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CO Vendor Tweaks #4751

Merged
merged 12 commits into from
Oct 25, 2023
Merged

CO Vendor Tweaks #4751

merged 12 commits into from
Oct 25, 2023

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4hands44
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@4hands44 4hands44 commented Oct 21, 2023

About the pull request

CO's only having one belt and satchel to choose from is weird and dumb. This PR seeks to Fix this by adding a variety of existing belts to the CO vendor, as well as touches the Weapon Vendor, by adding a variety attachments and equipment, to bring CO in line with SLs, IOs and other Field officer roles.

Explain why it's good for the game

Gives COs more options for their loadouts

Testing Photographs and Procedure

Screenshots & Videos

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

Changelog

🆑
add: Added more attachments, and belts to the CO arsenal.
add: CO now has an Essentials Kit like other roles, containing his Designator, and other useful tools.
add: Re-Adds Bridgecoat to some Officer Dress vendors. (Limited to CO(+) and XO currently.)
del: Removed Laser Designator from CO spawn Preset.
balance: CO can now vend welding Helmet visors.
balance: Adds grenade packets to CO Vendor.
/:cl:

@github-actions github-actions bot added Feature Feature coder badge Removal snap Balance You need to be a professional veteran game maintainer to comprehend what is being done here. labels Oct 21, 2023
@Zonespace27 Zonespace27 marked this pull request as draft October 22, 2023 18:13
@4hands44 4hands44 marked this pull request as ready for review October 22, 2023 19:00
@Zonespace27 Zonespace27 added the Balance Approved This PR has had its balance and gameplay-affecting aspects approved. Cry to the Head-maint about it. label Oct 22, 2023
@Zonespace27 Zonespace27 added this pull request to the merge queue Oct 25, 2023
@Zonespace27 Zonespace27 removed this pull request from the merge queue due to a manual request Oct 25, 2023
@Zonespace27 Zonespace27 added this pull request to the merge queue Oct 25, 2023
Merged via the queue into cmss13-devs:master with commit c6e17e2 Oct 25, 2023
26 checks passed
cm13-github added a commit that referenced this pull request Oct 25, 2023
github-merge-queue bot pushed a commit that referenced this pull request Oct 26, 2023
# About the pull request
Partially reverts #4751


# Explain why it's good for the game
Same reasoning as #1193

I fucked up and shouldn't have let this be readded in the first place.
Sprite maintainers can close this PR if they disagree with the
re-removal.

:cl:
del: Re-removed CO/XO bridge coat
/:cl:
Ireuldiz added a commit to cmapplelings/cmreboot that referenced this pull request Oct 27, 2023
* fixes reqs emergency doors (#4763)

# About the pull request

The southern emergency shutters weren't properly aligned and it was
bothering me so i wanted to fix it

# Explain why it's good for the game

map fixes are probably always good :)

# Changelog

:cl: Backsea
fix: Fixed the incorrectly placed shutters at req and that one light
near CIC
/:cl:

* Re-removes bridge coats (#4784)

# About the pull request
Partially reverts cmss13-devs/cmss13#4751


# Explain why it's good for the game
Same reasoning as cmss13-devs/cmss13#1193

I fucked up and shouldn't have let this be readded in the first place.
Sprite maintainers can close this PR if they disagree with the
re-removal.

:cl:
del: Re-removed CO/XO bridge coat
/:cl:

* Automatic changelog for PR #4763 [ci skip]

* Add Item & Footprints offsets (#4762)

# 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
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

This:
* Adds transverse offsets to blood footprints
* Adds notable pixel offsets to a few items
* Adds a very slight pixel offset to all items
* Enables rotation for thrown flashlights
* Cause objects exiting a surface (rack/table) to regenerate offset
instead of being stuck at center
* Stops random offsets from overwriting mapped offsets

# Explain why it's good for the game
The goal is to have map visuals more organic when we have a lot of
objects on the ground - targeting in particular items you find readily
in dense areas such as Reqs or a FOB.

Consider this for example, the blood footprints are all aligned, in more
extreme situations (eg WO) it makes an actual "grid" which i personally
find very immersion breaking

![image](https://github.com/cmss13-devs/cmss13/assets/604624/83883e15-a9a0-4a2d-aa90-41c785e047b9)

Adding a slight offset helps counter that:

![image](https://github.com/cmss13-devs/cmss13/assets/604624/504d1baf-385c-4774-86f3-6331c4ac87ed)

# Changelog
:cl:
add: Bloody footprints are now slightly offset to break long visual
straight lines.
fix: Items do not align back to the center of turfs anymore when picked
from a surface (table or rack)
add: Some more items now have offsets on the map display, and they all
can be slightly offset.
/:cl:

---------

Co-authored-by: harryob <[email protected]>

* Automatic changelog for PR #4762 [ci skip]

* reset CAS direct camera on change to avoid duplicated signal handlers (#4755)

# 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
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

Explicitely resets CAS direct guidance camera before setting a new one,
avoiding log being flooded by double signal registrations

```
runtime error: mob_resist overridden. Use override = TRUE to suppress this warning
proc name: stack trace (/proc/stack_trace)
  source file: code/__HELPERS/unsorted.dm,1893
  usr: Honk (/mob/living/carbon/human)
  src: null
  usr.loc: the floor (206,40,4) (/turf/open/shuttle/dropship)
```

* Automatic changelog for PR #4784 [ci skip]

* Adds ~50 tips (#4772)

# 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
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

Adds 38-or-something more tips, with some information on JTAC and
Settings esp for new players.

# Explain why it's good for the game
Nobody seems to bother doing it and the tips get stale over time.


# Changelog
:cl:
add: Added about 50 new tips.
/:cl:

---------

Co-authored-by: ihatethisengine <[email protected]>
Co-authored-by: forest2001 <[email protected]>
Co-authored-by: Zonespace <[email protected]>

* Automatic changelog for PR #4772 [ci skip]

* Rewrite Xeno Acid processing (#4759)

# 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
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

Rewrites scheduling of xeno acid to hopefully finally be done with
dangling references warnings with acid. Also generally improves the
awful code quality

# Explain why it's good for the game
Like, dude, some of these values were outright inversed.
acid_**strength**=2.5 is noted as "250% speed" when it multiplies the
sleep delays. Can't leave code in that state.

# Testing Photographs and Procedure
Summary testing, timing appear correct overall but I'm not entirely
certain it's perfect due to random delays and obtuse code


# Changelog
:cl:
code: Rewrote Xeno Acid ticking code.
fix: Weather updates won't cause turfs to acid melt more rapidly anymore
/:cl:

* Automatic changelog for PR #4759 [ci skip]

* Fixes custom ERT calling (#4783)

# About the pull request
Removes announce_dispatch_message variable as it was a defunct duplicate
of a different variable.
Adds and fixes the announcement settings for custom ERTs.

<!-- 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
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# 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: Fixes custom ERT calling broadcasting when it should not.
code: Removes unused vars from ERT procs.
code: Renames the announce var in ERT procs to be more indicative of
what it does.
add: Added a setting on custom ERTs for announcing beacon was received.
/:cl:

* Automatic changelog for PR #4783 [ci skip]

* Vanguard Prae Pierce Refactor + Bugfix (#4641)

# About the pull request

Refactors a bit of `praetorian_powers.dm`

Fixes #4612 

Previously the ability would check for `opacity` alone meaning that it
could be used through doors with windows in and attack people on the
other side. Now checks each turf in turn for any `obj` which has
`density` and `throwpass = 0`

Also changed the visible message as the description for this ability
says the Praetorian is using it's tail but the visible message says
claws.

# Explain why it's good for the game

# Testing Photographs and Procedure


<details>
<summary>Screenshots & Videos</summary>

![dreamseeker_2023-10-11_21-26-49](https://github.com/cmss13-devs/cmss13/assets/25027759/f0d2ae9a-d730-4c86-892f-c1e980e50209)

![dreamseeker_2023-10-11_21-27-31](https://github.com/cmss13-devs/cmss13/assets/25027759/a310dbd3-e9f9-4e07-92b0-872da9254ed4)

</details>


# Changelog
:cl:
refactor: Refactored praetorian pierce ability
fix: Praetorian vanguard can no longer pierce through windowed doors
/:cl:

---------

Co-authored-by: Lee B <[email protected]>

* Automatic changelog for PR #4641 [ci skip]

* Sprites changes for old donator kit (#4702)

# About the pull request

Added sprites for the Juggernaut Donator kit. 

# Explain why it's good for the game

Replaces the old donator set which was using the vanilla syndicate
hardsuit from SS13.

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


(https://media.discordapp.net/attachments/1155292420343345182/1158740768677175396/jbTCHQLNCAANgNFAq26gCqW1JQoiUKTlCe6Fw6MLaXkbaVde0BxSxRAQAeyREQFokxREQARQEEypikNABCACiPOu7WoWAWzX9ot68lkQwKIQ02KFgBAQAitBQASwEkPqMYSAEBACXgREAF7EJC8EhIAQWAkCIoCVGFKPIQSEgBDwIiAC8CImeSEgBITAShAQAazEkHoMISAEhIAXARGAFzHJCwEhIARWgoAIYCWG1GMIASEgBLwIiAC8iEleCAgBIbASBP4POBL9vytFWmQAAAAASUVORK5CYII.png?ex=652e7c6f&is=651c076f&hm=12a12a220c0c86891b429785dacdfc940dde3ac22dddd9f346ecf3b05be15459&)

</details>


# Changelog
:cl:
add: Added donator item and sprites
/:cl:

---------

Co-authored-by: Zonespace <[email protected]>

* Automatic changelog for PR #4702 [ci skip]

* Automatic changelog compile [ci skip]

---------

Co-authored-by: Releasethesea <[email protected]>
Co-authored-by: Zonespace <[email protected]>
Co-authored-by: cm13-github <[email protected]>
Co-authored-by: fira <[email protected]>
Co-authored-by: harryob <[email protected]>
Co-authored-by: ihatethisengine <[email protected]>
Co-authored-by: forest2001 <[email protected]>
Co-authored-by: Birdtalon <[email protected]>
Co-authored-by: Lee B <[email protected]>
Co-authored-by: SASoperative <[email protected]>
Co-authored-by: Changelogs <[email protected]>
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3 participants