"
dat += "
Active Upgrade Chambers:"
@@ -682,17 +670,17 @@
var/spur_chambers_built = length(user?.hive?.spur_chambers)
var/veil_chambers_built = length(user?.hive?.veil_chambers)
dat += "
SURVIVAL
"
- dat += "[shell_chambers_built ? "
Carapace " : "
Carapace "] | Cost: [upgrade_price] | Increase our armor."
- dat += "[shell_chambers_built ? "
Regeneration " : "
Regeneration "] | Cost: [upgrade_price] | Increase our health regeneration."
- dat += "[shell_chambers_built ? "
Vampirism " : "
Vampirism "] | Cost: [upgrade_price] | Leech from our attacks."
+ dat += "[shell_chambers_built ? "
Carapace " : "
Carapace "] | Cost: [XENO_UPGRADE_COST] | Increase our armor."
+ dat += "[shell_chambers_built ? "
Regeneration " : "
Regeneration "] | Cost: [XENO_UPGRADE_COST] | Increase our health regeneration."
+ dat += "[shell_chambers_built ? "
Vampirism " : "
Vampirism "] | Cost: [XENO_UPGRADE_COST] | Leech from our attacks."
dat += "
ATTACK
"
- dat += "[spur_chambers_built ? "
Celerity " : "
Celerity "] | Cost: [upgrade_price] | Increase our movement speed."
- dat += "[spur_chambers_built ? "
Adrenalin " : "
Adrenalin "] | Cost: [upgrade_price] | Increase our plasma regeneration."
- dat += "[spur_chambers_built ? "
Crush " : "
Crush "] | Cost: [upgrade_price] | Increase our damage to objects."
+ dat += "[spur_chambers_built ? "
Celerity " : "
Celerity "] | Cost: [XENO_UPGRADE_COST] | Increase our movement speed."
+ dat += "[spur_chambers_built ? "
Adrenalin " : "
Adrenalin "] | Cost: [XENO_UPGRADE_COST] | Increase our plasma regeneration."
+ dat += "[spur_chambers_built ? "
Crush " : "
Crush "] | Cost: [XENO_UPGRADE_COST] | Increase our damage to objects."
dat += "
UTILITY
"
- dat += "[veil_chambers_built ? "
Toxin " : "
Toxin "] | Cost: [upgrade_price] | Inject neurotoxin into the target."
- dat += "[veil_chambers_built ? "
Pheromones " : "
Pheromones "] | Cost: [upgrade_price] | Ability to emit pheromones."
- dat += "[veil_chambers_built ? "
Trail " : "
Trail "] | Cost: [upgrade_price] | Leave a trail behind."
+ dat += "[veil_chambers_built ? "
Toxin " : "
Toxin "] | Cost: [XENO_UPGRADE_COST] | Inject neurotoxin into the target."
+ dat += "[veil_chambers_built ? "
Pheromones " : "
Pheromones "] | Cost: [XENO_UPGRADE_COST] | Ability to emit pheromones."
+ dat += "[veil_chambers_built ? "
Trail " : "
Trail "] | Cost: [XENO_UPGRADE_COST] | Leave a trail behind."
var/datum/browser/popup = new(user, "upgrademenu", "
Mutations Menu
", 600, 600)
popup.set_content(dat)
@@ -702,17 +690,7 @@
if(incapacitated(TRUE))
to_chat(usr, span_warning("Cant do that right now!"))
return
- var/upgrade_price
- switch(xeno_caste.tier)
- if(XENO_TIER_ONE)
- upgrade_price = XENO_UPGRADE_BIOMASS_COST_T1
- if(XENO_TIER_TWO)
- upgrade_price = XENO_UPGRADE_BIOMASS_COST_T2
- if(XENO_TIER_THREE)
- upgrade_price = XENO_UPGRADE_BIOMASS_COST_T3
- else
- upgrade_price = XENO_UPGRADE_BIOMASS_COST_T4
- if(biomass < upgrade_price)
+ if(biomass < XENO_UPGRADE_COST)
to_chat(usr, span_warning("You dont have enough biomass!"))
return
var/upgrade = locate(upgrade_to_apply) in status_effects
@@ -720,12 +698,14 @@
to_chat(usr, span_xenonotice("Existing mutation chosen. No biomass spent."))
DIRECT_OUTPUT(usr, browse(null, "window=["upgrademenu"]"))
return
- biomass -= upgrade_price
+ biomass -= XENO_UPGRADE_COST
to_chat(usr, span_xenonotice("Mutation gained."))
for(var/datum/status_effect/S AS in upgrades_to_remove)
remove_status_effect(S)
+ upgrades_holder.Remove(S.type)
do_jitter_animation(500)
apply_status_effect(upgrade_to_apply)
+ upgrades_holder.Add(upgrade_to_apply.type)
DIRECT_OUTPUT(usr, browse(null, "window=["upgrademenu"]"))
//Special override case. May not call the parent.
diff --git a/code/modules/mob/living/carbon/xenomorph/xenoupgrade.dm b/code/modules/mob/living/carbon/xenomorph/xenoupgrade.dm
index 4b6377daf42..4a52db295ba 100644
--- a/code/modules/mob/living/carbon/xenomorph/xenoupgrade.dm
+++ b/code/modules/mob/living/carbon/xenomorph/xenoupgrade.dm
@@ -354,6 +354,15 @@
//----BEHEMOTH END----//
//============//
+//----WIDOW START----//
+/mob/living/carbon/xenomorph/widow
+ upgrade = XENO_UPGRADE_NORMAL
+
+/mob/living/carbon/xenomorph/widow/primordial
+ upgrade = XENO_UPGRADE_PRIMO
+
+//----WIDOW END----//
+
//----PANTHER START----//
/mob/living/carbon/xenomorph/panther/primordial
upgrade = XENO_UPGRADE_PRIMO
diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm
index fe0aebcd4cf..7fd5a5060d6 100644
--- a/code/modules/mob/living/living.dm
+++ b/code/modules/mob/living/living.dm
@@ -323,6 +323,8 @@
return FALSE
if(buckled || now_pushing)
return
+ if(anchored)
+ return
if(isliving(A))
var/mob/living/L = A
diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm
index 51db202422e..7510773844b 100644
--- a/code/modules/mob/living/living_defense.dm
+++ b/code/modules/mob/living/living_defense.dm
@@ -163,8 +163,8 @@
//TODO: Make firetypes, colour types are terrible
if(flame_color == FLAME_COLOR_LIME)
- var/datum/status_effect/stacking/melting/debuff = has_status_effect(STATUS_EFFECT_MELTING)
- if(debuff)
+ if(has_status_effect(STATUS_EFFECT_MELTING))
+ var/datum/status_effect/stacking/melting/debuff = has_status_effect(STATUS_EFFECT_MELTING)
debuff.add_stacks(2)
else
apply_status_effect(STATUS_EFFECT_MELTING, 2)
diff --git a/code/modules/mob/living/living_health_procs.dm b/code/modules/mob/living/living_health_procs.dm
index b3812ccb5ec..38f7a321bec 100644
--- a/code/modules/mob/living/living_health_procs.dm
+++ b/code/modules/mob/living/living_health_procs.dm
@@ -300,7 +300,6 @@
// make the icons look correct
regenerate_icons()
- med_hud_set_status()
med_pain_set_perceived_health()
med_hud_set_health()
handle_regular_hud_updates()
@@ -361,11 +360,12 @@
return ..()
/mob/living/carbon/xenomorph/revive(admin_revive = FALSE)
+ . = ..()
set_plasma(xeno_caste.plasma_max)
sunder = 0
+ hud_update_primo()
if(stat == DEAD)
hive?.on_xeno_revive(src)
- return ..()
///Revive the huamn up to X health points
/mob/living/carbon/human/proc/revive_to_crit(should_offer_to_ghost = FALSE, should_zombify = FALSE)
diff --git a/code/modules/mob/living/silicon/ai/ai.dm b/code/modules/mob/living/silicon/ai/ai.dm
index 88130e2750f..9bffe969dd4 100644
--- a/code/modules/mob/living/silicon/ai/ai.dm
+++ b/code/modules/mob/living/silicon/ai/ai.dm
@@ -527,7 +527,7 @@
if(!can_use_action())
return
owner.playsound_local(owner, "sound/effects/CIC_order.ogg", 10, 1)
- TIMER_COOLDOWN_START(owner, COOLDOWN_HUD_ORDER, ORDER_COOLDOWN)
+ TIMER_COOLDOWN_START(owner, COOLDOWN_HUD_ORDER, CIC_ORDER_COOLDOWN)
log_game("[key_name(owner)] has broadcasted the hud message [text] at [AREACOORD(owner)]")
deadchat_broadcast(" has sent the command order \"[text]\"", owner, owner)
for(var/mob/living/carbon/human/human AS in GLOB.alive_human_list)
diff --git a/code/modules/mob/living/silicon/ai/ai_notifications.dm b/code/modules/mob/living/silicon/ai/ai_notifications.dm
index 7c3b481b6c2..1ce070af5a7 100644
--- a/code/modules/mob/living/silicon/ai/ai_notifications.dm
+++ b/code/modules/mob/living/silicon/ai/ai_notifications.dm
@@ -23,7 +23,7 @@
alertnotification.add_overlay(alert_overlay)
///Receive notifications about OB laser dots that have been deployed
-/mob/living/silicon/ai/proc/receive_laser_ob(datum/source, obj/effect/overlay/temp/laser_target/OB/incoming_laser)
+/mob/living/silicon/ai/proc/receive_laser_ob(datum/source, obj/effect/overlay/temp/laser_target/ob/incoming_laser)
SIGNAL_HANDLER
to_chat(src, span_notice("Orbital Bombardment laser detected. Target: [AREACOORD_NO_Z(incoming_laser)]"))
notify_ai(src, "
An Orbital Bombardment laser has been detected at [AREACOORD_NO_Z(incoming_laser)]!", ai_sound = 'sound/effects/obalarm.ogg', source = incoming_laser, action = NOTIFY_AI_ALERT, notify_volume = 15)
@@ -80,4 +80,4 @@
SIGNAL_HANDLER
var/area/A = get_area(callingholopad)
to_chat(src, span_notice("Your presence is requested at [A]!"))
- notify_ai(src, "
Your presence is requested at [A]! ", source = callingholopad, action = NOTIFY_AI_ALERT, notify_volume = 15)
+ notify_ai(src, "
Your presence is requested at [A]! ", source = callingholopad, action = NOTIFY_AI_ALERT, notify_volume = 35)
diff --git a/code/modules/mob/living/silicon/ai/ai_verbs.dm b/code/modules/mob/living/silicon/ai/ai_verbs.dm
index b89f3a35fcd..46ecbbb9662 100644
--- a/code/modules/mob/living/silicon/ai/ai_verbs.dm
+++ b/code/modules/mob/living/silicon/ai/ai_verbs.dm
@@ -112,7 +112,7 @@
"floating face" = 'icons/mob/ai.dmi',
"xeno_queen" = 'icons/mob/ai.dmi',
"void_horror" = 'icons/mob/ai.dmi',
- "holo4" = 'icons/mob/ai.dmi'
+ "carp" = 'icons/mob/ai.dmi'
)
hologram = tgui_input_list(src, "Please select a hologram:", null, icon_list)
@@ -153,7 +153,7 @@
return
last_announcement = world.time
- priority_announce(input, "[src] Announcement", sound = 'sound/AI/aireport.ogg')
+ priority_announce(input, "Оповещение от [src]", sound = 'sound/AI/aireport.ogg')
/mob/living/silicon/ai/verb/ai_core_display()
@@ -320,6 +320,6 @@
log_game("[key_name(src)] has ghosted at [AREACOORD(src)].")
message_admins("[ADMIN_TPMONTY(src)] has ghosted.")
- priority_announce("[src] has suffered an unexpected NTOS failure over its Logarithmic silicon backhaul functions and has been taken offline. An attempt to load a backup personality core will proceed shortly.", "AI NT-OS Critical Failure")
+ priority_announce("[src] был отключен. Ожидание загрузки новой личности...", "Сбой ИИ", sound = 'sound/AI/aileft.ogg')
ghostize(FALSE)
offer_mob()
diff --git a/code/modules/mob/living/silicon/silicon.dm b/code/modules/mob/living/silicon/silicon.dm
index a8815a0061a..661d2e08339 100644
--- a/code/modules/mob/living/silicon/silicon.dm
+++ b/code/modules/mob/living/silicon/silicon.dm
@@ -45,9 +45,6 @@
/mob/living/silicon/put_in_r_hand(obj/item/I)
return
-/mob/living/silicon/stripPanelUnequip(obj/item/I, mob/M, slot)
- return
-
/mob/living/silicon/med_hud_set_health()
return
diff --git a/code/modules/mob/living/simple_animal/friendly/farm_animals.dm b/code/modules/mob/living/simple_animal/friendly/farm_animals.dm
index e11d50dbcb8..e4cc0a91146 100644
--- a/code/modules/mob/living/simple_animal/friendly/farm_animals.dm
+++ b/code/modules/mob/living/simple_animal/friendly/farm_animals.dm
@@ -79,25 +79,24 @@
to_chat(src, span_userdanger("You are tipped over by [user]!"))
Paralyze(20 SECONDS)
icon_state = icon_dead
- spawn(rand(20, 50))
- if(!stat && user)
- icon_state = icon_living
- var/external
- var/internal
- switch(pick(1,2,3,4))
- if(1,2,3)
- var/text = pick("imploringly.", "pleadingly.",
- "with a resigned expression.")
- external = "[src] looks at [user] [text]"
- internal = "You look at [user] [text]"
- if(4)
- external = "[src] seems resigned to its fate."
- internal = "You resign yourself to your fate."
- visible_message(span_notice("[external]"),
- span_revennotice("[internal]"))
+ addtimer(CALLBACK(src, PROC_REF(tip_message), user), rand(2 SECONDS, 5 SECONDS))
else
return ..()
+/mob/living/simple_animal/cow/proc/tip_message(mob/living/user)
+ if(stat || !user)
+ return
+ icon_state = icon_living
+ var/external
+ var/internal
+ if(prob(75))
+ var/text = pick("imploringly.", "pleadingly.", "with a resigned expression.")
+ external = "[src] looks at [user] [text]"
+ internal = "You look at [user] [text]"
+ else
+ external = "[src] seems resigned to its fate."
+ internal = "You resign yourself to your fate."
+ visible_message(span_notice("[external]"), span_revennotice("[internal]"))
/mob/living/simple_animal/chick
name = "\improper chick"
diff --git a/code/modules/mob/mob_helpers.dm b/code/modules/mob/mob_helpers.dm
index e6086011dd9..1dc60661422 100644
--- a/code/modules/mob/mob_helpers.dm
+++ b/code/modules/mob/mob_helpers.dm
@@ -378,9 +378,9 @@ GLOBAL_LIST_INIT(organ_rel_size, list(
A.target = source
if(!alert_overlay)
alert_overlay = new(source)
- var/icon/I = icon(source.icon)
- var/iheight = I.Height()
- var/iwidth = I.Width()
+ var/list/icon_dimensions = get_icon_dimensions(source.icon)
+ var/iheight = icon_dimensions["width"]
+ var/iwidth = icon_dimensions["height"]
var/higher_power = (iheight > iwidth) ? iheight : iwidth
if(higher_power > 32)
var/diff = 32 / higher_power
diff --git a/code/modules/mob/update_icons.dm b/code/modules/mob/update_icons.dm
index 58c7b6dd60c..f5be18d6bf1 100644
--- a/code/modules/mob/update_icons.dm
+++ b/code/modules/mob/update_icons.dm
@@ -63,3 +63,6 @@
/mob/proc/update_burst()
return
+
+/mob/proc/hud_set_hunter()
+ return
diff --git a/code/modules/orbits/spaceship.dm b/code/modules/orbits/spaceship.dm
index d058fe16f2c..0852570b41c 100644
--- a/code/modules/orbits/spaceship.dm
+++ b/code/modules/orbits/spaceship.dm
@@ -160,8 +160,8 @@ GLOBAL_VAR_INIT(current_orbit,STANDARD_ORBIT)
return
message_admins("[ADMIN_TPMONTY(usr)] Has sent the ship [direction == "UP" ? "UPWARD" : "DOWNWARD"] in orbit")
- var/message = "Prepare for orbital change in 10 seconds.\nMoving [direction] the gravity well.\nSecure all belongings and prepare for engine ignition."
- minor_announce(message, title = "Orbit Change")
+ var/message = "Внимание. [direction == "UP" ? "Подъём" : "Снижение"] на другую орбиту через 10 секунд."
+ minor_announce(message, title = "Смена Орбиты")
addtimer(CALLBACK(src, PROC_REF(do_change_orbit), current_orbit, direction), 10 SECONDS)
/obj/machinery/computer/navigation/proc/can_change_orbit(current_orbit, direction, silent = FALSE)
@@ -194,8 +194,8 @@ GLOBAL_VAR_INIT(current_orbit,STANDARD_ORBIT)
changing_orbit = TRUE
engine_shudder()
- var/message = "Arriving at new orbital level. Prepare for engine ignition and stabilization."
- addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(minor_announce), message, "Orbit Change"), 290 SECONDS)
+ var/message = "Переход на новую орбиту. Приготовьтесь к запуску двигателей и стабилизации."
+ addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(minor_announce), message, "Смена Орбиты"), 290 SECONDS)
addtimer(CALLBACK(src, PROC_REF(orbit_gets_changed), current_orbit, direction), 3 MINUTES)
/obj/machinery/computer/navigation/proc/orbit_gets_changed(current_orbit, direction)
diff --git a/code/modules/organs/organs.dm b/code/modules/organs/organs.dm
index f08ca8b3933..811e98d13d6 100644
--- a/code/modules/organs/organs.dm
+++ b/code/modules/organs/organs.dm
@@ -50,7 +50,7 @@
///How many drugs we can take before they overwhelm us. Decreases with damage
var/current_medicine_cap = 5
///Additional medicine capacity given by the freyr module.
- var/freyr_medicine_cap = 3
+ var/freyr_medicine_cap = 5
///Whether we were over cap the last time we checked.
var/old_overflow = FALSE
///Total medicines added since last tick
diff --git a/code/modules/paperwork/beginner_tutorials.dm b/code/modules/paperwork/beginner_tutorials.dm
new file mode 100644
index 00000000000..d90de89dc53
--- /dev/null
+++ b/code/modules/paperwork/beginner_tutorials.dm
@@ -0,0 +1,360 @@
+//Each beginner loadout in quick_load_beginners.dm has a instruction pamphlet.
+
+/obj/item/paper/tutorial/beginner_rifleman
+ name = "Rifleman Tutorial"
+ info = {"As a rifleman, you are suited for virtually all theatres of combat. Your AR-12 assault rifle is accurate and effective at all ranges, and its powerful underbarrel grenade launcher poses even further danger to mid-range threats. Inside your backpack is a box of flares to refill your flare pouch, gauze and ointment for brute (slashes) and burn (acid) wounds respectively, and backup magazines for your AR 12. Your belt contains backup magazines for your AR-12, while your body armor contains additional grenades to reload your underbarrel grenade launcher with. Your left pocket contains a flare gun holster and several flares. Your right pocket contains a first aid kit, complete with Bicardine (which heals brute damage), Kelotane (which heals burn damage), Tramadol (which is a painkiller), Tricordrazine (which heals all damage, but slowly), and Dylovene (which heals toxin, or poison damage), as well as splints and inaprovaline. Your boots contain a MRE, in case you get hungry, and a standard issue combat knife for clearing weeds or breaking things.
+
+ Try to spend as much time as possible near other marines - being alone is very dangerous. Your versatility is an immense strength and makes you the ideal battle buddy for virtually any other marine. You can easily work with a shotgunner to clear close quarters areas, or perhaps with a machine gunner to hold a fortified position, or even take point in front of a marksman. When not in immediate danger, use your flare gun to keep your surroundings lit, as your and your fellow marines' lives may very well depend on it.
+
+
TIPS
+
+ BKTT is an acronym that is used to describe the combination of Bicardine, Kelotane, Tricordizine, and Tramadol used as an all-rounder combat medicine mix for any situation that heals all different types of damage. Make sure not to take more than two of each pill at a time - medicine takes a while to process through your system, and too many at once risks a dangerous overdose. Your gauze and ointment are body-part specific, unlike medication, but once you start applying one, you will keep applying it to all body parts that require treatment as long as you hold still. You can remove pills from their packets directly by right clicking on the packet, even while it's in storage.
+
+ While holding your AR-12, use Z to wield your weapon with both hands, increasing accuracy and stability and reducing recoil. In the top left of your screen are several weapon-specific buttons. (Note that your grenades will NOT go through marines!) The second option changes the firing mode, between Single Automatic, Burst, and Burst Automatic. Automatic modes will keep firing as long as you hold down the mouse button. The third option enables your underbarrel grenade launcher. Once enabled, you can use right click to launch a grenade out!
+
+ On running out of ammo, the empty magazine will automatically eject from the rifle. To reload, simply grab a new magazine with an empty hand and click your gun with it. Alternatively, you can perform a tactical reload by click-dragging the magazine from its storage directly onto the rifle, which can be done without an empty hand and with a different magazine still in the gun. You can reload the underbarrel launcher by right clicking on the gun while holding a valid grenade (like the HEDP grenades in your webbing.)
+
+ Your flare gun can be rapidly reloaded by just right clicking the flare pouch with it in hand. Your flare pouch can be refilled by left clicking on it while holding a flare box. Flare any dark area you can see to reduce the risk of a xenomorph ambushing you from the dark. On a similar note, your suit's light can be toggled in the top left - you should almost always keep this on to help your visibility.
+
+ Your P23 has a pistol lace attached. By toggling it in the top left while wielding it, it becomes impossible for you to drop - or for it to be knocked out of your hand by a xenomorph. Similarly, your AR-12 has a magnetic harness, which means if you drop it or otherwise lose it, it'll automatically snap back to your armor.
+
+ Because your AR-12 can effectively engage at all ranges, your optimal range is whatever your opponent's optimal range isn't. Try keeping the distance from ferocious melee enemies, while getting too close for comfort with squishier ranged ones."}
+
+/obj/item/paper/tutorial/beginner_machinegunner
+ name = "Machinergunner Tutorial"
+ info = {"As a machinegunner, you are the backbone of a marine force. While you possess heavy armor reinforced with Tyr-pattern plating (strengthening its defense even further against melee attacks), your slow move speed and the unwieldy nature of your MG-60 machine gun means you should not be spearheading any pushes. Your backpack contains several additional box magazines, allowing you to carry almost two THOUSAND rounds on your person at any time. Your left pouch contains a first aid kit, complete with Bicardine (which heals brute damage), Kelotane (which heals burn damage), Tramadol (which is a painkiller), Tricordrazine (which heals all damage, but slowly), and Dylovene (which heals toxin, or poison damage), as well as splints and inaprovaline. Your right pocket contains a flare gun holster and several flares. Your suit storage contains two plasma pistols, which are low in damage but can start fires. Your webbing contains an MRE to eat and both gauze and ointment, Your boots contain a MRE for further eating, and a standard issue combat knife for clearing weeds or breaking things.
+
+ Your full strength is hard to utilize on your own or in the very front of battle. Your ideal positions are either safely behind a barricade guarding a front or flank from assault, or behind your fellow marines, shooting over them with aim mode to protect them from enemies. Keep in mind that your heavy armor and weapon means you move rather slowly - so if you get the order to leave a position, get moving early to avoid being left behind.
+
+
TIPS
+
+ BKTT is an acronym that is used to describe the combination of Bicardine, Kelotane, Tricordizine, and Tramadol used as an all-rounder combat medicine mix for any situation that heals all different types of damage. Make sure not to take more than two of each pill at a time - medicine takes a while to process through your system, and too many at once risks a dangerous overdose. Your gauze and ointment are body-part specific, unlike medication, but once you start applying one, you will keep applying it to all body parts that require treatment as long as you hold still. Your splints are used to alleviate the effects of bone fractures, by applying them to a fractured limb. Your inaprovaline autoinjector is not to be applied to yourself - rather, it should be applied to an alive marine that is so heavily injured they are unconscious on the ground (referred to as "critical condition") to rescue them from that state. You can remove pills from their packets directly by right clicking on the packet, even while it's in storage.
+
+ While holding your MG-60, use Z to wield your weapon with both hands, increasing accuracy and stability and reducing recoil. In the top left of your screen are several weapon-specific buttons. The bipod button will deploy your bipod, increasing fire rate and accuracy significantly for as long as you remain stationary.
+
+ On running out of ammo, the empty magazine will automatically eject from the machine gun. To reload, simply grab a new magazine with an empty hand and click your gun with it. Alternatively, you can perform a tactical reload by click-dragging the magazine from its storage directly onto the machine gun, which can be done without an empty hand and with a different magazine still in the gun.
+
+ Your flare gun can be rapidly reloaded by just right clicking the flare pouch with it in hand. Your flare pouch can be refilled by left clicking on it while holding a flare box. Flare any dark area you can see to reduce the risk of a xenomorph ambushing you from the dark. On a similar note, your suit's light can be toggled in the top left - you should almost always keep this on to help your visibility.
+
+ On your belt is a belt harness. By left clicking on your belt harness with your machine gun, you can attach them. If you drop your machine gun, or have a xenomorph make you drop it, your machine gun will automatically return to your armor if it's attached.
+
+ If you are facehugged, quickly take out your plasma pistol and shoot the ground with it, then walk into the fire. While this will cause you to be set on fire, facehuggers will detach in the presence of fire, preventing you from becoming infected. You can press B (or click resist in the bottom right) once the facehugger has detached to stop, drop, and roll, extinguishing the fire.
+
+ Your impressive magazine size means you don't need to reload often. You can suppress one spot for an impressive amount of time, and you have the ammo and damage to clear out resin walls.
+
+ The more bullets you shoot, the better a marine you are. It's actually that simple."}
+
+/obj/item/paper/tutorial/beginner_marksman
+ name = "Marksman Tutorial"
+ info = {"As a marksman, you are a master of precision and range, and should utilize both of these advantages as much as possible. Your DMR-37 is incredibly accurate at long ranges and packs a devastating punch. Due to your ability to engage at long range - and conversely, your inability to engage properly at short range - you should be staying as far from conflict as possible while still remaining in your rifle's effective range. Your backpack and both of your pouches contain spare magazines for your DMR. Your backpack also contains an MRE to eat, and both gauze and ointment for treating injuries. Your armor contains Bicardine (which heals brute damage), Kelotane (which heals burn damage), Tramadol (which is a painkiller), Tricordrazine (which heals all damage, but slowly), and an inaprovaline injector for helping other marines in critical condition. Your webbing contains the MK88 Mod 4, a fully automatic handgun for self-defense, as well as spare magazines for it. Your boots contain a MRE to eat, and survival knife for clearing weeds and breaking things.
+
+ With your DMR, aim to support other marines from afar using your scope and aim mode. Your range means that many xenomorphs might not realize you're watching over an area until you're already shooting at them - use this to your advantage. Your rate of fire is relatively slow compared to automatic weapons, so make each of your shots count.
+
+
TIPS
+
+ BKTT is an acronym that is used to describe the combination of Bicardine, Kelotane, Tricordizine, and Tramadol used as an all-rounder combat medicine mix for any situation that heals all different types of damage. Make sure not to take more than two of each pill at a time - medicine takes a while to process through your system, and too many at once risks a dangerous overdose. Your gauze and ointment are body-part specific, unlike medication, but once you start applying one, you will keep applying it to all body parts that require treatment as long as you hold still. Your inaprovaline autoinjector is not to be applied to yourself - rather, it should be applied to an alive marine that is so heavily injured they are unconscious on the ground (referred to as "critical condition") to rescue them from that state. You can remove pills from their packets directly by right clicking on the packet, even while it's in storage.
+
+ On running out of ammo, the empty magazine will automatically eject from the DMR. To reload, simply grab a new magazine with an empty hand and click your gun with it. Alternatively, you can perform a tactical reload by click-dragging the magazine from its storage directly onto the DMR, which can be done without an empty hand and with a different magazine still in the gun.
+
+ While holding your DMR-37, use Z to wield your weapon with both hands, increasing accuracy and stability and reducing recoil. In the top left of your screen are several weapon-specific buttons. The scope button will zoom your screen out and towards the direction you're currently facing, allowing you to see (and shoot at) targets much farther away.
+
+ On your belt is a belt harness. By left clicking on your belt harness with your DMR, you can attach them. If you drop your DMR, or have a xenomorph make you drop it, your DMR will automatically return to your armor if it's attached.
+
+ Try holding your fire until your target is already engaging someone else. While this may seem counter-intuitive, it allows you to wait until they've already committed to a fight (that's likely to damage them) and may cause them to not notice your presence until it's too late, increasing the odds of securing a kill.
+
+ Do not attempt to use your DMR at too close of a range, as marksman weapons have a chance to miss against enemies that are near you. Instead, try switching to your 88 Mod 4, your fully automatic handgun that's much more effective at close range."}
+
+/obj/item/paper/tutorial/beginner_shotgunner
+ name = "Shotgunner Tutorial"
+ info = {"As a shotgunner, you are the spearhead of the marine force. Your semiautomatic SH-39 fires slugs that will devastate any target at short to medium range, dealing heavy damage as well as leaving them stunned and staggered. Your role is to be at the front of any marine push, side by side with your fellow marines as you charge into danger. Your shotgun shell rig on your belt, as well as your backpack, hold many additional slugs to reload your shotgun with. Your backpack also contains an MRE to eat, and both gauze and ointment for treating injuries, as well as inaprovaline. Your left pouch contains a first aid kit, complete with Bicardine (which heals brute damage), Kelotane (which heals burn damage), Tramadol (which is a painkiller), Tricordrazine (which heals all damage, but slowly), and Dylovene (which heals toxin, or poison damage), as well as splints and inaprovaline. Your right pocket contains a flare gun holster and several flares. Your webbing contains a plasma pistol, a low damage sidearm that starts fires wherever it hits. Your suit storage contains boxes of additional flares. Your boots contain a MRE to eat, and a combat knife for clearing weeds and breaking things.
+
+ You should be close to the enemy constantly to take full advantage of your shotgun. This does not mean you should run off alone, as this is a good way to get yourself killed; rather, be in front of other marines, clearing away enemies to allow them to safely advance and cover you.
+
+
TIPS
+
+ BKTT is an acronym that is used to describe the combination of Bicardine, Kelotane, Tricordizine, and Tramadol used as an all-rounder combat medicine mix for any situation that heals all different types of damage. Make sure not to take more than two of each pill at a time - medicine takes a while to process through your system, and too many at once risks a dangerous overdose. Your gauze and ointment are body-part specific, unlike medication, but once you start applying one, you will keep applying it to all body parts that require treatment as long as you hold still. Your splints are used to alleviate the effects of bone fractures, by applying them to a fractured limb. Your inaprovaline autoinjector is not to be applied to yourself - rather, it should be applied to an alive marine that is so heavily injured they are unconscious on the ground (referred to as "critical condition") to rescue them from that state. You can remove pills from their packets directly by right clicking on the packet, even while it's in storage.
+
+ While holding your SH-39, use Z to wield your weapon with both hands, increasing accuracy and stability and reducing recoil.
+
+ Your flare gun can be rapidly reloaded by just right clicking the flare pouch with it in hand. Your flare pouch can be refilled by left clicking on it while holding a flare box. Flare any dark area you can see to reduce the risk of a xenomorph ambushing you from the dark. On a similar note, your suit's light can be toggled in the top left - you should almost always keep this on to help your visibility.
+
+ If you are facehugged, quickly take out your plasma pistol and shoot the ground with it, then walk into the fire. While this will cause you to be set on fire, facehuggers will detach in the presence of fire, preventing you from becoming infected. You can press B (or click resist in the bottom right) once the facehugger has detached to stop, drop, and roll, extinguishing the fire.
+
+ To reload your shotgun, take out a handful of shells with a free hand and click your gun with them while it's in your other hand.
+
+ Shotguns can take a variety of rounds, in case slugs aren't your style. Buckshot rounds have more stopping power but fall off at mid range, while flechette rounds are less generally effective in exchange for drastically improved performance against heavily armored targets. The requisitions-exclusive incendiary slugs aren't quite as powerful as standard slugs but set anything they hit on fire!
+
+ The green M50 signal flares in your body armor don't last as long as normal flares but deploying them signals to CAS (close air support) that you're requesting an airstrike in the region, also granting them the ability to see and shoot at xenomorphs in the area.
+
+ Using the powerful knockback of your shotgun to knock xenomorphs TOWARDS other marines is a good way to get kills - most xenomorphs can't deal with that many marines at once!
+
+ Shotguns don't have access to aimmode, so be careful near other marines so you don't risk shooting them.
+
+ You have incredibly high per-shot damage. Waiting a little bit to allow a xenomorph to get closer before opening fire can lure it into a false sense of safety, potentially scoring you a kill."}
+
+/obj/item/paper/tutorial/beginner_shocktrooper
+ name = "Shocktrooper Tutorial"
+ info = {"As a shock trooper, you are a versatile yet powerful frontliner, and aim to change up tactics often to gain the advantage. You use the multimodal laser rifle, an experimental battery-powered weapon with an underbarrel flamethrower. Your belt contains spare energy cells for your laser rifle. Your right pocket and body armor contain a powerpack each- effectively bulkier versions of energy cells. Your body armor also contains a box of flares. Your left pocket contains a flare gun holster and several flares. Your backpack contains a large amount of miniature fuel tanks for use with your underbarrel flamethrower, as well as an inaprovaline autoinjector. Your webbing contains Bicardine (which heals brute damage), Kelotane (which heals burn damage), Tramadol (which is a painkiller), Tricordrazine (which heals all damage, but slowly), and gauze and ointment, which also heal brute and burn damage respectively. Your boots contains a MRE, in case you get hungry.
+
+ Switching between the different modes of your laser rifle is key to mastery on the battlefield. Like other frontliners, you aim to lead the push into enemy territory, clearing the path forward and facing xenomorphs head-on.
+
+
TIPS
+
+ BKTT is an acronym that is used to describe the combination of Bicardine, Kelotane, Tricordizine, and Tramadol used as an all-rounder combat medicine mix for any situation that heals all different types of damage. Make sure not to take more than two of each pill at a time - medicine takes a while to process through your system, and too many at once risks a dangerous overdose. Your gauze and ointment are body-part specific, unlike medication, but once you start applying one, you will keep applying it to all body parts that require treatment as long as you hold still. Your inaprovaline autoinjector is not to be applied to yourself - rather, it should be applied to an alive marine that is so heavily injured they are unconscious on the ground (referred to as "critical condition") to rescue them from that state. You can remove pills from their packets directly by right clicking on the packet, even while it's in storage.
+
+ On running out of ammo, the empty battery will automatically eject from the rifle. To reload, simply grab a new battery with an empty hand and click your gun with it. Alternatively, you can perform a tactical reload by click-dragging the battery from its storage directly onto the rifle, which can be done without an empty hand and with a different battery still in the gun. The powerpacks are a bit different - they have to be click-dragged while in one of your pockets to attach to the gun, and once attached remain in your pocket. However, they have four times the energy of a normal magazine. To refuel your underbarrel flamethrower, right click the gun with an empty hand to remove the old tank, then right click the gun again with a fresh tank.
+
+ While holding your laser rifle, use Z to wield your weapon with both hands, increasing accuracy and stability and reducing recoil. In the top left of your screen are several weapon-specific buttons. By pressing toggle mini flamethrower, you enable your underbarrel flamethrower, which you can now shoot with right click.
+
+ Your flare gun can be rapidly reloaded by just right clicking the flare pouch with it in hand. Your flare pouch can be refilled by left clicking on it while holding a flare box. Flare any dark area you can see to reduce the risk of a xenomorph ambushing you from the dark. On a similar note, your suit's light can be toggled in the top left - you should almost always keep this on to help your visibility.
+
+ By pressing unique action (default: space bar), you can cycle between the different modes of your laser gun. Standard mode rapidly fires laser beams, Overcharge mode fires more powerful beams at a lower rate of fire, weakening mode slows the target mildly as well as draining their plasma, and microwave applies a stacking debuff (up to five times) that deals armor-piercing damage over time. Note that different modes consume battery charge at different rates.
+
+ Laser weapons, unlike traditional ballistics, can fire through windows unimpeded. Use this with stronger windows, such as ballistic glass, to attack the enemy without them being able to attack you back."}
+
+/obj/item/paper/tutorial/beginner_hazmat
+ name = "Hazmat Tutorial"
+ info = {"As a HAZMAT, you excel in situations too dangerous for other marines. Your Mimir type armor grants you complete immunity to toxic gas, from acid to neurotoxin. It also provides an increased resistance against acid in general, for dealing with ranged xenomorphs. Your AR-11 is somewhat unwieldy and inaccurate, but packs both potent bursts and an impressive 70-round magazine. Your backpack, left pouch, and suit storage are all filled with spare magazines for your AR-11. Your right pouch contains a first aid kit, complete with Bicardine (which heals brute damage), Kelotane (which heals burn damage), Tramadol (which is a painkiller), Tricordrazine (which heals all damage, but slowly), and Dylovene (which heals toxin, or poison damage), as well as splints and inaprovaline. Your webbing contains flares for lighting areas, gauze and ointment for treating wounds, and a miniature fire extinguisher. Your boots contain a MRE, for when you get hungry.
+
+ Unlike other marines, you have no reason to fear toxic gas - and thanks to your tactical sensor, you pose quite a threat to xenomorphs while in it. Hide in smoke and use your sensor to fire at xenomorphs that can't see you back. In the absence of smoke, your AR-11 is still quite powerful, and can be used in many situations, though its inaccuracy makes it somewhat less potent at longer ranges.
+
+
TIPS
+
+ BKTT is an acronym that is used to describe the combination of Bicardine, Kelotane, Tricordizine, and Tramadol used as an all-rounder combat medicine mix for any situation that heals all different types of damage. Make sure not to take more than two of each pill at a time - medicine takes a while to process through your system, and too many at once risks a dangerous overdose. Your gauze and ointment are body-part specific, unlike medication, but once you start applying one, you will keep applying it to all body parts that require treatment as long as you hold still. Your splints are used to alleviate the effects of bone fractures, by applying them to a fractured limb. Your inaprovaline autoinjector is not to be applied to yourself - rather, it should be applied to an alive marine that is so heavily injured they are unconscious on the ground (referred to as "critical condition") to rescue them from that state. You can remove pills from their packets directly by right clicking on the packet, even while it's in storage.
+
+ While holding your Type 71, use Z to wield your weapon with both hands, increasing accuracy and stability and reducing recoil. In the top left of your screen are several weapon-specific buttons. The button changes the firing mode, between Burst and Burst Automatic. Automatic burst will keep firing as long as you hold down the mouse button. The tactical sensor option toggles your tactical sensor - you should keep this on always.
+
+ Your tactical sensor will periodically blip, detecting moving targets in an area a little bigger than your screen. Green circles are friendly targets (or anyone wearing a marine ID), while red circles accompanied with an audible blip are unknown (almost always hostile) targets. This sensor works even without vision, such as through any form of smoke and through walls.
+
+ On running out of ammo, the empty magazine will automatically eject from the rifle. To reload, simply grab a new magazine with an empty hand and click your gun with it. Alternatively, you can perform a tactical reload by click-dragging the magazine from its storage directly onto the rifle, which can be done without an empty hand and with a different magazine still in the gun.
+
+ Your suit's light can be toggled in the top left - you should almost always keep this on to help your visibility. However, note that xenomorphs will often determine a marine's position in a smoke cloud by their light, so you should turn OFF your light if hiding in smoke!
+
+ On your belt is a belt harness. By left clicking on your belt harness with your AR-11, you can attach them. If you drop your AR, or have a xenomorph make you drop it, your AR will automatically return to your armor if it's attached.
+
+ While you're no machinegunner, you have over 700 rounds on you. Don't be afraid to shoot at anything that blips on your tactical sensor (as long as there aren't friendlies in the way!)"}
+
+/obj/item/paper/tutorial/beginner_cqc
+ name = "CQC Tutorial"
+ info = {"As a CQC marine, you are incredibly mobile, and should be using and abusing your speed to dart in and out of danger. You are effective both spearheading the assault and pushing into flanks. Your AR-18 carbine isn't the most dangerous rifle, nor does it have a particularly high magazine size, but it's incredibly lightweight compared to almost any other weapon, and its relative accuracy and stability even while moving and high fire rate allow it to pose a surprise threat to almost any xenomorphs. Your belt, body armor, and backpack all contain spare magazines for your AR-18. Your backpack also contains an MRE (in case you get hungry) as well as gauze and ointment to treat injuries with. Your left pocket contains a flare gun and several flares. Your right pouch contains a first aid kit, complete with Bicardine (which heals brute damage), Kelotane (which heals burn damage), Tramadol (which is a painkiller), Tricordrazine (which heals all damage, but slowly), and Dylovene (which heals toxin, or poison damage), as well as splints and inaprovaline. Your webbing contains gauze and ointment for healing, an MRE for eating, and two boxes of flares. Your boots contain a MRE for eating, and a combat knife for clearing weeds and breaking things.
+
+ Your speed is your greatest strength. You should be using it to rush into combat and chase after already injured enemies, only to rapidly retreat before things turn south. You're ideal at scouting locations, quickly reinforcing threatened positions, and overall being everywhere at once.
+
+
TIPS
+
+ BKTT is an acronym that is used to describe the combination of Bicardine, Kelotane, Tricordizine, and Tramadol used as an all-rounder combat medicine mix for any situation that heals all different types of damage. Make sure not to take more than two of each pill at a time - medicine takes a while to process through your system, and too many at once risks a dangerous overdose. Your gauze and ointment are body-part specific, unlike medication, but once you start applying one, you will keep applying it to all body parts that require treatment as long as you hold still. Your splints are used to alleviate the effects of bone fractures, by applying them to a fractured limb. Your inaprovaline autoinjector is not to be applied to yourself - rather, it should be applied to an alive marine that is so heavily injured they are unconscious on the ground (referred to as "critical condition") to rescue them from that state. You can remove pills from their packets directly by right clicking on the packet, even while it's in storage.
+
+ While holding your AR-18, use Z to wield your weapon with both hands, increasing accuracy and stability and reducing recoil. In the top left of your screen are several weapon-specific buttons. The button changes the firing mode, between Single Automatic, Burst, and Burst Automatic. Automatic modes will keep firing as long as you hold down the mouse button. The tactical sensor option toggles your tactical sensor - you should keep this on always.
+
+ On running out of ammo, the empty magazine will automatically eject from the rifle. To reload, simply grab a new magazine with an empty hand and click your gun with it. Alternatively, you can perform a tactical reload by click-dragging the magazine from its storage directly onto the rifle, which can be done without an empty hand and with a different magazine still in the gun.
+
+ Your flare gun can be rapidly reloaded by just right clicking the flare pouch with it in hand. Your flare pouch can be refilled by left clicking on it while holding a flare box. Flare any dark area you can see to reduce the risk of a xenomorph ambushing you from the dark. On a similar note, your suit's light can be toggled in the top left - you should almost always keep this on to help your visibility.
+
+ Don't be afraid to charge headfirst into danger if you think you can save a teammate or get a kill - you have the speed to get back out, after all. The ALT key by default allows humans or clones to sprint at the cost of stamina, to go even faster!
+
+ While your rifle runs out of ammo quickly, its rapid fire four round bursts deal impressive damage. Combined with your speed, you are the master of ambushing."}
+
+/obj/item/paper/tutorial/builder
+ name = "Builder Tutorial"
+ info = {"The builder loadout is designed around you establishing defenses, barricades made from metal, plasteel or sandbags. You are the frontline, without you marines will be exposed to attacks from any and all directions. Use your quicker build speed and tools to aid and repair barricades, and fix APCs for generating the nuclear disks to win the round! Your loadout contains materials, a MG42 Light machine gun for self defense and suppression, and a radiopack for ordering more material to entrench and establish a fortified defensive position.
+
+
TIPS
+
+ In your webbing you will find a spare powercell and a handheld cell crank charger to charge them, when fixing apcs swap the empty battery for your full one and insert the empty one into your crank and charge it for the next disk!
+
+ When building defensive barricades it is best to not make them "flush" with nearby doors or walls. Instead pull back 1 tile and build it there, this prevents xenos from hiding around the corner behind the walls and smacking your cades freely without repercussion.
+
+ All metal barricades can be upgraded, the basic upgrade is of course barbed wire. This damages xenos when they attack the barricade and prevents them (and marines!) from climbing over the barricade.
+
+ BKTT is an acronym that is used to describe the combination of Bicardine, Kelotane, Tricordizine, and Tramadol used as an all-rounder combat medicine mix for any situation that heals all different types of damage. Make sure not to take more than two of each pill at a time - medicine takes a while to process through your system, and too many at once risks a dangerous overdose. Your gauze and ointment are body-part specific, unlike medication, but once you start applying one, you will keep applying it to all body parts that require treatment as long as you hold still. Your splints are used to alleviate the effects of bone fractures, by applying them to a fractured limb. Your inaprovaline autoinjector is not to be applied to yourself - rather, it should be applied to an alive marine that is so heavily injured they are unconscious on the ground (referred to as "critical condition") to rescue them from that state. You can remove pills from their packets directly by right clicking on the packet, even while it's in storage."}
+
+/obj/item/paper/tutorial/flamer
+ name = "Flamer Tutorial"
+ info = {"As a flamethrower specialist your job is to burn, burn some more and BURN again. You are equipped with a flamethrower bag that refills your flamethrower everytime you insert it back into the bag, and also have a lascarbine for more practical and pragmatic self defense. Also comes with a large box of claymore anti-personnel mines, and some general materials for helping fortify positions.
+
+
TIPS
+
+ Your flamethrower is best used to clear resin walls, it is a poor weapon for self defense and is best used to help carve a path through enemy mazes and to deny areas of movement without punishing xenos for trekking through the flames.
+
+ In your webbing you will find a spare powercell and a handheld cell crank charger to charge them, when fixing apcs swap the empty battery for your full one and insert the empty one into your crank and charge it for the next disk!
+
+ Your claymore mines are useful for denying an area from being easily flanked and can cause serious disruption (or even kill!) backlining xenomorphs from causing you a bad day.
+
+ BKTT is an acronym that is used to describe the combination of Bicardine, Kelotane, Tricordizine, and Tramadol used as an all-rounder combat medicine mix for any situation that heals all different types of damage. Make sure not to take more than two of each pill at a time - medicine takes a while to process through your system, and too many at once risks a dangerous overdose. Your gauze and ointment are body-part specific, unlike medication, but once you start applying one, you will keep applying it to all body parts that require treatment as long as you hold still. Your splints are used to alleviate the effects of bone fractures, by applying them to a fractured limb. Your inaprovaline autoinjector is not to be applied to yourself - rather, it should be applied to an alive marine that is so heavily injured they are unconscious on the ground (referred to as "critical condition") to rescue them from that state. You can remove pills from their packets directly by right clicking on the packet, even while it's in storage."}
+
+/obj/item/paper/tutorial/plasmacutter
+ name = "PlasmaCutter Tutorial"
+ info = {"Tired of watching marines endlessly pour into a maze or terribly held choke point? This is the class for you then! With your plasma cutter you will be able to easily delete resin walls from existence, and carve through metal, reinforced or even solid rock walls! With this kit you'll be able to widen choke points and eradicate mazes with ease. This loadout also comes with a few materials for defenses and a R44 Revolver for self defense in your welderpack.
+
+
TIPS
+
+ Your Plasma Cutter (often abbreviated to PC) is a very versatile tool but it contains a limited charge of 7500, for resin walls the charge is rather miniscule at 100 Charge but a much heavier or thicker metallic or rock wall will cost you 1000 charge so make sure to keep track of how much charge your battery contains! Do remember to keep your welding module or goggles on when using it however, as the plasma cutter will damage your eyes until they're blind!
+
+ In your webbing you will find a spare powercell and a handheld cell crank charger to charge them, when fixing apcs swap the empty battery for your full one and insert the empty one into your crank and charge it for the next disk!
+
+ Your plasma cutter can be used as a melee weapon in emergency situations, while not the best by any means it can work in a pinch and if you manage to smack a xeno you'll get rewarded with draining them of a small amount of plasma and a bit of charge for your plasma cutter. Use this to destroy mazes and punish xenos for trying to attack you by refilling your battery. A recommended combo when frontlining us combining it with a defensive shield!
+
+ BKTT is an acronym that is used to describe the combination of Bicardine, Kelotane, Tricordizine, and Tramadol used as an all-rounder combat medicine mix for any situation that heals all different types of damage. Make sure not to take more than two of each pill at a time - medicine takes a while to process through your system, and too many at once risks a dangerous overdose. Your gauze and ointment are body-part specific, unlike medication, but once you start applying one, you will keep applying it to all body parts that require treatment as long as you hold still. Your splints are used to alleviate the effects of bone fractures, by applying them to a fractured limb. Your inaprovaline autoinjector is not to be applied to yourself - rather, it should be applied to an alive marine that is so heavily injured they are unconscious on the ground (referred to as "critical condition") to rescue them from that state. You can remove pills from their packets directly by right clicking on the packet, even while it's in storage."}
+
+/obj/item/paper/tutorial/lifesaver
+ name = "Lifesaver Tutorial"
+ info = {"As the lifesaver, you are a MEDIC first and foremost. You should be prioritizing healing marines over trying to fight xenomorphs yourself. Your belt contains many pill bottles - examine them to find out what they do with shift click, and draw from them with right click. Your belt also contains splints, which are used on fractured bones, and a medical analyzer, which will tell you exactly what's wrong with a person. Avoid giving someone more than one pill of a given medicine at a time; many pills overdose at three, and some at two, and some marines might go and take a pill themselves, so one is safest. In your armor storage are an assortment of autoinjectors. Combat injectors should be used on marines in active danger, quick clot plus helps deal with internal bleeding, peridaxon plus heals organs, and dexalin plus helps with deoxygenation. Your right pouch contains three stacks of trauma and burn kits, which will cause a body part they're applied to to heal brute or burn damage over time respectively. It also contains a hypospray full of meraderm, a medicine mixture that heals both brute and burn damage quickly. Your webbing contains oxycodone, a painkiller, nanoblood, a blood replacement, a stasis bag to hold patients you aren't actively treating in to prevent their condition from worsening, tweezers to remove shrapnel, a roller bed to roll around patients with, and a medivac to evacuate patients. Your boots and helmet contain food.
+
+ Stay away from the frontlines - let patients come to (or be dragged to) you instead of putting yourself in danger. Try to remain in a safe location, as xenomorphs do not obey the Geneva convention and will in fact deliberately target you and your patients as often as possible.
+
+
TIPS
+
+ Your gloves are defibrillators. By clicking on any dead target with their exosuit removed (drag their sprite onto your sprite to remove it) you will attempt to bring them back to life, healing them somewhat and then resuscitating them if they're healed enough. Drag your gloves to your backpack to recharge them. This even works on robots! Make sure your intent is help while doing this or you might just punch them right after they revive, taking them out again.
+
+ While holding your repeater, use Z to wield your weapon with both hands, increasing accuracy and stability and reducing recoil. In the top left of your screen are several weapon-specific buttons.
+
+ As your rifle is bolt-action, it needs to be racked after every shot. Do this by pressing your Unique Action key, which defaults to the spacebar.
+
+ Your backpack contains ammo packets. You can click on your shotgun shell pouch to quickly transfer ammo into the pouch. You can then reload your repeater by clicking it while it's in your hand with the handful of bullets.
+
+ Before you do ANYTHING to a patient, use your medical analyzer on them. Not analyzing is the number one cause of overdoses. Right clicking with the analyzer instead shows them their own health scan, useful for getting their attention or informing them that they're fully healed.
+
+ When you dispense your equipment, a medivac beacon will appear on the floor. Pick this up, take your medivac and click it on the beacon so it says linked! Once done, you should go to your ship's medical bay and place the beacon by pressing Z with it in hand. Once groundside, you can now medivac people for treatment shipside. Shipside can fix bone fractures, clone damage, facehugging, and anything else you can't. To evac someone, deploy your medivac by pressing Z with it in hand, drag them onto it to buckle them to it, then right click to send them up. Drag the medivac to you to pick it back up once you're done.
+
+ Marines will "go cold" after five minutes of being dead, rendering them permanently unrevivable. This timer can be extended via your stasis bag or with CPR, which other marines can perform while you work by left clicking the corpse on help intent while neither of them are wearing a mask.
+
+ Accidentally overdose a marine? They're full of deadly neurotoxin? Don't panic - use hypervene. While uncomfortable for the marine, this medication (located in your medical belt) will rapidly purge their system.
+
+ You can use meralyne and dermaline at the same time as bicardine and kelotane, for an accelerated healing rate."}
+
+/obj/item/paper/tutorial/hypobelt
+ name = "Hypobelt Tutorial"
+ info = {"As the hypobelt medic, you are the master of rapid healing. Your belt is full of hyposprays which instantly apply a dose of medicine when you click a marine with them. Examine them with shift click to read their labels to find out what they do. Avoid injecting someone more than once or twice with the same medicine to prevent an overdose! Your pouch contains three stacks of trauma and burn kits, which will cause a body part they're applied to to heal brute or burn damage over time respectively. It also contains a hypospray full of meraderm, a medicine mixture that heals both brute and burn damage quickly. These hyposprays can be refilled by the bottles in the syringe cases of your belt. Your webbing is filled with splints for treating fractures. Your body armor contains oxycodone, a painkiller, a stasis bag to hold patients you aren't actively treating in to prevent their condition from worsening, tweezers to remove shrapnel, a roller bed to roll around patients with, and a medivac to evacuate patients. Your boots and helmet contain food.
+
+ Your light armor and quick injectors make you adept at rapidly getting marines back into the action. However, take care to avoid danger; xenomorphs WILL target you, and you will go down fast without proper protection.
+
+
TIPS
+
+ Your gloves are medical analyzers, which you can use on a patient by left clicking them. Before you do ANYTHING to a patient, use your medical analyzer on them. Not analyzing is the number one cause of overdoses. Right click with the analyzer instead shows them their own health scan, useful for getting their attention or informing them that they're fully healed.
+
+ In your backpack is a defibrillator. By clicking on any dead target with their exosuit removed (drag their sprite onto your sprite to remove it) you will attempt to bring them back to life, healing them somewhat and then resuscitating them if they're healed enough. Drag your defib to your backpack to recharge them. This even works on robots!
+
+ When you dispense your equipment, a medivac beacon will appear on the floor. Pick this up, take your medivac and click it on the beacon so it says linked! Once done, you should go to your ship's medical bay and place the beacon by pressing Z with it in hand. Once groundside, you can now medivac people for treatment shipside. Shipside can fix bone fractures, clone damage, facehugging, and anything else you can't. To evac someone, deploy your medivac by pressing Z with it in hand, drag them onto it to buckle them to it, then right click to send them up. Drag the medivac to you to pick it back up once you're done.
+
+ Marines will "go cold" after five minutes of being dead, rendering them permanently unrevivable. This timer can be extended via your stasis bag or with CPR, which other marines can perform while you work by left clicking the corpse on help intent while neither of them are wearing a mask.
+
+ Accidentally overdose a marine? They're full of deadly neurotoxin? Don't panic - use hypervene. While uncomfortable for the marine, this medication (located in your medical belt) will rapidly purge their system.
+
+ You can use meralyne and dermaline at the same time as bicardine and kelotane, for an accelerated healing rate.
+
+ As your shotgun is pump-action, you'll need to pump it after every shot by pressing Unique Action (default space.)
+
+ You can reload your shotgun by grabbing a handful of slugs from your backpack and clicking your shotgun with them."}
+
+/obj/item/paper/tutorial/smartmachinegunner
+ name = "Smartmachinegunner Tutorial"
+ info = {"As the smartmachinegunner, you are the very backbone of your squad, and should be behind another marine or three at all times. Your SG-29 is capable of firing directly through your teammates without risk of harm, so staying safe and behind your allies is essential to gaining full value out of it. Your backpack and body armor contain both fire extinguishers and spare ammo, with your backpack also containing a plasma pistol to start fires with. Your left pouch contains a flare gun holster and several flares. Your right pouch contains a first aid kit, complete with Bicardine (which heals brute damage), Kelotane (which heals burn damage), Tramadol (which is a painkiller), Tricordrazine (which heals all damage, but slowly), and Dylovene (which heals toxin, or poison damage), as well as splints and inaprovaline. Your webbing contains flares for creating lights and gauze and ointment for treating injuries. Your helmet and boots contain food, in case you get hungry.
+
+ You should NEVER be at the front of a group of marines. Aim to provide covering fire for those who are in front, and let them protect you in turn by, well, being in front of you. Remember that your SG-29 fires through marines, so you don't need to worry about friendly fire.
+
+
TIPS
+
+ BKTT is an acronym that is used to describe the combination of Bicardine, Kelotane, Tricordizine, and Tramadol used as an all-rounder combat medicine mix for any situation that heals all different types of damage. Make sure not to take more than two of each pill at a time - medicine takes a while to process through your system, and too many at once risks a dangerous overdose. Your gauze and ointment are body-part specific, unlike medication, but once you start applying one, you will keep applying it to all body parts that require treatment as long as you hold still. Your splints are used to alleviate the effects of bone fractures, by applying them to a fractured limb. Your inaprovaline autoinjector is not to be applied to yourself - rather, it should be applied to an alive marine that is so heavily injured they are unconscious on the ground (referred to as "critical condition") to rescue them from that state. You can remove pills from their packets directly by right clicking on the packet, even while it's in storage.
+
+ Your flare gun can be rapidly reloaded by just right clicking the flare pouch with it in hand. Your flare pouch can be refilled by left clicking on it while holding a flare box. Flare any dark area you can see to reduce the risk of a xenomorph ambushing you from the dark. On a similar note, your suit's light can be toggled in the top left - you should almost always keep this on to help your visibility.
+
+ On your belt is a belt harness. By left clicking on your belt harness with your machine gun, you can attach them. If you drop your machine gun, or have a xenomorph make you drop it, your machine gun will automatically return to your armor if it's attached.
+
+ If you are facehugged, quickly take out your plasma pistol and shoot the ground with it, then walk into the fire. While this will cause you to be set on fire, facehuggers will detach in the presence of fire, preventing you from becoming infected. You can press B (or click resist in the bottom right) once the facehugger has detached to stop, drop, and roll, extinguishing the fire.
+
+ Your impressive magazine size means you don't need to reload often. You can suppress one spot for an impressive amount of time, and you have the ammo and damage to clear out resin walls.
+
+ While holding your SG-29, use Z to wield your weapon with both hands, increasing accuracy and stability and reducing recoil. In the top left of your screen are several weapon-specific buttons. The tactical sensor option toggles your tactical sensor - you should keep this on always.
+
+ Your tactical sensor will periodically blip, detecting moving targets in an area a little bigger than your screen. Green circles are friendly targets (or anyone wearing a marine ID), while red circles accompanied with an audible blip are unknown (almost always hostile) targets. This sensor works even without vision, such as through any form of smoke and through walls.
+
+ On running out of ammo, the empty magazine will automatically eject from the smartgun. To reload, simply grab a new magazine with an empty hand and click your gun with it. Alternatively, you can perform a tactical reload by click-dragging the magazine from its storage directly onto the rifle, which can be done without an empty hand and with a different magazine still in the gun.
+
+ STAY BEHIND OTHER MARINES. I cannot stress this enough. You are a priority target for xenomorphs due to your ability to provide covering fire from behind other marines.
+
+ Your massive drum size of 250 rounds means you don't need to reload often. Because of this, you should avoid reloading in dangerous areas if you can help it, instead waiting until you're back behind fortifications or other marines.
+
+ You possess an antenna module on your helmet, which allows you to receive shipments from requisitions (on the ship) while in the field. To request something, say :u followed by a clear and polite request as to what you would like to receive. For example, if you ran out of ammo, you might say ":u RO, requesting SG-29 drums to my antenna." After some amount of time, you will likely get a response in the requisitions channel (pay attention!) along the lines of "Yourname, your order is ready. Raise your antenna." To do this, click the antenna icon in the top left - you should get a notification in the bottom right informing you it's successfully raised. You should then HOLD STILL until you receive your order. (Once you've raised your antenna, it's polite to inform the RO, or requisitions officer, that it's raised.) After some time, you should hear a WOOSH noise, and a box will teleport to where you're standing with what you requested. Note that requisitions is the ONLY place you can get more smartgun ammo!
+
+ You are the most mobile among smartgunners - use this to your advantage. You are the best at providing cover fire for a mobile squad."}
+
+/obj/item/paper/tutorial/smartminigunner
+ name = "Smartminigunner Tutorial"
+ info = {"As the smartminigunner, you are the very embodiment of BRRT. With your huge SG-85 smart minigun, you can fire ten rounds per second for one hundred straight seconds, providing powerful covering fire for other marines. No enemy wants to get stuck in your line of fire. Instead of a backpack you carry a back mounted powerpack that feeds and powers your SG-85. In your body armor are two bins to refill your powerpack with. Your left pouch contains a flare gun holster and several flares. Your right pouch contains a first aid kit, complete with Bicardine (which heals brute damage), Kelotane (which heals burn damage), Tramadol (which is a painkiller), Tricordrazine (which heals all damage, but slowly), and Dylovene (which heals toxin, or poison damage), as well as splints and inaprovaline. Your webbing contains flares for creating lights and gauze and ointment for treating injuries. Your helmet and boots contain food, in case you get hungry.
+
+ Your minigun boasts both high levels of armor piercing and the ability to shoot through allies - use both to your advantage. Note that the heavy nature of your minigun and your brief windup before you can fire means you're best positioned defensively, firing at the toughest targets within range.
+
+
TIPS
+ BKTT is an acronym that is used to describe the combination of Bicardine, Kelotane, Tricordizine, and Tramadol used as an all-rounder combat medicine mix for any situation that heals all different types of damage. Make sure not to take more than two of each pill at a time - medicine takes a while to process through your system, and too many at once risks a dangerous overdose. Your gauze and ointment are body-part specific, unlike medication, but once you start applying one, you will keep applying it to all body parts that require treatment as long as you hold still. Your splints are used to alleviate the effects of bone fractures, by applying them to a fractured limb. Your inaprovaline autoinjector is not to be applied to yourself - rather, it should be applied to an alive marine that is so heavily injured they are unconscious on the ground (referred to as "critical condition") to rescue them from that state. You can remove pills from their packets directly by right clicking on the packet, even while it's in storage.
+
+ Your flare gun can be rapidly reloaded by just right clicking the flare pouch with it in hand. Your flare pouch can be refilled by left clicking on it while holding a flare box. Flare any dark area you can see to reduce the risk of a xenomorph ambushing you from the dark. On a similar note, your suit's light can be toggled in the top left - you should almost always keep this on to help your visibility.
+
+ On your belt is a belt harness. By left clicking on your belt harness with your minigun, you can attach them. If you drop your minigun, or have a xenomorph make you drop it, your machine gun will automatically return to your armor if it's attached. On the same note, by left clicking your powerpack, you hook up your minigun, allowing it to draw from it for ammo. If you drop your minigun, even if it's saved by the belt harness, you will have to re-attach it to the powerpack.
+
+ To reload your power back, take it into your hand, then grab an ammo bin with your other hand and click the power pack with it.
+
+ While holding your SG-85, use Z to wield your weapon with both hands, which is required to fire it. In the top left of your screen are several weapon-specific buttons. The tactical sensor option toggles your tactical sensor - you should keep this on always.
+
+ Your tactical sensor will periodically blip, detecting moving targets in an area a little bigger than your screen. Green circles are friendly targets (or anyone wearing a marine ID), while red circles accompanied with an audible blip are unknown (almost always hostile) targets. This sensor works even without vision, such as through any form of smoke and through walls.
+
+ You possess an antenna module on your helmet, which allows you to receive shipments from requisitions (on the ship) while in the field. To request something, say :u followed by a clear and polite request as to what you would like to receive. For example, if you ran out of ammo, you might say ":u RO, requesting SG-85 bins to my antenna." After some amount of time, you will likely get a response in the requisitions channel (pay attention!) along the lines of "Yourname, your order is ready. Raise your antenna." To do this, click the antenna icon in the top left - you should get a notification in the bottom right informing you it's successfully raised. You should then HOLD STILL until you receive your order. (Once you've raised your antenna, it's polite to inform the RO, or requisitions officer, that it's raised.) After some time, you should hear a WOOSH noise, and a box will teleport to where you're standing with what you requested. Note that requisitions is the ONLY place you can get more smartgun ammo!
+
+ STAY BEHIND OTHER MARINES. I cannot stress this enough. You are a priority target for xenomorphs due to your ability to provide covering fire from behind other marines.
+
+ You almost never need to reload - you have enough rounds to fire for almost two straight minutes. Because of this, you should exclusively reload when it is completely safe to do so, as other marines are counting on you to protect them.
+
+ Your minigun boasts an incredibly high amount of armor piercing. Aim for particularly durable targets, like Crushers and Kings, as you'll likely do a lot more damage."}
+
+/obj/item/paper/tutorial/robot_laser_rifleman
+ name = "Robot Laser Rifleman"
+ info = {"As a robot, you are immune to most traumas and toxins, but unable to run, which decreases your potential speed. Use either the instruments in your webbing, on the uniform, to repair yourself or autorepair ability. Welders are used to repair brute damage, cable coils for the burn damage, but the soldering tool is universal, so don't loose it!
+
+ Your weapon is called Laser Rifle, it uses laser batteries from your belt to shoot. Red batteries are self-recharging, at the cost of decreased charge amount. Use laser powerpack cell, from your suit storage, to quickly recharge spent laser batteries.
+
+ Don't forget to activate your armor integrated flashlight and helmet proximity detector module, by clicking buttons on the upper-left.
+
+ You also have a mini-flamethrower attached to your gun. Enable it by clicking on the flamethrower button in upper-left. Shoot it by RMB-ing on the turfs. Reload it by clicking RMB with mini-flamethrower tanks from your backpack.
+
+ You have a charged powerfist in your backpack storage, use it when xenomorphs get too close to you, to send them flying away from you. X2 performance points if you send them in the place, where all the marines are standing.
+
+ In your helmet you have inaprovaline autoinjectors, use them on your human comrades, that seem sleeping on the battlefield, or just in critical state of health. It will recover 30% of their health instantly, which most probably will put them on their foot.
+
+ Your flare gun can be rapidly reloaded by just right clicking the flare pouch with it in hand. Your flare pouch can be refilled by left clicking on it while holding a flare box. Flare any dark area you can see to reduce the risk of a xenomorph ambushing you from the dark. On a similar note, your suit's light can be toggled in the top left - you should almost always keep this on to help your visibility.
+
+ Your tools pouch can be used for the sake of helping your fellow engineers with repairing barricades, generators or something similar."}
+
+/obj/item/paper/tutorial/robot_laser_machinegunner
+ name = "Robot Laser Machinegunner"
+ info = {"As a robot, you are immune to most traumas and toxins, but unable to run, which decreases your potential speed. Use either the instruments in your webbing, on the uniform, to repair yourself or autorepair ability. Welders are used to repair brute damage, cable coils for the burn damage, but the soldering tool is universal, so don't loose it!
+
+ Your weapon is called Laser Machine Gun, it uses charge from laser batteries or powerpacks. Attack it your back powerpack for nearly infinite power-source for your weapon, as it recharges by the time by itself.
+
+ You have a magnetic harness on your belt slot, click it with your weapon, so you don't loose it when someone attacks you.
+
+ Don't forget to activate your armor integrated flashlight, by clicking buttons on the upper-left.
+
+ You have a charged powerfist in your suit storage, use it when xenomorphs get too close to you, to send them flying away from you. X2 performance points if you send them in the place, where all the marines are standing.
+
+ In your helmet you have inaprovaline autoinjectors, use them on your human comrades, that seem sleeping on the battlefield, or just in critical state of health. It will recover 30% of their health instantly, which most probably will put them on their foot.
+
+ Your flare gun can be rapidly reloaded by just right clicking the flare pouch with it in hand. Your flare pouch can be refilled by left clicking on it while holding a flare box. Flare any dark area you can see to reduce the risk of a xenomorph ambushing you from the dark. On a similar note, your suit's light can be toggled in the top left - you should almost always keep this on to help your visibility.
+
+ Your tools pouch can be used for the sake of helping your fellow engineers with repairing barricades, generators or something similar."}
+
+/obj/item/paper/tutorial/robot_laser_sniper
+ name = "Robot Laser Sniper"
+ info = {"As a robot, you are immune to most traumas and toxins, but unable to run, which decreases your potential speed. Use either the instruments in your webbing, on the uniform, to repair yourself or autorepair ability. Welders are used to repair brute damage, cable coils for the burn damage, but the soldering tool is universal, so don't loose it!
+
+ Your weapon is called Laser Sniper Rifle, it uses charge from laser batteries or powerpacks. Attack it your back powerpack for nearly infinite power-source for your weapon, as it recharges by the time by itself.
+
+ You have a magnetic harness on your belt slot, click it with your weapon, so you don't loose it when someone attacks you.
+
+ Don't forget to activate your armor integrated flashlight, by clicking buttons on the upper-left.
+
+ You have a charged powerfist in your suit storage, use it when xenomorphs get too close to you, to send them flying away from you. X2 performance points if you send them in the place, where all the marines are standing.
+
+ In your helmet you have inaprovaline autoinjectors, use them on your human comrades, that seem sleeping on the battlefield, or just in critical state of health. It will recover 30% of their health instantly, which most probably will put them on their foot.
+
+ Your flare gun can be rapidly reloaded by just right clicking the flare pouch with it in hand. Your flare pouch can be refilled by left clicking on it while holding a flare box. Flare any dark area you can see to reduce the risk of a xenomorph ambushing you from the dark. On a similar note, your suit's light can be toggled in the top left - you should almost always keep this on to help your visibility.
+
+ Your tools pouch can be used for the sake of helping your fellow engineers with repairing barricades, generators or something similar."}
diff --git a/code/modules/paperwork/paper.dm b/code/modules/paperwork/paper.dm
index aa8693dd92a..8d410fbd1ec 100644
--- a/code/modules/paperwork/paper.dm
+++ b/code/modules/paperwork/paper.dm
@@ -219,27 +219,28 @@
/obj/item/paper/proc/burnpaper(obj/item/P, mob/user)
var/class = "
"
- if(P.heat >= 400 && !user.restrained())
- if(istype(P, /obj/item/tool/lighter/zippo))
- class = ""
-
- user.visible_message("[class][user] holds \the [P] up to \the [src], it looks like [user.p_theyre()] trying to burn it!", \
- "[class]You hold \the [P] up to \the [src], burning it slowly.")
+ if(P.heat < 400 || user.restrained())
+ return
+ if(istype(P, /obj/item/tool/lighter/zippo))
+ class = "
"
- spawn(20)
- if(get_dist(src, user) < 2 && user.get_active_held_item() == P && P.heat)
- user.visible_message("[class][user] burns right through \the [src], turning it to ash. It flutters through the air before settling on the floor in a heap.", \
- "[class]You burn right through \the [src], turning it to ash. It flutters through the air before settling on the floor in a heap.")
+ user.visible_message("[class][user] holds \the [P] up to \the [src], it looks like [user.p_theyre()] trying to burn it!", \
+ "[class]You hold \the [P] up to \the [src], burning it slowly.")
- if(user.get_inactive_held_item() == src)
- user.dropItemToGround(src)
+ if(!do_after(user, 2 SECONDS, NONE, src))
+ to_chat(user, span_warning("You must hold \the [P] steady to burn \the [src]."))
+ return
- new /obj/effect/decal/cleanable/ash(src.loc)
- qdel(src)
+ if(!P.heat)
+ return
+ user.visible_message("[class][user] burns right through \the [src], turning it to ash. It flutters through the air before settling on the floor in a heap.", \
+ "[class]You burn right through \the [src], turning it to ash. It flutters through the air before settling on the floor in a heap.")
- else
- to_chat(user, span_warning("You must hold \the [P] steady to burn \the [src]."))
+ if(user.get_inactive_held_item() == src)
+ user.dropItemToGround(src)
+ new /obj/effect/decal/cleanable/ash(src.loc)
+ qdel(src)
/obj/item/paper/Topic(href, href_list)
. = ..()
@@ -389,7 +390,7 @@ then, for every time you included a field, increment fields. */
/obj/item/paper/jobs
name = "Job Information"
- info = "Information on all formal jobs that can be assigned on Space Station 13 can be found on this document.
\nThe data will be in the following form.
\nGenerally lower ranking positions come first in this list.
\n
\n
Job Name general access>lab access-engine access-systems access (atmosphere control)
\n\tJob Description
\nJob Duties (in no particular order)
\nTips (where applicable)
\n
\n
Research Assistant 1>1-0-0
\n\tThis is probably the lowest level position. Anyone who enters the space station after the initial job\nassignment will automatically receive this position. Access with this is restricted. Head of Personnel should\nappropriate the correct level of assistance.
\n1. Assist the researchers.
\n2. Clean up the labs.
\n3. Prepare materials.
\n
\n
Staff Assistant 2>0-0-0
\n\tThis position assists the security officer in his duties. The staff assisstants should primarily br\npatrolling the ship waiting until they are needed to maintain ship safety.\n(Addendum: Updated/Elevated Security Protocols admit issuing of low level weapons to security personnel)
\n1. Patrol ship/Guard key areas
\n2. Assist security officer
\n3. Perform other security duties.
\n
\n
Technical Assistant 1>0-0-1
\n\tThis is yet another low level position. The technical assistant helps the engineer and the statian\ntechnician with the upkeep and maintenance of the station. This job is very important because it usually\ngets to be a heavy workload on station technician and these helpers will alleviate that.
\n1. Assist Station technician and Engineers.
\n2. Perform general maintenance of station.
\n3. Prepare materials.
\n
\n
Medical Assistant 1>1-0-0
\n\tThis is the fourth position yet it is slightly less common. This position doesn't have much power\noutside of the med bay. Consider this position like a nurse who helps to upkeep medical records and the\nmaterials (filling syringes and checking vitals)
\n1. Assist the medical personnel.
\n2. Update medical files.
\n3. Prepare materials for medical operations.
\n
\n
Research Technician 2>3-0-0
\n\tThis job is primarily a step up from research assistant. These people generally do not get their own lab\nbut are more hands on in the experimentation process. At this level they are permitted to work as consultants to\nthe others formally.
\n1. Inform superiors of research.
\n2. Perform research alongside of official researchers.
\n
\n
Detective 3>2-0-0
\n\tThis job is in most cases slightly boring at best. Their sole duty is to\nperform investigations of crine scenes and analysis of the crime scene. This\nalleviates SOME of the burden from the security officer. This person's duty\nis to draw conclusions as to what happened and testify in court. Said person\nalso should stroe the evidence ly.
\n1. Perform crime-scene investigations/draw conclusions.
\n2. Store and catalogue evidence properly.
\n3. Testify to superiors/inquieries on findings.
\n
\n
Station Technician 2>0-2-3
\n\tPeople assigned to this position must work to make sure all the systems aboard Space Station 13 are operable.\nThey should primarily work in the computer lab and repairing faulty equipment. They should work with the\natmospheric technician.
\n1. Maintain SS13 systems.
\n2. Repair equipment.
\n
\n
Atmospheric Technician 3>0-0-4
\n\tThese people should primarily work in the atmospheric control center and lab. They have the very important\njob of maintaining the delicate atmosphere on SS13.
\n1. Maintain atmosphere on SS13
\n2. Research atmospheres on the space station. (safely please!)
\n
\n
Engineer 2>1-3-0
\n\tPeople working as this should generally have detailed knowledge as to how the propulsion systems on SS13\nwork. They are one of the few classes that have unrestricted access to the engine area.
\n1. Upkeep the engine.
\n2. Prevent fires in the engine.
\n3. Maintain a safe orbit.
\n
\n
Medical Researcher 2>5-0-0
\n\tThis position may need a little clarification. Their duty is to make sure that all experiments are safe and\nto conduct experiments that may help to improve the station. They will be generally idle until a new laboratory\nis constructed.
\n1. Make sure the station is kept safe.
\n2. Research medical properties of materials studied of Space Station 13.
\n
\n
Scientist 2>5-0-0
\n\tThese people study the properties, particularly the toxic properties, of materials handled on SS13.\nTechnically they can also be called Phoron Technicians as phoron is the material they routinly handle.
\n1. Research phoron
\n2. Make sure all phoron is properly handled.
\n
\n
Medical Doctor (Officer) 2>0-0-0
\n\tPeople working this job should primarily stay in the medical area. They should make sure everyone goes to\nthe medical bay for treatment and examination. Also they should make sure that medical supplies are kept in\norder.
\n1. Heal wounded people.
\n2. Perform examinations of all personnel.
\n3. Moniter usage of medical equipment.
\n
\n
Security Officer 3>0-0-0
\n\tThese people should attempt to keep the peace inside the station and make sure the station is kept safe. One\nside duty is to assist in repairing the station. They also work like general maintenance personnel. They are not\ngiven a weapon and must use their own resources.
\n(Addendum: Updated/Elevated Security Protocols admit issuing of weapons to security personnel)
\n1. Maintain order.
\n2. Assist others.
\n3. Repair structural problems.
\n
\n
Head of Security 4>5-2-2
\n\tPeople assigned as Head of Security should issue orders to the security staff. They should\nalso carefully moderate the usage of all security equipment. All security matters should be reported to this person.
\n1. Oversee security.
\n2. Assign patrol duties.
\n3. Protect the station and staff.
\n
\n
Head of Personnel 4>4-2-2
\n\tPeople assigned as head of personnel will find themselves moderating all actions done by personnel. \nAlso they have the ability to assign jobs and access levels.
\n1. Assign duties.
\n2. Moderate personnel.
\n3. Moderate research.
\n
\n
Captain 5>5-5-5 (unrestricted station wide access)
\n\tThis is the highest position youi can aquire on Space Station 13. They are allowed anywhere inside the\nspace station and therefore should protect their ID card. They also have the ability to assign positions\nand access levels. They should not abuse their power.
\n1. Assign all positions on SS13
\n2. Inspect the station for any problems.
\n3. Perform administrative duties.
\n"
+ info = "Information on all formal jobs that can be assigned on Space Station 13 can be found on this document.
\nThe data will be in the following form.
\nGenerally lower ranking positions come first in this list.
\n
\n
Job Name general access>lab access-engine access-systems access (atmosphere control)
\n\tJob Description
\nJob Duties (in no particular order)
\nTips (where applicable)
\n
\n
Research Assistant 1>1-0-0
\n\tThis is probably the lowest level position. Anyone who enters the space station after the initial job\nassignment will automatically receive this position. Access with this is restricted. Head of Personnel should\nappropriate the correct level of assistance.
\n1. Assist the researchers.
\n2. Clean up the labs.
\n3. Prepare materials.
\n
\n
Staff Assistant 2>0-0-0
\n\tThis position assists the security officer in his duties. The staff assisstants should primarily br\npatrolling the ship waiting until they are needed to maintain ship safety.\n(Addendum: Updated/Elevated Security Protocols admit issuing of low level weapons to security personnel)
\n1. Patrol ship/Guard key areas
\n2. Assist security officer
\n3. Perform other security duties.
\n
\n
Technical Assistant 1>0-0-1
\n\tThis is yet another low level position. The technical assistant helps the engineer and the statian\ntechnician with the upkeep and maintenance of the station. This job is very important because it usually\ngets to be a heavy workload on station technician and these helpers will alleviate that.
\n1. Assist Station technician and Engineers.
\n2. Perform general maintenance of station.
\n3. Prepare materials.
\n
\n
Medical Assistant 1>1-0-0
\n\tThis is the fourth position yet it is slightly less common. This position doesn't have much power\noutside of the med bay. Consider this position like a nurse who helps to upkeep medical records and the\nmaterials (filling syringes and checking vitals)
\n1. Assist the medical personnel.
\n2. Update medical files.
\n3. Prepare materials for medical operations.
\n
\n
Research Technician 2>3-0-0
\n\tThis job is primarily a step up from research assistant. These people generally do not get their own lab\nbut are more hands on in the experimentation process. At this level they are permitted to work as consultants to\nthe others formally.
\n1. Inform superiors of research.
\n2. Perform research alongside of official researchers.
\n
\n
Detective 3>2-0-0
\n\tThis job is in most cases slightly boring at best. Their sole duty is to\nperform investigations of crine scenes and analysis of the crime scene. This\nalleviates SOME of the burden from the security officer. This person's duty\nis to draw conclusions as to what happened and testify in court. Said person\nalso should stroe the evidence ly.
\n1. Perform crime-scene investigations/draw conclusions.
\n2. Store and catalogue evidence properly.
\n3. Testify to superiors/inquieries on findings.
\n
\n
Station Technician 2>0-2-3
\n\tPeople assigned to this position must work to make sure all the systems aboard Space Station 13 are operable.\nThey should primarily work in the computer lab and repairing faulty equipment. They should work with the\natmospheric technician.
\n1. Maintain SS13 systems.
\n2. Repair equipment.
\n
\n
Atmospheric Technician 3>0-0-4
\n\tThese people should primarily work in the atmospheric control center and lab. They have the very important\njob of maintaining the delicate atmosphere on SS13.
\n1. Maintain atmosphere on SS13
\n2. Research atmospheres on the space station. (safely please!)
\n
\n
Engineer 2>1-3-0
\n\tPeople working as this should generally have detailed knowledge as to how the propulsion systems on SS13\nwork. They are one of the few classes that have unrestricted access to the engine area.
\n1. Upkeep the engine.
\n2. Prevent fires in the engine.
\n3. Maintain a safe orbit.
\n
\n
Field Researcher 2>5-0-0
\n\tThis position may need a little clarification. Their duty is to make sure that all experiments are safe and\nto conduct experiments that may help to improve the station. They will be generally idle until a new laboratory\nis constructed.
\n1. Make sure the station is kept safe.
\n2. Research medical properties of materials studied of Space Station 13.
\n
\n
Scientist 2>5-0-0
\n\tThese people study the properties, particularly the toxic properties, of materials handled on SS13.\nTechnically they can also be called Phoron Technicians as phoron is the material they routinly handle.
\n1. Research phoron
\n2. Make sure all phoron is properly handled.
\n
\n
Medical Doctor (Officer) 2>0-0-0
\n\tPeople working this job should primarily stay in the medical area. They should make sure everyone goes to\nthe medical bay for treatment and examination. Also they should make sure that medical supplies are kept in\norder.
\n1. Heal wounded people.
\n2. Perform examinations of all personnel.
\n3. Moniter usage of medical equipment.
\n
\n
Security Officer 3>0-0-0
\n\tThese people should attempt to keep the peace inside the station and make sure the station is kept safe. One\nside duty is to assist in repairing the station. They also work like general maintenance personnel. They are not\ngiven a weapon and must use their own resources.
\n(Addendum: Updated/Elevated Security Protocols admit issuing of weapons to security personnel)
\n1. Maintain order.
\n2. Assist others.
\n3. Repair structural problems.
\n
\n
Head of Security 4>5-2-2
\n\tPeople assigned as Head of Security should issue orders to the security staff. They should\nalso carefully moderate the usage of all security equipment. All security matters should be reported to this person.
\n1. Oversee security.
\n2. Assign patrol duties.
\n3. Protect the station and staff.
\n
\n
Head of Personnel 4>4-2-2
\n\tPeople assigned as head of personnel will find themselves moderating all actions done by personnel. \nAlso they have the ability to assign jobs and access levels.
\n1. Assign duties.
\n2. Moderate personnel.
\n3. Moderate research.
\n
\n
Captain 5>5-5-5 (unrestricted station wide access)
\n\tThis is the highest position youi can aquire on Space Station 13. They are allowed anywhere inside the\nspace station and therefore should protect their ID card. They also have the ability to assign positions\nand access levels. They should not abuse their power.
\n1. Assign all positions on SS13
\n2. Inspect the station for any problems.
\n3. Perform administrative duties.
\n"
/obj/item/paper/photograph
name = "photo"
diff --git a/code/modules/paperwork/paper_bundle.dm b/code/modules/paperwork/paper_bundle.dm
index 7197a28b951..58ed494b9fb 100644
--- a/code/modules/paperwork/paper_bundle.dm
+++ b/code/modules/paperwork/paper_bundle.dm
@@ -62,30 +62,31 @@
update_icon()
attack_self(user) //Update the browsed page.
-
/obj/item/paper_bundle/proc/burnpaper(obj/item/P, mob/user)
var/class = "
"
- if(P.heat >= 400 && !user.restrained())
- if(istype(P, /obj/item/tool/lighter/zippo))
- class = ""
+ if(P.heat < 400 || user.restrained())
+ return
+ if(istype(P, /obj/item/tool/lighter/zippo))
+ class = ""
- user.visible_message("[class][user] holds \the [P] up to \the [src], it looks like [user.p_theyre()] trying to burn it!", \
+ user.visible_message("[class][user] holds \the [P] up to \the [src], it looks like [user.p_theyre()] trying to burn it!", \
"[class]You hold \the [P] up to \the [src], burning it slowly.")
- spawn(20)
- if(get_dist(src, user) < 2 && user.get_active_held_item() == P && P.heat)
- user.visible_message("[class][user] burns right through \the [src], turning it to ash. It flutters through the air before settling on the floor in a heap.", \
- "[class]You burn right through \the [src], turning it to ash. It flutters through the air before settling on the floor in a heap.")
+ if(!do_after(user, 2 SECONDS, NONE, src))
+ to_chat(user, span_warning("You must hold \the [P] steady to burn \the [src]."))
+ return
- if(user.get_inactive_held_item() == src)
- user.dropItemToGround(src)
+ if(!P.heat)
+ return
+ user.visible_message("[class][user] burns right through \the [src], turning it to ash. It flutters through the air before settling on the floor in a heap.", \
+ "[class]You burn right through \the [src], turning it to ash. It flutters through the air before settling on the floor in a heap.")
- new /obj/effect/decal/cleanable/ash(src.loc)
- qdel(src)
+ if(user.get_inactive_held_item() == src)
+ user.dropItemToGround(src)
- else
- to_chat(user, span_warning("You must hold \the [P] steady to burn \the [src]."))
+ new /obj/effect/decal/cleanable/ash(src.loc)
+ qdel(src)
/obj/item/paper_bundle/examine(mob/user)
. = ..()
diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm
index b3c011ddc13..78b15cfe79d 100644
--- a/code/modules/power/lighting.dm
+++ b/code/modules/power/lighting.dm
@@ -350,15 +350,17 @@
if(flickering)
return
flickering = TRUE
- spawn(0)
- if(light_on && status == LIGHT_OK)
- for(var/i = 0; i < amount; i++)
- if(status != LIGHT_OK)
- break
- update(FALSE)
- sleep(rand(5, 15))
- update(FALSE)
- flickering = FALSE
+ INVOKE_ASYNC(src, PROC_REF(flicker_stage_2), amount)
+
+/obj/machinery/light/proc/flicker_stage_2(amount)
+ if(light_on && status == LIGHT_OK)
+ for(var/i = 0; i < amount; i++)
+ if(status != LIGHT_OK)
+ break
+ update(FALSE, FALSE)
+ sleep(rand(5, 15))
+ update(FALSE)
+ flickering = FALSE
// ai attack - make lights flicker, because why not
diff --git a/code/modules/power/power.dm b/code/modules/power/power.dm
index 5bc55e70d38..dcfec555aa3 100644
--- a/code/modules/power/power.dm
+++ b/code/modules/power/power.dm
@@ -328,7 +328,7 @@
playsound_z(3, 'sound/effects/powerloss.ogg')
if(announce)
- priority_announce("Abnormal activity detected in the ship power system. As a precaution, power must be shut down for an indefinite duration.", "Critical Power Failure", sound = 'sound/AI/poweroff.ogg')
+ priority_announce("В системе питания судна обнаружена аномальная активность. В качестве меры предосторожности питание будет отключено на неопределенный срок.", "Критический Сбой Питания", sound = 'sound/AI/poweroff.ogg')
/proc/power_restore(announce = TRUE)
@@ -351,7 +351,7 @@
if(announce)
- priority_announce("Power has been restored. Reason: Unknown.", "Power Systems Nominal", sound = 'sound/AI/poweron.ogg')
+ priority_announce("Питание восстановлено. Причина: Неизвестно.", "Восстановление Питания", sound = 'sound/AI/poweron.ogg')
/proc/power_restore_quick(announce = TRUE)
@@ -365,7 +365,7 @@
S.power_change()
if(announce)
- priority_announce("Power has been restored. Reason: Unknown.", "Power Systems Nominal", sound = 'sound/AI/poweron.ogg')
+ priority_announce("Питание восстановлено. Причина: Неизвестно.", "Восстановление Питания", sound = 'sound/AI/poweron.ogg')
/proc/power_restore_everything(announce = TRUE)
@@ -382,4 +382,4 @@
C.cell.charge = C.cell.maxcharge
if(announce)
- priority_announce("Power has been restored. Reason: Unknown.", "Power Systems Nominal", sound = 'sound/AI/poweron.ogg')
+ priority_announce("Питание восстановлено. Причина: Неизвестно.", "Восстановление Питания", sound = 'sound/AI/poweron.ogg')
diff --git a/code/modules/power/smes_construction.dm b/code/modules/power/smes_construction.dm
index 4441018438b..f78389b8b20 100644
--- a/code/modules/power/smes_construction.dm
+++ b/code/modules/power/smes_construction.dm
@@ -141,29 +141,31 @@
if (prob(50))
visible_message("DANGER! Magnetic containment field unstable! Containment field failure imminent!")
failing = 1
- // 30 - 60 seconds and then BAM!
- spawn(rand(300,600))
- if(!failing) // Admin can manually set this var back to 0 to stop overload, for use when griffed.
- update_icon()
- visible_message("Magnetic containment stabilised.")
- return
- visible_message("DANGER! Magnetic containment field failure in 3 ... 2 ... 1 ...")
- cell_explosion(loc, 250, 50)
- // Not sure if this is necessary, but just in case the SMES *somehow* survived..
- qdel(src)
-
- // Gets powernet APCs and overloads lights or breaks the APC completely, depending on percentages.
+ addtimer(CALLBACK(src, PROC_REF(smes_overload)), rand(30 SECONDS, 60 SECONDS))
+
+/obj/machinery/power/smes/buildable/proc/smes_overload()
+ if(!failing) // Admin can manually set this var back to 0 to stop overload, for use when griffed.
+ update_icon()
+ visible_message("Magnetic containment stabilised.")
+ return
+ visible_message("DANGER! Magnetic containment field failure in 3 ... 2 ... 1 ...")
+ cell_explosion(loc, 250, 50)
+ // Not sure if this is necessary, but just in case the SMES *somehow* survived..
+ qdel(src)
+
+/// Gets powernet APCs and overloads lights or breaks the APC completely, depending on percentages.
/obj/machinery/power/smes/buildable/proc/apcs_overload(failure_chance, overload_chance)
- if (!src.powernet)
+ if(!src.powernet)
return
for(var/obj/machinery/power/terminal/T in src.powernet.nodes)
- if(istype(T.master, /obj/machinery/power/apc))
- var/obj/machinery/power/apc/A = T.master
- if (prob(overload_chance))
- A.overload_lighting()
- if (prob(failure_chance))
- A.set_broken()
+ if(!istype(T.master, /obj/machinery/power/apc))
+ continue
+ var/obj/machinery/power/apc/A = T.master
+ if(prob(overload_chance))
+ A.overload_lighting()
+ if(prob(failure_chance))
+ A.set_broken()
// Failing SMES has special icon overlay.
/obj/machinery/power/smes/buildable/update_overlays()
diff --git a/code/modules/predator/smartdisc.dm b/code/modules/predator/smartdisc.dm
index d99b83b2e8f..f5c3aaaff57 100644
--- a/code/modules/predator/smartdisc.dm
+++ b/code/modules/predator/smartdisc.dm
@@ -120,9 +120,7 @@
active = TRUE
playsound(loc, 'sound/items/countdown.ogg', 25, 1)
update_icon()
- spawn(det_time)
- prime()
- return
+ addtimer(CALLBACK(src, PROC_REF(prime)), det_time)
/obj/item/explosive/grenade/spawnergrenade/smartdisc/prime()
if(spawner_type && deliveryamt)
@@ -212,10 +210,8 @@
/mob/living/simple_animal/hostile/smartdisc/death()
visible_message("\The [src] stops whirring and spins out onto the floor.")
drop_real_disc()
- ..()
- spawn(1)
- if(src)
- qdel(src)
+ . = ..()
+ QDEL_IN(src, 0.1 SECONDS)
/mob/living/simple_animal/hostile/smartdisc/proc/drop_real_disc()
spawner_item.forceMove(loc)
@@ -230,9 +226,7 @@
/mob/living/simple_animal/hostile/smartdisc/gib()
visible_message("\The [src] explodes!")
. = ..()
- spawn(1)
- if(src)
- qdel(src)
+ QDEL_IN(src, 0.1 SECONDS)
/mob/living/simple_animal/hostile/smartdisc/FindTarget()
var/atom/T = null
diff --git a/code/modules/predator/yautja/bracers.dm b/code/modules/predator/yautja/bracers.dm
index a6055b235e6..376e9b344c0 100644
--- a/code/modules/predator/yautja/bracers.dm
+++ b/code/modules/predator/yautja/bracers.dm
@@ -92,7 +92,7 @@
action.remove_action(user)
if(!user.hunter_data?.claimed_equipment)
claim_equipment.remove_action(user)
- ..()
+ return ..()
/obj/item/clothing/gloves/yautja/equipped(mob/living/carbon/human/user, slot)
if(slot == SLOT_GLOVES)
@@ -530,8 +530,7 @@
sparks.set_up(5, 4, src)
sparks.start()
- spawn()
- decloak(wearer, TRUE)
+ INVOKE_ASYNC(src, PROC_REF(decloak), wearer, TRUE)
/obj/item/clothing/gloves/yautja/proc/track_gear_internal(mob/caller, forced = FALSE)
. = check_random_function(caller, forced)
diff --git a/code/modules/predator/yautja/weapons/ranged.dm b/code/modules/predator/yautja/weapons/ranged.dm
index afed63d1489..741409c6ec2 100644
--- a/code/modules/predator/yautja/weapons/ranged.dm
+++ b/code/modules/predator/yautja/weapons/ranged.dm
@@ -462,13 +462,16 @@
/mob/living/carbon/apply_pred_laser()
overlays_standing[PRED_LASER_LAYER] = image("icon" = 'icons/mob/hunter/pred_gear.dmi', "icon_state" = "locking-y", "layer" = -PRED_LASER_LAYER)
apply_overlay(PRED_LASER_LAYER)
- spawn(2 SECONDS)
- if(overlays_standing[PRED_LASER_LAYER])
- remove_overlay(PRED_LASER_LAYER)
- overlays_standing[PRED_LASER_LAYER] = image("icon" = 'icons/mob/hunter/pred_gear.dmi', "icon_state" = "locked-y", "layer" = -PRED_LASER_LAYER)
- apply_overlay(PRED_LASER_LAYER)
+ addtimer(CALLBACK(src, PROC_REF(delayed_apply_pred_laser)), 2 SECONDS)
return TRUE
+/mob/living/carbon/proc/delayed_apply_pred_laser()
+ if(!overlays_standing[PRED_LASER_LAYER])
+ return
+ remove_overlay(PRED_LASER_LAYER)
+ overlays_standing[PRED_LASER_LAYER] = image("icon" = 'icons/mob/hunter/pred_gear.dmi', "icon_state" = "locked-y", "layer" = -PRED_LASER_LAYER)
+ apply_overlay(PRED_LASER_LAYER)
+
/atom/proc/remove_pred_laser()
return FALSE
diff --git a/code/modules/projectiles/ammo_casing.dm b/code/modules/projectiles/ammo_casing.dm
new file mode 100644
index 00000000000..2a28b5acd67
--- /dev/null
+++ b/code/modules/projectiles/ammo_casing.dm
@@ -0,0 +1,86 @@
+/*
+Doesn't do anything or hold anything anymore.
+Generated per the various mags, and then changed based on the number of
+casings. .dir is the main thing that controls the icon. It modifies
+the icon_state to look like more casings are hitting the ground.
+There are 8 directions, 8 bullets are possible so after that it tries to grab the next
+icon_state while reseting the direction. After 16 casings, it just ignores new
+ones. At that point there are too many anyway. Shells and bullets leave different
+items, so they do not intersect. This is far more efficient than using Blend() or
+Turn() or Shift() as there is virtually no overhead. ~N
+*/
+/obj/item/ammo_casing
+ name = "spent casing"
+ desc = "Empty and useless now."
+ icon = 'icons/obj/items/casings.dmi'
+ icon_state = "casing_"
+ throwforce = 1
+ w_class = WEIGHT_CLASS_TINY
+ layer = LOWER_ITEM_LAYER //Below other objects
+ dir = 1 //Always north when it spawns.
+ flags_atom = CONDUCT|DIRLOCK
+ ///This is manipulated in the procs that use these.
+ var/current_casings = 1
+ ///Maximum amount of casings 1 stack can have
+ var/max_casings = 16
+ ///Current icon of the casings stack, increases by 1 with each casing in the stack
+ var/current_icon = 0
+ ///How many variations of this item there are.
+ var/number_of_states = 10
+ ///holder for icon_state so we can do random variations without effecting mapper visibility
+ var/initial_icon_state = "cartridge_"
+
+/obj/item/ammo_casing/Initialize(mapload)
+ . = ..()
+ pixel_x = rand(-2, 2) //Want to move them just a tad.
+ pixel_y = rand(-2, 2)
+ icon_state = initial_icon_state += "[rand(1, number_of_states)]" //Set the icon to it.
+
+//This does most of the heavy lifting. It updates the icon and name if needed
+
+/obj/item/ammo_casing/update_name(updates)
+ . = ..()
+ if(max_casings >= current_casings && current_casings == 2)
+ name += "s" //In case there is more than one.
+
+/obj/item/ammo_casing/update_icon_state()
+ . = ..()
+ if(max_casings < current_casings)
+ return
+ if(round((current_casings - 1) / 8) > current_icon)
+ current_icon++
+ icon_state += "_[current_icon]"
+
+ var/base_direction = current_casings - (current_icon * 8)
+ setDir(base_direction + round(base_direction) / 3)
+ switch(current_casings)
+ if(3 to 5)
+ w_class = WEIGHT_CLASS_SMALL //Slightly heavier.
+ if(9 to 10)
+ w_class = WEIGHT_CLASS_NORMAL //Can't put it in your pockets and stuff.
+
+///changes .dir to simulate new casings, also sets the new w_class
+/obj/item/ammo_casing/proc/update_dir()
+ var/base_direction = current_casings - (current_icon * 8)
+ setDir(base_direction + round(base_direction) / 3)
+ switch(current_casings)
+ if(3 to 5)
+ w_class = WEIGHT_CLASS_SMALL //Slightly heavier.
+ if(9 to 10)
+ w_class = WEIGHT_CLASS_NORMAL //Can't put it in your pockets and stuff.
+
+/obj/item/ammo_casing/update_icon()
+ update_dir()
+ return ..()
+
+//Making child objects so that locate() and istype() doesn't screw up.
+/obj/item/ammo_casing/bullet
+
+/obj/item/ammo_casing/cartridge
+ name = "spent cartridge"
+ icon_state = "cartridge"
+
+/obj/item/ammo_casing/shell
+ name = "spent shell"
+ initial_icon_state = "shell_"
+ icon_state = "shell"
diff --git a/code/modules/projectiles/ammo_datums/bullet/machinegun.dm b/code/modules/projectiles/ammo_datums/bullet/machinegun.dm
index c32d6fe7e68..63092ccbef9 100644
--- a/code/modules/projectiles/ammo_datums/bullet/machinegun.dm
+++ b/code/modules/projectiles/ammo_datums/bullet/machinegun.dm
@@ -90,17 +90,6 @@
penetration = 10
sundering = 1
-/datum/ammo/bullet/sg29
- name = "smartmachinegun bullet"
- bullet_color = COLOR_SOFT_RED //Red bullets to indicate friendly fire restriction
- hud_state = "smartgun"
- hud_state_empty = "smartgun_empty"
- flags_ammo_behavior = AMMO_BALLISTIC
- accurate_range = 8
- damage = 20
- penetration = 5
- additional_xeno_penetration = 20
-
/datum/ammo/bullet/smart_minigun
name = "smartminigun bullet"
bullet_color = COLOR_SOFT_RED //Red bullets to indicate friendly fire restriction
@@ -108,6 +97,14 @@
hud_state_empty = "smartgun_empty"
flags_ammo_behavior = AMMO_BALLISTIC
accurate_range = 12
- damage = 25
- penetration = -15
+ damage = 12
+ penetration = 20
damage_falloff = 0.1
+ var/shatter_duration = 3 SECONDS
+
+/datum/ammo/bullet/smart_minigun/on_hit_mob(mob/M, obj/projectile/proj)
+ if(!isliving(M))
+ return
+
+ var/mob/living/living_victim = M
+ living_victim.apply_status_effect(STATUS_EFFECT_SHATTER, shatter_duration)
diff --git a/code/modules/projectiles/ammo_datums/bullet/pistol.dm b/code/modules/projectiles/ammo_datums/bullet/pistol.dm
index 428b085f021..f599320d889 100644
--- a/code/modules/projectiles/ammo_datums/bullet/pistol.dm
+++ b/code/modules/projectiles/ammo_datums/bullet/pistol.dm
@@ -93,6 +93,8 @@
shrapnel_chance = 0
flags_ammo_behavior = AMMO_BALLISTIC|AMMO_INCENDIARY
damage = 20
+ penetration = 0
+ additional_xeno_penetration = 0
/datum/ammo/bullet/pistol/squash
name = "squash-head pistol bullet"
diff --git a/code/modules/projectiles/ammo_datums/bullet/rifle.dm b/code/modules/projectiles/ammo_datums/bullet/rifle.dm
index 72f4323e9c8..084e43752e8 100644
--- a/code/modules/projectiles/ammo_datums/bullet/rifle.dm
+++ b/code/modules/projectiles/ammo_datums/bullet/rifle.dm
@@ -52,6 +52,7 @@
name = "heavy rifle bullet"
hud_state = "rifle_heavy"
damage = 30
+ damage_falloff = 2
penetration = 10
additional_xeno_penetration = 15
@@ -149,6 +150,7 @@
hud_state = "rifle_crude"
flags_ammo_behavior = AMMO_BALLISTIC
damage = 30
+ damage_falloff = 3
penetration = 15
additional_xeno_penetration = 12.5
@@ -164,7 +166,7 @@
name = "crude heavy rifle bullet"
hud_state = "rifle_crude"
flags_ammo_behavior = AMMO_BALLISTIC
- damage = 50
+ damage = 60
penetration = 0
additional_xeno_penetration = -10
diff --git a/code/modules/projectiles/ammo_datums/bullet/sniper.dm b/code/modules/projectiles/ammo_datums/bullet/sniper.dm
index a70e99e73a8..880ed363270 100644
--- a/code/modules/projectiles/ammo_datums/bullet/sniper.dm
+++ b/code/modules/projectiles/ammo_datums/bullet/sniper.dm
@@ -95,10 +95,10 @@
name = "high caliber rifle bullet"
hud_state = "sniper_heavy"
flags_ammo_behavior = AMMO_BALLISTIC|AMMO_SNIPER
- damage = 75
+ damage = 80
penetration = 30
sundering = 0
- additional_xeno_penetration = 15
+ additional_xeno_penetration = 0
damage_falloff = 0.25
/datum/ammo/bullet/sniper/pfc/on_hit_mob(mob/M, obj/projectile/P)
diff --git a/code/modules/projectiles/ammo_datums/bullet/submachinegun.dm b/code/modules/projectiles/ammo_datums/bullet/submachinegun.dm
index 2784415903a..009aa5b5029 100644
--- a/code/modules/projectiles/ammo_datums/bullet/submachinegun.dm
+++ b/code/modules/projectiles/ammo_datums/bullet/submachinegun.dm
@@ -27,7 +27,7 @@
accuracy_var_high = 7
damage = 20
accurate_range = 4
- damage_falloff = 1
+ damage_falloff = 1.75
penetration = 0
additional_xeno_penetration = 10
shrapnel_chance = 25
@@ -40,8 +40,8 @@
/datum/ammo/bullet/smg/acp/ap
name = "armor-piercing submachinegun ACP bullet"
- damage = 15
- penetration = 20
+ damage = 20
+ penetration = 15
additional_xeno_penetration = 20
/datum/ammo/bullet/smg/acp/incendiary
diff --git a/code/modules/projectiles/ammo_datums/xeno.dm b/code/modules/projectiles/ammo_datums/xeno.dm
index 57698eea793..99e73c285ff 100644
--- a/code/modules/projectiles/ammo_datums/xeno.dm
+++ b/code/modules/projectiles/ammo_datums/xeno.dm
@@ -124,6 +124,7 @@ GLOBAL_LIST_INIT(no_sticky_resin, typecacheof(list(/obj/item/clothing/mask/faceh
/datum/ammo/xeno/tox_loss
name = "toxin spit"
+ icon_state = "transvitox"
flags_ammo_behavior = AMMO_XENO|AMMO_SKIPS_ALIENS
spit_cost = 50
added_spit_delay = 0
@@ -573,15 +574,15 @@ GLOBAL_LIST_INIT(no_sticky_resin, typecacheof(list(/obj/item/clothing/mask/faceh
/datum/ammo/xeno/hugger/on_hit_mob(mob/M, obj/projectile/proj)
var/obj/item/clothing/mask/facehugger/hugger = new hugger_type(get_turf(M), hivenumber)
- hugger.go_idle()
+ hugger.Attach(M)
/datum/ammo/xeno/hugger/on_hit_obj(obj/O, obj/projectile/proj)
var/obj/item/clothing/mask/facehugger/hugger = new hugger_type(get_turf(O), hivenumber)
- hugger.go_idle()
+ hugger.go_active()
/datum/ammo/xeno/hugger/on_hit_turf(turf/T, obj/projectile/P)
var/obj/item/clothing/mask/facehugger/hugger = new hugger_type(T.density ? P.loc : T, hivenumber)
- hugger.go_idle()
+ hugger.go_active()
/datum/ammo/xeno/hugger/do_at_max_range(turf/T, obj/projectile/P)
var/obj/item/clothing/mask/facehugger/hugger = new hugger_type(T.density ? P.loc : T, hivenumber)
@@ -598,3 +599,65 @@ GLOBAL_LIST_INIT(no_sticky_resin, typecacheof(list(/obj/item/clothing/mask/faceh
/datum/ammo/xeno/hugger/acid
hugger_type = /obj/item/clothing/mask/facehugger/combat/acid
+
+/*
+//================================================
+ Widow Ammo Types
+//================================================
+*/
+
+/datum/ammo/xeno/leash_ball
+ icon_state = "widow_snareball"
+ ping = "ping_x"
+ damage_type = STAMINA
+ flags_ammo_behavior = AMMO_SKIPS_ALIENS | AMMO_TARGET_TURF
+ bullet_color = COLOR_PURPLE
+ ping = null
+ damage = 0
+ armor_type = BIO
+ shell_speed = 1.5
+ accurate_range = 8
+ max_range = 8
+
+/datum/ammo/xeno/leash_ball/on_hit_turf(turf/target_turf, obj/projectile/proj)
+ drop_leashball(target_turf.density ? proj.loc : target_turf)
+
+/datum/ammo/xeno/leash_ball/on_hit_mob(mob/target_mob, obj/projectile/proj)
+ var/turf/target_turf = get_turf(target_mob)
+ drop_leashball(target_turf.density ? proj.loc : target_turf, proj.firer)
+
+/datum/ammo/xeno/leash_ball/on_hit_obj(obj/target_obj, obj/projectile/proj)
+ var/turf/target_turf = get_turf(target_obj)
+ if(target_turf.density || (target_obj.density && !(target_obj.allow_pass_flags & PASS_PROJECTILE)))
+ target_turf = get_turf(proj)
+ drop_leashball(target_turf.density ? proj.loc : target_turf, proj.firer)
+
+/datum/ammo/xeno/leash_ball/do_at_max_range(turf/target_turf, obj/projectile/proj)
+ drop_leashball(target_turf.density ? proj.loc : target_turf)
+
+/// This spawns a leash ball and checks if the turf is dense before doing so
+/datum/ammo/xeno/leash_ball/proc/drop_leashball(turf/target_turf)
+ new /obj/structure/xeno/aoe_leash(get_turf(target_turf), hivenumber)
+
+/datum/ammo/xeno/web_projectile
+ icon_state = "web_spit"
+ sound_hit = "snap"
+ sound_bounce = "alien_resin_build3"
+ damage_type = STAMINA
+ bullet_color = COLOR_PURPLE
+ flags_ammo_behavior = AMMO_SKIPS_ALIENS
+ ping = null
+ armor_type = BIO
+ accurate_range = 8
+ max_range = 8
+ ///How long the victim will be KO'd
+ var/hit_weaken = 2 SECONDS
+
+/datum/ammo/xeno/web_projectile/on_hit_mob(mob/target_mob, obj/projectile/proj)
+ . = ..()
+ if(!ishuman(target_mob))
+ return
+ playsound(get_turf(target_mob), sound(get_sfx("snap")), 30, falloff = 5)
+ var/mob/living/carbon/human/human_victim = target_mob
+ human_victim.apply_effect(hit_weaken, WEAKEN)
+
diff --git a/code/modules/projectiles/ammunition.dm b/code/modules/projectiles/ammunition.dm
index fa73492a4bb..06291ece24d 100644
--- a/code/modules/projectiles/ammunition.dm
+++ b/code/modules/projectiles/ammunition.dm
@@ -1,20 +1,19 @@
/obj/item/ammo_magazine
name = "generic ammo"
desc = "A box of ammo."
- icon = 'icons/obj/items/ammo.dmi'
- icon_state = null
+ icon = 'icons/obj/items/ammo/magazine.dmi'
item_state = "ammo_mag" //PLACEHOLDER. This ensures the mag doesn't use the icon state instead.
item_icons = list(
slot_l_hand_str = 'icons/mob/inhands/weapons/ammo_left.dmi',
slot_r_hand_str = 'icons/mob/inhands/weapons/ammo_right.dmi',
- )
+ )
flags_atom = CONDUCT
flags_equip_slot = ITEM_SLOT_BELT
throwforce = 2
w_class = WEIGHT_CLASS_TINY
throw_speed = 2
throw_range = 6
- ///Icon state in ammo.dmi to an overlay to add to the gun, for extended mags, box mags, and so on
+ ///Icon state to an overlay to add to the gun, for extended mags, box mags, and so on
var/bonus_overlay = null
///This is a typepath for the type of bullet the magazine holds, it is cast so that it can draw the variable handful_amount from default_ammo in create_handful()
var/datum/ammo/bullet/default_ammo = /datum/ammo/bullet
@@ -80,7 +79,6 @@
. = ..()
. += "[src] has
[current_rounds] rounds out of
[max_rounds]."
-
/obj/item/ammo_magazine/attack_hand(mob/living/user)
if(user.get_inactive_held_item() != src || !CHECK_BITFIELD(flags_magazine, MAGAZINE_REFILLABLE))
return ..()
@@ -119,7 +117,6 @@
transfer_ammo(mag, user, amount_to_transfer)
-
/obj/item/ammo_magazine/attackby_alternate(obj/item/I, mob/user, params)
. = ..()
if(!isgun(I))
@@ -135,32 +132,41 @@
master_gun.aim_slowdown += aim_speed_mod
master_gun.wield_delay += wield_delay_mod
-
/obj/item/ammo_magazine/proc/on_removed(obj/item/weapon/gun/master_gun)
master_gun.scatter -= scatter_mod
master_gun.scatter_unwielded -= scatter_unwielded_mod
master_gun.aim_slowdown -= aim_speed_mod
master_gun.wield_delay -= wield_delay_mod
-//Generic proc to transfer ammo between ammo mags. Can work for anything, mags, handfuls, etc.
-/obj/item/ammo_magazine/proc/transfer_ammo(obj/item/ammo_magazine/source, mob/user, transfer_amount = 1, is_new_ammo_type = FALSE)
+///Сan the magazine be refilled, mainly used in transfer_ammo proc
+/obj/item/ammo_magazine/proc/can_transfer_ammo(obj/item/ammo_magazine/source, mob/user, transfer_amount = 1, silent = FALSE)
if(current_rounds >= max_rounds) //Does the mag actually need reloading?
- to_chat(user, span_notice("[src] is already full."))
- return
+ if(!silent)
+ to_chat(user, span_notice("[src] is already full."))
+ return FALSE
if(source.caliber != caliber) //Are they the same caliber?
- to_chat(user, span_notice("The rounds don't match up. Better not mix them up."))
- return
+ if(!silent)
+ to_chat(user, span_notice("The rounds don't match up. Better not mix them up."))
+ return FALSE
if(!source.current_rounds)
- to_chat(user, span_warning("\The [source] is empty."))
- return
+ if(!silent)
+ to_chat(user, span_warning("\The [source] is empty."))
+ return FALSE
//using handfuls; and filling internal mags has no delay.
if(fill_delay)
- to_chat(user, span_notice("You start refilling [src] with [source]."))
+ if(!silent)
+ to_chat(user, span_notice("You start refilling [src] with [source]."))
if(!do_after(user, fill_delay, NONE, src, BUSY_ICON_GENERIC))
- return
+ return FALSE
+ return TRUE
+
+///Generic proc to transfer ammo between ammo mags. Can work for anything, mags, handfuls, etc.
+/obj/item/ammo_magazine/proc/transfer_ammo(obj/item/ammo_magazine/source, mob/user, transfer_amount = 1, is_new_ammo_type = FALSE)
+ if(!can_transfer_ammo(source, user, transfer_amount))
+ return
to_chat(user, span_notice("You refill [src] with [source]."))
@@ -181,29 +187,6 @@
update_icon()
-///This will attempt to place the ammo in the user's hand if possible.
-/obj/item/ammo_magazine/proc/create_handful(mob/user, transfer_amount)
- if(current_rounds <= 0)
- return
- var/obj/item/ammo_magazine/handful/new_handful = new /obj/item/ammo_magazine/handful()
- var/rounds = transfer_amount ? min(current_rounds, transfer_amount) : min(current_rounds, initial(default_ammo.handful_amount))
- new_handful.generate_handful(default_ammo, caliber, rounds)
- current_rounds -= rounds
-
- if(user)
- user.put_in_hands(new_handful)
- to_chat(user, span_notice("You grab
[rounds] round\s from [src]."))
- update_icon() //Update the other one.
- if(current_rounds <= 0 && CHECK_BITFIELD(flags_magazine, MAGAZINE_HANDFUL))
- user.temporarilyRemoveItemFromInventory(src)
- qdel(src)
- return rounds //Give the number created.
- else
- update_icon()
- if(current_rounds <= 0 && CHECK_BITFIELD(flags_magazine, MAGAZINE_HANDFUL))
- qdel(src)
- return new_handful
-
///Called on a /ammo_magazine that wishes to be a handful. It generates all the data required for the handful.
/obj/item/ammo_magazine/proc/generate_handful(new_ammo, new_caliber, new_rounds, maximum_rounds)
var/datum/ammo/ammo = ispath(new_ammo) ? GLOB.ammo_list[new_ammo] : new_ammo
@@ -226,6 +209,28 @@
current_rounds = new_rounds
update_icon()
+///This will attempt to place the ammo in the user's hand if possible.
+/obj/item/ammo_magazine/proc/create_handful(mob/user, transfer_amount)
+ if(current_rounds <= 0)
+ return
+ var/obj/item/ammo_magazine/handful/new_handful = new /obj/item/ammo_magazine/handful()
+ var/rounds = transfer_amount ? min(current_rounds, transfer_amount) : min(current_rounds, initial(default_ammo.handful_amount))
+ new_handful.generate_handful(default_ammo, caliber, rounds)
+ current_rounds -= rounds
+
+ if(user)
+ user.put_in_hands(new_handful)
+ to_chat(user, span_notice("You grab
[rounds] round\s from [src]."))
+ update_icon() //Update the other one.
+ if(current_rounds <= 0 && CHECK_BITFIELD(flags_magazine, MAGAZINE_HANDFUL))
+ user.temporarilyRemoveItemFromInventory(src)
+ qdel(src)
+ return rounds //Give the number created.
+ else
+ update_icon()
+ if(current_rounds <= 0 && CHECK_BITFIELD(flags_magazine, MAGAZINE_HANDFUL))
+ qdel(src)
+ return new_handful
//our magazine inherits ammo info from a source magazine
/obj/item/ammo_magazine/proc/match_ammo(obj/item/ammo_magazine/source)
@@ -248,402 +253,4 @@
//Helper proc, to allow us to see a percentage of how full the magazine is.
/obj/item/ammo_magazine/proc/get_ammo_percent() // return % charge of cell
- return 100.0*current_rounds/max_rounds
-
-/obj/item/ammo_magazine/handful
- name = "generic handful of bullets or shells"
- desc = "A handful of rounds to reload on the go."
- flags_equip_slot = null // It only fits into pockets and such.
- w_class = WEIGHT_CLASS_SMALL
- current_rounds = 1 // So it doesn't get autofilled for no reason.
- max_rounds = 5 // For shotguns, though this will be determined by the handful type when generated.
- flags_atom = CONDUCT|DIRLOCK
- flags_magazine = MAGAZINE_HANDFUL|MAGAZINE_REFILLABLE
- attack_speed = 3 // should make reloading less painful
- icon_state_mini = "bullets"
-
-/obj/item/ammo_magazine/handful/buckshot
- name = "handful of shotgun buckshot shells (12g)"
- icon_state = "shotgun buckshot shell"
- current_rounds = 5
- default_ammo = /datum/ammo/bullet/shotgun/buckshot
- caliber = CALIBER_12G
-
-/obj/item/ammo_magazine/handful/flechette
- name = "handful of shotgun flechette shells (12g)"
- icon_state = "shotgun flechette shell"
- current_rounds = 5
- default_ammo = /datum/ammo/bullet/shotgun/flechette
- caliber = CALIBER_12G
-
-/obj/item/ammo_magazine/handful/incendiary
- name = "handful of shotgun incendiary shells (12g)"
- icon_state = "incendiary slug"
- current_rounds = 5
- default_ammo = /datum/ammo/bullet/shotgun/incendiary
- caliber = CALIBER_12G
-
-/obj/item/ammo_magazine/handful/micro_grenade
- name = "handful of airburst micro grenades (10g)"
- icon_state = "micro_grenade_airburst"
- icon_state_mini = "40mm_cyan"
- current_rounds = 3
- max_rounds = 3
- default_ammo = /datum/ammo/bullet/micro_rail/airburst
- caliber = CALIBER_10G_RAIL
-
-/obj/item/ammo_magazine/handful/micro_grenade/dragonbreath
- name = "handful of dragon's breath micro grenades (10g)"
- icon_state = "micro_grenade_incendiary"
- icon_state_mini = "40mm_orange"
- default_ammo = /datum/ammo/bullet/micro_rail/dragonbreath
-
-/obj/item/ammo_magazine/handful/micro_grenade/cluster
- name = "handful of clustermunition micro grenades (10g)"
- icon_state = "micro_grenade_cluster"
- icon_state_mini = "40mm_red"
- default_ammo = /datum/ammo/bullet/micro_rail/cluster
-
-/obj/item/ammo_magazine/handful/micro_grenade/smoke_burst
- name = "handful of smoke burst micro grenades (10g)"
- icon_state = "micro_grenade_smoke"
- icon_state_mini = "40mm_blue"
- default_ammo = /datum/ammo/bullet/micro_rail/smoke_burst
-
-//----------------------------------------------------------------//
-
-/*
-Doesn't do anything or hold anything anymore.
-Generated per the various mags, and then changed based on the number of
-casings. .dir is the main thing that controls the icon. It modifies
-the icon_state to look like more casings are hitting the ground.
-There are 8 directions, 8 bullets are possible so after that it tries to grab the next
-icon_state while reseting the direction. After 16 casings, it just ignores new
-ones. At that point there are too many anyway. Shells and bullets leave different
-items, so they do not intersect. This is far more efficient than using Blend() or
-Turn() or Shift() as there is virtually no overhead. ~N
-*/
-/obj/item/ammo_casing
- name = "spent casing"
- desc = "Empty and useless now."
- icon = 'icons/obj/items/casings.dmi'
- icon_state = "casing_"
- throwforce = 1
- w_class = WEIGHT_CLASS_TINY
- layer = LOWER_ITEM_LAYER //Below other objects
- dir = 1 //Always north when it spawns.
- flags_atom = CONDUCT|DIRLOCK
- var/current_casings = 1 //This is manipulated in the procs that use these.
- var/max_casings = 16
- var/current_icon = 0
- var/number_of_states = 10 //How many variations of this item there are.
- var/initial_icon_state = "cartridge_" //holder for icon_state so we can do random variations without effecting mapper visibility
-
-/obj/item/ammo_casing/Initialize(mapload)
- . = ..()
- pixel_x = rand(-2, 2) //Want to move them just a tad.
- pixel_y = rand(-2, 2)
- icon_state = initial_icon_state += "[rand(1, number_of_states)]" //Set the icon to it.
-
-//This does most of the heavy lifting. It updates the icon and name if needed
-
-/obj/item/ammo_casing/update_name(updates)
- . = ..()
- if(max_casings >= current_casings && current_casings == 2)
- name += "s" //In case there is more than one.
-
-/obj/item/ammo_casing/update_icon_state()
- . = ..()
- if(max_casings >= current_casings)
- if(round((current_casings-1)/8) > current_icon)
- current_icon++
- icon_state += "_[current_icon]"
-
- var/base_direction = current_casings - (current_icon * 8)
- setDir(base_direction + round(base_direction)/3)
- switch(current_casings)
- if(3 to 5)
- w_class = WEIGHT_CLASS_SMALL //Slightly heavier.
- if(9 to 10)
- w_class = WEIGHT_CLASS_NORMAL //Can't put it in your pockets and stuff.
-
-///changes .dir to simulate new casings, also sets the new w_class
-/obj/item/ammo_casing/proc/update_dir()
- var/base_direction = current_casings - (current_icon * 8)
- setDir(base_direction + round(base_direction)/3)
- switch(current_casings)
- if(3 to 5)
- w_class = WEIGHT_CLASS_SMALL //Slightly heavier.
- if(9 to 10)
- w_class = WEIGHT_CLASS_NORMAL //Can't put it in your pockets and stuff.
-
-/obj/item/ammo_casing/update_icon()
- update_dir()
- return ..()
-
-//Making child objects so that locate() and istype() doesn't screw up.
-/obj/item/ammo_casing/bullet
-
-/obj/item/ammo_casing/cartridge
- name = "spent cartridge"
- icon_state = "cartridge"
-
-/obj/item/ammo_casing/shell
- name = "spent shell"
- initial_icon_state = "shell_"
- icon_state = "shell"
-
-
-
-
-//Big ammo boxes
-
-/obj/item/big_ammo_box
- name = "big ammo box (10x24mm)"
- desc = "A large ammo box. It comes with a leather strap."
- w_class = WEIGHT_CLASS_HUGE
- icon = 'icons/obj/items/ammo.dmi'
- icon_state = "big_ammo_box"
- item_state = "big_ammo_box"
- flags_equip_slot = ITEM_SLOT_BACK
- base_icon_state = "big_ammo_box"
- var/default_ammo = /datum/ammo/bullet/rifle
- var/bullet_amount = 2400
- var/max_bullet_amount = 2400
- var/caliber = CALIBER_10X24_CASELESS
-
-/obj/item/big_ammo_box/update_icon_state()
- . = ..()
- if(bullet_amount)
- icon_state = base_icon_state
- return
- icon_state = "[base_icon_state]_e"
-
-/obj/item/big_ammo_box/examine(mob/user)
- . = ..()
- if(bullet_amount)
- . += "It contains [bullet_amount] round\s."
- else
- . += "It's empty."
-
-/obj/item/big_ammo_box/attackby(obj/item/I, mob/user, params)
- . = ..()
-
- if(istype(I, /obj/item/ammo_magazine))
- var/obj/item/ammo_magazine/AM = I
- if(!isturf(loc))
- to_chat(user, span_warning("[src] must be on the ground to be used."))
- return
- if(AM.flags_magazine & MAGAZINE_REFILLABLE)
- if(default_ammo != AM.default_ammo)
- to_chat(user, span_warning("Those aren't the same rounds. Better not mix them up."))
- return
- if(caliber != AM.caliber)
- to_chat(user, span_warning("The rounds don't match up. Better not mix them up."))
- return
- if(AM.current_rounds == AM.max_rounds)
- to_chat(user, span_warning("[AM] is already full."))
- return
-
- if(!do_after(user, 15, NONE, src, BUSY_ICON_GENERIC))
- return
-
- playsound(loc, 'sound/weapons/guns/interact/revolver_load.ogg', 25, 1)
- var/S = min(bullet_amount, AM.max_rounds - AM.current_rounds)
- AM.current_rounds += S
- bullet_amount -= S
- AM.update_icon()
- update_icon()
- if(AM.current_rounds == AM.max_rounds)
- to_chat(user, span_notice("You refill [AM]."))
- else
- to_chat(user, span_notice("You put [S] rounds in [AM]."))
- else if(AM.flags_magazine & MAGAZINE_HANDFUL)
- if(caliber != AM.caliber)
- to_chat(user, span_warning("The rounds don't match up. Better not mix them up."))
- return
- if(bullet_amount == max_bullet_amount)
- to_chat(user, span_warning("[src] is full!"))
- return
- playsound(loc, 'sound/weapons/guns/interact/revolver_load.ogg', 25, 1)
- var/S = min(AM.current_rounds, max_bullet_amount - bullet_amount)
- AM.current_rounds -= S
- bullet_amount += S
- AM.update_icon()
- to_chat(user, span_notice("You put [S] rounds in [src]."))
- if(AM.current_rounds <= 0)
- user.temporarilyRemoveItemFromInventory(AM)
- qdel(AM)
-
-//explosion when using flamer procs.
-/obj/item/big_ammo_box/fire_act(burn_level, flame_color)
- if(QDELETED(src))
- return
- if(!bullet_amount)
- return
- var/turf/explosion_loc = loc // we keep it so we don't runtime on src deletion
- var/power = 5
- for(var/obj/item/big_ammo_box/box in explosion_loc)
- if(!box.bullet_amount)
- continue
- power++
- qdel(box)
- cell_explosion(explosion_loc, power, power)
-
-//Deployable shotgun ammo box
-/obj/item/shotgunbox
- name = "Slug Ammo Box"
- desc = "A large, deployable ammo box."
- icon = 'icons/obj/items/ammo.dmi'
- icon_state = "ammoboxslug"
- item_state = "ammoboxslug"
- base_icon_state = "ammoboxslug"
- w_class = WEIGHT_CLASS_HUGE
- flags_equip_slot = ITEM_SLOT_BACK
- ///Current stored rounds
- var/current_rounds = 200
- ///Maximum stored rounds
- var/max_rounds = 200
- ///Ammunition type
- var/datum/ammo/ammo_type = /datum/ammo/bullet/shotgun/slug
- ///Whether the box is deployed or not.
- var/deployed = FALSE
- ///Caliber of the rounds stored.
- var/caliber = CALIBER_12G
-
-
-/obj/item/shotgunbox/update_icon_state()
- . = ..()
- if(!deployed)
- icon_state = "[initial(icon_state)]"
- else if(current_rounds > 0)
- icon_state = "[initial(icon_state)]_deployed"
- else
- icon_state = "[initial(icon_state)]_empty"
-
-
-/obj/item/shotgunbox/attack_self(mob/user)
- deployed = TRUE
- update_icon()
- user.dropItemToGround(src)
-
-
-/obj/item/shotgunbox/MouseDrop(atom/over_object)
- if(!deployed)
- return
-
- if(!ishuman(over_object))
- return
-
- var/mob/living/carbon/human/H = over_object
- if(H == usr && !H.incapacitated() && Adjacent(H) && H.put_in_hands(src))
- deployed = FALSE
- update_icon()
-
-
-/obj/item/shotgunbox/examine(mob/user)
- . = ..()
- . += "It contains [current_rounds] out of [max_rounds] shotgun shells."
-
-
-/obj/item/shotgunbox/attack_hand(mob/living/user)
- if(loc == user)
- return ..()
-
- if(!deployed)
- user.put_in_hands(src)
- return
-
- if(current_rounds < 1)
- to_chat(user, ("The [src] is empty."))
- return
-
- var/obj/item/ammo_magazine/handful/H = new
- var/rounds = min(current_rounds, 5)
-
- H.generate_handful(ammo_type, caliber, rounds, initial(ammo_type.handful_amount))
- current_rounds -= rounds
-
- user.put_in_hands(H)
- to_chat(user, span_notice("You grab
[rounds] round\s from [src]."))
- update_icon()
-
-
-/obj/item/shotgunbox/attackby(obj/item/I, mob/user, params)
- . = ..()
-
- if(!istype(I, /obj/item/ammo_magazine/handful))
- return
-
- var/obj/item/ammo_magazine/handful/H = I
-
- if(!deployed)
- to_chat(user, span_warning("[src] must be deployed on the ground to be refilled."))
- return
-
- if(H.default_ammo != ammo_type)
- to_chat(user, span_warning("That's not the right kind of ammo."))
- return
-
- if(current_rounds == max_rounds)
- to_chat(user, span_warning("The [src] is already full."))
- return
-
- current_rounds = min(current_rounds + H.current_rounds, max_rounds)
- qdel(H)
- update_icon()
-
-
-/obj/item/big_ammo_box/ap
- name = "big ammo box (10x24mm AP)"
- icon_state = "big_ammo_box_ap"
- base_icon_state = "big_ammo_box_ap"
- default_ammo = /datum/ammo/bullet/rifle/ap
- bullet_amount = 400 //AP is OP
- max_bullet_amount = 400
-
-/obj/item/big_ammo_box/smg
- name = "big ammo box (10x20mm)"
- caliber = CALIBER_10X20
- icon_state = "big_ammo_box_m25"
- base_icon_state = "big_ammo_box_m25"
- default_ammo = /datum/ammo/bullet/smg
- bullet_amount = 4500
- max_bullet_amount = 4500
- caliber = CALIBER_10X20_CASELESS
-
-/obj/item/shotgunbox/buckshot
- name = "Buckshot Ammo Box"
- icon_state = "ammoboxbuckshot"
- item_state = "ammoboxbuckshot"
- base_icon_state = "ammoboxbuckshot"
- ammo_type = /datum/ammo/bullet/shotgun/buckshot
-
-/obj/item/shotgunbox/flechette
- name = "Flechette Ammo Box"
- icon_state = "ammoboxflechette"
- item_state = "ammoboxflechette"
- base_icon_state = "ammoboxflechette"
- ammo_type = /datum/ammo/bullet/shotgun/flechette
-
-/obj/item/shotgunbox/clf_heavyrifle
- name = "big ammo box (14.5mm API)"
- caliber = CALIBER_14X5
- icon_state = "ammobox_145"
- item_state = "ammobox_145"
- base_icon_state = "ammobox_145"
- ammo_type = /datum/ammo/bullet/sniper/clf_heavyrifle
-
-/obj/item/shotgunbox/tracker
- name = "Tracking Ammo Box"
- icon_state = "ammoboxtracking"
- item_state = "ammoboxtracking"
- base_icon_state = "ammoboxtracking"
- ammo_type = /datum/ammo/bullet/shotgun/tracker
-
-/obj/item/big_ammo_box/mg
- name = "big ammo box (10x26mm)"
- default_ammo = /datum/ammo/bullet/rifle/machinegun
- caliber = CALIBER_10x26_CASELESS
- bullet_amount = 3200 //a backpack holds 8 MG-60 box mags, which is 1600 rounds
- max_bullet_amount = 3200
+ return 100.0 * current_rounds / max_rounds
diff --git a/code/modules/projectiles/attachables/_attachable.dm b/code/modules/projectiles/attachables/_attachable.dm
index 19902ff68eb..09965c6f055 100644
--- a/code/modules/projectiles/attachables/_attachable.dm
+++ b/code/modules/projectiles/attachables/_attachable.dm
@@ -344,7 +344,6 @@ inaccurate. Don't worry if force is ever negative, it won't runtime.
attached_to:gunattachment = src
activate(user)
new_action.set_toggle(TRUE)
- new_action.update_button_icon()
update_icon()
RegisterSignal(master_gun, COMSIG_ITEM_REMOVED_INVENTORY, TYPE_PROC_REF(/obj/item/weapon/gun, drop_connected_mag))
@@ -380,11 +379,6 @@ inaccurate. Don't worry if force is ever negative, it won't runtime.
set_gun_user(null)
set_gun_user(master_gun.gun_user)
to_chat(user, span_notice("You start using [src]."))
- for(var/datum/action/item_action/toggle/action AS in master_gun.actions)
- if(action.target != src )
- continue
- action.set_toggle(master_gun.active_attachable == src)
- action.update_button_icon()
return TRUE
///Called when the attachment is trying to be attached. If the attachment is allowed to go through, return TRUE.
diff --git a/code/modules/projectiles/attachables/flamer.dm b/code/modules/projectiles/attachables/flamer.dm
index af458858e4c..a44add5b00f 100644
--- a/code/modules/projectiles/attachables/flamer.dm
+++ b/code/modules/projectiles/attachables/flamer.dm
@@ -49,6 +49,7 @@
pixel_shift_y = 17
stream_type = FLAMER_STREAM_CONE
burn_time_mod = 0.3
+ range_modifier = -2
///Funny red wide nozzle that can fill entire screens with flames. Admeme only.
/obj/item/attachable/flamer_nozzle/wide/red
diff --git a/code/modules/projectiles/attachables/foldable.dm b/code/modules/projectiles/attachables/foldable.dm
index 75da6193e06..8e76cc5cb07 100644
--- a/code/modules/projectiles/attachables/foldable.dm
+++ b/code/modules/projectiles/attachables/foldable.dm
@@ -61,9 +61,6 @@
if(master_gun)
apply_modifiers(master_gun, user, !folded)
- for(var/X in master_gun.actions)
- var/datum/action/A = X
- A.update_button_icon()
return TRUE
@@ -155,6 +152,7 @@
scatter_mod = -10
burst_scatter_mod = -3
aim_mode_delay_mod = -0.5
+ var/user_old_move_resist
/obj/item/attachable/foldable/bipod/activate(mob/living/user, turn_off)
if(folded && !(master_gun.flags_item & WIELDED)) //no one handed bipod use
@@ -168,12 +166,16 @@
UnregisterSignal(master_gun, list(COMSIG_ITEM_DROPPED, COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_UNWIELD))
UnregisterSignal(user, COMSIG_MOVABLE_MOVED)
to_chat(user, span_notice("You retract [src]."))
+ user.move_resist = user_old_move_resist
return
if(user)
RegisterSignals(master_gun, list(COMSIG_ITEM_DROPPED, COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_UNWIELD), PROC_REF(retract_bipod))
RegisterSignal(user, COMSIG_MOVABLE_MOVED, PROC_REF(retract_bipod))
to_chat(user, span_notice("You deploy [src]."))
+ user_old_move_resist = user.move_resist
+ user.move_resist = MOVE_FORCE_STRONG
+
///Signal handler for forced undeployment
/obj/item/attachable/foldable/bipod/proc/retract_bipod(datum/source, mob/living/user)
diff --git a/code/modules/projectiles/attachables/muzzle.dm b/code/modules/projectiles/attachables/muzzle.dm
index 1b4eda6ae8b..132c5d0f664 100644
--- a/code/modules/projectiles/attachables/muzzle.dm
+++ b/code/modules/projectiles/attachables/muzzle.dm
@@ -5,7 +5,7 @@
slot = ATTACHMENT_SLOT_MUZZLE
silence_mod = TRUE
pixel_shift_y = 16
- attach_shell_speed_mod = -1
+ attach_shell_speed_mod = -0.5
accuracy_mod = 0.1
recoil_mod = -2
scatter_mod = -2
diff --git a/code/modules/projectiles/attachables/rail.dm b/code/modules/projectiles/attachables/rail.dm
index aebff5a0a07..98507e5e8f8 100644
--- a/code/modules/projectiles/attachables/rail.dm
+++ b/code/modules/projectiles/attachables/rail.dm
@@ -13,7 +13,17 @@
desc = "A B7 smart scope. Does not have a zoom feature, but allows you to take aim and fire through allies. \nNo drawbacks."
icon_state = "b7"
slot = ATTACHMENT_SLOT_RAIL
- add_aim_mode = TRUE
+ damage_mod = -0.15
+
+/obj/item/attachable/b7_scope/on_attach(attaching_item, mob/user)
+ . = ..()
+ var/obj/item/weapon/gun/attaching_gun = attaching_item
+ ENABLE_BITFIELD(attaching_gun.flags_gun_features, GUN_IFF)
+
+/obj/item/attachable/b7_scope/on_detach(detaching_item, mob/user)
+ . = ..()
+ var/obj/item/weapon/gun/detaching_gun = detaching_item
+ DISABLE_BITFIELD(detaching_gun.flags_gun_features, GUN_IFF)
/obj/item/attachable/m16sight
name = "M16 iron sights"
@@ -66,10 +76,6 @@
else
return
- for(var/X in master_gun.actions)
- var/datum/action/A = X
- A.update_button_icon()
-
update_icon()
/obj/item/attachable/flashlight/attackby(obj/item/I, mob/user, params)
@@ -211,7 +217,6 @@
. = TRUE
for(var/datum/action/item_action/toggle/action_to_update AS in actions)
action_to_update.set_toggle(.)
- action_to_update.update_button_icon()
///Handles the gun attaching to the armor.
/obj/item/attachable/shoulder_mount/proc/handle_armor_attach(datum/source, attaching_item, mob/user)
diff --git a/code/modules/projectiles/attachables/scope.dm b/code/modules/projectiles/attachables/scope.dm
index 017edd8809c..b0f46efe416 100644
--- a/code/modules/projectiles/attachables/scope.dm
+++ b/code/modules/projectiles/attachables/scope.dm
@@ -28,6 +28,7 @@
name = "T-47 rail scope"
desc = "A marine standard mounted zoom sight scope. Allows zoom by activating the attachment."
icon_state = "marinescope"
+ add_aim_mode = TRUE
/obj/item/attachable/scope/nightvision
name = "T-46 Night vision scope"
@@ -207,6 +208,7 @@
scope_zoom_mod = TRUE
has_nightvision = FALSE
zoom_allow_movement = TRUE
+ add_aim_mode = TRUE
zoom_slowdown = 0.3
zoom_tile_offset = 5
zoom_viewsize = 0
diff --git a/code/modules/projectiles/attachables/underbarrel.dm b/code/modules/projectiles/attachables/underbarrel.dm
index 04558ec4879..c4879773cbf 100644
--- a/code/modules/projectiles/attachables/underbarrel.dm
+++ b/code/modules/projectiles/attachables/underbarrel.dm
@@ -59,13 +59,6 @@
flags_attach_features = ATTACH_REMOVABLE|ATTACH_ACTIVATION
attachment_action_type = /datum/action/item_action/toggle
-/obj/item/attachable/lace/t500
- name = "R-500 lace"
- icon = 'icons/Marine/attachments_64.dmi'
- slot = ATTACHMENT_SLOT_STOCK
- pixel_shift_x = 0
- pixel_shift_y = 0
-
/obj/item/attachable/lace/activate(mob/living/user, turn_off)
if(lace_deployed)
REMOVE_TRAIT(master_gun, TRAIT_NODROP, PISTOL_LACE_TRAIT)
@@ -87,18 +80,19 @@
lace_deployed = !lace_deployed
- for(var/i in master_gun.actions)
- var/datum/action/action_to_update = i
- action_to_update.update_button_icon()
-
update_icon()
return TRUE
+/obj/item/attachable/lace/t500
+ name = "R-500 lace"
+ icon = 'icons/Marine/attachments_64.dmi'
+ slot = ATTACHMENT_SLOT_STOCK
+ pixel_shift_x = 0
+ pixel_shift_y = 0
+
/obj/item/attachable/burstfire_assembly
name = "burst fire assembly"
- desc = "A mechanism re-assembly kit that allows for automatic fire, or more shots per burst if the weapon already has the ability. \nIncreases scatter and decreases accuracy."
+ desc = "A mechanism re-assembly kit that allows for automatic fire, or more shots per burst if the weapon already has the ability."
icon_state = "rapidfire"
slot = ATTACHMENT_SLOT_UNDER
burst_mod = 2
- burst_scatter_mod = 1
- burst_accuracy_mod = -0.1
diff --git a/code/modules/projectiles/big_ammo_box.dm b/code/modules/projectiles/big_ammo_box.dm
new file mode 100644
index 00000000000..898b2609859
--- /dev/null
+++ b/code/modules/projectiles/big_ammo_box.dm
@@ -0,0 +1,246 @@
+/obj/item/big_ammo_box
+ name = "big ammo box (10x24mm)"
+ desc = "A large ammo box. It comes with a leather strap."
+ w_class = WEIGHT_CLASS_HUGE
+ icon = 'icons/obj/items/ammo/box.dmi'
+ icon_state = "big_ammo_box"
+ item_state = "big_ammo_box"
+ flags_equip_slot = ITEM_SLOT_BACK
+ base_icon_state = "big_ammo_box"
+ ///Ammunition type
+ var/default_ammo = /datum/ammo/bullet/rifle
+ ///Current stored rounds
+ var/bullet_amount = 2400
+ ///Maximum stored rounds
+ var/max_bullet_amount = 2400
+ ///Caliber of the rounds stored.
+ var/caliber = CALIBER_10X24_CASELESS
+
+/obj/item/big_ammo_box/update_icon_state()
+ . = ..()
+ if(bullet_amount)
+ icon_state = base_icon_state
+ return
+ icon_state = "[base_icon_state]_e"
+
+/obj/item/big_ammo_box/examine(mob/user)
+ . = ..()
+ if(bullet_amount)
+ . += "It contains [bullet_amount] round\s."
+ else
+ . += "It's empty."
+
+/obj/item/big_ammo_box/attackby(obj/item/I, mob/user, params)
+ . = ..()
+
+ if(istype(I, /obj/item/ammo_magazine))
+ var/obj/item/ammo_magazine/AM = I
+ if(!isturf(loc))
+ to_chat(user, span_warning("[src] must be on the ground to be used."))
+ return
+ if(AM.flags_magazine & MAGAZINE_REFILLABLE)
+ if(default_ammo != AM.default_ammo)
+ to_chat(user, span_warning("Those aren't the same rounds. Better not mix them up."))
+ return
+ if(caliber != AM.caliber)
+ to_chat(user, span_warning("The rounds don't match up. Better not mix them up."))
+ return
+ if(AM.current_rounds == AM.max_rounds)
+ to_chat(user, span_warning("[AM] is already full."))
+ return
+
+ if(!do_after(user, 15, NONE, src, BUSY_ICON_GENERIC))
+ return
+
+ playsound(loc, 'sound/weapons/guns/interact/revolver_load.ogg', 25, 1)
+ var/S = min(bullet_amount, AM.max_rounds - AM.current_rounds)
+ AM.current_rounds += S
+ bullet_amount -= S
+ AM.update_icon()
+ update_icon()
+ if(AM.current_rounds == AM.max_rounds)
+ to_chat(user, span_notice("You refill [AM]."))
+ else
+ to_chat(user, span_notice("You put [S] rounds in [AM]."))
+ else if(AM.flags_magazine & MAGAZINE_HANDFUL)
+ if(caliber != AM.caliber)
+ to_chat(user, span_warning("The rounds don't match up. Better not mix them up."))
+ return
+ if(bullet_amount == max_bullet_amount)
+ to_chat(user, span_warning("[src] is full!"))
+ return
+ playsound(loc, 'sound/weapons/guns/interact/revolver_load.ogg', 25, 1)
+ var/S = min(AM.current_rounds, max_bullet_amount - bullet_amount)
+ AM.current_rounds -= S
+ bullet_amount += S
+ AM.update_icon()
+ to_chat(user, span_notice("You put [S] rounds in [src]."))
+ if(AM.current_rounds <= 0)
+ user.temporarilyRemoveItemFromInventory(AM)
+ qdel(AM)
+
+//explosion when using flamer procs.
+/obj/item/big_ammo_box/fire_act(burn_level, flame_color)
+ if(QDELETED(src))
+ return
+ if(!bullet_amount)
+ return
+ var/turf/explosion_loc = loc // we keep it so we don't runtime on src deletion
+ var/power = 5
+ for(var/obj/item/big_ammo_box/box in explosion_loc)
+ if(!box.bullet_amount)
+ continue
+ power++
+ qdel(box)
+ cell_explosion(explosion_loc, power, power)
+
+/obj/item/big_ammo_box/ap
+ name = "big ammo box (10x24mm AP)"
+ icon_state = "big_ammo_box_ap"
+ base_icon_state = "big_ammo_box_ap"
+ default_ammo = /datum/ammo/bullet/rifle/ap
+ bullet_amount = 400 //AP is OP
+ max_bullet_amount = 400
+
+/obj/item/big_ammo_box/smg
+ name = "big ammo box (10x20mm)"
+ caliber = CALIBER_10X20
+ icon_state = "big_ammo_box_m25"
+ base_icon_state = "big_ammo_box_m25"
+ default_ammo = /datum/ammo/bullet/smg
+ bullet_amount = 4500
+ max_bullet_amount = 4500
+ caliber = CALIBER_10X20_CASELESS
+
+/obj/item/big_ammo_box/mg
+ name = "big ammo box (10x26mm)"
+ default_ammo = /datum/ammo/bullet/rifle/machinegun
+ caliber = CALIBER_10X26_CASELESS
+ bullet_amount = 3200 //a backpack holds 8 MG-60 box mags, which is 1600 rounds
+ max_bullet_amount = 3200
+
+//Deployable shotgun ammo box
+/obj/item/shotgunbox
+ name = "Slug Ammo Box"
+ desc = "A large, deployable ammo box."
+ icon = 'icons/obj/items/ammo/box.dmi'
+ icon_state = "ammoboxslug"
+ item_state = "ammoboxslug"
+ base_icon_state = "ammoboxslug"
+ w_class = WEIGHT_CLASS_HUGE
+ flags_equip_slot = ITEM_SLOT_BACK
+ ///Current stored rounds
+ var/current_rounds = 200
+ ///Maximum stored rounds
+ var/max_rounds = 200
+ ///Ammunition type
+ var/datum/ammo/ammo_type = /datum/ammo/bullet/shotgun/slug
+ ///Whether the box is deployed or not.
+ var/deployed = FALSE
+ ///Caliber of the rounds stored.
+ var/caliber = CALIBER_12G
+
+/obj/item/shotgunbox/update_icon_state()
+ . = ..()
+ if(!deployed)
+ icon_state = "[initial(icon_state)]"
+ else if(current_rounds > 0)
+ icon_state = "[initial(icon_state)]_deployed"
+ else
+ icon_state = "[initial(icon_state)]_empty"
+
+/obj/item/shotgunbox/attack_self(mob/user)
+ deployed = TRUE
+ update_icon()
+ user.dropItemToGround(src)
+
+/obj/item/shotgunbox/MouseDrop(atom/over_object)
+ if(!deployed)
+ return
+
+ if(!ishuman(over_object))
+ return
+
+ var/mob/living/carbon/human/H = over_object
+ if(H == usr && !H.incapacitated() && Adjacent(H) && H.put_in_hands(src))
+ deployed = FALSE
+ update_icon()
+
+/obj/item/shotgunbox/examine(mob/user)
+ . = ..()
+ . += "It contains [current_rounds] out of [max_rounds] shotgun shells."
+
+/obj/item/shotgunbox/attack_hand(mob/living/user)
+ if(loc == user)
+ return ..()
+
+ if(!deployed)
+ user.put_in_hands(src)
+ return
+
+ if(current_rounds < 1)
+ to_chat(user, ("The [src] is empty."))
+ return
+
+ var/obj/item/ammo_magazine/handful/H = new
+ var/rounds = min(current_rounds, 5)
+
+ H.generate_handful(ammo_type, caliber, rounds, initial(ammo_type.handful_amount))
+ current_rounds -= rounds
+
+ user.put_in_hands(H)
+ to_chat(user, span_notice("You grab
[rounds] round\s from [src]."))
+ update_icon()
+
+/obj/item/shotgunbox/attackby(obj/item/I, mob/user, params)
+ . = ..()
+
+ if(!istype(I, /obj/item/ammo_magazine/handful))
+ return
+
+ var/obj/item/ammo_magazine/handful/H = I
+
+ if(!deployed)
+ to_chat(user, span_warning("[src] must be deployed on the ground to be refilled."))
+ return
+
+ if(H.default_ammo != ammo_type)
+ to_chat(user, span_warning("That's not the right kind of ammo."))
+ return
+
+ if(current_rounds == max_rounds)
+ to_chat(user, span_warning("The [src] is already full."))
+ return
+
+ current_rounds = min(current_rounds + H.current_rounds, max_rounds)
+ qdel(H)
+ update_icon()
+
+/obj/item/shotgunbox/buckshot
+ name = "Buckshot Ammo Box"
+ icon_state = "ammoboxbuckshot"
+ item_state = "ammoboxbuckshot"
+ base_icon_state = "ammoboxbuckshot"
+ ammo_type = /datum/ammo/bullet/shotgun/buckshot
+
+/obj/item/shotgunbox/flechette
+ name = "Flechette Ammo Box"
+ icon_state = "ammoboxflechette"
+ item_state = "ammoboxflechette"
+ base_icon_state = "ammoboxflechette"
+ ammo_type = /datum/ammo/bullet/shotgun/flechette
+
+/obj/item/shotgunbox/clf_heavyrifle
+ name = "big ammo box (14.5mm API)"
+ caliber = CALIBER_14X5
+ icon_state = "ammobox_145"
+ item_state = "ammobox_145"
+ base_icon_state = "ammobox_145"
+ ammo_type = /datum/ammo/bullet/sniper/clf_heavyrifle
+
+/obj/item/shotgunbox/tracker
+ name = "Tracking Ammo Box"
+ icon_state = "ammoboxtracking"
+ item_state = "ammoboxtracking"
+ base_icon_state = "ammoboxtracking"
+ ammo_type = /datum/ammo/bullet/shotgun/tracker
diff --git a/code/modules/projectiles/gun_system.dm b/code/modules/projectiles/gun_system.dm
index 30438dd3199..722749767d0 100644
--- a/code/modules/projectiles/gun_system.dm
+++ b/code/modules/projectiles/gun_system.dm
@@ -504,16 +504,8 @@
SIGNAL_HANDLER
set_gun_user(null)
-/obj/item/weapon/gun/update_icon()
+/obj/item/weapon/gun/update_icon(updates=ALL)
. = ..()
-
- for(var/datum/action/action AS in actions)
- action.update_button_icon()
-
- if(master_gun)
- for(var/datum/action/action AS in master_gun.actions)
- action.update_button_icon()
-
update_item_state()
/obj/item/weapon/gun/update_icon_state()
@@ -1416,6 +1408,7 @@
user.put_in_hands(mag)
else
mag.forceMove(get_turf(src))
+ SEND_SIGNAL(gun_user, COMSIG_MAGAZINE_DROP, mag)
if(CHECK_BITFIELD(reciever_flags, AMMO_RECIEVER_ROTATES_CHAMBER))
chamber_items[chamber_items.Find(mag)] = null
else
diff --git a/code/modules/projectiles/guns/_shared_ammo_objects.dm b/code/modules/projectiles/guns/_shared_ammo_objects.dm
index 7297bdbc771..b8d2e059fc1 100644
--- a/code/modules/projectiles/guns/_shared_ammo_objects.dm
+++ b/code/modules/projectiles/guns/_shared_ammo_objects.dm
@@ -139,7 +139,7 @@
burn_ticks = 12
/obj/fire/flamer/affect_atom(atom/affected)
- affected.fire_act(burn_level)
+ affected.fire_act(burn_level, flame_color)
/obj/fire/flamer/process()
. = ..()
diff --git a/code/modules/projectiles/guns/energy.dm b/code/modules/projectiles/guns/energy.dm
index d0fba59781f..eb6760cd326 100644
--- a/code/modules/projectiles/guns/energy.dm
+++ b/code/modules/projectiles/guns/energy.dm
@@ -160,8 +160,6 @@
/obj/item/attachable/flashlight,
/obj/item/attachable/foldable/bipod,
/obj/item/attachable/magnetic_harness,
- /obj/item/attachable/scope,
- /obj/item/attachable/scope/mini,
/obj/item/attachable/focuslens,
/obj/item/attachable/widelens,
/obj/item/attachable/heatlens,
@@ -264,9 +262,6 @@
/obj/item/attachable/flashlight,
/obj/item/attachable/foldable/bipod,
/obj/item/attachable/magnetic_harness,
- /obj/item/attachable/scope,
- /obj/item/attachable/scope/marine,
- /obj/item/attachable/scope/mini,
)
flags_gun_features = GUN_CAN_POINTBLANK|GUN_AMMO_COUNTER|GUN_ENERGY|GUN_AMMO_COUNT_BY_SHOTS_REMAINING|GUN_NO_PITCH_SHIFT_NEAR_EMPTY
attachable_offset = list("muzzle_x" = 34, "muzzle_y" = 14,"rail_x" = 18, "rail_y" = 18, "under_x" = 23, "under_y" = 10, "stock_x" = 22, "stock_y" = 12)
@@ -447,8 +442,6 @@
/obj/item/attachable/lasersight,
/obj/item/attachable/flashlight,
/obj/item/attachable/magnetic_harness,
- /obj/item/attachable/scope/marine,
- /obj/item/attachable/scope/mini,
/obj/item/weapon/gun/flamer/mini_flamer,
/obj/item/attachable/motiondetector,
/obj/item/attachable/buildasentry,
@@ -534,6 +527,7 @@
/obj/item/weapon/gun/energy/lasgun/lasrifle/standard_marine_pistol
name = "\improper Terra Experimental laser pistol"
desc = "A TerraGov standard issue laser pistol abbreviated as TE-P. It has an integrated charge selector for normal, heat and taser settings. Uses standard Terra Experimental (abbreviated as TE) power cells. As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts."
+ w_class = WEIGHT_CLASS_NORMAL
reload_sound = 'sound/weapons/guns/interact/standard_laser_pistol_reload.ogg'
fire_sound = 'sound/weapons/guns/fire/Laser Pistol Standard.ogg'
icon_state = "tep"
@@ -555,7 +549,6 @@
/obj/item/attachable/reddot,
/obj/item/attachable/lasersight,
/obj/item/attachable/flashlight,
- /obj/item/attachable/scope/mini,
/obj/item/attachable/lace,
/obj/item/attachable/gyro,
/obj/item/attachable/flashlight/under,
@@ -588,7 +581,7 @@
fire_delay = 0.15 SECONDS
fire_sound = 'sound/weapons/guns/fire/Laser Pistol Standard.ogg'
message_to_user = "You set the laser pistol's charge mode to standard fire."
- fire_mode = GUN_FIREMODE_SEMIAUTO
+ fire_mode = GUN_FIREMODE_AUTOMATIC
icon_state = "tep"
description = "Fires a standard laser pulse. Moderate damage."
@@ -694,6 +687,13 @@
/obj/item/attachable/gyro,
)
+/obj/item/weapon/gun/energy/lasgun/lasrifle/standard_marine_carbine/beginner
+ starting_attachment_types = list(
+ /obj/item/attachable/magnetic_harness,
+ /obj/item/attachable/verticalgrip,
+ /obj/item/attachable/bayonet,
+ )
+
/datum/lasrifle/energy_carbine_mode/auto_burst
rounds_per_shot = 12
ammo_datum_type = /datum/ammo/energy/lasgun/marine/carbine
@@ -820,6 +820,9 @@
modify_fire_delay(aim_fire_delay)
modify_auto_burst_delay(aim_fire_delay)
+/obj/item/weapon/gun/energy/lasgun/lasrifle/standard_marine_sniper/beginner
+ starting_attachment_types = list(/obj/item/attachable/scope/unremovable/laser_sniper_scope, /obj/item/attachable/foldable/bipod)
+
/datum/lasrifle/energy_sniper_mode/standard
rounds_per_shot = 30
fire_delay = 0.8 SECONDS
@@ -900,8 +903,6 @@
/obj/item/attachable/bayonetknife/som,
/obj/item/attachable/flashlight,
/obj/item/attachable/magnetic_harness,
- /obj/item/attachable/scope/marine,
- /obj/item/attachable/scope/mini,
/obj/item/weapon/gun/grenade_launcher/underslung,
/obj/item/weapon/gun/flamer/mini_flamer,
/obj/item/attachable/motiondetector,
@@ -944,6 +945,9 @@
/obj/item/weapon/gun/energy/lasgun/lasrifle/standard_marine_mlaser/patrol
starting_attachment_types = list(/obj/item/attachable/magnetic_harness, /obj/item/weapon/gun/grenade_launcher/underslung, /obj/item/attachable/bayonet)
+/obj/item/weapon/gun/energy/lasgun/lasrifle/standard_marine_mlaser/beginner
+ starting_attachment_types = list(/obj/item/attachable/bayonet, /obj/item/attachable/motiondetector, /obj/item/attachable/gyro)
+
/datum/lasrifle/energy_mg_mode/standard
rounds_per_shot = 4
ammo_datum_type = /datum/ammo/energy/lasgun/marine/autolaser
@@ -1007,7 +1011,6 @@
/obj/item/attachable/lasersight,
/obj/item/attachable/flashlight,
/obj/item/attachable/magnetic_harness,
- /obj/item/attachable/scope/mini,
/obj/item/weapon/gun/flamer/mini_flamer,
/obj/item/attachable/motiondetector,
/obj/item/attachable/buildasentry,
diff --git a/code/modules/projectiles/guns/flamer.dm b/code/modules/projectiles/guns/flamer.dm
index 86d2f9717fc..9c243f824dd 100644
--- a/code/modules/projectiles/guns/flamer.dm
+++ b/code/modules/projectiles/guns/flamer.dm
@@ -349,6 +349,13 @@
)
starting_attachment_types = list(/obj/item/attachable/flamer_nozzle, /obj/item/attachable/stock/t84stock)
+/obj/item/weapon/gun/flamer/big_flamer/marinestandard/engineer/beginner
+ starting_attachment_types = list(
+ /obj/item/attachable/motiondetector,
+ /obj/item/attachable/flamer_nozzle,
+ /obj/item/attachable/stock/t84stock,
+ )
+
/obj/item/weapon/gun/flamer/mini_flamer
name = "mini flamethrower"
desc = "A weapon-mounted refillable flamethrower attachment.\nIt is designed for short bursts."
diff --git a/code/modules/projectiles/guns/grenade_launchers.dm b/code/modules/projectiles/guns/grenade_launchers.dm
index d0083e317d1..5b558ae81e0 100644
--- a/code/modules/projectiles/guns/grenade_launchers.dm
+++ b/code/modules/projectiles/guns/grenade_launchers.dm
@@ -131,6 +131,9 @@ The Grenade Launchers
fire_delay = 1.3 SECONDS
max_chamber_items = 5
+/obj/item/weapon/gun/grenade_launcher/multinade_launcher/beginner
+ starting_attachment_types = list(/obj/item/attachable/magnetic_harness)
+
/obj/item/weapon/gun/grenade_launcher/multinade_launcher/unloaded
default_ammo_type = null
@@ -139,8 +142,8 @@ The Grenade Launchers
desc = "A weapon-mounted, reloadable, two-shot grenade launcher."
icon = 'icons/Marine/marine-weapons.dmi'
icon_state = "grenade"
- max_shells = 1 //codex
- max_chamber_items = 0
+ max_shells = 2 //codex
+ max_chamber_items = 1
fire_delay = 1 SECONDS
fire_sound = 'sound/weapons/guns/fire/underbarrel_grenadelauncher.ogg'
attachable_offset = list("muzzle_x" = 33, "muzzle_y" = 18,"rail_x" = 14, "rail_y" = 22, "under_x" = 19, "under_y" = 14, "stock_x" = 19, "stock_y" = 14)
@@ -176,6 +179,11 @@ The Grenade Launchers
/obj/item/explosive/grenade/impact,
/obj/item/explosive/grenade/sticky,
/obj/item/explosive/grenade/flashbang/stun,
+ /obj/item/explosive/grenade/m15,
+ /obj/item/explosive/grenade/sticky/trailblazer,
+ /obj/item/explosive/grenade/sticky/trailblazer/phosphorus,
+ /obj/item/explosive/grenade/sticky/cloaker,
+ /obj/item/explosive/grenade/mirage,
)
wield_delay_mod = 0.2 SECONDS
diff --git a/code/modules/projectiles/guns/mounted.dm b/code/modules/projectiles/guns/mounted.dm
index 47f2855b267..1b13d0d5659 100644
--- a/code/modules/projectiles/guns/mounted.dm
+++ b/code/modules/projectiles/guns/mounted.dm
@@ -402,7 +402,7 @@
icon = 'icons/Marine/marine-mmg.dmi'
icon_state = "t27"
item_state = "t27"
- caliber = CALIBER_10x27_CASELESS // codex
+ caliber = CALIBER_10X27_CASELESS // codex
max_shells = 150 //codex
force = 40
aim_slowdown = 1.2
diff --git a/code/modules/projectiles/guns/pistols.dm b/code/modules/projectiles/guns/pistols.dm
index a753d345c7f..72e2382e309 100644
--- a/code/modules/projectiles/guns/pistols.dm
+++ b/code/modules/projectiles/guns/pistols.dm
@@ -124,6 +124,9 @@
placed_overlay_iconstate = "tx7"
+/obj/item/weapon/gun/pistol/plasma_pistol/beginner
+ starting_attachment_types = list(/obj/item/weapon/gun/shotgun/combat/masterkey, /obj/item/attachable/reddot, /obj/item/attachable/lasersight)
+
/obj/item/weapon/gun/pistol/plasma_pistol/can_attach(obj/item/attaching_to, mob/attacher)
if(!attachments_by_slot[ATTACHMENT_SLOT_RAIL])
return TRUE
@@ -219,6 +222,10 @@
/obj/item/weapon/gun/pistol/p23/tactical
starting_attachment_types = list(/obj/item/attachable/reddot)
+
+/obj/item/weapon/gun/pistol/p23/beginner
+ starting_attachment_types = list(/obj/item/attachable/lace, /obj/item/attachable/reddot)
+
//-------------------------------------------------------
//P-1911
@@ -236,7 +243,7 @@
default_ammo_type = /obj/item/ammo_magazine/pistol/m1911
allowed_ammo_types = list(/obj/item/ammo_magazine/pistol/m1911)
attachable_offset = list("muzzle_x" = 30, "muzzle_y" = 21,"rail_x" = 17, "rail_y" = 22, "under_x" = 21, "under_y" = 15, "stock_x" = 21, "stock_y" = 17)
- reciever_flags = AMMO_RECIEVER_MAGAZINES|AMMO_RECIEVER_AUTO_EJECT_LOCKED
+ reciever_flags = AMMO_RECIEVER_MAGAZINES
fire_delay = 0.2 SECONDS
accuracy_mult = 1.05
accuracy_mult_unwielded = 0.85
@@ -451,6 +458,7 @@
/obj/item/attachable/flashlight,
/obj/item/attachable/heavy_barrel,
/obj/item/attachable/lace,
+ /obj/item/attachable/flashlight/under,
)
flags_gun_features = GUN_CAN_POINTBLANK|GUN_AMMO_COUNTER|GUN_SMOKE_PARTICLES
@@ -524,7 +532,6 @@
/obj/item/attachable/extended_barrel,
/obj/item/attachable/heavy_barrel,
/obj/item/attachable/flashlight/under,
- /obj/item/attachable/burstfire_assembly,
/obj/item/attachable/lace,
)
@@ -546,6 +553,9 @@
/obj/item/weapon/gun/pistol/vp70/tactical
starting_attachment_types = list(/obj/item/attachable/reddot, /obj/item/attachable/lasersight, /obj/item/attachable/compensator)
+/obj/item/weapon/gun/pistol/vp70/beginner
+ starting_attachment_types = list(/obj/item/attachable/reddot, /obj/item/attachable/lasersight, /obj/item/attachable/lace)
+
//-------------------------------------------------------
//VP78
diff --git a/code/modules/projectiles/guns/revolvers.dm b/code/modules/projectiles/guns/revolvers.dm
index 715b5f705b9..8fdc32db8d4 100644
--- a/code/modules/projectiles/guns/revolvers.dm
+++ b/code/modules/projectiles/guns/revolvers.dm
@@ -148,6 +148,9 @@
base_gun_icon = "tp44cool"
update_icon()
+/obj/item/weapon/gun/revolver/r44/beginner
+ starting_attachment_types = list(/obj/item/attachable/reddot, /obj/item/attachable/compensator, /obj/item/attachable/lasersight)
+
//-------------------------------------------------------
//RUSSIAN REVOLVER //Based on the 7.62mm Russian revolvers.
@@ -331,7 +334,7 @@
icon_state = "t76"
item_state = "t76"
fire_animation = "t76_fire"
- caliber = CALIBER_12x7 //codex
+ caliber = CALIBER_12X7 //codex
max_chamber_items = 5 //codex
default_ammo_type = /obj/item/ammo_magazine/revolver/standard_magnum
allowed_ammo_types = list(/obj/item/ammo_magazine/revolver/standard_magnum)
diff --git a/code/modules/projectiles/guns/rifles.dm b/code/modules/projectiles/guns/rifles.dm
index 66d07cf84c9..1c4567109c0 100644
--- a/code/modules/projectiles/guns/rifles.dm
+++ b/code/modules/projectiles/guns/rifles.dm
@@ -42,7 +42,6 @@
max_shells = 36 //codex
force = 20
default_ammo_type = /obj/item/ammo_magazine/rifle/ar18
- allowed_ammo_types = list(/obj/item/ammo_magazine/rifle/ar18)
item_icons = list(
slot_l_hand_str = 'icons/mob/items_lefthand_1.dmi',
slot_r_hand_str = 'icons/mob/items_righthand_1.dmi',
@@ -119,6 +118,9 @@
/obj/item/weapon/gun/rifle/ar18/plasma_pistol
starting_attachment_types = list(/obj/item/attachable/stock/ar18stock, /obj/item/weapon/gun/pistol/plasma_pistol, /obj/item/attachable/motiondetector, /obj/item/attachable/compensator)
+/obj/item/weapon/gun/rifle/ar18/beginner
+ starting_attachment_types = list(/obj/item/attachable/stock/ar18stock, /obj/item/attachable/magnetic_harness, /obj/item/attachable/angledgrip, /obj/item/attachable/compensator)
+
//-------------------------------------------------------
//AR-12 Assault Rifle
@@ -136,7 +138,6 @@
max_shells = 50 //codex
force = 20
default_ammo_type = /obj/item/ammo_magazine/rifle/ar12
- allowed_ammo_types = list(/obj/item/ammo_magazine/rifle/ar12)
item_icons = list(
slot_l_hand_str = 'icons/mob/items_lefthand_1.dmi',
slot_r_hand_str = 'icons/mob/items_righthand_1.dmi',
@@ -235,7 +236,7 @@
cocked_sound = 'sound/weapons/guns/dmr/DMR-37/DMR37_boltpull.ogg'
silenced_sound = 'sound/weapons/guns/dmr/DMR-37/DMR37_SIL.ogg'
wield_sound = 'sound/weapons/guns/dmr/Deploy_Wave_DMR.ogg'
- caliber = CALIBER_10x27_CASELESS //codex
+ caliber = CALIBER_10X27_CASELESS //codex
aim_slowdown = 0.75
wield_delay = 0.8 SECONDS
force = 20
@@ -289,6 +290,8 @@
/obj/item/weapon/gun/rifle/dmr37/marksman
starting_attachment_types = list(/obj/item/attachable/scope, /obj/item/attachable/angledgrip, /obj/item/attachable/extended_barrel)
+/obj/item/weapon/gun/rifle/dmr37/beginner
+ starting_attachment_types = list(/obj/item/attachable/scope, /obj/item/attachable/verticalgrip, /obj/item/attachable/extended_barrel)
//-------------------------------------------------------
@@ -316,7 +319,7 @@
cocked_sound = 'sound/weapons/guns/dmr/BR-64/BR64_boltpull.ogg'
silenced_sound = 'sound/weapons/guns/dmr/BR-64/BR64_SIL.ogg'
wield_sound = 'sound/weapons/guns/dmr/Deploy_Wave_DMR.ogg'
- caliber = CALIBER_10x265_CASELESS //codex
+ caliber = CALIBER_10X265_CASELESS //codex
aim_slowdown = 0.55
wield_delay = 0.7 SECONDS
force = 20
@@ -676,7 +679,6 @@
cocked_sound = 'sound/weapons/guns/interact/ak47_cocked.ogg'
default_ammo_type = /obj/item/ammo_magazine/rifle/lmg_d
allowed_ammo_types = list(/obj/item/ammo_magazine/rifle/lmg_d)
-
attachable_allowed = list(
/obj/item/attachable/bayonet,
/obj/item/attachable/bayonetknife,
@@ -965,6 +967,12 @@
scatter_unwielded = 80
movement_acc_penalty_mult = 6
+/obj/item/weapon/gun/rifle/mg42/autorifleman
+ starting_attachment_types = list(/obj/item/attachable/verticalgrip, /obj/item/attachable/reddot)
+
+/obj/item/weapon/gun/rifle/mg42/autorifleman
+ starting_attachment_types = list(/obj/item/attachable/verticalgrip, /obj/item/attachable/reddot)
+
//-------------------------------------------------------
//MG-60 General Purpose Machine Gun
@@ -982,7 +990,7 @@
inhand_x_dimension = 64
inhand_y_dimension = 32
- caliber = CALIBER_10x26_CASELESS //codex
+ caliber = CALIBER_10X26_CASELESS //codex
max_shells = 200 //codex
force = 35
aim_slowdown = 1.2
@@ -1021,6 +1029,7 @@
starting_attachment_types = list(/obj/item/attachable/stock/t60stock)
gun_skill_category = SKILL_HEAVY_WEAPONS
attachable_offset = list("muzzle_x" = 42, "muzzle_y" = 21,"rail_x" = 6, "rail_y" = 23, "under_x" = 26, "under_y" = 15, "stock_x" = 8, "stock_y" = 13)
+ actions_types = list(/datum/action/item_action/aim_mode)
aim_fire_delay = 0.15 SECONDS
aim_speed_modifier = 5.3
@@ -1035,12 +1044,12 @@
placed_overlay_iconstate = "lmg"
-/obj/item/weapon/gun/rifle/mg42/autorifleman
- starting_attachment_types = list(/obj/item/attachable/verticalgrip, /obj/item/attachable/reddot)
-
/obj/item/weapon/gun/rifle/mg60/machinegunner
starting_attachment_types = list(/obj/item/attachable/stock/t60stock, /obj/item/attachable/foldable/bipod, /obj/item/attachable/magnetic_harness, /obj/item/attachable/extended_barrel)
+/obj/item/weapon/gun/rifle/mg60/beginner
+ starting_attachment_types = list(/obj/item/attachable/stock/t60stock, /obj/item/attachable/foldable/bipod, /obj/item/attachable/magnetic_harness, /obj/item/attachable/heavy_barrel)
+
//-------------------------------------------------------
//M41AE2 Heavy Pulse Rifle
@@ -1143,7 +1152,6 @@
/obj/item/attachable/gyro,
/obj/item/attachable/flashlight,
/obj/item/attachable/foldable/bipod,
- /obj/item/attachable/burstfire_assembly,
/obj/item/attachable/magnetic_harness,
/obj/item/attachable/extended_barrel,
/obj/item/attachable/heavy_barrel,
@@ -1153,6 +1161,7 @@
/obj/item/attachable/bayonetknife/som,
/obj/item/attachable/compensator,
/obj/item/attachable/scope,
+ /obj/item/attachable/flashlight/under,
/obj/item/attachable/scope/mini,
/obj/item/attachable/scope/marine,
/obj/item/attachable/angledgrip,
@@ -1160,8 +1169,10 @@
/obj/item/weapon/gun/shotgun/combat/masterkey,
/obj/item/weapon/gun/flamer/mini_flamer,
/obj/item/weapon/gun/grenade_launcher/underslung,
+ /obj/item/attachable/motiondetector,
/obj/item/weapon/gun/rifle/pepperball/pepperball_mini,
/obj/item/weapon/gun/flamer/mini_flamer/unremovable,
+ /obj/item/weapon/gun/energy/lasgun/lasrifle/pocket_beam,
/obj/item/attachable/suppressor/unremovable/invisible,
/obj/item/attachable/scope/unremovable,
)
@@ -1178,6 +1189,8 @@
accuracy_mult_unwielded = 0.8
scatter = -1
+/obj/item/weapon/gun/rifle/type71/beginner
+ starting_attachment_types = list(/obj/item/attachable/magnetic_harness, /obj/item/attachable/bayonet, /obj/item/attachable/gyro)
/obj/item/weapon/gun/rifle/type71/flamer
name = "\improper Type 71 pulse rifle"
@@ -1303,7 +1316,7 @@
desc = "The Raummetall-KT SG-29 is the TGMC's current standard IFF-capable medium machine gun. It's known for its ability to lay down heavy fire support very well. It is generally used when someone wants to hold a position or provide fire support. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition."
icon_state = "sg29"
item_state = "sg29"
- caliber = CALIBER_10x26_CASELESS //codex
+ caliber = CALIBER_10X26_CASELESS //codex
max_shells = 300 //codex
force = 30
aim_slowdown = 0.95
@@ -1339,7 +1352,8 @@
starting_attachment_types = list(/obj/item/attachable/stock/sgstock, /obj/item/attachable/sgbarrel)
gun_skill_category = SKILL_SMARTGUN //Uses SG skill for the penalties.
attachable_offset = list("muzzle_x" = 42, "muzzle_y" = 17,"rail_x" = 15, "rail_y" = 21, "under_x" = 24, "under_y" = 14, "stock_x" = 12, "stock_y" = 13)
- fire_delay = 0.2 SECONDS
+
+ fire_delay = 0.15 SECONDS
burst_amount = 0
accuracy_mult_unwielded = 0.5
accuracy_mult = 1.1
@@ -1367,7 +1381,7 @@
icon = 'icons/Marine/gun64.dmi'
icon_state = "sg62"
item_state = "sg62"
- caliber = CALIBER_10x27_CASELESS //codex
+ caliber = CALIBER_10X27_CASELESS //codex
max_shells = 40 //codex
aim_slowdown = 0.55
wield_delay = 0.65 SECONDS
@@ -1415,7 +1429,7 @@
icon_state = "sg153"
icon = 'icons/Marine/gun64.dmi'
fire_sound = 'sound/weapons/guns/fire/spottingrifle.ogg'
- caliber = CALIBER_12x7
+ caliber = CALIBER_12X7
slot = ATTACHMENT_SLOT_UNDER
max_shells = 5
default_ammo_type =/obj/item/ammo_magazine/rifle/sg153
@@ -1493,7 +1507,7 @@
//SR-127 bolt action sniper rifle
-/obj/item/weapon/gun/rifle/sniper/antimaterial/sr127 //its a subtype of antimaterial. A little complicated, but I don't want to copypast
+/obj/item/weapon/gun/rifle/sr127
name = "\improper SR-127 Bauer bolt action rifle"
desc = "The Bauer SR-127 is the standard issue bolt action rifle used by the TGMC. Known for its long range accuracy and use by marksmen despite its age and lack of IFF, though careful aim allows fire support from behind. It has an irremoveable scope. Uses 8.6×70mm box magazines."
icon = 'icons/Marine/gun64.dmi'
@@ -1513,6 +1527,7 @@
reload_sound = 'sound/weapons/guns/sniper/SR-127/SR127_clipin.ogg'
silenced_sound = 'sound/weapons/guns/sniper/SR-127/SR127_SIL.ogg'
wield_sound = 'sound/weapons/guns/dmr/Deploy_Wave_DMR.ogg'
+ cocked_sound = 'sound/weapons/guns/sniper/SR-127/SR127_boltpull.ogg'
caliber = CALIBER_86X70 //codex
max_shells = 10 //codex
default_ammo_type = /obj/item/ammo_magazine/rifle/sr127
@@ -1534,6 +1549,7 @@
)
flags_gun_features = GUN_WIELDED_FIRING_ONLY|GUN_AMMO_COUNTER|GUN_SMOKE_PARTICLES
+ reciever_flags = AMMO_RECIEVER_REQUIRES_UNIQUE_ACTION|AMMO_RECIEVER_MAGAZINES|AMMO_RECIEVER_UNIQUE_ACTION_LOCKS|AMMO_RECIEVER_AUTO_EJECT
cock_animation = "tl127_cock"
cocked_message = "You rack the bolt!"
@@ -1562,7 +1578,7 @@
movement_acc_penalty_mult = 6
-/obj/item/weapon/gun/rifle/sniper/antimaterial/sr127/unscoped
+/obj/item/weapon/gun/rifle/sr127/unscoped
starting_attachment_types = list(/obj/item/attachable/stock/sr127stock)
//-------------------------------------------------------
@@ -1742,7 +1758,7 @@
/obj/item/weapon/gun/grenade_launcher/underslung,
/obj/item/attachable/motiondetector,
/obj/item/weapon/gun/rifle/pepperball/pepperball_mini,
- /obj/item/weapon/gun/energy/lasgun/lasrifle/pocket_beam, //RUTGMC EDIT
+ /obj/item/weapon/gun/energy/lasgun/lasrifle/pocket_beam,
)
flags_gun_features = GUN_CAN_POINTBLANK|GUN_AMMO_COUNTER|GUN_SMOKE_PARTICLES
@@ -1961,8 +1977,6 @@
/obj/item/ammo_magazine/rifle/ar12/incendiary,
)
attachable_allowed = list(
- /obj/item/attachable/scope/optical,
- /obj/item/weapon/gun/rifle/tx54/mini,
/obj/item/attachable/reddot,
/obj/item/attachable/b7_scope,
/obj/item/attachable/verticalgrip,
@@ -1970,7 +1984,6 @@
/obj/item/attachable/gyro,
/obj/item/attachable/flashlight,
/obj/item/attachable/foldable/bipod,
- /obj/item/attachable/flashlight/under,
/obj/item/attachable/magnetic_harness,
/obj/item/attachable/extended_barrel,
/obj/item/attachable/heavy_barrel,
@@ -1980,9 +1993,13 @@
/obj/item/attachable/bayonetknife/som,
/obj/item/attachable/compensator,
/obj/item/attachable/scope,
- /obj/item/attachable/scope/marine,
+ /obj/item/attachable/flashlight/under,
/obj/item/attachable/scope/mini,
+ /obj/item/attachable/scope/marine,
+ /obj/item/attachable/angledgrip,
/obj/item/attachable/motiondetector,
+ /obj/item/weapon/gun/rifle/tx54/mini,
+ /obj/item/attachable/scope/optical,
)
flags_gun_features = GUN_AMMO_COUNTER|GUN_SMOKE_PARTICLES
@@ -2272,7 +2289,7 @@
inhand_x_dimension = 64
inhand_y_dimension = 32
- caliber = CALIBER_10x26_CASELESS
+ caliber = CALIBER_10X26_CASELESS
max_shells = 200
force = 35
wield_delay = 1.5 SECONDS
@@ -2344,7 +2361,7 @@
dry_fire_sound = 'sound/weapons/guns/fire/m41a_empty.ogg'
unload_sound = 'sound/weapons/guns/interact/fal_unload.ogg'
reload_sound = 'sound/weapons/guns/interact/fal_reload.ogg'
- caliber = CALIBER_10x27_CASELESS //codex
+ caliber = CALIBER_10X27_CASELESS //codex
aim_slowdown = 0.8
wield_delay = 0.85 SECONDS
force = 20
@@ -2656,7 +2673,7 @@
slot_s_store_str = 'icons/mob/suit_slot.dmi',
slot_back_str = 'icons/mob/clothing/back.dmi',
)
- caliber = CALIBER_10x26_CASELESS //codex
+ caliber = CALIBER_10X26_CASELESS //codex
max_shells = 80 //codex
force = 20
aim_slowdown = 0.5
diff --git a/code/modules/projectiles/guns/shotguns.dm b/code/modules/projectiles/guns/shotguns.dm
index 5403d623ea4..1750e204f03 100644
--- a/code/modules/projectiles/guns/shotguns.dm
+++ b/code/modules/projectiles/guns/shotguns.dm
@@ -117,6 +117,10 @@
wield_delay = 0.8 SECONDS
akimbo_additional_delay = 0.9
+/obj/item/weapon/gun/shotgun/combat/standardmarine/beginner
+ default_ammo_type = /datum/ammo/bullet/shotgun/slug
+ starting_attachment_types = list(/obj/item/attachable/magnetic_harness, /obj/item/attachable/heavy_barrel, /obj/item/attachable/verticalgrip, /obj/item/attachable/stock/t39stock)
+
/obj/item/weapon/gun/shotgun/combat/masterkey
name = "masterkey shotgun"
desc = "A weapon-mounted, three-shot shotgun. Reloadable with any normal 12 gauge shell. The short barrel reduces the ammo's effectiveness drastically in exchange for fitting as a attachment.."
@@ -213,9 +217,6 @@
/obj/item/attachable/flashlight,
/obj/item/attachable/flashlight/under,
/obj/item/attachable/magnetic_harness,
- /obj/item/attachable/scope,
- /obj/item/attachable/scope/marine,
- /obj/item/attachable/scope/mini,
)
flags_gun_features = GUN_CAN_POINTBLANK|GUN_AMMO_COUNTER|GUN_WIELDED_FIRING_ONLY|GUN_SMOKE_PARTICLES
@@ -629,6 +630,9 @@ RU TGMC EDIT */
aim_slowdown = 0.6
movement_acc_penalty_mult = 5
+/obj/item/weapon/gun/shotgun/pump/lever/repeater/beginner
+ starting_attachment_types = list(/obj/item/attachable/magnetic_harness, /obj/item/attachable/bayonet)
+
//------------------------------------------------------
//MBX900 Lever Action Shotgun
/obj/item/weapon/gun/shotgun/pump/lever/mbx900
@@ -742,6 +746,10 @@ RU TGMC EDIT */
default_ammo_type = /datum/ammo/bullet/shotgun/buckshot
starting_attachment_types = list(/obj/item/attachable/foldable/t35stock, /obj/item/attachable/angledgrip, /obj/item/attachable/magnetic_harness)
+/obj/item/weapon/gun/shotgun/pump/t35/beginner
+ default_ammo_type = /datum/ammo/bullet/shotgun/slug
+ starting_attachment_types = list(/obj/item/attachable/foldable/t35stock, /obj/item/attachable/gyro, /obj/item/attachable/magnetic_harness, /obj/item/attachable/bayonet)
+
//-------------------------------------------------------
//THE MYTH, THE GUN, THE LEGEND, THE DEATH, THE ZX
diff --git a/code/modules/projectiles/guns/smgs.dm b/code/modules/projectiles/guns/smgs.dm
index 3370b484b02..9760f395c55 100644
--- a/code/modules/projectiles/guns/smgs.dm
+++ b/code/modules/projectiles/guns/smgs.dm
@@ -49,7 +49,6 @@
type_of_casings = null
default_ammo_type = /obj/item/ammo_magazine/smg/mp19
allowed_ammo_types = list(/obj/item/ammo_magazine/smg/mp19)
-
w_class = WEIGHT_CLASS_NORMAL
attachable_allowed = list(
/obj/item/attachable/suppressor,
@@ -422,7 +421,6 @@
default_ammo_type = /obj/item/ammo_magazine/smg/uzi
allowed_ammo_types = list(/obj/item/ammo_magazine/smg/uzi, /obj/item/ammo_magazine/smg/uzi/extended)
attachable_offset = list("muzzle_x" = 30, "muzzle_y" = 20,"rail_x" = 11, "rail_y" = 27, "under_x" = 22, "under_y" = 16, "stock_x" = 22, "stock_y" = 16)
-
fire_delay = 0.15 SECONDS
burst_amount = 4
accuracy_mult_unwielded = 0.9
@@ -745,3 +743,6 @@
movement_acc_penalty_mult = 0.1
upper_akimbo_accuracy = 5
lower_akimbo_accuracy = 5
+
+/obj/item/weapon/gun/smg/vector/beginner
+ starting_attachment_types = list(/obj/item/attachable/compensator, /obj/item/attachable/magnetic_harness, /obj/item/attachable/lasersight)
diff --git a/code/modules/projectiles/guns/specialist.dm b/code/modules/projectiles/guns/specialist.dm
index 18131866893..49bbbc24c07 100644
--- a/code/modules/projectiles/guns/specialist.dm
+++ b/code/modules/projectiles/guns/specialist.dm
@@ -427,7 +427,7 @@ Note that this means that snipers will have a slowdown of 3, due to the scope
item_state = "minigun_sg"
fire_animation = "minigun_sg_fire"
max_shells = 2000 //codex
- caliber = CALIBER_10x26_CASELESS //codex
+ caliber = CALIBER_10X26_CASELESS //codex
allowed_ammo_types = list(/obj/item/ammo_magazine/minigun_powerpack/smartgun)
wield_delay = 1.5 SECONDS
flags_gun_features = GUN_AMMO_COUNTER|GUN_WIELDED_FIRING_ONLY|GUN_IFF|GUN_SMOKE_PARTICLES
@@ -959,7 +959,6 @@ Note that this means that snipers will have a slowdown of 3, due to the scope
attachable_offset = list("muzzle_x" = 33, "muzzle_y" = 18,"rail_x" = 31, "rail_y" = 23, "under_x" = 19, "under_y" = 14, "stock_x" = 19, "stock_y" = 14)
attachable_allowed = list(
/obj/item/attachable/magnetic_harness,
- /obj/item/attachable/scope/marine,
)
flags_gun_features = GUN_WIELDED_FIRING_ONLY|GUN_WIELDED_STABLE_FIRING_ONLY|GUN_AMMO_COUNTER
diff --git a/code/modules/projectiles/handful.dm b/code/modules/projectiles/handful.dm
new file mode 100644
index 00000000000..0698a2be023
--- /dev/null
+++ b/code/modules/projectiles/handful.dm
@@ -0,0 +1,75 @@
+/obj/item/ammo_magazine/handful
+ name = "generic handful of bullets or shells"
+ desc = "A handful of rounds to reload on the go."
+ flags_equip_slot = null // It only fits into pockets and such.
+ w_class = WEIGHT_CLASS_SMALL
+ current_rounds = 1 // So it doesn't get autofilled for no reason.
+ max_rounds = 5 // For shotguns, though this will be determined by the handful type when generated.
+ flags_atom = CONDUCT|DIRLOCK
+ flags_magazine = MAGAZINE_HANDFUL|MAGAZINE_REFILLABLE
+ attack_speed = 3 // should make reloading less painful
+ icon = 'icons/obj/items/ammo/handful.dmi'
+ icon_state_mini = "bullets"
+
+/obj/item/ammo_magazine/handful/repeater
+ name = "handful of heavy impact rifle bullet (.45-70 Government)"
+ icon_state = "bullet"
+ current_rounds = 8
+ max_rounds = 8
+ default_ammo = /datum/ammo/bullet/rifle/repeater
+ caliber = CALIBER_4570
+
+/obj/item/ammo_magazine/handful/slug
+ name = "handful of shotgun slug (12 gauge)"
+ icon_state = "shotgun slug"
+ current_rounds = 5
+ default_ammo = /datum/ammo/bullet/shotgun/slug
+ caliber = CALIBER_12G
+
+/obj/item/ammo_magazine/handful/buckshot
+ name = "handful of shotgun buckshot shells (12g)"
+ icon_state = "shotgun buckshot shell"
+ current_rounds = 5
+ default_ammo = /datum/ammo/bullet/shotgun/buckshot
+ caliber = CALIBER_12G
+
+/obj/item/ammo_magazine/handful/flechette
+ name = "handful of shotgun flechette shells (12g)"
+ icon_state = "shotgun flechette shell"
+ current_rounds = 5
+ default_ammo = /datum/ammo/bullet/shotgun/flechette
+ caliber = CALIBER_12G
+
+/obj/item/ammo_magazine/handful/incendiary
+ name = "handful of shotgun incendiary shells (12g)"
+ icon_state = "incendiary slug"
+ current_rounds = 5
+ default_ammo = /datum/ammo/bullet/shotgun/incendiary
+ caliber = CALIBER_12G
+
+/obj/item/ammo_magazine/handful/micro_grenade
+ name = "handful of airburst micro grenades (10g)"
+ icon_state = "micro_grenade_airburst"
+ icon_state_mini = "40mm_cyan"
+ current_rounds = 3
+ max_rounds = 3
+ default_ammo = /datum/ammo/bullet/micro_rail/airburst
+ caliber = CALIBER_10G_RAIL
+
+/obj/item/ammo_magazine/handful/micro_grenade/dragonbreath
+ name = "handful of dragon's breath micro grenades (10g)"
+ icon_state = "micro_grenade_incendiary"
+ icon_state_mini = "40mm_orange"
+ default_ammo = /datum/ammo/bullet/micro_rail/dragonbreath
+
+/obj/item/ammo_magazine/handful/micro_grenade/cluster
+ name = "handful of clustermunition micro grenades (10g)"
+ icon_state = "micro_grenade_cluster"
+ icon_state_mini = "40mm_red"
+ default_ammo = /datum/ammo/bullet/micro_rail/cluster
+
+/obj/item/ammo_magazine/handful/micro_grenade/smoke_burst
+ name = "handful of smoke burst micro grenades (10g)"
+ icon_state = "micro_grenade_smoke"
+ icon_state_mini = "40mm_blue"
+ default_ammo = /datum/ammo/bullet/micro_rail/smoke_burst
diff --git a/code/modules/projectiles/magazines/energy.dm b/code/modules/projectiles/magazines/energy.dm
index cd558200f2e..260e4d93642 100644
--- a/code/modules/projectiles/magazines/energy.dm
+++ b/code/modules/projectiles/magazines/energy.dm
@@ -3,7 +3,7 @@
/obj/item/cell/lasgun
name = "\improper lasgun Battery"
desc = "A specialized high density battery used to power lasguns."
- icon = 'icons/obj/items/ammo.dmi'
+ icon = 'icons/obj/items/ammo/energy.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/inhands/weapons/ammo_left.dmi',
slot_r_hand_str = 'icons/mob/inhands/weapons/ammo_right.dmi',
@@ -57,6 +57,7 @@
icon_state = "te"
icon_state_mini = "mag_cell_te"
maxcharge = 600
+
/obj/item/cell/lasgun/lasrifle/recharger
name = "\improper Terra Experimental recharger battery"
desc = "A prototype high density battery reverse-engineered from captured Volkite equipment. Due to developmental constraints and less than stellar jury-rigging, as well as space taken up by the recharger component, it boasts sub-par capacity."
@@ -65,6 +66,7 @@
self_recharge = TRUE
charge_amount = 12 //balanced around recharging 1 standard laser rifle shot per second
charge_delay = 1 SECONDS
+
/obj/item/cell/lasgun/fob_sentry/cell
maxcharge = INFINITY
@@ -73,7 +75,6 @@
/obj/item/cell/lasgun/volkite
name = "\improper volkite energy cell"
desc = "A specialized high density battery used to power volkite weaponry."
- icon = 'icons/obj/items/ammo.dmi'
icon_state = "volkite"
maxcharge = 1440
w_class = WEIGHT_CLASS_NORMAL
@@ -84,7 +85,6 @@
/obj/item/cell/lasgun/volkite/small
name = "\improper compact volkite energy cell"
desc = "A specialized compact battery used to power the smallest volkite weaponry."
- icon = 'icons/obj/items/ammo.dmi'
icon_state = "volkite_small"
maxcharge = 540
w_class = WEIGHT_CLASS_SMALL
@@ -93,7 +93,6 @@
/obj/item/cell/lasgun/volkite/turret
name = "\improper volkite nuclear energy cell"
desc = "A nuclear powered battery designed for certain heavy SOM machinery like sentries. Slowly charges over time."
- icon = 'icons/obj/items/ammo.dmi'
icon_state = "volkite_turret"
maxcharge = 1800
w_class = WEIGHT_CLASS_NORMAL
diff --git a/code/modules/projectiles/magazines/flamer.dm b/code/modules/projectiles/magazines/flamer.dm
index 83d2334e811..88871609779 100644
--- a/code/modules/projectiles/magazines/flamer.dm
+++ b/code/modules/projectiles/magazines/flamer.dm
@@ -1,11 +1,9 @@
-
-
//Flame thrower.
-
/obj/item/ammo_magazine/flamer_tank
name = "incinerator tank"
desc = "A fuel tank of usually ultra thick napthal, a sticky combustable liquid chemical, for use in the FL-240 incinerator unit. Handle with care."
icon_state = "flametank"
+ icon = 'icons/obj/items/ammo/flamer.dmi'
max_rounds = 50 //Per turf.
current_rounds = 50
reload_delay = 2 SECONDS
diff --git a/code/modules/projectiles/magazines/misc.dm b/code/modules/projectiles/magazines/misc.dm
index 680443c5fdf..401f2426094 100644
--- a/code/modules/projectiles/magazines/misc.dm
+++ b/code/modules/projectiles/magazines/misc.dm
@@ -3,6 +3,7 @@
/obj/item/ammo_magazine/packet
name = "box of some kind of ammo"
desc = "A packet containing some kind of ammo."
+ icon = 'icons/obj/items/ammo/packet.dmi'
icon_state_mini = "ammo_packet"
w_class = WEIGHT_CLASS_NORMAL
@@ -62,7 +63,7 @@
/obj/item/ammo_magazine/packet/p10x265mm
name = "box of 10x26.5mm"
desc = "A box containing 100 rounds of 10x26.5mm caseless."
- caliber = CALIBER_10x265_CASELESS
+ caliber = CALIBER_10X265_CASELESS
icon_state = "box_10x265mm"
default_ammo = /datum/ammo/bullet/rifle/br64
current_rounds = 100
@@ -71,7 +72,7 @@
/obj/item/ammo_magazine/packet/p10x27mm
name = "box of 10x27mm"
desc = "A box containing 100 rounds of 10x27mm caseless."
- caliber = CALIBER_10x27_CASELESS
+ caliber = CALIBER_10X27_CASELESS
icon_state = "box_10x27mm"
default_ammo = /datum/ammo/bullet/rifle/dmr37
current_rounds = 100
@@ -110,7 +111,7 @@
desc = "A hefty container stuffed to the absolute brim with 500 rounds for the SG-85 powerpack."
icon_state = "box_smartminigun"
default_ammo = /datum/ammo/bullet/smart_minigun
- caliber = CALIBER_10x26_CASELESS
+ caliber = CALIBER_10X26_CASELESS
current_rounds = 500
max_rounds = 500
w_class = WEIGHT_CLASS_NORMAL
@@ -124,6 +125,18 @@
current_rounds = 150
max_rounds = 150
+/obj/item/ammo_magazine/packet/scout_rifle/impact
+ name = "Box of A19 high velocity impact bullets"
+ desc = "A box containing 150 rounds of A19 impact high velocity."
+ icon_state = "box_tx8_impact"
+ default_ammo = /datum/ammo/bullet/rifle/tx8/impact
+
+/obj/item/ammo_magazine/packet/scout_rifle/incendiary
+ name = "Box of A19 high velocity incendiary bullets"
+ desc = "A box containing 150 rounds of A19 incendiary high velocity."
+ icon_state = "box_tx8_incendiary"
+ default_ammo = /datum/ammo/bullet/rifle/tx8/incendiary
+
/obj/item/ammo_magazine/packet/sr81
name = "box of low-pressure 8.6x70mm"
desc = "A box containing 120 rounds of 8.6x70mm low velocity."
@@ -237,7 +250,7 @@
name = "packet of 10x26mm"
desc = "A packet containing 100 rounds of 10x26mm caseless."
icon_state = "box_10x26mm"
- caliber = CALIBER_10x26_CASELESS
+ caliber = CALIBER_10X26_CASELESS
default_ammo = /datum/ammo/bullet/rifle/machinegun
w_class = WEIGHT_CLASS_SMALL
current_rounds = 100
@@ -277,7 +290,6 @@
/obj/item/ammo_magazine/packet/long_special
name = "box of .44 Long Special"
desc = "A packet containing 40 rounds of .44 Long Special."
- icon = 'icons/obj/items/ammo.dmi'
icon_state = "44LSbox"
default_ammo = /datum/ammo/bullet/revolver/rifle
caliber = CALIBER_44LS
@@ -288,10 +300,9 @@
/obj/item/ammo_magazine/packet/t25
name = "box of 10x26mm high-pressure"
desc = "A box containing 300 rounds of 10x26mm 'HP' caseless tuned for a smartgun."
- icon = 'icons/obj/items/ammo.dmi'
icon_state = "box_t25"
default_ammo = /datum/ammo/bullet/rifle/t25
- caliber = CALIBER_10x26_CASELESS
+ caliber = CALIBER_10X26_CASELESS
current_rounds = 300
max_rounds = 300
@@ -307,7 +318,6 @@
/obj/item/ammo_magazine/packet/t500
name = "packet of .500 Nigro Express"
- icon = 'icons/obj/items/ammo.dmi'
icon_state = "boxt500"
default_ammo = /datum/ammo/bullet/revolver/t500
caliber = CALIBER_500
@@ -328,10 +338,9 @@
/obj/item/ammo_magazine/packet/standard_magnum
name = "packet of .12x7mm"
- icon = 'icons/obj/items/ammo.dmi'
icon_state = "box_t76"
default_ammo = /datum/ammo/bullet/revolver/t76
- caliber = CALIBER_12x7
+ caliber = CALIBER_12X7
w_class = WEIGHT_CLASS_SMALL
current_rounds = 50
max_rounds = 50
@@ -375,22 +384,19 @@
/obj/item/ammo_magazine/packet/p10x265mm/ap
desc = "A box containing 100 armor piercing rounds of 10x26.5mm caseless."
- icon = 'icons/obj/items/ammo.dmi'
icon_state = "box_10x265mm_ap"
default_ammo = /datum/ammo/bullet/rifle/br64/ap
/obj/item/ammo_magazine/packet/p10x20mm/ap
desc = "A packet containing 125 rounds of 10x20mm caseless."
- icon = 'icons/obj/items/ammo.dmi'
icon_state = "box_10x20mm_ap"
default_ammo = /datum/ammo/bullet/smg/ap
/obj/item/ammo_magazine/packet/sg62
name = "box of 10x27mm"
desc = "A box containing 200 rounds of 10x27mm caseless."
- icon = 'icons/obj/items/ammo.dmi'
icon_state = "box_sg62"
default_ammo = /datum/ammo/bullet/sg62
- caliber = CALIBER_10x27_CASELESS
+ caliber = CALIBER_10X27_CASELESS
current_rounds = 200
max_rounds = 200
diff --git a/code/modules/projectiles/magazines/mounted.dm b/code/modules/projectiles/magazines/mounted.dm
index 8b169740b72..c01517bb952 100644
--- a/code/modules/projectiles/magazines/mounted.dm
+++ b/code/modules/projectiles/magazines/mounted.dm
@@ -48,7 +48,7 @@
icon_state = "mag"
icon_state_mini = "mag_drum_big_armygreen"
flags_magazine = NONE
- caliber = CALIBER_10x27_CASELESS
+ caliber = CALIBER_10X27_CASELESS
max_rounds = 150
default_ammo = /datum/ammo/bullet/rifle/heavy
reload_delay = 1 SECONDS
@@ -95,7 +95,6 @@
icon_state = "ags_mag_pgas"
default_ammo = /datum/ammo/grenade_container/agls37/tanglefoot
-
/obj/item/ammo_magazine/at36
name = "AT-36 AP-HE shell (37mm Shell)"
desc = "A 37mm shell for light anti tank guns. Will penetrate walls and fortifications, before hitting a target and exploding, has less payload and punch than usual rounds."
@@ -141,7 +140,7 @@
name = "MG-2005 box magazine (7.62x51mm)"
desc = "A box of 1000 rounds for the MG-2005 mounted minigun."
w_class = WEIGHT_CLASS_BULKY
- icon = 'icons/obj/items/ammo.dmi'
+ icon = 'icons/obj/items/ammo/stationary.dmi'
icon_state = "minigun"
flags_magazine = NONE
caliber = CALIBER_762X51
diff --git a/code/modules/projectiles/magazines/pistols.dm b/code/modules/projectiles/magazines/pistols.dm
index a12a25591ad..416e6545abf 100644
--- a/code/modules/projectiles/magazines/pistols.dm
+++ b/code/modules/projectiles/magazines/pistols.dm
@@ -32,35 +32,37 @@
name = "\improper RT-3 magazine (9mm)"
desc = "A pistol magazine."
caliber = CALIBER_9X19
+ icon = 'icons/obj/items/ammo/pistol.dmi'
icon_state = "m4a3"
max_rounds = 14
w_class = WEIGHT_CLASS_SMALL
default_ammo = /datum/ammo/bullet/pistol
icon_state_mini = "mag_pistol_orange"
+ ammo_band_icon = "m4a3_band"
/obj/item/ammo_magazine/pistol/hp
name = "\improper M4A3 hollowpoint magazine (9mm)"
- icon_state = "m4a3_hp"
default_ammo = /datum/ammo/bullet/pistol/hollow
icon_state_mini = "mag_pistol_blue"
+ ammo_band_color = AMMO_BAND_COLOR_HOLLOWPOINT
/obj/item/ammo_magazine/pistol/ap
name = "\improper M4A3 AP magazine (9mm)"
- icon_state = "m4a3_ap"
default_ammo = /datum/ammo/bullet/pistol/ap
icon_state_mini = "mag_pistol_green"
+ ammo_band_color = AMMO_BAND_COLOR_AP
/obj/item/ammo_magazine/pistol/incendiary
name = "\improper M4A3 incendiary magazine (9mm)"
- icon_state = "m4a3_incendiary"
default_ammo = /datum/ammo/bullet/pistol/incendiary
icon_state_mini = "mag_pistol_red"
+ ammo_band_color = AMMO_BAND_COLOR_INCENDIARY
/obj/item/ammo_magazine/pistol/extended
name = "\improper M4A3 extended magazine (9mm)"
max_rounds = 24
- icon_state = "m4a3_ext"
icon_state_mini = "mag_pistol_yellow"
+ ammo_band_color = AMMO_BAND_COLOR_EXTENDED
//-------------------------------------------------------
//P-1911
@@ -218,18 +220,20 @@
icon_state = "v11"
icon_state_mini = "mag_pistol_normal"
max_rounds = 18
+ ammo_band_icon = "v11_band"
/obj/item/ammo_magazine/pistol/som/incendiary
name = "\improper V-11 incendiary magazine (9mm)"
- icon_state = "v11_incend"
default_ammo = /datum/ammo/bullet/pistol/incendiary
icon_state_mini = "mag_pistol_red"
+ ammo_band_color = AMMO_BAND_COLOR_INCENDIARY
/obj/item/ammo_magazine/pistol/som/extended
name = "\improper V-11 extended magazine (9mm)"
max_rounds = 30
icon_state = "v11_extended"
icon_state_mini = "mag_pistol_yellow"
+ ammo_band_color = AMMO_BAND_COLOR_EXTENDED
//-------------------------------------------------------
//PL-5
diff --git a/code/modules/projectiles/magazines/revolvers.dm b/code/modules/projectiles/magazines/revolvers.dm
index 75de1d988cd..b790b4617c3 100644
--- a/code/modules/projectiles/magazines/revolvers.dm
+++ b/code/modules/projectiles/magazines/revolvers.dm
@@ -4,6 +4,7 @@
default_ammo = /datum/ammo/bullet/revolver
flags_equip_slot = NONE
caliber = CALIBER_44
+ icon = 'icons/obj/items/ammo/revolver.dmi'
icon_state = "m44"
icon_state_mini = "mag_revolver_bronze"
w_class = WEIGHT_CLASS_SMALL
@@ -12,7 +13,6 @@
/obj/item/ammo_magazine/revolver/rifle
name = "\improper M1855 speed loader (.44LS)"
desc = "A speed loader for the M1855, with special design to make it possible to speedload a rifle. Longer version of .44 Magnum, with uranium-neodimium core."
- icon = 'icons/obj/items/ammo.dmi'
icon_state = "44LS"
default_ammo = /datum/ammo/bullet/revolver/rifle
caliber = CALIBER_44LS
@@ -20,13 +20,10 @@
/obj/item/ammo_magazine/revolver/t500
name = "\improper R-500 speed loader (.500)"
- icon = 'icons/obj/items/ammo.dmi'
icon_state = "t500"
desc = "A R-500 BF revolver speed loader."
default_ammo = /datum/ammo/bullet/revolver/t500
- flags_equip_slot = NONE
caliber = CALIBER_500
- w_class = WEIGHT_CLASS_SMALL
max_rounds = 5
/obj/item/ammo_magazine/revolver/t500/slavs
@@ -114,6 +111,6 @@
desc = "A revolver speed loader for the R-76 Magnum, mind your shoulder, will stun most moderately sized targets on impact."
default_ammo = /datum/ammo/bullet/revolver/t76
max_rounds = 5
- caliber = CALIBER_12x7
+ caliber = CALIBER_12X7
icon_state = "t76"
icon_state_mini = "mag_revolver_red"
diff --git a/code/modules/projectiles/magazines/rifles.dm b/code/modules/projectiles/magazines/rifles.dm
index 08defd211f7..6bbc909a885 100644
--- a/code/modules/projectiles/magazines/rifles.dm
+++ b/code/modules/projectiles/magazines/rifles.dm
@@ -1,10 +1,7 @@
-
-
-
//-------------------------------------------------------
//M41A PULSE RIFLE AMMUNITION
-/obj/item/ammo_magazine/rifle/
+/obj/item/ammo_magazine/rifle
name = "\improper PR-412 magazine (10x24mm)"
desc = "A 10mm assault rifle magazine."
caliber = CALIBER_10X24_CASELESS
@@ -13,30 +10,31 @@
w_class = WEIGHT_CLASS_NORMAL
default_ammo = /datum/ammo/bullet/rifle
max_rounds = 40
+ ammo_band_icon = "m412_band"
/obj/item/ammo_magazine/rifle/extended
name = "\improper PR-412 extended magazine (10x24mm)"
desc = "A 10mm assault extended rifle magazine."
- icon_state = "m412_ext"
icon_state_mini = "mag_rifle_big_yellow"
max_rounds = 60
bonus_overlay = "m412_ex"
+ ammo_band_color = AMMO_BAND_COLOR_EXTENDED
/obj/item/ammo_magazine/rifle/incendiary
name = "\improper PR-412 incendiary magazine (10x24mm)"
desc = "A 10mm assault rifle magazine."
- icon_state = "m412_incendiary"
icon_state_mini = "mag_rifle_big_red"
default_ammo = /datum/ammo/bullet/rifle/incendiary
bonus_overlay = "m412_incend"
+ ammo_band_color = AMMO_BAND_COLOR_INCENDIARY
/obj/item/ammo_magazine/rifle/ap
name = "\improper PR-412 AP magazine (10x24mm)"
desc = "A 10mm armor piercing magazine."
- icon_state = "m412_ap"
icon_state_mini = "mag_rifle_big_green"
default_ammo = /datum/ammo/bullet/rifle/ap
bonus_overlay = "m412_ap"
+ ammo_band_color = AMMO_BAND_COLOR_AP
//-------------------------------------------------------
//ar18 Carbine
@@ -52,6 +50,24 @@
default_ammo = /datum/ammo/bullet/rifle
max_rounds = 36
+/obj/item/ammo_magazine/rifle/ar18/ap
+ name = "\improper AR-18 AP magazine (10x24mm)"
+ desc = "A 10mm armor piercing carbine magazine."
+ ammo_band_color = AMMO_BAND_COLOR_AP
+ default_ammo = /datum/ammo/bullet/rifle/ap
+
+/obj/item/ammo_magazine/rifle/ar18/incendiary
+ name = "\improper AR-18 incendiary magazine (10x24mm)"
+ desc = "A 10mm incendiary carbine magazine."
+ ammo_band_color = AMMO_BAND_COLOR_INCENDIARY
+ default_ammo = /datum/ammo/bullet/rifle/incendiary
+
+/obj/item/ammo_magazine/rifle/ar18/hp
+ name = "\improper AR-18 HP magazine (10x24mm)"
+ desc = "A 10mm hollow-point carbine magazine."
+ ammo_band_color = AMMO_BAND_COLOR_HOLLOWPOINT
+ default_ammo = /datum/ammo/bullet/rifle/hp
+
//-------------------------------------------------------
//AR12 Assault Rifle
@@ -66,13 +82,31 @@
default_ammo = /datum/ammo/bullet/rifle
max_rounds = 50
+/obj/item/ammo_magazine/rifle/ar12/ap
+ name = "\improper AR-12 AP magazine (10x24mm)"
+ desc = "A 10mm armor piercing assault rifle magazine."
+ ammo_band_color = AMMO_BAND_COLOR_AP
+ default_ammo = /datum/ammo/bullet/rifle/ap
+
+/obj/item/ammo_magazine/rifle/ar12/incendiary
+ name = "\improper AR-12 incendiary magazine (10x24mm)"
+ desc = "A 10mm incendiary assault rifle magazine."
+ ammo_band_color = AMMO_BAND_COLOR_INCENDIARY
+ default_ammo = /datum/ammo/bullet/rifle/incendiary
+
+/obj/item/ammo_magazine/rifle/ar12/hp
+ name = "\improper AR-12 HP magazine (10x24mm)"
+ desc = "A 10mm hollow-point assault rifle magazine."
+ ammo_band_color = AMMO_BAND_COLOR_HOLLOWPOINT
+ default_ammo = /datum/ammo/bullet/rifle/hp
+
//-------------------------------------------------------
//DMR37
/obj/item/ammo_magazine/rifle/dmr37
name = "\improper DMR-37 magazine (10x27mm)"
desc = "A 10mm DMR magazine."
- caliber = CALIBER_10x27_CASELESS
+ caliber = CALIBER_10X27_CASELESS
icon_state = "t37"
icon_state_mini = "mag_rifle_big"
w_class = WEIGHT_CLASS_NORMAL
@@ -85,12 +119,19 @@
/obj/item/ammo_magazine/rifle/br64
name = "\improper BR-64 magazine (10x26.5mm)"
desc = "A 10mm battle rifle magazine."
- caliber = CALIBER_10x265_CASELESS
+ caliber = CALIBER_10X265_CASELESS
icon_state = "t64"
icon_state_mini = "mag_rifle_big"
w_class = WEIGHT_CLASS_NORMAL
default_ammo = /datum/ammo/bullet/rifle/br64
max_rounds = 36
+ ammo_band_icon = "t64_band"
+
+/obj/item/ammo_magazine/rifle/br64/ap
+ name = "\improper BR-64 AP magazine (10x26.5mm)"
+ desc = "A 10mm armor piercing battle rifle magazine."
+ default_ammo = /datum/ammo/bullet/rifle/br64/ap
+ ammo_band_color = AMMO_BAND_COLOR_AP
//-------------------------------------------------------
//M41A TRUE AND ORIGINAL
@@ -233,7 +274,7 @@
desc = "A belt box for the MG-60 general purpose machinegun."
icon_state = "t60"
icon_state_mini = "mag_gpmg"
- caliber = CALIBER_10x26_CASELESS
+ caliber = CALIBER_10X26_CASELESS
default_ammo = /datum/ammo/bullet/rifle/machinegun
w_class = WEIGHT_CLASS_NORMAL
max_rounds = 200
@@ -305,11 +346,11 @@
/obj/item/ammo_magazine/sg29
name = "\improper SG-29 drum magazine"
desc = "A wide drum magazine carefully filled to capacity with 10x26mm specialized smart rounds."
- caliber = CALIBER_10x26_CASELESS
+ caliber = CALIBER_10X26_CASELESS
icon_state = "sg29"
icon_state_mini = "mag_sg29"
w_class = WEIGHT_CLASS_NORMAL
- default_ammo = /datum/ammo/bullet/sg29
+ default_ammo = /datum/ammo/bullet/rifle/t25
max_rounds = 250
reload_delay = 1.3 SECONDS
@@ -319,7 +360,7 @@
/obj/item/ammo_magazine/rifle/sg62
name = "\improper SG-62 magazine (10x27mm HV)"
desc = "A magazine filled with 10x27mm specialized smart rounds."
- caliber = CALIBER_10x27_CASELESS
+ caliber = CALIBER_10X27_CASELESS
icon_state = "sg62"
w_class = WEIGHT_CLASS_NORMAL
default_ammo = /datum/ammo/bullet/sg62
@@ -332,7 +373,7 @@
/obj/item/ammo_magazine/rifle/sg153
name = "\improper SG-153 magazine (12x7mm)"
desc = "A magazine filled with 12x7mm lethal smart rounds, these will do nothing other than pack a big punch."
- caliber = CALIBER_12x7
+ caliber = CALIBER_12X7
icon_state = "sg153"
w_class = WEIGHT_CLASS_SMALL
default_ammo = /datum/ammo/bullet/sg153
@@ -399,14 +440,15 @@
default_ammo = /datum/ammo/bullet/sniper/pfc
max_rounds = 10
bonus_overlay = "tl127_mag"
+ ammo_band_icon = "tl127_band"
/obj/item/ammo_magazine/rifle/sr127/flak
name = "SR-127 bolt action rifle flak magazine"
desc = "A box magazine filled with 8.6x70mm rifle flak rounds for the SR-127."
- icon_state = "tl127_flak"
icon_state_mini = "mag_sniper_blue"
default_ammo = /datum/ammo/bullet/sniper/pfc/flak
bonus_overlay = "tl127_flak"
+ ammo_band_color = AMMO_BAND_COLOR_IMPACT
//-------------------------------------------------------
//Marine magazine automatic sniper, or the SR-81.
@@ -442,6 +484,33 @@
default_ammo = /datum/ammo/bullet/rifle/heavy
max_rounds = 30
+/obj/item/ammo_magazine/rifle/ar21/extended
+ name = "\improper AR-21 extended skirmish rifle magazine"
+ desc = "A extended magazine filled with 10x25mm rifle rounds for the AR-21."
+ icon_state = "t21_ext"
+ max_rounds = 50
+ icon_state_mini = "mag_rifle_big_yellow"
+ ammo_band_color = AMMO_BAND_COLOR_EXTENDED
+ bonus_overlay = "t21_ext"
+
+/obj/item/ammo_magazine/rifle/ar21/ap
+ name = "\improper AR-21 skirmish AP rifle magazine"
+ desc = "A magazine filled with 10x25mm armor piercing rifle rounds for the AR-21."
+ ammo_band_color = AMMO_BAND_COLOR_AP
+ default_ammo = /datum/ammo/bullet/rifle/heavy/ap
+
+/obj/item/ammo_magazine/rifle/ar21/incendiary
+ name = "\improper AR-21 skirmish incendiary rifle magazine"
+ desc = "A magazine filled with 10x25mm incendiary rifle rounds for the AR-21."
+ ammo_band_color = AMMO_BAND_COLOR_INCENDIARY
+ default_ammo = /datum/ammo/bullet/rifle/heavy/incendiary
+
+/obj/item/ammo_magazine/rifle/ar21/hp
+ name = "\improper AR-21 skirmish HP rifle magazine"
+ desc = "A magazine filled with 10x25mm armor-piercing rifle rounds for the AR-21."
+ ammo_band_color = AMMO_BAND_COLOR_HOLLOWPOINT
+ default_ammo = /datum/ammo/bullet/rifle/heavy/hp
+
//ALF-51B
/obj/item/ammo_magazine/rifle/alf_machinecarbine
@@ -473,6 +542,7 @@
name = "\improper 20mm airburst grenade magazine"
desc = "A 20mm magazine loaded with airburst grenades. For use with the GL-54 or AR-55."
caliber = CALIBER_20MM
+ icon = 'icons/obj/items/ammo/misc.dmi'
icon_state = "tx54_airburst"
icon_state_mini = "mag_sniper_blue"
w_class = WEIGHT_CLASS_NORMAL
@@ -485,7 +555,6 @@
name = "\improper 20mm incendiary grenade magazine"
desc = "A 20mm magazine loaded with incendiary grenades. For use with the GL-54 or AR-55."
default_ammo = /datum/ammo/tx54/incendiary
- icon_state = "tx54_airburst"
icon_state_mini = "mag_sniper_orange"
greyscale_colors = COLOR_AMMO_INCENDIARY
@@ -493,7 +562,6 @@
name = "\improper 20mm tactical smoke grenade magazine"
desc = "A 20mm magazine loaded with tactical smoke grenades. For use with the GL-54 or AR-55."
default_ammo = /datum/ammo/tx54/smoke
- icon_state = "tx54_airburst"
icon_state_mini = "mag_sniper_green"
greyscale_colors = COLOR_AMMO_TACTICAL_SMOKE
@@ -501,7 +569,6 @@
name = "\improper 20mm smoke grenade magazine"
desc = "A 20mm magazine loaded with smoke grenades. For use with the GL-54 or AR-55."
default_ammo = /datum/ammo/tx54/smoke/dense
- icon_state = "tx54_airburst"
icon_state_mini = "mag_sniper_cyan"
greyscale_colors = COLOR_AMMO_SMOKE
@@ -509,7 +576,6 @@
name = "\improper 20mm tanglefoot grenade magazine"
desc = "A 20mm magazine loaded with tanglefoot grenades. For use with the GL-54 or AR-55."
default_ammo = /datum/ammo/tx54/smoke/tangle
- icon_state = "tx54_airburst"
icon_state_mini = "mag_sniper_purple"
greyscale_colors = COLOR_AMMO_TANGLEFOOT
@@ -517,7 +583,6 @@
name = "\improper 20mm razorburn grenade magazine"
desc = "A 20mm magazine loaded with razorburn grenades. For use with the GL-54 or AR-55."
default_ammo = /datum/ammo/tx54/razor
- icon_state = "tx54_airburst"
icon_state_mini = "mag_sniper_yellow"
greyscale_colors = COLOR_AMMO_RAZORBURN
@@ -545,23 +610,21 @@
w_class = WEIGHT_CLASS_NORMAL
default_ammo = /datum/ammo/bullet/rifle
max_rounds = 50
+ ammo_band_icon = "v31_band"
/obj/item/ammo_magazine/rifle/som/ap
name = "\improper V-31 AP magazine (10x24mm)"
desc = "A 10mm rifle magazine designed for the V-31, loaded with armor piercing rounds."
- caliber = CALIBER_10X24_CASELESS
- icon_state = "v31_ap"
icon_state_mini = "mag_thin_green"
- w_class = WEIGHT_CLASS_NORMAL
default_ammo = /datum/ammo/bullet/rifle/hv
- max_rounds = 50
+ ammo_band_color = AMMO_BAND_COLOR_AP
/obj/item/ammo_magazine/rifle/som/incendiary
name = "\improper V-31 incendiary magazine (10x24mm)"
desc = "A 10mm rifle magazine designed for the V-31, loaded with incendiary rounds."
- icon_state = "v31_incend"
icon_state_mini = "mag_thin_red"
default_ammo = /datum/ammo/bullet/rifle/incendiary
+ ammo_band_color = AMMO_BAND_COLOR_INCENDIARY
//-------------------------------------------------------
//V-41 Machine Gun
@@ -571,7 +634,7 @@
desc = "A drum magazine for the V-41 machinegun."
icon_state = "v41"
icon_state_mini = "mag_drum_big_long"
- caliber = CALIBER_10x26_CASELESS
+ caliber = CALIBER_10X26_CASELESS
default_ammo = /datum/ammo/bullet/rifle/som_machinegun
w_class = WEIGHT_CLASS_NORMAL
max_rounds = 200
@@ -583,7 +646,7 @@
/obj/item/ammo_magazine/rifle/icc_sharpshooter
name = "\improper L-11 sharpshooter rifle magazine (10x27mm)"
desc = "A 10mm DMR magazine."
- caliber = CALIBER_10x27_CASELESS
+ caliber = CALIBER_10X27_CASELESS
icon_state = "l11"
icon_state_mini = "mag_rifle"
w_class = WEIGHT_CLASS_NORMAL
@@ -652,23 +715,13 @@
/obj/item/ammo_magazine/rifle/t25
name = "\improper T-25 magazine (10x26mm)"
desc = "A 10mm assault rifle magazine."
- caliber = CALIBER_10x26_CASELESS
- icon = 'icons/obj/items/ammo.dmi'
+ caliber = CALIBER_10X26_CASELESS
icon_state = "t25"
w_class = WEIGHT_CLASS_NORMAL
default_ammo = /datum/ammo/bullet/rifle/t25
max_rounds = 80
icon_state_mini = "mag_rifle_big"
-/obj/item/ammo_magazine/rifle/ar21/extended
- name = "\improper AR-21 extended skirmish rifle magazine"
- desc = "A extended magazine filled with 10x25mm rifle rounds for the AR-21."
- icon = 'icons/obj/items/ammo.dmi'
- icon_state = "t21_ext"
- max_rounds = 50
- icon_state_mini = "mag_rifle_big_yellow"
- bonus_overlay = "t21_ext"
-
/obj/item/ammo_magazine/rifle/t25/extended
name = "\improper T-25 extended magazine (10x26mm)"
desc = "A 10mm extended assault rifle magazine."
@@ -676,76 +729,3 @@
max_rounds = 120
icon_state_mini = "mag_rifle_big_yellow"
bonus_overlay = "t25_ext"
-
-/obj/item/ammo_magazine/rifle/ar18/ap
- name = "\improper AR-18 AP magazine (10x24mm)"
- desc = "A 10mm armor piercing carbine magazine."
- ammo_band_color = AMMO_BAND_COLOR_AP
- default_ammo = /datum/ammo/bullet/rifle/ap
-
-/obj/item/ammo_magazine/rifle/ar18/incendiary
- name = "\improper AR-18 incendiary magazine (10x24mm)"
- desc = "A 10mm incendiary carbine magazine."
- ammo_band_color = AMMO_BAND_COLOR_INCENDIARY
- default_ammo = /datum/ammo/bullet/rifle/incendiary
-
-/obj/item/ammo_magazine/rifle/ar18/hp
- name = "\improper AR-18 HP magazine (10x24mm)"
- desc = "A 10mm hollow-point carbine magazine."
- ammo_band_color = AMMO_BAND_COLOR_HOLLOWPOINT
- default_ammo = /datum/ammo/bullet/rifle/hp
-
-/obj/item/ammo_magazine/rifle/ar12/ap
- name = "\improper AR-12 AP magazine (10x24mm)"
- desc = "A 10mm armor piercing assault rifle magazine."
- ammo_band_color = AMMO_BAND_COLOR_AP
- default_ammo = /datum/ammo/bullet/rifle/ap
-
-/obj/item/ammo_magazine/rifle/ar12/incendiary
- name = "\improper AR-12 incendiary magazine (10x24mm)"
- desc = "A 10mm incendiary assault rifle magazine."
- ammo_band_color = AMMO_BAND_COLOR_INCENDIARY
- default_ammo = /datum/ammo/bullet/rifle/incendiary
-
-/obj/item/ammo_magazine/rifle/ar12/hp
- name = "\improper AR-12 HP magazine (10x24mm)"
- desc = "A 10mm hollow-point assault rifle magazine."
- ammo_band_color = AMMO_BAND_COLOR_HOLLOWPOINT
- default_ammo = /datum/ammo/bullet/rifle/hp
-
-/obj/item/ammo_magazine/rifle/br64/ap
- name = "\improper BR-64 AP magazine (10x26.5mm)"
- desc = "A 10mm armor piercing battle rifle magazine."
- caliber = CALIBER_10x265_CASELESS
- icon = 'icons/obj/items/ammo.dmi'
- icon_state = "t64_ap"
- default_ammo = /datum/ammo/bullet/rifle/br64/ap
- icon_state_mini = "mag_rifle_big"
-
-/obj/item/ammo_magazine/rifle/ar21/ap
- name = "\improper AR-21 skirmish AP rifle magazine"
- desc = "A magazine filled with 10x25mm armor piercing rifle rounds for the AR-21."
- ammo_band_color = AMMO_BAND_COLOR_AP
- default_ammo = /datum/ammo/bullet/rifle/heavy/ap
-
-/obj/item/ammo_magazine/rifle/ar21/incendiary
- name = "\improper AR-21 skirmish incendiary rifle magazine"
- desc = "A magazine filled with 10x25mm incendiary rifle rounds for the AR-21."
- ammo_band_color = AMMO_BAND_COLOR_INCENDIARY
- default_ammo = /datum/ammo/bullet/rifle/heavy/incendiary
-
-/obj/item/ammo_magazine/rifle/ar21/hp
- name = "\improper AR-21 skirmish HP rifle magazine"
- desc = "A magazine filled with 10x25mm armor-piercing rifle rounds for the AR-21."
- ammo_band_color = AMMO_BAND_COLOR_HOLLOWPOINT
- default_ammo = /datum/ammo/bullet/rifle/heavy/hp
-
-/obj/item/ammo_magazine/rifle/som/ap
- name = "\improper V-31 AP magazine (10x24mm)"
- desc = "A 10mm rifle magazine designed for the V-31, loaded with armor piercing rounds."
- caliber = CALIBER_10X24_CASELESS
- icon_state = "v31_ap"
- w_class = WEIGHT_CLASS_NORMAL
- default_ammo = /datum/ammo/bullet/rifle/hv
- max_rounds = 50
- icon_state_mini = "mag_rifle_big_green"
diff --git a/code/modules/projectiles/magazines/sentries.dm b/code/modules/projectiles/magazines/sentries.dm
index f27d0ae7c79..0dd6d5b033e 100644
--- a/code/modules/projectiles/magazines/sentries.dm
+++ b/code/modules/projectiles/magazines/sentries.dm
@@ -2,7 +2,8 @@
name = "\improper Магазин TUR-B (10x28мм)"
desc = "Коробчатый магазин на 200 безгильзовых патронов 10х28 мм для турели \"Базис\". Вставьте в порт турели в случае отстутсвия боеприпасов."
w_class = WEIGHT_CLASS_NORMAL
- icon_state = "sentry_mag"
+ icon = 'icons/obj/items/ammo/stationary.dmi'
+ icon_state = "sentry"
flags_magazine = NONE //can't be refilled or emptied by hand
caliber = CALIBER_10X28
max_rounds = 200
@@ -12,7 +13,8 @@
name = "\improper Магазин TUR-M (10x20мм)"
desc = "Коробчатый магазин на 300 безгильзовых патронов 10х20 мм для турели \"Гном\". Вставьте в порт турели в случае отстутсвия боеприпасов."
w_class = WEIGHT_CLASS_NORMAL
- icon_state = "minisentry_mag"
+ icon = 'icons/obj/items/ammo/stationary.dmi'
+ icon_state = "minisentry"
flags_magazine = NONE //can't be refilled or emptied by hand
caliber = CALIBER_10X20
max_rounds = 300
@@ -35,7 +37,7 @@
/obj/item/ammo_magazine/sentry/sniper
name = "\improper Магазин TUR-SN (9x39мм)"
desc = "Коробчатый магазин на 50 безгильзовых патронов 9х39 мм для турели \"Оса\". Вставьте в порт турели в случае отстутсвия боеприпасов."
- icon_state = "sentry_sniper_mag"
+ icon_state = "sentry_sniper"
max_rounds = 50
default_ammo = /datum/ammo/bullet/turret/sniper
@@ -43,7 +45,7 @@
name = "\improper Магазин TUR-SH (12G)"
desc = "Коробчатый магазин на 75 специализированных патронов 12 калибра для турели \"Бык\". Вставьте в порт турели в случае отстутсвия боеприпасов."
caliber = CALIBER_12G
- icon_state = "sentry_shotgun_mag"
+ icon_state = "sentry_shotgun"
max_rounds = 75
default_ammo = /datum/ammo/bullet/turret/buckshot
@@ -52,7 +54,7 @@
/obj/item/ammo_magazine/flamer_tank/large/sentry
name = "\improper Малый бак TUR-F (Горючее)"
desc = "Малый бак на 5 литров горючего для турели \"Феникс\". Вставьте в порт турели в случае отстутсвия горючего."
- icon_state = "sentry_flamer_mag"
+ icon_state = "sentry_flamer"
w_class = WEIGHT_CLASS_NORMAL
max_rounds = 75
current_rounds = 75
diff --git a/code/modules/projectiles/magazines/shotguns.dm b/code/modules/projectiles/magazines/shotguns.dm
index ca99c0ffb21..6eddfa28088 100644
--- a/code/modules/projectiles/magazines/shotguns.dm
+++ b/code/modules/projectiles/magazines/shotguns.dm
@@ -10,6 +10,7 @@ one type of shotgun ammo, but I think it helps in referencing it. ~N
/obj/item/ammo_magazine/shotgun
name = "box of 12 gauge shotgun slugs"
desc = "A box filled with heavy shotgun shells. A timeless classic. 12 Gauge."
+ icon = 'icons/obj/items/ammo/packet.dmi'
icon_state = "slugs"
default_ammo = /datum/ammo/bullet/shotgun/slug
caliber = CALIBER_12G //All shotgun rounds are 12g right now.
@@ -55,6 +56,7 @@ one type of shotgun ammo, but I think it helps in referencing it. ~N
/obj/item/ammo_magazine/rifle/bolt
name = "box of 7.62x54mmR rifle rounds"
desc = "A box filled with rifle bullets."
+ icon = 'icons/obj/items/ammo/packet.dmi'
icon_state = "7.62" //Thank you Alterist
default_ammo = /datum/ammo/bullet/sniper/svd
caliber = CALIBER_762X54 //Cyka Blyat
@@ -75,6 +77,7 @@ one type of shotgun ammo, but I think it helps in referencing it. ~N
/obj/item/ammo_magazine/rifle/martini
name = "box of .557/440 rifle rounds"
desc = "A box filled with rifle bullets."
+ icon = 'icons/obj/items/ammo/packet.dmi'
icon_state = ".557"
default_ammo = /datum/ammo/bullet/sniper/martini
caliber = CALIBER_557
@@ -90,6 +93,7 @@ one type of shotgun ammo, but I think it helps in referencing it. ~N
/obj/item/ammo_magazine/pistol/derringer
name = "box of .40 rimfire pistol rounds"
desc = "A box filled with pistol bullets."
+ icon = 'icons/obj/items/ammo/packet.dmi'
icon_state = "derringer_box"
default_ammo = /datum/ammo/bullet/pistol/superheavy/derringer
caliber = CALIBER_41RIM
diff --git a/code/modules/projectiles/magazines/smgs.dm b/code/modules/projectiles/magazines/smgs.dm
index 176bedb0d0f..0a2924cc21e 100644
--- a/code/modules/projectiles/magazines/smgs.dm
+++ b/code/modules/projectiles/magazines/smgs.dm
@@ -3,6 +3,7 @@
desc = "A submachinegun magazine."
default_ammo = /datum/ammo/bullet/smg
max_rounds = 30
+ icon = 'icons/obj/items/ammo/smg.dmi'
icon_state_mini = "mag_smg"
//-------------------------------------------------------
@@ -15,20 +16,21 @@
icon_state = "m25"
max_rounds = 60
w_class = WEIGHT_CLASS_SMALL
+ ammo_band_icon = "m25_band"
/obj/item/ammo_magazine/smg/m25/ap
name = "\improper SMG-25 AP magazine (10x20mm)"
- icon_state = "m25_ap"
default_ammo = /datum/ammo/bullet/smg/ap
icon_state_mini = "mag_smg_green"
bonus_overlay = "m25_ap"
+ ammo_band_color = AMMO_BAND_COLOR_AP
/obj/item/ammo_magazine/smg/m25/extended
name = "\improper SMG-25 extended magazine (10x20mm)"
- icon_state = "m25_ext"
max_rounds = 90
icon_state_mini = "mag_smg_yellow"
bonus_overlay = "m25_ex"
+ ammo_band_color = AMMO_BAND_COLOR_EXTENDED
//-------------------------------------------------------
//MP-19 Machinepistol ammo
@@ -132,20 +134,21 @@
icon_state_mini = "mag_smg"
max_rounds = 50
w_class = WEIGHT_CLASS_SMALL
+ ammo_band_icon = "v21_band"
/obj/item/ammo_magazine/smg/som/ap
name = "\improper V-21 AP submachinegun magazine (10x20mm)"
desc = "A 10x20mm caseless submachinegun magazine, loaded in armor piercing rounds."
- icon_state = "v21_ap"
default_ammo = /datum/ammo/bullet/smg/ap
icon_state_mini = "mag_smg_green"
+ ammo_band_color = AMMO_BAND_COLOR_AP
/obj/item/ammo_magazine/smg/som/incendiary
name = "\improper V-21 incendiary submachinegun magazine (10x20mm)"
desc = "A 10x20mm caseless submachinegun magazine, loaded in incendiary rounds."
- icon_state = "v21_incend"
default_ammo = /datum/ammo/bullet/smg/incendiary
icon_state_mini = "mag_smg_red"
+ ammo_band_color = AMMO_BAND_COLOR_INCENDIARY
/obj/item/ammo_magazine/smg/som/extended
name = "\improper V-21 extended submachinegun magazine (10x20mm)"
@@ -155,6 +158,7 @@
icon_state_mini = "mag_smg_yellow"
w_class = WEIGHT_CLASS_NORMAL
aim_speed_mod = 0.1
+ ammo_band_color = AMMO_BAND_COLOR_EXTENDED
/obj/item/ammo_magazine/smg/som/rad
name = "\improper V-21 radioactive submachinegun magazine (10x20mm)"
@@ -175,16 +179,14 @@
default_ammo = /datum/ammo/bullet/smg/ap
max_rounds = 32
w_class = WEIGHT_CLASS_SMALL
+ ammo_band_icon = "pl38_band"
/obj/item/ammo_magazine/smg/icc_machinepistol/hp
name = "\improper PL-38 HP machinepistol magazine (10x20mm)"
desc = "A 10x20mm caseless hollow point machine pistol magazine."
- caliber = CALIBER_10X20_CASELESS
- icon_state = "pl38_hp"
icon_state_mini = "mag_smg_dark_blue"
default_ammo = /datum/ammo/bullet/smg/hollow
- max_rounds = 32
- w_class = WEIGHT_CLASS_SMALL
+ ammo_band_color = AMMO_BAND_COLOR_HOLLOWPOINT
//-------------------------------------------------------
//L-40, ICC PDW
diff --git a/code/modules/projectiles/magazines/specialist.dm b/code/modules/projectiles/magazines/specialist.dm
index 042f81290cf..65ef0bfa7c4 100644
--- a/code/modules/projectiles/magazines/specialist.dm
+++ b/code/modules/projectiles/magazines/specialist.dm
@@ -12,21 +12,21 @@
default_ammo = /datum/ammo/bullet/sniper
reload_delay = 3
icon_state_mini = "mag_sniper"
-
+ ammo_band_icon = "t26_band"
/obj/item/ammo_magazine/sniper/incendiary
name = "\improper SR-26 incendiary magazine (10x28mm)"
default_ammo = /datum/ammo/bullet/sniper/incendiary
- icon_state = "t26_inc"
icon_state_mini = "mag_sniper_red"
bonus_overlay = "t26_incend"
+ ammo_band_color = AMMO_BAND_COLOR_INCENDIARY
/obj/item/ammo_magazine/sniper/flak
name = "\improper SR-26 flak magazine (10x28mm)"
default_ammo = /datum/ammo/bullet/sniper/flak
- icon_state = "t26_flak"
icon_state_mini = "mag_sniper_blue"
bonus_overlay = "t26_flak"
+ ammo_band_color = AMMO_BAND_COLOR_IMPACT
//SR-42 magazine
@@ -62,24 +62,24 @@
default_ammo = /datum/ammo/bullet/rifle/tx8
max_rounds = 25
icon_state_mini = "mag_rifle_big"
+ ammo_band_icon = "tx8_band"
/obj/item/ammo_magazine/rifle/tx8/incendiary
name = "\improper high velocity incendiary magazine (10x28mm)"
desc = "A magazine of overpressuered high velocity incendiary rounds for use in the BR-8 battle rifle. The BR-8 battle rifle is the only gun that can chamber these rounds."
caliber = CALIBER_10X28_CASELESS
- icon_state = "tx8_incend"
default_ammo = /datum/ammo/bullet/rifle/tx8/incendiary
icon_state_mini = "mag_rifle_big_red"
bonus_overlay = "tx8_incend"
+ ammo_band_color = AMMO_BAND_COLOR_INCENDIARY
/obj/item/ammo_magazine/rifle/tx8/impact
name = "\improper high velocity impact magazine (10x28mm)"
desc = "A magazine of overpressuered high velocity impact rounds for use in the BR-8 battle rifle. The BR-8 battle rifle is the only gun that can chamber these rounds."
- icon_state = "tx8_impact"
default_ammo = /datum/ammo/bullet/rifle/tx8/impact
icon_state_mini = "mag_rifle_big_blue"
bonus_overlay = "tx8_impact"
-
+ ammo_band_color = AMMO_BAND_COLOR_IMPACT
//-------------------------------------------------------
//M5 RPG
@@ -88,6 +88,7 @@
name = "\improper generic high-explosive rocket"
desc = "A precursor to all kinds of rocket ammo unfit for normal use. How did you get this anyway?"
caliber = CALIBER_84MM
+ icon = 'icons/obj/items/ammo/rocket.dmi'
icon_state = "rocket"
w_class = WEIGHT_CLASS_NORMAL
flags_magazine = MAGAZINE_REFUND_IN_CHAMBER
@@ -174,7 +175,7 @@
desc = "A high explosive shell for the RL-160 recoilless rifle. Causes a heavy explosion over a small area. Requires specialized storage to carry."
caliber = CALIBER_67MM
icon_state = "shell"
- w_class = WEIGHT_CLASS_BULKY
+ w_class = WEIGHT_CLASS_NORMAL
max_rounds = 1
default_ammo = /datum/ammo/rocket/recoilless
reload_delay = 30
@@ -358,6 +359,7 @@
name = "railgun canister (Armor Piercing Discarding Sabot)"
desc = "A canister holding a tungsten projectile to be used inside a railgun. APDS is written across the canister, this round will penetrate through most armor, but will not leave much of a hole."
caliber = CALIBER_RAILGUN
+ icon = 'icons/obj/items/ammo/misc.dmi'
icon_state = "railgun"
default_ammo = /datum/ammo/bullet/railgun
max_rounds = 3
@@ -385,6 +387,7 @@
name = "pepperball canister (SAN balls)"
desc = "A canister holding a projectile to be used inside a pepperball gun."
caliber = CALIBER_PEPPERBALL
+ icon = 'icons/obj/items/ammo/misc.dmi'
icon_state = "pepperball"
default_ammo = /datum/ammo/bullet/pepperball
max_rounds = 100
@@ -431,9 +434,9 @@
icon_state = "powerpacksg"
flags_magazine = MAGAZINE_WORN|MAGAZINE_REFILLABLE
default_ammo = /datum/ammo/bullet/smart_minigun
- current_rounds = 2000
- max_rounds = 2000
- caliber = CALIBER_10x26_CASELESS
+ current_rounds = 1000
+ max_rounds = 1000
+ caliber = CALIBER_10X26_CASELESS
flags_item_map_variant = null
diff --git a/code/modules/projectiles/magazines/unmanned_vehicle.dm b/code/modules/projectiles/magazines/unmanned_vehicle.dm
index aa1a14595a1..45ba0ef21c5 100644
--- a/code/modules/projectiles/magazines/unmanned_vehicle.dm
+++ b/code/modules/projectiles/magazines/unmanned_vehicle.dm
@@ -2,6 +2,7 @@
name = "box of 12x40mm"
desc = "A box containing 200 rounds of 12x40mm caseless."
caliber = CALIBER_12X40
+ icon = 'icons/obj/items/ammo/misc.dmi'
icon_state = "ltbcannon_4"
w_class = WEIGHT_CLASS_NORMAL
default_ammo = /datum/ammo/bullet/machinegun
@@ -13,6 +14,7 @@
name = "box of 11x35mm"
desc = "A box containing 200 rounds of 11x35mm caseless."
caliber = CALIBER_11X35
+ icon = 'icons/obj/items/ammo/misc.dmi'
icon_state = "ltbcannon_4"
w_class = WEIGHT_CLASS_NORMAL
default_ammo = /datum/ammo/bullet/smg
diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm
index 0cb2ba8bd31..8de5fbecc69 100644
--- a/code/modules/projectiles/projectile.dm
+++ b/code/modules/projectiles/projectile.dm
@@ -826,15 +826,9 @@ So if we are on the 32th absolute pixel coordinate we are on tile 1, but if we a
return ..()
/mob/living/carbon/human/projectile_hit(obj/projectile/proj, cardinal_move, uncrossing)
- if(wear_id?.iff_signal & proj.iff_signal)
- proj.damage -= proj.damage*proj.damage_marine_falloff
+ if((wear_id?.iff_signal & proj.iff_signal) || (proj?.firer?.faction == faction && proj.original_target != src && Adjacent(proj.firer)))
+ proj.damage -= proj.damage * proj.damage_marine_falloff
return FALSE
- //shooting from behind the shoulder
- if(ismob(proj.firer))
- var/mob/firer = proj.firer
- if(firer.faction == faction && Adjacent(proj.firer))
- proj.damage -= proj.damage*proj.damage_marine_falloff //no guns with marine falloff by the way
- return FALSE
return ..()
/mob/living/carbon/xenomorph/projectile_hit(obj/projectile/proj, cardinal_move, uncrossing)
@@ -851,8 +845,10 @@ So if we are on the 32th absolute pixel coordinate we are on tile 1, but if we a
return ..()
/obj/projectile/proc/play_damage_effect(mob/M)
- if(ammo.sound_hit) playsound(M, ammo.sound_hit, 50, 1)
- if(M.stat != DEAD) animation_flash_color(M)
+ if(ammo.sound_hit)
+ playsound(M, ammo.sound_hit, 50, 1)
+ if(M.stat != DEAD)
+ animation_flash_color(M)
//----------------------------------------------------------
// \\
@@ -916,7 +912,7 @@ So if we are on the 32th absolute pixel coordinate we are on tile 1, but if we a
if(stat != DEAD && proj.firer)
proj.firer.record_projectile_damage(damage, src) //Tally up whoever the shooter was
- if(damage)
+ if(damage > 0)
if(do_shrapnel_roll(proj, damage))
feedback_flags |= (BULLET_FEEDBACK_SHRAPNEL|BULLET_FEEDBACK_SCREAM)
embed_projectile_shrapnel(proj)
diff --git a/code/modules/reagents/machinery/chem_master.dm b/code/modules/reagents/machinery/chem_master.dm
index b00ed1571bc..c14146efe2b 100644
--- a/code/modules/reagents/machinery/chem_master.dm
+++ b/code/modules/reagents/machinery/chem_master.dm
@@ -341,21 +341,8 @@
. = ..()
if(.)
return
- // if(user.skills.getRating(SKILL_MEDICAL) < SKILL_MEDICAL_PRACTICED) //RUTGMC edit - marines can use chem machines once again
- // balloon_alert(user, "skill issue")
- // return
-
if(!(user.client in has_sprites))
- spawn()
- has_sprites += user.client
- for(var/i = 1 to MAX_PILL_BOTTLE_SPRITE)
- user << browse_rsc(icon('icons/obj/items/chemistry.dmi', pill_bottle_names[i]), pill_bottle_names[i]+".png")
- for(var/i = 1 to MAX_PILL_SPRITE)
- user << browse_rsc(icon('icons/obj/items/chemistry.dmi', "pill" + num2text(i)), "pill[i].png")
- for(var/i = 1 to MAX_BOTTLE_SPRITE)
- user << browse_rsc(icon('icons/obj/items/chemistry.dmi', "bottle-" + num2text(i)), "bottle-[i].png")
- for(var/i = 1 to MAX_AUTOINJECTOR_SPRITE)
- user << browse_rsc(icon('icons/obj/items/syringe.dmi', "autoinjector-" + num2text(i)), "autoinjector-[i].png")
+ INVOKE_ASYNC(src, PROC_REF(show_container_choises), user)
var/dat = ""
if(!beaker)
dat = "Please insert beaker.
"
@@ -407,6 +394,17 @@
popup.set_content(dat)
popup.open()
+/obj/machinery/chem_master/proc/show_container_choises(mob/user)
+ has_sprites += user.client
+ for(var/i = 1 to MAX_PILL_BOTTLE_SPRITE)
+ user << browse_rsc(icon('icons/obj/items/chemistry.dmi', pill_bottle_names[i]), pill_bottle_names[i]+".png")
+ for(var/i = 1 to MAX_PILL_SPRITE)
+ user << browse_rsc(icon('icons/obj/items/chemistry.dmi', "pill" + num2text(i)), "pill[i].png")
+ for(var/i = 1 to MAX_BOTTLE_SPRITE)
+ user << browse_rsc(icon('icons/obj/items/chemistry.dmi', "bottle-" + num2text(i)), "bottle-[i].png")
+ for(var/i = 1 to MAX_AUTOINJECTOR_SPRITE)
+ user << browse_rsc(icon('icons/obj/items/syringe.dmi', "autoinjector-" + num2text(i)), "autoinjector-[i].png")
+
/obj/machinery/chem_master/update_icon()
. = ..()
if(machine_stat & (NOPOWER))
diff --git a/code/modules/reagents/reagents/medical.dm b/code/modules/reagents/reagents/medical.dm
index 82b46c0f1a1..12fce353b35 100644
--- a/code/modules/reagents/reagents/medical.dm
+++ b/code/modules/reagents/reagents/medical.dm
@@ -149,7 +149,6 @@
name = "Oxycodone"
description = "An effective and very addictive painkiller."
color = COLOR_REAGENT_OXYCODONE
- custom_metabolism = REAGENTS_METABOLISM * 1.25
overdose_threshold = REAGENTS_OVERDOSE * 0.5
overdose_crit_threshold = REAGENTS_OVERDOSE_CRITICAL * 0.5
scannable = TRUE
diff --git a/code/modules/recycling/disposal.dm b/code/modules/recycling/disposal.dm
index 4172a70df4d..d1b8a971a11 100644
--- a/code/modules/recycling/disposal.dm
+++ b/code/modules/recycling/disposal.dm
@@ -400,8 +400,7 @@
target = get_offset_target_turf(loc, rand(5) - rand(5), rand(5) - rand(5))
AM.loc = loc
AM.pipe_eject(0)
- spawn(1)
- AM?.throw_at(target, 5, 1)
+ addtimer(CALLBACK(AM, TYPE_PROC_REF(/atom/movable, throw_at), target, 3, 1), 0.5 SECONDS)
qdel(H)
@@ -664,9 +663,8 @@
for(var/atom/movable/AM in H)
AM.loc = T
AM.pipe_eject(direction)
- spawn(1)
- if(AM)
- AM.throw_at(target, 100, 1)
+ if(AM)
+ addtimer(CALLBACK(AM, TYPE_PROC_REF(/atom/movable, throw_at), target, 100, 1), 0.1 SECONDS)
qdel(H)
else //No specified direction, so throw in random direction
@@ -678,9 +676,8 @@
AM.loc = T
AM.pipe_eject(0)
- spawn(1)
- if(AM)
- AM.throw_at(target, 5, 1)
+ if(AM)
+ addtimer(CALLBACK(AM, TYPE_PROC_REF(/atom/movable, throw_at), target, 5, 1), 0.1 SECONDS)
qdel(H)
@@ -1289,8 +1286,7 @@
for(var/atom/movable/AM in H)
AM.loc = src.loc
AM.pipe_eject(dir)
- spawn(5)
- AM.throw_at(target, 3, 1)
+ addtimer(CALLBACK(AM, TYPE_PROC_REF(/atom/movable, throw_at), target, 3, 1), 0.5 SECONDS)
qdel(H)
/obj/structure/disposaloutlet/attackby(obj/item/I, mob/user, params)
diff --git a/code/modules/reqs/_supply.dm b/code/modules/reqs/_supply.dm
index 6eeb1a5cbee..8fac9089dcd 100644
--- a/code/modules/reqs/_supply.dm
+++ b/code/modules/reqs/_supply.dm
@@ -1,10 +1,3 @@
-GLOBAL_LIST_INIT(blacklisted_cargo_types, typecacheof(list(
- /mob/living,
- /obj/item/disk/nuclear,
- /obj/item/radio/beacon,
- /obj/vehicle,
- )))
-
/datum/supply_order
var/id
var/orderer
@@ -16,174 +9,6 @@ GLOBAL_LIST_INIT(blacklisted_cargo_types, typecacheof(list(
///What faction ordered this
var/faction = FACTION_TERRAGOV
-/obj/item/paper/manifest
- name = "Supply Manifest"
-
-/obj/docking_port/stationary/supply
- id = "supply_home"
- roundstart_template = /datum/map_template/shuttle/supply
- width = 5
- dwidth = 2
- dheight = 2
- height = 5
-
-/obj/docking_port/mobile/supply
- name = "supply shuttle"
- id = SHUTTLE_SUPPLY
- callTime = 15 SECONDS
-
- dir = WEST
- port_direction = EAST
- width = 5
- dwidth = 2
- dheight = 2
- height = 5
- movement_force = list("KNOCKDOWN" = 0, "THROW" = 0)
- use_ripples = FALSE
- var/list/gears = list()
- var/list/obj/machinery/door/poddoor/railing/railings = list()
- ///The faction of this docking port (aka, on which ship it is located)
- var/faction = FACTION_TERRAGOV
- /// Id of the home docking port
- var/home_id = "supply_home"
- ///prefix for railings and gear todo should probbaly be defines instead?
- var/railing_gear_name = "supply"
-
-/obj/docking_port/mobile/supply/Destroy(force)
- for(var/i in railings)
- var/obj/machinery/door/poddoor/railing/railing = i
- railing.linked_pad = null
- railings.Cut()
- return ..()
-
-
-/obj/docking_port/mobile/supply/afterShuttleMove()
- . = ..()
- if(getDockedId() == home_id)
- for(var/j in railings)
- var/obj/machinery/door/poddoor/railing/R = j
- R.open()
-
-/obj/docking_port/mobile/supply/on_ignition()
- if(getDockedId() == home_id)
- for(var/j in railings)
- var/obj/machinery/door/poddoor/railing/R = j
- R.close()
- for(var/i in gears)
- var/obj/machinery/gear/G = i
- G.start_moving(NORTH)
- else
- for(var/i in gears)
- var/obj/machinery/gear/G = i
- G.start_moving(SOUTH)
-
-/obj/docking_port/mobile/supply/register()
- . = ..()
- for(var/obj/machinery/gear/G in GLOB.machines)
- if(G.id == (railing_gear_name+"_elevator_gear"))
- gears += G
- RegisterSignal(G, COMSIG_QDELETING, PROC_REF(clean_gear))
- for(var/obj/machinery/door/poddoor/railing/R in GLOB.machines)
- if(R.id == (railing_gear_name+"_elevator_railing"))
- railings += R
- RegisterSignal(R, COMSIG_QDELETING, PROC_REF(clean_railing))
- R.linked_pad = src
- R.open()
-
-///Signal handler when a gear is destroyed
-/obj/docking_port/mobile/supply/proc/clean_gear(datum/source)
- SIGNAL_HANDLER
- gears -= source
-
-///Signal handler when a railing is destroyed
-/obj/docking_port/mobile/supply/proc/clean_railing(datum/source)
- SIGNAL_HANDLER
- railings -= source
-
-/obj/docking_port/mobile/supply/canMove()
- if(is_station_level(z))
- return check_blacklist(shuttle_areas)
- return ..()
-
-/obj/docking_port/mobile/supply/proc/check_blacklist(areaInstances)
- if(!areaInstances)
- areaInstances = shuttle_areas
- for(var/place in areaInstances)
- var/area/shuttle/shuttle_area = place
- for(var/trf in shuttle_area)
- var/turf/T = trf
- for(var/a in T.GetAllContents())
- if(isxeno(a))
- var/mob/living/L = a
- if(L.stat == DEAD)
- continue
- if(ishuman(a))
- var/mob/living/carbon/human/human_to_sell = a
- if(human_to_sell.stat == DEAD && can_sell_human_body(human_to_sell, faction))
- continue
- if(is_type_in_typecache(a, GLOB.blacklisted_cargo_types))
- return FALSE
- return TRUE
-
-/obj/docking_port/mobile/supply/request(obj/docking_port/stationary/S)
- if(mode != SHUTTLE_IDLE)
- return 2
- return ..()
-
-/obj/docking_port/mobile/supply/proc/buy(mob/user, datum/supply_ui/supply_ui)
- if(!length(SSpoints.shoppinglist[faction]))
- return
- log_game("Supply pack orders have been purchased by [key_name(user)]")
-
- var/list/empty_turfs = list()
- for(var/place in shuttle_areas)
- var/area/shuttle/shuttle_area = place
- for(var/turf/open/floor/T in shuttle_area)
- if(is_blocked_turf(T))
- continue
- empty_turfs += T
-
- for(var/i in SSpoints.shoppinglist[faction])
- if(!length(empty_turfs))
- break
- var/datum/supply_order/SO = LAZYACCESSASSOC(SSpoints.shoppinglist, faction, i)
-
- var/datum/supply_packs/firstpack = SO.pack[1]
-
- var/obj/structure/crate_type = firstpack.containertype || firstpack.contains[1]
-
- var/obj/structure/A = new crate_type(pick_n_take(empty_turfs))
- if(firstpack.containertype)
- A.name = "Order #[SO.id] for [SO.orderer]"
-
-
- var/list/contains = list()
- //spawn the stuff, finish generating the manifest while you're at it
- for(var/P in SO.pack)
- var/datum/supply_packs/SP = P
- // yes i know
- if(SP.access)
- A.req_access = list()
- A.req_access += text2num(SP.access)
-
- if(SP.randomised_num_contained)
- if(length(SP.contains))
- for(var/j in 1 to SP.randomised_num_contained)
- contains += pick(SP.contains)
- else
- contains += SP.contains
-
- for(var/typepath in contains)
- if(!typepath)
- continue
- if(!firstpack.containertype)
- break
- new typepath(A)
-
- SSpoints.shoppinglist[faction] -= "[SO.id]"
- SSpoints.shopping_history += SO
-
-
/datum/export_report
/// How many points from that export
var/points
@@ -196,833 +21,3 @@ GLOBAL_LIST_INIT(blacklisted_cargo_types, typecacheof(list(
points = _points
export_name = _export_name
faction = _faction
-
-/obj/docking_port/mobile/supply/proc/sell()
- for(var/place in shuttle_areas)
- var/area/shuttle/shuttle_area = place
- for(var/atom/movable/AM in shuttle_area)
- if(AM.anchored)
- continue
- var/datum/export_report = AM.supply_export(faction)
- if(export_report)
- SSpoints.export_history += export_report
- qdel(AM)
-
-/obj/item/supplytablet
- name = "ASRS tablet"
- desc = "A tablet for an Automated Storage and Retrieval System"
- icon = 'icons/Marine/marine-navigation.dmi'
- icon_state = "req_tablet_off"
- req_access = list(ACCESS_MARINE_CARGO)
- flags_equip_slot = ITEM_SLOT_POCKET
- w_class = WEIGHT_CLASS_NORMAL
- var/datum/supply_ui/SU
- ///Id of the shuttle controlled
- var/shuttle_id = SHUTTLE_SUPPLY
- /// Id of the home docking port
- var/home_id = "supply_home"
- /// Faction of the tablet
- var/faction = FACTION_TERRAGOV
-
-/obj/item/supplytablet/interact(mob/user)
- . = ..()
- if(.)
- return
- if(!allowed(user))
- return
- if(!SU)
- SU = new(src)
- SU.shuttle_id = shuttle_id
- SU.home_id = home_id
- SU.faction = faction
- return SU.interact(user)
-
-/obj/machinery/computer/supplycomp
- name = "ASRS console"
- desc = "A console for an Automated Storage and Retrieval System"
- icon = 'icons/obj/machines/computer.dmi'
- icon_state = "computer"
- screen_overlay = "supply"
- req_access = list(ACCESS_MARINE_CARGO)
- circuit = /obj/item/circuitboard/computer/supplycomp
- var/datum/supply_ui/SU
- ///Id of the shuttle controlled
- var/shuttle_id = SHUTTLE_SUPPLY
- /// Id of the home docking port
- var/home_id = "supply_home"
- /// Faction of the computer
- var/faction = FACTION_TERRAGOV
-
-/obj/machinery/computer/supplycomp/interact(mob/user)
- . = ..()
- if(.)
- return
- if(isliving(user) && !allowed(user))
- return
- if(!SU)
- SU = new(src)
- SU.shuttle_id = shuttle_id
- SU.home_id = home_id
- SU.faction = faction
- return SU.interact(user)
-
-/datum/supply_ui
- interaction_flags = INTERACT_MACHINE_TGUI
- var/atom/source_object
- var/tgui_name = "Cargo"
- ///Id of the shuttle controlled
- var/shuttle_id = ""
- ///Reference to the supply shuttle
- var/obj/docking_port/mobile/supply/supply_shuttle
- ///Faction of the supply console linked
- var/faction = FACTION_TERRAGOV
- ///Id of the home port
- var/home_id = ""
-
-/datum/supply_ui/New(atom/source_object)
- . = ..()
- src.source_object = source_object
- RegisterSignal(source_object, COMSIG_QDELETING, PROC_REF(clean_ui))
-
-///Signal handler to delete the ui when the source object is deleting
-/datum/supply_ui/proc/clean_ui()
- SIGNAL_HANDLER
- qdel(src)
-
-/datum/supply_ui/Destroy(force)
- source_object = null
- return ..()
-
-/datum/supply_ui/ui_host()
- return source_object
-
-/datum/supply_ui/can_interact(mob/user)
- . = ..()
- if(!.)
- return FALSE
- if(!user.CanReach(source_object))
- return FALSE
- return TRUE
-
-/datum/supply_ui/ui_interact(mob/user, datum/tgui/ui)
- ui = SStgui.try_update_ui(user, src, ui)
-
- if(!ui)
- if(shuttle_id)
- supply_shuttle = SSshuttle.getShuttle(shuttle_id)
- supply_shuttle.home_id = home_id
- supply_shuttle.faction = faction
- ui = new(user, src, tgui_name, source_object.name)
- ui.open()
-
-/datum/supply_ui/ui_static_data(mob/user)
- . = list()
- .["categories"] = GLOB.all_supply_groups
- .["supplypacks"] = SSpoints.supply_packs_ui
- .["supplypackscontents"] = SSpoints.supply_packs_contents
- .["elevator_size"] = supply_shuttle?.return_number_of_turfs()
-
-/datum/supply_ui/ui_data(mob/living/user)
- . = list()
- .["currentpoints"] = round(SSpoints.supply_points[user.faction])
- .["personalpoints"] = round(SSpoints.personal_supply_points[user.ckey])
- .["requests"] = list()
- for(var/key in SSpoints.requestlist)
- var/datum/supply_order/SO = SSpoints.requestlist[key]
- if(SO.faction != user.faction)
- continue
- var/list/packs = list()
- var/cost = 0
- for(var/P in SO.pack)
- var/datum/supply_packs/SP = P
- if(packs[SP.type])
- packs[SP.type] += 1
- else
- packs[SP.type] = 1
- cost += SP.cost
- .["requests"] += list(list("id" = SO.id, "orderer" = SO.orderer, "orderer_rank" = SO.orderer_rank, "reason" = SO.reason, "cost" = cost, "packs" = packs, "authed_by" = SO.authorised_by))
- .["deniedrequests"] = list()
- for(var/i in length(SSpoints.deniedrequests) to 1 step -1)
- var/datum/supply_order/SO = SSpoints.deniedrequests[SSpoints.deniedrequests[i]]
- if(SO.faction != user.faction)
- continue
- var/list/packs = list()
- var/cost = 0
- for(var/P in SO.pack)
- var/datum/supply_packs/SP = P
- if(packs[SP.type])
- packs[SP.type] += 1
- else
- packs[SP.type] = 1
- cost += SP.cost
- .["deniedrequests"] += list(list("id" = SO.id, "orderer" = SO.orderer, "orderer_rank" = SO.orderer_rank, "reason" = SO.reason, "cost" = cost, "packs" = packs, "authed_by" = SO.authorised_by))
- .["approvedrequests"] = list()
- for(var/i in length(SSpoints.approvedrequests) to 1 step -1)
- var/datum/supply_order/SO = SSpoints.approvedrequests[SSpoints.approvedrequests[i]]
- if(SO.faction != user.faction)
- continue
- var/list/packs = list()
- var/cost = 0
- for(var/P in SO.pack)
- var/datum/supply_packs/SP = P
- if(packs[SP.type])
- packs[SP.type] += 1
- else
- packs[SP.type] = 1
- cost += SP.cost
- .["approvedrequests"] += list(list("id" = SO.id, "orderer" = SO.orderer, "orderer_rank" = SO.orderer_rank, "reason" = SO.reason, "cost" = cost, "packs" = packs, "authed_by" = SO.authorised_by))
- .["awaiting_delivery"] = list()
- .["awaiting_delivery_orders"] = 0
- for(var/key in SSpoints.shoppinglist[faction])
- var/datum/supply_order/SO = LAZYACCESSASSOC(SSpoints.shoppinglist, faction, key)
- .["awaiting_delivery_orders"]++
- var/list/packs = list()
- var/cost = 0
- for(var/P in SO.pack)
- var/datum/supply_packs/SP = P
- if(packs[SP.type])
- packs[SP.type] += 1
- else
- packs[SP.type] = 1
- cost += SP.cost
- .["awaiting_delivery"] += list(list("id" = SO.id, "orderer" = SO.orderer, "orderer_rank" = SO.orderer_rank, "reason" = SO.reason, "cost" = cost, "packs" = packs, "authed_by" = SO.authorised_by))
- .["export_history"] = list()
- var/id = 0
- var/lastexport = ""
- for(var/datum/export_report/report AS in SSpoints.export_history)
- if(report.faction != user.faction)
- continue
- if(report.points == 0)
- continue
- if(report.export_name == lastexport)
- .["export_history"][id]["amount"] += 1
- .["export_history"][id]["total"] += report.points
- else
- .["export_history"] += list(list("id" = id, "name" = report.export_name, "points" = report.points, "amount" = 1, total = report.points))
- id++
- lastexport = report.export_name
- .["shopping_history"] = list()
- for(var/datum/supply_order/SO AS in SSpoints.shopping_history)
- if(SO.faction != user.faction)
- continue
- var/list/packs = list()
- var/cost = 0
- for(var/P in SO.pack)
- var/datum/supply_packs/SP = P
- if(packs[SP.type])
- packs[SP.type] += 1
- else
- packs[SP.type] = 1
- cost += SP.cost
- .["shopping_history"] += list(list("id" = SO.id, "orderer" = SO.orderer, "orderer_rank" = SO.orderer_rank, "reason" = SO.reason, "cost" = cost, "packs" = packs, "authed_by" = SO.authorised_by))
- .["shopping_list_cost"] = 0
- .["shopping_list_items"] = 0
- .["shopping_list"] = list()
- for(var/i in SSpoints.shopping_cart)
- var/datum/supply_packs/SP = SSpoints.supply_packs[i]
- .["shopping_list_items"] += SSpoints.shopping_cart[i]
- .["shopping_list_cost"] += SP.cost * SSpoints.shopping_cart[SP.type]
- .["shopping_list"][SP.type] = list("count" = SSpoints.shopping_cart[SP.type])
- if(supply_shuttle)
- if(supply_shuttle?.mode == SHUTTLE_CALL)
- if(is_mainship_level(supply_shuttle.destination.z))
- .["elevator"] = "Raising"
- .["elevator_dir"] = "up"
- else
- .["elevator"] = "Lowering"
- .["elevator_dir"] = "down"
- else if(supply_shuttle?.mode == SHUTTLE_IDLE)
- if(is_mainship_level(supply_shuttle.z))
- .["elevator"] = "Raised"
- .["elevator_dir"] = "down"
- else
- .["elevator"] = "Lowered"
- .["elevator_dir"] = "up"
- else
- if(is_mainship_level(supply_shuttle.z))
- .["elevator"] = "Lowering"
- .["elevator_dir"] = "down"
- else
- .["elevator"] = "Raising"
- .["elevator_dir"] = "up"
- else
- .["elevator"] = "MISSING!"
- .["beacon"] = length(GLOB.supply_beacon) ? TRUE : FALSE
-
-/datum/supply_ui/proc/get_shopping_cart(mob/user)
- return SSpoints.shopping_cart
-
-/datum/supply_ui/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
- . = ..()
- if(.)
- return
- switch(action)
- if("cart")
- var/datum/supply_packs/P = SSpoints.supply_packs[text2path(params["id"])]
- if(!P)
- return
- var/shopping_cart = get_shopping_cart(ui.user)
- switch(params["mode"])
- if("removeall")
- shopping_cart -= P.type
- if("removeone")
- if(shopping_cart[P.type] > 1)
- shopping_cart[P.type]--
- else
- shopping_cart -= P.type
- if("addone")
- if(shopping_cart[P.type])
- shopping_cart[P.type]++
- else
- shopping_cart[P.type] = 1
- if("addall")
- var/mob/living/ui_user = ui.user
- var/cart_cost = 0
- for(var/i in shopping_cart)
- var/datum/supply_packs/SP = SSpoints.supply_packs[i]
- cart_cost += SP.cost * shopping_cart[SP.type]
- var/excess_points = SSpoints.supply_points[ui_user.faction] - cart_cost
- var/number_to_buy = min(round(excess_points / P.cost), 20) //hard cap at 20
- if(shopping_cart[P.type])
- shopping_cart[P.type] += number_to_buy
- else
- shopping_cart[P.type] = number_to_buy
- . = TRUE
- if("send")
- if(supply_shuttle.mode != SHUTTLE_IDLE)
- return
- if(is_mainship_level(supply_shuttle.z))
- if (!supply_shuttle.check_blacklist())
- to_chat(usr, "For safety reasons, the Automated Storage and Retrieval System cannot store live, friendlies, classified nuclear weaponry or homing beacons.")
- playsound(supply_shuttle.return_center_turf(), 'sound/machines/buzz-two.ogg', 50, 0)
- else
- playsound(supply_shuttle.return_center_turf(), 'sound/machines/elevator_move.ogg', 50, 0)
- SSshuttle.moveShuttleToTransit(shuttle_id, TRUE)
- addtimer(CALLBACK(supply_shuttle, TYPE_PROC_REF(/obj/docking_port/mobile/supply, sell)), 15 SECONDS)
- else
- var/obj/docking_port/D = SSshuttle.getDock(home_id)
- supply_shuttle.buy(usr, src)
- playsound(D.return_center_turf(), 'sound/machines/elevator_move.ogg', 50, 0)
- SSshuttle.moveShuttle(shuttle_id, home_id, TRUE)
- . = TRUE
- if("approve")
- var/datum/supply_order/O = SSpoints.requestlist["[params["id"]]"]
- if(!O)
- O = SSpoints.deniedrequests["[params["id"]]"]
- if(!O)
- return
- SSpoints.approve_request(O, ui.user)
- . = TRUE
- if("deny")
- var/datum/supply_order/O = SSpoints.requestlist["[params["id"]]"]
- if(!O)
- return
- SSpoints.deny_request(O)
- . = TRUE
- if("approveall")
- for(var/i in SSpoints.requestlist)
- var/datum/supply_order/O = SSpoints.requestlist[i]
- SSpoints.approve_request(O, ui.user)
- . = TRUE
- if("denyall")
- for(var/i in SSpoints.requestlist)
- var/datum/supply_order/O = SSpoints.requestlist[i]
- SSpoints.deny_request(O)
- . = TRUE
- if("buycart")
- SSpoints.buy_cart(ui.user)
- . = TRUE
- if("clearcart")
- var/list/shopping_cart = get_shopping_cart(ui.user)
- shopping_cart.Cut()
- . = TRUE
- if("buypersonal")
- SSpoints.buy_using_psp(ui.user)
- . = TRUE
- if("delivery")
- var/datum/supply_order/O = SSpoints.shoppinglist[faction]["[params["id"]]"]
- if(!O)
- return
- SSpoints.fast_delivery(O, ui.user)
- . = TRUE
-
-/datum/supply_ui/requests
- tgui_name = "CargoRequest"
-
-// yes these are copy pasted from above because SPEEEEEEEEEEEEED
-/datum/supply_ui/requests/ui_static_data(mob/user)
- . = list()
- .["categories"] = GLOB.all_supply_groups
- .["supplypacks"] = SSpoints.supply_packs_ui
- .["supplypackscontents"] = SSpoints.supply_packs_contents
-
-/datum/supply_ui/requests/ui_data(mob/living/user)
- . = list()
- .["currentpoints"] = round(SSpoints.supply_points[user.faction])
- .["personalpoints"] = round(SSpoints.personal_supply_points[user.ckey])
- .["requests"] = list()
- for(var/i in SSpoints.requestlist)
- var/datum/supply_order/SO = SSpoints.requestlist[i]
- if(SO.faction != user.faction)
- continue
- var/list/packs = list()
- var/cost = 0
- for(var/P in SO.pack)
- var/datum/supply_packs/SP = P
- if(packs[SP.type])
- packs[SP.type] += 1
- else
- packs[SP.type] = 1
- cost += SP.cost
- .["requests"] += list(list("id" = SO.id, "orderer" = SO.orderer, "orderer_rank" = SO.orderer_rank, "reason" = SO.reason, "cost" = cost, "packs" = packs, "authed_by" = SO.authorised_by))
- .["deniedrequests"] = list()
- for(var/i in length(SSpoints.deniedrequests) to 1 step -1)
- var/datum/supply_order/SO = SSpoints.deniedrequests[SSpoints.deniedrequests[i]]
- if(SO.faction != user.faction)
- continue
- var/list/packs = list()
- var/cost = 0
- for(var/P in SO.pack)
- var/datum/supply_packs/SP = P
- if(packs[SP.type])
- packs[SP.type] += 1
- else
- packs[SP.type] = 1
- cost += SP.cost
- .["deniedrequests"] += list(list("id" = SO.id, "orderer" = SO.orderer, "orderer_rank" = SO.orderer_rank, "reason" = SO.reason, "cost" = cost, "packs" = packs, "authed_by" = SO.authorised_by))
- .["approvedrequests"] = list()
- for(var/i in length(SSpoints.approvedrequests) to 1 step -1)
- var/datum/supply_order/SO = SSpoints.approvedrequests[SSpoints.approvedrequests[i]]
- if(SO.faction != user.faction)
- continue
- var/list/packs = list()
- var/cost = 0
- for(var/P in SO.pack)
- var/datum/supply_packs/SP = P
- if(packs[SP.type])
- packs[SP.type] += 1
- else
- packs[SP.type] = 1
- cost += SP.cost
- .["approvedrequests"] += list(list("id" = SO.id, "orderer" = SO.orderer, "orderer_rank" = SO.orderer_rank, "reason" = SO.reason, "cost" = cost, "packs" = packs, "authed_by" = SO.authorised_by))
- .["awaiting_delivery"] = list()
- .["awaiting_delivery_orders"] = 0
- for(var/key in SSpoints.shoppinglist[faction])
- //only own orders
- var/datum/supply_order/SO = LAZYACCESSASSOC(SSpoints.shoppinglist, faction, key)
- if(user.real_name == SO.orderer)
- .["awaiting_delivery_orders"]++
- var/list/packs = list()
- var/cost = 0
- for(var/P in SO.pack)
- var/datum/supply_packs/SP = P
- if(packs[SP.type])
- packs[SP.type] += 1
- else
- packs[SP.type] = 1
- cost += SP.cost
- .["awaiting_delivery"] += list(list("id" = SO.id, "orderer" = SO.orderer, "orderer_rank" = SO.orderer_rank, "reason" = SO.reason, "cost" = cost, "packs" = packs, "authed_by" = SO.authorised_by))
- if(!SSpoints.request_shopping_cart[user.ckey])
- SSpoints.request_shopping_cart[user.ckey] = list()
- .["shopping_list_cost"] = 0
- .["shopping_list_items"] = 0
- .["shopping_list"] = list()
- for(var/i in SSpoints.request_shopping_cart[user.ckey])
- var/datum/supply_packs/SP = SSpoints.supply_packs[i]
- .["shopping_list_items"] += SSpoints.request_shopping_cart[user.ckey][i]
- .["shopping_list_cost"] += SP.cost * SSpoints.request_shopping_cart[user.ckey][SP.type]
- .["shopping_list"][SP.type] = list("count" = SSpoints.request_shopping_cart[user.ckey][SP.type])
- .["beacon"] = length(GLOB.supply_beacon) ? TRUE : FALSE
-
-/datum/supply_ui/requests/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
- . = ..()
- if(.)
- return TRUE
- switch(action)
- if("submitrequest")
- SSpoints.submit_request(ui.user, params["reason"])
- . = TRUE
-
-/datum/supply_ui/requests/get_shopping_cart(mob/user)
- return SSpoints.request_shopping_cart[user.ckey]
-
-/obj/machinery/computer/ordercomp
- name = "Supply ordering console"
- icon = 'icons/obj/machines/computer.dmi'
- icon_state = "computer"
- screen_overlay = "request"
- broken_icon = "computer_orange_broken"
- circuit = /obj/item/circuitboard/computer/ordercomp
- var/datum/supply_ui/requests/SU
-
-/obj/machinery/computer/ordercomp/interact(mob/user)
- . = ..()
- if(.)
- return
- if(!allowed(user))
- return
- if(!SU)
- SU = new(src)
- return SU.interact(user)
-
-/obj/item/storage/backpack/marine/radiopack
- name = "\improper TGMC radio operator backpack"
- desc = "A backpack that resembles the ones old-age radio operator marines would use. It has a supply ordering console installed on it, and a retractable antenna to receive supply drops."
- icon_state = "radiopack"
- item_state = "radiopack"
- ///Var for the window pop-up
- var/datum/supply_ui/requests/supply_interface
- /// Reference to the datum used by the supply drop console
- var/datum/supply_beacon/beacon_datum
-
-/obj/item/storage/backpack/marine/radiopack/Destroy()
- if(beacon_datum)
- UnregisterSignal(beacon_datum, COMSIG_QDELETING)
- QDEL_NULL(beacon_datum)
- return ..()
-
-/obj/item/storage/backpack/marine/radiopack/examine(mob/user)
- . = ..()
- . += span_notice("Right-Click with empty hand to open requisitions interface.")
- . += span_notice("Activate in hand to create a supply beacon signal.")
-
-/obj/item/storage/backpack/marine/radiopack/attack_hand_alternate(mob/living/user)
- if(!allowed(user))
- return ..()
- if(!supply_interface)
- supply_interface = new(src)
- return supply_interface.interact(user)
-
-/obj/item/storage/backpack/marine/radiopack/attack_self(mob/living/user)
- if(beacon_datum)
- UnregisterSignal(beacon_datum, COMSIG_QDELETING)
- QDEL_NULL(beacon_datum)
- user.show_message(span_warning("The [src] beeps and states, \"Your last position is no longer accessible by the supply console"), EMOTE_AUDIBLE, span_notice("The [src] vibrates but you can not hear it!"))
- return
- if(!is_ground_level(user.z))
- to_chat(user, span_warning("You have to be on the planet to use this or it won't transmit."))
- return FALSE
- var/turf/location = get_turf(src)
- beacon_datum = new /datum/supply_beacon(user.name, user.loc, user.faction, 4 MINUTES)
- RegisterSignal(beacon_datum, COMSIG_QDELETING, PROC_REF(clean_beacon_datum))
- user.show_message(span_notice("The [src] beeps and states, \"Your current coordinates were registered by the supply console. LONGITUDE [location.x]. LATITUDE [location.y]. Area ID: [get_area(src)]\""), EMOTE_AUDIBLE, span_notice("The [src] vibrates but you can not hear it!"))
- addtimer(CALLBACK(src, PROC_REF(update_beacon_location)), 5 SECONDS)
-
-/obj/item/storage/backpack/marine/radiopack/proc/update_beacon_location()
- if(beacon_datum)
- beacon_datum.drop_location = get_turf(src)
- addtimer(CALLBACK(src, PROC_REF(update_beacon_location), beacon_datum), 5 SECONDS)
-
-/// Signal handler to nullify beacon datum
-/obj/item/storage/backpack/marine/radiopack/proc/clean_beacon_datum()
- SIGNAL_HANDLER
- beacon_datum = null
-
-/obj/docking_port/mobile/supply/vehicle
- railing_gear_name = "vehicle"
- id = SHUTTLE_VEHICLE_SUPPLY
- home_id = "vehicle_home"
-
-/obj/docking_port/mobile/supply/vehicle/buy(mob/user, datum/supply_ui/supply_ui)
- var/datum/supply_ui/vehicles/veh_ui = supply_ui
- if(!veh_ui || !veh_ui.current_veh_type)
- return
- var/obj/vehicle/sealed/armored/tanktype = veh_ui.current_veh_type
- var/is_assault = initial(tanktype.flags_armored) & ARMORED_PURCHASABLE_ASSAULT
- if(GLOB.purchased_tanks[user.faction]?["[is_assault]"])
- to_chat(usr, span_danger("A vehicle of this type has already been purchased!"))
- return
- if(!GLOB.purchased_tanks[user.faction])
- GLOB.purchased_tanks[user.faction] = list()
- GLOB.purchased_tanks[user.faction]["[is_assault]"] += 1
- var/obj/vehicle/sealed/armored/tank = new tanktype(loc)
- if(veh_ui.current_primary)
- var/obj/item/armored_weapon/gun = new veh_ui.current_primary(loc)
- gun.attach(tank, TRUE)
- if(veh_ui.current_secondary)
- var/obj/item/armored_weapon/gun = new veh_ui.current_secondary(loc)
- gun.attach(tank, FALSE)
- if(veh_ui.current_driver_mod)
- var/obj/item/tank_module/mod = new veh_ui.current_driver_mod(loc)
- mod.on_equip(tank)
- if(veh_ui.current_gunner_mod)
- var/obj/item/tank_module/mod = new veh_ui.current_gunner_mod(loc)
- mod.on_equip(tank)
- if(length(veh_ui.primary_ammo))
- var/turf/dumploc = get_step(get_step(loc, NORTH), NORTH) // todo should autoload depending on tank prolly
- for(var/ammo in veh_ui.primary_ammo)
- for(var/i=1 to veh_ui.primary_ammo[ammo])
- new ammo(dumploc)
- if(length(veh_ui.secondary_ammo))
- var/turf/dumploc = get_step(get_step(loc, NORTH), NORTH) // todo should autoload depending on tank prolly
- for(var/ammo in veh_ui.secondary_ammo)
- for(var/i=1 to veh_ui.secondary_ammo[ammo])
- new ammo(dumploc)
-
-/obj/docking_port/stationary/supply/vehicle
- id = "vehicle_home"
- roundstart_template = /datum/map_template/shuttle/supply/vehicle
-
-
-
-GLOBAL_LIST_EMPTY(armored_gunammo)
-GLOBAL_LIST_EMPTY(armored_modtypes)
-GLOBAL_LIST_INIT(armored_guntypes, armored_init_guntypes())
-GLOBAL_LIST_EMPTY(purchased_tanks)
-#define DEFAULT_MAX_ARMORED_AMMO 20
-
-///im a lazy bum who cant use initial on lists, so we just load everything into a list
-/proc/armored_init_guntypes()
- . = list()
- for(var/obj/vehicle/sealed/armored/vehtype AS in typesof(/obj/vehicle/sealed/armored))
- vehtype = new vehtype
- GLOB.armored_modtypes[vehtype.type] = vehtype.permitted_mods
- .[vehtype.type] = vehtype.permitted_weapons
- qdel(vehtype)
- for(var/obj/item/armored_weapon/gun AS in typesof(/obj/item/armored_weapon))
- gun = new gun
- GLOB.armored_gunammo[gun.type] = gun.accepted_ammo
- qdel(gun)
-
-/datum/supply_ui/vehicles
- tgui_name = "VehicleSupply"
- shuttle_id = SHUTTLE_VEHICLE_SUPPLY
- home_id = "vehicle_home"
- /// current selected vehicles typepath
- var/current_veh_type
- /// current selected primary weapons typepath
- var/current_primary
- /// current selected secondaryies typepath
- var/current_secondary
- /// current driver mod typepath
- var/current_driver_mod
- /// current gunner mod typepath
- var/current_gunner_mod
- /// current primary ammo list, type = count
- var/list/primary_ammo = list()
- /// current secondary ammo list, type = count
- var/list/secondary_ammo = list()
-
-/datum/supply_ui/vehicles/ui_static_data(mob/user)
- var/list/data = list()
- for(var/obj/vehicle/sealed/armored/vehtype AS in typesof(/obj/vehicle/sealed/armored))
- var/flags = vehtype::flags_armored
-
- if(flags & ARMORED_PURCHASABLE_TRANSPORT)
- if(user.skills.getRating(SKILL_LARGE_VEHICLE) < SKILL_LARGE_VEHICLE_EXPERIENCED)
- continue
- else if(flags & ARMORED_PURCHASABLE_ASSAULT)
- if(user.skills.getRating(SKILL_LARGE_VEHICLE) < SKILL_LARGE_VEHICLE_VETERAN)
- continue
- else
- continue
-
- data["vehicles"] += list(list("name" = initial(vehtype.name), "desc" = initial(vehtype.desc), "type" = "[vehtype]", "isselected" = (vehtype == current_veh_type)))
- if(vehtype != current_veh_type)
- continue
- for(var/obj/item/armored_weapon/gun AS in GLOB.armored_guntypes[vehtype])
- var/primary_selected = (current_primary == gun)
- var/secondary_selected = (current_secondary == gun)
- if(initial(gun.weapon_slot) & MODULE_PRIMARY)
- data["primaryWeapons"] += list(list(
- "name" = initial(gun.name),
- "desc" = initial(gun.desc),
- "type" = gun,
- "isselected" = primary_selected,
- ))
- if(primary_selected)
- for(var/obj/item/ammo_magazine/mag AS in primary_ammo)
- data["primaryammotypes"] += list(list(
- "name" = initial(mag.name),
- "type" = mag,
- "current" = primary_ammo[mag],
- "max" = DEFAULT_MAX_ARMORED_AMMO, //TODO make vehicle ammo dynamic instead of fixed number
- ))
-
- if(initial(gun.weapon_slot) & MODULE_SECONDARY)
- data["secondaryWeapons"] += list(list(
- "name" = initial(gun.name),
- "desc" = initial(gun.desc),
- "type" = gun,
- "isselected" = secondary_selected,
- ))
- if(secondary_selected)
- for(var/obj/item/ammo_magazine/mag AS in secondary_ammo)
- data["secondarymmotypes"] += list(list(
- "name" = initial(mag.name),
- "type" = mag,
- "current" = secondary_ammo[mag],
- "max" = DEFAULT_MAX_ARMORED_AMMO, //TODO make vehicle ammo dynamic instead of fixed number
- ))
-
- for(var/obj/item/tank_module/mod AS in GLOB.armored_modtypes[vehtype])
- if(initial(mod.is_driver_module))
- data["driverModules"] += list(list(
- "name" = initial(mod.name),
- "desc" = initial(mod.desc),
- "type" = mod,
- "isselected" = (current_driver_mod == mod),
- ))
- else
- data["gunnerModules"] += list(list(
- "name" = initial(mod.name),
- "desc" = initial(mod.desc),
- "type" = mod,
- "isselected" = (current_gunner_mod == mod),
- ))
- return data
-
-/datum/supply_ui/vehicles/ui_data(mob/living/user)
- var/list/data = list()
- if(supply_shuttle)
- if(supply_shuttle?.mode == SHUTTLE_CALL)
- if(is_mainship_level(supply_shuttle.destination.z))
- data["elevator"] = "Raising"
- data["elevator_dir"] = "up"
- else
- data["elevator"] = "Lowering"
- data["elevator_dir"] = "down"
- else if(supply_shuttle?.mode == SHUTTLE_IDLE)
- if(is_mainship_level(supply_shuttle.z))
- data["elevator"] = "Raised"
- data["elevator_dir"] = "down"
- else if(current_veh_type)
- data["elevator"] = "Purchase"
- data["elevator_dir"] = "store"
- else
- data["elevator"] = "Lowered"
- data["elevator_dir"] = "up"
- else
- if(is_mainship_level(supply_shuttle.z))
- data["elevator"] = "Lowering"
- data["elevator_dir"] = "down"
- else
- data["elevator"] = "Raising"
- data["elevator_dir"] = "up"
- else
- data["elevator"] = "MISSING!"
- return data
-
-/datum/supply_ui/vehicles/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
- . = ..()
- if(.)
- return
-
- switch(action)
- if("setvehicle")
- var/newtype = text2path(params["type"])
- if(!ispath(newtype, /obj/vehicle/sealed/armored))
- return
- var/obj/vehicle/sealed/armored/tank_type = newtype
- var/is_assault = initial(tank_type.flags_armored) & ARMORED_PURCHASABLE_ASSAULT
- if(GLOB.purchased_tanks[usr.faction]?["[is_assault]"])
- to_chat(usr, span_danger("A vehicle of this type has already been purchased!"))
- return
- current_veh_type = newtype
- current_primary = null // set everything to null, to avoid bugs
- current_secondary = null
- current_driver_mod = null
- current_gunner_mod = null
- primary_ammo = list()
- secondary_ammo = list()
- . = TRUE
-
- if("setprimary")
- if(!current_veh_type)
- return
- var/newtype = text2path(params["type"])
- if(!(newtype in GLOB.armored_guntypes[current_veh_type]))
- return
- current_primary = newtype
- var/list/assoc_cast = GLOB.armored_gunammo[newtype]
- primary_ammo = assoc_cast.Copy()
- for(var/ammo in primary_ammo)
- primary_ammo[ammo] = 0
- . = TRUE
-
- if("setsecondary")
- if(!current_veh_type)
- return
- var/newtype = text2path(params["type"])
- if(!(newtype in GLOB.armored_guntypes[current_veh_type]))
- return
- current_secondary = newtype
- var/list/assoc_cast = GLOB.armored_gunammo[newtype]
- secondary_ammo = assoc_cast.Copy()
- for(var/ammo in secondary_ammo)
- secondary_ammo[ammo] = 0
- . = TRUE
-
- if("set_ammo_primary")
- if(!current_primary)
- return
- var/newtype = text2path(params["type"])
- if(!(newtype in primary_ammo))
- return
- var/non_adjusted_total = 0
- for(var/ammo in primary_ammo)
- if(ammo == newtype)
- continue
- non_adjusted_total += primary_ammo[ammo]
- var/newvalue = clamp(params["new_value"], 0, DEFAULT_MAX_ARMORED_AMMO-non_adjusted_total)
- primary_ammo[newtype] = newvalue
- . = TRUE
-
- if("set_ammo_secondary")
- if(!current_secondary)
- return
- var/newtype = text2path(params["type"])
- if(!(newtype in secondary_ammo))
- return
- var/non_adjusted_total = 0
- for(var/ammo in secondary_ammo)
- if(ammo == newtype)
- continue
- non_adjusted_total += secondary_ammo[ammo]
- var/newvalue = clamp(params["new_value"], 0, DEFAULT_MAX_ARMORED_AMMO-non_adjusted_total)
- secondary_ammo[newtype] = newvalue
- . = TRUE
-
- if("set_driver_mod")
- if(!current_veh_type)
- return
- var/newtype = text2path(params["type"])
- if(!ispath(newtype, /obj/item/tank_module))
- return
- if(!(newtype in GLOB.armored_modtypes[current_veh_type]))
- return
- current_driver_mod = newtype
- . = TRUE
-
- if("set_gunner_mod")
- if(!current_veh_type)
- return
- var/newtype = text2path(params["type"])
- if(!ispath(newtype, /obj/item/tank_module))
- return
- if(!(newtype in GLOB.armored_modtypes[current_veh_type]))
- return
- current_gunner_mod = newtype
- . = TRUE
-
- if("deploy")
- if(supply_shuttle.mode != SHUTTLE_IDLE)
- to_chat(usr, span_danger("Elevator moving!"))
- return
- if(is_mainship_level(supply_shuttle.z))
- to_chat(usr, span_danger("Elevator raised. Lower to deploy vehicle."))
- return
- supply_shuttle.buy(usr, src)
- ui_act("send", params, ui, state)
- SStgui.close_user_uis(usr, src)
- current_veh_type = null
- current_primary = null
- current_secondary = null
- current_driver_mod = null
- current_gunner_mod = null
- primary_ammo = list()
- secondary_ammo = list()
- update_static_data(usr)
-
- if(.)
- update_static_data(usr)
diff --git a/code/modules/reqs/computer.dm b/code/modules/reqs/computer.dm
new file mode 100644
index 00000000000..d8a60503b07
--- /dev/null
+++ b/code/modules/reqs/computer.dm
@@ -0,0 +1,52 @@
+/obj/machinery/computer/supplycomp
+ name = "ASRS console"
+ desc = "A console for an Automated Storage and Retrieval System"
+ icon = 'icons/obj/machines/computer.dmi'
+ icon_state = "computer"
+ screen_overlay = "supply"
+ req_access = list(ACCESS_MARINE_CARGO)
+ circuit = /obj/item/circuitboard/computer/supplycomp
+ var/datum/supply_ui/supply_ui
+ ///Id of the shuttle controlled
+ var/shuttle_id = SHUTTLE_SUPPLY
+ /// Id of the home docking port
+ var/home_id = "supply_home"
+ /// Faction of the computer
+ var/faction = FACTION_TERRAGOV
+
+/obj/machinery/computer/supplycomp/crash
+ req_access = list() //So marines can access cargo stuff without relying on synth spawn
+ desc = "A console for an Automated Storage and Retrieval System. This version somehow does not require special access."
+ resistance_flags = RESIST_ALL
+
+/obj/machinery/computer/supplycomp/interact(mob/user)
+ . = ..()
+ if(.)
+ return
+ if(isliving(user) && !allowed(user))
+ return
+ if(!supply_ui)
+ supply_ui = new(src)
+ supply_ui.shuttle_id = shuttle_id
+ supply_ui.home_id = home_id
+ supply_ui.faction = faction
+ return supply_ui.interact(user)
+
+/obj/machinery/computer/ordercomp
+ name = "Supply ordering console"
+ icon = 'icons/obj/machines/computer.dmi'
+ icon_state = "computer"
+ screen_overlay = "request"
+ broken_icon = "computer_orange_broken"
+ circuit = /obj/item/circuitboard/computer/ordercomp
+ var/datum/supply_ui/requests/supply_ui
+
+/obj/machinery/computer/ordercomp/interact(mob/user)
+ . = ..()
+ if(.)
+ return
+ if(!allowed(user))
+ return
+ if(!supply_ui)
+ supply_ui = new(src)
+ return supply_ui.interact(user)
diff --git a/code/modules/reqs/elevator.dm b/code/modules/reqs/elevator.dm
new file mode 100644
index 00000000000..53362324d42
--- /dev/null
+++ b/code/modules/reqs/elevator.dm
@@ -0,0 +1,227 @@
+GLOBAL_LIST_INIT(blacklisted_cargo_types, typecacheof(list(
+ /mob/living,
+ /obj/item/disk/nuclear,
+ /obj/item/radio/beacon,
+ /obj/vehicle,
+)))
+
+/obj/docking_port/stationary/supply
+ id = "supply_home"
+ roundstart_template = /datum/map_template/shuttle/supply
+ width = 5
+ dwidth = 2
+ dheight = 2
+ height = 5
+
+/obj/docking_port/mobile/supply
+ name = "supply shuttle"
+ id = SHUTTLE_SUPPLY
+ callTime = 15 SECONDS
+
+ dir = WEST
+ port_direction = EAST
+ width = 5
+ dwidth = 2
+ dheight = 2
+ height = 5
+ movement_force = list("KNOCKDOWN" = 0, "THROW" = 0)
+ use_ripples = FALSE
+ var/list/gears = list()
+ var/list/obj/machinery/door/poddoor/railing/railings = list()
+ ///The faction of this docking port (aka, on which ship it is located)
+ var/faction = FACTION_TERRAGOV
+ /// Id of the home docking port
+ var/home_id = "supply_home"
+ ///prefix for railings and gear todo should probbaly be defines instead?
+ var/railing_gear_name = "supply"
+
+/obj/docking_port/mobile/supply/Destroy(force)
+ for(var/i in railings)
+ var/obj/machinery/door/poddoor/railing/railing = i
+ railing.linked_pad = null
+ railings.Cut()
+ return ..()
+
+/obj/docking_port/mobile/supply/afterShuttleMove()
+ . = ..()
+ if(getDockedId() != home_id)
+ return
+ for(var/j in railings)
+ var/obj/machinery/door/poddoor/railing/our_railing = j
+ our_railing.open()
+
+/obj/docking_port/mobile/supply/on_ignition()
+ if(getDockedId() == home_id)
+ for(var/j in railings)
+ var/obj/machinery/door/poddoor/railing/our_railing = j
+ our_railing.close()
+ for(var/i in gears)
+ var/obj/machinery/gear/our_gear = i
+ our_gear.start_moving(NORTH)
+ else
+ for(var/i in gears)
+ var/obj/machinery/gear/our_gear = i
+ our_gear.start_moving(SOUTH)
+
+/obj/docking_port/mobile/supply/register()
+ . = ..()
+ for(var/obj/machinery/gear/our_gear in GLOB.machines)
+ if(our_gear.id != (railing_gear_name + "_elevator_gear"))
+ continue
+ gears += our_gear
+ RegisterSignal(our_gear, COMSIG_QDELETING, PROC_REF(clean_gear))
+ for(var/obj/machinery/door/poddoor/railing/our_railing in GLOB.machines)
+ if(our_railing.id != (railing_gear_name + "_elevator_railing"))
+ continue
+ railings += our_railing
+ RegisterSignal(our_railing, COMSIG_QDELETING, PROC_REF(clean_railing))
+ our_railing.linked_pad = src
+ our_railing.open()
+
+///Signal handler when a gear is destroyed
+/obj/docking_port/mobile/supply/proc/clean_gear(datum/source)
+ SIGNAL_HANDLER
+ gears -= source
+
+///Signal handler when a railing is destroyed
+/obj/docking_port/mobile/supply/proc/clean_railing(datum/source)
+ SIGNAL_HANDLER
+ railings -= source
+
+/obj/docking_port/mobile/supply/canMove()
+ if(is_station_level(z))
+ return check_blacklist(shuttle_areas)
+ return ..()
+
+/obj/docking_port/mobile/supply/proc/check_blacklist(areaInstances)
+ if(!areaInstances)
+ areaInstances = shuttle_areas
+ for(var/place in areaInstances)
+ var/area/shuttle/shuttle_area = place
+ for(var/trf in shuttle_area)
+ var/turf/T = trf
+ for(var/a in T.GetAllContents())
+ if(isxeno(a))
+ var/mob/living/L = a
+ if(L.stat == DEAD)
+ continue
+ if(ishuman(a))
+ var/mob/living/carbon/human/human_to_sell = a
+ if(human_to_sell.stat == DEAD && can_sell_human_body(human_to_sell, faction))
+ continue
+ if(is_type_in_typecache(a, GLOB.blacklisted_cargo_types))
+ return FALSE
+ return TRUE
+
+/obj/docking_port/mobile/supply/request(obj/docking_port/stationary/S)
+ if(mode != SHUTTLE_IDLE)
+ return 2
+ return ..()
+
+/obj/docking_port/mobile/supply/proc/buy(mob/user, datum/supply_ui/supply_ui)
+ if(!length(SSpoints.shoppinglist[faction]))
+ return
+ log_game("Supply pack orders have been purchased by [key_name(user)]")
+
+ var/list/empty_turfs = list()
+ for(var/place in shuttle_areas)
+ var/area/shuttle/shuttle_area = place
+ for(var/turf/open/floor/T in shuttle_area)
+ if(is_blocked_turf(T))
+ continue
+ empty_turfs += T
+
+ for(var/i in SSpoints.shoppinglist[faction])
+ if(!length(empty_turfs))
+ break
+ var/datum/supply_order/our_order = LAZYACCESSASSOC(SSpoints.shoppinglist, faction, i)
+
+ var/datum/supply_packs/firstpack = our_order.pack[1]
+
+ var/obj/structure/crate_type = firstpack.containertype || firstpack.contains[1]
+
+ var/obj/structure/our_structure = new crate_type(pick_n_take(empty_turfs))
+ if(firstpack.containertype)
+ our_structure.name = "Order #[our_order.id] for [our_order.orderer]"
+
+ var/list/contains = list()
+ //spawn the stuff, finish generating the manifest while you're at it
+ for(var/P in our_order.pack)
+ var/datum/supply_packs/our_pack = P
+ // yes i know
+ if(our_pack.access)
+ our_structure.req_access = list()
+ our_structure.req_access += text2num(our_pack.access)
+
+ if(our_pack.randomised_num_contained)
+ if(length(our_pack.contains))
+ for(var/j in 1 to our_pack.randomised_num_contained)
+ contains += pick(our_pack.contains)
+ else
+ contains += our_pack.contains
+
+ for(var/typepath in contains)
+ if(!typepath)
+ continue
+ if(!firstpack.containertype)
+ break
+ new typepath(our_structure)
+
+ SSpoints.shoppinglist[faction] -= "[our_order.id]"
+ SSpoints.shopping_history += our_order
+
+/obj/docking_port/mobile/supply/proc/sell()
+ for(var/place in shuttle_areas)
+ var/area/shuttle/shuttle_area = place
+ for(var/atom/movable/AM in shuttle_area)
+ if(AM.anchored)
+ continue
+ var/datum/export_report = AM.supply_export(faction)
+ if(export_report)
+ SSpoints.export_history += export_report
+ qdel(AM)
+
+/obj/docking_port/mobile/supply/vehicle
+ railing_gear_name = "vehicle"
+ id = SHUTTLE_VEHICLE_SUPPLY
+ home_id = "vehicle_home"
+
+/obj/docking_port/mobile/supply/vehicle/buy(mob/user, datum/supply_ui/supply_ui)
+ var/datum/supply_ui/vehicles/veh_ui = supply_ui
+ if(!veh_ui || !veh_ui.current_veh_type)
+ return
+ var/obj/vehicle/sealed/armored/tanktype = veh_ui.current_veh_type
+ var/is_assault = initial(tanktype.flags_armored) & ARMORED_PURCHASABLE_ASSAULT
+ if(GLOB.purchased_tanks[user.faction]?["[is_assault]"])
+ to_chat(usr, span_danger("A vehicle of this type has already been purchased!"))
+ return
+ if(!GLOB.purchased_tanks[user.faction])
+ GLOB.purchased_tanks[user.faction] = list()
+ GLOB.purchased_tanks[user.faction]["[is_assault]"] += 1
+ var/obj/vehicle/sealed/armored/tank = new tanktype(loc)
+ if(veh_ui.current_primary)
+ var/obj/item/armored_weapon/gun = new veh_ui.current_primary(loc)
+ gun.attach(tank, TRUE)
+ if(veh_ui.current_secondary)
+ var/obj/item/armored_weapon/gun = new veh_ui.current_secondary(loc)
+ gun.attach(tank, FALSE)
+ if(veh_ui.current_driver_mod)
+ var/obj/item/tank_module/mod = new veh_ui.current_driver_mod(loc)
+ mod.on_equip(tank)
+ if(veh_ui.current_gunner_mod)
+ var/obj/item/tank_module/mod = new veh_ui.current_gunner_mod(loc)
+ mod.on_equip(tank)
+ if(length(veh_ui.primary_ammo))
+ var/turf/dumploc = get_step(get_step(loc, NORTH), NORTH) // todo should autoload depending on tank prolly
+ for(var/ammo in veh_ui.primary_ammo)
+ for(var/i=1 to veh_ui.primary_ammo[ammo])
+ new ammo(dumploc)
+ if(length(veh_ui.secondary_ammo))
+ var/turf/dumploc = get_step(get_step(loc, NORTH), NORTH) // todo should autoload depending on tank prolly
+ for(var/ammo in veh_ui.secondary_ammo)
+ for(var/i=1 to veh_ui.secondary_ammo[ammo])
+ new ammo(dumploc)
+
+/obj/docking_port/stationary/supply/vehicle
+ id = "vehicle_home"
+ roundstart_template = /datum/map_template/shuttle/supply/vehicle
diff --git a/code/modules/reqs/_supplypacks.dm b/code/modules/reqs/supplypacks/_supplypacks.dm
similarity index 82%
rename from code/modules/reqs/_supplypacks.dm
rename to code/modules/reqs/supplypacks/_supplypacks.dm
index acae4c0c975..10be13f685c 100644
--- a/code/modules/reqs/_supplypacks.dm
+++ b/code/modules/reqs/supplypacks/_supplypacks.dm
@@ -3,7 +3,7 @@
//NOTE: Don't add living things to crates, that's bad, it will break the shuttle.
//NOTE: Do NOT set the price of any crates below 7 points. Doing so allows infinite points.
-GLOBAL_LIST_INIT(all_supply_groups, list("Operations", "Weapons", "Explosives", "Armor", "Clothing", "Medical", "Engineering", "Supplies", "Imports", "Vehicles", "Factory"))
+GLOBAL_LIST_INIT(all_supply_groups, list("Operations", "Weapons", "Smartguns", "Stationary", "Launchers", "Explosives", "Armor", "Clothing", "Medical", "Engineering", "Supplies", "Imports", "Vehicles", "Factory"))
/datum/supply_packs
var/name
diff --git a/code/modules/reqs/armor.dm b/code/modules/reqs/supplypacks/armor.dm
similarity index 99%
rename from code/modules/reqs/armor.dm
rename to code/modules/reqs/supplypacks/armor.dm
index 0c44b1efb7f..6df2f7c5286 100644
--- a/code/modules/reqs/armor.dm
+++ b/code/modules/reqs/supplypacks/armor.dm
@@ -86,7 +86,7 @@
/obj/item/armor_module/module/mimir_environment_protection/mimir_helmet,
/obj/item/armor_module/module/mimir_environment_protection,
)
- cost = 120
+ cost = 160
/datum/supply_packs/armor/modular/attachments/artemis_mark_two
name = "Freyr Mark 2 helmet module"
diff --git a/code/modules/reqs/clothing.dm b/code/modules/reqs/supplypacks/clothing.dm
similarity index 94%
rename from code/modules/reqs/clothing.dm
rename to code/modules/reqs/supplypacks/clothing.dm
index 951272cbfdf..6c52f46f66d 100644
--- a/code/modules/reqs/clothing.dm
+++ b/code/modules/reqs/supplypacks/clothing.dm
@@ -22,6 +22,11 @@
contains = list(/obj/item/storage/backpack/marine/radiopack)
cost = 20
+/datum/supply_packs/clothing/auto_catch_belt
+ name = "M344 pattern ammo load rig"
+ contains = list(/obj/item/storage/belt/marine/auto_catch)
+ cost = 50
+
/datum/supply_packs/clothing/technician_pack
name = "Engineering Technician Pack"
contains = list(/obj/item/storage/backpack/marine/tech)
diff --git a/code/modules/reqs/engineering.dm b/code/modules/reqs/supplypacks/engineering.dm
similarity index 96%
rename from code/modules/reqs/engineering.dm
rename to code/modules/reqs/supplypacks/engineering.dm
index 0b4ed6d5aeb..c6c8d04631c 100644
--- a/code/modules/reqs/engineering.dm
+++ b/code/modules/reqs/supplypacks/engineering.dm
@@ -43,6 +43,11 @@
contains = list(/obj/item/stack/sheet/mineral/junk/large_stack)
cost = 300
+/datum/supply_packs/engineering/handheld_charger
+ name = "handheld charger"
+ contains = list(/obj/item/tool/handheld_charger)
+ cost = 80
+
/datum/supply_packs/engineering/plasmacutter
name = "plasma cutter"
contains = list(/obj/item/tool/pickaxe/plasmacutter/)
diff --git a/code/modules/reqs/explosives.dm b/code/modules/reqs/supplypacks/explosives.dm
similarity index 98%
rename from code/modules/reqs/explosives.dm
rename to code/modules/reqs/supplypacks/explosives.dm
index 3e27266b57f..e97ac91d7a8 100644
--- a/code/modules/reqs/explosives.dm
+++ b/code/modules/reqs/supplypacks/explosives.dm
@@ -22,7 +22,7 @@
/datum/supply_packs/explosives/stickytanglenades
name = "M45-T adhesive tanglefoot grenade"
notes = "Contains 25 M45-T sticky grenade"
- contains = list(/obj/item/storage/box/visual/grenade/drain)
+ contains = list(/obj/item/storage/box/visual/grenade/drain/sticky)
cost = 300
/datum/supply_packs/explosives/explosives_sticky
diff --git a/code/modules/reqs/factory.dm b/code/modules/reqs/supplypacks/factory.dm
similarity index 100%
rename from code/modules/reqs/factory.dm
rename to code/modules/reqs/supplypacks/factory.dm
diff --git a/code/modules/reqs/imports.dm b/code/modules/reqs/supplypacks/imports.dm
similarity index 95%
rename from code/modules/reqs/imports.dm
rename to code/modules/reqs/supplypacks/imports.dm
index 25821a53b5d..d83c4704a12 100644
--- a/code/modules/reqs/imports.dm
+++ b/code/modules/reqs/supplypacks/imports.dm
@@ -287,7 +287,18 @@
contains = list(/obj/item/clothing/head/strawhat)
cost = 10
+/datum/supply_packs/imports/bricks
+ name = "Brick"
+ contains = list(/obj/item/weapon/brick)
+ cost = 10
+
/datum/supply_packs/imports/loot_box
name = "Loot box"
contains = list(/obj/item/loot_box/marine)
cost = 500
+
+/datum/supply_packs/imports/loot_pack
+ name = "TGMC Loot Pack"
+ notes = "Contains a random, but curated set of items, these packs are valued around 150 to 200 points. Some items can only be acquired from these. Spend responsibly."
+ contains = list(/obj/item/loot_box/tgmclootbox)
+ cost = 1000
diff --git a/code/modules/reqs/supplypacks/launchers.dm b/code/modules/reqs/supplypacks/launchers.dm
new file mode 100644
index 00000000000..58405e1f611
--- /dev/null
+++ b/code/modules/reqs/supplypacks/launchers.dm
@@ -0,0 +1,133 @@
+/datum/supply_packs/launchers
+ containertype = /obj/structure/closet/crate/ammo
+ group = "Launchers"
+
+/datum/supply_packs/launchers/rpgoneuse
+ name = "RL-72 Disposable RPG"
+ contains = list(/obj/item/weapon/gun/launcher/rocket/oneuse)
+ cost = 100
+
+/datum/supply_packs/launchers/recoillesskit
+ name = "RL-160 Recoilless rifle kit"
+ contains = list(/obj/item/storage/holster/backholster/rpg/full)
+ cost = 400
+
+/datum/supply_packs/launchers/shell_regular
+ name = "RL-160 RR HE shell"
+ contains = list(/obj/item/ammo_magazine/rocket/recoilless)
+ cost = 30
+
+/datum/supply_packs/launchers/shell_le
+ name = "RL-160 RR LE shell"
+ contains = list(/obj/item/ammo_magazine/rocket/recoilless/light)
+ cost = 30
+
+/datum/supply_packs/launchers/shell_heat
+ name = "RL-160 HEAT shell"
+ contains = list(/obj/item/ammo_magazine/rocket/recoilless/heat)
+ cost = 30
+
+/datum/supply_packs/launchers/shell_smoke
+ name = "RL-160 RR Smoke shell"
+ contains = list(/obj/item/ammo_magazine/rocket/recoilless/smoke)
+ cost = 30
+
+/datum/supply_packs/launchers/shell_cloak
+ name = "RL-160 RR Cloak shell"
+ contains = list(/obj/item/ammo_magazine/rocket/recoilless/cloak)
+ cost = 30
+
+/datum/supply_packs/launchers/shell_tangle
+ name = "RL-160 RR Tanglefoot shell"
+ contains = list(/obj/item/ammo_magazine/rocket/recoilless/plasmaloss)
+ cost = 30
+
+/datum/supply_packs/launchers/thermobaric
+ name = "RL-57 Thermobaric Launcher"
+ contains = list(/obj/item/weapon/gun/launcher/rocket/m57a4/t57)
+ cost = 500
+
+/datum/supply_packs/launchers/thermobaric_wp
+ name = "RL-57 Thermobaric WP rocket array"
+ contains = list(/obj/item/ammo_magazine/rocket/m57a4)
+ cost = 50
+
+/datum/supply_packs/launchers/thermobaric
+ name = "RL-57 Thermobaric Launcher Kit"
+ contains = list(/obj/item/storage/holster/backholster/rlquad/full)
+ cost = 550 //launcher + ammo price
+
+/datum/supply_packs/launchers/sadar
+ name = "RL-152 SADAR Rocket Launcher"
+ contains = list(/obj/item/weapon/gun/launcher/rocket/sadar)
+ cost = SADAR_PRICE
+
+/datum/supply_packs/launchers/rpg_regular
+ name = "RL-152 SADAR HE rocket"
+ contains = list(/obj/item/ammo_magazine/rocket/sadar)
+ cost = 50
+
+/datum/supply_packs/launchers/rpg_regular_unguided
+ name = "RL-152 SADAR HE rocket (Unguided)"
+ contains = list(/obj/item/ammo_magazine/rocket/sadar/unguided)
+ cost = 50
+
+/datum/supply_packs/launchers/rpg_ap
+ name = "RL-152 SADAR AP rocket"
+ contains = list(/obj/item/ammo_magazine/rocket/sadar/ap)
+ cost = 60
+
+/datum/supply_packs/launchers/rpg_wp
+ name = "RL-152 SADAR WP rocket"
+ contains = list(/obj/item/ammo_magazine/rocket/sadar/wp)
+ cost = 40
+
+/datum/supply_packs/launchers/rpg_wp_unguided
+ name = "RL-152 SADAR WP rocket (Unguided)"
+ contains = list(/obj/item/ammo_magazine/rocket/sadar/wp/unguided)
+ cost = 40
+
+/datum/supply_packs/launchers/specdemo
+ name = "RL-152 SADAR Rocket Launcher kit"
+ contains = list(/obj/item/storage/holster/backholster/rlsadar/full)
+ cost = SADAR_PRICE + 150 //ammo price
+
+/datum/supply_packs/launchers/tx54
+ name = "GL-54 airburst grenade launcher"
+ contains = list(/obj/item/weapon/gun/rifle/tx54)
+ cost = 300
+
+/datum/supply_packs/launchers/tx54_airburst
+ name = "GL-54 airburst grenade magazine"
+ contains = list(/obj/item/ammo_magazine/rifle/tx54)
+ cost = 20
+
+/datum/supply_packs/launchers/tx54_incendiary
+ name = "GL-54 incendiary grenade magazine"
+ contains = list(/obj/item/ammo_magazine/rifle/tx54/incendiary)
+ cost = 60
+
+/datum/supply_packs/launchers/tx54_smoke
+ name = "GL-54 tactical smoke grenade magazine"
+ contains = list(/obj/item/ammo_magazine/rifle/tx54/smoke)
+ cost = 12
+
+/datum/supply_packs/launchers/tx54_smoke/dense
+ name = "GL-54 dense smoke grenade magazine"
+ contains = list(/obj/item/ammo_magazine/rifle/tx54/smoke/dense)
+ cost = 8
+
+/datum/supply_packs/launchers/tx54_smoke/tangle
+ name = "GL-54 tanglefoot grenade magazine"
+ contains = list(/obj/item/ammo_magazine/rifle/tx54/smoke/tangle)
+ cost = 48
+
+/datum/supply_packs/launchers/singleshot_launcher
+ name = "GL-81 grenade launcher"
+ contains = list(/obj/item/weapon/gun/grenade_launcher/single_shot)
+ cost = 150
+
+/datum/supply_packs/launchers/multinade_launcher
+ name = "GL-70 grenade launcher"
+ contains = list(/obj/item/weapon/gun/grenade_launcher/multinade_launcher/unloaded)
+ cost = 450
diff --git a/code/modules/reqs/medical.dm b/code/modules/reqs/supplypacks/medical.dm
similarity index 100%
rename from code/modules/reqs/medical.dm
rename to code/modules/reqs/supplypacks/medical.dm
diff --git a/code/modules/reqs/operations.dm b/code/modules/reqs/supplypacks/operations.dm
similarity index 91%
rename from code/modules/reqs/operations.dm
rename to code/modules/reqs/supplypacks/operations.dm
index 8ace18d33f7..9d08b1f61df 100644
--- a/code/modules/reqs/operations.dm
+++ b/code/modules/reqs/supplypacks/operations.dm
@@ -1,12 +1,13 @@
/datum/supply_packs/operations
group = "Operations"
- containertype = /obj/structure/closet/crate
+ containertype = /obj/structure/closet/crate/operations
-/datum/supply_packs/imports/loot_pack
- name = "TGMC Loot Pack"
- notes = "Contains a random, but curated set of items, these packs are valued around 150 to 200 points. Some items can only be acquired from these. Spend responsibly."
- contains = list(/obj/item/loot_box/tgmclootbox)
- cost = 1000
+/datum/supply_packs/operations/standard_ammo
+ name = "Surplus Standard Ammo Crate"
+ notes = "Contains 22 ammo boxes of a wide variety which come prefilled. You lazy bum."
+ contains = list(/obj/structure/largecrate/supply/ammo/standard_ammo)
+ containertype = null
+ cost = 200
/datum/supply_packs/operations/beacons_supply
name = "Supply beacon"
diff --git a/code/modules/reqs/supplypacks/smartguns.dm b/code/modules/reqs/supplypacks/smartguns.dm
new file mode 100644
index 00000000000..6a78f2b2242
--- /dev/null
+++ b/code/modules/reqs/supplypacks/smartguns.dm
@@ -0,0 +1,103 @@
+/datum/supply_packs/smartguns
+ group = "Smartguns"
+ containertype = /obj/structure/closet/crate/smart
+
+/datum/supply_packs/smartguns/sg29
+ name = "SG-29 smart machine gun"
+ contains = list(/obj/item/weapon/gun/rifle/sg29)
+ cost = 400
+
+/datum/supply_packs/smartguns/sg29_ammo
+ name = "SG-29 ammo drum"
+ contains = list(/obj/item/ammo_magazine/sg29)
+ cost = 50
+
+/datum/supply_packs/smartguns/rifle/t25
+ name = "T25 smartrifle"
+ contains = list(/obj/item/weapon/gun/rifle/t25)
+ cost = 400
+
+/datum/supply_packs/smartguns/ammo_magazine/rifle/t25
+ name = "T25 smartrifle magazine"
+ contains = list(/obj/item/ammo_magazine/rifle/t25)
+ cost = 20
+
+/datum/supply_packs/smartguns/t25_extended_mag
+ name = "T25 extended magazine"
+ contains = list(/obj/item/ammo_magazine/rifle/t25/extended)
+ cost = 200
+ containertype = /obj/structure/closet/crate/ammo
+
+/datum/supply_packs/smartguns/ammo_magazine/packet/t25
+ name = "T25 smartrifle ammo box"
+ contains = list(/obj/item/ammo_magazine/packet/t25)
+ cost = 60
+
+/datum/supply_packs/smartguns/smart_minigun
+ name = "SG-85 smart gatling gun"
+ contains = list(/obj/item/weapon/gun/minigun/smart_minigun)
+ cost = 400
+
+/datum/supply_packs/smartguns/smart_minigun_ammo
+ name = "SG-85 ammo bin"
+ contains = list(/obj/item/ammo_magazine/packet/smart_minigun)
+ cost = 50
+
+/datum/supply_packs/smartguns/minigun_powerpack
+ name = "SG-85 Minigun Powerpack"
+ contains = list(/obj/item/ammo_magazine/minigun_powerpack/smartgun)
+ cost = 150
+
+/datum/supply_packs/smartguns/sg62
+ name = "SG-62 Smart Target Rifle"
+ contains = list(/obj/item/weapon/gun/rifle/sg62)
+ cost = 400
+
+/datum/supply_packs/smartguns/sg62_ammo
+ name = "SG-62 smart target rifle ammo"
+ contains = list(/obj/item/ammo_magazine/rifle/sg62)
+ cost = 35
+
+/datum/supply_packs/smartguns/box_10x27mm
+ name = "SG-62 smart target rifle ammo box"
+ contains = list(/obj/item/ammo_magazine/packet/sg62)
+ cost = 50
+
+/datum/supply_packs/smartguns/sg153_ammo
+ name = "SG-153 spotting rifle ammo"
+ contains = list(/obj/item/ammo_magazine/rifle/sg153)
+ cost = 15
+
+/datum/supply_packs/smartguns/sg153_ammo/highimpact
+ name = "SG-153 high impact spotting rifle ammo"
+ contains = list(/obj/item/ammo_magazine/rifle/sg153/highimpact)
+
+/datum/supply_packs/smartguns/sg153_ammo/heavyrubber
+ name = "SG-153 heavy rubber spotting rifle ammo"
+ contains = list(/obj/item/ammo_magazine/rifle/sg153/heavyrubber)
+
+/datum/supply_packs/smartguns/sg153_ammo/plasmaloss
+ name = "SG-153 tanglefoot spotting rifle ammo"
+ contains = list(/obj/item/ammo_magazine/rifle/sg153/plasmaloss)
+
+/datum/supply_packs/smartguns/sg153_ammo/tungsten
+ name = "SG-153 tungsten spotting rifle ammo"
+ contains = list(/obj/item/ammo_magazine/rifle/sg153/tungsten)
+
+/datum/supply_packs/smartguns/sg153_ammo/flak
+ name = "SG-153 flak spotting rifle ammo"
+ contains = list(/obj/item/ammo_magazine/rifle/sg153/flak)
+
+/datum/supply_packs/smartguns/sg153_ammo/incendiary
+ name = "SG-153 incendiary spotting rifle ammo"
+ contains = list(/obj/item/ammo_magazine/rifle/sg153/incendiary)
+
+/datum/supply_packs/smartguns/smart_pistol
+ name = "TX13 smartpistol"
+ contains = list(/obj/item/weapon/gun/pistol/smart_pistol)
+ cost = 150
+
+/datum/supply_packs/smartguns/smart_pistol_ammo
+ name = "TX13 smartpistol ammo"
+ contains = list(/obj/item/ammo_magazine/pistol/p14/smart_pistol)
+ cost = 10
diff --git a/code/modules/reqs/supplypacks/stationary.dm b/code/modules/reqs/supplypacks/stationary.dm
new file mode 100644
index 00000000000..27042ca4bae
--- /dev/null
+++ b/code/modules/reqs/supplypacks/stationary.dm
@@ -0,0 +1,220 @@
+/datum/supply_packs/stationary
+ group = "Stationary"
+ containertype = /obj/structure/closet/crate/mounted
+
+/datum/supply_packs/stationary/sentry
+ name = "Турель TUR-B \"Базис\""
+ contains = list(
+ /obj/item/weapon/gun/sentry/basic,
+ )
+ cost = 200
+
+/datum/supply_packs/stationary/sentry_upgrade
+ name = "Набор для улучшения турели TUR-B"
+ contains = list(
+ /obj/item/sentry_upgrade_kit,
+ )
+ cost = 150
+
+/datum/supply_packs/stationary/sentry/ammo
+ name = "Магазин для турели TUR-B \"Базис\""
+ contains = list(
+ /obj/item/ammo_magazine/sentry,
+ )
+ cost = 50
+
+/datum/supply_packs/stationary/sentry/ammo/mini
+ name = "Магазин для турели TUR-M \"Гном\""
+ contains = list(
+ /obj/item/ammo_magazine/minisentry,
+ )
+
+/datum/supply_packs/stationary/sentry/ammo/sniper
+ name = "Магазин для турели TUR-SN \"Оса\""
+ contains = list(
+ /obj/item/ammo_magazine/sentry/sniper,
+ )
+
+/datum/supply_packs/stationary/sentry/ammo/shotgun
+ name = "Магазин для турели TUR-SH \"Бык\""
+ contains = list(
+ /obj/item/ammo_magazine/sentry/shotgun,
+ )
+
+/datum/supply_packs/stationary/sentry/ammo/flamer
+ name = "Бак для турели TUR-F \"Феникс\""
+ contains = list(
+ /obj/item/ammo_magazine/flamer_tank/large/sentry,
+ )
+
+/datum/supply_packs/stationary/buildasentry
+ name = "Build-A-Sentry Attachment System"
+ contains = list(
+ /obj/item/attachable/buildasentry,
+ )
+ cost = 250
+
+/datum/supply_packs/stationary/m56d_emplacement
+ name = "HSG-102 Mounted Heavy Smartgun"
+ contains = list(/obj/item/storage/box/hsg102)
+ cost = 600
+
+/datum/supply_packs/stationary/m56d
+ name = "HSG-102 mounted heavy smartgun ammo"
+ contains = list(/obj/item/ammo_magazine/hsg102)
+ cost = 30
+
+/datum/supply_packs/stationary/minigun_emplacement
+ name = "Mounted Automatic Minigun"
+ contains = list(/obj/item/weapon/gun/standard_minigun)
+ cost = 600
+
+/datum/supply_packs/stationary/minigun_ammo
+ name = "Mounted Minigun ammo"
+ contains = list(/obj/item/ammo_magazine/heavy_minigun)
+ cost = 30
+
+/datum/supply_packs/stationary/autocannon_emplacement
+ name = "ATR-22 Mounted Flak Cannon"
+ contains = list(/obj/item/weapon/gun/atr22)
+ cost = 700
+
+/datum/supply_packs/stationary/ac_hv
+ name = "ATR-22 High-Velocity ammo"
+ contains = list(/obj/item/ammo_magazine/atr22)
+ cost = 40
+
+/datum/supply_packs/stationary/ac_flak
+ name = "ATR-22 Smart-Detonating ammo"
+ contains = list(/obj/item/ammo_magazine/atr22/flak)
+ cost = 40
+
+/datum/supply_packs/stationary/ags_emplacement
+ name = "AGLS-37 Mounted Automated Grenade Launcher"
+ contains = list(/obj/item/weapon/gun/agls37)
+ cost = 300
+
+/datum/supply_packs/stationary/ags_highexplo
+ name = "AGLS-37 AGL High Explosive Grenades"
+ contains = list(/obj/item/ammo_magazine/agls37)
+ cost = 65
+
+/datum/supply_packs/stationary/ags_frag
+ name = "AGLS-37 AGL Fragmentation Grenades"
+ contains = list(/obj/item/ammo_magazine/agls37/fragmentation)
+ cost = 55
+
+/datum/supply_packs/stationary/ags_incendiary
+ name = "AGLS-37 AGL White Phosphorous Grenades"
+ contains = list(/obj/item/ammo_magazine/agls37/incendiary)
+ cost = 55
+
+/datum/supply_packs/stationary/ags_flare
+ name = "AGLS-37 AGL Flare Grenades"
+ contains = list(/obj/item/ammo_magazine/agls37/flare)
+ cost = 35
+
+/datum/supply_packs/stationary/ags_cloak
+ name = "AGLS-37 AGL Cloak Grenades"
+ contains = list(/obj/item/ammo_magazine/agls37/cloak)
+ cost = 45
+
+/datum/supply_packs/stationary/ags_tanglefoot
+ name = "AGLS-37 AGL Tanglefoot Grenades"
+ contains = list(/obj/item/ammo_magazine/agls37/tanglefoot)
+ cost = 85
+
+/datum/supply_packs/stationary/antitankgun
+ name = "AT-36 Anti Tank Gun"
+ contains = list(/obj/item/weapon/gun/at36)
+ cost = 800
+
+/datum/supply_packs/stationary/antitankgunammo
+ name = "AT-36 AP-HE Shell (x3)"
+ contains = list(
+ /obj/item/ammo_magazine/at36,
+ /obj/item/ammo_magazine/at36,
+ /obj/item/ammo_magazine/at36,
+ )
+ cost = 20
+
+/datum/supply_packs/stationary/antitankgunammo/apcr
+ name = "AT-36 APCR Shell (x3)"
+ contains = list(
+ /obj/item/ammo_magazine/at36/apcr,
+ /obj/item/ammo_magazine/at36/apcr,
+ /obj/item/ammo_magazine/at36/apcr,
+ )
+ cost = 20
+
+/datum/supply_packs/stationary/antitankgunammo/he
+ name = "AT-36 HE Shell (x3)"
+ contains = list(
+ /obj/item/ammo_magazine/at36/he,
+ /obj/item/ammo_magazine/at36/he,
+ /obj/item/ammo_magazine/at36/he,
+ )
+ cost = 20
+
+/datum/supply_packs/stationary/antitankgunammo/beehive
+ name = "AT-36 Beehive Shell (x3)"
+ contains = list(
+ /obj/item/ammo_magazine/at36/beehive,
+ /obj/item/ammo_magazine/at36/beehive,
+ /obj/item/ammo_magazine/at36/beehive,
+ )
+ cost = 20
+
+/datum/supply_packs/stationary/antitankgunammo/incendiary
+ name = "AT-36 Napalm Shell (x3)"
+ contains = list(
+ /obj/item/ammo_magazine/at36/incend,
+ /obj/item/ammo_magazine/at36/incend,
+ /obj/item/ammo_magazine/at36/incend,
+ )
+ cost = 20
+
+/datum/supply_packs/stationary/flak_gun
+ name = "FK-88 Flak Gun"
+ contains = list(/obj/item/weapon/gun/heavy_isg)
+ cost = 1200
+
+/datum/supply_packs/stationary/flak_he
+ name = "FK-88 HE Shell"
+ contains = list(/obj/item/ammo_magazine/heavy_isg/he)
+ cost = 100
+
+/datum/supply_packs/stationary/flak_sabot
+ name = "FK-88 APFDS Shell"
+ contains = list(/obj/item/ammo_magazine/heavy_isg/sabot)
+ cost = 120
+
+/datum/supply_packs/stationary/heayvlaser_emplacement
+ name = "Mounted Heavy Laser"
+ contains = list(/obj/item/weapon/gun/energy/lasgun/lasrifle/heavy_laser/deployable)
+ cost = 800
+
+/datum/supply_packs/stationary/heayvlaser_ammo
+ name = "Mounted Heavy Laser Ammo (x1)"
+ contains = list(/obj/item/cell/lasgun/heavy_laser)
+ cost = 15
+
+/datum/supply_packs/stationary/mg27
+ name = "MG-27 Medium Machinegun"
+ contains = list(/obj/item/weapon/gun/mg27)
+ cost = 100
+
+/datum/supply_packs/stationary/hmg08
+ name = "HMG-08 heavy machinegun"
+ contains = list(/obj/item/weapon/gun/hmg08)
+ cost = 400
+
+/datum/supply_packs/stationary/hmg08_ammo
+ name = "HMG-08 heavy machinegun ammo (500 rounds)"
+ contains = list(/obj/item/ammo_magazine/hmg08)
+ cost = 70
+
+/datum/supply_packs/stationary/hmg08_ammo_small
+ name = "HMG-08 heavy machinegun ammo (250 rounds)"
+ contains = list(/obj/item/ammo_magazine/hmg08/small)
+ cost = 40
diff --git a/code/modules/reqs/supplies.dm b/code/modules/reqs/supplypacks/supplies.dm
similarity index 85%
rename from code/modules/reqs/supplies.dm
rename to code/modules/reqs/supplypacks/supplies.dm
index 2b5897a8b06..7f3d3801ea5 100644
--- a/code/modules/reqs/supplies.dm
+++ b/code/modules/reqs/supplypacks/supplies.dm
@@ -5,8 +5,27 @@
/datum/supply_packs/supplies/crayons
name = "PFC Jim Special Crayon Pack"
contains = list(/obj/item/storage/fancy/crayons)
+ containertype = /obj/structure/closet/crate/operations
cost = 40
+/datum/supply_packs/supplies/provision
+ name = "Emergency Provision Crate"
+ notes = "Contains 10 special TGMC MRE racions."
+ contains = list(
+ /obj/item/storage/box/MRE,
+ /obj/item/storage/box/MRE,
+ /obj/item/storage/box/MRE,
+ /obj/item/storage/box/MRE,
+ /obj/item/storage/box/MRE,
+ /obj/item/storage/box/MRE,
+ /obj/item/storage/box/MRE,
+ /obj/item/storage/box/MRE,
+ /obj/item/storage/box/MRE,
+ /obj/item/storage/box/MRE,
+ )
+ containertype = /obj/structure/closet/crate/operations
+ cost = 65
+
/datum/supply_packs/supplies/janitor
name = "assorted janitorial supplies"
contains = list(
diff --git a/code/modules/reqs/vehicles.dm b/code/modules/reqs/supplypacks/vehicles.dm
similarity index 77%
rename from code/modules/reqs/vehicles.dm
rename to code/modules/reqs/supplypacks/vehicles.dm
index 93dd7d2d216..fdd194a6908 100644
--- a/code/modules/reqs/vehicles.dm
+++ b/code/modules/reqs/supplypacks/vehicles.dm
@@ -1,6 +1,36 @@
/datum/supply_packs/vehicles
group = "Vehicles"
+/datum/supply_packs/vehicles/ltb_shells
+ name = "LTB tank shell"
+ contains = list(/obj/item/ammo_magazine/tank/ltb_cannon)
+ cost = 10
+ containertype = /obj/structure/closet/crate/ammo
+
+/datum/supply_packs/vehicles/ltb_shells_apfds
+ name = "LTB tank APFDS shell"
+ contains = list(/obj/item/ammo_magazine/tank/ltb_cannon/apfds)
+ cost = 10
+ containertype = /obj/structure/closet/crate/ammo
+
+/datum/supply_packs/vehicles/ltaap_rounds
+ name = "LTAAP tank magazine"
+ contains = list(/obj/item/ammo_magazine/tank/ltaap_chaingun)
+ cost = 10
+ containertype = /obj/structure/closet/crate/ammo
+
+/datum/supply_packs/vehicles/cupola_rounds
+ name = "Cupola tank magazine"
+ contains = list(/obj/item/ammo_magazine/tank/secondary_cupola)
+ cost = 10
+ containertype = /obj/structure/closet/crate/ammo
+
+/datum/supply_packs/vehicles/secondary_flamer_tank
+ name = "Spray flamer tank"
+ contains = list(/obj/item/ammo_magazine/tank/secondary_flamer_tank)
+ cost = 10
+ containertype = /obj/structure/closet/crate/ammo
+
/datum/supply_packs/vehicles/motorbike
name = "All-Terrain Motorbike"
cost = 400
diff --git a/code/modules/reqs/supplypacks/weapons.dm b/code/modules/reqs/supplypacks/weapons.dm
new file mode 100644
index 00000000000..234a4b13e08
--- /dev/null
+++ b/code/modules/reqs/supplypacks/weapons.dm
@@ -0,0 +1,303 @@
+/datum/supply_packs/weapons
+ group = "Weapons"
+ containertype = /obj/structure/closet/crate/weapon
+
+/datum/supply_packs/weapons/tesla
+ name = "Tesla Shock Rifle"
+ contains = list(/obj/item/weapon/gun/energy/lasgun/lasrifle/tesla)
+ cost = 600
+
+/datum/supply_packs/weapons/tx55
+ name = "AR-55 OICW Rifle"
+ contains = list(/obj/item/weapon/gun/rifle/tx55)
+ cost = 525
+
+/datum/supply_packs/weapons/pepperball
+ name = "PB-12 pepperball gun"
+ contains = list(/obj/item/weapon/gun/rifle/pepperball)
+ cost = 100
+
+/datum/supply_packs/weapons/railgun
+ name = "SR-220 Railgun"
+ contains = list(/obj/item/weapon/gun/rifle/railgun)
+ cost = 400
+
+/datum/supply_packs/weapons/railgun_ammo
+ name = "SR-220 Railgun armor piercing discarding sabot round"
+ contains = list(/obj/item/ammo_magazine/railgun)
+ cost = 50
+
+/datum/supply_packs/weapons/railgun_ammo/hvap
+ name = "SR-220 Railgun high velocity armor piercing round"
+ contains = list(/obj/item/ammo_magazine/railgun/hvap)
+ cost = 50
+
+/datum/supply_packs/weapons/railgun_ammo/smart
+ name = "SR-220 Railgun smart armor piercing round"
+ contains = list(/obj/item/ammo_magazine/railgun/smart)
+ cost = 50
+
+/datum/supply_packs/weapons/tx8
+ name = "BR-8 Scout Rifle"
+ contains = list(/obj/item/weapon/gun/rifle/tx8)
+ cost = 400
+
+/datum/supply_packs/weapons/scout_regular
+ name = "BR-8 scout rifle magazine"
+ contains = list(/obj/item/ammo_magazine/rifle/tx8)
+ cost = 20
+
+/datum/supply_packs/weapons/scout_regular_box
+ name = "BR-8 scout rifle ammo box"
+ contains = list(/obj/item/ammo_magazine/packet/scout_rifle)
+ cost = 50
+
+/datum/supply_packs/weapons/scout_impact
+ name = "BR-8 scout rifle impact magazine"
+ contains = list(/obj/item/ammo_magazine/rifle/tx8/impact)
+ cost = 40
+
+/datum/supply_packs/weapons/scout_impact_box
+ name = "BR-8 scout rifle impact ammo box"
+ contains = list(/obj/item/ammo_magazine/packet/scout_rifle/impact)
+ cost = 100
+
+/datum/supply_packs/weapons/scout_incendiary
+ name = "Br-8 scout rifle incendiary magazine"
+ contains = list(/obj/item/ammo_magazine/rifle/tx8/incendiary)
+ cost = 40
+
+/datum/supply_packs/weapons/scout_incendiary_box
+ name = "BR-8 scout rifle incendiary ammo box"
+ contains = list(/obj/item/ammo_magazine/packet/scout_rifle/incendiary)
+ cost = 100
+
+/datum/supply_packs/weapons/zx76
+ name = "ZX-76 Twin-Barrled Burst Shotgun"
+ contains = list(/obj/item/weapon/gun/shotgun/zx76)
+ cost = 1000
+
+/datum/supply_packs/weapons/shotguntracker
+ name = "12 Gauge Tracker Shells"
+ contains = list(/obj/item/ammo_magazine/shotgun/tracker)
+ cost = 50
+
+/datum/supply_packs/weapons/incendiaryslugs
+ name = "Box of Incendiary Slugs"
+ contains = list(/obj/item/ammo_magazine/shotgun/incendiary)
+ cost = 100
+
+/datum/supply_packs/weapons/sr81
+ name = "SR-81 IFF Auto Sniper kit"
+ contains = list(/obj/item/weapon/gun/rifle/sr81)
+ cost = 500
+
+/datum/supply_packs/weapons/sr81_ammo
+ name = "SR-81 IFF sniper magazine"
+ contains = list(/obj/item/ammo_magazine/rifle/sr81)
+ cost = 30
+
+/datum/supply_packs/weapons/sr81_packet
+ name = "SR-81 IFF sniper ammo box"
+ contains = list(/obj/item/ammo_magazine/packet/sr81)
+ cost = 50
+
+/datum/supply_packs/weapons/antimaterial
+ name = "SR-26 Antimaterial rifle (AMR) kit"
+ contains = list(/obj/item/weapon/gun/rifle/sniper/antimaterial)
+ cost = 775
+
+/datum/supply_packs/weapons/antimaterial_ammo
+ name = "SR-26 AMR magazine"
+ contains = list(/obj/item/ammo_magazine/sniper)
+ cost = 30
+
+/datum/supply_packs/weapons/antimaterial_incend_ammo
+ name = "SR-26 AMR incendiary magazine"
+ contains = list(/obj/item/ammo_magazine/sniper/incendiary)
+ cost = 50
+
+/datum/supply_packs/weapons/antimaterial_flak_ammo
+ name = "SR-26 AMR flak magazine"
+ contains = list(/obj/item/ammo_magazine/sniper/flak)
+ cost = 40
+
+/datum/supply_packs/weapons/specminigun
+ name = "MG-100 Vindicator Minigun"
+ contains = list(/obj/item/weapon/gun/minigun)
+ cost = MINIGUN_PRICE
+
+/datum/supply_packs/weapons/minigun
+ name = "MG-100 Vindicator Minigun Powerpack"
+ contains = list(/obj/item/ammo_magazine/minigun_powerpack)
+ cost = 50
+
+/datum/supply_packs/weapons/flamethrower
+ name = "FL-84 Flamethrower"
+ contains = list(/obj/item/weapon/gun/flamer/big_flamer/marinestandard)
+ cost = 150
+
+/datum/supply_packs/weapons/napalm
+ name = "FL-84 normal fuel tank"
+ contains = list(/obj/item/ammo_magazine/flamer_tank/large)
+ cost = 60
+
+/datum/supply_packs/weapons/napalm_G
+ name = "FL-84 G fuel tank"
+ contains = list(/obj/item/ammo_magazine/flamer_tank/large/G)
+ cost = 75
+
+/datum/supply_packs/weapons/napalm_X
+ name = "FL-84 X fuel tank"
+ contains = list(/obj/item/ammo_magazine/flamer_tank/large/X)
+ cost = 300
+
+/datum/supply_packs/weapons/back_fuel_tank
+ name = "Standard back fuel tank"
+ contains = list(/obj/item/ammo_magazine/flamer_tank/backtank)
+ cost = 200
+
+/datum/supply_packs/weapons/back_fuel_tank_g
+ name = "Type G fuel tank"
+ contains = list(/obj/item/ammo_magazine/flamer_tank/backtank/G)
+ cost = 150
+
+/datum/supply_packs/weapons/back_fuel_tank_x
+ name = "Type X back fuel tank"
+ contains = list(/obj/item/ammo_magazine/flamer_tank/backtank/X)
+ cost = 600
+
+/datum/supply_packs/weapons/mini_fuel_tank_g
+ name = "Type G mini fuel tank"
+ contains = list(/obj/item/ammo_magazine/flamer_tank/mini/G)
+ cost = 5
+
+/datum/supply_packs/weapons/mini_fuel_tank_x
+ name = "Type X back mini fuel tank"
+ contains = list(/obj/item/ammo_magazine/flamer_tank/mini/X)
+ cost = 20
+
+/datum/supply_packs/weapons/fueltank_g
+ name = "G-fuel tank"
+ contains = list(/obj/structure/reagent_dispensers/fueltank/gfuel)
+ cost = 150
+ containertype = null
+
+/datum/supply_packs/weapons/fueltank
+ name = "X-fuel tank"
+ contains = list(/obj/structure/reagent_dispensers/fueltank/xfuel)
+ cost = 600
+ containertype = null
+
+/datum/supply_packs/weapons/mateba
+ name = "Mateba Autorevolver belt"
+ contains = list(/obj/item/storage/holster/belt/revolver/mateba/full)
+ notes = "Contains 6 speedloaders"
+ cost = 150
+
+/datum/supply_packs/weapons/mateba_ammo
+ name = "Mateba magazine"
+ contains = list(/obj/item/ammo_magazine/revolver/mateba)
+ cost = 30
+
+/datum/supply_packs/weapons/mateba_packet
+ name = "Mateba packet"
+ contains = list(/obj/item/ammo_magazine/packet/mateba)
+ cost = 120
+
+/datum/supply_packs/weapons/sr127_flak
+ name = "SR-127 Flak Magazine"
+ contains = list(/obj/item/ammo_magazine/rifle/sr127/flak)
+ cost = 50
+
+/datum/supply_packs/weapons/rechargemag
+ name = "Terra Experimental recharger battery"
+ contains = list(/obj/item/cell/lasgun/lasrifle/recharger)
+ cost = 60
+
+/datum/supply_packs/weapons/xray_gun
+ name = "TE-X Laser Rifle"
+ contains = list(/obj/item/weapon/gun/energy/lasgun/lasrifle/xray)
+ cost = 400
+
+/datum/supply_packs/weapons/rocketsledge
+ name = "Rocket Sledge"
+ contains = list(/obj/item/weapon/twohanded/rocketsledge)
+ cost = 600
+
+/datum/supply_packs/weapons/vector_incendiary
+ name = "vector incendiary magazine"
+ contains = list(/obj/item/ammo_magazine/smg/vector/incendiary)
+ cost = 20 //40 rounds
+ containertype = /obj/structure/closet/crate/ammo
+
+/datum/supply_packs/weapons/valihalberd
+ name = "VAL-HAL-A"
+ contains = list(/obj/item/weapon/twohanded/glaive/halberd/harvester)
+ cost = 600
+
+/datum/supply_packs/weapons/t500case
+ name = "R-500 bundle"
+ contains = list(/obj/item/storage/box/t500case)
+ cost = 50
+
+/datum/supply_packs/weapons/r76case
+ name = "R76 bundle"
+ contains = list(/obj/item/storage/briefcase/standard_magnum)
+ cost = 120
+
+/datum/supply_packs/weapons/r76_speedloader
+ name = "R76 speedloader (x4)"
+ contains = list(
+ /obj/item/ammo_magazine/revolver/standard_magnum,
+ /obj/item/ammo_magazine/revolver/standard_magnum,
+ /obj/item/ammo_magazine/revolver/standard_magnum,
+ /obj/item/ammo_magazine/revolver/standard_magnum,
+ )
+ cost = 40
+
+/datum/supply_packs/weapons/ar12_incendiary
+ name = "AR-12 incendiary magazine"
+ contains = list(/obj/item/ammo_magazine/rifle/ar12/incendiary)
+ cost = 30 //50 rounds
+ containertype = /obj/structure/closet/crate/ammo
+
+/datum/supply_packs/weapons/smg25_ap
+ name = "SMG-25 armor piercing magazine"
+ contains = list(/obj/item/ammo_magazine/smg/m25/ap)
+ cost = 30 //60 rounds
+ containertype = /obj/structure/closet/crate/ammo
+
+/datum/supply_packs/weapons/box_10x24mm_incendiary
+ name = "10x24mm incendiary ammo box"
+ contains = list(/obj/item/ammo_magazine/packet/p10x24mm/incendiary)
+ cost = 45 //150 rounds
+ containertype = /obj/structure/closet/crate/ammo
+
+/datum/supply_packs/weapons/box_10x25mm_incendiary
+ name = "10x25mm incendiary ammo box"
+ contains = list(/obj/item/ammo_magazine/packet/p10x25mm/incendiary)
+ cost = 50 //125 rounds
+ containertype = /obj/structure/closet/crate/ammo
+
+/datum/supply_packs/weapons/p9mm_incendiary
+ name = "9mm incendiary packet"
+ contains = list(/obj/item/ammo_magazine/packet/p9mm/incendiary)
+ cost = 30 //70 rounds
+ containertype = /obj/structure/closet/crate/ammo
+
+/datum/supply_packs/weapons/box_10x265mm_ap
+ name = "10x26.5mm armor piercing ammo box"
+ contains = list(/obj/item/ammo_magazine/packet/p10x265mm/ap)
+ cost = 60 //100 rounds
+ containertype = /obj/structure/closet/crate/ammo
+
+/datum/supply_packs/weapons/box_10x20mm_ap
+ name = "10x20mm armor piercing ammo box"
+ contains = list(/obj/item/ammo_magazine/packet/p10x20mm/ap)
+ cost = 50 //150 rounds
+ containertype = /obj/structure/closet/crate/ammo
+
+/datum/supply_packs/weapons/xray_gun
+ contains = list(/obj/item/weapon/gun/energy/lasgun/lasrifle/xray)
+ cost = 500
diff --git a/code/modules/reqs/tablet.dm b/code/modules/reqs/tablet.dm
new file mode 100644
index 00000000000..373413c7edc
--- /dev/null
+++ b/code/modules/reqs/tablet.dm
@@ -0,0 +1,28 @@
+/obj/item/supplytablet
+ name = "ASRS tablet"
+ desc = "A tablet for an Automated Storage and Retrieval System"
+ icon = 'icons/Marine/marine-navigation.dmi'
+ icon_state = "req_tablet_off"
+ req_access = list(ACCESS_MARINE_CARGO)
+ flags_equip_slot = ITEM_SLOT_POCKET
+ w_class = WEIGHT_CLASS_NORMAL
+ var/datum/supply_ui/supply_ui
+ ///Id of the shuttle controlled
+ var/shuttle_id = SHUTTLE_SUPPLY
+ /// Id of the home docking port
+ var/home_id = "supply_home"
+ /// Faction of the tablet
+ var/faction = FACTION_TERRAGOV
+
+/obj/item/supplytablet/interact(mob/user)
+ . = ..()
+ if(.)
+ return
+ if(!allowed(user))
+ return
+ if(!supply_ui)
+ supply_ui = new(src)
+ supply_ui.shuttle_id = shuttle_id
+ supply_ui.home_id = home_id
+ supply_ui.faction = faction
+ return supply_ui.interact(user)
diff --git a/code/modules/reqs/ui/_ui.dm b/code/modules/reqs/ui/_ui.dm
new file mode 100644
index 00000000000..495ddbdf9f3
--- /dev/null
+++ b/code/modules/reqs/ui/_ui.dm
@@ -0,0 +1,316 @@
+/datum/supply_ui
+ interaction_flags = INTERACT_MACHINE_TGUI
+ var/atom/source_object
+ var/tgui_name = "Cargo"
+ ///Id of the shuttle controlled
+ var/shuttle_id = ""
+ ///Reference to the supply shuttle
+ var/obj/docking_port/mobile/supply/supply_shuttle
+ ///Faction of the supply console linked
+ var/faction = FACTION_TERRAGOV
+ ///Id of the home port
+ var/home_id = ""
+
+/datum/supply_ui/New(atom/source_object)
+ . = ..()
+ src.source_object = source_object
+ RegisterSignal(source_object, COMSIG_QDELETING, PROC_REF(clean_ui))
+
+///Signal handler to delete the ui when the source object is deleting
+/datum/supply_ui/proc/clean_ui()
+ SIGNAL_HANDLER
+ qdel(src)
+
+/datum/supply_ui/Destroy(force)
+ source_object = null
+ return ..()
+
+/datum/supply_ui/ui_host()
+ return source_object
+
+/datum/supply_ui/can_interact(mob/user)
+ . = ..()
+ if(!.)
+ return FALSE
+ if(!user.CanReach(source_object))
+ return FALSE
+ return TRUE
+
+/datum/supply_ui/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
+
+ if(ui)
+ return
+ if(shuttle_id)
+ supply_shuttle = SSshuttle.getShuttle(shuttle_id)
+ supply_shuttle.home_id = home_id
+ supply_shuttle.faction = faction
+ ui = new(user, src, tgui_name, source_object.name)
+ ui.open()
+
+/datum/supply_ui/ui_static_data(mob/user)
+ . = list()
+ .["categories"] = GLOB.all_supply_groups
+ .["supplypacks"] = SSpoints.supply_packs_ui
+ .["supplypackscontents"] = SSpoints.supply_packs_contents
+ .["elevator_size"] = supply_shuttle?.return_number_of_turfs()
+
+/datum/supply_ui/ui_data(mob/living/user)
+ . = list()
+ .["currentpoints"] = round(SSpoints.supply_points[user.faction])
+ .["personalpoints"] = round(SSpoints.personal_supply_points[user.ckey])
+ .["requests"] = list()
+ for(var/key in SSpoints.requestlist)
+ var/datum/supply_order/our_order = SSpoints.requestlist[key]
+ if(our_order.faction != user.faction)
+ continue
+ var/list/packs = list()
+ var/cost = 0
+ for(var/P in our_order.pack)
+ var/datum/supply_packs/our_pack = P
+ if(packs[our_pack.type])
+ packs[our_pack.type] += 1
+ else
+ packs[our_pack.type] = 1
+ cost += our_pack.cost
+ .["requests"] += list(list("id" = our_order.id, "orderer" = our_order.orderer, "orderer_rank" = our_order.orderer_rank, "reason" = our_order.reason, "cost" = cost, "packs" = packs, "authed_by" = our_order.authorised_by))
+ .["deniedrequests"] = list()
+ for(var/i in length(SSpoints.deniedrequests) to 1 step -1)
+ var/datum/supply_order/our_order = SSpoints.deniedrequests[SSpoints.deniedrequests[i]]
+ if(our_order.faction != user.faction)
+ continue
+ var/list/packs = list()
+ var/cost = 0
+ for(var/P in our_order.pack)
+ var/datum/supply_packs/our_pack = P
+ if(packs[our_pack.type])
+ packs[our_pack.type] += 1
+ else
+ packs[our_pack.type] = 1
+ cost += our_pack.cost
+ .["deniedrequests"] += list(list(
+ "id" = our_order.id,
+ "orderer" = our_order.orderer,
+ "orderer_rank" = our_order.orderer_rank,
+ "reason" = our_order.reason,
+ "cost" = cost, "packs" = packs,
+ "authed_by" = our_order.authorised_by
+ ))
+ .["approvedrequests"] = list()
+ for(var/i in length(SSpoints.approvedrequests) to 1 step -1)
+ var/datum/supply_order/our_order = SSpoints.approvedrequests[SSpoints.approvedrequests[i]]
+ if(our_order.faction != user.faction)
+ continue
+ var/list/packs = list()
+ var/cost = 0
+ for(var/P in our_order.pack)
+ var/datum/supply_packs/our_pack = P
+ if(packs[our_pack.type])
+ packs[our_pack.type] += 1
+ else
+ packs[our_pack.type] = 1
+ cost += our_pack.cost
+ .["approvedrequests"] += list(list(
+ "id" = our_order.id,
+ "orderer" = our_order.orderer,
+ "orderer_rank" = our_order.orderer_rank,
+ "reason" = our_order.reason,
+ "cost" = cost, "packs" = packs,
+ "authed_by" = our_order.authorised_by
+ ))
+ .["awaiting_delivery"] = list()
+ .["awaiting_delivery_orders"] = 0
+ for(var/key in SSpoints.shoppinglist[faction])
+ var/datum/supply_order/our_order = LAZYACCESSASSOC(SSpoints.shoppinglist, faction, key)
+ .["awaiting_delivery_orders"]++
+ var/list/packs = list()
+ var/cost = 0
+ for(var/P in our_order.pack)
+ var/datum/supply_packs/our_pack = P
+ if(packs[our_pack.type])
+ packs[our_pack.type] += 1
+ else
+ packs[our_pack.type] = 1
+ cost += our_pack.cost
+ .["awaiting_delivery"] += list(list(
+ "id" = our_order.id,
+ "orderer" = our_order.orderer,
+ "orderer_rank" = our_order.orderer_rank,
+ "reason" = our_order.reason,
+ "cost" = cost,
+ "packs" = packs,
+ "authed_by" = our_order.authorised_by
+ ))
+ .["export_history"] = list()
+ var/id = 0
+ var/lastexport = ""
+ for(var/datum/export_report/report AS in SSpoints.export_history)
+ if(report.faction != user.faction)
+ continue
+ if(report.points == 0)
+ continue
+ if(report.export_name == lastexport)
+ .["export_history"][id]["amount"] += 1
+ .["export_history"][id]["total"] += report.points
+ else
+ .["export_history"] += list(list(
+ "id" = id,
+ "name" = report.export_name,
+ "points" = report.points,
+ "amount" = 1,
+ total = report.points
+ ))
+ id++
+ lastexport = report.export_name
+ .["shopping_history"] = list()
+ for(var/datum/supply_order/our_order AS in SSpoints.shopping_history)
+ if(our_order.faction != user.faction)
+ continue
+ var/list/packs = list()
+ var/cost = 0
+ for(var/P in our_order.pack)
+ var/datum/supply_packs/our_pack = P
+ if(packs[our_pack.type])
+ packs[our_pack.type] += 1
+ else
+ packs[our_pack.type] = 1
+ cost += our_pack.cost
+ .["shopping_history"] += list(list(
+ "id" = our_order.id,
+ "orderer" = our_order.orderer,
+ "orderer_rank" = our_order.orderer_rank,
+ "reason" = our_order.reason,
+ "cost" = cost,
+ "packs" = packs,
+ "authed_by" = our_order.authorised_by
+ ))
+ .["shopping_list_cost"] = 0
+ .["shopping_list_items"] = 0
+ .["shopping_list"] = list()
+ for(var/i in SSpoints.shopping_cart)
+ var/datum/supply_packs/our_pack = SSpoints.supply_packs[i]
+ .["shopping_list_items"] += SSpoints.shopping_cart[i]
+ .["shopping_list_cost"] += our_pack.cost * SSpoints.shopping_cart[our_pack.type]
+ .["shopping_list"][our_pack.type] = list("count" = SSpoints.shopping_cart[our_pack.type])
+ if(supply_shuttle)
+ if(supply_shuttle?.mode == SHUTTLE_CALL)
+ if(is_mainship_level(supply_shuttle.destination.z))
+ .["elevator"] = "Raising"
+ .["elevator_dir"] = "up"
+ else
+ .["elevator"] = "Lowering"
+ .["elevator_dir"] = "down"
+ else if(supply_shuttle?.mode == SHUTTLE_IDLE)
+ if(is_mainship_level(supply_shuttle.z))
+ .["elevator"] = "Raised"
+ .["elevator_dir"] = "down"
+ else
+ .["elevator"] = "Lowered"
+ .["elevator_dir"] = "up"
+ else
+ if(is_mainship_level(supply_shuttle.z))
+ .["elevator"] = "Lowering"
+ .["elevator_dir"] = "down"
+ else
+ .["elevator"] = "Raising"
+ .["elevator_dir"] = "up"
+ else
+ .["elevator"] = "MISSING!"
+ .["beacon"] = length(GLOB.supply_beacon) ? TRUE : FALSE
+
+/datum/supply_ui/proc/get_shopping_cart(mob/user)
+ return SSpoints.shopping_cart
+
+/datum/supply_ui/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
+ . = ..()
+ if(.)
+ return
+ switch(action)
+ if("cart")
+ var/datum/supply_packs/P = SSpoints.supply_packs[text2path(params["id"])]
+ if(!P)
+ return
+ var/shopping_cart = get_shopping_cart(ui.user)
+ switch(params["mode"])
+ if("removeall")
+ shopping_cart -= P.type
+ if("removeone")
+ if(shopping_cart[P.type] > 1)
+ shopping_cart[P.type]--
+ else
+ shopping_cart -= P.type
+ if("addone")
+ if(shopping_cart[P.type])
+ shopping_cart[P.type]++
+ else
+ shopping_cart[P.type] = 1
+ if("addall")
+ var/mob/living/ui_user = ui.user
+ var/cart_cost = 0
+ for(var/i in shopping_cart)
+ var/datum/supply_packs/SP = SSpoints.supply_packs[i]
+ cart_cost += SP.cost * shopping_cart[SP.type]
+ var/excess_points = SSpoints.supply_points[ui_user.faction] - cart_cost
+ var/number_to_buy = min(round(excess_points / P.cost), 20) //hard cap at 20
+ if(shopping_cart[P.type])
+ shopping_cart[P.type] += number_to_buy
+ else
+ shopping_cart[P.type] = number_to_buy
+ . = TRUE
+ if("send")
+ if(supply_shuttle.mode != SHUTTLE_IDLE)
+ return
+ if(is_mainship_level(supply_shuttle.z))
+ if (!supply_shuttle.check_blacklist())
+ to_chat(usr, "For safety reasons, the Automated Storage and Retrieval System cannot store live, friendlies, classified nuclear weaponry or homing beacons.")
+ playsound(supply_shuttle.return_center_turf(), 'sound/machines/buzz-two.ogg', 50, 0)
+ else
+ playsound(supply_shuttle.return_center_turf(), 'sound/machines/elevator_move.ogg', 50, 0)
+ SSshuttle.moveShuttleToTransit(shuttle_id, TRUE)
+ addtimer(CALLBACK(supply_shuttle, TYPE_PROC_REF(/obj/docking_port/mobile/supply, sell)), 15 SECONDS)
+ else
+ var/obj/docking_port/D = SSshuttle.getDock(home_id)
+ supply_shuttle.buy(usr, src)
+ playsound(D.return_center_turf(), 'sound/machines/elevator_move.ogg', 50, 0)
+ SSshuttle.moveShuttle(shuttle_id, home_id, TRUE)
+ . = TRUE
+ if("approve")
+ var/datum/supply_order/O = SSpoints.requestlist["[params["id"]]"]
+ if(!O)
+ O = SSpoints.deniedrequests["[params["id"]]"]
+ if(!O)
+ return
+ SSpoints.approve_request(O, ui.user)
+ . = TRUE
+ if("deny")
+ var/datum/supply_order/O = SSpoints.requestlist["[params["id"]]"]
+ if(!O)
+ return
+ SSpoints.deny_request(O)
+ . = TRUE
+ if("approveall")
+ for(var/i in SSpoints.requestlist)
+ var/datum/supply_order/O = SSpoints.requestlist[i]
+ SSpoints.approve_request(O, ui.user)
+ . = TRUE
+ if("denyall")
+ for(var/i in SSpoints.requestlist)
+ var/datum/supply_order/O = SSpoints.requestlist[i]
+ SSpoints.deny_request(O)
+ . = TRUE
+ if("buycart")
+ SSpoints.buy_cart(ui.user)
+ . = TRUE
+ if("clearcart")
+ var/list/shopping_cart = get_shopping_cart(ui.user)
+ shopping_cart.Cut()
+ . = TRUE
+ if("buypersonal")
+ SSpoints.buy_using_psp(ui.user)
+ . = TRUE
+ if("delivery")
+ var/datum/supply_order/O = SSpoints.shoppinglist[faction]["[params["id"]]"]
+ if(!O)
+ return
+ SSpoints.fast_delivery(O, ui.user)
+ . = TRUE
diff --git a/code/modules/reqs/ui/request.dm b/code/modules/reqs/ui/request.dm
new file mode 100644
index 00000000000..f9b92be3cca
--- /dev/null
+++ b/code/modules/reqs/ui/request.dm
@@ -0,0 +1,133 @@
+
+/datum/supply_ui/requests
+ tgui_name = "CargoRequest"
+
+// yes these are copy pasted from above because SPEEEEEEEEEEEEED
+/datum/supply_ui/requests/ui_static_data(mob/user)
+ . = list()
+ .["categories"] = GLOB.all_supply_groups
+ .["supplypacks"] = SSpoints.supply_packs_ui
+ .["supplypackscontents"] = SSpoints.supply_packs_contents
+
+/datum/supply_ui/requests/ui_data(mob/living/user)
+ . = list()
+ .["currentpoints"] = round(SSpoints.supply_points[user.faction])
+ .["personalpoints"] = round(SSpoints.personal_supply_points[user.ckey])
+ .["requests"] = list()
+ for(var/i in SSpoints.requestlist)
+ var/datum/supply_order/our_order = SSpoints.requestlist[i]
+ if(our_order.faction != user.faction)
+ continue
+ var/list/packs = list()
+ var/cost = 0
+ for(var/P in our_order.pack)
+ var/datum/supply_packs/our_pack = P
+ if(packs[our_pack.type])
+ packs[our_pack.type] += 1
+ else
+ packs[our_pack.type] = 1
+ cost += our_pack.cost
+ .["requests"] += list(list(
+ "id" = our_order.id,
+ "orderer" = our_order.orderer,
+ "orderer_rank" = our_order.orderer_rank,
+ "reason" = our_order.reason,
+ "cost" = cost,
+ "packs" = packs,
+ "authed_by" = our_order.authorised_by
+ ))
+ .["deniedrequests"] = list()
+ for(var/i in length(SSpoints.deniedrequests) to 1 step -1)
+ var/datum/supply_order/our_order = SSpoints.deniedrequests[SSpoints.deniedrequests[i]]
+ if(our_order.faction != user.faction)
+ continue
+ var/list/packs = list()
+ var/cost = 0
+ for(var/P in our_order.pack)
+ var/datum/supply_packs/our_pack = P
+ if(packs[our_pack.type])
+ packs[our_pack.type] += 1
+ else
+ packs[our_pack.type] = 1
+ cost += our_pack.cost
+ .["deniedrequests"] += list(list(
+ "id" = our_order.id,
+ "orderer" = our_order.orderer,
+ "orderer_rank" = our_order.orderer_rank,
+ "reason" = our_order.reason,
+ "cost" = cost,
+ "packs" = packs,
+ "authed_by" = our_order.authorised_by
+ ))
+ .["approvedrequests"] = list()
+ for(var/i in length(SSpoints.approvedrequests) to 1 step -1)
+ var/datum/supply_order/our_order = SSpoints.approvedrequests[SSpoints.approvedrequests[i]]
+ if(our_order.faction != user.faction)
+ continue
+ var/list/packs = list()
+ var/cost = 0
+ for(var/P in our_order.pack)
+ var/datum/supply_packs/our_pack = P
+ if(packs[our_pack.type])
+ packs[our_pack.type] += 1
+ else
+ packs[our_pack.type] = 1
+ cost += our_pack.cost
+ .["approvedrequests"] += list(list(
+ "id" = our_order.id,
+ "orderer" = our_order.orderer,
+ "orderer_rank" = our_order.orderer_rank,
+ "reason" = our_order.reason,
+ "cost" = cost,
+ "packs" = packs,
+ "authed_by" = our_order.authorised_by
+ ))
+ .["awaiting_delivery"] = list()
+ .["awaiting_delivery_orders"] = 0
+ for(var/key in SSpoints.shoppinglist[faction])
+ //only own orders
+ var/datum/supply_order/our_order = LAZYACCESSASSOC(SSpoints.shoppinglist, faction, key)
+ if(user.real_name != our_order.orderer)
+ continue
+ .["awaiting_delivery_orders"]++
+ var/list/packs = list()
+ var/cost = 0
+ for(var/P in our_order.pack)
+ var/datum/supply_packs/our_pack = P
+ if(packs[our_pack.type])
+ packs[our_pack.type] += 1
+ else
+ packs[our_pack.type] = 1
+ cost += our_pack.cost
+ .["awaiting_delivery"] += list(list(
+ "id" = our_order.id,
+ "orderer" = our_order.orderer,
+ "orderer_rank" = our_order.orderer_rank,
+ "reason" = our_order.reason,
+ "cost" = cost,
+ "packs" = packs,
+ "authed_by" = our_order.authorised_by
+ ))
+ if(!SSpoints.request_shopping_cart[user.ckey])
+ SSpoints.request_shopping_cart[user.ckey] = list()
+ .["shopping_list_cost"] = 0
+ .["shopping_list_items"] = 0
+ .["shopping_list"] = list()
+ for(var/i in SSpoints.request_shopping_cart[user.ckey])
+ var/datum/supply_packs/our_pack = SSpoints.supply_packs[i]
+ .["shopping_list_items"] += SSpoints.request_shopping_cart[user.ckey][i]
+ .["shopping_list_cost"] += our_pack.cost * SSpoints.request_shopping_cart[user.ckey][our_pack.type]
+ .["shopping_list"][our_pack.type] = list("count" = SSpoints.request_shopping_cart[user.ckey][our_pack.type])
+ .["beacon"] = length(GLOB.supply_beacon) ? TRUE : FALSE
+
+/datum/supply_ui/requests/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
+ . = ..()
+ if(.)
+ return TRUE
+ switch(action)
+ if("submitrequest")
+ SSpoints.submit_request(ui.user, params["reason"])
+ . = TRUE
+
+/datum/supply_ui/requests/get_shopping_cart(mob/user)
+ return SSpoints.request_shopping_cart[user.ckey]
diff --git a/code/modules/reqs/ui/vehicle.dm b/code/modules/reqs/ui/vehicle.dm
new file mode 100644
index 00000000000..8b08be0395f
--- /dev/null
+++ b/code/modules/reqs/ui/vehicle.dm
@@ -0,0 +1,264 @@
+#define DEFAULT_MAX_ARMORED_AMMO 20
+
+GLOBAL_LIST_EMPTY(armored_gunammo)
+GLOBAL_LIST_EMPTY(armored_modtypes)
+GLOBAL_LIST_INIT(armored_guntypes, armored_init_guntypes())
+GLOBAL_LIST_EMPTY(purchased_tanks)
+
+///im a lazy bum who cant use initial on lists, so we just load everything into a list
+/proc/armored_init_guntypes()
+ . = list()
+ for(var/obj/vehicle/sealed/armored/vehtype AS in typesof(/obj/vehicle/sealed/armored))
+ vehtype = new vehtype
+ GLOB.armored_modtypes[vehtype.type] = vehtype.permitted_mods
+ .[vehtype.type] = vehtype.permitted_weapons
+ qdel(vehtype)
+ for(var/obj/item/armored_weapon/gun AS in typesof(/obj/item/armored_weapon))
+ gun = new gun
+ GLOB.armored_gunammo[gun.type] = gun.accepted_ammo
+ qdel(gun)
+
+/datum/supply_ui/vehicles
+ tgui_name = "VehicleSupply"
+ shuttle_id = SHUTTLE_VEHICLE_SUPPLY
+ home_id = "vehicle_home"
+ /// current selected vehicles typepath
+ var/current_veh_type
+ /// current selected primary weapons typepath
+ var/current_primary
+ /// current selected secondaryies typepath
+ var/current_secondary
+ /// current driver mod typepath
+ var/current_driver_mod
+ /// current gunner mod typepath
+ var/current_gunner_mod
+ /// current primary ammo list, type = count
+ var/list/primary_ammo = list()
+ /// current secondary ammo list, type = count
+ var/list/secondary_ammo = list()
+
+/datum/supply_ui/vehicles/ui_static_data(mob/user)
+ var/list/data = list()
+ for(var/obj/vehicle/sealed/armored/vehtype AS in typesof(/obj/vehicle/sealed/armored))
+ var/flags = vehtype::flags_armored
+
+ if(flags & ARMORED_PURCHASABLE_TRANSPORT)
+ if(user.skills.getRating(SKILL_LARGE_VEHICLE) < SKILL_LARGE_VEHICLE_EXPERIENCED)
+ continue
+ else if(flags & ARMORED_PURCHASABLE_ASSAULT)
+ if(user.skills.getRating(SKILL_LARGE_VEHICLE) < SKILL_LARGE_VEHICLE_VETERAN)
+ continue
+ else
+ continue
+
+ data["vehicles"] += list(list("name" = initial(vehtype.name), "desc" = initial(vehtype.desc), "type" = "[vehtype]", "isselected" = (vehtype == current_veh_type)))
+ if(vehtype != current_veh_type)
+ continue
+ for(var/obj/item/armored_weapon/gun AS in GLOB.armored_guntypes[vehtype])
+ var/primary_selected = (current_primary == gun)
+ var/secondary_selected = (current_secondary == gun)
+ if(initial(gun.weapon_slot) & MODULE_PRIMARY)
+ data["primaryWeapons"] += list(list(
+ "name" = initial(gun.name),
+ "desc" = initial(gun.desc),
+ "type" = gun,
+ "isselected" = primary_selected,
+ ))
+ if(primary_selected)
+ for(var/obj/item/ammo_magazine/mag AS in primary_ammo)
+ data["primaryammotypes"] += list(list(
+ "name" = initial(mag.name),
+ "type" = mag,
+ "current" = primary_ammo[mag],
+ "max" = DEFAULT_MAX_ARMORED_AMMO, //TODO make vehicle ammo dynamic instead of fixed number
+ ))
+
+ if(initial(gun.weapon_slot) & MODULE_SECONDARY)
+ data["secondaryWeapons"] += list(list(
+ "name" = initial(gun.name),
+ "desc" = initial(gun.desc),
+ "type" = gun,
+ "isselected" = secondary_selected,
+ ))
+ if(secondary_selected)
+ for(var/obj/item/ammo_magazine/mag AS in secondary_ammo)
+ data["secondarymmotypes"] += list(list(
+ "name" = initial(mag.name),
+ "type" = mag,
+ "current" = secondary_ammo[mag],
+ "max" = DEFAULT_MAX_ARMORED_AMMO, //TODO make vehicle ammo dynamic instead of fixed number
+ ))
+
+ for(var/obj/item/tank_module/mod AS in GLOB.armored_modtypes[vehtype])
+ if(initial(mod.is_driver_module))
+ data["driverModules"] += list(list(
+ "name" = initial(mod.name),
+ "desc" = initial(mod.desc),
+ "type" = mod,
+ "isselected" = (current_driver_mod == mod),
+ ))
+ else
+ data["gunnerModules"] += list(list(
+ "name" = initial(mod.name),
+ "desc" = initial(mod.desc),
+ "type" = mod,
+ "isselected" = (current_gunner_mod == mod),
+ ))
+ return data
+
+/datum/supply_ui/vehicles/ui_data(mob/living/user)
+ var/list/data = list()
+ if(supply_shuttle)
+ if(supply_shuttle?.mode == SHUTTLE_CALL)
+ if(is_mainship_level(supply_shuttle.destination.z))
+ data["elevator"] = "Raising"
+ data["elevator_dir"] = "up"
+ else
+ data["elevator"] = "Lowering"
+ data["elevator_dir"] = "down"
+ else if(supply_shuttle?.mode == SHUTTLE_IDLE)
+ if(is_mainship_level(supply_shuttle.z))
+ data["elevator"] = "Raised"
+ data["elevator_dir"] = "down"
+ else if(current_veh_type)
+ data["elevator"] = "Purchase"
+ data["elevator_dir"] = "store"
+ else
+ data["elevator"] = "Lowered"
+ data["elevator_dir"] = "up"
+ else
+ if(is_mainship_level(supply_shuttle.z))
+ data["elevator"] = "Lowering"
+ data["elevator_dir"] = "down"
+ else
+ data["elevator"] = "Raising"
+ data["elevator_dir"] = "up"
+ else
+ data["elevator"] = "MISSING!"
+ return data
+
+/datum/supply_ui/vehicles/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
+ . = ..()
+ if(.)
+ return
+
+ switch(action)
+ if("setvehicle")
+ var/newtype = text2path(params["type"])
+ if(!ispath(newtype, /obj/vehicle/sealed/armored))
+ return
+ var/obj/vehicle/sealed/armored/tank_type = newtype
+ var/is_assault = initial(tank_type.flags_armored) & ARMORED_PURCHASABLE_ASSAULT
+ if(GLOB.purchased_tanks[usr.faction]?["[is_assault]"])
+ to_chat(usr, span_danger("A vehicle of this type has already been purchased!"))
+ return
+ current_veh_type = newtype
+ current_primary = null // set everything to null, to avoid bugs
+ current_secondary = null
+ current_driver_mod = null
+ current_gunner_mod = null
+ primary_ammo = list()
+ secondary_ammo = list()
+ . = TRUE
+
+ if("setprimary")
+ if(!current_veh_type)
+ return
+ var/newtype = text2path(params["type"])
+ if(!(newtype in GLOB.armored_guntypes[current_veh_type]))
+ return
+ current_primary = newtype
+ var/list/assoc_cast = GLOB.armored_gunammo[newtype]
+ primary_ammo = assoc_cast.Copy()
+ for(var/ammo in primary_ammo)
+ primary_ammo[ammo] = 0
+ . = TRUE
+
+ if("setsecondary")
+ if(!current_veh_type)
+ return
+ var/newtype = text2path(params["type"])
+ if(!(newtype in GLOB.armored_guntypes[current_veh_type]))
+ return
+ current_secondary = newtype
+ var/list/assoc_cast = GLOB.armored_gunammo[newtype]
+ secondary_ammo = assoc_cast.Copy()
+ for(var/ammo in secondary_ammo)
+ secondary_ammo[ammo] = 0
+ . = TRUE
+
+ if("set_ammo_primary")
+ if(!current_primary)
+ return
+ var/newtype = text2path(params["type"])
+ if(!(newtype in primary_ammo))
+ return
+ var/non_adjusted_total = 0
+ for(var/ammo in primary_ammo)
+ if(ammo == newtype)
+ continue
+ non_adjusted_total += primary_ammo[ammo]
+ var/newvalue = clamp(params["new_value"], 0, DEFAULT_MAX_ARMORED_AMMO-non_adjusted_total)
+ primary_ammo[newtype] = newvalue
+ . = TRUE
+
+ if("set_ammo_secondary")
+ if(!current_secondary)
+ return
+ var/newtype = text2path(params["type"])
+ if(!(newtype in secondary_ammo))
+ return
+ var/non_adjusted_total = 0
+ for(var/ammo in secondary_ammo)
+ if(ammo == newtype)
+ continue
+ non_adjusted_total += secondary_ammo[ammo]
+ var/newvalue = clamp(params["new_value"], 0, DEFAULT_MAX_ARMORED_AMMO-non_adjusted_total)
+ secondary_ammo[newtype] = newvalue
+ . = TRUE
+
+ if("set_driver_mod")
+ if(!current_veh_type)
+ return
+ var/newtype = text2path(params["type"])
+ if(!ispath(newtype, /obj/item/tank_module))
+ return
+ if(!(newtype in GLOB.armored_modtypes[current_veh_type]))
+ return
+ current_driver_mod = newtype
+ . = TRUE
+
+ if("set_gunner_mod")
+ if(!current_veh_type)
+ return
+ var/newtype = text2path(params["type"])
+ if(!ispath(newtype, /obj/item/tank_module))
+ return
+ if(!(newtype in GLOB.armored_modtypes[current_veh_type]))
+ return
+ current_gunner_mod = newtype
+ . = TRUE
+
+ if("deploy")
+ if(supply_shuttle.mode != SHUTTLE_IDLE)
+ to_chat(usr, span_danger("Elevator moving!"))
+ return
+ if(is_mainship_level(supply_shuttle.z))
+ to_chat(usr, span_danger("Elevator raised. Lower to deploy vehicle."))
+ return
+ supply_shuttle.buy(usr, src)
+ ui_act("send", params, ui, state)
+ SStgui.close_user_uis(usr, src)
+ current_veh_type = null
+ current_primary = null
+ current_secondary = null
+ current_driver_mod = null
+ current_gunner_mod = null
+ primary_ammo = list()
+ secondary_ammo = list()
+ update_static_data(usr)
+
+ if(.)
+ update_static_data(usr)
+
+#undef DEFAULT_MAX_ARMORED_AMMO
diff --git a/code/modules/reqs/weapons.dm b/code/modules/reqs/weapons.dm
deleted file mode 100644
index 2984951433b..00000000000
--- a/code/modules/reqs/weapons.dm
+++ /dev/null
@@ -1,779 +0,0 @@
-/datum/supply_packs/weapons
- group = "Weapons"
- containertype = /obj/structure/closet/crate/weapon
-
-/datum/supply_packs/weapons/sentry
- name = "Турель TUR-B \"Базис\""
- contains = list(
- /obj/item/weapon/gun/sentry/basic,
- )
- cost = 200
-
-/datum/supply_packs/weapons/sentry_upgrade
- name = "Набор для улучшения турели TUR-B"
- contains = list(
- /obj/item/sentry_upgrade_kit,
- )
- cost = 150
-
-/datum/supply_packs/weapons/sentry/ammo
- name = "Магазин для турели TUR-B \"Базис\""
- contains = list(
- /obj/item/ammo_magazine/sentry,
- )
- cost = 50
-
-/datum/supply_packs/weapons/sentry/ammo/mini
- name = "Магазин для турели TUR-M \"Гном\""
- contains = list(
- /obj/item/ammo_magazine/minisentry,
- )
-
-/datum/supply_packs/weapons/sentry/ammo/sniper
- name = "Магазин для турели TUR-SN \"Оса\""
- contains = list(
- /obj/item/ammo_magazine/sentry/sniper,
- )
-
-/datum/supply_packs/weapons/sentry/ammo/shotgun
- name = "Магазин для турели TUR-SH \"Бык\""
- contains = list(
- /obj/item/ammo_magazine/sentry/shotgun,
- )
-
-/datum/supply_packs/weapons/sentry/ammo/flamer
- name = "Бак для турели TUR-F \"Феникс\""
- contains = list(
- /obj/item/ammo_magazine/flamer_tank/large/sentry,
- )
-
-/datum/supply_packs/weapons/buildasentry
- name = "Build-A-Sentry Attachment System"
- contains = list(
- /obj/item/attachable/buildasentry,
- )
- cost = 250
-
-
-/datum/supply_packs/weapons/m56d_emplacement
- name = "HSG-102 Mounted Heavy Smartgun"
- contains = list(/obj/item/storage/box/hsg102)
- cost = 600
-
-/datum/supply_packs/weapons/m56d
- name = "HSG-102 mounted heavy smartgun ammo"
- contains = list(/obj/item/ammo_magazine/hsg102)
- cost = 30
-
-/datum/supply_packs/weapons/minigun_emplacement
- name = "Mounted Automatic Minigun"
- contains = list(/obj/item/weapon/gun/standard_minigun)
- cost = 600
-
-/datum/supply_packs/weapons/minigun_ammo
- name = "Mounted Minigun ammo"
- contains = list(/obj/item/ammo_magazine/heavy_minigun)
- cost = 30
-
-/datum/supply_packs/weapons/autocannon_emplacement
- name = "ATR-22 Mounted Flak Cannon"
- contains = list(/obj/item/weapon/gun/atr22)
- cost = 700
-
-/datum/supply_packs/weapons/ac_hv
- name = "ATR-22 High-Velocity ammo"
- contains = list(/obj/item/ammo_magazine/atr22)
- cost = 40
-
-/datum/supply_packs/weapons/ac_flak
- name = "ATR-22 Smart-Detonating ammo"
- contains = list(/obj/item/ammo_magazine/atr22/flak)
- cost = 40
-
-/datum/supply_packs/weapons/ags_emplacement
- name = "AGLS-37 Mounted Automated Grenade Launcher"
- contains = list(/obj/item/weapon/gun/agls37)
- cost = 300
-
-/datum/supply_packs/weapons/ags_highexplo
- name = "AGLS-37 AGL High Explosive Grenades"
- contains = list(/obj/item/ammo_magazine/agls37)
- cost = 65
-
-/datum/supply_packs/weapons/ags_frag
- name = "AGLS-37 AGL Fragmentation Grenades"
- contains = list(/obj/item/ammo_magazine/agls37/fragmentation)
- cost = 55
-
-/datum/supply_packs/weapons/ags_incendiary
- name = "AGLS-37 AGL White Phosphorous Grenades"
- contains = list(/obj/item/ammo_magazine/agls37/incendiary)
- cost = 55
-
-/datum/supply_packs/weapons/ags_flare
- name = "AGLS-37 AGL Flare Grenades"
- contains = list(/obj/item/ammo_magazine/agls37/flare)
- cost = 35
-
-/datum/supply_packs/weapons/ags_cloak
- name = "AGLS-37 AGL Cloak Grenades"
- contains = list(/obj/item/ammo_magazine/agls37/cloak)
- cost = 45
-
-/datum/supply_packs/weapons/ags_tanglefoot
- name = "AGLS-37 AGL Tanglefoot Grenades"
- contains = list(/obj/item/ammo_magazine/agls37/tanglefoot)
- cost = 85
-
-/datum/supply_packs/weapons/antitankgun
- name = "AT-36 Anti Tank Gun"
- contains = list(/obj/item/weapon/gun/at36)
- cost = 800
-
-/datum/supply_packs/weapons/antitankgunammo
- name = "AT-36 AP-HE Shell (x3)"
- contains = list(
- /obj/item/ammo_magazine/at36,
- /obj/item/ammo_magazine/at36,
- /obj/item/ammo_magazine/at36,
- )
- cost = 20
-
-/datum/supply_packs/weapons/antitankgunammo/apcr
- name = "AT-36 APCR Shell (x3)"
- contains = list(
- /obj/item/ammo_magazine/at36/apcr,
- /obj/item/ammo_magazine/at36/apcr,
- /obj/item/ammo_magazine/at36/apcr,
- )
- cost = 20
-
-/datum/supply_packs/weapons/antitankgunammo/he
- name = "AT-36 HE Shell (x3)"
- contains = list(
- /obj/item/ammo_magazine/at36/he,
- /obj/item/ammo_magazine/at36/he,
- /obj/item/ammo_magazine/at36/he,
- )
- cost = 20
-
-/datum/supply_packs/weapons/antitankgunammo/beehive
- name = "AT-36 Beehive Shell (x3)"
- contains = list(
- /obj/item/ammo_magazine/at36/beehive,
- /obj/item/ammo_magazine/at36/beehive,
- /obj/item/ammo_magazine/at36/beehive,
- )
- cost = 20
-
-/datum/supply_packs/weapons/antitankgunammo/incendiary
- name = "AT-36 Napalm Shell (x3)"
- contains = list(
- /obj/item/ammo_magazine/at36/incend,
- /obj/item/ammo_magazine/at36/incend,
- /obj/item/ammo_magazine/at36/incend,
- )
- cost = 20
-
-/datum/supply_packs/weapons/flak_gun
- name = "FK-88 Flak Gun"
- contains = list(/obj/item/weapon/gun/heavy_isg)
- cost = 1200
-
-/datum/supply_packs/weapons/flak_he
- name = "FK-88 HE Shell"
- contains = list(/obj/item/ammo_magazine/heavy_isg/he)
- cost = 100
-
-/datum/supply_packs/weapons/flak_sabot
- name = "FK-88 APFDS Shell"
- contains = list(/obj/item/ammo_magazine/heavy_isg/sabot)
- cost = 120
-
-/datum/supply_packs/weapons/heayvlaser_emplacement
- name = "Mounted Heavy Laser"
- contains = list(/obj/item/weapon/gun/energy/lasgun/lasrifle/heavy_laser/deployable)
- cost = 800
-
-
-/datum/supply_packs/weapons/heayvlaser_ammo
- name = "Mounted Heavy Laser Ammo (x1)"
- contains = list(/obj/item/cell/lasgun/heavy_laser)
- cost = 15
-
-/datum/supply_packs/weapons/tesla
- name = "Tesla Shock Rifle"
- contains = list(/obj/item/weapon/gun/energy/lasgun/lasrifle/tesla)
- cost = 600
-
-/datum/supply_packs/weapons/tx54
- name = "GL-54 airburst grenade launcher"
- contains = list(/obj/item/weapon/gun/rifle/tx54)
- cost = 300
-
-/datum/supply_packs/weapons/tx54_airburst
- name = "GL-54 airburst grenade magazine"
- contains = list(/obj/item/ammo_magazine/rifle/tx54)
- cost = 20
-
-/datum/supply_packs/weapons/tx54_incendiary
- name = "GL-54 incendiary grenade magazine"
- contains = list(/obj/item/ammo_magazine/rifle/tx54/incendiary)
- cost = 60
-
-/datum/supply_packs/weapons/tx54_smoke
- name = "GL-54 tactical smoke grenade magazine"
- contains = list(/obj/item/ammo_magazine/rifle/tx54/smoke)
- cost = 12
-
-/datum/supply_packs/weapons/tx54_smoke/dense
- name = "GL-54 dense smoke grenade magazine"
- contains = list(/obj/item/ammo_magazine/rifle/tx54/smoke/dense)
- cost = 8
-
-/datum/supply_packs/weapons/tx54_smoke/tangle
- name = "GL-54 tanglefoot grenade magazine"
- contains = list(/obj/item/ammo_magazine/rifle/tx54/smoke/tangle)
- cost = 48
-
-/datum/supply_packs/weapons/tx55
- name = "AR-55 OICW Rifle"
- contains = list(/obj/item/weapon/gun/rifle/tx55)
- cost = 525
-
-/datum/supply_packs/weapons/recoillesskit
- name = "RL-160 Recoilless rifle kit"
- contains = list(/obj/item/storage/holster/backholster/rpg/full)
- cost = 400
-
-/datum/supply_packs/weapons/shell_regular
- name = "RL-160 RR HE shell"
- contains = list(/obj/item/ammo_magazine/rocket/recoilless)
- cost = 30
-
-/datum/supply_packs/weapons/shell_le
- name = "RL-160 RR LE shell"
- contains = list(/obj/item/ammo_magazine/rocket/recoilless/light)
- cost = 30
-
-/datum/supply_packs/weapons/shell_heat
- name = "RL-160 HEAT shell"
- contains = list(/obj/item/ammo_magazine/rocket/recoilless/heat)
- cost = 30
-
-/datum/supply_packs/weapons/shell_smoke
- name = "RL-160 RR Smoke shell"
- contains = list(/obj/item/ammo_magazine/rocket/recoilless/smoke)
- cost = 30
-
-/datum/supply_packs/weapons/shell_smoke
- name = "RL-160 RR Cloak shell"
- contains = list(/obj/item/ammo_magazine/rocket/recoilless/cloak)
- cost = 30
-
-/datum/supply_packs/weapons/shell_smoke
- name = "RL-160 RR Tanglefoot shell"
- contains = list(/obj/item/ammo_magazine/rocket/recoilless/plasmaloss)
- cost = 30
-
-/datum/supply_packs/weapons/pepperball
- name = "PB-12 pepperball gun"
- contains = list(/obj/item/weapon/gun/rifle/pepperball)
- cost = 100
-
-/datum/supply_packs/weapons/bricks
- name = "Brick"
- contains = list(/obj/item/weapon/brick)
- cost = 10
-
-/datum/supply_packs/weapons/railgun
- name = "SR-220 Railgun"
- contains = list(/obj/item/weapon/gun/rifle/railgun)
- cost = 400
-
-/datum/supply_packs/weapons/railgun_ammo
- name = "SR-220 Railgun armor piercing discarding sabot round"
- contains = list(/obj/item/ammo_magazine/railgun)
- cost = 50
-
-/datum/supply_packs/weapons/railgun_ammo/hvap
- name = "SR-220 Railgun high velocity armor piercing round"
- contains = list(/obj/item/ammo_magazine/railgun/hvap)
- cost = 50
-
-/datum/supply_packs/weapons/railgun_ammo/smart
- name = "SR-220 Railgun smart armor piercing round"
- contains = list(/obj/item/ammo_magazine/railgun/smart)
- cost = 50
-
-/datum/supply_packs/weapons/tx8
- name = "BR-8 Scout Rifle"
- contains = list(/obj/item/weapon/gun/rifle/tx8)
- cost = 400
-
-/datum/supply_packs/weapons/scout_regular
- name = "BR-8 scout rifle magazine"
- contains = list(/obj/item/ammo_magazine/rifle/tx8)
- cost = 20
-
-/datum/supply_packs/weapons/scout_regular_box
- name = "BR-8 scout rifle ammo box"
- contains = list(/obj/item/ammo_magazine/packet/scout_rifle)
- cost = 50
-
-/datum/supply_packs/weapons/scout_impact
- name = "BR-8 scout rifle impact magazine"
- contains = list(/obj/item/ammo_magazine/rifle/tx8/impact)
- cost = 40
-
-/datum/supply_packs/weapons/scout_incendiary
- name = "Br-8 scout rifle incendiary magazine"
- contains = list(/obj/item/ammo_magazine/rifle/tx8/incendiary)
- cost = 40
-
-/datum/supply_packs/weapons/thermobaric
- name = "RL-57 Thermobaric Launcher"
- contains = list(/obj/item/weapon/gun/launcher/rocket/m57a4/t57)
- cost = 500
-
-/datum/supply_packs/weapons/thermobaric_wp
- name = "RL-57 Thermobaric WP rocket array"
- contains = list(/obj/item/ammo_magazine/rocket/m57a4)
- cost = 50
-
-/datum/supply_packs/weapons/specdemo
- name = "RL-152 SADAR Rocket Launcher"
- contains = list(/obj/item/weapon/gun/launcher/rocket/sadar)
- cost = SADAR_PRICE
-
-/datum/supply_packs/weapons/rpg_regular
- name = "RL-152 SADAR HE rocket"
- contains = list(/obj/item/ammo_magazine/rocket/sadar)
- cost = 50
-
-/datum/supply_packs/weapons/rpg_regular_unguided
- name = "RL-152 SADAR HE rocket (Unguided)"
- contains = list(/obj/item/ammo_magazine/rocket/sadar/unguided)
- cost = 50
-
-/datum/supply_packs/weapons/rpg_ap
- name = "RL-152 SADAR AP rocket"
- contains = list(/obj/item/ammo_magazine/rocket/sadar/ap)
- cost = 60
-
-/datum/supply_packs/weapons/rpg_wp
- name = "RL-152 SADAR WP rocket"
- contains = list(/obj/item/ammo_magazine/rocket/sadar/wp)
- cost = 40
-
-/datum/supply_packs/weapons/rpg_wp_unguided
- name = "RL-152 SADAR WP rocket (Unguided)"
- contains = list(/obj/item/ammo_magazine/rocket/sadar/wp/unguided)
- cost = 40
-
-/datum/supply_packs/weapons/zx76
- name = "ZX-76 Twin-Barrled Burst Shotgun"
- contains = list(/obj/item/weapon/gun/shotgun/zx76)
- cost = 1000
-
-/datum/supply_packs/weapons/shotguntracker
- name = "12 Gauge Tracker Shells"
- contains = list(/obj/item/ammo_magazine/shotgun/tracker)
- cost = 50
-
-/datum/supply_packs/weapons/incendiaryslugs
- name = "Box of Incendiary Slugs"
- contains = list(/obj/item/ammo_magazine/shotgun/incendiary)
- cost = 100
-
-/datum/supply_packs/weapons/sr81
- name = "SR-81 IFF Auto Sniper kit"
- contains = list(/obj/item/weapon/gun/rifle/sr81)
- cost = 500
-
-/datum/supply_packs/weapons/sr81_ammo
- name = "SR-81 IFF sniper magazine"
- contains = list(/obj/item/ammo_magazine/rifle/sr81)
- cost = 30
-
-/datum/supply_packs/weapons/sr81_packet
- name = "SR-81 IFF sniper ammo box"
- contains = list(/obj/item/ammo_magazine/packet/sr81)
- cost = 50
-
-/datum/supply_packs/weapons/antimaterial
- name = "SR-26 Antimaterial rifle (AMR) kit"
- contains = list(/obj/item/weapon/gun/rifle/sniper/antimaterial)
- cost = 775
-
-/datum/supply_packs/weapons/antimaterial_ammo
- name = "SR-26 AMR magazine"
- contains = list(/obj/item/ammo_magazine/sniper)
- cost = 30
-
-/datum/supply_packs/weapons/antimaterial_incend_ammo
- name = "SR-26 AMR incendiary magazine"
- contains = list(/obj/item/ammo_magazine/sniper/incendiary)
- cost = 50
-
-/datum/supply_packs/weapons/antimaterial_flak_ammo
- name = "SR-26 AMR flak magazine"
- contains = list(/obj/item/ammo_magazine/sniper/flak)
- cost = 40
-
-/datum/supply_packs/weapons/specminigun
- name = "MG-100 Vindicator Minigun"
- contains = list(/obj/item/weapon/gun/minigun)
- cost = MINIGUN_PRICE
-
-/datum/supply_packs/weapons/minigun
- name = "MG-100 Vindicator Minigun Powerpack"
- contains = list(/obj/item/ammo_magazine/minigun_powerpack)
- cost = 50
-
-/datum/supply_packs/weapons/mg27
- name = "MG-27 Medium Machinegun"
- contains = list(/obj/item/weapon/gun/mg27)
- cost = 100
-
-/datum/supply_packs/weapons/hmg08
- name = "HMG-08 heavy machinegun"
- contains = list(/obj/item/weapon/gun/hmg08)
- cost = 400
-
-/datum/supply_packs/weapons/hmg08_ammo
- name = "HMG-08 heavy machinegun ammo (500 rounds)"
- contains = list(/obj/item/ammo_magazine/hmg08)
- cost = 70
-
-/datum/supply_packs/weapons/hmg08_ammo_small
- name = "HMG-08 heavy machinegun ammo (250 rounds)"
- contains = list(/obj/item/ammo_magazine/hmg08/small)
- cost = 40
-
-/datum/supply_packs/weapons/sg29
- name = "SG-29 smart machine gun"
- contains = list(/obj/item/weapon/gun/rifle/sg29)
- cost = 400
-
-/datum/supply_packs/weapons/sg29_ammo
- name = "SG-29 ammo drum"
- contains = list(/obj/item/ammo_magazine/sg29)
- cost = 50
-
-/datum/supply_packs/weapons/smart_minigun
- name = "SG-85 smart gatling gun"
- contains = list(/obj/item/weapon/gun/minigun/smart_minigun)
- cost = 400
-
-/datum/supply_packs/weapons/smart_minigun_ammo
- name = "SG-85 ammo bin"
- contains = list(/obj/item/ammo_magazine/packet/smart_minigun)
- cost = 50
-
-/datum/supply_packs/weapons/sg62
- name = "SG-62 Smart Target Rifle"
- contains = list(/obj/item/weapon/gun/rifle/sg62)
- cost = 400
-
-/datum/supply_packs/weapons/sg62_ammo
- name = "SG-62 smart target rifle ammo"
- contains = list(/obj/item/ammo_magazine/rifle/sg62)
- cost = 35
-
-/datum/supply_packs/weapons/sg153_ammo
- name = "SG-153 spotting rifle ammo"
- contains = list(/obj/item/ammo_magazine/rifle/sg153)
- cost = 15
-
-/datum/supply_packs/weapons/sg153_ammo/highimpact
- name = "SG-153 high impact spotting rifle ammo"
- contains = list(/obj/item/ammo_magazine/rifle/sg153/highimpact)
-
-/datum/supply_packs/weapons/sg153_ammo/heavyrubber
- name = "SG-153 heavy rubber spotting rifle ammo"
- contains = list(/obj/item/ammo_magazine/rifle/sg153/heavyrubber)
-
-/datum/supply_packs/weapons/sg153_ammo/plasmaloss
- name = "SG-153 tanglefoot spotting rifle ammo"
- contains = list(/obj/item/ammo_magazine/rifle/sg153/plasmaloss)
-
-/datum/supply_packs/weapons/sg153_ammo/tungsten
- name = "SG-153 tungsten spotting rifle ammo"
- contains = list(/obj/item/ammo_magazine/rifle/sg153/tungsten)
-
-/datum/supply_packs/weapons/sg153_ammo/flak
- name = "SG-153 flak spotting rifle ammo"
- contains = list(/obj/item/ammo_magazine/rifle/sg153/flak)
-
-/datum/supply_packs/weapons/sg153_ammo/incendiary
- name = "SG-153 incendiary spotting rifle ammo"
- contains = list(/obj/item/ammo_magazine/rifle/sg153/incendiary)
-
-/datum/supply_packs/weapons/flamethrower
- name = "FL-84 Flamethrower"
- contains = list(/obj/item/weapon/gun/flamer/big_flamer/marinestandard)
- cost = 150
-
-/datum/supply_packs/weapons/napalm
- name = "FL-84 normal fuel tank"
- contains = list(/obj/item/ammo_magazine/flamer_tank/large)
- cost = 60
-
-/datum/supply_packs/weapons/napalm_G
- name = "FL-84 G fuel tank"
- contains = list(/obj/item/ammo_magazine/flamer_tank/large/G)
- cost = 75
-
-/datum/supply_packs/weapons/napalm_X
- name = "FL-84 X fuel tank"
- contains = list(/obj/item/ammo_magazine/flamer_tank/large/X)
- cost = 300
-
-/datum/supply_packs/weapons/back_fuel_tank
- name = "Standard back fuel tank"
- contains = list(/obj/item/ammo_magazine/flamer_tank/backtank)
- cost = 200
-
-/datum/supply_packs/weapons/back_fuel_tank_g
- name = "Type G fuel tank"
- contains = list(/obj/item/ammo_magazine/flamer_tank/backtank/G)
- cost = 150
-
-/datum/supply_packs/weapons/back_fuel_tank_x
- name = "Type X back fuel tank"
- contains = list(/obj/item/ammo_magazine/flamer_tank/backtank/X)
- cost = 600
-
-/datum/supply_packs/weapons/mini_fuel_tank_g
- name = "Type G mini fuel tank"
- contains = list(/obj/item/ammo_magazine/flamer_tank/mini/G)
- cost = 5
-
-/datum/supply_packs/weapons/mini_fuel_tank_x
- name = "Type X back mini fuel tank"
- contains = list(/obj/item/ammo_magazine/flamer_tank/mini/X)
- cost = 20
-
-/datum/supply_packs/weapons/fueltank_g
- name = "G-fuel tank"
- contains = list(/obj/structure/reagent_dispensers/fueltank/gfuel)
- cost = 150
- containertype = null
-
-/datum/supply_packs/weapons/fueltank
- name = "X-fuel tank"
- contains = list(/obj/structure/reagent_dispensers/fueltank/xfuel)
- cost = 600
- containertype = null
-
-/datum/supply_packs/weapons/rpgoneuse
- name = "RL-72 Disposable RPG"
- contains = list(/obj/item/weapon/gun/launcher/rocket/oneuse)
- cost = 100
-
-/datum/supply_packs/weapons/mateba
- name = "Mateba Autorevolver belt"
- contains = list(/obj/item/storage/holster/belt/revolver/mateba/full)
- notes = "Contains 6 speedloaders"
- cost = 150
-
-/datum/supply_packs/weapons/mateba_ammo
- name = "Mateba magazine"
- contains = list(/obj/item/ammo_magazine/revolver/mateba)
- cost = 30
-
-/datum/supply_packs/weapons/mateba_packet
- name = "Mateba packet"
- contains = list(/obj/item/ammo_magazine/packet/mateba)
- cost = 120
-
-/datum/supply_packs/weapons/standard_ammo
- name = "Surplus Standard Ammo Crate"
- notes = "Contains 22 ammo boxes of a wide variety which come prefilled. You lazy bum."
- contains = list(/obj/structure/largecrate/supply/ammo/standard_ammo)
- containertype = null
- cost = 200
-
-/datum/supply_packs/weapons/sr127_flak
- name = "SR-127 Flak Magazine"
- contains = list(/obj/item/ammo_magazine/rifle/sr127/flak)
- cost = 50
-
-/datum/supply_packs/weapons/rechargemag
- name = "Terra Experimental recharger battery"
- contains = list(/obj/item/cell/lasgun/lasrifle/recharger)
- cost = 60
-
-/datum/supply_packs/weapons/xray_gun
- name = "TE-X Laser Rifle"
- contains = list(/obj/item/weapon/gun/energy/lasgun/lasrifle/xray)
- cost = 400
-
-/datum/supply_packs/weapons/rocketsledge
- name = "Rocket Sledge"
- contains = list(/obj/item/weapon/twohanded/rocketsledge)
- cost = 600
-
-/datum/supply_packs/weapons/smart_pistol
- name = "TX13 smartpistol"
- contains = list(/obj/item/weapon/gun/pistol/smart_pistol)
- cost = 150
-
-/datum/supply_packs/weapons/smart_pistol_ammo
- name = "TX13 smartpistol ammo"
- contains = list(/obj/item/ammo_magazine/pistol/p14/smart_pistol)
- cost = 10
-
-/datum/supply_packs/weapons/vector_incendiary
- name = "vector incendiary magazine"
- contains = list(/obj/item/ammo_magazine/smg/vector/incendiary)
- cost = 20 //40 rounds
- containertype = /obj/structure/closet/crate/ammo
-
-/datum/supply_packs/weapons/valihalberd
- name = "VAL-HAL-A"
- contains = list(/obj/item/weapon/twohanded/glaive/halberd/harvester)
- cost = 600
-
-/datum/supply_packs/weapons/t500case
- name = "R-500 bundle"
- contains = list(/obj/item/storage/box/t500case)
- cost = 50
-
-/datum/supply_packs/weapons/r76case
- name = "R76 bundle"
- contains = list(/obj/item/storage/briefcase/standard_magnum)
- cost = 120
-
-/datum/supply_packs/weapons/r76_speedloader
- name = "R76 speedloader (x4)"
- contains = list(
- /obj/item/ammo_magazine/revolver/standard_magnum,
- /obj/item/ammo_magazine/revolver/standard_magnum,
- /obj/item/ammo_magazine/revolver/standard_magnum,
- /obj/item/ammo_magazine/revolver/standard_magnum,
- )
- cost = 40
-
-/datum/supply_packs/weapons/ar12_incendiary
- name = "AR-12 incendiary magazine"
- contains = list(/obj/item/ammo_magazine/rifle/ar12/incendiary)
- cost = 30 //50 rounds
- containertype = /obj/structure/closet/crate/ammo
-
-/datum/supply_packs/weapons/smg25_ap
- name = "SMG-25 armor piercing magazine"
- contains = list(/obj/item/ammo_magazine/smg/m25/ap)
- cost = 30 //60 rounds
- containertype = /obj/structure/closet/crate/ammo
-
-/datum/supply_packs/weapons/box_10x24mm_incendiary
- name = "10x24mm incendiary ammo box"
- contains = list(/obj/item/ammo_magazine/packet/p10x24mm/incendiary)
- cost = 45 //150 rounds
- containertype = /obj/structure/closet/crate/ammo
-
-/datum/supply_packs/weapons/rifle/t25
- name = "T25 smartrifle"
- contains = list(/obj/item/weapon/gun/rifle/t25)
- cost = 400
-
-/datum/supply_packs/weapons/ammo_magazine/rifle/t25
- name = "T25 smartrifle magazine"
- contains = list(/obj/item/ammo_magazine/rifle/t25)
- cost = 20
-
-/datum/supply_packs/weapons/t25_extended_mag
- name = "T25 extended magazine"
- contains = list(/obj/item/ammo_magazine/rifle/t25/extended)
- cost = 200
- containertype = /obj/structure/closet/crate/ammo
-
-/datum/supply_packs/weapons/ammo_magazine/packet/t25
- name = "T25 smartrifle ammo box"
- contains = list(/obj/item/ammo_magazine/packet/t25)
- cost = 60
-
-/datum/supply_packs/weapons/box_10x25mm_incendiary
- name = "10x25mm incendiary ammo box"
- contains = list(/obj/item/ammo_magazine/packet/p10x25mm/incendiary)
- cost = 50 //125 rounds
- containertype = /obj/structure/closet/crate/ammo
-
-/datum/supply_packs/weapons/p9mm_incendiary
- name = "9mm incendiary packet"
- contains = list(/obj/item/ammo_magazine/packet/p9mm/incendiary)
- cost = 30 //70 rounds
- containertype = /obj/structure/closet/crate/ammo
-
-/datum/supply_packs/weapons/box_10x265mm_ap
- name = "10x26.5mm armor piercing ammo box"
- contains = list(/obj/item/ammo_magazine/packet/p10x265mm/ap)
- cost = 60 //100 rounds
- containertype = /obj/structure/closet/crate/ammo
-
-/datum/supply_packs/weapons/box_10x20mm_ap
- name = "10x20mm armor piercing ammo box"
- contains = list(/obj/item/ammo_magazine/packet/p10x20mm/ap)
- cost = 50 //150 rounds
- containertype = /obj/structure/closet/crate/ammo
-
-/datum/supply_packs/weapons/thermobaric
- name = "RL-57 Thermobaric Launcher Kit"
- contains = list(/obj/item/storage/holster/backholster/rlquad/full)
- cost = 500 + 50 //ammo price
-
-/datum/supply_packs/weapons/specdemo
- name = "RL-152 SADAR Rocket Launcher kit"
- contains = list(/obj/item/storage/holster/backholster/rlsadar/full)
- cost = SADAR_PRICE + 150 //ammo price
-
-/datum/supply_packs/weapons/minigun_powerpack
- name = "SG-85 Minigun Powerpack"
- contains = list(/obj/item/ammo_magazine/minigun_powerpack/smartgun)
- cost = 150
-
-/datum/supply_packs/weapons/box_10x27mm
- name = "SG-62 smart target rifle ammo box"
- contains = list(/obj/item/ammo_magazine/packet/sg62)
- cost = 50
-
-/datum/supply_packs/weapons/xray_gun
- contains = list(/obj/item/weapon/gun/energy/lasgun/lasrifle/xray)
- cost = 500
-
-/datum/supply_packs/weapons/singleshot_launcher
- name = "GL-81 grenade launcher"
- contains = list(/obj/item/weapon/gun/grenade_launcher/single_shot)
- cost = 150
-
-/datum/supply_packs/weapons/multinade_launcher
- name = "GL-70 grenade launcher"
- contains = list(/obj/item/weapon/gun/grenade_launcher/multinade_launcher/unloaded)
- cost = 450
-
-/datum/supply_packs/weapons/ltb_shells
- name = "LTB tank shell"
- contains = list(/obj/item/ammo_magazine/tank/ltb_cannon)
- cost = 10
-
-/datum/supply_packs/weapons/ltb_shells_apfds
- name = "LTB tank APFDS shell"
- contains = list(/obj/item/ammo_magazine/tank/ltb_cannon/apfds)
- cost = 10
-
-/datum/supply_packs/weapons/ltaap_rounds
- name = "LTAAP tank magazine"
- contains = list(/obj/item/ammo_magazine/tank/ltaap_chaingun)
- cost = 10
-
-/datum/supply_packs/weapons/cupola_rounds
- name = "Cupola tank magazine"
- contains = list(/obj/item/ammo_magazine/tank/secondary_cupola)
- cost = 10
-
-/datum/supply_packs/weapons/secondary_flamer_tank
- name = "Spray flamer tank"
- contains = list(/obj/item/ammo_magazine/tank/secondary_flamer_tank)
- cost = 10
diff --git a/code/modules/reqtorio/assembly_crafts.dm b/code/modules/reqtorio/assembly_crafts.dm
index 8591ceca2ed..3ce29de44dc 100644
--- a/code/modules/reqtorio/assembly_crafts.dm
+++ b/code/modules/reqtorio/assembly_crafts.dm
@@ -75,7 +75,7 @@ GLOBAL_LIST_INIT(all_assembly_craft_groups, list("Operations", "Weapons", "Explo
name = "Clearing junk in phoron and glass? Explosion transformation power!"
craft_time = 15 SECONDS
input = list(/obj/item/stack/sheet/mineral/junk = 4) // 20 points
- output = list(/obj/item/stack/sheet/glass = 3, /obj/item/stack/sheet/mineral/phoron = 1) //that expensive! but automized!
+ output = list(/obj/item/stack/sheet/glass/glass = 3, /obj/item/stack/sheet/mineral/phoron = 1) //that expensive! but automized!
//one in one craft cuz junk is multi use resource
/datum/assembly_craft/engineering/junk_phoron_iron
@@ -87,7 +87,7 @@ GLOBAL_LIST_INIT(all_assembly_craft_groups, list("Operations", "Weapons", "Explo
/datum/assembly_craft/engineering/drop_pod
name = "Zeus orbital drop pod"
craft_time = 20 SECONDS
- input = list(/obj/item/stack/sheet/plasteel = 5, /obj/item/stack/sheet/glass = 3) // 40 + 6
+ input = list(/obj/item/stack/sheet/plasteel = 5, /obj/item/stack/sheet/glass/glass = 3) // 40 + 6
output = list(/obj/structure/droppod = 1) //40 points
/*******************************************************************************
@@ -98,7 +98,7 @@ CLOTHING
/datum/assembly_craft/clothing/swat_mask
name = "SWAT mask"
- input = list(/obj/item/stack/sheet/plasteel = 3, /obj/item/stack/sheet/glass = 3) // 24 + 6 points
+ input = list(/obj/item/stack/sheet/plasteel = 3, /obj/item/stack/sheet/glass/glass = 3) // 24 + 6 points
output = list(/obj/item/clothing/mask/gas/swat = 1) // 25 points from old factory
@@ -305,3 +305,28 @@ WEAPONS
name = "MLRS High Explosive rocket"
input = list(/obj/item/stack/sheet/plasteel = 3, /obj/item/stack/gun_powder = 3) // 24 + 24 points
output = list(/obj/item/storage/box/mlrs_rockets = 1) // 33 points from old factory
+
+/datum/assembly_craft/weapons/ltb_shells
+ name = "LTB tank shell"
+ input = list(/obj/item/stack/sheet/jeweler_steel = 1, /obj/item/stack/gun_powder = 5)
+ output = list(/obj/item/ammo_magazine/tank/ltb_cannon = 1)
+
+/datum/assembly_craft/weapons/ltb_cannon_apfds
+ name = "LTB tank APFDS shell"
+ input = list(/obj/item/stack/sheet/jeweler_steel = 2, /obj/item/stack/gun_powder = 3)
+ output = list(/obj/item/ammo_magazine/tank/ltb_cannon/apfds = 1)
+
+/datum/assembly_craft/weapons/ltb_cannon_TOW
+ name = "TOW Launcher Magazine"
+ input = list(/obj/item/stack/sheet/jeweler_steel = 3, /obj/item/stack/gun_powder = 6)
+ output = list(/obj/item/ammo_magazine/tank/towlauncher = 1)
+
+/datum/assembly_craft/weapons/heavy_isg_he
+ name = "A 15cm HE shell for the FK-88 mounted flak gun."
+ input = list(/obj/item/stack/sheet/jeweler_steel = 25, /obj/item/stack/gun_powder = 30)
+ output = list(/obj/item/ammo_magazine/heavy_isg/he = 1)
+
+/datum/assembly_craft/weapons/heavy_isg_sabot
+ name = "A 15cm APFDS shell for the FK-88 mounted flak gun"
+ input = list(/obj/item/stack/sheet/jeweler_steel = 30, /obj/item/stack/gun_powder = 25)
+ output = list(/obj/item/ammo_magazine/heavy_isg/sabot = 1)
diff --git a/code/modules/requisitions/supply_export.dm b/code/modules/requisitions/supply_export.dm
index dfcd0c4d500..750d96a83b0 100644
--- a/code/modules/requisitions/supply_export.dm
+++ b/code/modules/requisitions/supply_export.dm
@@ -18,46 +18,46 @@
if(!.)
return FALSE
- var/list/points = get_export_value()
- GLOB.round_statistics.points_from_xenos += points[1]
+ var/points = get_export_value()
+ GLOB.round_statistics.points_from_xenos += points
-/atom/movable/proc/get_export_value()
- return 0
+/atom/movable/proc/get_export_value(export_value = 0)
+ return export_value
-/mob/living/carbon/human/get_export_value()
+/mob/living/carbon/human/get_export_value(export_value)
if(!job)
- return 0
+ return export_value
switch(job.job_category)
if(JOB_CAT_CIVILIAN)
- . = 10
+ export_value = 10
if(JOB_CAT_ENGINEERING, JOB_CAT_MEDICAL, JOB_CAT_REQUISITIONS)
- . = 150
+ export_value = 150
if(JOB_CAT_MARINE)
- . = 100
+ export_value = 100
if(JOB_CAT_SILICON)
- . = 800
+ export_value = 800
if(JOB_CAT_COMMAND)
- . = 1000
- return 0
+ export_value = 1000
+ return export_value
/mob/living/carbon/human/species/yautja/get_export_value()
return 3000
-/mob/living/carbon/xenomorph/get_export_value()
+/mob/living/carbon/xenomorph/get_export_value(export_value)
switch(tier)
if(XENO_TIER_MINION)
- . = 50
+ export_value = 50
if(XENO_TIER_ZERO)
- . = 70
+ export_value = 70
if(XENO_TIER_ONE)
- . = 150
+ export_value = 150
if(XENO_TIER_TWO)
- . = 300
+ export_value = 300
if(XENO_TIER_THREE)
- . = 500
+ export_value = 500
if(XENO_TIER_FOUR)
- . = 1000
- return
+ export_value = 1000
+ return export_value
//I hate it but it's how it was so I'm not touching it further than this
/mob/living/carbon/xenomorph/shrike/get_export_value()
diff --git a/code/modules/screen_alert/command_alert.dm b/code/modules/screen_alert/command_alert.dm
index b489b9fb9bc..4f4afd9f118 100644
--- a/code/modules/screen_alert/command_alert.dm
+++ b/code/modules/screen_alert/command_alert.dm
@@ -24,6 +24,9 @@
var/skill_min = SKILL_LEAD_EXPERT
/datum/action/innate/message_squad/should_show()
+ . = ..()
+ if(!.)
+ return
return owner.skills.getRating(skill_name) >= skill_min
/datum/action/innate/message_squad/can_use_action()
@@ -39,7 +42,7 @@
if(!can_use_action())
return
var/mob/living/carbon/human/human_owner = owner
- var/text = tgui_input_text(human_owner, "Maximum message length [MAX_COMMAND_MESSAGE_LEN]", "Send message to squad", max_length = MAX_COMMAND_MESSAGE_LEN, multiline = TRUE)
+ var/text = tgui_input_text(human_owner, "Максимальная длина [MAX_COMMAND_MESSAGE_LEN]", "Отправить сообщение отряду", max_length = MAX_COMMAND_MESSAGE_LEN, multiline = TRUE)
if(!text)
return
var/filter_result = CAN_BYPASS_FILTER(human_owner) ? null : is_ic_filtered(text)
@@ -53,7 +56,9 @@
return
var/sound/S = sound('sound/misc/notice2.ogg')
S.channel = CHANNEL_ANNOUNCEMENTS
- TIMER_COOLDOWN_START(owner, COOLDOWN_HUD_ORDER, ORDER_COOLDOWN)
+ TIMER_COOLDOWN_START(owner, COOLDOWN_HUD_ORDER, CIC_ORDER_COOLDOWN)
+ addtimer(CALLBACK(src, PROC_REF(update_button_icon)), CIC_ORDER_COOLDOWN + 1)
+ update_button_icon()
log_game("[key_name(human_owner)] has broadcasted the hud message [text] at [AREACOORD(human_owner)]")
var/override_color // for squad colors
var/list/alert_receivers = (GLOB.alive_human_list + GLOB.ai_list + GLOB.observer_list) // for full faction alerts, do this so that faction's AI and ghosts can hear aswell
@@ -70,21 +75,21 @@
else
override_color = "grey"
for(var/mob/living/carbon/human/marine AS in human_owner.assigned_squad.marines_list | GLOB.observer_list)
- marine.play_screen_text("
SQUAD ANNOUNCEMENT:" + text, /atom/movable/screen/text/screen_text/command_order)
+ marine.play_screen_text("
ПРИКАЗ ОТРЯДУ:" + text, /atom/movable/screen/text/screen_text/command_order)
to_chat(marine, assemble_alert(
- title = "Squad [human_owner.assigned_squad.name] Announcement",
- subtitle = "Sent by [human_owner.real_name]",
+ title = "Приказ отряду [human_owner.assigned_squad.name]",
+ subtitle = "Отправлен [human_owner.real_name]",
message = text,
color_override = override_color
))
return
for(var/mob/faction_receiver in alert_receivers)
if(faction_receiver.faction == human_owner.faction || isdead(faction_receiver))
- var/faction_title = GLOB.faction_to_acronym[human_owner.faction] ? GLOB.faction_to_acronym[human_owner.faction] + " Command" : "Unknown Faction" + " Command"
- faction_receiver.play_screen_text("
[uppertext(faction_title)] ANNOUNCEMENT:" + text, /atom/movable/screen/text/screen_text/command_order)
+ var/faction_title = GLOB.faction_to_acronym[human_owner.faction] ? "Командования " + GLOB.faction_to_acronym[human_owner.faction] : "Командования" + " Неизвестной Фракции"
+ faction_receiver.play_screen_text("
ПРИКАЗ [uppertext(faction_title)]:" + text, /atom/movable/screen/text/screen_text/command_order)
to_chat(faction_receiver, assemble_alert(
- title = "[faction_title] Announcement",
- subtitle = "Sent by [human_owner.job.title] [human_owner.real_name]",
+ title = "Сообщение от [faction_title]",
+ subtitle = "Отправлен [human_owner.job.title] [human_owner.real_name]",
message = text
))
SEND_SOUND(faction_receiver, S)
diff --git a/code/modules/shuttle/marine_dropship.dm b/code/modules/shuttle/marine_dropship.dm
index b4213f0f7ee..e47e4026de6 100644
--- a/code/modules/shuttle/marine_dropship.dm
+++ b/code/modules/shuttle/marine_dropship.dm
@@ -261,7 +261,7 @@
if(hijack_state != HIJACK_STATE_NORMAL)
return
cycle_timer = addtimer(CALLBACK(src, PROC_REF(go_to_previous_destination)), 20 SECONDS, TIMER_STOPPABLE)
- priority_announce("The Alamo will depart towards [previous.name] in 20 seconds.", "Dropship Automatic Departure", color_override = "grey", playing_sound = FALSE)
+ priority_announce("Десантный шаттл взлетает через 20 секунд по направлению к [previous.name]", "Автопилот Нормандии", color_override = "grey", playing_sound = FALSE)
///Send the dropship to its previous dock
/obj/docking_port/mobile/marine_dropship/proc/go_to_previous_destination()
@@ -324,7 +324,7 @@
/obj/docking_port/mobile/marine_dropship/on_prearrival()
. = ..()
if(hijack_state == HIJACK_STATE_CRASHING)
- priority_announce("DROPSHIP ON COLLISION COURSE. CRASH IMMINENT.", "EMERGENCY", sound = 'sound/AI/dropship_emergency.ogg', color_override = "red")
+ priority_announce("ДЕСАНТНЫЙ ШАТТЛ НА КУРСЕ СТОЛКНОВЕНИЯ. АВАРИЯ НЕИЗБЕЖНА.", "ТРЕВОГА", sound = 'sound/AI/dropship_emergency.ogg', color_override = "red")
for(var/obj/machinery/landinglight/light AS in GLOB.landing_lights)
if(light.linked_port == destination)
light.turn_on()
@@ -376,7 +376,7 @@
message_admins("[ADMIN_TPMONTY(src)] has summoned the dropship")
log_admin("[key_name(src)] has summoned the dropship")
hive?.xeno_message("[src] has summoned down the metal bird to [port], gather to her now!")
- priority_announce("Unknown external interference with dropship control. Shutting down autopilot.", "Critical Dropship Alert", type = ANNOUNCEMENT_PRIORITY, color_override = "red")
+ priority_announce("Неизвестное вмешательство в управление десантным шаттлом. Выключение автопилота...", "Неисправность Шаттла", type = ANNOUNCEMENT_PRIORITY, color_override = "red", sound = 'sound/AI/dropship_wrong.ogg')
#define ALIVE_HUMANS_FOR_CALLDOWN 0.1
@@ -414,37 +414,37 @@
locked_sides++
break
if(!locked_sides)
- to_chat(user, span_warning("The bird is already on the ground, open and vulnerable."))
+ to_chat(user, span_warning("Птица уже на земле, открыта и уязвимая."))
return FALSE
if(locked_sides < 3 && !isdropshiparea(get_area(user)))
- to_chat(user, span_warning("At least one side is still unlocked!"))
+ to_chat(user, span_warning("По крайней мере одна сторона все еще разблокирована!"))
return FALSE
- to_chat(user, span_xenodanger("We crack open the metal bird's shell."))
+ to_chat(user, span_xenodanger("Мы вскрываем металлическую оболочку птицы."))
if(D.hijack_state != HIJACK_STATE_NORMAL)
return FALSE
- to_chat(user, span_warning("We begin overriding the shuttle lockdown. This will take a while..."))
+ to_chat(user, span_warning("Мы начинаем отменять блокировку шаттла. Это займет некоторое время..."))
if(!do_after(user, 30 SECONDS, FALSE, null, BUSY_ICON_DANGER, BUSY_ICON_DANGER))
- to_chat(user, span_warning("We cease overriding the shuttle lockdown."))
+ to_chat(user, span_warning("Мы прекращаем отмену блокировки шаттла."))
return FALSE
if(!is_ground_level(D.z))
- to_chat(user, span_warning("The bird has left meanwhile, try again."))
+ to_chat(user, span_warning("Птица улетела, попробуйте еще раз."))
return FALSE
D.unlock_all()
if(D.mode != SHUTTLE_IGNITING)
D.set_hijack_state(HIJACK_STATE_UNLOCKED)
D.do_start_hijack_timer(GROUND_LOCKDOWN_TIME)
- to_chat(user, span_warning("We were unable to prevent the bird from flying as it is already taking off."))
+ to_chat(user, span_warning("Мы не можем помешать птице улететь, так как она уже взлетает."))
D.silicon_lock_airlocks(TRUE)
- to_chat(user, span_warning("We have overriden the shuttle lockdown!"))
+ to_chat(user, span_warning("Мы отменили блокировку шаттла!"))
playsound(user, "alien_roar", 50)
- priority_announce("Normandy lockdown protocol compromised. Interference preventing remote control.", "Dropship Lock Alert", type = ANNOUNCEMENT_PRIORITY, color_override = "red")
+ priority_announce("Протокол блокировки Нормандии скомпрометирован. Постороннее вмешательство блокирует попытки удалённого управления.", "Шаттл Заблокирован", type = ANNOUNCEMENT_PRIORITY, color_override = "red", sound = 'sound/AI/dropship_block.ogg')
return FALSE
if(D.mode != SHUTTLE_IDLE && D.mode != SHUTTLE_RECHARGING)
- to_chat(user, span_warning("The bird's mind is currently active. We need to wait until it's more vulnerable..."))
+ to_chat(user, span_warning("Сознание птицы активно. Нужно подождать, пока она станет более уязвимым..."))
return FALSE
var/list/living_player_list = count_humans_and_xenos(SSmapping.levels_by_any_trait(list(ZTRAIT_GROUND)), COUNT_IGNORE_ALIVE_SSD)
if(length_char(GLOB.alive_human_list) && ((living_player_list[1] / length_char(GLOB.alive_human_list)) > ALIVE_HUMANS_FOR_CALLDOWN))
- to_chat(user, span_warning("There's too many tallhosts still on the ground. They interfere with our psychic field. We must dispatch them before we are able to do this."))
+ to_chat(user, span_warning("Ещё много живой добычи на земле. Они мешают нашему психическому полю. Мы должны уничтожить их, прежде чем сможем это сделать."))
return FALSE
return TRUE
@@ -695,23 +695,23 @@
if(href_list["hijack"])
if(!(X.hive.hive_flags & HIVE_CAN_HIJACK))
- to_chat(X, span_warning("Our hive lacks the psychic prowess to hijack the bird."))
+ to_chat(X, span_warning("Нашему улью не хватает экстрасенсорных способностей, чтобы украсть птицу."))
return
var/list/living_player_list = SSticker.mode.count_humans_and_xenos(list(X.z), COUNT_IGNORE_ALIVE_SSD)
- if(living_player_list[1] > 5)
- to_chat(X, span_xenowarning("There is still prey left to hunt!"))
+ if(living_player_list[1] > living_player_list[2]) // if there are more marines than xenos, we are unable to hijack
+ to_chat(X, span_xenowarning("Еще осталась добыча, на которую можно поохотиться!"))
return
switch(M.mode)
if(SHUTTLE_RECHARGING)
- to_chat(X, span_xenowarning("The bird is still cooling down."))
+ to_chat(X, span_xenowarning("Птица все еще остывает..."))
return
if(SHUTTLE_IDLE) //Continue.
EMPTY_BLOCK_GUARD
else
- to_chat(X, span_xenowarning("We can't do that right now."))
+ to_chat(X, span_xenowarning("Мы не можем сделать это сейчас."))
return
- var/confirm = tgui_alert(usr, "Would you like to hijack the metal bird?", "Hijack the bird?", list("Yes", "No"))
- if(confirm != "Yes")
+ var/confirm = tgui_alert(usr, "Хотите угнать металлическую птицу?", "Угнать птицу?", list("Да", "Нет"))
+ if(confirm != "Да")
return
var/obj/docking_port/stationary/marine_dropship/crash_target/CT = pick(SSshuttle.crash_targets)
if(!CT)
@@ -721,13 +721,13 @@
if(href_list["abduct"])
var/list/living_player_list = SSticker.mode.count_humans_and_xenos(list(X.z), COUNT_IGNORE_ALIVE_SSD)
if(living_player_list[1] > 5)
- to_chat(X, span_xenowarning("There is still prey left to hunt!"))
+ to_chat(X, span_xenowarning("Еще осталась добыча, на которую можно поохотиться!"))
return
- var/confirm = tgui_alert(usr, "Would you like to capture the metal bird?\n THIS WILL END THE ROUND", "Capture the ship?", list( "Yes", "No"))
- if(confirm != "Yes")
+ var/confirm = tgui_alert(usr, "Хотите захватить металлическую птицу?\n ЭТО ЗАВЕРШИТ РАУНД", "Захватить птицу?", list( "Да", "Нет"))
+ if(confirm != "Да")
return
- priority_announce("The Normandy has been captured! Losing their main mean of accessing the ground, the marines have no choice but to retreat.", title = "Normandy Captured", color_override = "orange")
+ priority_announce("Нормандия захвачена! Потеряв главный путь к земле, морпехи вынуждены отступить.", title = "Нормандия Захвачена", color_override = "orange")
var/datum/game_mode/infestation/infestation_mode = SSticker.mode
infestation_mode.round_stage = INFESTATION_DROPSHIP_CAPTURED_XENOS
return
@@ -741,7 +741,7 @@
crashing_dropship.crashing = TRUE
crashing_dropship.unlock_all()
SEND_GLOBAL_SIGNAL(COMSIG_GLOB_DROPSHIP_HIJACKED)
- priority_announce("Unscheduled dropship departure detected from operational area. Hijack likely.", title = "Critical Dropship Alert", type = ANNOUNCEMENT_PRIORITY, sound = 'sound/AI/hijack.ogg', color_override = "red")
+ priority_announce("Зафиксирован незапланированный вылет Нормандии из зоны боевых действий. Вероятен угон.", title = "Неисправность Нормандии", type = ANNOUNCEMENT_PRIORITY, sound = 'sound/AI/hijack.ogg', color_override = "red")
to_chat(user, span_danger("A loud alarm erupts from [src]! The fleshy hosts must know that you can access it!"))
user.hive.on_shuttle_hijack(crashing_dropship)
playsound(src, 'sound/misc/queen_alarm.ogg')
@@ -749,12 +749,12 @@
SSevacuation.flags_scuttle &= ~FLAGS_SDEVAC_TIMELOCK
switch(SSshuttle.moveShuttleToDock(shuttleId, crash_target, TRUE))
if(0)
- visible_message("Shuttle departing. Please stand away from the doors.")
+ visible_message("Отправление шаттла. Осторожно, двери закрываются.")
if(1)
- to_chat(user, span_warning("Invalid shuttle requested. This shouldn't happen, please report it."))
+ to_chat(user, span_warning("Неверный запрос на шаттл. Такого не должно быть! Сообщите об этом администрации."))
CRASH("moveShuttleToDock() returned 1.")
else
- to_chat(user, span_warning("ERROR. This shouldn't happen, please report it."))
+ to_chat(user, span_warning("ОШИБКА. Такого не должно быть! Сообщите об этом администрации."))
CRASH("moveShuttleToDock() returned a non-zero-nor-one value.")
/obj/machinery/computer/shuttle/marine_dropship/one
@@ -1481,7 +1481,7 @@
if(admin_response == "deny")
TIMER_COOLDOWN_START(src, COOLDOWN_EVACUATION, 15 SECONDS)
- priority_announce("An evacuation attempt has been blocked, the engines are now restarting.", "Evacuation Attempt", ANNOUNCEMENT_COMMAND)
+ priority_announce("Попытка эвакуации заблокирована. Перезапуск двигателей...", "Попытка Эвакуации", ANNOUNCEMENT_COMMAND)
return TRUE
if(admin_response =="deny without annoncing")
TIMER_COOLDOWN_START(src, COOLDOWN_EVACUATION, 15 SECONDS)
diff --git a/code/modules/vehicles/armored/ammo_magazine.dm b/code/modules/vehicles/armored/ammo_magazine.dm
index eae4cb05ef9..dd963466585 100644
--- a/code/modules/vehicles/armored/ammo_magazine.dm
+++ b/code/modules/vehicles/armored/ammo_magazine.dm
@@ -1,6 +1,7 @@
//FEB 2024 NOTE: some of these are missing loading_sounds, fix it before using these ingame
//Special ammo magazines for hardpoint modules. Some may not be here since you can use normal magazines on them
/obj/item/ammo_magazine/tank
+ icon = 'icons/obj/items/ammo/tank.dmi'
flags_magazine = NONE
///loading sound to play when
var/loading_sound
@@ -9,7 +10,7 @@
name = "high explosive LTB round"
desc = "A primary armament cannon magazine"
caliber = CALIBER_84MM
- icon_state = "ltbammo"
+ icon_state = "ltb"
w_class = WEIGHT_CLASS_GIGANTIC
default_ammo = /datum/ammo/rocket/ltb
max_rounds = 1
@@ -18,9 +19,19 @@
/obj/item/ammo_magazine/tank/ltb_cannon/apfds
name = "LTB APFDS round (105mm)"
desc = "A 105mm armor piercing shell with exceptional velocity and penetrating characteristics. Will pierce through walls and targets."
- icon_state = "ltbammo_apfds"
+ icon_state = "ltb_apfds"
default_ammo = /datum/ammo/bullet/tank_apfds
+/obj/item/ammo_magazine/tank/towlauncher
+ name = "TOW Launcher Magazine"
+ desc = "A primary armament rocket magazine"
+ caliber = CALIBER_68MM
+ icon_state = "quad_rocket"
+ icon = 'icons/obj/items/ammo/rocket.dmi'
+ w_class = WEIGHT_CLASS_GIGANTIC
+ default_ammo = /datum/ammo/rocket/ap //Fun fact, AP rockets seem to be a straight downgrade from normal rockets. Maybe I'm missing something...
+ max_rounds = 5
+
/obj/item/ammo_magazine/tank/ltaap_chaingun
name = "\improper LTA-AP chaingun Magazine"
desc = "A primary armament chaingun magazine."
@@ -36,24 +47,16 @@
desc = "A secondary armament flamethrower magazine"
caliber = CALIBER_FUEL_THICK
icon_state = "flametank_large"
+ icon = 'icons/obj/items/ammo/flamer.dmi'
w_class = WEIGHT_CLASS_GIGANTIC
default_ammo = /datum/ammo/flamethrower/tank_flamer
max_rounds = 120
-/obj/item/ammo_magazine/tank/towlauncher
- name = "TOW Launcher Magazine"
- desc = "A secondary armament rocket magazine"
- caliber = CALIBER_68MM
- icon_state = "quad_rocket"
- w_class = WEIGHT_CLASS_GIGANTIC
- default_ammo = /datum/ammo/rocket/ap //Fun fact, AP rockets seem to be a straight downgrade from normal rockets. Maybe I'm missing something...
- max_rounds = 5
-
/obj/item/ammo_magazine/tank/secondary_cupola
name = "M56 Cupola Magazine"
desc = "A secondary armament MG magazine"
caliber = CALIBER_10X28
- icon_state = "cupolaammo"
+ icon_state = "cupola"
loading_sound = 'sound/weapons/guns/interact/working_the_bolt.ogg'
w_class = WEIGHT_CLASS_GIGANTIC
default_ammo = /datum/ammo/bullet/cupola
diff --git a/code/modules/vehicles/armored/armored_weapons.dm b/code/modules/vehicles/armored/armored_weapons.dm
index 0ddf9a0a171..5a49f31dc08 100644
--- a/code/modules/vehicles/armored/armored_weapons.dm
+++ b/code/modules/vehicles/armored/armored_weapons.dm
@@ -64,7 +64,7 @@
///called by the chassis: begins firing, yes this is stolen from mech but I made both so bite me
/obj/item/armored_weapon/proc/begin_fire(mob/source, atom/target, list/modifiers)
- if(!ammo || ammo.current_rounds < 0)
+ if(!ammo || ammo.current_rounds <= 0)
playsound(source, 'sound/weapons/guns/fire/empty.ogg', 15, 1)
return
if(TIMER_COOLDOWN_CHECK(chassis, COOLDOWN_MECHA_EQUIPMENT(type)))
diff --git a/code/modules/vehicles/armored/interiors/chairs.dm b/code/modules/vehicles/armored/interiors/chairs.dm
index bc6fe655d4e..1645d53a854 100644
--- a/code/modules/vehicles/armored/interiors/chairs.dm
+++ b/code/modules/vehicles/armored/interiors/chairs.dm
@@ -4,6 +4,7 @@
icon_state = "vehicle_chair"
resistance_flags = RESIST_ALL
dir = EAST
+ buildstacktype = null
/obj/structure/bed/chair/vehicle_driver_seat
name = "driver seat"
@@ -13,6 +14,7 @@
dir = EAST
///owner of this object, assigned during interior linkage
var/obj/vehicle/sealed/armored/owner
+ buildstacktype = null
/obj/structure/bed/chair/vehicle_driver_seat/Destroy()
owner = null
@@ -54,6 +56,7 @@
dir = EAST
///owner of this object, assigned during interior linkage
var/obj/vehicle/sealed/armored/owner
+ buildstacktype = null
/obj/structure/bed/chair/vehicle_gunner_seat/link_interior(datum/interior/link)
if(!istype(link, /datum/interior/armored))
@@ -91,6 +94,7 @@
dir = EAST
///owner of this object, assigned during interior linkage
var/obj/vehicle/sealed/armored/owner
+ buildstacktype = null
/obj/structure/bed/chair/driver_gunner_seat/link_interior(datum/interior/link)
if(!istype(link, /datum/interior/armored))
diff --git a/code/modules/vehicles/mecha/mecha_defense.dm b/code/modules/vehicles/mecha/mecha_defense.dm
index f92be8ea1c2..979ee865f95 100644
--- a/code/modules/vehicles/mecha/mecha_defense.dm
+++ b/code/modules/vehicles/mecha/mecha_defense.dm
@@ -106,7 +106,7 @@
equipment_disabled = TRUE
set_mouse_pointer()
-/obj/vehicle/sealed/mecha/fire_act(burn_level) //Check if we should ignite the pilot of an open-canopy mech
+/obj/vehicle/sealed/mecha/fire_act(burn_level, flame_color) //Check if we should ignite the pilot of an open-canopy mech
. = ..()
if(enclosed || mecha_flags & SILICON_PILOT)
return
diff --git a/code/modules/xenomorph/acidwell.dm b/code/modules/xenomorph/acidwell.dm
index c20a593047e..2f2778df295 100644
--- a/code/modules/xenomorph/acidwell.dm
+++ b/code/modules/xenomorph/acidwell.dm
@@ -186,9 +186,10 @@
charges_used ++
if(!isxeno(stepper))
+ var/mob/living/carbon/human/H = stepper
stepper.next_move_slowdown += charges * 2 //Acid spray has slow down so this should too; scales with charges, Min 2 slowdown, Max 10
- stepper.apply_damage(charges * 10, BURN, BODY_ZONE_PRECISE_L_FOOT, ACID, penetration = 33)
- stepper.apply_damage(charges * 10, BURN, BODY_ZONE_PRECISE_R_FOOT, ACID, penetration = 33)
+ stepper.apply_damage(charges * 10, BURN, BODY_ZONE_PRECISE_L_FOOT, ACID, penetration = 33 - 20 * H.get_permeability_protection()) //Wearing mimir MK1/2 will soften damage from wells by reducing AP
+ stepper.apply_damage(charges * 10, BURN, BODY_ZONE_PRECISE_R_FOOT, ACID, penetration = 33 - 20 * H.get_permeability_protection()) //without providing full protection against them
stepper.visible_message(span_danger("[stepper] is immersed in [src]'s acid!") , \
span_danger("We are immersed in [src]'s acid!") , null, 5)
playsound(stepper, "sound/bullets/acid_impact1.ogg", 10 * charges)
diff --git a/code/modules/xenomorph/silo.dm b/code/modules/xenomorph/silo.dm
index e00ede917c8..8e173895433 100644
--- a/code/modules/xenomorph/silo.dm
+++ b/code/modules/xenomorph/silo.dm
@@ -39,11 +39,9 @@
SSspawning.spawnerdata[src].required_increment = 2 * max(45 SECONDS, 3 MINUTES - SSmonitor.maximum_connected_players_count * SPAWN_RATE_PER_PLAYER)/SSspawning.wait
SSspawning.spawnerdata[src].max_allowed_mobs = max(1, MAX_SPAWNABLE_MOB_PER_PLAYER * SSmonitor.maximum_connected_players_count * 0.5)
update_minimap_icon()
-
SSaura.add_emitter(src, AURA_XENO_RECOVERY, aura_radius, aura_strength, -1, FACTION_XENO, hivenumber)
SSaura.add_emitter(src, AURA_XENO_WARDING, aura_radius, aura_strength, -1, FACTION_XENO, hivenumber)
SSaura.add_emitter(src, AURA_XENO_FRENZY, aura_radius, aura_strength, -1, FACTION_XENO, hivenumber)
-
return INITIALIZE_HINT_LATELOAD
/obj/structure/xeno/silo/LateInitialize()
diff --git a/code/modules/xenomorph/turret.dm b/code/modules/xenomorph/turret.dm
index f686859696a..db8d94ca555 100644
--- a/code/modules/xenomorph/turret.dm
+++ b/code/modules/xenomorph/turret.dm
@@ -1,16 +1,17 @@
-/obj/structure/xeno/xeno_turret
- icon = 'icons/Xeno/acidturret.dmi'
- icon_state = XENO_TURRET_ACID_ICONSTATE
+#define TURRET_HEALTH_REGEN 8
+
+/obj/structure/xeno/turret
name = "acid turret"
desc = "A menacing looking construct of resin, it seems to be alive. It fires acid against intruders."
- bound_width = 32
- bound_height = 32
+ icon = 'icons/Xeno/acidturret.dmi'
+ icon_state = "acid_turret"
+ base_icon_state = "acid_turret"
obj_integrity = 600
max_integrity = 1500
layer = ABOVE_MOB_LAYER
density = TRUE
- resistance_flags = UNACIDABLE | DROPSHIP_IMMUNE
- xeno_structure_flags = IGNORE_WEED_REMOVAL|HAS_OVERLAY
+ resistance_flags = UNACIDABLE|DROPSHIP_IMMUNE
+ xeno_structure_flags = IGNORE_WEED_REMOVAL
allow_pass_flags = PASS_AIR|PASS_THROW
///What kind of spit it uses
var/datum/ammo/ammo = /datum/ammo/xeno/acid/heavy/turret
@@ -21,25 +22,22 @@
///Last target of the turret
var/atom/last_hostile
///Potential list of targets found by scan
- var/list/atom/potential_hostiles
+ var/list/atom/potential_hostiles = list()
///Fire rate of the target in ticks
- var/firerate = 5
- ///The last time the sentry did a scan
- var/last_scan_time
+ var/firerate = 0.5 SECONDS
///light color that gets set in initialize
var/light_initial_color = LIGHT_COLOR_GREEN
///For minimap icon change if sentry is firing
var/firing
///Change minimap icon if its firing or not firing
-/obj/structure/xeno/xeno_turret/proc/update_minimap_icon()
+/obj/structure/xeno/turret/proc/update_minimap_icon()
SSminimaps.remove_marker(src)
SSminimaps.add_marker(src, MINIMAP_FLAG_XENO, image('icons/UI_icons/map_blips.dmi', null, "xeno_turret[firing ? "_firing" : "_passive"]")) // RU TGMC edit - map blips
-/obj/structure/xeno/xeno_turret/Initialize(mapload, _hivenumber)
+/obj/structure/xeno/turret/Initialize(mapload, _hivenumber)
. = ..()
ammo = GLOB.ammo_list[ammo]
- potential_hostiles = list()
LAZYADDASSOC(GLOB.xeno_resin_turrets_by_hive, hivenumber, src)
START_PROCESSING(SSobj, src)
AddComponent(/datum/component/automatedfire/xeno_turret_autofire, firerate)
@@ -51,57 +49,52 @@
update_icon()
///Signal handler to delete the turret when the alamo is hijacked
-/obj/structure/xeno/xeno_turret/proc/destroy_on_hijack()
+/obj/structure/xeno/turret/proc/destroy_on_hijack()
SIGNAL_HANDLER
qdel(src)
-/obj/structure/xeno/xeno_turret/obj_destruction(damage_amount, damage_type, damage_flag)
+/obj/structure/xeno/turret/obj_destruction(damage_amount, damage_type, damage_flag)
if(damage_amount) //Spawn effects only if we actually get destroyed by damage
on_destruction()
+ playsound(loc,'sound/effects/alien/turret_death.ogg', 70)
return ..()
-/obj/structure/xeno/xeno_turret/proc/on_destruction()
+/obj/structure/xeno/turret/proc/on_destruction()
var/datum/effect_system/smoke_spread/xeno/smoke = new /datum/effect_system/smoke_spread/xeno/acid(src)
smoke.set_up(1, get_turf(src))
smoke.start()
-/obj/structure/xeno/xeno_turret/Destroy()
+/obj/structure/xeno/turret/Destroy()
GLOB.xeno_resin_turrets_by_hive[hivenumber] -= src
set_hostile(null)
set_last_hostile(null)
STOP_PROCESSING(SSobj, src)
- playsound(loc,'sound/effects/alien/turret_death.ogg', 70)
return ..()
-/obj/structure/xeno/xeno_turret/ex_act(severity)
+/obj/structure/xeno/turret/ex_act(severity)
take_damage(severity * 5, BRUTE, BOMB)
-/obj/structure/xeno/xeno_turret/fire_act(burn_level, flame_color)
+/obj/structure/xeno/turret/fire_act(burn_level, flame_color)
take_damage(burn_level * 2, BURN, FIRE)
ENABLE_BITFIELD(resistance_flags, ON_FIRE)
-/obj/structure/xeno/xeno_turret/update_overlays()
+/obj/structure/xeno/turret/update_overlays()
. = ..()
- if(!(xeno_structure_flags & HAS_OVERLAY))
- return
if(obj_integrity <= max_integrity * 0.5)
- . += image('icons/Xeno/acidturret.dmi', src, "+turret_damage")
+ . += image(icon, src, "[base_icon_state]_damage")
if(CHECK_BITFIELD(resistance_flags, ON_FIRE))
- . += image('icons/Xeno/acidturret.dmi', src, "+turret_on_fire")
+ . += image(icon, src, "turret_on_fire")
-/obj/structure/xeno/xeno_turret/process()
+/obj/structure/xeno/turret/process()
//Turrets regen some HP, every 2 sec
if(obj_integrity < max_integrity)
obj_integrity = min(obj_integrity + TURRET_HEALTH_REGEN, max_integrity)
update_icon()
DISABLE_BITFIELD(resistance_flags, ON_FIRE)
- if(world.time > last_scan_time + TURRET_SCAN_FREQUENCY)
- scan()
- last_scan_time = world.time
- if(!length(potential_hostiles))
+ if(!scan())
return
set_hostile(get_target())
- if (!hostile)
+ if(!hostile)
if(last_hostile)
set_last_hostile(null)
return
@@ -112,7 +105,7 @@
set_last_hostile(hostile)
SEND_SIGNAL(src, COMSIG_AUTOMATIC_SHOOTER_START_SHOOTING_AT)
-/obj/structure/xeno/xeno_turret/attackby(obj/item/I, mob/living/user, params)
+/obj/structure/xeno/turret/attackby(obj/item/I, mob/living/user, params)
if(I.flags_item & NOBLUDGEON || !isliving(user))
return attack_hand(user)
@@ -135,89 +128,87 @@
playsound(src, "alien_resin_break", 25)
///Signal handler for hard del of hostile
-/obj/structure/xeno/xeno_turret/proc/unset_hostile()
+/obj/structure/xeno/turret/proc/unset_hostile()
SIGNAL_HANDLER
hostile = null
-///Signal handler for hard del of last_hostile
-/obj/structure/xeno/xeno_turret/proc/unset_last_hostile()
- SIGNAL_HANDLER
- last_hostile = null
-
///Setter for hostile with hard del in mind
-/obj/structure/xeno/xeno_turret/proc/set_hostile(_hostile)
- if(hostile != _hostile)
- hostile = _hostile
- RegisterSignal(hostile, COMSIG_QDELETING, PROC_REF(unset_hostile))
+/obj/structure/xeno/turret/proc/set_hostile(_hostile)
+ if(hostile == _hostile)
+ return
+ hostile = _hostile
+ RegisterSignal(hostile, COMSIG_QDELETING, PROC_REF(unset_hostile))
///Setter for last_hostile with hard del in mind
-/obj/structure/xeno/xeno_turret/proc/set_last_hostile(_last_hostile)
+/obj/structure/xeno/turret/proc/set_last_hostile(_last_hostile)
if(last_hostile)
UnregisterSignal(last_hostile, COMSIG_QDELETING)
last_hostile = _last_hostile
///Look for the closest human in range and in light of sight. If no human is in range, will look for xenos of other hives
-/obj/structure/xeno/xeno_turret/proc/get_target()
- var/distance = range + 0.5 //we add 0.5 so if a potential target is at range, it is accepted by the system
- var/buffer_distance
+/obj/structure/xeno/turret/proc/get_target()
var/list/turf/path = list()
for(var/atom/nearby_hostile AS in potential_hostiles)
- if(isliving(nearby_hostile))
- var/mob/living/nearby_living_hostile = nearby_hostile
- if(nearby_living_hostile.stat == DEAD)
- continue
- if(HAS_TRAIT(nearby_hostile, TRAIT_STEALTH))
- continue
- buffer_distance = get_dist(nearby_hostile, src)
- if(distance <= buffer_distance) //If we already found a target that's closer
- continue
path = getline(src, nearby_hostile)
path -= get_turf(src)
- if(!length(path)) //Can't shoot if it's on the same turf
- continue
- var/blocked = FALSE
+ var/blocked = FALSE //LoF Broken; stop checking; we can't proceed further.
for(var/turf/T AS in path)
if(IS_OPAQUE_TURF(T) || T.density && !(T.allow_pass_flags & PASS_PROJECTILE))
blocked = TRUE
- break //LoF Broken; stop checking; we can't proceed further.
+ break
for(var/obj/machinery/MA in T)
- if(MA.opacity || MA.density && !(MA.allow_pass_flags & PASS_PROJECTILE))
- blocked = TRUE
- break //LoF Broken; stop checking; we can't proceed further.
+ if(!MA.opacity)
+ continue
+ if(!MA.density && MA.allow_pass_flags & PASS_PROJECTILE)
+ continue
+ blocked = TRUE
+ break
for(var/obj/structure/S in T)
- if(S.opacity || S.density && !(S.allow_pass_flags & PASS_PROJECTILE))
- blocked = TRUE
- break //LoF Broken; stop checking; we can't proceed further.
- if(!blocked)
- distance = buffer_distance
- . = nearby_hostile
-
-///Return TRUE if a possible target is near
-/obj/structure/xeno/xeno_turret/proc/scan()
+ if(!S.opacity)
+ continue
+ if(!S.density && S.allow_pass_flags & PASS_PROJECTILE)
+ continue
+ blocked = TRUE
+ break
+ if(blocked)
+ continue
+ return nearby_hostile
+
+///Checks the nearby mobs for eligability. If they can be targets it stores them in potential_targets. Returns TRUE if there are targets, FALSE if not.
+/obj/structure/xeno/turret/proc/scan()
potential_hostiles.Cut()
- for (var/mob/living/carbon/human/nearby_human AS in cheap_get_humans_near(src, TURRET_SCAN_RANGE))
+ for(var/mob/living/carbon/human/nearby_human AS in cheap_get_humans_near(src, range))
if(nearby_human.stat == DEAD)
continue
if(nearby_human.get_xeno_hivenumber() == hivenumber)
continue
+ if(HAS_TRAIT(nearby_human, TRAIT_STEALTH))
+ continue
potential_hostiles += nearby_human
- for (var/mob/living/carbon/xenomorph/nearby_xeno AS in cheap_get_xenos_near(src, range))
+ for(var/mob/living/carbon/xenomorph/nearby_xeno AS in cheap_get_xenos_near(src, range))
if(GLOB.hive_datums[hivenumber] == nearby_xeno.hive)
continue
if(nearby_xeno.stat == DEAD)
continue
+ if(HAS_TRAIT(nearby_xeno, TRAIT_STEALTH))
+ continue
potential_hostiles += nearby_xeno
- for(var/obj/vehicle/unmanned/vehicle AS in GLOB.unmanned_vehicles)
- if(vehicle.z == z && get_dist(vehicle, src) <= range)
- potential_hostiles += vehicle
- for(var/obj/vehicle/sealed/mecha/mech AS in GLOB.mechas_list)
- if(mech.z == z && get_dist(mech, src) <= range)
- potential_hostiles += mech
+ for(var/obj/vehicle/unmanned/nearby_unmanned_vehicle AS in cheap_get_unmanned_vehicles_near(src, range))
+ potential_hostiles += nearby_unmanned_vehicle
+ for(var/obj/vehicle/sealed/mecha/nearby_mech AS in cheap_get_mechs_near(src, range))
+ var/list/driver_list = nearby_mech.return_drivers()
+ if(!length(driver_list))
+ continue
+ var/mob/living/carbon/human/human_occupant = driver_list[1]
+ if(human_occupant.get_xeno_hivenumber() == hivenumber) // what if zombie rides a mech?
+ continue
+ potential_hostiles += nearby_mech
+ return potential_hostiles
///Signal handler to make the turret shoot at its target
-/obj/structure/xeno/xeno_turret/proc/shoot()
+/obj/structure/xeno/turret/proc/shoot()
SIGNAL_HANDLER
if(!hostile)
SEND_SIGNAL(src, COMSIG_AUTOMATIC_SHOOTER_STOP_SHOOTING_AT)
@@ -229,40 +220,67 @@
newshot.generate_bullet(ammo)
newshot.def_zone = pick(GLOB.base_miss_chance)
newshot.fire_at(hostile, null, src, ammo.max_range, ammo.shell_speed)
- if(istype(ammo, /datum/ammo/xeno/hugger))
- var/datum/ammo/xeno/hugger/hugger_ammo = ammo
- newshot.color = initial(hugger_ammo.hugger_type.color)
- hugger_ammo.hivenumber = hivenumber
firing = TRUE
update_minimap_icon()
-/obj/structure/xeno/xeno_turret/sticky
+/obj/structure/xeno/turret/sticky
name = "Sticky resin turret"
- icon = 'icons/Xeno/acidturret.dmi'
- icon_state = XENO_TURRET_STICKY_ICONSTATE
desc = "A menacing looking construct of resin, it seems to be alive. It fires resin against intruders."
+ icon_state = "resin_turret"
+ base_icon_state = "resin_turret"
light_initial_color = LIGHT_COLOR_PURPLE
ammo = /datum/ammo/xeno/sticky/turret
- firerate = 5
-/obj/structure/xeno/xeno_turret/sticky/on_destruction()
- for(var/i = 1 to 20) // maybe a bit laggy
+/obj/structure/xeno/turret/sticky/on_destruction()
+ for(var/i in 1 to 20) // maybe a bit laggy
var/obj/projectile/new_proj = new(src)
new_proj.generate_bullet(ammo)
- new_proj.fire_at(null, src, range = rand(1, 4), angle = rand(1, 360), recursivity = TRUE)
+ new_proj.fire_at(null, src, src, range = rand(1, 4), angle = rand(1, 360), recursivity = TRUE)
-/obj/structure/xeno/xeno_turret/hugger_turret
+/obj/structure/xeno/turret/facehugger
name = "hugger turret"
- icon_state = "hugger_turret"
desc = "A menacing looking construct of resin, it seems to be alive. It fires huggers against intruders."
+ icon_state = "hugger_turret"
+ base_icon_state = "hugger_turret"
obj_integrity = 400
max_integrity = 400
light_initial_color = LIGHT_COLOR_BROWN
ammo = /datum/ammo/xeno/hugger
firerate = 5 SECONDS
-/obj/structure/xeno/xeno_turret/hugger_turret/on_destruction()
- for(var/i = 1 to 5)
+/obj/structure/xeno/turret/facehugger/shoot()
+ if(!hostile)
+ SEND_SIGNAL(src, COMSIG_AUTOMATIC_SHOOTER_STOP_SHOOTING_AT)
+ firing = FALSE
+ update_minimap_icon()
+ return
+ face_atom(hostile)
+ var/obj/projectile/newshot = new(loc)
+ newshot.generate_bullet(ammo)
+ newshot.def_zone = pick(GLOB.base_miss_chance)
+ newshot.fire_at(hostile, null, src, ammo.max_range, ammo.shell_speed)
+ var/datum/ammo/xeno/hugger/hugger_ammo = ammo
+ newshot.color = initial(hugger_ammo.hugger_type.color)
+ hugger_ammo.hivenumber = hivenumber
+ firing = TRUE
+ update_minimap_icon()
+
+/obj/structure/xeno/turret/facehugger/on_destruction()
+ for(var/i in 1 to 5)
var/obj/projectile/new_proj = new(src)
new_proj.generate_bullet(ammo)
- new_proj.fire_at(null, src, range = rand(1, 3), angle = rand(1, 360), recursivity = TRUE)
+ new_proj.fire_at(null, src, src, range = rand(1, 3), angle = rand(1, 360), recursivity = TRUE)
+
+/obj/structure/xeno/turret/facehugger/attack_ghost(mob/dead/observer/user)
+ . = ..()
+
+ var/datum/hive_status/hive = GLOB.hive_datums[hivenumber]
+ if(!hive.can_spawn_as_hugger(user))
+ return FALSE
+
+ var/mob/living/carbon/xenomorph/facehugger/new_hugger = new(get_turf(src))
+ new_hugger.transfer_to_hive(hivenumber)
+ new_hugger.transfer_mob(user)
+ return TRUE
+
+#undef TURRET_HEALTH_REGEN
diff --git a/code/modules/xenomorph/xeno_towers.dm b/code/modules/xenomorph/xeno_towers.dm
index cd1ec6c8f6d..02e36cae797 100644
--- a/code/modules/xenomorph/xeno_towers.dm
+++ b/code/modules/xenomorph/xeno_towers.dm
@@ -107,11 +107,3 @@
if(AURA_XENO_FRENZY)
icon_state = "frenzytower"
set_light(2, 2, LIGHT_COLOR_RED)
-
-/obj/structure/xeno/pherotower/crash
- name = "Recovery tower"
- resistance_flags = RESIST_ALL
- xeno_structure_flags = IGNORE_WEED_REMOVAL | CRITICAL_STRUCTURE
-
-/obj/structure/xeno/pherotower/crash/attack_alien(isrightclick = FALSE)
- return
diff --git a/html/changelogs/AutoChangeLog-pr-611.yml b/html/changelogs/AutoChangeLog-pr-611.yml
deleted file mode 100644
index c7de4e71bb5..00000000000
--- a/html/changelogs/AutoChangeLog-pr-611.yml
+++ /dev/null
@@ -1,7 +0,0 @@
-author: "Istrelok2107"
-delete-after: True
-changes:
- - balance: "Улучшение револьвера Р76: windup_delay 0.9>0.6 fire_delay 1.25>0.75 scatter 3>2"
- - bugfix: "Удалил ненужные компенсатор и приклад из кейса с Р76."
- - rscadd: "Ввел Р76 в карго за 120 очков"
- - rscadd: "Ввел патроны к Р76 в карго 40 очков за 4 магазина"
\ No newline at end of file
diff --git a/html/changelogs/AutoChangeLog-pr-620.yml b/html/changelogs/AutoChangeLog-pr-620.yml
deleted file mode 100644
index 92c8cc83bb7..00000000000
--- a/html/changelogs/AutoChangeLog-pr-620.yml
+++ /dev/null
@@ -1,8 +0,0 @@
-author: "Tatarla"
-delete-after: True
-changes:
- - balance: "Обычная ксеностенка: софтармор мили 30"
- - balance: "Бомбпруф: софтармор 15 мили, 35 буллет, 30 лазер вместо 70 буллет и 60 лазера"
- - balance: "Фаерпруф: софтармор 15 мили, 35 буллет, 30 лазер вместо 70 буллет и 60 лазера"
- - balance: "Милипруф: софтармор 35 буллет, 30 лазер вместо 70 буллет и 60 лазера"
- - balance: "Буллетпруф: софтармор 15 мили вместо 0"
\ No newline at end of file
diff --git a/html/changelogs/AutoChangeLog-pr-727.yml b/html/changelogs/AutoChangeLog-pr-727.yml
new file mode 100644
index 00000000000..cdc22badec5
--- /dev/null
+++ b/html/changelogs/AutoChangeLog-pr-727.yml
@@ -0,0 +1,8 @@
+author: "CheBokJam"
+delete-after: True
+changes:
+ - rscadd: "На краше в оружейные вендоры добавлены все коробки АХ/ХП (ранее были только магазины) и поджигающие липучки."
+ - rscadd: "Добавлены коробки 9мм ХП в оружейные вендоры всех режимов."
+ - rscadd: "На краше, на мостиках шаттлов, спавнится специальная карго консоль без требования к доступу."
+ - balance: "На краше коробки с флаерами и патроны к перцовке теперь бесконечны."
+ - rscdel: "С краша удалены феро-вышки."
\ No newline at end of file
diff --git a/html/changelogs/AutoChangeLog-pr-785.yml b/html/changelogs/AutoChangeLog-pr-785.yml
new file mode 100644
index 00000000000..545f21ad8af
--- /dev/null
+++ b/html/changelogs/AutoChangeLog-pr-785.yml
@@ -0,0 +1,4 @@
+author: "MrFloppa"
+delete-after: True
+changes:
+ - balance: "Ракеты для RL-160 теперь normal-sized, вместо bulky"
\ No newline at end of file
diff --git a/html/changelogs/archive/2024-10.yml b/html/changelogs/archive/2024-10.yml
index 25adabfbb03..0cd6d085426 100644
--- a/html/changelogs/archive/2024-10.yml
+++ b/html/changelogs/archive/2024-10.yml
@@ -620,14 +620,11 @@
\u0435 \u043A\u0443\u043A\u043B\u044B \u0441 \u0442\u0440\u0430\u0432\u043C\u0430\
\u043C\u0438."
- bugfix: "\u0422\u0435\u043F\u0435\u0440\u044C \u043D\u0435\u043B\u044C\u0437\u044F\
- \ \u044D\u0432\u043E\u043B\u044E\u0446\u0438\u043E\u043D\u0438\u0440\u043E\u0432\
- \u0430\u0442\u044C \u043E\u0431\u0445\u043E\u0434\u044F \u043B\u0438\u043C\u0438\
\u0442 \u0442\u0438\u0440\u043E\u0432 \u0441 \u043F\u043E\u043C\u043E\u0449\u044C\
\u044E \u0440\u0435\u0433\u0440\u0435\u0441\u0441\u0430/\u043A\u0430\u0441\u0442\
\ \u0441\u0432\u0430\u043F\u0430."
- admin: "Jump-To \u043F\u0440\u043E\u043A\u0438, \u0441\u043C\u0430\u0439\u0442\
\u044B, \u0441\u043A\u0430\u0447\u0438\u0432\u0430\u043D\u0438\u0435 \u043B\u043E\
- \u0433\u043E\u0432 \u0438 \u0430\u043F\u0438\u043A\u0435\u0440 \u0442\u0435\u043F\
\u0435\u0440\u044C \u0442\u0433\u0443\u0438."
- admin: "Dsay \u0442\u0435\u043F\u0435\u0440\u044C html."
- code_imp: "\u0413\u0438\u0431\u044B \u0442\u0435\u043F\u0435\u0440\u044C \u043D\
diff --git a/html/changelogs/archive/2024-11.yml b/html/changelogs/archive/2024-11.yml
index ef942dcc9e2..f6fa5400fb9 100644
--- a/html/changelogs/archive/2024-11.yml
+++ b/html/changelogs/archive/2024-11.yml
@@ -89,3 +89,553 @@
\u044C \u0432\u043F\u043B\u043E\u0442\u043D\u0443\u044E \u0434\u0440\u0443\u0433\
\ \u043A \u0434\u0440\u0443\u0433\u0443, \u0442\u043E\u043B\u044C\u043A\u043E\
\ \u0447\u0435\u0440\u0435\u0437 \u0442\u0430\u0439\u043B."
+2024-11-06:
+ Istrelok2107:
+ - balance: "\u0423\u043B\u0443\u0447\u0448\u0435\u043D\u0438\u0435 \u0440\u0435\u0432\
+ \u043E\u043B\u044C\u0432\u0435\u0440\u0430 \u042076: windup_delay 0.9>0.6 fire_delay\
+ \ 1.25>0.75 scatter 3>2"
+ - bugfix: "\u0423\u0434\u0430\u043B\u0438\u043B \u043D\u0435\u043D\u0443\u0436\u043D\
+ \u044B\u0435 \u043A\u043E\u043C\u043F\u0435\u043D\u0441\u0430\u0442\u043E\u0440\
+ \ \u0438 \u043F\u0440\u0438\u043A\u043B\u0430\u0434 \u0438\u0437 \u043A\u0435\
+ \u0439\u0441\u0430 \u0441 \u042076."
+ - rscadd: "\u0412\u0432\u0435\u043B \u042076 \u0432 \u043A\u0430\u0440\u0433\u043E\
+ \ \u0437\u0430 120 \u043E\u0447\u043A\u043E\u0432"
+ - rscadd: "\u0412\u0432\u0435\u043B \u043F\u0430\u0442\u0440\u043E\u043D\u044B \u043A\
+ \ \u042076 \u0432 \u043A\u0430\u0440\u0433\u043E 40 \u043E\u0447\u043A\u043E\
+ \u0432 \u0437\u0430 4 \u043C\u0430\u0433\u0430\u0437\u0438\u043D\u0430"
+ Tatarla:
+ - balance: "\u041E\u0431\u044B\u0447\u043D\u0430\u044F \u043A\u0441\u0435\u043D\u043E\
+ \u0441\u0442\u0435\u043D\u043A\u0430: \u0441\u043E\u0444\u0442\u0430\u0440\u043C\
+ \u043E\u0440 \u043C\u0438\u043B\u0438 30"
+ - balance: "\u0411\u043E\u043C\u0431\u043F\u0440\u0443\u0444: \u0441\u043E\u0444\
+ \u0442\u0430\u0440\u043C\u043E\u0440 15 \u043C\u0438\u043B\u0438, 35 \u0431\u0443\
+ \u043B\u043B\u0435\u0442, 30 \u043B\u0430\u0437\u0435\u0440 \u0432\u043C\u0435\
+ \u0441\u0442\u043E 70 \u0431\u0443\u043B\u043B\u0435\u0442 \u0438 60 \u043B\u0430\
+ \u0437\u0435\u0440\u0430"
+ - balance: "\u0424\u0430\u0435\u0440\u043F\u0440\u0443\u0444: \u0441\u043E\u0444\
+ \u0442\u0430\u0440\u043C\u043E\u0440 15 \u043C\u0438\u043B\u0438, 35 \u0431\u0443\
+ \u043B\u043B\u0435\u0442, 30 \u043B\u0430\u0437\u0435\u0440 \u0432\u043C\u0435\
+ \u0441\u0442\u043E 70 \u0431\u0443\u043B\u043B\u0435\u0442 \u0438 60 \u043B\u0430\
+ \u0437\u0435\u0440\u0430"
+ - balance: "\u041C\u0438\u043B\u0438\u043F\u0440\u0443\u0444: \u0441\u043E\u0444\
+ \u0442\u0430\u0440\u043C\u043E\u0440 35 \u0431\u0443\u043B\u043B\u0435\u0442\
+ , 30 \u043B\u0430\u0437\u0435\u0440 \u0432\u043C\u0435\u0441\u0442\u043E 70\
+ \ \u0431\u0443\u043B\u043B\u0435\u0442 \u0438 60 \u043B\u0430\u0437\u0435\u0440\
+ \u0430"
+ - balance: "\u0411\u0443\u043B\u043B\u0435\u0442\u043F\u0440\u0443\u0444: \u0441\
+ \u043E\u0444\u0442\u0430\u0440\u043C\u043E\u0440 15 \u043C\u0438\u043B\u0438\
+ \ \u0432\u043C\u0435\u0441\u0442\u043E 0"
+2024-11-07:
+ Helg2:
+ - balance: "\u041F\u043E\u043D\u0451\u0440\u0444\u0438\u043B \u0441\u0438\u043B\u0443\
+ \ \u043E\u0442\u0431\u0440\u0430\u0441\u044B\u0432\u0430\u043D\u0438\u044F \u043E\
+ \u0442 \u0432\u0437\u0440\u044B\u0432\u043E\u0432."
+ - bugfix: "\u0417\u0435\u043B\u0435\u043D\u044B\u0439 \u043E\u0433\u043E\u043D\u044C\
+ \ \u0442\u0435\u043F\u0435\u0440\u044C \u0440\u0430\u0431\u043E\u0442\u0430\u0435\
+ \u0442 \u043A\u0430\u043A \u043D\u0443\u0436\u043D\u043E."
+ - bugfix: "\u0425\u0443\u0434 \u043F\u043B\u0430\u0437\u043C\u044B \u043A\u0441\u0435\
+ \u043D\u043E\u043C\u043E\u0440\u0444\u043E\u0432 \u0442\u0435\u043F\u0435\u0440\
+ \u044C \u043D\u043E\u0440\u043C\u0430\u043B\u044C\u043D\u043E \u043E\u0431\u043D\
+ \u043E\u0432\u043B\u044F\u0435\u0442\u0441\u044F \u043F\u0440\u0438 \u0440\u0435\
+ \u0434\u0436\u0443\u0432\u0435."
+ - rscadd: "\u0414\u043E\u0431\u0430\u0432\u0438\u043B \u043C\u0438\u043B\u0438 \u0441\
+ \u043F\u0435\u0448\u0438\u0430\u043B \u0430\u0442\u0430\u043A\u0438, \u043A\u043E\
+ \u0442\u043E\u0440\u044B\u0435 \u0432 \u043E\u0431\u044B\u0447\u043D\u043E\u0439\
+ \ \u0438\u0433\u0440\u0435 \u043D\u0435 \u0434\u043E\u0441\u0442\u0443\u043F\
+ \u043D\u044B. \u041F\u043E\u043A\u0430 \u0447\u0442\u043E \u043F\u044B\u043B\
+ \u044F\u0442\u0441\u044F."
+ - rscadd: "\u0414\u043E\u0431\u0430\u0432\u0438\u043B \u043A\u0435\u0439\u0431\u0438\
+ \u043D\u0434\u044B \u0434\u043B\u044F \u0434\u0436\u0435\u0442\u043F\u0430\u043A\
+ \u0430."
+ - bugfix: "\u0418\u0441\u043F\u0440\u0430\u0432\u0438\u043B \u043A\u0443\u0447\u0443\
+ \ \u043C\u0435\u043B\u043A\u043E\u0439 \u0444\u0438\u0433\u043D\u0438 \u0441\
+ \u0432\u044F\u0437\u0430\u043D\u043D\u043E\u0439 \u0441 \u0430\u0431\u0438\u043B\
+ \u043A\u0430\u043C\u0438."
+ - bugfix: "\u0418\u0418 \u0442\u0435\u043F\u0435\u0440\u044C \u043C\u043E\u0436\u0435\
+ \u0442 \u043F\u0440\u044B\u0433\u0430\u0442\u044C \u043A\u0430\u043C\u0435\u0440\
+ \u043E\u0439 \u043D\u0430 \u043B\u044E\u0434\u0435\u0439 \u0441 \u043F\u043E\
+ \u043C\u043E\u0449\u044C\u044E \u043E\u0432\u0435\u0440\u0432\u043E\u0442\u0447\
+ \ \u043A\u043E\u043D\u0441\u043E\u043B\u0438."
+ - bugfix: "\u0410\u0421\u041B-\u044B \u0442\u0435\u043F\u0435\u0440\u044C \u043C\
+ \u043E\u0433\u0443\u0442 \u0438\u0441\u043F\u043E\u043B\u044C\u0437\u043E\u0432\
+ \u0430\u0442\u044C \u0441\u0442\u0440\u0435\u043B\u043E\u0447\u043A\u0438."
+ - bugfix: "\u041E\u0432\u0435\u0440\u043B\u0435\u0439 \u0443\u0441\u0438\u043B\u0435\
+ \u043D\u043D\u043E\u0433\u043E \u0443\u0434\u0430\u0440\u0430 \u0432\u0430\u0440\
+ \u0440\u0438\u0440\u043E\u0440\u0430 \u0442\u0435\u043F\u0435\u0440\u044C \u043D\
+ \u0435 \u043F\u0435\u0440\u0435\u043A\u0440\u044B\u0432\u0430\u0435\u0442 \u043E\
+ \u0432\u0435\u0440\u043B\u0435\u0439 \u0432\u044B\u0431\u043E\u0440\u0430 \u0430\
+ \u0431\u0438\u043B\u043A\u0438."
+ - refactor: "\u0418\u0437\u043C\u0435\u043D\u0438\u043B \u043A\u043E\u0434 \u0430\
+ \u0431\u0438\u043B\u043E\u043A."
+ - bugfix: "\u0422\u0435\u043F\u0435\u0440\u044C \u043D\u0435\u043B\u044C\u0437\u044F\
+ \ \u043F\u043E\u043B\u0443\u0447\u0438\u0442\u044C \u0448\u0440\u0430\u043F\u043D\
+ \u0435\u043B\u044C, \u0435\u0441\u043B\u0438 \u0443\u0440\u043E\u043D \u043F\
+ \u0443\u043B\u0438 \u0431\u044B\u043B \u043D\u0438\u0436\u0435 1."
+ - bugfix: "\u041F\u0435\u0440\u0435\u043A\u043B\u044E\u0447\u0435\u043D\u0438\u0435\
+ \ \u0440\u0435\u0436\u0438\u043C\u0430 \u043B\u0430\u0437\u043F\u0438\u0441\u0442\
+ \u043E\u043B\u0435\u0442\u0430 \u043D\u0430 \u043E\u0431\u044B\u0447\u043D\u044B\
+ \u0439 \u0431\u043E\u043B\u044C\u0448\u0435 \u043D\u0435 \u0434\u0435\u043B\u0430\
+ \u0435\u0442 \u0435\u0433\u043E \u043F\u043E\u043B\u0443\u0430\u0432\u0442\u043E\
+ \u043C\u0430\u0442\u0438\u0447\u0435\u0441\u043A\u0438\u043C."
+2024-11-08:
+ Basia:
+ - rscadd: "\u0421\u043E\u0432\u0435\u0442\u044B \u0442\u0435\u043F\u0435\u0440\u044C\
+ \ \u043D\u0430 \u0413\u043E\u0439\u0434\u0430-\u044F\u0437\u044B\u043A\u0435"
+ Helg2:
+ - bugfix: "\u0412 IS pattern Storage module \u0442\u0435\u043F\u0435\u0440\u044C\
+ \ \u043C\u043E\u0436\u043D\u043E \u043B\u043E\u0436\u0438\u0442\u044C \u043C\
+ \u0430\u0442\u0435\u0440\u0438\u0430\u043B\u044B."
+ - bugfix: "\u0422\u0435\u043B\u0435\u043A\u043E\u043C\u043C\u044B \u043D\u0430 \u043A\
+ \u0440\u0430\u0448\u0435 \u0442\u0435\u043F\u0435\u0440\u044C \u0437\u0430\u0432\
+ \u0438\u0441\u044F\u0442 \u043E\u0442 \u0430\u043F\u0446 \u043D\u0430 \u043C\
+ \u043E\u0441\u0442\u0438\u043A\u0435 \u0448\u0430\u0442\u0442\u043B\u0430."
+ Tatarla:
+ - map: "\u041D\u0430 \u041C\u0430\u0433\u043C\u0443\u0440\u0435 \u0431\u044B\u043B\
+ \u0430 \u0443\u0434\u0430\u043B\u0435\u043D\u0430 \u043A\u0438\u0448\u043A\u0430\
+ \ \u043D\u0430 \u043B\u0430\u0432\u043E\u0432\u043E\u043C \u043E\u0437\u0435\
+ \u0440\u0435"
+2024-11-09:
+ Helg2:
+ - map: "\u041D\u0430 \u0422\u0430\u043B\u043E\u0441\u0435 \u0442\u0435\u043F\u0435\
+ \u0440\u044C \u043F\u0440\u0430\u0432\u0438\u043B\u044C\u043D\u044B\u0439 \u0440\
+ \u0435\u0441\u0438\u0432\u0435\u0440 \u0442\u0435\u043B\u0435\u043A\u043E\u043C\
+ \u043E\u0432, \u043F\u043E\u0437\u0432\u043E\u043B\u044F\u044E\u0449\u0438\u0439\
+ \ \u043E\u0431\u0449\u0430\u0442\u044C\u0441\u044F \u043D\u0430 \u043E\u0431\
+ \u0449\u0435\u043C \u043A\u0430\u043D\u0430\u043B\u0435 \u0441\u0432\u044F\u0437\
+ \u0438."
+ Tatarla:
+ - balance: "\u0421\u043F\u0440\u0435\u0439-\u043D\u0430\u0441\u0430\u0434\u043A\u0430\
+ \ \u0442\u0435\u043F\u0435\u0440\u044C \u043F\u0440\u043E\u0436\u0438\u0433\u0430\
+ \u0435\u0442 4 \u0442\u0430\u0439\u043B\u0430 \u0432 \u0434\u043B\u0438\u043D\
+ \u0443 \u0432\u043C\u0435\u0441\u0442\u043E 6"
+ - balance: "\u041F\u043E\u0434\u0441\u0442\u0432\u043E\u043B\u044C\u043D\u044B\u0439\
+ \ \u0433\u0440\u0430\u043D\u0430\u0442\u043E\u043C\u0435\u0442 \u0432\u043C\u0435\
+ \u0449\u0430\u0435\u0442 2 \u0433\u0440\u0430\u043D\u0430\u0442\u044B."
+ - balance: "\u041F\u043E\u0434\u0441\u0442\u0432\u043E\u043B\u044C\u043D\u044B\u0439\
+ \ \u0433\u0440\u0430\u043D\u0430\u0442\u043E\u043C\u0435\u0442 \u0442\u0435\u043F\
+ \u0435\u0440\u044C \u0432\u043C\u0435\u0449\u0430\u0435\u0442 \u0432 \u0441\u0435\
+ \u0431\u044F \u043C15 \u0438 \u0442\u0440\u0435\u0439\u043B\u0431\u043B\u0435\
+ \u0439\u0437\u0435\u0440\u044B."
+2024-11-10:
+ Helg2:
+ - bugfix: "\u0418\u0441\u043F\u0440\u0430\u0432\u0438\u043B \u043F\u0440\u043E\u0432\
+ \u0430\u043B\u0438\u0432\u0430\u044E\u0449\u0438\u0435\u0441\u044F \u044E\u043D\
+ \u0438\u0442 \u0442\u0435\u0441\u0442\u044B \u043D\u0430 \u0411\u0438\u0433\u0440\
+ \u0435\u0434\u0435."
+ Istrelok2107:
+ - bugfix: "\u0418\u0441\u043F\u0440\u0430\u0432\u0438\u043B \u0433\u0440\u0430\u043D\
+ \u0430\u0442\u044B \u0441 \u0422\u0413\u0410\u0417\u043E\u043C \u0432 \u043A\
+ \u0430\u0440\u0433\u043E"
+2024-11-12:
+ Helg2:
+ - code_imp: "\u0411\u043E\u043B\u044C\u0448\u0430\u044F \u0447\u0430\u0441\u0442\
+ \u044C `spawn()` \u0431\u044B\u043B\u0430 \u043F\u0435\u0440\u0435\u0434\u0435\
+ \u043B\u0430\u043D\u0430 \u0432 \u0442\u0430\u0439\u043C\u0435\u0440\u044B."
+2024-11-14:
+ Helg2:
+ - bugfix: "\u0418\u0441\u043F\u0440\u0430\u0432\u0438\u043B \u0442\u043E \u0447\u0442\
+ \u043E \u0432\u043A\u043B\u044E\u0447\u0435\u043D\u043D\u044B\u0435 \u043B\u0430\
+ \u043C\u043F\u044B, \u0432 \u0441\u0430\u0434\u0443 \u0422\u0430\u043B\u043E\
+ \u0441\u0430, \u0432\u044B\u0433\u043B\u044F\u0434\u0435\u043B\u0438 \u043A\u0430\
+ \u043A \u0432\u044B\u043A\u043B\u044E\u0447\u0435\u043D\u043D\u044B\u0435."
+ - image: "\u0414\u043E\u0431\u0430\u0432\u0438\u043B \u0441\u043F\u0440\u0430\u0439\
+ \u0442\u044B \u043F\u0443\u0441\u0442\u044B\u0445 \u043D\u0430\u0441\u043F\u0438\
+ \u043D\u043D\u044B\u0445 \u0431\u0430\u043A\u043E\u0432 \u0441 \u0442\u043E\u043F\
+ \u043B\u0438\u0432\u043E\u043C."
+ - bugfix: "\u0418\u0441\u043F\u0440\u0430\u0432\u043B\u0435\u043D\u043E \u0442\u043E\
+ \ \u0447\u0442\u043E \u043F\u043E\u0434\u043A\u043B\u044E\u0447\u0435\u043D\u043D\
+ \u044B\u0435 \u043A \u043E\u0440\u0443\u0436\u0438\u044E \u043C\u0430\u0433\u0430\
+ \u0437\u0438\u043D\u0443, \u043D\u0435 \u0441\u0431\u0440\u0430\u0441\u044B\u0432\
+ \u0430\u043B\u0438 \u043F\u043E\u0434\u043A\u043B\u044E\u0447\u0435\u043D\u0438\
+ \u0435 \u043A \u043E\u0440\u0443\u0436\u0438\u044E \u043F\u0440\u0438 \u0432\
+ \u043E\u0437\u0432\u0440\u0430\u0442\u0435 \u0432 \u0432\u0435\u043D\u0434\u043E\
+ \u0440."
+ - rscadd: "Offhand-\u044B \u0442\u0435\u043F\u0435\u0440\u044C \u0432\u0438\u0437\
+ \u0443\u0430\u043B\u044C\u043D\u043E \u043D\u0438\u0436\u0435 \u0432\u0437\u044F\
+ \u0442\u044B\u0445 \u043F\u0440\u0435\u0434\u043C\u0435\u0442\u043E\u0432."
+ Smiling Dark:
+ - qol: "\u0422\u0435\u043F\u0435\u0440\u044C \u0432\u0435\u0449\u0438 \u0432 \u043A\
+ \u0430\u0440\u0433\u043E \u043D\u0430\u0439\u0442\u0438 \u043D\u0435\u0441\u043A\
+ \u043E\u043B\u044C\u043A\u043E \u043F\u0440\u043E\u0449\u0435, \u0440\u0430\u0441\
+ \u0441\u043E\u0440\u0442\u0438\u0440\u043E\u0432\u0430\u043D\u044B \u043D\u0430\
+ \ \u0438\u043D\u0442\u0443\u0438\u0442\u0438\u0432\u043D\u043E \u043F\u043E\u043D\
+ \u044F\u0442\u043D\u044B\u0435 \u043A\u0430\u0442\u0435\u0433\u043E\u0440\u0438\
+ \u0438."
+ - image: "\u0414\u043E\u0431\u0430\u0432\u0438\u043B 3 \u0441\u043F\u0440\u0430\u0439\
+ \u0442\u0430 \u043D\u043E\u0432\u044B\u0445 \u044F\u0449\u0438\u043A\u043E\u0432\
+ \ \u0432 \u043A\u0430\u0440\u0433\u043E."
+2024-11-15:
+ Helg2:
+ - rscadd: "\u0421\u041B-\u0430 \u0442\u0435\u043F\u0435\u0440\u044C \u043C\u043E\
+ \u0436\u043D\u043E \u043E\u0442\u043A\u0440\u044B\u0442\u044C \u0438\u0433\u0440\
+ \u0430\u044F \u0438 \u0437\u0430 \u043C\u0430\u0440\u0438\u043D\u043E\u0432\
+ , \u0438 \u0437\u0430 \u043A\u043E\u043C\u0430\u043D\u0434\u0443\u044E\u0449\
+ \u0438\u0439 \u0441\u043E\u0441\u0442\u0430\u0432."
+ Istrelok2107:
+ - balance: "\u0414\u0436\u0435\u0442\u043F\u0430\u043A\u0443 \u0443\u0431\u0440\u0430\
+ \u043D\u0430 \u043F\u0440\u043E\u0432\u0435\u0440\u043A\u0430 \u043D\u0430 \u0441\
+ \u0442\u0430\u0433\u0433\u0435\u0440"
+ Tatarla:
+ - balance: "\u0411\u0435\u0433\u0435\u043C\u043E\u0442 \u043F\u043E\u043B\u0443\u0447\
+ \u0438\u043B 12 \u0445\u0430\u0440\u0434\u0430 \u043E\u0442 \u0431\u0443\u043B\
+ \u043B\u0435\u0442\u0430, \u043F\u043E\u0442\u0435\u0440\u044F\u043B \u0445\u0430\
+ \u0440\u0434 \u043E\u0442 \u043C\u0438\u043B\u0438, \u0441\u043D\u0438\u0436\
+ \u0435\u043D \u0445\u0430\u0440\u0434 \u043E\u0442 \u043B\u0430\u0437\u0435\u0440\
+ \u043E\u0432 \u0441 12 \u0434\u043E 6"
+ - balance: "\u041A\u0440\u0430\u0448\u0435\u0440\u0443 \u043F\u043E\u0434\u043D\u044F\
+ \u0442\u043E \u0425\u041F \u0441 400 \u0434\u043E 500, \u043F\u043E\u043D\u0435\
+ \u0440\u0444\u043B\u0435\u043D \u0441\u043E\u0444\u0442\u0430\u0440\u043C\u043E\
+ \u0440 \u043E\u0442 \u043C\u0438\u043B\u0438 \u0441 80 \u0434\u043E 50, \u043B\
+ \u0430\u0437\u0435\u0440\u044B \u0441 80 \u0434\u043E 65"
+ - balance: "\u0414\u0435\u0444\u0435\u043D\u0434\u0435\u0440\u0443 \u043F\u043E\u0434\
+ \u043D\u044F\u0442\u043E \u0425\u041F \u0441 320 \u0434\u043E 410, \u043F\u043E\
+ \u043B\u0443\u0447\u0438\u043B \u0445\u0430\u0440\u0434\u0430\u0440\u043C\u043E\
+ \u0440 10 \u043E\u0442 \u0431\u0443\u043B\u043B\u0435\u0442\u0430"
+ - balance: "\u041F\u0440\u0435\u0442\u043E\u0440\u0443 \u043F\u043E\u0434\u043D\u044F\
+ \u0442\u043E \u0425\u041F \u0441 460 \u0434\u043E 570, \u0441\u043D\u0438\u0436\
+ \u0435\u043D \u0441\u043E\u0444\u0442\u0430\u0440\u043C\u043E\u0440 \u0431\u0443\
+ \u043B\u043B\u0435\u0442\u0430 \u0441 50 \u0434\u043E 25, \u043B\u0430\u0437\
+ \u0435\u0440\u043E\u0432 \u0441 50 \u0434\u043E 15"
+ - balance: "\u0421\u0435\u043D\u0442\u0438\u043D\u0435\u043B\u044E \u043F\u043E\u0434\
+ \u043D\u044F\u0442\u043E \u0425\u041F \u0441 300 \u0434\u043E 400"
+ - balance: "\u0421\u043F\u0438\u0442\u0442\u0435\u0440\u0443 \u043F\u043E\u0434\u043D\
+ \u044F\u0442\u043E \u0425\u041F \u0441 310 \u0434\u043E 450, \u0441\u043E\u0444\
+ \u0442\u0430\u0440\u043C\u043E\u0440 \u0431\u0443\u043B\u043B\u0435\u0442\u0430\
+ \ \u0441\u043D\u0438\u0436\u0435\u043D \u0441 35 \u0434\u043E 20, \u043B\u0430\
+ \u0437\u0435\u0440\u043E\u0432 \u0441 35 \u0434\u043E 10"
+ - balance: "\u0413\u0440\u043E\u0437\u0430 \u043F\u043E\u043B\u0443\u0447\u0438\u043B\
+ \u0430 3 \u0444\u0430\u043B\u043B\u043E\u0443, \u0425\u041F 50 \u0443\u0440\u043E\
+ \u043D\u0430 > 60"
+ - balance: "\u0410\u042021 \u043F\u043E\u043B\u0443\u0447\u0438\u043B\u0430 2 \u0444\
+ \u0430\u043B\u043B\u043E\u0443"
+ - balance: "\u0412\u0435\u043A\u0442\u043E\u0440 \u043F\u043E\u043B\u0443\u0447\u0438\
+ \u043B 3 \u0444\u0430\u043B\u043B\u043E\u0443, \u0410\u041F 15 \u0443\u0440\u043E\
+ \u043D\u0430 20 \u0410\u041F > 20 \u0443\u0440\u043E\u043D\u0430 15 \u0410\u041F"
+2024-11-16:
+ Helg2:
+ - bugfix: "\u0425\u0430\u0433\u0433\u0435\u0440 \u043E\u0432\u0435\u0440\u043B\u0435\
+ \u0439 \u043D\u0430 \u041A\u0435\u0440\u0440\u0438\u0435\u0440\u0435 \u0442\u0435\
+ \u043F\u0435\u0440\u044C \u043E\u043F\u044F\u0442\u044C \u0440\u0430\u0431\u043E\
+ \u0442\u0430\u0435\u0442."
+ - rscadd: "\u0421\u043F\u0438\u0442\u0442\u0435\u0440\u0443 \u0434\u043E\u0431\u0430\
+ \u0432\u043B\u0435\u043D\u0430 \u043B\u0438\u043F\u043A\u0430\u044F \u043A\u0438\
+ \u0441\u043B\u043E\u0442\u043D\u0430\u044F \u0433\u0440\u0430\u043D\u0430\u0442\
+ \u0430 \u0432 \u043F\u0440\u0438\u043C\u043E. \u0420\u0430\u0431\u043E\u0442\
+ \u0430\u0435\u0442 \u043A\u0430\u043A \u0442\u0440\u0435\u0439\u043B\u0431\u043B\
+ \u0435\u0439\u0437\u0435\u0440 \u0442\u043E\u043B\u044C\u043A\u043E \u0441 \u043A\
+ \u0438\u0441\u043B\u043E\u0442\u043E\u0439."
+ - balance: "\u0423 \u043F\u0440\u0438\u043C\u043E \u0441\u043F\u0438\u0442\u0442\
+ \u0435\u0440\u0430 \u0442\u0435\u043F\u0435\u0440\u044C \u0441\u0438\u043B\u044C\
+ \u043D\u0430\u044F \u043A\u0438\u0441\u043B\u043E\u0442\u0430, \u0432\u043C\u0435\
+ \u0441\u0442\u043E \u043E\u0431\u044B\u0447\u043D\u043E\u0439."
+ Tatarla:
+ - image: "\u0418\u0437\u043C\u0435\u043D\u0435\u043D\u044B \u0441\u043F\u0440\u0430\
+ \u0439\u0442\u044B \u043F\u0440\u0438\u043A\u0430\u0437\u043E\u0432 \u0443 \u043C\
+ \u0430\u0440\u0438\u043D\u043E\u0432"
+ - image: "\u0418\u0437\u043C\u0435\u043D\u0438\u043B \u0441\u043F\u0440\u0430\u0439\
+ \u0442 \u0411\u0422\u0420\u0430 \u0437\u0430 \u0430\u0432\u0442\u043E\u0440\u0441\
+ \u0442\u0432\u043E\u043C borisoglebsk"
+ - bugfix: "\u041F\u0430\u0432\u0435\u0440\u0444\u0438\u0441\u0442 \u0442\u0435\u043F\
+ \u0435\u0440\u044C \u0435\u0441\u0442\u044C \u0432 \u043E\u0440\u0443\u0436\u0435\
+ \u0439\u043D\u043E\u043C \u0432\u0435\u043D\u0434\u043E\u0440\u0435 \u043D\u0430\
+ \ \u0434\u0438\u0441\u0442\u0440\u0435\u0441\u0441\u0435"
+ - balance: "\u0412\u0441\u0435 \u0448\u043B\u044F\u043F\u044B, \u043A\u0440\u043E\
+ \u043C\u0435 \u043F\u043E\u0432\u044F\u0437\u043E\u043A, \u0442\u0435\u043F\u0435\
+ \u0440\u044C \u0438\u043C\u0435\u044E\u0442 \u043E\u0434\u0438\u043D\u0430\u043A\
+ \u043E\u0432\u0443\u044E \u0431\u0440\u043E\u043D\u044E."
+ - balance: "\u041D\u0430 \u0432\u0438\u043D\u0442\u043E\u0432\u043A\u0438 \u0442\
+ \u0435\u043F\u0435\u0440\u044C \u043C\u043E\u0436\u043D\u043E \u0432\u0435\u0448\
+ \u0430\u0442\u044C \u043B\u044E\u0431\u043E\u0439 \u043E\u0431\u0432\u0435\u0441"
+ - balance: "\u041C\u041360 \u043F\u043E\u043B\u0443\u0447\u0438\u043B\u0430 \u0430\
+ \u0438\u043C-\u043C\u043E\u0434"
+ - balance: "\u0412\u0441\u0435\u043C \u043F\u0440\u0438\u0446\u0435\u043B\u0430\u043C\
+ (\u043A\u0440\u043E\u043C\u0435 \u0440\u0435\u0434-\u0434\u043E\u0442\u0430\
+ ) \u0434\u043E\u0431\u0430\u0432\u043B\u0435\u043D \u0430\u0438\u043C-\u043C\
+ \u043E\u0434"
+ - balance: "\u04117 \u0442\u0435\u043F\u0435\u0440\u044C \u0434\u0430\u0435\u0442\
+ \ \u043F\u043E\u043B\u043D\u044B\u0439 \u0438\u0444\u0444 \u0432\u0437\u0430\
+ \u043C\u0435\u043D \u043D\u0430 -15% \u0443\u0440\u043E\u043D\u0430"
+ - balance: "\u0421\u043E\u0448\u043A\u0438 \u043F\u0440\u0438 \u0440\u0430\u0437\
+ \u0432\u0435\u0440\u0442\u044B\u0432\u0430\u043D\u0438\u0438 \u0442\u0435\u043F\
+ \u0435\u0440\u044C \u0434\u0430\u044E\u0442 \u0438\u043C\u043C\u0443\u043D\u0438\
+ \u0442\u0435\u0442 \u043A \u0442\u043E\u043B\u043A\u0430\u043D\u0438\u044E \u0438\
+ \ \u0441\u0432\u0430\u043F\u0443 \u043D\u0430 \u0445\u0435\u043B\u043F\u0435\
+ , \u0435\u0441\u043B\u0438 \u044D\u0442\u043E \u043F\u044B\u0442\u0430\u0435\
+ \u0442\u0441\u044F \u0441\u0434\u0435\u043B\u0430\u0442\u044C \u0434\u0440\u0443\
+ \u0433\u043E\u0439 \u043C\u0430\u0440\u0438\u043D"
+ - balance: "\u0411\u0443\u0440\u0441\u0442-\u0444\u0430\u0435\u0440 \u0430\u0441\
+ \u0435\u043C\u0431\u043B\u0435\u0440 \u0442\u0435\u043F\u0435\u0440\u044C \u043D\
+ \u0435 \u0434\u0430\u0435\u0442 \u0434\u0435\u0431\u0430\u0444\u043E\u0432 \u043A\
+ \ \u0442\u043E\u0447\u043D\u043E\u0441\u0442\u0438 (\u0437\u0430\u043C\u0435\
+ \u043D\u0430 \u0438\u043C \u0441\u043B\u043E\u0442\u0430 \u043F\u043E\u0434\u0441\
+ \u0442\u0432\u043E\u043B\u0430 - \u0443\u0436\u0435 \u043E\u0433\u0440\u043E\
+ \u043C\u043D\u0430\u044F \u0446\u0435\u043D\u0430 \u0437\u0430 \u0438\u0441\u043F\
+ \u043E\u043B\u044C\u0437\u043E\u0432\u0430\u043D\u0438\u0435)"
+ - balance: "\u0413\u043B\u0443\u0448\u0430\u043A \u0441\u043D\u0438\u0436\u0430\u0435\
+ \u0442 \u0441\u043A\u043E\u0440\u043E\u0441\u0442\u044C \u043F\u0443\u043B\u0438\
+ \ \u043D\u0430 50%, \u0430 \u043D\u0435 \u043D\u0430 100%"
+ - balance: "\u041B\u0430\u0433\u0437\u0430\u043D\u044B \u0432\u043E\u0437\u0432\u0440\
+ \u0430\u0449\u0435\u043D\u044B \u0432 \u043E\u0440\u0443\u0436\u0435\u0439\u043D\
+ \u044B\u0439 \u0432\u0435\u043D\u0434\u043E\u0440"
+ - balance: "AR-18 \u0432\u043E\u0437\u0432\u0440\u0430\u0449\u0435\u043D\u0430 \u0432\
+ \ \u043E\u0440\u0443\u0436\u0435\u0439\u043D\u044B\u0439 \u0432\u0435\u043D\u0434\
+ \u043E\u0440"
+ - balance: "\u041F\u0430\u0432\u0435\u0440\u0444\u0438\u043A\u0441\u0442 \u0432\u043E\
+ \u0437\u0432\u0440\u0430\u0449\u0435\u043D \u0432 \u043E\u0440\u0443\u0436\u0435\
+ \u0439\u043D\u044B\u0439 \u0432\u0435\u043D\u0434\u043E\u0440"
+ - spellcheck: "\u041F\u0435\u0440\u0435\u0432\u043E\u0434 \u0440\u0430\u0437\u0434\
+ \u0435\u043B\u043E\u0432 \u043E\u0440\u0443\u0436\u0435\u0439\u043D\u043E\u0433\
+ \u043E \u0432\u0435\u043D\u0434\u043E\u0440\u0430"
+ - code_imp: "\u0422\u0443\u0440\u0435\u043B\u0438 \u043F\u0435\u0440\u0435\u043D\
+ \u0435\u0441\u0435\u043D\u044B \u0432 \u0440\u0430\u0437\u0434\u0435\u043B \u0421\
+ \u043F\u0435\u0446\u0438\u0430\u043B\u0438\u0441\u0442\u0430\u043C, \u0441\u0442\
+ \u0430\u0446\u0438\u043E\u043D\u0430\u0440\u043D\u044B\u0435 \u043F\u0443\u043B\
+ \u0435\u043C\u0435\u0442\u044B \u0432 \u0440\u0430\u0437\u0434\u0435\u043B \u043F\
+ \u0443\u043B\u0435\u043C\u0435\u0442\u043E\u0432"
+ homexp13:
+ - rscadd: "\u0414\u043E\u0431\u0430\u0432\u043B\u0435\u043D \u043F\u043E\u044F\u0441\
+ \ \u0434\u043B\u044F \u043C\u0430\u0433\u0430\u0437\u0438\u043D\u043E\u0432\
+ \ \"M344\""
+ - rscadd: "\u041F\u0438\u0441\u0442\u043E\u043B\u0435\u0442\u043D\u044B\u0439 \u043F\
+ \u043E\u044F\u0441 \u0430\u0432\u0442\u043E\u043C\u0430\u0442\u0438\u0447\u0435\
+ \u0441\u043A\u0438 \u0441\u043E\u0431\u0438\u0440\u0430\u0435\u0442 \u0438\u0441\
+ \u043F\u043E\u043B\u044C\u0437\u0443\u0435\u043C\u044B\u0435 \u043C\u0430\u0433\
+ \u0430\u0437\u0438\u043D\u044B \u0438 \u043C\u043E\u0436\u0435\u0442 \u043F\u0435\
+ \u0440\u0435\u0437\u0430\u0440\u044F\u0436\u0430\u0442\u044C \u0438\u0445 \u0434\
+ \u0430\u0436\u0435 \u0435\u0441\u043B\u0438 \u043E\u043D\u0438 \u043D\u0430\u0445\
+ \u043E\u0434\u044F\u0442\u0441\u044F \u0432 \u043D\u0451\u043C (\u043F\u043A\
+ \u043C \u0441 \u043A\u043E\u0440\u043E\u0431\u043A\u043E\u0439 \u043F\u0430\u0442\
+ \u0440\u043E\u043D\u043E\u0432 \u043F\u043E \u043F\u043E\u044F\u0441\u0443)"
+ lorianss:
+ - balance: "\u0422\u0435\u043F\u0435\u0440\u044C \u043C\u0435\u0436\u0434\u0443\
+ \ \u043A\u0441\u0435\u043D\u043E\u0434\u0432\u0435\u0440\u044C\u043C\u0438 \u0434\
+ \u043E\u043B\u0436\u043D\u043E \u0431\u044B\u0442\u044C \u043C\u0438\u043D\u0438\
+ \u043C\u0443\u043C 2 \u0442\u0430\u0439\u043B\u0430 \u0434\u043B\u044F \u0438\
+ \u0445 \u043F\u043E\u0441\u0442\u0440\u043E\u0439\u043A\u0438."
+2024-11-19:
+ Dark-Umbrella:
+ - rscadd: "\u0414\u043E\u0431\u0430\u0432\u0438\u043B handheld charger \u0432 \u0438\
+ \u043D\u0436\u0435\u043D\u0435\u0440\u043D\u044B\u0439 \u0440\u0430\u0437\u0434\
+ \u0435\u043B \u043A\u0430\u0440\u0433\u043E \u0437\u0430 85 \u043F\u043E\u0439\
+ \u043D\u0442\u043E\u0432."
+ - rscadd: "\u0414\u043E\u0431\u0430\u0432\u0438\u043B Emergency Provision Crate\
+ \ (EPC) \u0441 10 \u041C\u0420\u0415 \u0432\u043D\u0443\u0442\u0440\u0438 \u0432\
+ \ \u0440\u0430\u0437\u0434\u0435\u043B \u0441\u043D\u0430\u0431\u0436\u0435\u043D\
+ \u0438\u044F \u043A\u0430\u0440\u0433\u043E \u0437\u0430 65 \u043F\u043E\u0439\
+ \u043D\u0442\u043E\u0432."
+2024-11-20:
+ Helg2:
+ - qol: "\u041E\u0431\u044A\u0435\u0434\u0438\u043D\u0438\u043B \u043A\u043D\u043E\
+ \u043F\u043A\u0438 \u0433\u043E\u0442\u043E\u0432\u043D\u043E\u0441\u0442\u0438\
+ \ \u0438 \u043F\u0440\u0438\u0441\u043E\u0435\u0434\u0438\u043D\u0435\u043D\u0438\
+ \u044F \u0432 1."
+2024-11-22:
+ Helg2:
+ - code_imp: "\u0417\u0430\u043C\u0435\u043D\u0438\u043B `spawn()` \u0432 \u043A\u043E\
+ \u0434\u0435 \u0432\u0437\u0440\u044B\u0432\u043E\u0432 \u043D\u0430 `addtimer`\
+ \ \u0438 `INVOKE_ASYNC`"
+ homexp13:
+ - balance: "\u043C\u0435\u0434\u0438\u0446\u0438\u043D\u0441\u043A\u0438\u0439 \u0440\
+ \u0435\u0441\u0435\u0440\u0447\u0435\u0440 \u0442\u0435\u043F\u0435\u0440\u044C\
+ \ \u043F\u043E\u043B\u0435\u0432\u043E\u0439 \u0440\u0435\u0441\u0435\u0440\u0447\
+ \u0435\u0440 \u0438 \u0438\u043C\u0435\u0435\u0442 \u0431\u043E\u0435\u0432\u044B\
+ \u0435 \u0441\u043A\u0438\u043B\u044B."
+2024-11-23:
+ Helg2:
+ - balance: "\u0418\u0437\u043C\u0435\u043D\u0438\u043B \u0444\u043E\u0440\u043C\u0443\
+ \u043B\u0443 \u0434\u043B\u044F \u0445\u0430\u0439\u0434\u0436\u0430\u043A\u0430\
+ \ \u0441 `\u0415\u0441\u043B\u0438 \u043C\u0430\u0440\u0438\u043D\u043E\u0432\
+ \ > 5` \u043D\u0430 `\u0415\u0441\u043B\u0438 \u043C\u0430\u0440\u0438\u043D\
+ \u043E\u0432 > \u0447\u0435\u043C \u043A\u0441\u0435\u043D\u043E\u0441\u043E\
+ \u0432`"
+ - rscadd: "\u0421\u0432\u0430\u0442 \u043C\u0430\u0441\u043A\u0430 \u0442\u0435\u043F\
+ \u0435\u0440\u044C \u0440\u0432\u0451\u0442\u0441\u044F \u043F\u0440\u0438 \u043F\
+ \u043E\u043F\u044B\u0442\u043A\u0435 \u0445\u0430\u0433\u0433\u0435\u0440\u0430\
+ \ \u0437\u0430\u043B\u0435\u0437\u0442\u044C \u043D\u0430 \u043A\u043E\u0433\
+ \u043E-\u0442\u043E."
+ MeowEmiya:
+ - balance: "\u0425\u0430\u0433\u0433\u0435\u0440\u0430 \u0431\u043E\u043B\u0435\u0435\
+ \ \u043D\u0435\u043B\u044C\u0437\u044F \u0441\u043D\u044F\u0442\u044C \u043E\
+ \u0433\u043D\u0435\u043C \u0441 \u043A\u0443\u043A\u043B\u044B."
+ - balance: "\u041D\u0430\u0445\u043E\u0434\u044F\u0449\u0430\u044F\u0441\u044F \u0432\
+ \ \u0442\u0435\u043B\u0435 \u043B\u044F\u0440\u0432\u0430 \u0442\u0435\u043F\
+ \u0435\u0440\u044C \u0440\u0430\u0441\u0442\u0451\u0442 \u0431\u044B\u0441\u0442\
+ \u0440\u0435\u0435."
+ definitelynotspaghetti:
+ - rscadd: "\u0414\u043E\u0431\u0430\u0432\u0438\u043B \u043D\u043E\u0432\u044B\u0435\
+ \ \u0430\u0431\u0438\u043B\u043A\u0438 \u0412\u0434\u043E\u0432\u0435."
+ - rscdel: "\u0423\u0434\u0430\u043B\u0438\u043B Web Hook, Burrow \u0438 Cannibalise."
+ - balance: "\u0418\u0437\u043C\u0435\u043D\u0438\u043B \u041A\u0414 \u0438 \u0441\
+ \u0442\u043E\u0438\u043C\u043E\u0441\u0442\u044C \u043D\u0435\u043A\u043E\u0442\
+ \u043E\u0440\u044B\u0445 \u0430\u0431\u0438\u043B\u043E\u043A \u0438 \u0441\u0442\
+ \u0430\u0442\u044B \u043F\u0430\u0443\u0447\u043A\u043E\u0432."
+ - refactor: "\u041F\u043E\u0447\u0438\u043D\u0438\u043B \u0438 \u0443\u043B\u0443\
+ \u0447\u0448\u0438\u043B \u0418\u0418 \u043F\u0430\u0443\u0447\u043A\u043E\u0432\
+ ."
+ lorianss:
+ - rscadd: "\u0421\u0435\u043D\u0442\u0438\u043D\u0435\u043B\u044C \u0442\u0435\u043F\
+ \u0435\u0440\u044C \u043F\u043E\u043B\u0443\u0447\u0430\u0435\u0442 +60 \u0431\
+ \u0443\u043B\u043B\u0435\u0442 \u0430\u0440\u043C\u043E\u0440\u0430 \u043D\u0430\
+ \ \u0432\u0440\u0435\u043C\u044F \u0430\u043A\u0442\u0438\u0432\u0430\u0446\u0438\
+ \u0438 \u0441\u0432\u043E\u0438\u0445 \u0442\u043E\u043A\u0441\u0438\u0447\u043D\
+ \u044B\u0445 \u0443\u0434\u0430\u0440\u043E\u0432."
+ mister-onion:
+ - rscadd: "\u0414\u043E\u0431\u0430\u0432\u043B\u0435\u043D\u0430 \u0441\u043F\u043E\
+ \u0441\u043E\u0431\u043D\u043E\u0441\u0442\u044C \u0434\u043B\u044F \u043F\u043E\
+ \u0441\u0442\u0440\u043E\u0439\u043A\u0438 \u043D\u0435\u0441\u0442\u0430 \u043A\
+ \u0435\u0440\u0440\u0438\u0435\u0440\u0443. \u0421\u0442\u043E\u0438\u043C\u043E\
+ \u0441\u0442\u044C \u043F\u043B\u0430\u0437\u043C\u044B 200, \u041A\u0414 20\u0441\
+ ."
+ - balance: "\u0441\u043F\u043E\u0441\u043E\u0431\u043D\u043E\u0441\u0442\u0438:\
+ \ Call younger - 20s > 10s \u041A\u0414; Throw hugger - 3s > 2s; \u041A\u0414\
+ \ Spawn hugger - 10s > 5s \u041A\u0414. \u0425\u0430\u0440\u0430\u043A\u0442\
+ \u0435\u0440\u0438\u0441\u0442\u0438\u043A\u0438:Melee damage = 20>22;Plasma_max\
+ \ = 800>1000;plasma_gain = 38>45;max_health = 325>425\nsoft_armor = list (MELEE\
+ \ = 15>30, BULLET = 15>30, LASER = 15>30, ENERGY = 15>30, BOMB = 0, BIO = 5,\
+ \ FIRE = 0>25, ACID = 5)."
+2024-11-24:
+ Tatarla:
+ - balance: "\u0424\u043B\u0430\u0435\u0440\u0430 \u0442\u0435\u043F\u0435\u0440\u044C\
+ \ \u0433\u043E\u0440\u044F\u0442 \u043E\u0442 1.5 \u0434\u043E 2 \u043C\u0438\
+ \u043D\u0443\u0442 \u0432\u043C\u0435\u0441\u0442\u043E 25-30 \u043C\u0438\u043D\
+ \u0443\u0442"
+2024-11-25:
+ Helg2:
+ - rscadd: "\u0414\u043E\u0431\u0430\u0432\u0438\u043B \u0432\u0435\u043D\u0434\u043E\
+ \u0440\u044B \u0441 \u043B\u043E\u0434\u0430\u0443\u0442\u0430\u043C\u0438 \u0434\
+ \u043B\u044F \u043D\u043E\u0432\u0438\u0447\u043A\u043E\u0432."
+2024-11-26:
+ definitelynotspaghetti:
+ - balance: Spiderling HP 225 -> 150
+2024-11-27:
+ ChromosomeKiller:
+ - rscadd: "\u0414\u043E\u0431\u0430\u0432\u043B\u0435\u043D\u044B \u043D\u043E\u0432\
+ \u044B\u0435 \u043A\u043E\u0440\u043E\u0431\u043A\u0438 \u043F\u043E\u0434 \u043E\
+ \u0433\u043D\u0435\u043D\u043D\u044B\u0435 \u0438 \u0438\u043C\u043F\u0430\u043A\
+ \u0442 \u043F\u0430\u0442\u0440\u043E\u043D\u044B \u043D\u0430 \u0441\u043A\u0430\
+ \u0443\u0442\u0441\u043A\u0443\u044E \u0432\u0438\u043D\u0442\u043E\u0432\u043A\
+ \u0443."
+2024-11-28:
+ Helg2:
+ - bugfix: "\u0418\u0441\u043F\u0440\u0430\u0432\u0438\u043B \u0442\u043E \u0447\u0442\
+ \u043E \"Jump To Area\" \u043D\u0435 \u0440\u0430\u0431\u043E\u0442\u0430\u043B\
+ ."
+2024-11-29:
+ CheBokJam:
+ - balance: "\u0414\u043E\u0431\u0430\u0432\u0438\u043B \u0448\u0430\u0442\u0442\u0435\
+ \u0440 (\u043C\u0438\u043D\u0443\u0441 20% \u0431\u0440\u043E\u043D\u0438) \u043D\
+ \u0430 3 \u0441\u0435\u043A\u0443\u043D\u0434\u044B."
+ - balance: "\u0423\u0440\u043E\u043D 25 -> 12, \u0410\u041F -15 -> 20."
+ - balance: "\u0421\u043D\u0438\u0436\u0435\u043D\u043E \u043A\u043E\u043B-\u0432\
+ \u043E \u043F\u0430\u0442\u0440\u043E\u043D\u043E\u0432 \u0432 \u043F\u0430\u0432\
+ \u0435\u0440\u043F\u0430\u043A\u0435 \u0441 2000 \u0434\u043E 1000."
+ Helg2:
+ - map: "\u041A\u0435\u0439\u043A\u0430\u0440\u0434 \u0430\u0443\u0442\u0435\u043D\
+ \u0442\u0438\u0444\u0438\u043A\u0430\u0442\u043E\u0440\u044B \u0442\u0435\u043F\
+ \u0435\u0440\u044C \u0435\u0441\u0442\u044C \u043D\u0435 \u0442\u043E\u043B\u044C\
+ \u043A\u043E \u043D\u0430 \u043C\u043E\u0441\u0442\u0438\u043A\u0435, \u043D\
+ \u043E \u0438 \u0432 \u043A\u043E\u043C\u043D\u0430\u0442\u0430\u0445 \u043A\
+ \u043E\u043C\u043C\u0430\u043D\u0434\u043E\u0432\u0430\u043D\u0438\u044F."
+ - bugfix: "\u0418\u0441\u043F\u0440\u0430\u0432\u0438\u043B \u0442\u043E \u0447\u0442\
+ \u043E \u0440\u0435\u0446\u0435\u043F\u0442\u044B \u0434\u043B\u044F \u0437\u0430\
+ \u0432\u043E\u0434\u0430 \u0442\u0440\u0435\u0431\u0443\u044E\u0449\u0438\u0435\
+ \ \u0441\u0442\u0435\u043A\u043B\u043E, \u043D\u0435 \u043F\u0440\u0438\u043D\
+ \u0438\u043C\u0430\u043B\u0438 \u0441\u0442\u0435\u043A\u043B\u043E."
+ - balance: "\u0422\u043E\u0447\u043D\u0430\u044F \u0434\u0438\u0441\u0442\u0430\u043D\
+ \u0446\u0438\u044F \u0441\u0442\u0440\u0435\u043B\u044C\u0431\u044B \u0441\u0433\
+ 29 \u043F\u043E\u0434\u043D\u044F\u0442\u0430 \u0441 8 \u0434\u043E 20. \u041F\
+ \u0440\u043E\u0431\u0438\u0442\u0438\u0435 \u043F\u043E\u0434\u043D\u044F\u0442\
+ \u043E \u0441 25 \u0434\u043E 45. \u0417\u0430\u0434\u0435\u0440\u0436\u043A\
+ \u0430 \u043C\u0435\u0436\u0434\u0443 \u0432\u044B\u0441\u0442\u0440\u0435\u043B\
+ \u0430\u043C\u0438 \u0443\u043C\u0435\u043D\u044C\u0448\u0435\u043D\u0430 \u0441\
+ \ 0.2 \u0441\u0435\u043A\u0443\u043D\u0434 \u0434\u043E 0.15."
+ - qol: "\u0418\u0437\u043C\u0435\u043D\u0438\u043B \u0434\u0435\u0444\u043E\u043B\
+ \u0442\u043D\u044B\u0439 \u043A\u0435\u0439\u0431\u0438\u043D\u0434 \u0434\u043B\
+ \u044F \u043F\u0440\u044B\u0436\u043A\u0430 \u0441 \u043F\u0440\u043E\u0431\u0435\
+ \u043B\u0430 \u043D\u0430 V."
+ - bugfix: "\u0418\u043D\u0442\u0435\u0440\u0444\u0435\u0439\u0441 \u043A\u043D\u043E\
+ \u043F\u043A\u0430 \u0434\u043B\u044F \u0431\u0443\u0441\u0442\u044B \u0442\u0435\
+ \u043F\u0435\u0440\u044C \u043D\u0435 \u0432\u044B\u0431\u0438\u0432\u0430\u0435\
+ \u0442\u0441\u044F \u0438\u0437 \u043E\u0431\u0449\u0435\u0439 \u0442\u0435\u043C\
+ \u044B \u043E\u0441\u0442\u0430\u043B\u044C\u043D\u044B\u0445 \u043A\u043D\u043E\
+ \u043F\u043E\u043A."
+ - rscdel: "\u0423\u0434\u0430\u043B\u0438\u043B \u0410\u0410 \u0443 \u043A\u043B\
+ \u043E\u0443\u043D\u0430."
+ - image: "\u0414\u043E\u0431\u0430\u0432\u0438\u043B \u0437\u0435\u0440\u043A\u0430\
+ \u043B\u0430\u043C \u043E\u0442\u043E\u0431\u0440\u0430\u0436\u0435\u043D\u0438\
+ \u0435 \u0441\u0442\u043E\u0440\u043E\u043D."
+ homexp13:
+ - rscadd: Added steel crest defender strain
+ "\u041E\u0434\u0438\u043D\u043E\u043A\u0438\u0439 \u0410\u0441\u043A\u0435\u0442":
+ - balance: "\u041C\u0435\u0442\u0430\u0431\u043E\u043B\u0438\u0437\u0430\u0446\u0438\
+ \u044F \u041E\u043A\u0441\u0438\u043A\u043E\u0434\u043E\u043D\u0430 \u043F\u0440\
+ \u0438\u0432\u0435\u0434\u0435\u043D\u0430 \u043A \u0441\u0442\u0430\u043D\u0434\
+ \u0430\u0440\u0442\u043D\u043E\u0439."
+2024-11-30:
+ Basia:
+ - spellcheck: "\u041F\u0435\u0440\u0435\u0432\u043E\u0434 \u0430\u043D\u043E\u043D\
+ \u0441\u043E\u0432 \u043D\u0430 \u0440\u0443\u0441\u0441\u043A\u0438\u0439 \u044F\
+ \u0437\u044B\u043A."
+ - sound: "\u041F\u0435\u0440\u0435\u043E\u0437\u0432\u0443\u0447\u043A\u0430 \u0430\
+ \u043D\u043E\u043D\u0441\u043E\u0432 \u043D\u0430 \u0440\u0443\u0441\u0441\u043A\
+ \u0438\u0439 \u044F\u0437\u044B\u043A."
+ CheBokJam:
+ - bugfix: "\u0411\u043E\u043B\u044C\u0448\u0435 \u0432 \u043A\u0430\u043C\u043D\u0435\
+ \ \u041A\u0438\u043D\u0433\u0430 \u043D\u0435\u043B\u044C\u0437\u044F \u0443\
+ \u0441\u0442\u0430\u043D\u043E\u0432\u0438\u0442\u044C/\u0441\u043D\u044F\u0442\
+ \u044C \u043B\u044E\u0431\u0443\u044E \u0440\u0430\u0441\u043A\u043B\u0430\u0434\
+ \u044B\u0432\u0430\u0435\u043C\u0443\u044E \u0432\u0435\u0449\u044C."
+ - balance: "\u0417\u0430\u0449\u0438\u0442\u0430 \u043C\u0438\u043C\u0438\u0440\u0430\
+ \ 1 \u043E\u0442 \u043A\u0438\u0441\u043B\u043E\u0442\u044B 5 -> 10, \u0437\u0430\
+ \u0449\u0438\u0442\u0430 \u043E\u0442 \u0433\u0430\u0437\u043E\u0432 \u0441\u043D\
+ \u0438\u0436\u0435\u043D\u0430 \u0432 \u0434\u0432\u0430 \u0440\u0430\u0437\u0430\
+ ."
+ - balance: "\u0417\u0430\u0449\u0438\u0442\u0430 \u043C\u0438\u043C\u0438\u0440\u0430\
+ \ 2 \u043E\u0442 \u043A\u0438\u0441\u043B\u043E\u0442\u044B 10 -> 25."
+ - balance: "\u0421\u043D\u0438\u0436\u0435\u043D\u0438\u0435 \u0443\u0440\u043E\u043D\
+ \u0430 \u043E\u0442 \u043A\u043E\u043B\u043E\u0434\u0446\u0435\u0432 \u0432\
+ \ \u0437\u0430\u0432\u0438\u0441\u0438\u043C\u043E\u0441\u0442\u0438 \u043E\u0442\
+ \ \u043D\u0430\u0434\u0435\u0442\u043E\u0433\u043E \u0448\u043B\u0435\u043C\u0430\
+ \ \u0441 \u043C\u0438\u043C\u0438\u0440\u043E\u043C + \u0432\u0435\u0440\u0441\
+ \u0438\u0438 \u043C\u0438\u043C\u0438\u0440\u0430."
+ - balance: "\u0426\u0435\u043D\u0430\u043C \u043C\u0438\u043C\u0438\u0440\u0430\
+ \ 2 \u0432 \u043A\u0430\u0440\u0433\u043E 120 -> 160."
+ Helg2:
+ - rscdel: "\u0423\u0434\u0430\u043B\u0438\u043B \u0437\u0430\u0442\u0435\u043C\u043D\
+ \u0435\u043D\u0438\u0435 \u043F\u0440\u0438 \u044D\u0432\u043E\u043B\u044E\u0446\
+ \u0438\u0438 \u043A\u0441\u0435\u043D\u043E\u0441\u043E\u0432."
+ - bugfix: "\u0418\u0441\u043F\u0440\u0430\u0432\u0438\u043B \u0442\u043E \u0447\u0442\
+ \u043E \u043E\u043F\u043E\u0432\u0435\u0449\u0435\u043D\u0438\u0435 \u043E \u043F\
+ \u043E\u044F\u0432\u043B\u0435\u043D\u0438\u0438 \u043F\u0440\u0430\u0432\u0438\
+ \u0442\u0435\u043B\u044F \u0445\u0430\u0439\u0432\u0430 \u043D\u0435\u043F\u0440\
+ \u0430\u0432\u0438\u043B\u044C\u043D\u043E \u043E\u0442\u043E\u0431\u0440\u0430\
+ \u0436\u0430\u043B\u043E \u0435\u0433\u043E \u0438\u043C\u044F."
+ - rscdel: "\u0423\u0434\u0430\u043B\u0438\u043B \u0431\u0435\u0441\u043F\u043B\u0430\
+ \u0442\u043D\u044B\u0435 \u043A\u0430\u0440\u0433\u043E \u0431\u043E\u0435\u043F\
+ \u0440\u0438\u043F\u0430\u0441\u044B \u0438\u0437 \u043A\u0430\u0440\u0433\u043E\
+ \ \u0432\u0435\u043D\u0434\u043E\u0440\u0430 \u0432\u043E \u0432\u043A\u043B\
+ \u0430\u0434\u043A\u0435 \"Surplus Special Equipment\" (\u0448\u0430\u0445\u0438\
+ \u0434\u043E\u043A)"
+ - bugfix: "\u0418\u0441\u043F\u0440\u0430\u0432\u0438\u043B \u0442\u043E \u0447\u0442\
+ \u043E \u0442\u0430\u0439\u043C\u0435\u0440 \u0441\u043C\u0435\u0440\u0442\u0438\
+ \ \u04224 \u043A\u0441\u0435\u043D\u043E\u0441\u043E\u0432 \u043D\u0435 \u0440\
+ \u0430\u0431\u043E\u0442\u0430\u043B."
+ - code_imp: "\u0410\u0431\u0438\u043B\u043A\u0438 \u0442\u0435\u043F\u0435\u0440\
+ \u044C \u043D\u0435 \u043E\u0431\u043D\u043E\u0432\u043B\u044F\u044E\u0442\u0441\
+ \u044F \u043A\u043E\u0433\u0434\u0430 \u043D\u0435 \u043D\u0443\u0436\u043D\u043E\
+ , \u0438 \u043E\u0431\u043D\u043E\u0432\u043B\u044F\u044E\u0442\u0441\u044F\
+ \ \u043A\u043E\u0433\u0434\u0430 \u043D\u0443\u0436\u043D\u043E."
+ - admin: "\u041F\u0440\u043E\u0441\u0442\u0440\u0430\u043D\u0441\u0442\u0432\u0435\
+ \u043D\u043D\u044B\u0439 \u0430\u0433\u0435\u043D\u0442 \u0442\u0435\u043F\u0435\
+ \u0440\u044C \u0438\u043C\u0435\u0435\u0442 \u043D\u0430\u0443\u0448\u043D\u0438\
+ \u043A."
+ MalorMorfin:
+ - bugfix: "\u0425\u0430\u0439\u0432 \u041C\u0430\u0439\u043D\u0434 \u0431\u043E\u043B\
+ \u044C\u0448\u0435 \u043D\u0435 \u043E\u0441\u0442\u0430\u0432\u043B\u044F\u0435\
+ \u0442 \u043A\u0438\u0441\u043B\u043E\u0442\u043D\u044B\u0439 \u0441\u043B\u0435\
+ \u0434 \u0432 \u043F\u0440\u0438\u0437\u0440\u0430\u0447\u043D\u043E\u0439 \u0444\
+ \u043E\u0440\u043C\u0435."
+ - bugfix: "\u041A\u0441\u0435\u043D\u043E\u043C\u043E\u0440\u0444\u044B \u0432 \u0432\
+ \u0435\u043D\u0442\u0438\u043B\u044F\u0446\u0438\u0438 \u043D\u0435 \u043E\u0441\
+ \u0442\u0430\u0432\u043B\u044F\u044E\u0442 \u043A\u0438\u0441\u043B\u043E\u0442\
+ \u043D\u044B\u0439 \u0441\u043B\u0435\u0434."
diff --git a/html/changelogs/archive/2024-12.yml b/html/changelogs/archive/2024-12.yml
new file mode 100644
index 00000000000..744611baa0a
--- /dev/null
+++ b/html/changelogs/archive/2024-12.yml
@@ -0,0 +1,282 @@
+2024-12-01:
+ Helg2:
+ - image: "\u0414\u043E\u0431\u0430\u0432\u0438\u043B \u0441\u043F\u0440\u0430\u0439\
+ \u0442 \u043E\u0442\u0441\u0443\u0442\u0441\u0442\u0432\u0443\u044E\u0449\u0435\
+ \u0439 \u0431\u0430\u0437\u043E\u0432\u043E\u0439 \u0440\u0430\u043A\u0435\u0442\
+ \u044B."
+ - image: "\u0421\u043F\u0440\u0430\u0439\u0442\u044B \u0434\u043B\u044F \u0431\u043E\
+ \u043B\u044C\u0448\u0438\u043D\u0441\u0442\u0432\u0430 \u0430\u043F, \u0445\u043F\
+ \ \u0438 \u0437\u0430\u0436\u0438\u0433\u0430\u0442\u0435\u043B\u044C\u043D\u044B\
+ \u0445 \u043C\u0430\u0433\u0430\u0437\u0438\u043D\u043E\u0432 \u043F\u0435\u0440\
+ \u0435\u0434\u0435\u043B\u0430\u043D\u044B \u043F\u043E\u0434 \u0433\u0440\u0435\
+ \u0439\u0441\u043A\u0435\u0439\u043B."
+ - code_imp: "\u0420\u0430\u0441\u0441\u043E\u0440\u0442\u0438\u0440\u043E\u0432\u0430\
+ \u043B \u0441\u043F\u0440\u0430\u0439\u0442\u044B \u0430\u043C\u0443\u043D\u0438\
+ \u0446\u0438\u0438 \u043F\u043E \u043E\u0442\u0434\u0435\u043B\u044C\u043D\u044B\
+ \u043C \u0444\u0430\u0439\u043B\u0430\u043C."
+2024-12-02:
+ CheBokJam:
+ - map: "\u041D\u0430 \u0442\u0430\u043B\u043E\u0441 \u0434\u043E\u0431\u0430\u0432\
+ \u043B\u0435\u043D\u044B \u0437\u0430\u0440\u044F\u0434\u043D\u0438\u043A\u0438\
+ \ \u0434\u043B\u044F \u0434\u0435\u0444\u0438\u0431\u0440\u0438\u043B\u043B\u044F\
+ \u0442\u043E\u0440\u043E\u0432: \u0432 \u0431\u0443\u0434\u043A\u0435 \u0443\
+ \u0447\u0451\u043D\u043E\u0433\u043E, \u0432 \u0433\u043B\u0430\u0432\u043D\u043E\
+ \u043C \u0445\u043E\u043B\u0435 \u043C\u0435\u0434 \u043F\u0443\u043D\u043A\u0442\
+ \u0430 \u0438 \u043D\u0430 \u0441\u043A\u043B\u0430\u0434\u0435."
+ MrFloppa:
+ - rscadd: "\u0425\u0430\u0439\u0432\u043C\u0430\u0439\u043D\u0434 \u0442\u0435\u043F\
+ \u0435\u0440\u044C \u043F\u043E\u043D\u0438\u043C\u0430\u0435\u0442 \u044F\u0437\
+ \u044B\u043A \u043C\u0430\u0440\u043E\u0432"
+ mister-onion:
+ - rscadd: "Prime \u0440\u0430\u043D\u0433 \u043A\u0441\u0435\u043D\u043E\u043C\u043E\
+ \u0440\u0444\u043E\u0432 \u0431\u044B\u043B \u0438\u0437\u043C\u0435\u043D\u0435\
+ \u043D \u043D\u0430 Primal."
+ - balance: "\u043A\u0438\u043D\u0433 \u0442\u0435\u043F\u0435\u0440\u044C \u0438\
+ \u043C\u0435\u0435\u0442 \u0438\u043C\u043C\u0443\u043D\u0438\u0442\u0435\u0442\
+ \ \u043A \u043C\u043E\u043B\u043E\u0442\u043A\u0443"
+2024-12-03:
+ Helg2:
+ - bugfix: "\u041F\u0440\u043E\u0434\u0430\u0436\u0430 \u043B\u044E\u0434\u0435\u0439\
+ \ \u0432 \u043A\u0430\u0440\u0433\u043E \u0442\u0435\u043F\u0435\u0440\u044C\
+ \ \u043F\u0440\u0438\u043D\u043E\u0441\u0438\u0442 \u043E\u0447\u043A\u0438\
+ , \u043A\u0430\u043A \u0438 \u0434\u043E\u043B\u0436\u043D\u043E."
+ - bugfix: "\u0421\u0442\u0430\u0442\u0438\u0441\u0442\u0438\u043A\u0430 \u043F\u043E\
+ \ \u043F\u0440\u043E\u0434\u0430\u0436\u0435 \u043A\u0441\u0435\u043D\u043E\u0441\
+ \u043E\u0432 \u0432 \u043A\u0430\u0440\u0433\u043E \u0442\u0435\u043F\u0435\u0440\
+ \u044C \u0440\u0430\u0431\u043E\u0442\u0430\u0435\u0442."
+ - rscadd: "\u0418\u0437 \u0445\u0430\u0433\u0433\u0435\u0440 \u0442\u0443\u0440\u0435\
+ \u043B\u0438 \u0442\u0435\u043F\u0435\u0440\u044C \u043C\u043E\u0436\u043D\u043E\
+ \ \u043F\u043E\u044F\u0432\u0438\u0442\u044C\u0441\u044F \u0432 \u0440\u043E\
+ \u043B\u0438 \u0440\u0430\u0437\u0443\u043C\u043D\u043E\u0433\u043E \u0445\u0430\
+ \u0433\u0433\u0435\u0440\u0430."
+ - balance: "\u0425\u0430\u0433\u0433\u0435\u0440\u044B \u0438\u0437 \u0445\u0430\
+ \u0433\u0433\u0435\u0440 \u0442\u0443\u0440\u0435\u043B\u0438 \u0442\u0435\u043F\
+ \u0435\u0440\u044C \u043F\u0440\u0438 \u043F\u0440\u044F\u043C\u043E\u043C \u043F\
+ \u043E\u043F\u0430\u0434\u0430\u043D\u0438\u0438 \u043F\u043E \u043C\u043E\u0431\
+ \u0443 \u0441\u0440\u0430\u0437\u0443 \u0436\u0435 \u043A \u043D\u0435\u043C\
+ \u0443 \u0446\u0435\u043F\u043B\u044F\u044E\u0442\u0441\u044F. \u041F\u0440\u0438\
+ \ \u043F\u043E\u043F\u0430\u0434\u0430\u043D\u0438\u0438 \u0432 \u043E\u0431\
+ \u044A\u0435\u043A\u0442/\u0442\u0443\u0440\u0444 \u043E\u043D\u0438 \u0432\u043C\
+ \u0435\u0441\u0442\u043E \u0442\u043E\u0433\u043E \u0447\u0442\u043E\u0431\u044B\
+ \ \u043D\u0430\u0447\u0438\u043D\u0430\u0442\u044C \u0441\u043F\u044F\u0449\u0438\
+ \u043C\u0438, \u0441\u0440\u0430\u0437\u0443 \u044F\u0432\u043B\u044F\u044E\u0442\
+ \u0441\u044F \u0430\u043A\u0442\u0438\u0432\u043D\u044B\u043C\u0438, \u0447\u0442\
+ \u043E \u0443\u043C\u0435\u043D\u044C\u0448\u0430\u0435\u0442 \u0432\u0440\u0435\
+ \u043C\u0435\u043D\u043D\u043E\u0435 \u043E\u043A\u043D\u043E \u0441 3 \u0441\
+ \u0435\u043A\u0443\u043D\u0434 \u0434\u043E 1-\u0443\u0445."
+ - bugfix: "\u0417\u0432\u0443\u043A \u0441\u043C\u0435\u0440\u0442\u0438 \u0442\u0443\
+ \u0440\u0435\u043B\u0438 \u0431\u043E\u043B\u044C\u0448\u0435 \u043D\u0435 \u0432\
+ \u043E\u0441\u043F\u0440\u043E\u0438\u0437\u0432\u043E\u0434\u0438\u0442\u0441\
+ \u044F \u043F\u0440\u0438 \u0443\u0434\u0430\u043B\u0435\u043D\u0438\u0438 \u0442\
+ \u0443\u0440\u0435\u043B\u0438."
+ - bugfix: "\u0418\u0441\u043F\u0440\u0430\u0432\u0438\u043B \u0442\u043E \u0447\u0442\
+ \u043E \u0443\u043D\u0438\u0447\u0442\u043E\u0436\u0435\u043D\u0438\u0435 \u0440\
+ \u0435\u0437\u0438\u043D\u043E\u0432\u043E\u0439/\u0445\u0430\u0433\u0433\u0435\
+ \u0440 \u0442\u0443\u0440\u0435\u043B\u0438 \u043D\u0435 \u0432\u044B\u0441\u0442\
+ \u0440\u0435\u043B\u0438\u0432\u0430\u043B\u043E \u043F\u043E\u0434\u0445\u043E\
+ \u0434\u044F\u0449\u0438\u043C\u0438 \u0441\u043D\u0430\u0440\u044F\u0434\u0438\
+ \ \u0432\u043E \u0432\u0441\u0435 \u0441\u0442\u043E\u0440\u043E\u043D\u044B\
+ ."
+ - image: "\u041A\u0441\u0435\u043D\u043E \u0442\u0443\u0440\u0435\u043B\u044F\u043C\
+ \ \u0434\u043E\u0431\u0430\u0432\u043B\u0435\u043D\u044B \u043E\u0442\u043B\u0438\
+ \u0447\u0430\u044E\u0449\u0438\u0435\u0441\u044F \u043E\u0442 \u0434\u0440\u0443\
+ \u0433 \u0434\u0440\u0443\u0433\u0430 \u043E\u0432\u0435\u0440\u043B\u0435\u0438\
+ \ \u0434\u043B\u044F \u0440\u0435\u0433\u0435\u043D\u0430 \u0446\u0435\u043B\
+ \u043E\u0441\u0442\u043D\u043E\u0441\u0442\u0438 \u0441\u0442\u0440\u0443\u043A\
+ \u0442\u0443\u0440\u044B."
+ - code_imp: "\u041A\u0441\u0435\u043D\u043E \u0442\u0443\u0440\u0435\u043B\u0438\
+ \ \u0442\u0435\u043F\u0435\u0440\u044C \u0441\u043A\u0430\u043D\u0438\u0440\u0443\
+ \u044E\u0442 \u043E\u043A\u0440\u0443\u0433\u0443 \u043D\u0430 \u043F\u0440\u0435\
+ \u0434\u043C\u0435\u0442 \u043F\u043E\u0434\u0445\u043E\u0434\u044F\u0449\u0435\
+ \u0439 \u0446\u0435\u043B\u0438 \u043D\u0435 \u0440\u0430\u0437 \u0432 10 \u0441\
+ \u0435\u043A\u0443\u043D\u0434, \u0430 \u043A\u0430\u0436\u0434\u044B\u0439\
+ \ \u0442\u0438\u043A."
+ - code_imp: "\u0424\u0430\u0439\u043B\u044B \u0440\u0430\u0441 \u0438 \u044D\u043C\
+ \u043E\u0446\u0438\u0439 \u043B\u044E\u0434\u0435\u0439 \u0440\u0430\u0441\u0441\
+ \u043E\u0440\u0442\u0438\u0440\u043E\u0432\u0430\u043D\u044B \u0432 \u043E\u0442\
+ \u0434\u0435\u043B\u044C\u043D\u044B\u0435 \u043F\u0430\u043F\u043A\u0438."
+ - qol: "\u0414\u043B\u044F \u0441\u043D\u044F\u0442\u0438\u044F \u0445\u0430\u0433\
+ \u0433\u0435\u0440\u0430 \u0441 \u043B\u0438\u0446\u0430 \u0442\u0435\u043F\u0435\
+ \u0440\u044C \u0435\u0441\u0442\u044C \u0441\u043E\u0431\u0441\u0442\u0432\u0435\
+ \u043D\u043D\u043E\u0435 \u043E\u0442\u043E\u0431\u0440\u0430\u0436\u0435\u043D\
+ \u0438\u0435."
+ - code_imp: "`getflaticon()` \u043E\u0442\u0432\u0435\u0447\u0430\u044E\u0449\u0438\
+ \u0439 \u0437\u0430 \u043A\u0430\u0440\u0442\u0438\u043D\u043A\u0438 \u0432\
+ \ \u043F\u0440\u0435\u0444. \u043C\u0435\u043D\u044E \u0431\u044B\u043B \u043D\
+ \u0435\u043C\u043D\u043E\u0433\u043E \u043E\u043F\u0442\u0438\u043C\u0438\u0437\
+ \u0438\u0440\u043E\u0432\u0430\u043D."
+ - code_imp: "\u0420\u0430\u0441\u0441\u043E\u0440\u0442\u0438\u0440\u043E\u0432\u0430\
+ \u043B Supply.dm"
+ homexp13:
+ - balance: "\u043C\u0443\u0442\u0430\u0446\u0438\u0438 \u0442\u0435\u043F\u0435\u0440\
+ \u044C \u0441\u043E\u0445\u0440\u0430\u043D\u044F\u044E\u0442\u0441\u044F \u043F\
+ \u0440\u0438 \u044D\u0432\u043E\u043B\u0432\u0435."
+2024-12-04:
+ definitelynotspaghetti:
+ - bugfix: "\u0421\u043E\u0437\u0434\u0430\u0442\u044C \u0441\u043F\u0430\u0439\u0434\
+ \u0435\u0440\u043B\u0438\u043D\u0433\u0430 \u0431\u043E\u043B\u044C\u0448\u0435\
+ \ \u043D\u0435\u043B\u044C\u0437\u044F \u0435\u0441\u043B\u0438 \u0443 \u0430\
+ \u0431\u0438\u043B\u043A\u0438 \u043D\u0435\u0442 \u0437\u0430\u0440\u044F\u0434\
+ \u043E\u0432"
+2024-12-05:
+ Foxlate, Helg2:
+ - bugfix: "\u0422\u0440\u0443\u0431\u044B \u043D\u0430 \u041A\u0443\u0442\u0439\u0435\
+ \u0432\u043E \u0442\u0435\u043F\u0435\u0440\u044C \u043D\u0435 \u043D\u0430\u043A\
+ \u043B\u0430\u0434\u044B\u0432\u0430\u044E\u0442 \u043D\u0435\u043D\u0443\u0436\
+ \u043D\u044B\u0435 \u043E\u0432\u0435\u0440\u043B\u0435\u0438, \u0432\u0438\u0437\
+ \u0443\u0430\u043B\u044C\u043D\u043E \u0437\u0430\u043D\u0438\u043C\u0430\u044F\
+ \ \u0431\u043E\u043B\u044C\u0448\u0435 \u043C\u0435\u0441\u0442\u0430 \u0447\
+ \u0435\u043C \u0444\u0430\u043A\u0442\u0438\u0447\u0435\u0441\u043A\u0438."
+ - image: "\u0418\u0437\u043C\u0435\u043D\u0435\u043D\u044B \u0441\u043F\u0440\u0430\
+ \u0439\u0442\u044B \u043E\u043A\u043E\u043D \u0438 \u0440\u0430\u043C \u0434\
+ \u043B\u044F \u043E\u043A\u043E\u043D \u043D\u0430 \u041A\u0443\u0442\u0439\u0435\
+ \u0432\u043E."
+ - image: "\u0418\u0441\u043F\u0440\u0430\u0432\u043B\u0435\u043D \u0432\u0435\u0440\
+ \u0445\u043D\u0435-\u043F\u0440\u0430\u0432\u044B\u0439 \u0441\u0442\u0435\u0439\
+ \u0442 \u043F\u0443\u0441\u0442\u044B\u043D\u043D\u043E\u0439 \u0440\u0435\u0447\
+ \u043A\u0438, \u0438 \u0442\u0435\u043F\u0435\u0440\u044C \u043E\u043D \u043D\
+ \u0435 \u0432\u044B\u0434\u0435\u043B\u044F\u0435\u0442\u0441\u044F \u043D\u0430\
+ \ \u0444\u043E\u043D\u0435 \u043E\u0441\u0442\u0430\u043B\u044C\u043D\u044B\u0445\
+ \ \u0441\u0445\u043E\u0436\u0438\u0445 \u0442\u0443\u0440\u0444\u043E\u0432."
+ - map: "\u041E\u0431\u044B\u0447\u043D\u044B\u0435 \u043E\u043A\u043D\u0430 \u0443\
+ \ \u0443\u043A\u0440\u0435\u043F\u043B\u0435\u043D\u043D\u044B\u0445 \u0441\u0442\
+ \u0435\u043D \u043D\u0430 \u041A\u0443\u0442\u0439\u0435\u0432\u043E \u0437\u0430\
+ \u043C\u0435\u043D\u0435\u043D\u044B \u043D\u0430 \u0443\u043A\u0440\u0435\u043F\
+ \u043B\u0435\u043D\u043D\u044B\u0435, \u0438 \u043D\u0430\u043E\u0431\u043E\u0440\
+ \u043E\u0442."
+ Helg2:
+ - bugfix: "\u041F\u0440\u0435\u0434\u043B\u044F\u0440\u0432\u0430 \u0442\u0435\u043F\
+ \u0435\u0440\u044C \u043C\u043E\u0436\u0435\u0442 \u044D\u0432\u043E\u043B\u044E\
+ \u0446\u0438\u043E\u043D\u0438\u0440\u043E\u0432\u0430\u0442\u044C \u0432 \u043F\
+ \u0440\u0435\u0434\u0430\u043B\u0438\u0435\u043D\u0430."
+ - bugfix: "\u0422\u0430\u043D\u043A \u0431\u043E\u043B\u044C\u0448\u0435 \u043D\u0435\
+ \ \u043C\u043E\u0436\u0435\u0442 \u0432\u044B\u0441\u0442\u0440\u0435\u043B\u0438\
+ \u0442\u044C \u043B\u0438\u0448\u043D\u0438\u0439 \u0440\u0430\u0437 \u0438\u0437\
+ \ \u0443\u0436\u0435 \u043F\u043E\u0442\u0440\u0430\u0447\u0435\u043D\u043D\u043E\
+ \u0439 \u043F\u0443\u043B\u0438."
+2024-12-06:
+ Basia:
+ - rscadd: "B18 \u0441\u043E\u043E\u0431\u0449\u0430\u0435\u0442 \u043E \u0432\u043D\
+ \u0443\u0442\u0440\u0435\u043D\u043D\u0435\u043C \u043A\u0440\u043E\u0432\u043E\
+ \u0442\u0435\u0447\u0435\u043D\u0438\u0438."
+ - sound: "B18 \u0442\u0435\u043F\u0435\u0440\u044C \u0433\u043E\u0432\u043E\u0440\
+ \u0438\u0442 \u043F\u043E-\u0440\u0443\u0441\u0441\u043A\u0438."
+ ChromosomeKiller:
+ - qol: "\u0414\u043E\u0431\u0430\u0432\u043B\u0435\u043D\u044B/\u0418\u0437\u043C\
+ \u0435\u043D\u0435\u043D\u044B \u043A\u0435\u0439\u0431\u0438\u043D\u0434\u044B\
+ \ \u043D\u0430 \u043A\u0441\u0435\u043D\u043E\u043C\u043E\u0440\u0444\u0430\u0445"
+ Helg2:
+ - bugfix: "\u0418\u0441\u043F\u0440\u0430\u0432\u043B\u0435\u043D \u0440\u0430\u043D\
+ \u0442\u0430\u0439\u043C \u0441\u0432\u044F\u0437\u0430\u043D\u043D\u044B\u0439\
+ \ \u0441 \u043A\u043D\u043E\u043F\u043A\u043E\u0439 \u043F\u0440\u0438\u0441\
+ \u043E\u0435\u0434\u0438\u043D\u0435\u043D\u0438\u044F \u0432 \u0440\u0430\u0443\
+ \u043D\u0434."
+ LoneAsket:
+ - balance: "\u0423\u0432\u0435\u043B\u0438\u0447\u0438\u043B \u0443\u0440\u043E\u043D\
+ \ \u0421\u0420127 \u043D\u0430 5 \u0435\u0434\u0438\u043D\u0438\u0446. \u0417\
+ \u0430\u0431\u0440\u0430\u043B 15 \u041F\u0435\u043D\u0435\u0442\u0440\u044B\
+ . \u0423\u0431\u0440\u0430\u043B \u043C\u0435\u0442\u043A\u0443. \u0420\u044B\
+ \u0447\u0430\u0436\u043E\u043A"
+ definitelynotspaghetti:
+ - rscadd: "\u041A\u0438\u0441\u043B\u043E\u0442\u043D\u0430\u044F \u043A\u0440\u043E\
+ \u0432\u044C \u0442\u0435\u043F\u0435\u0440\u044C \u0435\u0441\u0442\u044C \u0442\
+ \u043E\u043B\u044C\u043A\u043E \u0443 \u0432\u0435\u0442\u043A\u0438 \u0441\u0435\
+ \u043D\u0442\u0430 \u0438 \u0443 \u043A\u0432\u0438\u043D\u044B"
+ - code_imp: "\u0423\u0434\u0430\u043B\u0438\u043B \u0430\u043D\u0438\u043C\u0430\
+ \u0446\u0438\u044E \u0432\u043E\u0437\u043D\u0438\u043A\u0430\u044E\u0449\u0443\
+ \u044E \u043F\u0440\u0438 \u0434\u0443\u043F\u043B\u0438\u043A\u0430\u0446\u0438\
+ \u0438 \u0441\u043E\u043E\u0431\u0449\u0435\u043D\u0438\u0439 \u0432 \u0447\u0430\
+ \u0442\u0435"
+ - balance: "\u0414\u043E\u0431\u0430\u0432\u0438\u043B \u0425\u0430\u043D\u0442\u0435\
+ \u0440\u0443 \u0432\u0430\u043C\u043F\u0438\u0440\u0438\u0437\u043C."
+ homexp13:
+ - balance: "\u0412\u0438\u043D\u0434\u0438\u043A\u0430\u0442\u043E\u0440\u0430 \u0441\
+ \u0442\u043E\u0441\u0438\u0442 1200 \u043F\u043E\u0438\u043D\u0442\u043E\u0432"
+2024-12-07:
+ CheBokJam:
+ - balance: "\u041D\u0430 \u043F\u0438\u0441\u0442\u043E\u043B\u0435\u0442 P-17 \u0442\
+ \u0435\u043F\u0435\u0440\u044C \u043C\u043E\u0436\u043D\u043E \u043F\u0440\u0438\
+ \u043A\u0440\u0443\u0442\u0438\u0442\u044C \u043F\u043E\u0434\u0441\u0442\u0432\
+ \u043E\u043B\u044C\u043D\u044B\u0439 \u0444\u043E\u043D\u0430\u0440\u0438\u043A\
+ ."
+ Istrelok2107:
+ - balance: "\u0417\u0430\u0432\u043E\u0434 \u043C\u043E\u0436\u0435\u0442 \u043F\
+ \u0440\u043E\u0438\u0437\u0432\u043E\u0434\u0438\u0442\u044C \u0441\u043D\u0430\
+ \u0440\u044F\u0434\u044B \u0434\u043B\u044F \u0424\u041A88 \u0438 \u0433\u043B\
+ \u0430\u0432\u043D\u043E\u0433\u043E \u043E\u0440\u0443\u0434\u0438\u044F \u0442\
+ \u0430\u043D\u043A\u0430"
+ - bugfix: "\u041E\u043F\u0438\u0441\u0430\u043D\u0438\u0435 TOW \u043C\u0430\u0433\
+ \u0430\u0437\u0438\u043D\u0430 \u0434\u043B\u044F \u0433\u043B\u0430\u0432\u043D\
+ \u043E\u0433\u043E \u043E\u0440\u0443\u0434\u0438\u044F \u0442\u0430\u043D\u043A\
+ \u0430 \u0438\u0441\u043F\u0440\u0430\u0432\u043B\u0435\u043D\u043E"
+ - balance: "\u041A\u0430\u043F \u0440\u0435\u0430\u0433\u0435\u043D\u0442\u043E\u0432\
+ \ \u0441 \u043C\u043E\u0434\u0443\u043B\u0435\u043C Freyr \u0438\u0437\u043C\
+ \u0435\u043D\u0435\u043D \u0441 8 \u0434\u043E 10"
+ LoneAsket:
+ - balance: "\u0423\u0434\u0430\u043B\u0438\u043B \u041F\u0435\u043D\u0435\u0442\u0440\
+ \u0443 \u0443 \u0437\u0430\u0436\u0438\u0433\u0430\u043B\u043E\u043A \u0438\
+ \ \u0411\u0443\u0440\u0441\u0442\u0410\u0441\u0435\u043C\u0431\u043B\u0438 \u0443\
+ \ \u041C\u041A88"
+ - balance: "\u0410\u041F \u0437\u0430\u0436\u0438\u0433\u0430\u043B\u043E\u043A\
+ \ \u043D\u0430 \u043F\u0438\u0441\u0442\u043E\u043B\u0435\u0442 25 -> 0"
+ MalorMorfin:
+ - refactor: "\u041F\u0435\u0440\u0435\u0434\u0435\u043B\u0430\u043B \u043A\u043E\
+ \u0434 \u0443 Fit Viewport"
+ Tatarla:
+ - balance: "\u0423\u0431\u0440\u0430\u043D\u0430 \u0432\u043E\u0437\u043C\u043E\u0436\
+ \u043D\u043E\u0441\u0442\u044C \u043D\u0430\u0434\u0435\u0442\u044C \u043F\u0440\
+ \u0438\u0446\u0435\u043B \u043D\u0430 \u043B\u0430\u0437\u0435\u0440\u043D\u043E\
+ \u0435 \u043E\u0440\u0443\u0436\u0438\u0435. \u0418\u0441\u043A\u043B\u044E\u0447\
+ \u0435\u043D\u0438\u0435 - \u043B\u0430\u0437\u0441\u043D\u0430\u0439\u043F\u0430\
+ ."
+ - balance: "\u041D\u0430 \u0440\u0435\u043B\u044C\u0441\u0443 \u0431\u043E\u043B\
+ \u044C\u0448\u0435 \u043D\u0435\u043B\u044C\u0437\u044F \u043D\u0430\u0446\u0435\
+ \u043F\u0438\u0442\u044C \u043F\u0440\u0438\u0446\u0435\u043B."
+ - balance: "\u041D\u0430 SH-15 \u0431\u043E\u043B\u044C\u0448\u0435 \u043D\u0435\
+ \u043B\u044C\u0437\u044F \u043D\u0430\u0446\u0435\u043F\u0438\u0442\u044C \u043F\
+ \u0440\u0438\u0446\u0435\u043B."
+ - balance: "\u0424\u0430\u043B\u043B\u043E\u0443 \u0432\u0435\u043A\u0442\u043E\u0440\
+ \u0430 3 >> 1.75"
+ - code_imp: "\u0423\u0431\u0440\u0430\u043D\u044B \u0434\u0443\u0431\u043B\u0438\
+ \u043A\u0430\u0442\u044B allowed_ammo_types \u0443 \u0410\u0420\u043A\u043E\u043A"
+ definitelynotspaghetti:
+ - balance: "\u041D\u0430 \u041F\u0430\u043D\u0442\u0435\u0440\u0443 \u0438 \u0420\
+ \u0430\u043D\u043D\u0435\u0440\u0430 \u0442\u0435\u043F\u0435\u0440\u044C \u043D\
+ \u0435 \u0440\u0430\u0431\u043E\u0442\u0430\u044E\u0442 \u0444\u0440\u0435\u043D\
+ \u0437\u0438 \u0444\u0435\u0440\u044B."
+ - balance: "\u0423\u043C\u0435\u043D\u044C\u0448\u0438\u043B \u0443\u0440\u043E\u043D\
+ \ \u0441 23 \u0434\u043E 21"
+ - balance: "Pounce \u041A\u0414 \u0442\u0435\u043F\u0435\u0440\u044C 8 \u0441\u0435\
+ \u043A\u0443\u043D\u0434, \u043F\u043B\u0430\u0437\u043C\u0430\u043A\u043E\u0441\
+ \u0442 \u0442\u0435\u043F\u0435\u0440\u044C 15(\u0431\u044B\u043B\u043E 20).\
+ \ \u041F\u0440\u0438 \u043F\u0430\u0443\u043D\u0441\u0435 \u043D\u0430 \u043C\
+ \u0430\u0440\u0430 \u0445\u0438\u043B\u0438\u0442 \u043D\u0435\u043C\u043D\u043E\
+ \u0433\u043E \u0425\u041F."
+ - balance: "Tearing Tail \u041A\u0414 \u0442\u0435\u043F\u0435\u0440\u044C 10 \u0441\
+ \u0435\u043A\u0443\u043D\u0434, \u043F\u043B\u0430\u0437\u043C\u0430\u043A\u043E\
+ \u0441\u0442 \u0443\u043C\u0435\u043D\u044C\u0448\u0435\u043D \u0441 50 \u0434\
+ \u043E 35. \u0425\u0438\u043B \u0443\u0432\u0435\u043B\u0438\u0447\u0435\u043D\
+ \ \u0441 25 \u0434\u043E 35."
+ - balance: "Adrenaline Jump \u041A\u0414 \u0443\u043C\u0435\u043D\u044C\u0448\u0435\
+ \u043D \u0441 12 \u0434\u043E 8 \u0441\u0435\u043A\u0443\u043D\u0434, \u043F\
+ \u043B\u0430\u0437\u043C\u0430\u043A\u043E\u0441\u0442 15 -> 10."
+ homexp13:
+ - balance: "\u041A\u0443\u043B\u0434\u0430\u0443\u043D \u0445\u0435\u0434\u0431\u0430\
+ \u0442\u0430 \u0443\u043C\u0435\u043D\u044C\u0448\u0435\u043D \u0434\u043E 5\
+ \ \u0441\u0435\u043A."
+ - balance: "\u0422\u0440\u0430\u0441\u0432\u0438\u0442\u043E\u043A\u0441\u043E\u0432\
+ \u044B\u0439 \u043F\u043B\u0435\u0432\u043E\u043A \u0440\u0435\u0442\u0440\u043E\
+ \u0433\u0440\u0430\u0434\u0430 \u0437\u0430\u043C\u0435\u043D\u0451\u043D \u043D\
+ \u0430 \u0442\u043E\u043A\u0441\u0438\u043D \u0441\u043F\u0438\u0442."
+2024-12-09:
+ MalorMorfin:
+ - bugfix: "\u0422\u0430\u043D\u043A\u043E\u0432\u043E\u0435 \u043A\u0440\u0435\u0441\
+ \u043B\u043E \u043D\u0435 \u0432\u043E\u0437\u043C\u043E\u0436\u043D\u043E \u0441\
+ \u043A\u0440\u0443\u0442\u0438\u0442\u044C"
+ - bugfix: "\u0412\u0435\u0440\u043D\u0443\u043B \u0438\u043A\u043E\u043D\u043A\u0443\
+ \ \u0440\u0435\u0430\u0433\u0435\u043D\u0442 \u0441\u043A\u0430\u043D\u0435\u0440\
+ \u0443"
+ - bugfix: "\u0422\u0435\u043F\u0435\u0440\u044C ctrl+shift+click \u043F\u043E\u0437\
+ \u0432\u043E\u043B\u044F\u0442 \u0432\u0437\u044F\u0442\u044C \u0441\u0430\u043C\
+ \u044B\u0439 \u043B\u0435\u0432\u044B\u0439 \u043F\u0440\u0435\u0434\u043C\u0435\
+ \u0442."
diff --git a/icons/UI_Icons/lobby_button.dmi b/icons/UI_Icons/lobby_button.dmi
index 2be4c11ec7e..42720b956b6 100644
Binary files a/icons/UI_Icons/lobby_button.dmi and b/icons/UI_Icons/lobby_button.dmi differ
diff --git a/icons/UI_Icons/map_blips.dmi b/icons/UI_Icons/map_blips.dmi
index e01e2b86073..2c525cab539 100644
Binary files a/icons/UI_Icons/map_blips.dmi and b/icons/UI_Icons/map_blips.dmi differ
diff --git a/icons/Xeno/Effects.dmi b/icons/Xeno/Effects.dmi
index 62f89a44cc5..9e81e937410 100644
Binary files a/icons/Xeno/Effects.dmi and b/icons/Xeno/Effects.dmi differ
diff --git a/icons/Xeno/acidturret.dmi b/icons/Xeno/acidturret.dmi
index eaec2436421..9fd15a13f6a 100644
Binary files a/icons/Xeno/acidturret.dmi and b/icons/Xeno/acidturret.dmi differ
diff --git a/icons/Xeno/actions.dmi b/icons/Xeno/actions.dmi
index 2a4352eb9d4..d1dd26d3cbc 100644
Binary files a/icons/Xeno/actions.dmi and b/icons/Xeno/actions.dmi differ
diff --git a/icons/Xeno/castes/defender/steel_crest.dmi b/icons/Xeno/castes/defender/steel_crest.dmi
new file mode 100644
index 00000000000..414a578f107
Binary files /dev/null and b/icons/Xeno/castes/defender/steel_crest.dmi differ
diff --git a/icons/Xeno/castes/widow/basic.dmi b/icons/Xeno/castes/widow/basic.dmi
new file mode 100644
index 00000000000..f79a01f484b
Binary files /dev/null and b/icons/Xeno/castes/widow/basic.dmi differ
diff --git a/icons/Xeno/castes/widow/effects.dmi b/icons/Xeno/castes/widow/effects.dmi
new file mode 100644
index 00000000000..541c8d61711
Binary files /dev/null and b/icons/Xeno/castes/widow/effects.dmi differ
diff --git a/icons/effects/progressicons.dmi b/icons/effects/progressicons.dmi
index 659db025d1d..165cd4added 100644
Binary files a/icons/effects/progressicons.dmi and b/icons/effects/progressicons.dmi differ
diff --git a/icons/mob/AI.dmi b/icons/mob/AI.dmi
index 4270cd20133..98bae3d2ac7 100644
Binary files a/icons/mob/AI.dmi and b/icons/mob/AI.dmi differ
diff --git a/icons/mob/actions.dmi b/icons/mob/actions.dmi
index 1bc70194f39..4d8a83e7757 100644
Binary files a/icons/mob/actions.dmi and b/icons/mob/actions.dmi differ
diff --git a/icons/mob/clothing/mask.dmi b/icons/mob/clothing/mask.dmi
index f2c063094c9..920bf7ad0be 100644
Binary files a/icons/mob/clothing/mask.dmi and b/icons/mob/clothing/mask.dmi differ
diff --git a/icons/mob/order_icons.dmi b/icons/mob/order_icons.dmi
index 08722eac6cb..da4813fe898 100644
Binary files a/icons/mob/order_icons.dmi and b/icons/mob/order_icons.dmi differ
diff --git a/icons/obj/armored/3x3/apc.dmi b/icons/obj/armored/3x3/apc.dmi
index 6e507dcc3e9..c4a219b8570 100644
Binary files a/icons/obj/armored/3x3/apc.dmi and b/icons/obj/armored/3x3/apc.dmi differ
diff --git a/icons/obj/armored/3x3/apc_damage_overlay.dmi b/icons/obj/armored/3x3/apc_damage_overlay.dmi
index e3da1e1f15f..7a3b2203d7f 100644
Binary files a/icons/obj/armored/3x3/apc_damage_overlay.dmi and b/icons/obj/armored/3x3/apc_damage_overlay.dmi differ
diff --git a/icons/obj/clothing/belts.dmi b/icons/obj/clothing/belts.dmi
index f9c7af61a20..65d1f31a2f1 100644
Binary files a/icons/obj/clothing/belts.dmi and b/icons/obj/clothing/belts.dmi differ
diff --git a/icons/obj/clothing/masks.dmi b/icons/obj/clothing/masks.dmi
index 5a69e83c5ad..b7ecf3b3df3 100644
Binary files a/icons/obj/clothing/masks.dmi and b/icons/obj/clothing/masks.dmi differ
diff --git a/icons/obj/items/ammo.dmi b/icons/obj/items/ammo.dmi
deleted file mode 100644
index b7f04bc4761..00000000000
Binary files a/icons/obj/items/ammo.dmi and /dev/null differ
diff --git a/icons/obj/items/ammo/box.dmi b/icons/obj/items/ammo/box.dmi
new file mode 100644
index 00000000000..f346d1e21c5
Binary files /dev/null and b/icons/obj/items/ammo/box.dmi differ
diff --git a/icons/obj/items/ammo/energy.dmi b/icons/obj/items/ammo/energy.dmi
new file mode 100644
index 00000000000..a8d52c386b9
Binary files /dev/null and b/icons/obj/items/ammo/energy.dmi differ
diff --git a/icons/obj/items/ammo/flamer.dmi b/icons/obj/items/ammo/flamer.dmi
new file mode 100644
index 00000000000..da271eba147
Binary files /dev/null and b/icons/obj/items/ammo/flamer.dmi differ
diff --git a/icons/obj/items/ammo/handful.dmi b/icons/obj/items/ammo/handful.dmi
new file mode 100644
index 00000000000..46da9d0591f
Binary files /dev/null and b/icons/obj/items/ammo/handful.dmi differ
diff --git a/icons/obj/items/ammo/magazine.dmi b/icons/obj/items/ammo/magazine.dmi
new file mode 100644
index 00000000000..ecc7b1e2e79
Binary files /dev/null and b/icons/obj/items/ammo/magazine.dmi differ
diff --git a/icons/obj/items/ammo/misc.dmi b/icons/obj/items/ammo/misc.dmi
new file mode 100644
index 00000000000..04ccd5b9df6
Binary files /dev/null and b/icons/obj/items/ammo/misc.dmi differ
diff --git a/icons/obj/items/ammo/packet.dmi b/icons/obj/items/ammo/packet.dmi
new file mode 100644
index 00000000000..35411f5bdc6
Binary files /dev/null and b/icons/obj/items/ammo/packet.dmi differ
diff --git a/icons/obj/items/ammo/pistol.dmi b/icons/obj/items/ammo/pistol.dmi
new file mode 100644
index 00000000000..db124563518
Binary files /dev/null and b/icons/obj/items/ammo/pistol.dmi differ
diff --git a/icons/obj/items/ammo/revolver.dmi b/icons/obj/items/ammo/revolver.dmi
new file mode 100644
index 00000000000..fdf1a230b1f
Binary files /dev/null and b/icons/obj/items/ammo/revolver.dmi differ
diff --git a/icons/obj/items/ammo/rocket.dmi b/icons/obj/items/ammo/rocket.dmi
new file mode 100644
index 00000000000..41a4d64c13a
Binary files /dev/null and b/icons/obj/items/ammo/rocket.dmi differ
diff --git a/icons/obj/items/ammo/smg.dmi b/icons/obj/items/ammo/smg.dmi
new file mode 100644
index 00000000000..6ad205e3093
Binary files /dev/null and b/icons/obj/items/ammo/smg.dmi differ
diff --git a/icons/obj/items/ammo/stationary.dmi b/icons/obj/items/ammo/stationary.dmi
new file mode 100644
index 00000000000..2c516c9cd66
Binary files /dev/null and b/icons/obj/items/ammo/stationary.dmi differ
diff --git a/icons/obj/items/ammo/tank.dmi b/icons/obj/items/ammo/tank.dmi
new file mode 100644
index 00000000000..bacaad1cd53
Binary files /dev/null and b/icons/obj/items/ammo/tank.dmi differ
diff --git a/icons/obj/items/projectiles.dmi b/icons/obj/items/projectiles.dmi
index 971c4a043bb..a118f3ac22c 100644
Binary files a/icons/obj/items/projectiles.dmi and b/icons/obj/items/projectiles.dmi differ
diff --git a/icons/obj/machines/vending.dmi b/icons/obj/machines/vending.dmi
index 365d252ea4d..0b38ef29044 100644
Binary files a/icons/obj/machines/vending.dmi and b/icons/obj/machines/vending.dmi differ
diff --git a/icons/obj/smooth_objects/kutjevo_window_blue.dmi b/icons/obj/smooth_objects/kutjevo_window_blue.dmi
index 6b516831ff4..30956f90966 100644
Binary files a/icons/obj/smooth_objects/kutjevo_window_blue.dmi and b/icons/obj/smooth_objects/kutjevo_window_blue.dmi differ
diff --git a/icons/obj/smooth_objects/kutjevo_window_blue_reinforced.dmi b/icons/obj/smooth_objects/kutjevo_window_blue_reinforced.dmi
index 93a92e9d359..4c1fa21bf7c 100644
Binary files a/icons/obj/smooth_objects/kutjevo_window_blue_reinforced.dmi and b/icons/obj/smooth_objects/kutjevo_window_blue_reinforced.dmi differ
diff --git a/icons/obj/smooth_objects/kutjevo_window_frame.dmi b/icons/obj/smooth_objects/kutjevo_window_frame.dmi
index 75aad76d178..475bd35bc1c 100644
Binary files a/icons/obj/smooth_objects/kutjevo_window_frame.dmi and b/icons/obj/smooth_objects/kutjevo_window_frame.dmi differ
diff --git a/icons/obj/smooth_objects/kutjevo_window_frame_reinforced.dmi b/icons/obj/smooth_objects/kutjevo_window_frame_reinforced.dmi
new file mode 100644
index 00000000000..17ff73bb0b3
Binary files /dev/null and b/icons/obj/smooth_objects/kutjevo_window_frame_reinforced.dmi differ
diff --git a/icons/obj/smooth_objects/kutjevo_window_orange.dmi b/icons/obj/smooth_objects/kutjevo_window_orange.dmi
index 1a134280a66..ed111c40dc2 100644
Binary files a/icons/obj/smooth_objects/kutjevo_window_orange.dmi and b/icons/obj/smooth_objects/kutjevo_window_orange.dmi differ
diff --git a/icons/obj/smooth_objects/kutjevo_window_orange_reinforced.dmi b/icons/obj/smooth_objects/kutjevo_window_orange_reinforced.dmi
index 0bd175d34d3..be1d21426ba 100644
Binary files a/icons/obj/smooth_objects/kutjevo_window_orange_reinforced.dmi and b/icons/obj/smooth_objects/kutjevo_window_orange_reinforced.dmi differ
diff --git a/icons/obj/structures/crates.dmi b/icons/obj/structures/crates.dmi
index 686335a6cf2..8b26d49ab0d 100644
Binary files a/icons/obj/structures/crates.dmi and b/icons/obj/structures/crates.dmi differ
diff --git a/icons/obj/watercloset.dmi b/icons/obj/watercloset.dmi
index c18b9c79d27..571ed69013c 100644
Binary files a/icons/obj/watercloset.dmi and b/icons/obj/watercloset.dmi differ
diff --git a/icons/turf/floors/river_desert.dmi b/icons/turf/floors/river_desert.dmi
index 54d32ea291f..41296375e62 100644
Binary files a/icons/turf/floors/river_desert.dmi and b/icons/turf/floors/river_desert.dmi differ
diff --git a/interface/interface.dm b/interface/interface.dm
index 4c9153c29f5..6691a31ea5c 100644
--- a/interface/interface.dm
+++ b/interface/interface.dm
@@ -7,12 +7,11 @@
to_chat(src, span_warning("The wiki URL is not set in the server configuration."))
return
- if(alert("This will open the wiki in your browser. Are you sure?", "Wiki", "Yes", "No") != "Yes")
+ if(tgui_alert(src, "This will open the wiki in your browser. Are you sure?", "Wiki", list("Yes", "No"), 0) != "Yes")
return
DIRECT_OUTPUT(src, link(CONFIG_GET(string/wikiurl)))
-
/client/verb/boosty()
set name = "boosty"
set hidden = TRUE
@@ -21,12 +20,11 @@
to_chat(src, span_warning("The donation URL is not set in the server configuration."))
return
- if(alert("This will open the boosty in your browser. Are you sure?", "Forum", "Yes", "No") != "Yes")
+ if(tgui_alert(src, "This will open the boosty in your browser. Are you sure?", "Forum", list("Yes", "No"), 0) != "Yes")
return
DIRECT_OUTPUT(src, link(CONFIG_GET(string/donationurl)))
-
/client/verb/rules()
set name = "rules"
set hidden = TRUE
@@ -35,12 +33,11 @@
to_chat(src, span_warning("The rules URL is not set in the server configuration."))
return
- if(alert("This will open the rules in your browser. Are you sure?", "Rules", "Yes", "No") != "Yes")
+ if(tgui_alert("This will open the rules in your browser. Are you sure?", "Rules", list("Yes", "No"), 0) != "Yes")
return
DIRECT_OUTPUT(src, link(CONFIG_GET(string/rulesurl)))
-
/client/verb/discord()
set name = "discord"
set hidden = TRUE
@@ -49,12 +46,11 @@
to_chat(src, span_warning("The Discord URL is not set in the server configuration."))
return
- if(alert("This will open our Discord in your browser. Are you sure?", "Discord", "Yes", "No") != "Yes")
+ if(tgui_alert(src, "This will open our Discord in your browser. Are you sure?", "Discord", list("Yes", "No"), 0) != "Yes")
return
DIRECT_OUTPUT(src, link(CONFIG_GET(string/discordurl)))
-
/client/verb/github()
set name = "github"
set hidden = TRUE
@@ -63,12 +59,11 @@
to_chat(src, span_warning("The bug tracker URL is not set in the server configuration."))
return
- if(alert("This will open our bug tracker page in your browser. Are you sure?", "Github", "Yes", "No") != "Yes")
+ if(tgui_alert(src, "This will open our bug tracker page in your browser. Are you sure?", "Github", list("Yes", "No"), 0) != "Yes")
return
DIRECT_OUTPUT(src, link(CONFIG_GET(string/githuburl)))
-
/client/verb/webmap()
set name = "webmap"
set hidden = TRUE
@@ -79,7 +74,7 @@
return
var/map_url
- var/choice = alert("Do you want to view the ground or the ship?",,"Ship","Ground","Cancel")
+ var/choice = tgui_alert(src, "Do you want to view the ground or the ship?", "Webmap", list("Ship", "Ground"), 0)
switch(choice)
if("Ship")
map_url = SSmapping.configs[SHIP_MAP].map_file
diff --git a/interface/skin.dmf b/interface/skin.dmf
index 488811298bb..52a7aebd567 100644
--- a/interface/skin.dmf
+++ b/interface/skin.dmf
@@ -154,8 +154,8 @@ window "infowindow"
is-vert = false
elem "changelog"
type = BUTTON
- pos = 6,5
- size = 94x20
+ pos = 0,5
+ size = 90x20
anchor1 = 1,0
anchor2 = 16,0
saved-params = "is-checked"
@@ -163,7 +163,7 @@ window "infowindow"
command = "changelog"
elem "discord"
type = BUTTON
- pos = 100,5
+ pos = 90,5
size = 90x20
anchor1 = 16,0
anchor2 = 30,0
@@ -172,7 +172,7 @@ window "infowindow"
command = "discord"
elem "rules"
type = BUTTON
- pos = 190,5
+ pos = 180,5
size = 90x20
anchor1 = 30,0
anchor2 = 44,0
@@ -181,7 +181,7 @@ window "infowindow"
command = "rules"
elem "wiki"
type = BUTTON
- pos = 280,5
+ pos = 270,5
size = 90x20
anchor1 = 44,0
anchor2 = 58,0
@@ -190,7 +190,7 @@ window "infowindow"
command = "wiki"
elem "boosty"
type = BUTTON
- pos = 370,5
+ pos = 360,5
size = 90x20
anchor1 = 58,0
anchor2 = 72,0
@@ -199,7 +199,7 @@ window "infowindow"
command = "boosty"
elem "github"
type = BUTTON
- pos = 460,5
+ pos = 450,5
size = 90x20
anchor1 = 72,0
anchor2 = 86,0
@@ -208,15 +208,14 @@ window "infowindow"
command = "github"
elem "webmap"
type = BUTTON
- pos = 550,5
- size = 90x20
+ pos = 540,5
+ size = 95x20
anchor1 = 86,0
anchor2 = 100,0
saved-params = "is-checked"
text = "Webmap"
command = "webmap"
-
window "outputwindow"
elem "outputwindow"
type = MAIN
diff --git a/sound/AI/aileft.ogg b/sound/AI/aileft.ogg
new file mode 100644
index 00000000000..22a0a1b9c4c
Binary files /dev/null and b/sound/AI/aileft.ogg differ
diff --git a/sound/AI/aireport.ogg b/sound/AI/aireport.ogg
index 82e4ca425de..d1138563403 100644
Binary files a/sound/AI/aireport.ogg and b/sound/AI/aireport.ogg differ
diff --git a/sound/AI/bioscan.ogg b/sound/AI/bioscan.ogg
index 3ab30d73b23..8e28931c3ba 100644
Binary files a/sound/AI/bioscan.ogg and b/sound/AI/bioscan.ogg differ
diff --git a/sound/AI/bonus_climed.ogg b/sound/AI/bonus_climed.ogg
new file mode 100644
index 00000000000..7dbec57a306
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diff --git a/sound/AI/bonus_found.ogg b/sound/AI/bonus_found.ogg
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diff --git a/strings/tips/HvH.txt b/strings/tips/HvH.txt
index 64da5668684..9a1f1882523 100644
--- a/strings/tips/HvH.txt
+++ b/strings/tips/HvH.txt
@@ -1,18 +1 @@
-When fighting against other humans, standing in the open is the death sentence. Take cover behind walls and barricades, but most objects in the game will block 50% or more incoming projectile without blocking your own if you're standing next to it.
-SOM armor is better than marine armor against bullets, but worse against lasers, however bullets can inflict lasting injuries via shrapnel, fractures and delimbing!
-Volkite weaponry employed by the SOM can deflagrate a victim, burning everyone around them. Watch your spacing!
-Stun grenades are a powerful tool in Combat Patrol, inflicting substantial stagger and slowdown on anyone in range as well as blinding them. Just try not to catch your team in the blast.
-Points are scored for permanently killing enemies in Combat Patrol. Get revived instead of respawning to deny the enemy points!
-All guns have worse accuracy and scatter when firing on the move. Larger weapons tend to have bigger penalties so sometimes it's better to hold still.
-SOM have almost no access to any form of IFF, and the majority of their weapons are better at close range. As marines, keep them at a distance and funnel them into areas where they can't bring all their weaponry to bear!
-The Focus order increases your accuracy, while also letting you use aim mode without delay. High accuracy diminishes the effectiveness of cover, so punish enemies behind barricades with some focused fire!
-The faster you are moving, the more likely projectiles are to miss you. The Move order gives a bonus to this, in addition to directly boosting your speed.
-The more pain you are in, the lower your accuracy. Pop pain killers or take advantage of the Hold order to boost your accuracy when you're hurting.
-TerraGov doesn't officially recognise or consider themselves at war with the SOM. Therefore nothing you do can be considered a warcrime :^)
-In Combat Patrol, work with your team to flank the enemy and catch them out of cover and cut off their retreat.
-Grenades are your friends in Combat Patrol. Flush the enemy out of cover, or use them defensively to stop them from pushing your position.
-Most guns have an effective range much higher than the range you can see. In Combat Patrol don't be afraid to gun people down from off screen; watch where their bullets are coming from and send some back!
-Medics and Engineers can make a huge difference to how your team does in Combat Patrol. Put them to work and keep them safe and they are excellent force multipliers.
-With no shipside medical in Combat Patrol, groundside medbay can be extremely valuable - if you can get it powered, and hold it against the enemy.
-Don't worry if you die in Combat Patrol, the other team is OP.
-In Combat Patrol, a clever player can ambush the enemy by hiding in lockers, sleepers, under bodies, or many other crafty spots. Watch yourself!
\ No newline at end of file
+Боевой Патруль выпилили...
diff --git a/strings/tips/marine.txt b/strings/tips/marine.txt
index 98c54efe833..dd859223d0d 100644
--- a/strings/tips/marine.txt
+++ b/strings/tips/marine.txt
@@ -1,154 +1,126 @@
-Putting an instrument in your armor slot allows you to still be able to play it, charge into battle with song!
-Many maps spawn with free metal, plasteel and other important supplies in key spots. As a marine, remember to grab them and as a xeno, make sure to melt them.
-Trading your life for a Xenomorph's is almost always worth it.
-You do not need to be in harm intent to point blank xenomorphs!
-The mini map (green icon on the top of the screen) helps you know where the frontline is at and where revivable marines are. You can keybind it in game preferences.
-No round has ever been won behind a barricade.
-If the main push is stagnating and the area is congested, try to coordinate with a few others and go to a different area.
-When pushing into an area, check the flanks. Especially so in caves and enclosed spaces.
-Resin structures are weaker to melee than they are to bullets. Take out your knives, swords and bayonets!
-Always clear weeds and alien structures as you advance. A resin maze forces marines to engage in CQC against xenomorphs, which decreases your survival rate. That said, this increases your PB chances!
-Always check for traps beneath loose objects on weeds - it could save your FACE!
-As a human, you can do almost anything if you put your mind to it; it just takes time.
-You can link plasteel barricades together using a crowbar. Click one, and then click one adjacent. Repeat as needed.
-A lone marine is a dead marine and a happy xeno. Stick together!
-Be mindful when using hand grenades. Getting stunned or knocked over after priming a grenade will drop it at your feet. This is obviously very dangerous for not only you, but your friends as well.
-Watch out for friendly fire and marines not in aim mode. Make sure you're not walking into anyone's firing line, and make sure no one else is in yours!
-Some weapons permit aim mode, which prevents friendly fire. Use this behind marines and be a smartgunner-lite!
-While medics and doctors are best at it, anyone can use a defibrillator and operate the body scanner and autodoc medical system.
-While engineers and synthetics are best at it, anyone can build barricades and razorsharp obstacles.
-Anyone can make razor wire by using three metal sheets, which is four metal rods and barbed wire from metal sheets. Stop that crusher and bull from charging!
-Terra Experimental standard batteries can be recharged in APCs and power cell rechargers if the generators are on.
-If you aren't a squad marine, then you have a special room in prep with special gear vendors.
-Sidearms aren't complete garbage. They are often faster than reloading if in a very tight situation, it may save your life.
-The Revolver and Service Pistol can be decent primary weapons if used properly, though with the short magazine capacity, expect to run dry on ammo quick!
-There is no "best" loadout. Experiment and find what works for you.
-You have a variety of weaponry inside the Automated Weapon Closets, do not be afraid to experiment which one is best suited for your playstyle.
-There is "specialist" weaponry that can be ordered by Requisitions. However, they take a fairly high amount of points to order them. If the user dies irresponsibly while using these weapons, it will be a massive waste of points.
-Anything can be a weapon if you put your mind to it.
-You can check your wounds to see if they have been bandaged or salved by clicking on yourself while in help intent.
-You can check what part of your body is bleeding by shift-clicking on your person.
-Removing weeds as a marine means that xenomorphs cannot take advantage of the battlefield; your standard boot knife is great for doing this.
-Blue weeds and purple sticky resin slow you down. Get rid of them!
-During Self Destruct, green control rods are armed control rods. Each rods take 3 minutes to rise, forcing marines to hold Self Destruct for a total of 20 minutes. Collect all six!
-A fit marine can carry many weapons: in their armor, belt, even hanging from their back.
-Requisitions has many supplies to enhance the combat power of marine units, such as attachments, ammunition, and other toys; ask their crew what's in store and you may be pleasantly surprised. DISCLAIMER: Extra gears' availability is dependent on supply.
-As a marine, you can climb over waist-high obstacles like sandbags, window frames or tables by "SpecialClicking" (Default: CTRL+click) on them or drag-clicking yourself onto them.
-You can jump over waist-high obstacles like platforms, tables, and window frames, for a small stamina cost (Default: Spacebar).
-The Terra Experimental laser rifles have a mode selector that can be switched using the Unique Action command (Default: Spacebar). Some modes are better than other modes in specific circumstances.
-You can remove armor pieces (leg pieces, arm pieces and chest pieces) and armor modules (Valkyrie, Baldur, etc.) from the XM-02 Combat Exoskeleton by Alt+clicking the exoskeleton.
-You can customize armor pieces and the exoskeleton helmet using any kind of facepaint for a personal touch. Paint the armor pieces before you put them in the exoskeleton!
-If an M40 FLDP grenade collides with any mob when thrown, the mob will be lit in a light fire. Be careful throwing flares.
-SWAT masks ordered from Requisitions can block only one larval facehugger attack. If they successfully blocked an attempted attack, replace them immediately.
-Drag dead xenomorphs onto the Automated Storage and Retrieval System (ASRS) pad inside requisitions. Once the pad lowers with the applicable bodies, you will gain requisition points.
-To throw a grenade, Activate (Default: Z) the grenade while in the active hand. Then simply click where you want to throw it. Do not take too long!
-Quickly store items to a container (bags, satchels, belts, pouches) by pressing the Quick Equip (Default: E) key while holding an item and having a container open.
-Press Quick Equip (Default: E) while you are not holding an item to the active hand to draw the weapon from whatever preferred slot (Default: Suit Storage, can be customized at the Preferences tab) you selected, otherwise you will pull out any item from a container.
-Stasis bags do not pause xenomorph infection entirely, they only slow progress by a lot.
-Stasis bags prevents the DNR (do not revive) timer from ticking, meaning that if corpsmen have a lot of patients, they can prevent brain death via stasis bags.
-In the Crash gamemode, cooperate as a marine! Work as a squad to capture the disks and to detonate the nuclear bomb.
-In the Crash gamemode, remember that your objective is to secure all three disks, put the disks into the nuclear device and head home while the bomb is active. Xenos will keep on respawning until all of the marines are dead.
-While securing a FOB or securing a disk site, do not wander around outside! You will risk death by xenos who are comfy in sieging down the place.
-As an ERT member, stay with your teammates! Don't cower or seperate from them.
-As a marine, say '*medic' to call out for medical attention. You can keybind this in game preferences.
-As a human, hold and press Alt key (by default) to sprint, you will drain stamina while doing so.
-As a marine, wear a helmet. It prevents decapitation.
-As a marine, you can dual-wield some weapons to fire both at them at the same time. This will increase spread and decrease accuracy, however.
-As a marine, if you are trained enough to do so, you can perform a tactical reload by drag-clicking a magazine to the weapon in your active hand.
-As a human, when you are already infected, facehuggers will ignore you. But you still need medical attention regardless.
-As a marine, please try not to aim for the head. It benefits the xenomorphs as they will not take more damage on the head and when you commit friendly-fire, you might break their head instead. Aim for the center of mass!
-Not being ready at the start of the round means xenos get more burrowed larva, and that you don't get to play as quickly.
-As a squad marine, you can vend seperate Jaeger Pattern armor pieces and modules for the XM-02 Combat Exoskeleton from a Surplus Equipment Vendor. It is a modular piece of equipment after all.
-As a squad marine, you can practice using your weapons on the Firing Range.
-As a squad marine, you can handle every type of weapon featured in the game.
-As a squad marine, when you are in a tight situation, do not be a hero! Whenever possible, recover and re-arm and leave the enemies for another try.
-As a squad marine, do not be afraid to take risks. See a xeno that is almost dead and slowly retreating? Take the chance to charge and kill it! You have better chances to survive with a squadmate with you.
-As a squad marine, you can help out your squad by bringing extra ammunition and food to share.
-As a squad marine, you can take two two-handed guns, one in the suit slot and one on your back.
-As a squad marine, you can get attachments from the weapons vendors, usually in preparations.
-As a corpsman or engineer, your number one priority is NOT hunting down xenomorphs! Leave it to the combat marines. You have more essential and important tasks at hand.
-As a doctor, the cryotubes are excellent at dealing with basic damage.
-As a doctor, the cryotubes heal internal bleeding and fractures, although slowly.
-As a doctor, surgery time from fastest to slowest is: by hand, Autodoc manual, Autodoc automatic.
-As a doctor, the white webbing vest fits on your scrubs and can hold surgical tools.
-As a doctor, wear the surgical apron to help prevent infection while doing surgery.
-As a doctor, you've got access to the chemistry machine. Experiment to find the best medications.
-As a doctor, hygiene is important! Keep yourself clean to prevent infections.
-As an engineer, you can take sandbag barricades apart with your entrenching tool.
-As an engineer, you can repair barricades with a welder.
-As an engineer, C4 is cheaper but det packs are more versatile.
-As an engineer, det packs can be set on demolition mode for an explosive trap.
-As an engineer, you build barricades the fastest.
-As an engineer, repair the mining wells. These mining machines will mine phoron or platinum that can be used for requisitions, earning them more points!
-As an engineer, placing turrets on open spaces and without defenses is a poor choice.
-As a corpsman, the medevac stretcher needs to be linked to an active, powered beacon for it to teleport the patient.
-As a corpsman, the marines are counting on you to fix them up.
-As a corpsman, scan before you treat and you can't be beat.
-As a corpsman or doctor, remember that your HUD will tell you how much time is left to defibrillate a patient. From highest to lowest: yellow, orange and red.
-As a corpsman, remember to bring extra kelotane or dermaline to heal burn damage. Xenos love acid and burning marines.
-As a corpsman, hypervene is useful. Use it to purge deadly neurotoxins and larva-boosting growth hormones.
-The B18 armor from Requisitions has an built-in medical system. The Valkyrie Automedical Armor System can do the same for other armors.
-The V1 tarp (available from Requisitions) will blend you into the tile you're on once you cover yourself with it.
-The FL-84 flamethrower has an inbuilt fire extinguisher as an attachment.
-As the PO, pay attention to the radio! Who knows if someone needs immediate surgery or evacuation until their fate becomes worse?
-As the Captain, you have a unique Mateba revolver that takes a chunk of a target's healthpool down. However, you are important for completing the mission, so do not participate in active combat using the Mateba!
-Even if a patient dies a second after being successfully revived by a defibrillator, this resets the time it takes for them to become permanently brain dead.
-Don't forget that xenomorphs spawn infinitely during the Crash gamemode. Don't waste too much time hunting xenomorphs down!
-The AI and synthetics can talk together on their own channel using the :n or .n prefix.
-You can memorialize fallen marines by using their dogtags on the ship's memorial! Memorialized soldiers will be displayed at the end of the round.
-There are water canteens in the vendors. Stay hydrated.
-If a corpsman is tending to you, try and hold still.
-Moving around with broken bones is dangerous. It can cause organ damage, which requires immediate medical attention.
-Jetpacks can fly over most things. Use them to escape your poor decisions.
-You can fit pocket pistols in your boots.
-Ammo is plentiful. Bring a box with you.
-The RO works very hard. Be nice to them.
-While using aim mode, bipods and red-dot-sights allow you to shoot faster.
-Chemrette cigarettes can be very useful.
-Sleeping will slowly heal cloneloss.
-As a mech-pilot, speed is not very important.
-As a mech-pilot, keep a close eye on your teamates. You lead the front!
-As a mech-pilot, the only weapon that has IFF is the sniper, everything else can friendly-fire marines.
-As a mech-pilot, make sure to repair and reload often.
-As a flamer, you are a very valuable target. You clear resin walls and doors for marines to push. Just don't push marines into fire.
-Back fuel-tanks can be refilled via welding kits.
-White Phosphorus is very dangerous.
-Batteries for energy weapons can be primed into makeshift grenades with the help of a multitool.
-Gigachads leave the autodoc on automatic.
-You can fit tiny items into your helmet.
-The time it takes for you to wield your gun can be the difference between life and death.
-Switching to your sidearm is faster than reloading.
-You can preform a tactical reload by dragging a fresh magazine from your belt towards your gun.
-With your sidearm in hand, right-click a pistol pouch to instantly reload.
-You can turn the safety of your gun on.
-Depending on the tactical situations, smoke grenades can do more harm than good.
-A miner without a turret is a sitting duck.
-Crushers easily get trapped in razorwire.
-Do not under any circuimstances hug the rouny.
-Researchers can instruct Newt to follow them around by clicking Newt with a xenomorph analyzer.
-Dress to impress! Your fellow marines WILL notice how you look.
-You can wipe any bodypaint off your face with a piece of paper.
-The Sons of Mars reside on a Martian analogue called Cydonia. They haven't lived on Mars in centuries.
-The USL stands for the United State of Lepidoptera, a fringe-terrorist group with connections to an alleged "moth-people".
-Humans love fire. Xenomorphs hate it.
-The CL can order pizza with their fax-machine.
-Insulting your fellow marines is terrible for morale. Be kind.
-The admins are usually not out to get you.
-The most dangerous tactic is the unexpected.
-A single wraith can be fatal to the operation.
-The Baldur armor module significantly increases your light output. Become the flashlight you always wanted to be!
-Try not to bump into corpsmen. Your life might depend on it.
-With a cigarette pack in hand, target the mouth and click yourself to instantly take one.
-Spamming flares can be incredibly helpful, especially when the King uses Nightfall! Many marines cannot see in darkness, so if you lighten up the firing lane with flares, marines can shoot better.
-The cryopods in medbay heal most types of damage but not organ damage!
-When in doubt, throw them in the autodoc.
-Medbay may sometimes run out of power. To avoid this, scream at your nearest engineer to repair the fusion reactors or replace the power cell in medbay's APC.
-Doctor's Delight is one of the few healing chemicals that cannot be overdosed.
-Nanites are often not worth the risks.
-You can fit more than water in a canteen.
-15u from a standard inaprovaline injector will instantly heal 30% of all damage on someone in critical condition. They are in a critical state when they are laying on the ground, look asleep, and are gasping for air!
-There is a bazaar of weapons and tactics. Don't be afraid to find your niche!
-Always stick to your squad, or at least have a buddy.
-Walking to and from the FOB by yourself is an easy way to die.
-Xenomorphs are well-armored. Over time, their exoskeleton will wear down by sunder, and they will be very vulnerable.
-You can attach a bullet charger to a BR-127 to become a discount autosniper.
+Поместив музыкальный инструмент в слот брони, вы все равно сможете играть на нем, и вступайте в бой с песней!
+На многих картах в ключевых точках можно найти бесплатный металл, пласталь и другие важные предметы. Будучи морпехом, не забывайте ими пользоваться, а будучи ксеносом - переплавлять.
+Обмен вашей жизни на жизнь ксеноморфа почти всегда стоит того. Вас всё равно, скорее всего, поднимут на ноги.
+Мини-карта (зеленая иконка в верхней части экрана) поможет вам узнать, где находится линия фронта, а где - восстанавливаемые морпехи. Вы можете привязать ее к клавишам в игровых настройках.
+Еще ни один раунд не был выигран за баррикадой, сказал бы я. Инжестан - это долгая, скучная, но победа. Наверное...
+Если основной натиск застопорился и территория перегружена, попробуйте скоординироваться с другими морпехами и отправиться в другое место.
+Продвигаясь, следите за флангами. Особенно в пещерах и закрытых помещениях.
+Большинство смоляных конструкций слабы к ударам ближнего боя. Доставайте свои ножи, мечи и штыки!
+По мере продвижения всегда очищайте траву и строения ксеноморфов. Лабиринт из смолы вынуждает морпехов вступать в бой с ксеноморфами в ближнем бою, что снижает вашу выживаемость.
+Всегда проверяйте наличие ловушек под незакрепленными предметами на траве - это может спасти ваше лицо!
+Как человек, вы можете сделать практически все, если приложите к этому усилия. Просто на это нужно время.
+Вы можете соединить баррикады вместе с помощью лома. Нажмите на одну, а затем на соседнюю. Повторяйте действия по мере необходимости.
+Одинокий морпех - это мертвый морпех и счастливый ксенос. Держитесь вместе!
+Будьте внимательны при использовании гранат. Если вы будете оглушены или опрокинуты, она упадет под ваши ноги. Это очень опасно не только для вас, но и для ваших друзей.
+Следите за дружественным огнем и морпехами, не находящимися в режиме прицеливания. Убедитесь, что вы не заходите на чью-то линию огня, и убедитесь, что никто не находится на вашей!
+Некоторые виды оружия позволяют использовать режим прицеливания, который предотвращает дружественный огонь. Используйте это, прикрываясь морпехами, и станьте мини-смартганнером!
+Хотя медики и врачи лучше всего разбираются в своём деле, но любой может использовать дефибриллятор и управлять сканером тела и медицинской системой «Автодок».
+Инженеры и синтетики - лучшие специалисты в своём деле, но каждый может строить баррикады и колючки.
+Стандартные батареи Terra Experimental можно заряжать в APC и в зарядных устройствах, если включены генераторы.
+Если вы морпех, то у вас есть специальная комната в подготовке, где продается специальное снаряжение.
+Вторичное оружие не является полным мусором. В сложной ситуации оно может спасти вам жизнь.
+Револьверы и пистолеты могут стать достойным основным оружием при правильном использовании, хотя из-за небольшой емкости магазина патроны могут быстро закончиться.
+Не существует «лучшего» варианта снаряжения. Экспериментируйте и находите то, что подходит именно вам.
+В автоматических оружейных шкафах есть разнообразное оружие, не бойтесь экспериментировать, какое из них лучше всего подходит для вашего стиля игры.
+Есть и «специализированное» оружие, которое можно заказать через карго. Однако для их заказа требуется довольно большое количество очков. Если пользователь безответственно погибнет при использовании этого оружия, это будет огромной тратой очков.
+Оружием может стать все, что угодно, если приложить к этому усилия.
+Вы можете проверить свои раны, чтобы узнать, были ли они перевязаны или забинтованы, кликнув на себя в намерении помощи.
+Вы можете проверить, в какой части тела идет кровь, нажав на себя. Только не забудьте выключить режим самовреда.
+Удаление травы ксеноморфов за морпеха означает, что они не смогут воспользоваться преимуществами поля боя. Для этого отлично подходит ваш стандартный сапожный нож.
+Зелёная трава и фиолетовая липкая смола замедляют вас. Избавьтесь от них!
+Подготовленный морпех может носить много оружия: в броне, на поясе, даже на спине.
+В Карго есть множество предметов для повышения боевой мощи морпехов: навесное оборудование, боеприпасы и другие игрушки. Спросите у сотрудников карго, что есть в наличии, и вы можете быть приятно удивлены. Наличие дополнительных приспособлений зависит от поставок.
+Будучи морпехом, вы можете перебираться через препятствия высотой по пояс, такие как мешки с песком, оконные рамы или столы, нажимая на них «специальным щелчком» (по умолчанию: CTRL+ЛКМ) или перетаскивая себя на них.
+Вы можете перепрыгивать через препятствия высотой до пояса, такие как платформы, столы и оконные рамы, за небольшую трату выносливости (по умолчанию: пробел).
+Лазерные винтовки Terra Experimental имеют переключатель режимов, который можно переключить с помощью команды Unique Action (по умолчанию: пробел). Некоторые режимы лучше других в определенных обстоятельствах.
+Вы можете снять с боевого экзоскелета XM-02 части брони (части ног, части рук и части груди) и модули брони (Валькирия, Балдур и т. д.), нажав Alt+ЛКМ по экзоскелету.
+Для придания индивидуальности деталям брони и шлему экзоскелета можно использовать любую краску для лица. Покрасьте детали брони перед тем, как поместить их в экзоскелет!
+Если флаер M40 FLDP при броске столкнется с любым мобом, он загорится. Будьте осторожны, бросая флаера.
+Маски SWAT, заказанные в Карго, могут блокировать только одну атаку лицехвата. Если они успешно блокировали попытку нападения, немедленно замените их.
+Трупы ксеноморфов можно продавать в карго. Достаточно поднять их на лифте в карго, либо можно воспользоваться набором Фултона уже на земле.
+Чтобы бросить гранату, активируйте (по умолчанию: Z) гранату, находящуюся в активной руке. Затем просто нажмите на место, куда хотите бросить гранату. Только долго не думайте после активации.
+Чтобы быстро поместить предметы в контейнер (сумки, ранцы, пояса, подсумки), нажмите клавишу Quick Equip (по умолчанию: E), удерживая предмет и имея открытый контейнер.
+Нажмите Quick Equip (по умолчанию: E), когда вы не держите предмет в активной руке, чтобы достать оружие из выбранного вами слота (по умолчанию: Suit Storage, может быть настроено на вкладке Preferences), в противном случае вы достанете любой предмет из контейнера.
+Стазисные мешки не приостанавливают заражение лярвой полностью, они лишь значительно замедляют прогресс.
+Стазисные мешки предотвращают срабатывание таймера DNR (do not revive), а это значит, что если у медиков много пациентов, они могут предотвратить смерть мозга с помощью стазисных мешков.
+В режиме Crash вам предстоит сотрудничать с морпехами! Работайте в отряде, чтобы захватить диски и взорвать ядерную бомбу.
+В режиме Crash помните, что ваша цель - захватить все три диска, поместить их в ядерное устройство и отправиться домой, пока бомба активна. Ксеносы будут возрождаться до тех пор, пока все морпехи не погибнут.
+Во время охраны ФОБа или защиты диска не бродите снаружи! Вы рискуете погибнуть от рук ксеносов, которым удобно осаждать это место.
+Будучи членом группы быстрого реагирования, оставайтесь со своими товарищами по команде! Не бойтесь и не отделяйтесь от них.
+Будучи морпехом, произнесите «*medic», чтобы позвать медика. Вы можете привязать это к клавишам в игровых настройках.
+Будучи морпехом, носите хоть что-то на голове. Это предотвращает обезглавливание и перманентную смерть.
+Вы можете использовать двойное оружие, чтобы стрелять из обоих одновременно. Однако при этом увеличивается разброс и снижается точность.
+Если вы уже заражены, лицехваты будут игнорировать вас. Но вам все равно понадобится медицинская помощь.
+Будучи морпехом, старайтесь не целиться в голову. Ксеноморфы не получают больше урона по голове, а при дружественном огне вы можете сломать своим союзникам череп. Цельтесь в центр массы!
+Будучи морпехом вы можете обращаться почти со всеми видами оружия, представленными в игре. Ну, как минимум, это говорят цифры...
+Будучи морпехом, попав в сложную ситуацию, не геройствуйте! По возможности восстанавливайтесь, перевооружайтесь и не гонитесь за врагами, если вас никто не сможет спасти.
+Будучи морпехом в отряде, не бойтесь рисковать. Видите ксеноса, который почти мертв и медленно отступает? Воспользуйтесь возможностью напасть и убить его! У вас больше шансов выжить, если с вами будет товарищ по отряду.
+Будучи морпехом, вы можете помочь своему отряду, принеся дополнительные боеприпасы и еду.
+Морпех может взять с собой две пушки - одна в слоте костюма, другая на спине. На пояс или карман можно повешать кобуру для пистолета.
+Криокамеры отлично справляются с основными повреждениями. Также они медленно лечат внутренние кровотечения и переломы.
+Будучи врачом, наденьте белую хирургическую разгрузку, в которой можно хранить хирургические инструменты.
+Будучи врачом, вы имеете доступ к химическому раздатчику. Экспериментируйте, чтобы найти лучшие лекарства.
+Будучи инженером, вы можете разбирать баррикады из мешков с песком, используя лопату.
+Будучи инженером, вы можете ремонтировать баррикады с помощью сварочного аппарата и металла.
+Детпакеты можно перевести в режим разрушения для создания взрывной ловушки.
+Будучи инженером, ремонтируйте буры. Буры будут добывать форон или платину, которые можно продать в карго, зарабатывая тем самым больше очков!
+Будучи санитаром, носилки для эвакуации должны быть связаны с активным маяком, чтобы он мог телепортировать пациента.
+Санитар должен сканировать перед лечением. Иначе к вам будут подходить одни и те же люди и жаловаться на боль в пятке.
+Будучи санитаром или врачом, помните, что ваш HUD покажет вам, сколько времени осталось до окончательной смерти пациента. От максимума к минимуму: зелёный, жёлтый и красный.
+Санитару пригодится гипервен. Используйте его, чтобы очистить организм от ядов, алкоголя или передоза лекарствами.
+Броня Б18 из Карго имеет встроенную медицинскую систему. Система Valkyrie Automedical Armor System может сделать то же самое для других доспехов.
+Тарп V1, накрывшись которым, вы станете практически невидимым. Пожалуйста, не используйте его для растягивания раунда.
+Будучи офицером, обращайте внимание на рацию! Кто знает, нужна ли кому-то срочная операция или эвакуация, пока его судьба не стала еще хуже?
+В роли капитана, у вас есть уникальный револьвер «Матеба». Однако вы важны для завершения миссии, поэтому не участвуйте в активных боевых действиях, используя «Матебу»!
+Даже если пациент умирает через секунду после того, как его успешно оживили с помощью дефибриллятора, это сбрасывает время до окончательной смерти мозга.
+ИИ и синтетики могут общаться по собственному каналу, используя префикс :n или .n.
+Вы можете увековечить память погибших морпехов, используя их жетоны на корабельном мемориале! Почившие солдаты будут показаны в конце раунда. К сожалению, на это никто не обращает внимания.
+Если вас лечит медик, постарайтесь не шевелиться и толкаться. Это бесит и не слабо.
+Джетпаки способны быстро перебросить вас через большинство препятствий, в том числе людей и ксеносов. Используйте их, чтобы спастись от неверных решений или для погони за полумёртвым ксеносом.
+Карманные пистолеты можно носить в сапогах.
+Патроны имею свойство заканчиваться. Возьмите с собой ящик.
+Карговцы работают очень усердно. Будьте вежливы с ними. Даже если так не кажется, они просто учатся.
+При использовании режима прицеливания сошки и прицелы с красной точкой позволяют стрелять быстрее.
+Химреактивные сигареты могут быть очень полезны. Но от этого курение не перестаёт убивать.
+Сон будет медленно исцелять клеточный урон.
+В роли мех-пилота скорость не очень важна.
+В роли мех-пилота внимательно следите за своими товарищами по команде. Вы возглавляете фронт!
+В роли мех-пилота единственным оружием с IFF является снайперка, все остальное может вести дружественный огонь по морпехам.
+Будучи мех-пилотом, старайтесь часто ремонтироваться и перезаряжаться.
+Огнемётчики довольно полезные. Они очищают поле от построек ксеносов, спасают от лицехватов и убивают своих товарищей.
+Запасные топливные баки можно пополнить с помощью сварочных баков.
+Батареи для энергетического оружия можно превратить в самодельные гранаты с помощью мультитула.
+Гигачады оставляют автодок на автоматическом режиме. А хороший СМО должен уничтожать его.
+В шлем можно поместить крошечные предметы, как и в сапоги. Например, пиццу!
+Переключение на запасное оружие быстрее, чем перезарядка. Хотя... для кого как.
+Вы можете выполнить тактическую перезарядку, нажав оружием по магазину.
+Вы можете поставить оружие на предохранитель, чтобы потом забыть об этом.
+В зависимости от ситуации дымовые гранаты могут принести больше вреда, чем пользы.
+Бур без турели - легкая добыча.
+Ни при каких обстоятельствах не обнимайте Руню.
+Соберите свой дрип! Люди вокруг однозначно оценят это хотя бы не вслух.
+Любую краску с лица можно стереть листом бумаги.
+Дети Марса живут на марсианском аналоге Кидонии. На самом Марсе они не живут уже много веков.
+USL расшифровывается как United State of Lepidoptera (Объединенное Государство Чешуекрылых), это террористическая группировка, имеющая связи с предполагаемым «народом-мотыльком».
+Люди любят огонь. Ксеноморфы его ненавидят. Но обе стороны одинаково ярко горят.
+КЛ может заказать пиццу с помощью своего факса. Обратитесь к Санфорду.
+Оскорбление своих товарищей по морпехам плохо сказывается на моральном духе. Будьте добры.
+Администраторы, как правило, не пытаются вас достать... ЭТО ЛОЖЬ! НЕ ВЕРЬТЕ! ОНИ ВСЕ ХОТЯТ ВАС УНИ-
+Самая опасная тактика - неожиданная.
+Модуль брони Балдур значительно увеличивает световой поток. Станьте звездой, которой вы всегда хотели стать!
+С пачкой сигарет в руке нацельтесь на рот и нажмите на себя, чтобы мгновенно взять сигарету в рот.
+Раскидка сигнальных ракет может быть невероятно полезным, особенно когда король использует способность тушить фонари. Многие морпехи не видят в темноте, поэтому если осветить сигнальными ракетами полосу обстрела, морпехи смогут лучше стрелять.
+Криокамеры в медблоке исцеляют большинство травм, но не повреждения органов.
+Если сомневаетесь как лечить, бросайте пациентов в автодок. Это надолго, но лучше, чем ничего.
+Doctor's Delight - один из немногих лечебных химикатов, которым невозможно словить передоз.
+Наниты часто не стоят своего риска. Некоторые всё ещё не верят в это.
+15 ед. из стандартного инъектора инапровалина мгновенно исцелят 30% всех повреждений у человека в критическом состоянии. В критическом состоянии они лежат на земле, выглядят спящими и задыхаются!
+Существует множество оружия и тактик. Не бойтесь найти свою нишу!
+Всегда держитесь своего отряда или, по крайней мере, имейте друга. Нет, не в этом смысле...
+В одиночку добираться до ФОБа и обратно - легкий способ умереть.
+Ксеноморфы хорошо бронированы. Есть специальные патроны против брони. Меньше брони - больше урона.
+Если у вас мутнеет в глазах, это не всегда значит, что они повреждены. Возможно, это из-за нехватки крови в организме. Поешьте или попросите у медиков таблетки, что ускорят выработку крови.
+Если у вас сломаны кости в торсе или голове, старайтесь передвигаться как можно меньше. Иначе ваши внутренности будут повреждены и придётся искать того, кто сможет сделать операцию.
+Играя за синтетиков и роботов, вам всё равно на лицехватов. Они не смогут расти внутри вас.
+Не становитесь позади базутчика. Это будет больно. Не становитесь впереди базутчика. Это будет быстро.
+Синтетик понимает язык ксеноморфов и даже может общаться с ними на их языке. Это делает вас ближе.
diff --git a/strings/tips/meme.txt b/strings/tips/meme.txt
index 730712fc323..afc7a261ff1 100644
--- a/strings/tips/meme.txt
+++ b/strings/tips/meme.txt
@@ -1,46 +1,69 @@
-Tip: As a xeno, rip and tear, until it is done.
-Tip: Unga dunga.
-Tip: Shoot the xeno until it dies.
-Tip: winners don't do drugs.
-Tip: All the cool kids take combat stims.
-Tip: Don't die.
-Tip: If you're dumb, you die.
-Tip: The ship AI takes song requests.
-Tip: Get gud.
-Tip: Dying is a skill issue.
-Tip: Being in crit state is a skill issue.
-Traffic cones make nice hats.
-Requisition can buy yummy crayons for you to snack on.
-There are stories of strange grey people who sometimes board vessels in distress. Surely nothing more than a rumor...
-Rattle me bones!
-There is a way to hold hands via secret manouvers of the health-doll.
-Stop writing those weird flavortexts. You know who you are.
-WHERE IS YOUR BATTLE BUDDY, MARINE?!
-Xenos are underpowered, prove them wrong.
-Marines are underpowered, prove them wrong.
-Mothpeople are a myth and do not exist.
-Mothpeople are real and the government is covering them up.
-The government is just a myth started by the mothpeople.
-Cat girls only exist in another universe, and this is not the universe.
-Tips machine is broken, insert more tips.
-Sometimes, tips may be lying to you.
-I'm being held prisoner, forced to write these tips for eternity. Send help.
-Occasionally the tip of the round might lie to you. Don't panic, this is normal.
-PFC Jim did not make it.
-PFC Jim made it out ok.
-PFC Jim is trying to get TRICARE for life by serving TGMC for 20 years. Support him by giving him crayons.
-PFC Jim has a hot and sexy girlfriend. Pray that no Jodie is going to snatch her up.
-PFC Jim carries MRE, and so should you.
-The combat conga line is the ultimate power move.
-Pew pew makes beno big hurt.
-Specialists are removed, go ask requisitions for them.
-The TGMC Military Police did not do anything wrong.
-There is no such thing as renvager.
-Help, an invisible ravenger that breath fire is killing me.
-We do not consult warcrimes here.
-Rouny exists.
-Wake up.
-You are living in a simulation.
-Nanotrasen denies all involvement in the Great Rouny Massacre of 2433.
-Contrary to what the name may imply, "friendly-fire" is not very friendly at all.
-You can wear a facehugger as a mask.
+Совет: Будучи ксеносом, рвите, жрите, убивайте, пока вы не... о чём это я?
+Совет: Уга-буга.
+Совет: Стреляйте по ксеносам, пока они не умрут.
+Совет: Победители не используют наниты.
+Совет: Все крутые ребята используют боевые стимуляторы.
+Совет: Не умри.
+Совет: Если ты тупой - ты умрёшь.
+Совет: ИИ принимает запросы на песни.
+Совет: Научись играть.
+Совет: Смерть - это проблемы с навыком.
+Совет: Будучи в крите, вы демонстрируете свои проблемы с навыком.
+Из дорожных конусов получаются красивые шляпы.
+Можно купить вкусные мелки, чтобы перекусить ими по среди резни.
+Ходят истории о странных серых человечках, которые иногда поднимаются на борт полумёртвых судов. Конечно, это не более чем слухи...
+Погреми мне костями!
+Перестань писать эти странные флаворы. Лучше скинь мне своё фото в личку.
+ГДЕ ТВОЯ СИЛОВАЯ БРОНЯ, МОРПЕХ?!
+Ксеносы недостаточно сильны, докажите им обратное.
+Морпехи недостаточно сильны, докажите им обратное.
+Моли - это миф и их не существует.
+Моли существуют, а правительство их скрывает.
+Правительство - это просто миф, созданный молями.
+Кошкодевочки существуют, но только в другой вселенной.
+Автомат с советами сломался, вставьте новые советы.
+Меня держат в плену, заставляя писать эти советы. Помогите...
+Время от времени советы могут вас обманывать. Не паникуйте, это нормально, потому что делал их Бася.
+На самом деле, Санфорд - это нейронная сеть. И все это скрывают от одного тебя.
+Когда говорят о Пэпе, это говорят не о свинье.
+Коатс гей.
+Боевая линия «конга» - это ульта со стороны маринов.
+Пив-пав делает беносам больно.
+На самом деле, никто не знает как играть в эту игру.
+Военная полиция TGMC не сделала ничего плохого.
+Не существует такого понятия, как "рава". Есть только "ДА КАК ТВОЮ МАТЬ УБИТЬ ЭТУ СКАТИНУ КОТОРАЯ ПРОСТО ГУЛЯЕТ ПОСРЕДИ ТОЛПЫ И РЕГЕНИТСЯ БЫСТРЕЕ ПУЛИ?7?"
+ПОНЕРФИТЕ КРАШЕРА!1!
+Мы не обсуждаем здесь военные преступления.
+Руня существует.
+НаноТрейзен отрицает свою причастность к Великой Резне Руни 2433 года.
+Вопреки названию, «дружественный огонь» совсем не дружественный.
+Вы можете носить лицехвата как маску. - Ксенос Ксенович (2249 - 2490)
+Блундир миф.
+Если по вам ударила молния - это знак. Продолжайте.
+Тартала никому ничего не должен.
+When you can't even say my name. Has the memory gone? Are you feeling numb? Go and call my name. I can't play this game, so I ask again. Will you say my name? Has the memory gone? Are you feeling numb? Or have I become invisible?
+!епы срусл
+Покер - это не единственное, чем можно заняться в этой игре.
+Порой.
+УМОМ УМОМ УМОМ УМОМ УМОМ УМОМ УМОМ УМОМ УМОМ УМОМ УМОМ УМОМ УМОМ УМОМ УМОМ УМОМ УМОМ УМОМ УМОМ УМОМ УМОМ УМОМ.
+Опять эти... Ну как их там...
+Nen ljk;ty ,snm rhenjq cjdtn? yj z ghjcnj gjvtyz. hfcrkflre nbgf cvbiyj/
+ГОООООООООООООООООООООООООООООООООООООООЛ!
+Ж*нщина - это то, о чём нельзя говорить. Это сводит их с ума.
+Играя за КАС, артиллериста или базутчика, знайте - не вы в этом виноваты.
+Играя за синтетика, задайте кнопку на "/me кристалически пое#бать".
+Капитана никто не слушает. Это база. За это нужно бить.
+Помните, что за роль клоуна платят деньги. Ещё одна причина назвать игру пей ту вин помойкой.
+Сибиряка разбанили!
+Обезглавленый синтетик остаётся живым. Голову можно использовать как... эээ... НЕТ, ЗАБУДЬТЕ. Отдайте её медикам.
+Иногда, один администратор под ником Нехочуха, будет делать всё, чтобы вы померли к чертям. Бейте его в ответ при первой же возможности.
+Будучи морпехом, не забывайте о распрыжке. Всё работает точь-в-точь как в играх на движке Source. Не забудьте взять нож в руки для достижения максимальных скоростей.
+Здесь находится человек, из-за которого забанили Дискорд в России.
+КТО ЗДЕСЬ?! Хм... возможно ветер...
+Инжестан - это маленькое государство, что никак не может укрепиться на одном месте. Скорее всего, Артём делает что-то не так...
+На самом деле, синтетики - это куклы Барби, которых привезли на потеху морпехам.
+Ну давай-давай, нападай! Ну давай-давай, нападай! Ну давай-давай, нападай! Ну давай-давай, нападай! Ну давай-давай, нападай!
+Часто будет выходить так, что турель играет лучше всех морпехов. Можете попробовать спросить у них как это делать, но чаще всего они отмалчиваются, потому что админы замутили их за спам в общий радио канал.
+Loy, motherfucker, learn Russian, NOW!
+Боесинтов боятся больше всего. Сама администрация дрожит уже с того факта, что у синта в руках оружие.
+Некотоые местные традиции придумывают безумцы, что чаще всего не очень хорошо.
diff --git a/strings/tips/meta.txt b/strings/tips/meta.txt
index 71e0b42e939..d2f5c9ef6aa 100644
--- a/strings/tips/meta.txt
+++ b/strings/tips/meta.txt
@@ -1,25 +1,24 @@
-Dying is part of the game.
-While holding nothing in your active hand, click a person on fire with help intent to put the fire out. This applies both xenos and humans.
-You can select locations on the targeting doll in your HUD by using the number pad.
-While you have your throw mode active, you can automatically catch things that are thrown at you, if you are able to hold the item as a species.
-Sometimes you won't be able to avoid dying no matter how good you are at the game. Try not to stress too much about it.
-When a round ends, nearly everything about it is lost forever. Leave your salt behind with it.
-Some people are unable to read text on a game where half of it is based on text.
-This is a game that is constantly being developed. Expect things to be added, removed, fixed, oudated and broken on a daily basis.
-In maps where there is water, you can simply run to rivers or areas where there is water to extinguish yourself while on fire.
-In the character setup screen, you can set your keybinds to control actions much more easily.
-While alive, use 'resist' (Default: B) to stop, drop and roll when on fire. Humans can also use the resist command to struggle out of warrior grabs or to simply unbuckle from a chair.
-Help Intent (Default: 1) allows you to exchange positions with another mob with their help intent active. Other intents (Disarm, Grab or Harm) will push mobs aside.
-When in doubt: Adminhelp for problems with people violating the rules, Mentorhelp for questions that you want to know the answer to.
-Check the SS13 Webmap to learn the layout of the ship or the map currently in play.
-After you have ghosted out of the game (either from dying, cryo or manual ghost), you can respawn back into the game after waiting for 30 minutes (as a marine) or if there is a larva available (as a xenomorph).
-To sing, add "%" before any text. Singing on radios will not work, but singing on intercomms will.
-You can respawn during End-Of-Round Deathmatch in the OOC tab.
-Sundering reduces the effectiveness of xeno armor by percentage. Some xenomorph castes can heal and decrease sunder. Resting heals sunder, but slowly.
-When you want to claim a mob, claim it now! Others will claim it as soon as they are available.
-You can customize your ghost using the Ghost Customization command under the Preferences tab.
-As either a marine or a xeno, you will die quickly and horribly if you find yourself in a pressureless enviroment (a.k.a spess).
-There are no such things as macros, only keybinds.
-Communication, be it from a marine to a marine, a drone to the queen, or command to everyone, is vital and information on flanks can change how the entire round plays out.
-As an alien or marine, be careful of the flank, regardless of if the push is going well or stalling out.
-Half of getting good is knowing to be aggressive. The other half is knowing when not to be aggressive.
+Умирать - это часть игры.
+Не держа ничего в активной руке, нажмите на горящего человека с намерением помочь. Это касается как ксеносов, так и людей.
+Вы можете выбирать места на таргет-кукле в вашем HUD с помощью нум-пада.
+Пока у вас активен режим броска, вы можете автоматически ловить брошенные в вас предметы. Включая лицехватов.
+Иногда вам не удастся избежать смерти, как бы хороши вы ни были в игре. Артиллерия, воздушная поддержка и люди с базуками слишком непредсказуемы.
+Когда раунд заканчивается, почти все, что в нем было, теряется навсегда. Оставляйте свою соль вместе с ним.
+Некоторые люди не читают текст в игре, половина которой основана на тексте.
+Это игра, которая постоянно совершенствуется. Ожидайте, что ежедневно в нее будут добавляться, удаляться, исправляться, устаревать и ломаться новые вещи. Как минимум, пользуйтесь этим ради веселья.
+На картах, где есть вода, просто нырните в водоём, чтобы потушиться.
+На экране настройки персонажа можно гораздо удобнее настроить привязки клавиш для управления действиями.
+Если вы горите, используйте команду «Resist» (по умолчанию: B), чтобы остановиться, упасть и перекатиться. Люди также могут использовать команду «Resist», чтобы вырваться из захвата Вариора или просто отстегнуться от стула.
+Намерение помочь (по умолчанию: 1) позволяет вам поменяться позициями с другим мобом, у которого активно намерение помочь. Другие намерения (обезоружить, схватить или нанести вред) отталкивают мобов в сторону.
+В сомнительных случаях: Adminhelp для проблем с людьми, нарушающими правила. Mentorhelp для вопросов, на которые вы хотите узнать ответ.
+После того как вы вышли из игры (либо в результате смерти, либо в криокамере, либо вручную), вы можете снова появиться в игре, подождав 15 минут (в роли морпеха) или если доступна лярва(в роли ксеноморфа).
+Чтобы спеть, добавьте «%» перед любым текстом. Пение по радио не работает, но работает пение по интеркому.
+Вы можете переродиться во время End-Of-Round Deathmatch во вкладке OOC. Постреляйте от души!
+Сандеринг снижает эффективность брони ксеносов на какой-то процент. Некоторые касты ксеноморфов могут исцелять сандер. Отдых лечит сандер, но медленно.
+Если вы мертвы и вы хотите поиграть за Т0 касты ксеноморфов или ССД-игроков, то сделайте это прямо сейчас! Будучи в госте изучите кнопки в верхнем левом углу экрана.
+Вы можете настроить своего призрака с помощью команды Ghost Customization на вкладке Preferences.
+Будучи морпехом или ксеносом, вы умрете быстро и ужасно, если окажетесь в среде без давления (она же - космос).
+Макросов не существует, есть только привязки клавиш. Ещё есть читы, но не советую...
+Общение, будь то от морпеха к морпеху, от дрона к королеве или от команды ко всем, жизненно важно, и информация о флангах может изменить ход всего раунда.
+Следите за флангом, независимо от того, идет ли натиск хорошо или застопорился.
+Половина успеха - это умение быть агрессивным. Другая половина - знать, когда не стоит проявлять агрессию.
diff --git a/strings/tips/xeno.txt b/strings/tips/xeno.txt
index 62b8e2b1aad..36f74b7b2d7 100644
--- a/strings/tips/xeno.txt
+++ b/strings/tips/xeno.txt
@@ -1,66 +1,58 @@
-As a xeno, you can freely melt barricades while in boiler or defiler gas as long as you can click on the right spot. The gas is also a really good hiding spot to launch ambushes from without marines being aware of you.
-As a xeno, always thank your drones and hivelords for supporting the hive!
-As a xeno, you can drag any item, but you must wait through an actionbar before you can do so!
-As a xeno, do not fight as a young xenomorph.
-Most alien deaths are caused by over-aggression. Rein yourself in, or you may find yourself dying round after round.
-As a xeno, if you have difficulty clicking marines, try using bump slash. You can use movement keys to slash marines. That said, clicking marines to slash them is faster than bump slashing!
-It is EXTREMELY IMPORTANT that you as a xenomorph have your abilities set up on keybinds. Ask for help if you don't know how in XOOC or mentorhelp.
-In the xeno tab, you can use the "crawl through vent" verb to quickly find and use vents in the floor without having to Alt-click them. You can also keybind it!
-As a xeno, it is faster to re-fill an empty acid well than rolling on the ground to put out a fire.
-As a xeno, acid wells extinguish fire and explode into an acid cloud when destroyed. The Queen, the Shrike, praetorians, boilers, and hivelords can make acid wells.
-The Queen, the King, the Shrike, and hivelord have access to Queen's Blessing, a menu for the hive to use psychic points to give xenomorphs a cutting edge in the battlefield.
-If you have acid spit, you can spit at a welding fuel tank to blow it up. If the welding fuel is near hostiles, you might give them a pleasant surprise!
-As a xeno, check hive status often.
-Some xenos have pheromones that can help the hive. Frenzy increases speed, Warding increases armor, and Recovery increases healing.
-The King has the strongest pheromones, followed by the Queen, praetorians, Hivemind, the Shrike and hivelords, defilers, and carriers. Drones have the weakest pheromones.
-Some xenos can recycle the bodies of their fallen hive members. Use this to your advantage to prevent marines from getting points for their Requisitions orders!
-As a xeno, you can pounce past window frames and barricades without barbed wires.
-As a xeno, pouncing into a barricade with barbed wire causes you to bounce off the barricade.
-As a xeno, aging from young to mature gives you the most benefit, further aging has diminishing returns.
-As a xeno, remember that neurotoxin injected can overdose, killing a marine quickly.
-As a xeno, you can crawl through holes in walls made by acid by SpecialClicking (Default: CTRL+click) on them or click-dragging yourself on them. If you're too big to pass through, you'll damage the wall instead.
-As a xeno, you can climb over window frames by jumping (Default: Spacebar), SpecialClicking (Default: CTRL+click) on them, or click-dragging yourself on them.
-As a xeno, do not camp the landing zones prior to the marines building their defenses.
-As a xeno, do not block other xenos' paths when they are retreating. Circumvent this by being on Help Intent or by simply moving away.
-As a xeno, green weeds help you heal faster, blue weeds slow down marines, and weeds with no colors are normal weeds. Rest on the green weeds to heal faster!
-As a larva, ask your hive leader what you should evolve into. If nobody responds, you can check hive status to see what xenomorphs need the most.
-As a larva, you can slide under unbolted and unwelded doors by clicking on the door.
-As a larva, stay on weeds while growing. You will grow faster as a result.
-As a runner, warlock, or larva, you can pass over window frames without climbing onto them beforehand.
-As a drone or sentinel, your corrosive acid is very weak, but it's better than nothing.
-As a xeno, spread weeds as much as you can, especially near the front-line fighters.
-Before you evolve into the Hivemind as a drone, hide in a secure area! Once you evolve, you will create a core that cannot be moved.
-As a carrier, you can hit a host directly with a thrown facehugger to have a high chance of infecting them near instantly. This will take time, however.
-As a carrier, you can hide traps beneath certain objects and items.
-As a hunter, you have almost perfect stealth if you stand still.
-As a ravager or the Queen, you are fire-resistant, NOT fireproof. You can still get lit on fire, but you take very little damage from it. As the King, however, you're fireproof until your armor is damaged by sunder.
-As a spitter, boiler, praetorian, or the Queen, take advantage of unguarded barricades and defenses; melt or constantly spit acid on them if you can.
-As a boiler, primordial hivelord, the King or the Queen, you have the most powerful corrosive acid for melting things.
-As the Shrike, take advantage of your psychic abilities. Use Psychic Fling and Unrelenting Force to displace a marine or even push certain and hazardous objects towards your enemies and vice versa.
-As the Queen, your screech does not only affect the mobs on view, but affects through walls or gases. However, the effect of the screech will be reduced.
-As a drone, hivelord, Hivemind, Shrike, and the Queen, a large maze is almost always a good investment.
-As a drone, hivelord, Hivemind, Shrike, and the Queen, be clever with your walling. Try to allow for as much fluid movement as possible.
-Sticky resin can act as the path for your maze to be built around.
-The Hivemind is very skilled at flanking marines. Wait for them to push, and wall them off from behind!
-Praying to the Queen-Mother will usually net a response.
-Your queen is your lifeline. Try to listen to her.
-As a hunter, the movement of your Mirage is controlled by your intent.
-Defenders have a very small window to sweep grenades back at marines with their tail.
-Aiming for the head is a good long-term investment, causing brain damage on marines.
-Aiming for the chest can easily damage someone's liver, lungs, or even heart.
-Arms and legs are particularly vulnerable to damage.
-As a xeno, to be robust is to know when to disengage.
-As a xeno, in a duel, observe your enemy. They are likely predictable.
-The Queen-Mother has put a lot of faith into your hive. It would be a shame to let her down.
-As a xeno, attack between the delay of a shotgun being fired.
-As a xeno, listen to the sound of your enemy's magazine! If it sounds hollow, it will soon be empty.
-As a xeno, strike hard and fast.
-As a xeno, you are not disposable. However, sacrificing your life to save the Queen is widely respected.
-A fortified defender is one of the best ways to stall a push.
-Skilled defilers can easily kill any marine in a span of seconds.
-As a xeno, always have an escape plan.
-Tileswapping marines via help intent can have interesting consequences.
-As a boiler, you'll begin to glow with the more globules you have stored.
-If you see a red dot, RUN!
-Allowing marines to push caves only to block off their exit is hillariously effective.
-As a xeno, a Tier 3 unit takes up both a Tier 3 and Tier 2 slot.
+Будучи ксеносом, вы можете спокойно плавить баррикады, находясь в газе Дефайлера или Бойлера, если только сможете кликнуть в нужную точку. В газе также очень удобно прятаться, чтобы устраивать засады так, чтобы морпехи не заметили вас.
+Будучи ксеносом, всегда благодарите своих Дронов и Лордов за поддержку улья!
+Будучи ксеносом, вы можете перетащить любой предмет, но для этого необходимо дождаться выполнения действия.
+Будучи ксеносом, не сражайтесь в роли поддержки. Вы должны находиться в тылу.
+Большинство смертей ксеносов вызвано чрезмерной агрессией. Сдерживайте себя, иначе вы будете умирать чаще других.
+Будучи ксеносом, если вам трудно нажимать на морпехов, попробуйте с намереньем вреда просто нажимать в сторону вашей цели. Не стопит целиться прямо на спрайт. Также, вы можете использовать клавиши движения, чтобы резать морпехов.
+Крайне важно, чтобы вы, играя за ксеноморфов, настроили свои способности на привязку к клавишам. Если вы не знаете, как это сделать, обратитесь за помощью в XOOC или mentorhelp.
+Будучи ксеносом, быстрее потушиться об кислотный колодец, чем кататься по земле, чтобы потушить огонь. Также колодцы помогают против липких гранат.
+Будучи ксеносом, кислотные колодцы тушат огонь, а при уничтожении взрываются кислотным облаком. Создавать кислотные колодцы могут Королева, Шрика, Преторианцы, Бойлеры, Хайвлорды и даже Дроны.
+Королева, Король, Шрика, Хайвмайнд и Хайвлорд имеют доступ к «Благословению королевы» - меню, позволяющее улью использовать пси-очки, чтобы дать ксеноморфам преимущество на поле боя.
+Если у вас есть кислотный плевок, вы можете плюнуть в бак с горючим для сварки, чтобы взорвать его. Если бак со сварочным топливом находится рядом с врагами, вы можете устроить им неприятный сюрприз!
+Будучи ксеносом, часто проверяйте состояние улья. Возможно, у вас давно проблемы в тылу...
+Некоторые ксеносы обладают феромонами, которые могут помочь улью. Frenzy увеличивает скорость, Warding - броню, а Recovery - исцеление.
+Самые сильные феромоны у Короля, за ним следуют Королева, Преторианцы, Шрика, чуть слабее у Хайвмайнда, Хайвлорда, Дефайлеров и Керриеров. У Дронов самые слабые феромоны.
+Некоторые ксеносы, могут перерабатывать тела павших членов улья. Используйте это в своих интересах, чтобы не дать морпехам получить очки за их тела в карго!
+Будучи ксеносом, вы можете проскакивать мимо оконных рам и баррикад без колючей проволоки.
+Будучи ксеносом, вы можете пролезать через дыры в стенах, сделанные кислотой, нажав по ним специальным щелчком (по умолчанию: Ctrl-ЛКМ) , или же перетащив себя на них. Если вы слишком велики, чтобы пролезть, то вместо этого вы сломаете стену.
+Будучи ксеносом, вы можете перепрыгнуть (по умолчанию: Space) или перелезть через оконные рамы, нажав на них специальным щелчком (по умолчанию: CTRL-ЛКМ) или перетащив себя на них.
+Будучи ксеносом, не преграждайте путь другим ксеносам, когда они отступают. Чтобы предотвратить это, можно использовать зеленый интент или просто отойти с дороги.
+Будучи ксеносом, белая трава помогает вам быстрее исцелиться, зелёная замедляет морпехов, а фиолетовая трава - это обычная трава. Отдыхайте на белой траве, чтобы быстрее вылечиться!
+Будучи Лярвой, спросите у лидера улья, во что вам следует эволюционировать. Если никто не ответит, вы можете проверить состояние улья и узнать, в чем ксеноморфы нуждаются больше всего.
+Будучи Лярвой, вы можете проскользнуть под незакрепленными и незаваренными дверями, щелкнув по ним.
+Будучи Лярвой, во время роста оставайтесь на траве. Так вы будете расти быстрее.
+В роли Руни, Пантеры, Варлока или Лярвы вы можете проходить через оконные рамы, не забираясь на них предварительно.
+В качестве Дрона или Сентинеля ваша разъедающая кислота очень слаба, но это лучше, чем ничего.
+Будучи ксеносом, сейте траву как можно чаще, особенно рядом с бойцами на передовой. Она лечит и немного ускоряет ксеносов.
+Прежде чем эволюционировать в Хайвмайнда, спрячьтесь в безопасном месте! Когда вы эволюционируете, вы создадите ядро, которое нельзя будет сдвинуть с места.
+В роли Керриера, вы можете напрямую ударить будущего носителя лицехватом, чтобы иметь высокий шанс заразить его почти мгновенно. Однако на это потребуется время.
+Будучи Керриером, вы можете прятать ловушки под некоторыми объектами и предметами.
+В роли Хантера у вас почти полная невидимость, если вы стоите на месте.
+Будучи Равагером или Королевой, вы устойчивы к огню, но не огнеупорны. Вас все еще можно поджечь, но вы получаете очень мало урона. А вот уже Король, огнеупорен, но до тех пор, пока его броня не будет повреждена.
+Будучи Спиттером, Бойлером, Преторианцем или Королевой, пользуйтесь неохраняемыми баррикадами и защитными сооружениями; плавьте их или постоянно плюйтесь кислотой, если можете.
+У Бойлера, примо Хайвлорда, Короля и Королевы - самая едкая кислота для расплавления всякого.
+Будучи Шрикой, пользуйтесь своими экстрасенсорными способностями. Используйте Psychic Fling и Unrelenting Force, чтобы сместить морпеха или даже подтолкнуть определенные и опасные предметы к врагам и наоборот.
+Будучи Королевой, ваш крик действует не только на мобов в поле зрения, но и проникает сквозь стены или газы. Однако эффект от крика будет снижен.
+Для Дрона, Хайвлорда, Хайвмайнда, Шрики и Королевы большой лабиринт - почти всегда хорошее вложение средств. Но только если морпехам не хватит мозгов запустить ОБ...
+Будучи Дроном, Хайвлордом, Хайвмайндом, Шрикой или Королевой, умно распоряжайтесь своими стенами. Постарайтесь обеспечить как можно больше свободного движения для своей команды.
+Липкая смола может служить дорожкой, вокруг которой будет строиться лабиринт.
+Хайвмайнд очень искусен в обходе морпехов с фланга. Дождитесь, когда они начнут наступать, и застройте их сзади!
+Молитва Королеве-матери обычно приносит ответ.
+Ваша Королева - ваше всё. Постарайтесь прислушаться к ней.
+Будучи Хантером, движение ваших копий зависит от вашего интента, в зеленом они будут отступать, в красном же будут атаковать.
+У Дефендера и Шрики есть возможность откидывать гранаты назад их отправителям.
+Перелом головы - хорошая долгосрочная инвестиция, вызывающая у морпехов повреждение мозга.
+Перелом груди может легко повредить печень, легкие или даже сердце.
+Руки и ноги особенно уязвимы для повреждений.
+Будучи ксеносом, нужно знать, когда отступать.
+Будучи ксеносом, во время дуэли наблюдайте за противником. Они, чаще всего, предсказуемы.
+Королева-мать оказала большое доверие вашему улью. Было бы обидно подвести ее.
+Будучи ксеносом, прислушивайтесь к звуку магазина вашего врага! Если он звучит пусто, очевидно, он скоро он опустеет.
+Будучи ксеносом, бейте сильно и быстро.
+Будучи ксеносом, помните, вас никто не сможет возродить. Однако пожертвовать своей жизнью ради спасения королевы - это достойно уважения.
+Хороший Дефендер - один из лучших способов задержать натиск.
+Опытные Дефайлеры могут легко убить любого морпеха за считанные секунды.
+Будучи ксеносом, всегда имейте план побега.
+Обмен местами с морпехами через зеленый интент может привести к интересным последствиям.
+Бойлер начинает светиться тем сильнее, чем больше у него снарядов. Но вместе с этим время перезарядки выстрела уменьшается.
+Если вы видите красную точку - БЕГИТЕ!
diff --git a/tgmc.dme b/tgmc.dme
index b9838d62d37..af8a46b0cda 100644
--- a/tgmc.dme
+++ b/tgmc.dme
@@ -210,6 +210,7 @@
#include "code\_globalvars\lists\client.dm"
#include "code\_globalvars\lists\flavor_misc.dm"
#include "code\_globalvars\lists\hud.dm"
+#include "code\_globalvars\lists\icons.dm"
#include "code\_globalvars\lists\keybinding.dm"
#include "code\_globalvars\lists\mapping.dm"
#include "code\_globalvars\lists\mobs.dm"
@@ -367,7 +368,6 @@
#include "code\datums\outfit.dm"
#include "code\datums\personal_statistics.dm"
#include "code\datums\progressbar.dm"
-#include "code\datums\quick_load_outfits.dm"
#include "code\datums\recipe.dm"
#include "code\datums\round_statistics.dm"
#include "code\datums\saymode.dm"
@@ -385,10 +385,13 @@
#include "code\datums\actions\bump_attack_toggle.dm"
#include "code\datums\actions\innate.dm"
#include "code\datums\actions\item_action.dm"
+#include "code\datums\actions\item_toggles.dm"
#include "code\datums\actions\observer_action.dm"
#include "code\datums\actions\order_action.dm"
#include "code\datums\actions\skill.dm"
+#include "code\datums\actions\weapon_actions.dm"
#include "code\datums\actions\xeno_action.dm"
+#include "code\datums\actions\species_actions\robot_action.dm"
#include "code\datums\actions\species_actions\sectoid_action.dm"
#include "code\datums\autocells\auto_cell.dm"
#include "code\datums\autocells\explosion.dm"
@@ -409,12 +412,14 @@
#include "code\datums\components\connect_mob_behalf.dm"
#include "code\datums\components\deployable_item.dm"
#include "code\datums\components\dripping.dm"
+#include "code\datums\components\easy_restock.dm"
#include "code\datums\components\grillable.dm"
#include "code\datums\components\harvester.dm"
#include "code\datums\components\health_stealth.dm"
#include "code\datums\components\jump.dm"
#include "code\datums\components\largeobjecttransparency.dm"
#include "code\datums\components\larva_queue.dm"
+#include "code\datums\components\magazine_catcher.dm"
#include "code\datums\components\mobile_power.dm"
#include "code\datums\components\orbiter.dm"
#include "code\datums\components\overlay_lighting.dm"
@@ -540,11 +545,13 @@
#include "code\datums\keybinding\custom_emote.dm"
#include "code\datums\keybinding\emote.dm"
#include "code\datums\keybinding\human.dm"
+#include "code\datums\keybinding\item_toggles.dm"
#include "code\datums\keybinding\living.dm"
#include "code\datums\keybinding\mecha.dm"
#include "code\datums\keybinding\mob.dm"
#include "code\datums\keybinding\movement.dm"
#include "code\datums\keybinding\sectoid.dm"
+#include "code\datums\keybinding\weapons.dm"
#include "code\datums\keybinding\xeno.dm"
#include "code\datums\loadout\loadout.dm"
#include "code\datums\loadout\loadout_helper.dm"
@@ -561,6 +568,25 @@
#include "code\datums\looping_sounds\miscellaneous.dm"
#include "code\datums\looping_sounds\weather_sounds.dm"
#include "code\datums\looping_sounds\xeno_sounds.dm"
+#include "code\datums\quick_load\_quick_load.dm"
+#include "code\datums\quick_load\beginner\_beginner.dm"
+#include "code\datums\quick_load\beginner\corpsman.dm"
+#include "code\datums\quick_load\beginner\engineer.dm"
+#include "code\datums\quick_load\beginner\marine.dm"
+#include "code\datums\quick_load\beginner\robot.dm"
+#include "code\datums\quick_load\beginner\smartgunner.dm"
+#include "code\datums\quick_load\som\_som.dm"
+#include "code\datums\quick_load\som\engineer.dm"
+#include "code\datums\quick_load\som\leader.dm"
+#include "code\datums\quick_load\som\marine.dm"
+#include "code\datums\quick_load\som\medic.dm"
+#include "code\datums\quick_load\som\veteran.dm"
+#include "code\datums\quick_load\tgmc\_tgmc.dm"
+#include "code\datums\quick_load\tgmc\corpsman.dm"
+#include "code\datums\quick_load\tgmc\engineer.dm"
+#include "code\datums\quick_load\tgmc\leader.dm"
+#include "code\datums\quick_load\tgmc\marine.dm"
+#include "code\datums\quick_load\tgmc\smartgunner.dm"
#include "code\datums\skins\_skin.dm"
#include "code\datums\skins\drone.dm"
#include "code\datums\skins\king.dm"
@@ -1036,6 +1062,7 @@
#include "code\game\objects\machinery\telecomms\machines\receiver.dm"
#include "code\game\objects\machinery\telecomms\machines\relay.dm"
#include "code\game\objects\machinery\telecomms\machines\server.dm"
+#include "code\game\objects\machinery\vending\beginner_vendor.dm"
#include "code\game\objects\machinery\vending\loadout_vendor.dm"
#include "code\game\objects\machinery\vending\marine_vending.dm"
#include "code\game\objects\machinery\vending\new_marine_vendors.dm"
@@ -1594,8 +1621,6 @@
#include "code\modules\mob\living\carbon\update_icons.dm"
#include "code\modules\mob\living\carbon\human\death.dm"
#include "code\modules\mob\living\carbon\human\dummy.dm"
-#include "code\modules\mob\living\carbon\human\emote-yautja.dm"
-#include "code\modules\mob\living\carbon\human\emote.dm"
#include "code\modules\mob\living\carbon\human\examine.dm"
#include "code\modules\mob\living\carbon\human\human.dm"
#include "code\modules\mob\living\carbon\human\human_attackhand.dm"
@@ -1611,10 +1636,13 @@
#include "code\modules\mob\living\carbon\human\login.dm"
#include "code\modules\mob\living\carbon\human\logout.dm"
#include "code\modules\mob\living\carbon\human\say.dm"
-#include "code\modules\mob\living\carbon\human\species.dm"
#include "code\modules\mob\living\carbon\human\update_icons.dm"
#include "code\modules\mob\living\carbon\human\yautja.dm"
#include "code\modules\mob\living\carbon\human\zombie.dm"
+#include "code\modules\mob\living\carbon\human\emote\human.dm"
+#include "code\modules\mob\living\carbon\human\emote\necoarc.dm"
+#include "code\modules\mob\living\carbon\human\emote\robot.dm"
+#include "code\modules\mob\living\carbon\human\emote\yautja.dm"
#include "code\modules\mob\living\carbon\human\life\handle_disabilities.dm"
#include "code\modules\mob\living\carbon\human\life\handle_environment.dm"
#include "code\modules\mob\living\carbon\human\life\handle_fire.dm"
@@ -1624,6 +1652,21 @@
#include "code\modules\mob\living\carbon\human\life\handle_regular_hud_updates.dm"
#include "code\modules\mob\living\carbon\human\life\handle_status_effects.dm"
#include "code\modules\mob\living\carbon\human\life\life_helpers.dm"
+#include "code\modules\mob\living\carbon\human\species\_species.dm"
+#include "code\modules\mob\living\carbon\human\species\early_synthetic.dm"
+#include "code\modules\mob\living\carbon\human\species\hud_data.dm"
+#include "code\modules\mob\living\carbon\human\species\human.dm"
+#include "code\modules\mob\living\carbon\human\species\monkey.dm"
+#include "code\modules\mob\living\carbon\human\species\moth.dm"
+#include "code\modules\mob\living\carbon\human\species\necoarc.dm"
+#include "code\modules\mob\living\carbon\human\species\robot.dm"
+#include "code\modules\mob\living\carbon\human\species\sectoid.dm"
+#include "code\modules\mob\living\carbon\human\species\skeleton.dm"
+#include "code\modules\mob\living\carbon\human\species\synthetic.dm"
+#include "code\modules\mob\living\carbon\human\species\unarmed_attack.dm"
+#include "code\modules\mob\living\carbon\human\species\vatborn.dm"
+#include "code\modules\mob\living\carbon\human\species\vatgrown.dm"
+#include "code\modules\mob\living\carbon\human\species\yautja.dm"
#include "code\modules\mob\living\carbon\xenomorph\abilities.dm"
#include "code\modules\mob\living\carbon\xenomorph\attack_alien.dm"
#include "code\modules\mob\living\carbon\xenomorph\charge_crush.dm"
@@ -1727,6 +1770,8 @@
#include "code\modules\mob\living\carbon\xenomorph\castes\shrike\abilities_shrike.dm"
#include "code\modules\mob\living\carbon\xenomorph\castes\shrike\castedatum_shrike.dm"
#include "code\modules\mob\living\carbon\xenomorph\castes\shrike\shrike.dm"
+#include "code\modules\mob\living\carbon\xenomorph\castes\spiderling\castedatum_spiderling.dm"
+#include "code\modules\mob\living\carbon\xenomorph\castes\spiderling\spiderling.dm"
#include "code\modules\mob\living\carbon\xenomorph\castes\spitter\abilities_spitter.dm"
#include "code\modules\mob\living\carbon\xenomorph\castes\spitter\castedatum_spitter.dm"
#include "code\modules\mob\living\carbon\xenomorph\castes\spitter\spitter.dm"
@@ -1736,6 +1781,9 @@
#include "code\modules\mob\living\carbon\xenomorph\castes\warrior\abilities_warrior.dm"
#include "code\modules\mob\living\carbon\xenomorph\castes\warrior\castedatum_warrior.dm"
#include "code\modules\mob\living\carbon\xenomorph\castes\warrior\warrior.dm"
+#include "code\modules\mob\living\carbon\xenomorph\castes\widow\abilities_widow.dm"
+#include "code\modules\mob\living\carbon\xenomorph\castes\widow\castedatum_widow.dm"
+#include "code\modules\mob\living\carbon\xenomorph\castes\widow\widow.dm"
#include "code\modules\mob\living\silicon\death.dm"
#include "code\modules\mob\living\silicon\say.dm"
#include "code\modules\mob\living\silicon\silicon.dm"
@@ -1782,6 +1830,7 @@
#include "code\modules\organs\organs.dm"
#include "code\modules\organs\pain.dm"
#include "code\modules\organs\wound.dm"
+#include "code\modules\paperwork\beginner_tutorials.dm"
#include "code\modules\paperwork\carbonpaper.dm"
#include "code\modules\paperwork\clipboard.dm"
#include "code\modules\paperwork\filingcabinet.dm"
@@ -1834,9 +1883,12 @@
#include "code\modules\predator\yautja\weapons\one_handed.dm"
#include "code\modules\predator\yautja\weapons\ranged.dm"
#include "code\modules\predator\yautja\weapons\two_handed.dm"
+#include "code\modules\projectiles\ammo_casing.dm"
#include "code\modules\projectiles\ammunition.dm"
+#include "code\modules\projectiles\big_ammo_box.dm"
#include "code\modules\projectiles\gun_helpers.dm"
#include "code\modules\projectiles\gun_system.dm"
+#include "code\modules\projectiles\handful.dm"
#include "code\modules\projectiles\mounted.dm"
#include "code\modules\projectiles\projectile.dm"
#include "code\modules\projectiles\sentries.dm"
@@ -1917,18 +1969,27 @@
#include "code\modules\recycling\recycler.dm"
#include "code\modules\recycling\sortingmachinery.dm"
#include "code\modules\reqs\_supply.dm"
-#include "code\modules\reqs\_supplypacks.dm"
-#include "code\modules\reqs\armor.dm"
-#include "code\modules\reqs\clothing.dm"
-#include "code\modules\reqs\engineering.dm"
-#include "code\modules\reqs\explosives.dm"
-#include "code\modules\reqs\factory.dm"
-#include "code\modules\reqs\imports.dm"
-#include "code\modules\reqs\medical.dm"
-#include "code\modules\reqs\operations.dm"
-#include "code\modules\reqs\supplies.dm"
-#include "code\modules\reqs\vehicles.dm"
-#include "code\modules\reqs\weapons.dm"
+#include "code\modules\reqs\computer.dm"
+#include "code\modules\reqs\elevator.dm"
+#include "code\modules\reqs\tablet.dm"
+#include "code\modules\reqs\supplypacks\_supplypacks.dm"
+#include "code\modules\reqs\supplypacks\armor.dm"
+#include "code\modules\reqs\supplypacks\clothing.dm"
+#include "code\modules\reqs\supplypacks\engineering.dm"
+#include "code\modules\reqs\supplypacks\explosives.dm"
+#include "code\modules\reqs\supplypacks\factory.dm"
+#include "code\modules\reqs\supplypacks\imports.dm"
+#include "code\modules\reqs\supplypacks\launchers.dm"
+#include "code\modules\reqs\supplypacks\medical.dm"
+#include "code\modules\reqs\supplypacks\operations.dm"
+#include "code\modules\reqs\supplypacks\smartguns.dm"
+#include "code\modules\reqs\supplypacks\stationary.dm"
+#include "code\modules\reqs\supplypacks\supplies.dm"
+#include "code\modules\reqs\supplypacks\vehicles.dm"
+#include "code\modules\reqs\supplypacks\weapons.dm"
+#include "code\modules\reqs\ui\_ui.dm"
+#include "code\modules\reqs\ui\request.dm"
+#include "code\modules\reqs\ui\vehicle.dm"
#include "code\modules\reqtorio\assembly_crafts.dm"
#include "code\modules\reqtorio\craft_components.dm"
#include "code\modules\reqtorio\howtopaper.dm"
diff --git a/tgui/packages/tgui-panel/chat/renderer.jsx b/tgui/packages/tgui-panel/chat/renderer.jsx
index 0d26061f60b..72f5c78ab4d 100644
--- a/tgui/packages/tgui-panel/chat/renderer.jsx
+++ b/tgui/packages/tgui-panel/chat/renderer.jsx
@@ -5,7 +5,6 @@
*/
import { EventEmitter } from 'common/events';
-import { classes } from 'common/react';
import { render } from 'react-dom';
import { Tooltip } from 'tgui/components';
import { createLogger } from 'tgui/logging';
@@ -107,10 +106,7 @@ const updateMessageBadge = (message) => {
const foundBadge = node.querySelector('.Chat__badge');
const badge = foundBadge || document.createElement('div');
badge.textContent = times;
- badge.className = classes(['Chat__badge', 'Chat__badge--animate']);
- requestAnimationFrame(() => {
- badge.className = 'Chat__badge';
- });
+ badge.className = 'Chat__badge';
if (!foundBadge) {
node.appendChild(badge);
}
@@ -311,11 +307,7 @@ class ChatRenderer {
}
}
- getCombinableMessage(predicate) {
- const now = Date.now();
- const len = this.visibleMessages.length;
- const from = len - 1;
- const to = Math.max(0, len - COMBINE_MAX_MESSAGES);
+ getCombinableMessage(predicate, now, from, to) {
for (let i = from; i >= to; i--) {
const message = this.visibleMessages[i];
@@ -349,10 +341,14 @@ class ChatRenderer {
const fragment = document.createDocumentFragment();
const countByType = {};
let node;
+
+ const len = this.visibleMessages.length;
+ const from = len - 1;
+ const to = Math.max(0, len - COMBINE_MAX_MESSAGES);
for (let payload of batch) {
const message = createMessage(payload);
// Combine messages
- const combinable = this.getCombinableMessage(message);
+ const combinable = this.getCombinableMessage(message, now, from, to);
if (combinable) {
combinable.times = (combinable.times || 1) + 1;
updateMessageBadge(combinable);
diff --git a/tgui/packages/tgui-panel/themes.ts b/tgui/packages/tgui-panel/themes.ts
index a9443a70bfe..74970336782 100644
--- a/tgui/packages/tgui-panel/themes.ts
+++ b/tgui/packages/tgui-panel/themes.ts
@@ -59,6 +59,8 @@ export const setClientTheme = (name) => {
'github.text-color': '#000000',
'webmap.background-color': 'none',
'webmap.text-color': '#000000',
+ 'boosty.background-color': 'none',
+ 'boosty.text-color': '#000000',
// Status and verb tabs
'output.background-color': 'none',
'output.text-color': '#000000',
@@ -113,6 +115,8 @@ export const setClientTheme = (name) => {
'github.text-color': COLOR_DARK_TEXT,
'webmap.background-color': '#494949',
'webmap.text-color': COLOR_DARK_TEXT,
+ 'boosty.background-color': '#494949',
+ 'boosty.text-color': COLOR_DARK_TEXT,
// Status and verb tabs
'output.background-color': COLOR_DARK_BG_DARKER,
'output.text-color': COLOR_DARK_TEXT,
diff --git a/tgui/packages/tgui/interfaces/Cargo.jsx b/tgui/packages/tgui/interfaces/Cargo.jsx
index dc66bd04534..950b496da18 100644
--- a/tgui/packages/tgui/interfaces/Cargo.jsx
+++ b/tgui/packages/tgui/interfaces/Cargo.jsx
@@ -21,6 +21,9 @@ import { Window } from '../layouts';
const category_icon = {
Operations: 'parachute-box',
Weapons: 'fighter-jet',
+ Smartguns: 'star',
+ Stationary: 'bolt',
+ Launchers: 'rocket',
Explosives: 'bomb',
Armor: 'hard-hat',
Clothing: 'tshirt',
diff --git a/tgui/packages/tgui/interfaces/Changelog.jsx b/tgui/packages/tgui/interfaces/Changelog.jsx
index fc0ec60167c..7ad46b8ff99 100644
--- a/tgui/packages/tgui/interfaces/Changelog.jsx
+++ b/tgui/packages/tgui/interfaces/Changelog.jsx
@@ -26,16 +26,12 @@ const icons = {
expansion: { icon: 'check-circle', color: 'green' },
experiment: { icon: 'radiation', color: 'yellow' },
image: { icon: 'image', color: 'green' },
- imageadd: { icon: 'tg-image-plus', color: 'green' },
- imagedel: { icon: 'tg-image-minus', color: 'red' },
qol: { icon: 'hand-holding-heart', color: 'green' },
refactor: { icon: 'tools', color: 'green' },
rscadd: { icon: 'check-circle', color: 'green' },
rscdel: { icon: 'times-circle', color: 'red' },
server: { icon: 'server', color: 'purple' },
sound: { icon: 'volume-high', color: 'green' },
- soundadd: { icon: 'tg-sound-plus', color: 'green' },
- sounddel: { icon: 'tg-sound-minus', color: 'red' },
map: { icon: 'map', color: 'green' },
spellcheck: { icon: 'spell-check', color: 'green' },
tgs: { icon: 'toolbox', color: 'purple' },
diff --git a/tgui/packages/tgui/interfaces/HiveStatus.tsx b/tgui/packages/tgui/interfaces/HiveStatus.tsx
index 57771aa0032..3a6539a6ded 100644
--- a/tgui/packages/tgui/interfaces/HiveStatus.tsx
+++ b/tgui/packages/tgui/interfaces/HiveStatus.tsx
@@ -110,7 +110,7 @@ export const HiveStatus = (_props) => {
diff --git a/tgui/packages/tgui/interfaces/PlayerPreferences/JobPreferences.tsx b/tgui/packages/tgui/interfaces/PlayerPreferences/JobPreferences.tsx
index 62ba51463ee..23448557310 100644
--- a/tgui/packages/tgui/interfaces/PlayerPreferences/JobPreferences.tsx
+++ b/tgui/packages/tgui/interfaces/PlayerPreferences/JobPreferences.tsx
@@ -39,7 +39,7 @@ export const JobPreferences = (props) => {
'Requisitions Officer',
'Chief Medical Officer',
'Medical Doctor',
- 'Medical Researcher',
+ 'Field Researcher',
'Assault Crewman',
'Transport Crewman',
];
diff --git a/tgui/packages/tgui/interfaces/PlayerPreferences/KeybindSettings.tsx b/tgui/packages/tgui/interfaces/PlayerPreferences/KeybindSettings.tsx
index b40396fdf40..f7c8ca5a01c 100644
--- a/tgui/packages/tgui/interfaces/PlayerPreferences/KeybindSettings.tsx
+++ b/tgui/packages/tgui/interfaces/PlayerPreferences/KeybindSettings.tsx
@@ -141,6 +141,18 @@ export const KeybindSettings = (props) => {
{all_keybindings['PSIONIC']
?.filter(filterSearch)
.map((kb) => )}
+
+ Items
+
+ {all_keybindings['WEAPON']
+ ?.filter(filterSearch)
+ .map((kb) => )}
+
+ Items
+
+ {all_keybindings['ITEM']
+ ?.filter(filterSearch)
+ .map((kb) => )}
diff --git a/tools/UpdatePaths/scripts/telecomms.txt b/tools/UpdatePaths/scripts/telecomms.txt
new file mode 100644
index 00000000000..78d78f394ca
--- /dev/null
+++ b/tools/UpdatePaths/scripts/telecomms.txt
@@ -0,0 +1,20 @@
+/obj/machinery/telecomms/processor/preset_one : /obj/machinery/telecomms/processor/preset/one
+/obj/machinery/telecomms/processor/preset_two : /obj/machinery/telecomms/processor/preset/two
+/obj/machinery/telecomms/processor/preset_three : /obj/machinery/telecomms/processor/preset/three
+/obj/machinery/telecomms/processor/preset_four : /obj/machinery/telecomms/processor/preset/four
+/obj/machinery/telecomms/processor/preset_four/cicbackup : /obj/machinery/telecomms/processor/preset/four/cicbackup
+
+/obj/machinery/telecomms/bus/preset_one : /obj/machinery/telecomms/bus/preset/one
+/obj/machinery/telecomms/bus/preset_two : /obj/machinery/telecomms/bus/preset/two
+/obj/machinery/telecomms/bus/preset_three : /obj/machinery/telecomms/bus/preset/three
+/obj/machinery/telecomms/bus/preset_four : /obj/machinery/telecomms/bus/preset/four
+/obj/machinery/telecomms/bus/preset_four/cicbackup : /obj/machinery/telecomms/bus/preset/four/cicbackup
+
+/obj/machinery/telecomms/receiver/preset_left : /obj/machinery/telecomms/receiver/preset/left
+/obj/machinery/telecomms/receiver/preset_right : /obj/machinery/telecomms/receiver/preset/right
+/obj/machinery/telecomms/receiver/preset_right/cicbackup : /obj/machinery/telecomms/receiver/preset/left
+/obj/machinery/telecomms/receiver/preset_right/som : /obj/machinery/telecomms/receiver/preset/left
+
+/obj/machinery/telecomms/broadcaster/preset_left : /obj/machinery/telecomms/broadcaster/preset/left
+/obj/machinery/telecomms/broadcaster/preset_right : /obj/machinery/telecomms/broadcaster/preset/right
+/obj/machinery/telecomms/broadcaster/preset_right/cicbackup : /obj/machinery/telecomms/broadcaster/preset/right/cicbackup
diff --git a/tools/WebhookProcessor/github_webhook_processor.php b/tools/WebhookProcessor/github_webhook_processor.php
index 2424cefcf80..47f046c1fa2 100644
--- a/tools/WebhookProcessor/github_webhook_processor.php
+++ b/tools/WebhookProcessor/github_webhook_processor.php
@@ -43,8 +43,8 @@
// Only these repositories will announce in game.
// Any repository that players actually care about.
$game_announce_whitelist = array(
- "tgstation",
- "TerraGov-Marine-Corps",
+ "PMC-Unga-Marines",
+ "Unga-Marines",
);
// Any repository that matches in this blacklist will not appear on Discord.
@@ -187,7 +187,6 @@ function validate_user($payload) {
$res = github_apisend('https://api.github.com/search/issues?q='.$querystring);
$res = json_decode($res, TRUE);
return $res['total_count'] >= (int)$validation_count;
-
}
function get_labels($payload){
@@ -248,6 +247,8 @@ function tag_pr($payload, $opened) {
$tags[] = 'Revert';
if(strpos(strtolower($title), 'removes') !== FALSE)
$tags[] = 'Removal';
+ if(strpos(strtolower($title), 'ports') !== FALSE)
+ $tags[] = 'Port';
}
$remove = array('Test Merge Candidate');
@@ -258,7 +259,7 @@ function tag_pr($payload, $opened) {
else if ($mergeable === FALSE)
$tags[] = 'Merge Conflict';
- $treetags = array('_maps' => 'Map Edit', 'tools' => 'Tools', 'SQL' => 'SQL', '.github' => 'GitHub');
+ $treetags = array('_maps' => 'Mapping', 'tools' => 'Tools', 'SQL' => 'SQL', '.github' => 'GitHub');
$addonlytags = array('icons' => 'Sprites', 'sound' => 'Sound', 'config' => 'Config Update', 'code/controllers/configuration/entries' => 'Config Update', 'tgui' => 'UI');
foreach($treetags as $tree => $tag)
if(has_tree_been_edited($payload, $tree))
@@ -270,7 +271,6 @@ function tag_pr($payload, $opened) {
$tags[] = $tag;
check_tag_and_replace($payload, '[dnm]', 'Do Not Merge', $tags);
- check_tag_and_replace($payload, '[no gbp]', 'GBP: No Update', $tags);
return array($tags, $remove);
}
@@ -709,21 +709,14 @@ function checkchangelog($payload, $compile = true) {
break;
case 'qol':
if($item != 'made something easier to use') {
- $tags[] = 'Quality of Life';
+ $tags[] = 'QoL';
$currentchangelogblock[] = array('type' => 'qol', 'body' => $item);
}
break;
- case 'soundadd':
+ case 'sound':
if($item != 'added a new sound thingy') {
$tags[] = 'Sound';
- $currentchangelogblock[] = array('type' => 'soundadd', 'body' => $item);
- }
- break;
- case 'sounddel':
- if($item != 'removed an old sound thingy') {
- $tags[] = 'Sound';
- $tags[] = 'Removal';
- $currentchangelogblock[] = array('type' => 'sounddel', 'body' => $item);
+ $currentchangelogblock[] = array('type' => 'sound', 'body' => $item);
}
break;
case 'add':
@@ -742,17 +735,10 @@ function checkchangelog($payload, $compile = true) {
$currentchangelogblock[] = array('type' => 'rscdel', 'body' => $item);
}
break;
- case 'imageadd':
+ case 'image':
if($item != 'added some icons and images') {
$tags[] = 'Sprites';
- $currentchangelogblock[] = array('type' => 'imageadd', 'body' => $item);
- }
- break;
- case 'imagedel':
- if($item != 'deleted some icons and images') {
- $tags[] = 'Sprites';
- $tags[] = 'Removal';
- $currentchangelogblock[] = array('type' => 'imagedel', 'body' => $item);
+ $currentchangelogblock[] = array('type' => 'image', 'body' => $item);
}
break;
case 'typo':
@@ -768,6 +754,13 @@ function checkchangelog($payload, $compile = true) {
$currentchangelogblock[] = array('type' => 'balance', 'body' => $item);
}
break;
+ case 'mapping':
+ case 'map':
+ if($item != 'added/modified/removed map content'){
+ $tags[] = 'Mapping';
+ $currentchangelogblock[] = array('type' => 'balance', 'body' => $item);
+ }
+ break;
case 'code_imp':
case 'code':
if($item != 'changed some code'){
diff --git a/tools/WebhookProcessor/secret.php b/tools/WebhookProcessor/secret.php
index 57773bffa16..8e18e728037 100644
--- a/tools/WebhookProcessor/secret.php
+++ b/tools/WebhookProcessor/secret.php
@@ -11,10 +11,10 @@
$apiKey = '209ab8d879c0f987d06a09b9d879c0f987d06a09b9d8787d0a089c';
//The repository auto-updates are sourced from.
-$repoOwnerAndName = "tgstation/tgstation";
+$repoOwnerAndName = "PMC-Unga-Marines/Unga-Marines";
//Whitelist of repository names that have PRs auto-tagged
-$repoAutoTaggerWhitelist = array("tgstation", "TerraGov-Marine-Corps");
+$repoAutoTaggerWhitelist = array("PMC-Unga-Marines", "Unga-Marines");
//Auto update settings
$enable_live_tracking = true; //auto update this file from the repository