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[WIP]Energy weapon gameplay enhancement #2677
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f6a1bbc
limb sprite addition test
Pockets-byte 84f5e84
adds inital sprites for augments
Pockets-byte f195f10
Added a number of augment skins from paradise/bay
Pockets-byte cb4f10d
Add comments to augment icon lists
Pockets-byte 3ff6f12
Merge branch 'BeeStation:master' into patch-1
Pockets-byte 13d3284
moved augment sprites to NSV directory
Pockets-byte b810d0b
fixed the bad, replaced misplaced files, and fixed paths
Pockets-byte fee976e
added a little more detail to the comment
Pockets-byte b48910a
Update code/game/machinery/aug_manipulator.dm
Bokkiewokkie 0628c34
Merge branch 'BeeStation:master' into patch-1
Pockets-byte 95cadb1
Merge branch 'BeeStation:master' into patch-1
Pockets-byte eeaa255
Merge branch 'BeeStation:master' into patch-1
Pockets-byte 37c75c6
Merge branch 'BeeStation:master' into patch-1
Pockets-byte 0e585ba
Merge branch 'BeeStation:master' into patch-1
Pockets-byte 118c6aa
energy weapons rework?
Pockets-byte 67c2c21
blah minigame
Pockets-byte 3a6cb59
Update phaser.dm
Pockets-byte 5c10d26
it works now
Pockets-byte d6fda76
A
Pockets-byte 123a928
little bit of balancing stuff, some bugfixing
Pockets-byte 5ff9d82
AAAAAAAAAAAAAAAAA game no work
Pockets-byte 9ef2982
tgui hell
Pockets-byte ff8852a
why
Pockets-byte 05c6630
AAAAAAAAAAAAAA
Pockets-byte 587bba8
heat management stuff!
Pockets-byte 8555e0c
magic cooling is really dead now
Pockets-byte 16e47ee
AAAAAAAAAAAA
Pockets-byte 4d7ad96
removes slowprocess
Pockets-byte a5020e6
removes atmos cooling. beginning of game-magic cooling
Pockets-byte ae3ef3d
AAAAAAAAAAAAAaaaaaaaa
Pockets-byte 2cf2cd5
Update Aetherwhisp2.dmm
Pockets-byte eb5e1c5
A
Pockets-byte 0f84efc
blah
Pockets-byte 91256ad
cooling work
Pockets-byte ca43fb8
icons for testing
Pockets-byte de4e85d
AAAAAAAAaaaaaaaaaaaaaaaaaaaa subspace cooler work
Pockets-byte 5b1febc
"works"
Pockets-byte b629386
subspace heat management v1 partial completion
Pockets-byte 8ba19dc
no more punching subspace units
Pockets-byte 20bd0ed
hapazard balancing and prep for venting
Pockets-byte 4f6492a
venting work, makes the BSA exempt from Energy mechanics
Pockets-byte db043f6
venting things
Pockets-byte 9b97e85
uncomments
Pockets-byte feb5d39
venting, and more balance stuff
Pockets-byte 506c1f8
Merge branch 'BeeStation:master' into energy-weapon-gameplay
Pockets-byte a217d41
fixes the damage done to the wisp and maps new energy weapon bits
Pockets-byte eb7f898
Merge branch 'BeeStation:master' into energy-weapon-gameplay
Pockets-byte b5e13c0
I don't know what I'm doing
DeltaFire15 cec528d
Research and fixing comments
Pockets-byte 255781d
please let this fix the merge conflict
Pockets-byte 6307cc6
Merge branch 'BeeStation:master' into energy-weapon-gameplay
Pockets-byte 0bfeaeb
fixes everything
Pockets-byte 9f82af6
Merge branch 'BeeStation:master' into energy-weapon-gameplay
Pockets-byte 3f60748
Update job_changes.dm temporarily
Pockets-byte e625c42
Update job_changes.dm
Pockets-byte 329b988
Delete nsv13_unit_test_focus_file.dm
Pockets-byte 1c2eac4
Apply suggestions from code review
Pockets-byte 733e882
Delete job_changes.dm
Pockets-byte 20366cf
mistake
Pockets-byte 786a43c
Revert "Delete job_changes.dm"
Pockets-byte d5bbe5d
MINOR SPELLING MISTAKE
Pockets-byte 1794197
Merge branch 'BeeStation:master' into energy-weapon-gameplay
Pockets-byte ba1b6ad
new sprite
Pockets-byte a4f1b4a
applies sprites
Pockets-byte 7bbf638
Update phaser.dm
Pockets-byte 091defc
Update phaser.dm
Pockets-byte 2d534b0
Fixes venting, maybe?
Pockets-byte ddb1999
fixes some of the issues, moves energy weapon vars, etc
Pockets-byte 7ef0ecd
storage sprite
Pockets-byte acbeb40
null reference exception!
Pockets-byte d211a01
Update nsv13/code/modules/munitions/ship_weapons/energy_weapons/phase…
Pockets-byte 8d3ff18
small stuff
Pockets-byte e815574
no more multi-linking
Pockets-byte 490e929
Update subspacecooling.dm
Pockets-byte a4bd409
"quick" fix
Pockets-byte f8b7374
Merge branch 'BeeStation:master' into energy-weapon-gameplay
Pockets-byte e57ea3f
Merge branch 'BeeStation:master' into energy-weapon-gameplay
Pockets-byte 58bcbf7
funny stock item for de-looting, and variables to use later
Pockets-byte 4e41766
comment
Pockets-byte f6ba70b
Merge branch 'energy-weapon-gameplay' of https://github.com/Pockets-b…
Pockets-byte b5668ba
Merge branch 'BeeStation:master' into energy-weapon-gameplay
Pockets-byte 2f4706a
Variable name was taken
Pockets-byte 9a8dca7
Merge branch 'BeeStation:master' into energy-weapon-gameplay
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,19 +1,6 @@ | ||
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// If you continue to complain that munitechs have nothing to do, then I guess you really have nothing to do now don't you? | ||
// I'm replacing your job with bridge officers who are perfectly capable of pushing a button on lasers | ||
// MAP_REMOVE_JOB(master_at_arms) | ||
MAP_REMOVE_JOB(munitions_tech) | ||
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||
/datum/job/munitions_tech/New() | ||
..() | ||
MAP_JOB_CHECK | ||
total_positions = 0 | ||
spawn_positions = 0 | ||
|
||
/datum/job/master_at_arms/New() | ||
..() | ||
MAP_JOB_CHECK | ||
total_positions = 0 | ||
spawn_positions = 0 | ||
// this file should be obsolete | ||
|
||
#undef JOB_MODIFICATION_MAP_NAME |
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Bit hacky.
Potentially use a var to determine if the weapon uses a maintenance system and lock out maintenance need generation- aswell as resolving actions if not yes.
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I'd have to add a check for that in every part of the system though right? Would that be better
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It's the classic "address now vs. address later" issue.
For now it's probably fine with a single energy weapon that works this way, but if more appear, it may get a bit less convenient.
(Besides the fact you can do all the related maintenance steps on the BSA with this most likely despite them having no effect, and even get the examine talking about these things.)