diff --git a/code/__DEFINES/weapon_stats.dm b/code/__DEFINES/weapon_stats.dm index 3a69002a3b93..1c3c09e9b28d 100644 --- a/code/__DEFINES/weapon_stats.dm +++ b/code/__DEFINES/weapon_stats.dm @@ -136,7 +136,9 @@ As such, don't expect any values assigned to common firearms to even consider ho //How many ticks you have to wait between firing. Burst delay uses the same variable! */ +#define FIRE_DELAY_TIER_AMR 30 #define FIRE_DELAY_TIER_VULTURE 20 +#define FIRE_DELAY_TIER_SNIPER 15 #define FIRE_DELAY_TIER_1 12 #define FIRE_DELAY_TIER_2 10 #define FIRE_DELAY_TIER_3 9 diff --git a/code/_globalvars/global_lists.dm b/code/_globalvars/global_lists.dm index 64bf4ba7c901..c23f1fc7931f 100644 --- a/code/_globalvars/global_lists.dm +++ b/code/_globalvars/global_lists.dm @@ -490,6 +490,7 @@ GLOBAL_LIST_EMPTY(timelocks) GLOBAL_LIST_INIT(available_specialist_sets, list( "Scout Set", "Sniper Set", + "Anti-materiel Sniper Set", "Demolitionist Set", "Heavy Grenadier Set", "Pyro Set" @@ -502,6 +503,7 @@ GLOBAL_LIST_INIT(available_specialist_kit_boxes, list( "Sniper" = 2, "Scout" = 2, "Demo" = 2, + "Anti-materiel Sniper" = 2, )) /proc/init_global_referenced_datums() diff --git a/code/datums/ammo/ammo.dm b/code/datums/ammo/ammo.dm index 229c10b31e3a..eba72f2594e2 100644 --- a/code/datums/ammo/ammo.dm +++ b/code/datums/ammo/ammo.dm @@ -230,6 +230,7 @@ P.generate_bullet(GLOB.ammo_list[bonus_projectiles_type]) //No bonus damage or anything. P.accuracy = round(P.accuracy * original_P.accuracy/initial(original_P.accuracy)) //if the gun changes the accuracy of the main projectile, it also affects the bonus ones. original_P.give_bullet_traits(P) + P.bonus_projectile_check = 2 //It's a bonus projectile! var/total_scatter_angle = P.scatter final_angle += rand(-total_scatter_angle, total_scatter_angle) diff --git a/code/datums/ammo/bullet/sniper.dm b/code/datums/ammo/bullet/sniper.dm index 22371972e623..6d0f0792ec53 100644 --- a/code/datums/ammo/bullet/sniper.dm +++ b/code/datums/ammo/bullet/sniper.dm @@ -107,19 +107,104 @@ damage = 125 shell_speed = AMMO_SPEED_TIER_6 -/datum/ammo/bullet/sniper/anti_materiel/on_hit_mob(mob/M,obj/projectile/P) - if((P.projectile_flags & PROJECTILE_BULLSEYE) && M == P.original) - var/mob/living/L = M - var/size_damage_mod = 0.8 - if(isxeno(M)) - var/mob/living/carbon/xenomorph/target = M - if(target.mob_size >= MOB_SIZE_XENO) - size_damage_mod += 0.6 - if(target.mob_size >= MOB_SIZE_BIG) - size_damage_mod += 0.6 - L.apply_armoured_damage(damage*size_damage_mod, ARMOR_BULLET, BRUTE, null, penetration) - // 180% damage to all targets (225), 240% (300) against non-Runner xenos, and 300% against Big xenos (375). -Kaga - to_chat(P.firer, SPAN_WARNING("Bullseye!")) +/datum/ammo/bullet/sniper/anti_materiel/on_hit_mob(mob/target_mob,obj/projectile/aimed_projectile) + + var/mob/living/living_target = target_mob + + if((aimed_projectile.projectile_flags & PROJECTILE_BULLSEYE) && target_mob == aimed_projectile.original) + + var/amr_counter = 0 + var/datum/weakref/old_target = null // This is used to let xenos know when they're no longer targeted. + + var/mob/living/carbon/human/human_firer + var/image/focused_fire_marker_temp = image('icons/mob/hud/hud.dmi', target_mob, "hudeye") + + if(istype(aimed_projectile.firer, /mob/living/carbon/human)) // Preps the Focused Fire marker. + human_firer = aimed_projectile.firer + focused_fire_marker_temp.color = human_firer.assigned_squad?.chat_color + + if(target_mob.icon_size > world.icon_size) // Centers marker on their tile. + focused_fire_marker_temp.pixel_x = (target_mob.icon_size / 4) + + if(istype(aimed_projectile.shot_from, /obj/item/weapon/gun/rifle/sniper/XM43E1)) // Calculates the Focus Counter. + var/obj/item/weapon/gun/rifle/sniper/XM43E1/amr = aimed_projectile.shot_from + + old_target = amr.focused_fire_target + + if(target_mob == (amr.focused_fire_target?.resolve())) + if(amr.focused_fire_counter < 2) // Can stack up to twice. + amr.focused_fire_counter += 1 + else + amr.focused_fire_counter = 2 + else // If it's a new target + amr.focused_fire_counter = 0 // Stacks to 0 + if(human_firer && !(target_mob.is_dead())) + human_firer.client?.images -= human_firer.focused_fire_marker // Remove old marker + qdel(human_firer.focused_fire_marker) + human_firer.focused_fire_marker = focused_fire_marker_temp // Store new marker ref + human_firer.client?.images += focused_fire_marker_temp // Add new marker + + amr_counter = amr.focused_fire_counter + 1 + amr.focused_fire_target = WEAKREF(target_mob) + + var/size_damage_mod = 0.8 // 1.8x vs Non-Xenos (225) + var/size_current_health_damage = 0 // % Current Health calculation, only used for Xeno calculations at the moment. + var/focused_fire_active = 0 // Whether to try and use focused fire calculations or not, for that kind of target. + + if(isxeno(target_mob)) + var/mob/living/carbon/xenomorph/target = target_mob + size_damage_mod -= 0.2 // Down to 1.6x damage, 200. + size_current_health_damage = 0.1 // 1.6x Damage + 10% current health (200 + 10%, 223 vs Runners) + + if(target.mob_size >= MOB_SIZE_XENO && (target.caste_type != XENO_CASTE_DEFENDER)) + size_current_health_damage += 0.1 // 1.6x Damage + 20% current health + focused_fire_active = 1 // Focus Fire Required. Only deals 50% bonus damage on a first Aimed Shot, then 75%, then 100%. Resets with a successful aimed shot on another target. + + if(target.mob_size >= MOB_SIZE_BIG && (target.caste_type != XENO_CASTE_DEFENDER)) + size_damage_mod -= 0.6 // Down to 1x Damage. + size_current_health_damage += 0.1 // 1x Damage + 30% current health. + focused_fire_active = 1 + // Most T3s have around 650 to 700 HP, meaning the health modifier grants a MAXIMUM of around 195-210 damage for a total max of 320-335. This is fully focused (3 shots) and at max HP. + // Queen takes around 275 at max health and unfocused, 425 fully focused. Defender only takes 200 damage, even while fortified, but still causes falloff like a Big Xeno. + // At low health, does little more than a normal shot. Does WORSE than a normal shot if unfocused and hitting through blockers, all of which stack to reduce it. + + var/final_xeno_damage = ((damage * size_damage_mod) + ((target.health + damage) * size_current_health_damage)) + + if(focused_fire_active && amr_counter) // If this is a target that needs to be focus-fired and the gun supports it, reduce bonus damage to 50%, then 75%, then 100% + // If amr_counter is 0, then the gun likely doesn't have the tracker functions, so skip this and deal normal damage. + final_xeno_damage *= (0.25 + (0.25 * amr_counter)) + + living_target.apply_armoured_damage((final_xeno_damage), ARMOR_BULLET, BRUTE, null, penetration) + + else + living_target.apply_armoured_damage((damage*size_damage_mod), ARMOR_BULLET, BRUTE, null, penetration) + + // Base 1.8x damage to non-xeno targets (225), 1.6x + 10% current against Runners and Defenders (223), 1.6x + 20% current health against most non-Runner xenos, and +30% current health against Big xenos. -Kaga + // This applies after pen reductions. After hitting 1 other thing, it deals 80% damage, or 40% after hitting a dense wall or big xeno. + + if((focused_fire_active || isxeno(target_mob)) && !(target_mob.is_dead())) + switch(amr_counter) + if(1) + to_chat(aimed_projectile.firer, SPAN_WARNING("One hit! You begin to carefully track the target's movements.")) + if(isxeno(target_mob) && isxeno(old_target?.resolve())) + var/mob/living/carbon/xenomorph/old_xeno = old_target.resolve() + var/mob/living/carbon/xenomorph/new_xeno = target_mob + if((old_xeno.hive == new_xeno.hive) && !(old_xeno.stat)) // Must be in same hive and conscious + to_chat(old_xeno,SPAN_XENOLEADER("The feeling of looming danger fades as we sense that another sister has been targeted instead.")) + if(2) + to_chat(aimed_projectile.firer, SPAN_WARNING("Two hits! You're starting to get a good read on the target's patterns.")) + if(3) + to_chat(aimed_projectile.firer, SPAN_WARNING("Bullseye! You're fully focused on the target.")) + else + to_chat(aimed_projectile.firer, SPAN_WARNING("Bullseye!")) + else + to_chat(aimed_projectile.firer, SPAN_WARNING("Bullseye!")) + +/datum/ammo/bullet/sniper/anti_materiel/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating/weak) + )) /datum/ammo/bullet/sniper/anti_materiel/vulture damage = 400 // Fully intended to vaporize anything smaller than a mini cooper diff --git a/code/datums/elements/bullet_trait/damage_boost.dm b/code/datums/elements/bullet_trait/damage_boost.dm index eee4a8e80f4b..43d9d1b23377 100644 --- a/code/datums/elements/bullet_trait/damage_boost.dm +++ b/code/datums/elements/bullet_trait/damage_boost.dm @@ -28,17 +28,10 @@ GLOBAL_LIST_INIT(damage_boost_vehicles, typecacheof(/obj/vehicle/multitile)) /// A typecache of objs or turfs that, upon being hit, boost the damage of the attached projectile var/list/damage_boosted_atoms - //vars for dealing with interaction issues with the Penetrating trait - var/boosted_hits - var/last_damage_mult - //allows for nuance in Breaching-Resistant interactions var/active_damage_mult var/atom_type - //var for dealing with bonus projectiles - var/bonus_projectile_check - /** * vars: * * damage_mult - the damage multiplier to be applied if the bullet hits an atom whose type is in `breaching_objs` @@ -51,11 +44,8 @@ GLOBAL_LIST_INIT(damage_boost_vehicles, typecacheof(/obj/vehicle/multitile)) src.damage_mult = damage_mult src.damage_boosted_atoms = damage_boosted_atoms - src.boosted_hits = 0 - src.last_damage_mult = 1 src.active_damage_mult = 1 src.atom_type = 0 - src.bonus_projectile_check = 0 RegisterSignal(target, list( COMSIG_BULLET_PRE_HANDLE_OBJ, @@ -68,17 +58,17 @@ GLOBAL_LIST_INIT(damage_boost_vehicles, typecacheof(/obj/vehicle/multitile)) //add more cases for other interactions (switch doesn't seem to work with istype) else return 0 -/datum/element/bullet_trait_damage_boost/proc/handle_bullet(obj/projectile/P, atom/A) +/datum/element/bullet_trait_damage_boost/proc/handle_bullet(obj/projectile/boosted_projectile, atom/hit_atom) SIGNAL_HANDLER - atom_type = check_type(A) + atom_type = check_type(hit_atom) switch(atom_type) if("door") - var/obj/structure/machinery/door/D = A - if(D.masterkey_resist) - if(D.masterkey_mod) - active_damage_mult = damage_mult * D.masterkey_mod + var/obj/structure/machinery/door/hit_door = hit_atom + if(hit_door.masterkey_resist) + if(hit_door.masterkey_mod) + active_damage_mult = damage_mult * hit_door.masterkey_mod else active_damage_mult = 1 //no bonus damage else @@ -87,12 +77,22 @@ GLOBAL_LIST_INIT(damage_boost_vehicles, typecacheof(/obj/vehicle/multitile)) else active_damage_mult = damage_mult - if(boosted_hits > 0) - if(bonus_projectile_check == P.damage) - P.damage = P.damage / last_damage_mult - boosted_hits-- - if(damage_boosted_atoms[A.type]) - P.damage = round(P.damage * active_damage_mult) - last_damage_mult = active_damage_mult - boosted_hits++ - bonus_projectile_check = P.damage + + if(boosted_projectile.damage_boosted && ((boosted_projectile.last_atom_signaled?.resolve()) != hit_atom) && (!boosted_projectile.bonus_projectile_check)) + //If this is after a boosted hit, the last atom that procced this isn't the same as the current target, and this isn't a bonus projectile sharing the same damage_boost + if(!boosted_projectile.last_damage_mult) //Make sure stored mult isn't 0 + boosted_projectile.last_damage_mult = 1 + + boosted_projectile.damage = boosted_projectile.damage / boosted_projectile.last_damage_mult //Reduce the damage back to normal + boosted_projectile.damage_boosted-- //Mark that damage has been returned to normal. + + if(damage_boosted_atoms[hit_atom.type]) //If hitting a valid atom for damage boost + boosted_projectile.damage = round(boosted_projectile.damage * active_damage_mult) //Modify Damage by multiplier + + if (active_damage_mult) + boosted_projectile.last_damage_mult = active_damage_mult //Save multiplier for next check + else + boosted_projectile.last_damage_mult = 1 + + boosted_projectile.damage_boosted++ //Mark that a boosted hit occurred. + boosted_projectile.last_atom_signaled = WEAKREF(hit_atom) //Save the current triggering atom to the projectile diff --git a/code/datums/elements/bullet_trait/penetrating/weak.dm b/code/datums/elements/bullet_trait/penetrating/weak.dm new file mode 100644 index 000000000000..99c94a9c90ba --- /dev/null +++ b/code/datums/elements/bullet_trait/penetrating/weak.dm @@ -0,0 +1,60 @@ +/datum/element/bullet_trait_penetrating/weak + // Generic bullet trait vars + element_flags = ELEMENT_DETACH|ELEMENT_BESPOKE + id_arg_index = 4 + + /// For each thing this hits, how much damage it loses normally. This can be modified by what it penetrates later. + var/damage_percent_lost_per_hit = 20 + // XM43E1 AMR: First target takes full damage, each subsequent target takes at least 20% less damage (increased for large mobs and dense turfs), 25 from base 125 damage. + + /// For each thing this hits, how much distance it loses normally. + distance_loss_per_hit = 4 + // XM43E1 AMR: Hits 7 things at most, at point blank, with no additional modifiers. This greatly increases at actual sniping ranges. + + /// How many times more effective turfs are at slowing down the projectile normally, reducing both range and damage. + var/turf_hit_slow_mult = 3 + // XM43E1 AMR: Unable to hit anything through more than 2 walls, less at maximum ranges. Pens 2 walls at 8 tiles or less, 1 at 20 tiles or less, and can't wallbang through normal walls at maximum range. + // Also loses 75 damage with each normal wall pen. + +/datum/element/bullet_trait_penetrating/weak/Attach(datum/target, distance_loss_per_hit = 4, damage_percent_lost_per_hit = 20, turf_hit_slow_mult = 3) + . = ..() + if(. == ELEMENT_INCOMPATIBLE) + return + + src.damage_percent_lost_per_hit = damage_percent_lost_per_hit + src.turf_hit_slow_mult = turf_hit_slow_mult + +/datum/element/bullet_trait_penetrating/weak/handle_passthrough_movables(obj/projectile/bullet, atom/movable/hit_movable, did_hit) + if(did_hit) + var/slow_mult = 1 + if(ismob(hit_movable)) + var/mob/mob = hit_movable + if(mob.mob_size >= MOB_SIZE_BIG) // Big Xenos (including fortified Defender) can soak hits and greatly reduce penetration. + slow_mult = 2 // 8 tiles of range lost per Big hit. At point blank, this comes out to only 3 targets. At sniping ranges, even a single one can stop the bullet dead. + + bullet.distance_travelled += (distance_loss_per_hit * slow_mult) + + bullet.damage -= (damage_percent_lost_per_hit * slow_mult) + + return COMPONENT_BULLET_PASS_THROUGH + + +/datum/element/bullet_trait_penetrating/weak/handle_passthrough_turf(obj/projectile/bullet, turf/closed/wall/hit_wall) + var/slow_mult = turf_hit_slow_mult + + // Better penetration against Membranes to still be able to counter Boilers at most ranges. Still loses 4 tiles of range and 25 damage per. + if(istype(hit_wall, /turf/closed/wall/resin/membrane)) + if(istype(hit_wall, /turf/closed/wall/resin/membrane/thick)) + slow_mult = 1.5 + else + slow_mult = 1 + + bullet.distance_travelled += (distance_loss_per_hit * slow_mult) + + bullet.damage *= (1 - (damage_percent_lost_per_hit * slow_mult * 0.01)) + + if(!istype(hit_wall)) + return COMPONENT_BULLET_PASS_THROUGH + + if(!hit_wall.hull) + return COMPONENT_BULLET_PASS_THROUGH diff --git a/code/datums/emergency_calls/cmb.dm b/code/datums/emergency_calls/cmb.dm index feb31cf0fe16..bbe2e161842a 100644 --- a/code/datums/emergency_calls/cmb.dm +++ b/code/datums/emergency_calls/cmb.dm @@ -54,7 +54,7 @@ print_backstory(mob) - addtimer(CALLBACK(GLOBAL_PROC, PROC_REF(to_chat), mob, SPAN_BOLD("Objectives: [objectives]")), 1 SECONDS) + addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), mob, SPAN_BOLD("Objectives: [objectives]")), 1 SECONDS) /datum/emergency_call/cmb/print_backstory(mob/living/carbon/human/M) @@ -160,7 +160,7 @@ print_backstory(mob) - addtimer(CALLBACK(GLOBAL_PROC, PROC_REF(to_chat), mob, SPAN_BOLD("Objectives: [objectives]")), 1 SECONDS) + addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), mob, SPAN_BOLD("Objectives: [objectives]")), 1 SECONDS) /datum/emergency_call/cmb/anchorpoint/print_backstory(mob/living/carbon/human/M) diff --git a/code/datums/emergency_calls/inspection.dm b/code/datums/emergency_calls/inspection.dm index 031a9f210761..e473466f4fb8 100644 --- a/code/datums/emergency_calls/inspection.dm +++ b/code/datums/emergency_calls/inspection.dm @@ -258,7 +258,7 @@ print_backstory(mob) - addtimer(CALLBACK(GLOBAL_PROC, PROC_REF(to_chat), mob, SPAN_BOLD("Objectives: [objectives]")), 1 SECONDS) + addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), mob, SPAN_BOLD("Objectives: [objectives]")), 1 SECONDS) /datum/emergency_call/inspection_cmb/print_backstory(mob/living/carbon/human/M) @@ -341,4 +341,4 @@ print_backstory(mob) - addtimer(CALLBACK(GLOBAL_PROC, PROC_REF(to_chat), mob, SPAN_BOLD("Objectives: [objectives]")), 1 SECONDS) + addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), mob, SPAN_BOLD("Objectives: [objectives]")), 1 SECONDS) diff --git a/code/datums/emergency_calls/xeno_cultists.dm b/code/datums/emergency_calls/xeno_cultists.dm index f112511b5e22..5a69c4002105 100644 --- a/code/datums/emergency_calls/xeno_cultists.dm +++ b/code/datums/emergency_calls/xeno_cultists.dm @@ -34,4 +34,4 @@ arm_equipment(H, /datum/equipment_preset/other/xeno_cultist, TRUE, TRUE) print_backstory(H) - addtimer(CALLBACK(GLOBAL_PROC, PROC_REF(to_chat), H, SPAN_BOLD("Objectives: [objectives]")), 1 SECONDS) + addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), H, SPAN_BOLD("Objectives: [objectives]")), 1 SECONDS) diff --git a/code/datums/supply_packs/spec_ammo.dm b/code/datums/supply_packs/spec_ammo.dm index f0eb5ab9cea2..889d2e25b8af 100644 --- a/code/datums/supply_packs/spec_ammo.dm +++ b/code/datums/supply_packs/spec_ammo.dm @@ -109,8 +109,6 @@ containername = "M42A Incendiary Magazine Crate" group = "Weapons Specialist Ammo" -//XM43E1 - Disabled during testing per request. -/* /datum/supply_packs/ammo_amr_marksman name = "XM43E1 anti-materiel rifle marksman magazines crate (x5)" contains = list( @@ -122,9 +120,9 @@ ) cost = 30 containertype = /obj/structure/closet/crate/ammo - containername = "XM43E1 Anti-Materiel Magazine Crate" - group = "Specialist Ammo" -*/ + containername = "XM43E1 Marksman Magazine Crate" + group = "Weapons Specialist Ammo" + //M4RA /datum/supply_packs/ammo_scout_mix diff --git a/code/game/machinery/cryopod.dm b/code/game/machinery/cryopod.dm index 69c2c897e276..1793b87c72ae 100644 --- a/code/game/machinery/cryopod.dm +++ b/code/game/machinery/cryopod.dm @@ -342,6 +342,7 @@ GLOBAL_LIST_INIT(frozen_items, list(SQUAD_MARINE_1 = list(), SQUAD_MARINE_2 = li set_name = "Scout Set" if(SKILL_SPEC_SNIPER) set_name = "Sniper Set" + GLOB.available_specialist_sets += "Anti-materiel Sniper Set" if(set_name && !GLOB.available_specialist_sets.Find(set_name)) GLOB.available_specialist_sets += set_name diff --git a/code/game/machinery/vending/cm_vending.dm b/code/game/machinery/vending/cm_vending.dm index 06ec8ddc7520..bfb539043b26 100644 --- a/code/game/machinery/vending/cm_vending.dm +++ b/code/game/machinery/vending/cm_vending.dm @@ -566,6 +566,11 @@ GLOBAL_LIST_EMPTY(vending_products) if("Sniper Set") user.skills.set_skill(SKILL_SPEC_WEAPONS, SKILL_SPEC_SNIPER) specialist_assignment = "Sniper" + GLOB.available_specialist_sets -= "Anti-materiel Sniper Set" + if("Anti-materiel Sniper Set") + user.skills.set_skill(SKILL_SPEC_WEAPONS, SKILL_SPEC_SNIPER) + specialist_assignment = "Heavy Sniper" + GLOB.available_specialist_sets -= "Sniper Set" if("Demolitionist Set") user.skills.set_skill(SKILL_SPEC_WEAPONS, SKILL_SPEC_ROCKET) specialist_assignment = "Demo" diff --git a/code/game/machinery/vending/vendor_types/squad_prep/squad_specialist.dm b/code/game/machinery/vending/vendor_types/squad_prep/squad_specialist.dm index e800fc1efd56..93ec16cbb48e 100644 --- a/code/game/machinery/vending/vendor_types/squad_prep/squad_specialist.dm +++ b/code/game/machinery/vending/vendor_types/squad_prep/squad_specialist.dm @@ -7,6 +7,7 @@ GLOBAL_LIST_INIT(cm_vending_gear_spec, list( list("Pyro Set", 0, /obj/item/storage/box/spec/pyro, MARINE_CAN_BUY_ESSENTIALS, VENDOR_ITEM_REGULAR), list("Scout Set", 0, /obj/item/storage/box/spec/scout, MARINE_CAN_BUY_ESSENTIALS, VENDOR_ITEM_REGULAR), list("Sniper Set", 0, /obj/item/storage/box/spec/sniper, MARINE_CAN_BUY_ESSENTIALS, VENDOR_ITEM_RECOMMENDED), + list("Anti-materiel Sniper Set", 0, /obj/item/storage/box/spec/sniper/anti_materiel, MARINE_CAN_BUY_ESSENTIALS, VENDOR_ITEM_RECOMMENDED), list("EXTRA SCOUT AMMUNITION", 0, null, null, null), list("A19 High Velocity Impact Magazine (10x24mm)", 40, /obj/item/ammo_magazine/rifle/m4ra/custom/impact, null, VENDOR_ITEM_REGULAR), @@ -17,6 +18,7 @@ GLOBAL_LIST_INIT(cm_vending_gear_spec, list( list("M42A Flak Magazine (10x28mm)", 40, /obj/item/ammo_magazine/sniper/flak, null, VENDOR_ITEM_REGULAR), list("M42A Incendiary Magazine (10x28mm)", 40, /obj/item/ammo_magazine/sniper/incendiary, null, VENDOR_ITEM_REGULAR), list("M42A Marksman Magazine (10x28mm Caseless)", 40, /obj/item/ammo_magazine/sniper, null, VENDOR_ITEM_REGULAR), + list("XM43E1 Marksman Magazine (10x99mm Caseless)", 40, /obj/item/ammo_magazine/sniper/anti_materiel, null, VENDOR_ITEM_REGULAR), list("EXTRA DEMOLITIONIST AMMUNITION", 0, null, null, null), list("84mm Anti-Armor Rocket", 40, /obj/item/ammo_magazine/rocket/ap, null, VENDOR_ITEM_REGULAR), diff --git a/code/modules/clothing/suits/marine_armor/ert.dm b/code/modules/clothing/suits/marine_armor/ert.dm index 19009606db35..6d2ad9934a40 100644 --- a/code/modules/clothing/suits/marine_armor/ert.dm +++ b/code/modules/clothing/suits/marine_armor/ert.dm @@ -79,13 +79,12 @@ item_state = "armor" item_state_slots = null contained_sprite = TRUE + slowdown = SLOWDOWN_ARMOR_LIGHT flags_armor_protection = BODY_FLAG_CHEST flags_cold_protection = BODY_FLAG_CHEST flags_heat_protection = BODY_FLAG_CHEST - slowdown = SLOWDOWN_ARMOR_NONE // only protects chest, but enables rapid movement - /obj/item/clothing/suit/storage/marine/veteran/pmc/light/corporate/lead desc = "A basic vest with a Weyland-Yutani badge on the right breast. This variant is worn by low-level guards that have elevated in rank due to 'good conduct in the field', also known as corporate bootlicking." icon_state = "lead_armor" diff --git a/code/modules/clothing/under/marine_uniform.dm b/code/modules/clothing/under/marine_uniform.dm index f7dd5be511ce..92eeea638fae 100644 --- a/code/modules/clothing/under/marine_uniform.dm +++ b/code/modules/clothing/under/marine_uniform.dm @@ -896,7 +896,7 @@ item_icons = list( WEAR_BODY = 'icons/mob/humans/onmob/uniform_1.dmi', ) - + /obj/item/clothing/under/marine/reporter/black icon_state = "cc_black" worn_state = "cc_black" diff --git a/code/modules/cm_marines/dropship_ammo.dm b/code/modules/cm_marines/dropship_ammo.dm index 93768e218375..0926f2bcefff 100644 --- a/code/modules/cm_marines/dropship_ammo.dm +++ b/code/modules/cm_marines/dropship_ammo.dm @@ -144,7 +144,7 @@ ammo_used_per_firing = 40 point_cost = 275 fire_mission_delay = 2 - var/bullet_spread_range = 4 //how far from the real impact turf can bullets land + var/bullet_spread_range = 3 //how far from the real impact turf can bullets land var/shrapnel_type = /datum/ammo/bullet/shrapnel/gau //For siming 30mm bullet impacts. var/directhit_damage = 105 //how much damage is to be inflicted to a mob, this is here so that we can hit resting mobs. var/penetration = 10 //AP value pretty much @@ -169,27 +169,26 @@ for(var/i = 1 to ammo_used_per_firing) sleep(1) - for(var/j in 1 to 2) //rather than halving the sleep, were doubling the bullets shot "bang" - var/turf/impact_tile = pick(turf_list) - var/datum/cause_data/cause_data = create_cause_data(fired_from.name, source_mob) - impact_tile.ex_act(EXPLOSION_THRESHOLD_VLOW, pick(GLOB.alldirs), cause_data) - create_shrapnel(impact_tile,1,0,0,shrapnel_type,cause_data,FALSE,100) //simulates a bullet - for(var/atom/movable/explosion_effect in impact_tile) - if(iscarbon(explosion_effect)) - var/mob/living/carbon/bullet_effect = explosion_effect - explosion_effect.ex_act(EXPLOSION_THRESHOLD_VLOW, null, cause_data) - bullet_effect.apply_armoured_damage(directhit_damage,ARMOR_BULLET,BRUTE,null,penetration) - else - explosion_effect.ex_act(EXPLOSION_THRESHOLD_VLOW) - new /obj/effect/particle_effect/expl_particles(impact_tile) - if(!soundplaycooldown) //so we don't play the same sound 20 times very fast. - playsound(impact_tile, 'sound/effects/gauimpact.ogg',40,1,20) - soundplaycooldown = 3 - soundplaycooldown-- - if(!debriscooldown) - impact_tile.ceiling_debris_check(1) - debriscooldown = 6 - debriscooldown-- + var/turf/impact_tile = pick(turf_list) + var/datum/cause_data/cause_data = create_cause_data(fired_from.name, source_mob) + impact_tile.ex_act(EXPLOSION_THRESHOLD_VLOW, pick(GLOB.alldirs), cause_data) + create_shrapnel(impact_tile,1,0,0,shrapnel_type,cause_data,FALSE,100) //simulates a bullet + for(var/atom/movable/explosion_effect in impact_tile) + if(iscarbon(explosion_effect)) + var/mob/living/carbon/bullet_effect = explosion_effect + explosion_effect.ex_act(EXPLOSION_THRESHOLD_VLOW, null, cause_data) + bullet_effect.apply_armoured_damage(directhit_damage,ARMOR_BULLET,BRUTE,null,penetration) + else + explosion_effect.ex_act(EXPLOSION_THRESHOLD_VLOW) + new /obj/effect/particle_effect/expl_particles(impact_tile) + if(!soundplaycooldown) //so we don't play the same sound 20 times very fast. + playsound(impact_tile, 'sound/effects/gauimpact.ogg',40,1,20) + soundplaycooldown = 3 + soundplaycooldown-- + if(!debriscooldown) + impact_tile.ceiling_debris_check(1) + debriscooldown = 6 + debriscooldown-- sleep(11) //speed of sound simulation playsound(impact, 'sound/effects/gau.ogg',100,1,60) diff --git a/code/modules/cm_marines/equipment/kit_boxes.dm b/code/modules/cm_marines/equipment/kit_boxes.dm index d99da8f59f2c..c26bafe7123a 100644 --- a/code/modules/cm_marines/equipment/kit_boxes.dm +++ b/code/modules/cm_marines/equipment/kit_boxes.dm @@ -69,6 +69,26 @@ // spotter new /obj/item/storage/box/kit/spotter(src) +/obj/item/storage/box/spec/sniper/anti_materiel/fill_preset_inventory() + name = "\improper AMR equipment case" + desc = "A large case containing an experimental XM43E1, a set of M45 ghillie armor and helmet, a M42 scout sight, ammunition, spotter equipment, and additional pieces of equipment.\nDrag this sprite onto yourself to open it up! NOTE: You cannot put items back inside this case." + new /obj/item/clothing/suit/storage/marine/ghillie(src) + new /obj/item/clothing/head/helmet/marine/ghillie(src) + new /obj/item/clothing/glasses/night/m42_night_goggles(src) + new /obj/item/weapon/gun/rifle/sniper/XM43E1(src) + new /obj/item/ammo_magazine/sniper/anti_materiel(src) + new /obj/item/ammo_magazine/sniper/anti_materiel(src) + new /obj/item/ammo_magazine/sniper/anti_materiel(src) + new /obj/item/ammo_magazine/sniper/anti_materiel(src) + new /obj/item/ammo_magazine/sniper/anti_materiel(src) + new /obj/item/storage/backpack/marine/smock(src) + new /obj/item/weapon/gun/pistol/vp78(src) + new /obj/item/ammo_magazine/pistol/vp78(src) + new /obj/item/ammo_magazine/pistol/vp78(src) + new /obj/item/facepaint/sniper(src) + // spotter + new /obj/item/storage/box/kit/spotter(src) + /obj/item/storage/box/spec/scout name = "\improper Scout equipment case" desc = "A large case containing an M4RA battle rifle, M3-S light armor and helmet, M4RA battle sight, M68 thermal cloak, V3 reactive thermal tarp, improved scout laser designator, ammunition and additional pieces of equipment.\nDrag this sprite onto yourself to open it up! NOTE: You cannot put items back inside this case." @@ -257,6 +277,10 @@ spec_box = new /obj/item/storage/box/spec/sniper(T) specialist_assignment = "Sniper" user.skills.set_skill(SKILL_SPEC_WEAPONS, SKILL_SPEC_SNIPER) + if("Anti-materiel Sniper") + spec_box = new /obj/item/storage/box/spec/sniper/anti_materiel(T) + specialist_assignment = "Heavy Sniper" + user.skills.set_skill(SKILL_SPEC_WEAPONS, SKILL_SPEC_SNIPER) if("Scout") spec_box = new /obj/item/storage/box/spec/scout(T) specialist_assignment = "Scout" diff --git a/code/modules/mob/living/carbon/human/human_defines.dm b/code/modules/mob/living/carbon/human/human_defines.dm index 29a9789b5699..e611452e9de7 100644 --- a/code/modules/mob/living/carbon/human/human_defines.dm +++ b/code/modules/mob/living/carbon/human/human_defines.dm @@ -167,6 +167,9 @@ /// static associated list of limb key -> image to avoid unnecessary overlay generation var/static/list/icon_render_image_cache = list() + /// Stored image references associated with focus-fire. + var/image/focused_fire_marker + /client/var/cached_human_playtime /client/proc/get_total_human_playtime(skip_cache = FALSE) diff --git a/code/modules/mob/living/carbon/human/human_helpers.dm b/code/modules/mob/living/carbon/human/human_helpers.dm index c38ddbcd552c..d6d438441d20 100644 --- a/code/modules/mob/living/carbon/human/human_helpers.dm +++ b/code/modules/mob/living/carbon/human/human_helpers.dm @@ -206,18 +206,18 @@ return FALSE -/mob/living/carbon/human/is_mob_restrained(check_grab = 1) +/mob/living/carbon/human/is_mob_restrained(check_grab = TRUE) if(check_grab && pulledby && pulledby.grab_level >= GRAB_AGGRESSIVE) - return 1 + return TRUE if (handcuffed) - return 1 + return TRUE if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket)) - return 1 + return TRUE if (HAS_TRAIT(src, TRAIT_NESTED)) return TRUE - return 0 + return FALSE /mob/living/carbon/human/proc/disable_special_flags() status_flags |= CANPUSH diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm index d5190318715c..40a06b253c3e 100644 --- a/code/modules/mob/living/living.dm +++ b/code/modules/mob/living/living.dm @@ -224,19 +224,34 @@ /mob/living/resist_grab(moving_resist) if(!pulledby) return - if(pulledby.grab_level) - if(prob(50)) - playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 25, 1, 7) - visible_message(SPAN_DANGER("[src] has broken free of [pulledby]'s grip!"), null, null, 5) - pulledby.stop_pulling() - return 1 - if(moving_resist && client) //we resisted by trying to move - visible_message(SPAN_DANGER("[src] struggles to break free of [pulledby]'s grip!"), null, null, 5) - client.next_movement = world.time + (10*pulledby.grab_level) + client.move_delay - else + // vars for checks of strengh + var/pulledby_is_strong = HAS_TRAIT(pulledby, TRAIT_SUPER_STRONG) + var/src_is_strong = HAS_TRAIT(src, TRAIT_SUPER_STRONG) + + if(!pulledby.grab_level && (!pulledby_is_strong || src_is_strong)) // if passive grab, check if puller is stronger than src, and if not, break free pulledby.stop_pulling() - return 1 + return TRUE + // Chance for person to break free of grip, defaults to 50. + var/chance = 50 + if(src_is_strong && !isxeno(pulledby)) // no extra chance to resist warrior grabs + chance += 30 // you are strong, you can overpower them easier + if(pulledby_is_strong) + chance -= 30 // stronger grip + // above code means that if you are super strong, 80% chance to resist, otherwise, 20 percent. if both are super strong, standard 50. + + if(prob(chance)) + playsound(loc, 'sound/weapons/thudswoosh.ogg', 25, 1, 7) + visible_message(SPAN_DANGER("[src] has broken free of [pulledby]'s grip!"), max_distance = 5) + pulledby.stop_pulling() + return TRUE + if(moving_resist && client) //we resisted by trying to move + visible_message(SPAN_DANGER("[src] struggles to break free of [pulledby]'s grip!"), max_distance = 5) + // +1 delay if super strong, also done as passive grabs would have a modifier of 0 otherwise, causing spam + if(pulledby_is_strong && !src_is_strong) + client.next_movement = world.time + (10*(pulledby.grab_level + 1)) + client.move_delay + else + client.next_movement = world.time + (10*pulledby.grab_level) + client.move_delay /mob/living/movement_delay() . = ..() diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 3f7533f26620..68f169fa2b25 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -1419,6 +1419,10 @@ and you're good to go. BP.generate_bullet(GLOB.ammo_list[projectile_to_fire.ammo.bonus_projectiles_type], 0, NO_FLAGS) BP.accuracy = round(BP.accuracy * projectile_to_fire.accuracy/initial(projectile_to_fire.accuracy)) //Modifies accuracy of pellets per fire_bonus_projectiles. BP.damage *= damage_buff + + BP.bonus_projectile_check = 2 + projectile_to_fire.bonus_projectile_check = 1 + projectile_to_fire.give_bullet_traits(BP) if(bullets_fired > 1) BP.original = attacked_mob //original == the original target of the projectile. If the target is downed and this isn't set, the projectile will try to fly over it. Of course, it isn't going anywhere, but it's the principle of the thing. Very embarrassing. diff --git a/code/modules/projectiles/guns/specialist/sniper.dm b/code/modules/projectiles/guns/specialist/sniper.dm index bdb0ba02f3ab..5b4a81fde273 100644 --- a/code/modules/projectiles/guns/specialist/sniper.dm +++ b/code/modules/projectiles/guns/specialist/sniper.dm @@ -19,6 +19,12 @@ var/sniper_beam_icon = "laser_beam" var/skill_locked = TRUE + /// Variables for Focus Fire and alternate icons for lockon and laser. + var/enable_aimed_shot_icon_alt = FALSE + var/sniper_lockon_icon_max = "sniper_lockon_intense" + var/sniper_beam_icon_max = "laser_beam_intense" + + /obj/item/weapon/gun/rifle/sniper/get_examine_text(mob/user) . = ..() if(!has_aimed_shot) @@ -117,7 +123,24 @@ f_aiming_time *= aim_multiplier - var/image/lockon_icon = image(icon = 'icons/effects/Targeted.dmi', icon_state = sniper_rifle.sniper_lockon_icon) + var/beam + var/lockon + + if(istype(sniper_rifle, /obj/item/weapon/gun/rifle/sniper/XM43E1)) + var/obj/item/weapon/gun/rifle/sniper/XM43E1/amr = sniper_rifle + if((amr.focused_fire_counter >= 1) && (target == amr.focused_fire_target?.resolve())) + sniper_rifle.enable_aimed_shot_icon_alt = TRUE + else + sniper_rifle.enable_aimed_shot_icon_alt = FALSE + + if(sniper_rifle.enable_aimed_shot_icon_alt) + beam = sniper_rifle.sniper_beam_icon_max + lockon = sniper_rifle.sniper_lockon_icon_max + else + beam = sniper_rifle.sniper_beam_icon + lockon = sniper_rifle.sniper_lockon_icon + + var/image/lockon_icon = image(icon = 'icons/effects/Targeted.dmi', icon_state = lockon) var/x_offset = -target.pixel_x + target.base_pixel_x var/y_offset = (target.icon_size - world.icon_size) * 0.5 - target.pixel_y + target.base_pixel_y @@ -128,7 +151,7 @@ var/image/lockon_direction_icon if(!sniper_rifle.enable_aimed_shot_laser) - lockon_direction_icon = image(icon = 'icons/effects/Targeted.dmi', icon_state = "[sniper_rifle.sniper_lockon_icon]_direction", dir = get_cardinal_dir(target, human)) + lockon_direction_icon = image(icon = 'icons/effects/Targeted.dmi', icon_state = "[lockon]_direction", dir = get_cardinal_dir(target, human)) lockon_direction_icon.pixel_x = x_offset lockon_direction_icon.pixel_y = y_offset target.overlays += lockon_direction_icon @@ -138,7 +161,7 @@ var/datum/beam/laser_beam if(sniper_rifle.enable_aimed_shot_laser) - laser_beam = target.beam(human, sniper_rifle.sniper_beam_icon, 'icons/effects/beam.dmi', (f_aiming_time + 1 SECONDS), beam_type = sniper_rifle.sniper_beam_type) + laser_beam = target.beam(human, beam, 'icons/effects/beam.dmi', (f_aiming_time + 1 SECONDS), beam_type = sniper_rifle.sniper_beam_type) laser_beam.visuals.alpha = 0 animate(laser_beam.visuals, alpha = initial(laser_beam.visuals.alpha), f_aiming_time, easing = SINE_EASING|EASE_OUT) @@ -204,12 +227,12 @@ var/blocked = FALSE for(var/turf/T in path) - if(T.density || T.opacity) + if(T.density && T.opacity) blocked = TRUE break for(var/obj/O in T) - if(O.get_projectile_hit_boolean(P)) + if(O.get_projectile_hit_boolean(P) && O.opacity) blocked = TRUE break @@ -330,7 +353,7 @@ /obj/item/weapon/gun/rifle/sniper/M42A/set_gun_config_values() ..() - set_fire_delay(FIRE_DELAY_TIER_7*3) + set_fire_delay(FIRE_DELAY_TIER_SNIPER) set_burst_amount(BURST_AMOUNT_TIER_1) accuracy_mult = BASE_ACCURACY_MULT * 3 //you HAVE to be able to hit scatter = SCATTER_AMOUNT_TIER_8 @@ -339,12 +362,15 @@ /obj/item/weapon/gun/rifle/sniper/XM43E1 name = "\improper XM43E1 experimental anti-materiel rifle" - desc = "An experimental anti-materiel rifle produced by Armat Systems, recently reacquired from the deep storage of an abandoned prototyping facility. This one in particular is currently undergoing field testing. Chambered in 10x99mm Caseless." + desc = "An experimental anti-materiel rifle produced by Armat Systems, recently reacquired from the deep storage of an abandoned prototyping facility. This one in particular is currently undergoing field testing. Chambered in 10x99mm Caseless.\nThis weapon can punch through thin metal plating and walls, though it'll lose most of its lethality in the process. It can even work for demolitions, with experienced users known to disassemble segments of solid, reinforced walls in the field with just a single standard magazine of 10x99mm. In lieu of explosives or an engineer, they instead use each of the 8 shots to break down vital structural supports, taking the wall apart in the process." icon = 'icons/obj/items/weapons/guns/guns_by_faction/uscm.dmi' icon_state = "xm43e1" item_state = "xm43e1" unacidable = TRUE indestructible = 1 + aimed_shot_cooldown_delay = 4.5 SECONDS + var/focused_fire_counter = 0 + var/datum/weakref/focused_fire_target = null fire_sound = 'sound/weapons/sniper_heavy.ogg' current_mag = /obj/item/ammo_magazine/sniper/anti_materiel //Renamed from anti-tank to align with new identity/description. Other references have been changed as well. -Kaga @@ -354,9 +380,9 @@ attachable_allowed = list(/obj/item/attachable/bipod) flags_gun_features = GUN_AUTO_EJECTOR|GUN_SPECIALIST|GUN_WIELDED_FIRING_ONLY|GUN_AMMO_COUNTER starting_attachment_types = list(/obj/item/attachable/pmc_sniperbarrel) - sniper_beam_type = /obj/effect/ebeam/laser/intense - sniper_beam_icon = "laser_beam_intense" - sniper_lockon_icon = "sniper_lockon_intense" + sniper_beam_type = /obj/effect/ebeam/laser + sniper_beam_icon = "laser_beam" + sniper_lockon_icon = "sniper_lockon" /obj/item/weapon/gun/rifle/sniper/XM43E1/handle_starting_attachment() ..() @@ -374,8 +400,9 @@ /obj/item/weapon/gun/rifle/sniper/XM43E1/set_gun_config_values() ..() - set_fire_delay(FIRE_DELAY_TIER_6 * 6 )//Big boy damage, but it takes a lot of time to fire a shot. - //Kaga: Adjusted from 56 (Tier 4, 7*8) -> 30 (Tier 6, 5*6) ticks. 95 really wasn't big-boy damage anymore, although I updated it to 125 to remain consistent with the other 10x99mm caliber weapon (M42C). Now takes only twice as long as the M42A. + set_fire_delay(FIRE_DELAY_TIER_AMR)//Big boy damage, but it takes a lot of time to fire a shot. + //Kaga: Fixed back to half the M42A's firerate (3 seconds), using a new define. + //This outright deals less DPS than the normal sniper rifle, 125 vs 140 per 3s. set_burst_amount(BURST_AMOUNT_TIER_1) accuracy_mult = BASE_ACCURACY_MULT + 2*HIT_ACCURACY_MULT_TIER_10 //Who coded this like this, and why? It just calculates out to 1+1=2. Leaving a note here to check back later. scatter = SCATTER_AMOUNT_TIER_10 @@ -385,10 +412,11 @@ /obj/item/weapon/gun/rifle/sniper/XM43E1/set_bullet_traits() LAZYADD(traits_to_give, list( BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_iff), - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating), BULLET_TRAIT_ENTRY_ID("turfs", /datum/element/bullet_trait_damage_boost, 11, GLOB.damage_boost_turfs), BULLET_TRAIT_ENTRY_ID("breaching", /datum/element/bullet_trait_damage_boost, 11, GLOB.damage_boost_breaching), - //At 1375 per shot it'll take 1 shot to break resin turfs, and a full mag of 8 to break reinforced walls. + //At 1375 per shot it'll take 1 shot to break resin turfs usually (thick resin at 1350, RNG may vary), and a full mag of 8 to break reinforced walls. + //However, the second wall it hits will only take 550 damage, unable to even kill a full-health normal resin wall (900). + //Much more effective at breaking resin doors and membranes, which have less HP and slow down the projectile less. BULLET_TRAIT_ENTRY_ID("pylons", /datum/element/bullet_trait_damage_boost, 6, GLOB.damage_boost_pylons) //At 750 per shot it'll take 3 to break a Pylon (1800 HP). No Damage Boost vs other xeno structures yet, those will require a whole new list w/ the damage_boost trait. )) diff --git a/code/modules/projectiles/magazines/specialist.dm b/code/modules/projectiles/magazines/specialist.dm index 761e77305254..698d9efeaca2 100644 --- a/code/modules/projectiles/magazines/specialist.dm +++ b/code/modules/projectiles/magazines/specialist.dm @@ -30,7 +30,7 @@ //XM43E1 Magazine /obj/item/ammo_magazine/sniper/anti_materiel name = "\improper XM43E1 marksman magazine (10x99mm)" - desc = "A magazine of caseless 10x99mm anti-materiel rounds." + desc = "A magazine of caseless 10x99mm anti-materiel rounds, capable of penetrating through most infantry-level materiel. Depending on what you hit, it might even have enough energy to wound anything behind the target." max_rounds = 8 caliber = "10x99mm" default_ammo = /datum/ammo/bullet/sniper/anti_materiel diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index eb9b2686c3d6..3aaeff519456 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -80,6 +80,16 @@ /// How much to make the bullet fall off by accuracy-wise when closer than the ideal range var/accuracy_range_falloff = 10 + /// Is this a lone (0), original (1), or bonus (2) projectile. Used in gun.dm and fire_bonus_projectiles() currently. + var/bonus_projectile_check = 0 + + /// What atom did this last receive a registered signal from? Used by damage_boost.dm + var/datum/weakref/last_atom_signaled = null + + /// Was this projectile affected by damage_boost.dm? If so, what was the last modifier? + var/damage_boosted = 0 + var/last_damage_mult = 1 + /obj/projectile/Initialize(mapload, datum/cause_data/cause_data) . = ..() path = list() @@ -164,6 +174,12 @@ apply_bullet_trait(L) /obj/projectile/proc/calculate_damage() + + if(damage_boosted) + damage = damage / last_damage_mult + damage_boosted-- + last_damage_mult = 1 + if(effective_range_min && distance_travelled < effective_range_min) return max(0, damage - round((effective_range_min - distance_travelled) * damage_buildup)) else if(distance_travelled > effective_range_max) @@ -215,6 +231,7 @@ //If we have the right kind of ammo, we can fire several projectiles at once. if(ammo.bonus_projectiles_amount && ammo.bonus_projectiles_type) ammo.fire_bonus_projectiles(src) + bonus_projectile_check = 1 //Mark this projectile as having spawned a set of bonus projectiles. path = get_line(starting, target_turf) p_x += clamp((rand()-0.5)*scatter*3, -8, 8) diff --git a/colonialmarines.dme b/colonialmarines.dme index 2f859e19fd37..7a0ad67f5f59 100644 --- a/colonialmarines.dme +++ b/colonialmarines.dme @@ -492,6 +492,7 @@ #include "code\datums\elements\bullet_trait\incendiary.dm" #include "code\datums\elements\bullet_trait\penetrating\heavy.dm" #include "code\datums\elements\bullet_trait\penetrating\penetrating.dm" +#include "code\datums\elements\bullet_trait\penetrating\weak.dm" #include "code\datums\elements\traitbound\_traitbound.dm" #include "code\datums\elements\traitbound\crawler.dm" #include "code\datums\elements\traitbound\gun_silenced.dm" diff --git a/html/changelogs/AutoChangeLog-pr-5774.yml b/html/changelogs/AutoChangeLog-pr-5774.yml new file mode 100644 index 000000000000..ec415ec2cd3f --- /dev/null +++ b/html/changelogs/AutoChangeLog-pr-5774.yml @@ -0,0 +1,5 @@ +author: "Kaga" +delete-after: True +changes: + - rscadd: "Added the XM43E1 Anti-Materiel Rifle as a pickable sidegrade option for USCM Sniper Specs through the vendor, mutually exclusive with the normal M42A Sniper Rifle. The AMR can shred obstacles, blow a hole through most infantry and their equipment, and even hit a collateral on multiple targets or through light cover, but its lack of specialized ammunition and small magazine mean that you'll need to make every shot count. Ammo can be bought from Req, at the same cost per magazine as the M42A." + - balance: "Completely updated the XM43E1 AMR, adding damage falloff to its wall-piercing properties whenever it hits something alongside range loss. Most things reduce its damage by 20%. Dense walls and big xenos reduce both the damage and range 3 times as much." \ No newline at end of file diff --git a/html/changelogs/AutoChangeLog-pr-6020.yml b/html/changelogs/AutoChangeLog-pr-6020.yml new file mode 100644 index 000000000000..3ac915900c1e --- /dev/null +++ b/html/changelogs/AutoChangeLog-pr-6020.yml @@ -0,0 +1,5 @@ +author: "Ben10083" +delete-after: True +changes: + - balance: "Mobs with super strength now have an advantage when resisting of a grab is done, both as the grabber and the one being grabbed (Xenos not affected, works as before)." + - balance: "Mobs with super strength no longer have their passive grabs a guaranteed resist (unless both super)." \ No newline at end of file diff --git a/html/changelogs/AutoChangeLog-pr-6031.yml b/html/changelogs/AutoChangeLog-pr-6031.yml new file mode 100644 index 000000000000..c70d02897d01 --- /dev/null +++ b/html/changelogs/AutoChangeLog-pr-6031.yml @@ -0,0 +1,5 @@ +author: "cuberound" +delete-after: True +changes: + - balance: "reduced GAU spread from 9x9 to 7x7" + - balance: "reduced GAU shots fired per shot back to 1 (bullets per tile from 0.99 to 0.82)" \ No newline at end of file diff --git a/html/changelogs/AutoChangeLog-pr-6059.yml b/html/changelogs/AutoChangeLog-pr-6059.yml new file mode 100644 index 000000000000..e4b85ee392e9 --- /dev/null +++ b/html/changelogs/AutoChangeLog-pr-6059.yml @@ -0,0 +1,4 @@ +author: "InsaneRed" +delete-after: True +changes: + - balance: "Goon armor properly has slowdown now" \ No newline at end of file diff --git a/html/changelogs/AutoChangeLog-pr-6085.yml b/html/changelogs/AutoChangeLog-pr-6085.yml new file mode 100644 index 000000000000..c6891e04a6f4 --- /dev/null +++ b/html/changelogs/AutoChangeLog-pr-6085.yml @@ -0,0 +1,4 @@ +author: "Drathek" +delete-after: True +changes: + - bugfix: "Fixed objectives not getting displayed for CMB and cultist ERTs." \ No newline at end of file diff --git a/icons/obj/items/weapons/guns/lineart.dmi b/icons/obj/items/weapons/guns/lineart.dmi index 6c1dae5bd5c1..a746bce1716b 100644 Binary files a/icons/obj/items/weapons/guns/lineart.dmi and b/icons/obj/items/weapons/guns/lineart.dmi differ