1. 13 Feb, 2017 1 commit
  2. 06 Feb, 2017 1 commit
  3. 03 Oct, 2016 1 commit
  4. 01 Oct, 2016 1 commit
  5. 27 Sep, 2016 1 commit
    • SonixApache's avatar
      Adds .45 Security Pistols (#11964) · 6977ed6e
      SonixApache authored
      * Adds .45 Security Pistols
      
      * Revision 1 - adjusted crates
      
      * Revision 2 - adjusted after line comments
      
      * Revision 3 - Calibers and special ammo
      
      * Update supplypacks.dm
      6977ed6e
  6. 25 Aug, 2016 1 commit
    • JustSumBody's avatar
      Adds mime traitor item "Advanced mime gloves" (#11413) · 07ae37ba
      JustSumBody authored
      * Adds mime traitor item
      
      * SILENCED
      
      * copy paste
      
      * GUNS OF THE PATRIOTS
      
      * placeholder description
      
      * Drow Ranger for life
      
      * gotta make sure they're not already silenced
      
      * Changelog
      
      * Let mime shoot through his own wall
      
      * I don't play or even LIKE mime what am I doing
      07ae37ba
  7. 14 Aug, 2016 1 commit
  8. 15 May, 2016 1 commit
  9. 13 Feb, 2016 1 commit
  10. 16 Jan, 2016 1 commit
  11. 07 Feb, 2015 2 commits
  12. 10 Oct, 2014 1 commit
  13. 19 Sep, 2014 1 commit
    • smet19's avatar
      Sprites & Fixes · 947744cb
      smet19 authored
      Weapons now have states without magazine and without bullet in chamber.
      Updated update_icon()
      Fixed loading weapons with different mags. Now you cant load your pistol with smg mag.
      Now you can load bullet in chamber and unload it
      947744cb
  14. 18 Sep, 2014 3 commits
  15. 14 Sep, 2014 1 commit
    • ComicIronic's avatar
      Gun code fix · 647fe445
      ComicIronic authored
      - Ammo_magazine is now ammo_storage into boxes, magazines, or speedloaders
      - Added a speedloader for traitors and ammo boxes for the detective
      - Automatics now burst-fire, which shoots fast but has longer cooldown
      - Box ammo transfers have a do-after, so there's a reason to use speedloaders
      - Magazines now work properly, no more empty_magazine shit
      - Map changes as well
      - Fully tested on all projectile types, seems to work fine
      647fe445
  16. 28 Jun, 2014 1 commit
    • IratePirate's avatar
      Sound additions and changes · 23303188
      IratePirate authored
      mommi soundfiles
      added sound to dice roll
      added sounds to attacks with tools such as the welding torch, crowbar
      etc.
      added a beep when plastic explosives are armed
      some sounds for attacking with tools
      new sounds for blob
      new sounds for when a changeling violates someone
      new explosion sounds added
      changed emp sound
      changes to dartgun, ebow and syringe gun sounds. More distinct.
      more smushy beating sounds and piercing slicey sounds
      new shotgun sound
      pai startup noise
      sound for wizard teleport
      new ion rifle sound
      whip sound for the chain of command
      new staff of change sound
      new radgun sound
      rejigged SMG sound
      detective scanner given a sound
      lots of new mech sounds
      cult constructs have better attack sounds
      new grenade launcher sound
      improved(?) chem grenade sound
      changes to goliath and basilisk attack sound
      giant spider has its own attack sound
      new marauder fire sound
      defibrillator has its own sound
      new ambient sounds for derelict, ghetto bar, space and maint
      gibbing sounds
      xeno neurotoxin makes a noise
      new sound for xeno evolution
      pinpointer makes a sound when activated
      23303188
  17. 12 Feb, 2013 1 commit
  18. 09 Feb, 2013 1 commit
  19. 24 Nov, 2012 1 commit
  20. 20 Nov, 2012 1 commit
  21. 02 Sep, 2012 1 commit
  22. 18 Aug, 2012 1 commit
    • elly1989@rocketmail.com's avatar
      Replaced all 'file.extension' references with 'relativepath/file.extension'... · 4073ac9b
      elly1989@rocketmail.com authored
      Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
      All credits to the author for this handy little script.
      I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.
      
      To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"
      
      If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.
      
      git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
      4073ac9b
  23. 23 Apr, 2012 1 commit
    • Ren Erthilo's avatar
      TG: (Does not actually remove c20r) Desert Eagles now use magazines, .50AE... · e174e7ca
      Ren Erthilo authored
      TG: (Does not actually remove c20r) Desert Eagles now use magazines, .50AE ammo, and only have 7 shots. They're basically revolvers that use magazines.
      
      Nuke ops lost that horribly nerfed piece of shit c20r and now get Desert Eagles
      and Riot Shields.
      
      The detectives .38 ammo now does the same damage as regular revolver bullets. If
      he wants to keep acting as a glorified sec officer, he can go grab a taser.
      
      The Veil Render now summons a subtype of Nar-Sie which doesn't pull anchored
      objects. This should reduce the power of the item/reduce lag while I get sprites
      and finalize details with Urist for reworking it as the Sphere of Annihilation
      (as in, this is temporary)
      
      Updated the changelog
      e174e7ca
  24. 02 Mar, 2012 1 commit
  25. 16 Feb, 2012 1 commit
    • kortgstation@gmail.com's avatar
      Desert Eagles now use magazines, .50AE ammo, and only have 7 shots. They're... · 3a966670
      kortgstation@gmail.com authored
      Desert Eagles now use magazines, .50AE ammo, and only have 7 shots. They're basically revolvers that use magazines.
      
      Nuke ops lost that horribly nerfed piece of shit c20r and now get Desert Eagles and Riot Shields.
      
      The detectives .38 ammo now does the same damage as regular revolver bullets. If he wants to keep acting as a glorified sec officer, he can go grab a taser.
      
      The Veil Render now summons a subtype of Nar-Sie which doesn't pull anchored objects. This should reduce the power of the item/reduce lag while I get sprites and finalize details with Urist for reworking it as the Sphere of Annihilation (as in, this is temporary)
      
      Updated the changelog
      
      git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3132 316c924e-a436-60f5-8080-3fe189b3f50e
      3a966670
  26. 08 Oct, 2011 1 commit
    • mport2004@gmail.com's avatar
      Organs: · 62e28c2a
      mport2004@gmail.com authored
      Moved into their own folder and got split into three files.
      Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.
      
      Attacking:
      Armor is properly checked.
      Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
      Stungloves/Disarm now show up in the attack log.
      Stungloves ignore intent.
      
      Silicon:
      AI units can now move between cams that are not on the ss13 network.
      Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
      Robot vision now uses the standard amount of energy.
      
      Gamemodes:
      Added Deuryn's unrev message.
      Runes can only be examined if you are close to them.
      Moved the Loyalty implants to the HoS' locker at the request of HerpA.
      Nuke agents now come with explosive implants that will activate upon death.
      
      Projectiles:
      Once again went though the gun code and cleaned things up, it is much better now.
      Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
      Freeze /caplaser/xbow no longer have an infinite loop.
      Shotguns have to be pumped manually.
      
      Went though the latest runtime log.
      
      Power cells now use return on their give/use procs
      
      Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
      Laying down will now only take 3 ticks to get up, from 5.
      
      You can no longer punch people on the spawn screen.
      
      This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.
      
      This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.
      
      git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
      62e28c2a