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Claymores & Mine Tweaks (shiptest-ss13#2988)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request TODO: - [x] Actually implement claymores (should we let players have them?)(Cargo?) - [x] Remove weird sprite shim I made when world icons are merged, add world icons to mines - [x] Sprites (this time we actually need them since the placeholder ones are tgmc & I didn't ask for permission) Adds Mines that explode when an object passes in front of them & fire an ammo casing in that direction. Adds claymores as an implemented example of this- short range, shreds people at point blank. Adds World Icons to normal Mines I had to do some tweaking behind the scenes to implement mobless casing firing- but I'm pleased to say that fire_casing() can now deal emotionally with being handed a null user. Also minorly tweaks explosion devastation, so heavy explosions can only strip tiles that have already been damaged You can still immediately strip tiles with devastating explosions <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game FRONT TOWARDS ENEMY <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: Directional Mines, implemented as Claymores. add: Mines now have World Icons balance: explosions now only strip to space when a tile is already damaged fix: Prox mines explode from slightly further away & no longer activate through walls. fix: Multiple mines can no longer be stacked on a tile code: fire_casing() can now be called by non-mobs, allowing objects to shoot casings. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
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