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Total Turret Refactor #3844
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Total Turret Refactor #3844
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stun_projectile_sound = 'sound/weapons/laser.ogg' | ||
faction = list("neutral","silicon","turret") | ||
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/obj/machinery/porta_turret/syndicate/pod |
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iirc this is used on the assault pod from nukies and can be cut
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nope, it's used on a few maps teehee
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buh????
alt-click lock and unlock on turrets could use some feedback (bubble alert or to_chat) |
Shiptest_MokoshZeta2024-11-2716-22-04.mp4I'm not sure what's going on here but I don't think this is intended. |
retaliate firing needs to check for if the turret is nonfunctional |
oh right yeah you told me this teehee |
About The Pull Request
Turret code was absolute garbage. This goes through and re-does practically all of it, plus adds some new goodies for good measure.
Adds my own half-baked "simple beam" system, for when performance is allegedly important and you don't care that they look ugly and only show up when you can see the source object.
Why It's Good For The Game
Not spending so much time processing JUST turrets is super nice. Plus giving players the ability to actually control their turrets more is nice.
Changelog
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add: You can now set turrets to filter by faction, mob type, and a few more criteria including "dangerous only" as well as the ability to disable retaliation.
add: Turret retaliation is a lot more vengeful. Don't mess with them.
add: Turrets will now spend a short time targetting you, pointing a beam at you to indicate that they're doing so.
del: Turret covers, because they sucked.
fix: Turretcode is a LOT less laggy.
tweak: Turrets are now built like normal machines. The boards are currently not available (except through salvaging).
tweak: You can now access full turret settings from the turret control panel.
/:cl: