if(isnull(surgeryqueue["toxin"]))
dat += "<a href='?src=\ref[src];toxin=1'>Bloodstream Toxin Removal</a><br>"
dat += "<br>"
if(isnull(surgeryqueue["facial"]))
dat += "<a href='?src=\ref[src];facial=1'>Facial Reconstruction Surgery</a><br>"
if(isnull(surgeryqueue["missing"]))
dat += "<a href='?src=\ref[src];missing=1'>Limb Replacement Surgery</a><hr>"
else
dat += "The autodoc is empty."
dat += text("<a href='?src=\ref[];mach_close=sleeper'>Close</a>", user)
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13 changes: 8 additions & 5 deletions code/modules/projectiles/gun.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1677,6 +1677,11 @@ not all weapons use normal magazines etc. load_into_chamber() itself is designed

projectile_to_fire.shot_from = src

if(user)
projectile_to_fire.firer = user
if(isliving(user))
projectile_to_fire.def_zone = user.zone_selected

return 1

/obj/item/weapon/gun/proc/play_firing_sounds(obj/projectile/projectile_to_fire, mob/user)
Expand All @@ -1690,21 +1695,19 @@ not all weapons use normal magazines etc. load_into_chamber() itself is designed
if(projectile_to_fire.ammo && projectile_to_fire.ammo.sound_override)
actual_sound = projectile_to_fire.ammo.sound_override

projectile_to_fire.firer = user
if(isliving(user))
projectile_to_fire.def_zone = user.zone_selected

//Guns with low ammo have their firing sound
var/firing_sndfreq = (current_mag && (current_mag.current_rounds / current_mag.max_rounds) > GUN_LOW_AMMO_PERCENTAGE) ? FALSE : SOUND_FREQ_HIGH

firing_sndfreq = in_chamber.ammo.firing_freq_offset ? in_chamber.ammo.firing_freq_offset : firing_sndfreq

//firing from an attachment
if(active_attachable && active_attachable.flags_attach_features & ATTACH_PROJECTILE)
if(active_attachable.fire_sound) //If we're firing from an attachment, use that noise instead.
playsound(user, active_attachable.fire_sound, 50)
else
if(!(flags_gun_features & GUN_SILENCED))
if (firing_sndfreq && fire_rattle)
playsound(user, fire_rattle, firesound_volume, FALSE)//if the gun has a unique 'mag rattle' SFX play that instead of pitch shifting.
playsound(user, fire_rattle, firesound_volume, FALSE) //if the gun has a unique 'mag rattle' SFX play that instead of pitch shifting.
else
playsound(user, actual_sound, firesound_volume, firing_sndfreq)
else
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