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[IDB IGNORE] [MDB IGNORE] Cherrypickening 3: All Things Guns #66

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merged 82 commits into from
Dec 8, 2024

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@Constellado Constellado commented Nov 22, 2024

About The Pull Request

I found that all the gun PRs was difficult to merge into a cherrypick, so I decided to split it up into a separate place to hopefully make it easier for myself.

THERE MAY BE SOME MAJOR BUGS DUE TO THIS PR. PLEASE YELL AT ME ABOUT IT IF YOU SEE A GUN OR SHIP MAPPING RELATED BUG.

Why It's Good For The Game

Guns! Also makes it easier to add new things from shiptest later.

What is new?

So many things I cannot even dare count. Check the PRs that is in the commits to see the full list.

Some notable PRs pulled so far are:

  1. Adds Gun Cases. For guns. shiptest-ss13/Shiptest#2998
  2. Gun attachments shiptest-ss13/Shiptest#2917 (note, we forked after #2877)
  3. Back In Black (Market) - Black Market Dead Drops and Stock Cycling shiptest-ss13/Shiptest#3249
  4. refresh:clip p.3/frontiersmenening p.2: clip vs frontiersmen shiptest-ss13/Shiptest#3238
  5. Adds two new lever action rifles. shiptest-ss13/Shiptest#3243
  6. To Whom It May Concern - Bullet Writing shiptest-ss13/Shiptest#3552
  7. Scarborough Arms shiptest-ss13/Shiptest#3336
  8. Gun Safety PSA - Keep your gun safeties on to prevent accidental discharges! shiptest-ss13/Shiptest#3312
  9. One Shot RPG shiptest-ss13/Shiptest#3433

Changelog

🆑
add: Added new guns and tweaks from shiptest
/:cl:

Martinpachu and others added 3 commits November 22, 2024 15:53
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Adds in gun cases that can hold a variety of guns and magazines,
intended for use in cargo and certain ships and ruins. Sprites by retlaw
are a work in progress.

Adds in a cool way to store firearms safely, and also its realistic i
think. Also requested by apogee.

:cl:
add: Cargo guns and certain guns in ships now come inside cases
alongside some magazines, the ammo now comes separately for safety
reasons.
/:cl:

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---------

Signed-off-by: Martinpachu <[email protected]>
Co-authored-by: Theos <[email protected]>
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## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

Makes the combat shotgun bulky instead of huge, and the compact combat
shotgun medium instead of bulky

Repaths the saber SMG to be a child of the skm carbine so the stock is
able to fold and changes

Adds automatic fire to the TEC-9 and makes it normal sized.

## Why It's Good For The Game

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

The combat shotgun being huge is a holdover from station based server
balance. It being bulky now will make it be able to fit in armor vests.
Moves the compact combat shotgun down to normal as a result since it's
supposed to be the compact version.

The Saber and TEC-9 changes are so they're accurate to their
descriptions of having a folding stock and having a fast rate of fire
respectively. Ups the TEC-9 to normal sized as a result since having an
automatic pistol you can fit in your boot is probably not good.

## Changelog

:cl:

tweak: Saber SMG stock folds
tweak: TEC-9 Pistol is now automatic and normal sized
balance: Combat shotgun is now bulky, and the compact combat shotgun is
normal.
/:cl:

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This reorganizes most of the gun spritesheets into separate files,
making it not fucking agony to look through

This also repaths pistols and revolvers, this is a mystery tool we will
need later.

This also take the liberty of removing belt_mirror.dmi because fuck that
file, all suit storage slots will pull from either mob overlay icon or
back.dmi as a fallback.

Would be very helpful for the 5 million gun rewokrs that are done, but
not implmented yet. While it is true i'm waiting on gun attachments,
this is more pressing than that.

:cl:
add: Resprites the E-50 and gives it proper inhands now!
fix: The Syndicate sniper rifle fires at a normal rate of fire and has
the correct recoil now.
/:cl:

---------

Co-authored-by: retlaw34 <[email protected]>
Martinpachu and others added 11 commits November 22, 2024 15:58
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## About The Pull Request
Makes .38 speedloaders cheaper 350 - 250

## Why It's Good For The Game

makes speedloaders less expensive than the gun

## Changelog

:cl:

balance: .38 speedloaders are cheaper
/:cl:

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## About The Pull Request

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documented or this can delay review and even discourage maintainers from
merging your PR! -->

Fixes #3200 
The guncase had the wrong subtype.

## Why It's Good For The Game

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->
I DEMAND "Apogee-Dev" BE DEMOTED-


![image](https://github.com/user-attachments/assets/8f6881f0-3f84-4af1-8ce4-8d4977e87f5a)


## Changelog

:cl:
fix: 357 guncase spawns with the correct revolver
/:cl:

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## About The Pull Request

The beacon now has a proper subtype for not being loaded with ammo
rather than having that be its default state
The WT-550 no longer starts full in its guncase
SKM magazines no longer start full in their guncases either
Energy weapons which are meant to start empty now actually start empty
The brimstone, hellfire, and scout now come with their respective
guncases when ordered via cargo

## Why It's Good For The Game

jjjjjjjjjjjjjjjjjjjjjj

## Changelog

:cl:
fix: gun cargo packs now act more as they would be expected to
/:cl:

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Finishing #145
Requires #2877
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documented or this can delay review and even discourage maintainers from
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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

:cl:
refactor: refactored attachments to be modular
/:cl:

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---------

Signed-off-by: FalloutFalcon <[email protected]>
Signed-off-by: Theos <[email protected]>
Co-authored-by: Matthew <[email protected]>
Co-authored-by: Zephyr <[email protected]>
Co-authored-by: Theos <[email protected]>
Co-authored-by: thgvr <[email protected]>
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## About The Pull Request

Allows attachments to be carried in things like boxes and pockets.

## Why It's Good For The Game

This is mostly useless since there is very little reason to not have an
attachment glued to a gun after buying it, but suppressors being
untenable to store (either taking up a bunch of bag space or making a
gun potentially impossible to stow) is a bit silly

## Changelog

:cl:
balance: gun attachments are now small instead of normal sized
/:cl:

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Signed-off-by: Theos <[email protected]>
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Fixes executions. Also fired off a few other rounds to make sure nothing
else was wonky.

No Kepori were actually harmed in the making of this film.

![dreamseeker_W5IavcWlZT](https://github.com/user-attachments/assets/81aa66eb-41d1-46ba-8633-d9d822d111fb)

There was a circular logic issue that arose with the gun.dm refactor
from a couple months ago and that's what was causing the issue.

Fixes shiptest-ss13/Shiptest#3252

Intended feature is working again

:cl:
fix: Executing someone with a gun is back, you psychos. Paint the floor
red!
/:cl:
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## About The Pull Request
Resprites muzzle flashes so that they no longer look like transparent
jpgs!

![image](https://github.com/user-attachments/assets/eea2f9c3-e331-462c-8dcb-dcd095eef6a3)

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
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## Why It's Good For The Game
Why did TGMC have literal jpg cutouts and call that muzzle flashes?
Actually deranged.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl: PositiveEntropy
imageadd: Resprites muzzle flashes!
/:cl:

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## About The Pull Request
Requested by Apogee.
Makes all stripper clips able to be created at the autolathe, since
they're supposed to be simple, cheap, disposable things, as opposed to
magazines which are more complex and important. They don't get built
with ammo, of course. And the polymer rifle gets changed to being
chambered in 7.62, which has the same stats as .300 blackout. They've
been done in the same PR since it'll add the polymer rifle's 762
speedloader to the autolathe too.

## Why It's Good For The Game
Clips are supposed to be disposable cheap things, when right now they're
equal to speedloaders and magazines. The polymer rifle having a special
bullet type all to itself that you could get only by killing hermits was
a bit befuddling.

## Changelog

:cl:
add: Clips of all kinds (not magazines!) can now be produced on the
autolathe.
del: .300 blackout. The polymer rifle now fires 7.62.
del: Clip cargo packs, as they are now redundant.
/:cl:

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…. (#3298)

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Fixes #3297
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documented or this can delay review and even discourage maintainers from
merging your PR! -->

Idk probably a good idea to have it fixed.
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worth adding. -->

:cl:
fix: Ranged frontersman with internals now drops the correct revolver
type.
/:cl:

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It's a lot of files changed. I know. this is what happens when you
repath things.
In order:
- Adds all the CLIP guns (minus one which i was unhappy with the sprite)
and repathed them to use their new name.
- Adds all the Frontiersmen weapons i drew.
- Adds behavior to support the bolt type the clip weapons are supposed
to use. This should make them feel more unique while reloading
- Adds a 556 box to cargo after it was requested many times
- Some inteq weapons were given a facelift
- Updates outfits for both CLIP and Frontiersmen to use their intended
guns

Credits:
https://github.com/tgstation/TerraGov-Marine-Corps for the Gun sounds
tgstation/TerraGov-Marine-Corps#13409 for the
Good Gun Sounds

:cl: retlaw34, rye-rice, Apogee-dev
add: Adds CLIPs weapons
add: Adds the New Frontiersmen weapons
add: 556 ammo box to cargo
add: inteq sprites should look better
/:cl:

---------

Signed-off-by: rye-rice <[email protected]>
Co-authored-by: retlaw34 <[email protected]>
Co-authored-by: meem <[email protected]>
## About The Pull Request
Hello dear comrades! Adds new submode for admins buildmode. You can
create lights on any turf/mob/obj with different range, power and color.
based on: #2902 because it's changes the same .dmi file with sprites

## Why It's Good For The Game
Here is how it work in the video: https://youtu.be/Ias2_tdiLeU
Admins can light up fast any areas and points of interest or just dark
places that needs to be lit. A very handy tool for events and stuff.
1. Go to build mode and select my little lightbulb icon

![image](https://github.com/shiptest-ss13/Shiptest/assets/105150564/7c391e51-056f-43cb-be0e-6c1277aa632b)
2. Already you can place light with power 1, range 3 and white color.
Press Build Mode button to change this settings.

![image](https://github.com/shiptest-ss13/Shiptest/assets/105150564/8c6eb212-42f4-48e8-8557-a940c5af3b6a)

![image](https://github.com/shiptest-ss13/Shiptest/assets/105150564/ad0b44fa-96e5-43ef-9d18-3245d857ed16)
3. Enjoy this great tool for events and points of interest

![image](https://github.com/shiptest-ss13/Shiptest/assets/105150564/c884ba28-8bac-488a-88ca-5973b29306d0)

## Changelog

:cl:
admin: new light maker subtype for build mode
/:cl:

---------

Signed-off-by: cuddleandtea <[email protected]>
@github-actions github-actions bot added the Sound label Nov 22, 2024
Constellado and others added 11 commits November 22, 2024 16:08
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## About The Pull Request

gunslingers work now, min recoil for ballistic, much cleaner and clearer
code
gunslingers and poor aim can SOMETIMES hit a clean shot

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documented or this can delay review and even discourage maintainers from
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thgvr edit: cleaned up changelog.
## Changelog

:cl:
balance: Ballistic weapons now have a minimum camera shake.
fix: Gunslinger now functions as intended.
/:cl:

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---------

Co-authored-by: retlaw34 <[email protected]>
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Renames the Mauler and three exosuit guns to avoid confusion and make
their weapon class and expected damage more obvious.

- Mauler is renamed to Touro (honestly temporary, given the eventual
exosuit rework)
- FNX-99 incendiary carbine has been renamed from Hades to Phoenix
- Ultra AC 2 has been renamed to UMG-2 Machine Gun
- LBX AC 10 has been renamed to LBX-10 "Scattershot" Heavy Shotgun

people keep buying the Hades exosuit carbine expecting a Hades laser
carbine. also we're getting a Mauler machine pistol and talking about
that and the exosuit is going to get confusing.

:cl:
refactor: Renamed the Mauler exosuit and several exosuit weapons to
avoid confusion
/:cl:

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…3249)

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- The Black Market's catalogue now refreshes every hour with new
choices. The stock for individual entries will not refresh however if
bought. Check in every now and then!
-  Adds the tech and ammo tab
- Entries can be set to have weighting in order to be more or less
likely to appear. Items that recently appeared will be less likely to
show up again, and vice-versa for items that haven't. Particularly rare
or powerful items are exempted from weighting to stop them showing up
too often.
- Kills some items, adds some new items and adjusts some prices and
percentages.
- All blackmarket items are added to the market on generation, and
unavailable items are hidden.
- Paired items are now handled by a list so items can have multiple
paired items.
- Reflavours the ethereal disco grenade and makes it work on elzu.
- Makes the powerfist actually work again. The gasused datum removed
itself before it could do the pressure checks.
- Adds a var (show_rigged) to power cells to whether they display
they're going to explode or not. This is a surprise tool that will hurt
you later.
- Adds a new delivery method, Dead drops. The black market will drop off
your package somewhere near the ruin on the planet you're on. If there
isn't a ruin, or a viable spot to land, it'll send it somewhere random
and it's up to you to find it. A generally consistent way to get your
packages
- Makes launch more reliable, and your orders will no longer bounce off
your ship back into the void.
- The LTSRBT has been removed from the outpost market. The board lives
in the Black Market as an occasional spawn in the tech category, or can
be crafted with 2 BS crystals, a bank card, 5 duct tape, a circuit board
and a network card. The cost for bluespace shipping is now 100 credits
up from 50.
- Dynamic Encounters keep track of what map templates/ruins were spawned
in them in a list. Used for Dead dead drops so they can calculate a
landing spot, and should hopefully be useful in the future if we need to
get info about the ruins for whatever reason.
- adds get_block_portion and get_position_in_margin to mapzones.dm
- Makes the black market UI a bit wider so all the delivery options fit
on the menu nicely
- adds a parameter for get_overmap_object_by_locatiion to check for the
planet you're on exclusively rather than the ship

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->
The main intent of the PR was to mitigate the reliance of the LTRSBT as
a medium to effectively interact with the black market and was just a
1000 credit buy in fee effectively. It wasn't helped by the Launch was
unreliable to the point of being useless, and it feels really bad to
make a 10k purchase just to turn up empty handed cause it bounced off
your ship by a trajectory out of your control.

Having other viable methods of interacting with the black market should
hopefully mitigate the issue. Not to mention it felt a bit weird in
retrospect you could buy the Super Spooky Illegal Machine at the
outpost. It also doesn't pigeonhole you into asking your captain for an
LTSRBT if you want to smuggle in gear .

The Black Market stock cycling was something that seemed like people
wanted, so it here it is. Weighting also adds a bit more fine control on
what appears.

Rylie asked me to reflavour the disco grenade, and I thought it'd be
funny so here it is too.

:cl:
add: Black Market Stock Cycling and item weighting
add: New black market stock
add: Tech and Ammo tab
add: Dead Drops
add: LTRSBT moved to the Black Market Catalogue
add: LTSRBT Crafting Recipe, 2 BS crystals, a bank card, 5 duct tape, a
circuit board and a network card
add: Reflavours the disco grenade
add: variable for powercells to show if they're rigged
del: Some old blackmarket stock
balance: LTRSBT shipping cost up to 100 credits
balance: Launch delivery more reliable
fix: Powerfist works again
spellcheck: fixed a few typos in the black market
code: Dynamic Overmap encounters store what ruins were spawned
code: get_block_portion and get_position_in_margin methods in
mapzones.dm
code: Pair items now handled by a list
refactor: Black Market item stocking
/:cl:

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---------

Signed-off-by: Gristlebee <[email protected]>
Co-authored-by: Theos <[email protected]>
…is very slightly cheaper) (#3318)

## About The Pull Request

Adds Eoehoma Caseless boxes to the game, available only in the black
market. Upper limit of the E-40 is now 10000 instead of 15000 (its still
on average 100% more expensive than a standard assault rifle)

## Why It's Good For The Game

It's a cool weapon but you never get to use the ballistic part more than
a few times. And I'm sure theres plenty of ammunition leftover for use
to sell on the black market.

## Changelog

:cl:
add: .299 caseless is now available in the black market for the E-40
balance: E-40 is now slightly less expensive
fix: .299? .229? No more typos
/:cl:
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## About The Pull Request
Adds the Absolution Lever Action Rifle, chambered in 357, and
Conflagration Lever Action Shotgun. Pictured below.

![imagen](https://github.com/user-attachments/assets/5294ed7e-5d64-44dd-90b9-10d14a19e58b)

![imagen](https://github.com/user-attachments/assets/dcffaaca-ce82-48eb-b2fa-423204542f22)

![imagen](https://github.com/user-attachments/assets/62b9fdd1-f0f7-4a7b-977a-1da4362690ba)

Spriting by RyeRice, Names by Valorium, Descriptions by Apogee, and
coding by me!!

## Why It's Good For The Game
Upgrades to the .38 lever action rifle that provide a nice variety, with
the lever-action shotgun being an inbetween of a double-barrel and pump
action shotgun and the 357 being more expensive and with a smaller ammo
capacity but with a lot more power.
## Changelog

:cl:
add: To-do once i get the proper names and all
/:cl:

---------

Signed-off-by: Martinpachu <[email protected]>
Co-authored-by: Theos <[email protected]>
thgvr and others added 15 commits November 23, 2024 00:27
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## About The Pull Request
i put it in the washing machine for too long 


![image](https://github.com/user-attachments/assets/e91b4291-0ce3-4149-aa73-1d3f76a95529)

## Changelog

:cl:
imageadd: Shrunk down the sprite of guncases
/:cl:

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Adds:
- Cybersun captain's safe (to be used on Cybersun ships) - contains a
Himehabu with two mags and secrets docs.
- Cybersun Virtual Solutions and Cybersun Biodynamics secret documents.
- Cybersun Biodynamics stamp.
- .22 LR to cargo so the Himehabus aren't THAT ass.

Stamp on paper (next to VS one)

![obraz](https://github.com/user-attachments/assets/79ecc7cd-6a40-498a-977d-7bc3875406dd)

**Mapping changes will be done in Kansatsu remap and in Li Tieg
reflavor.**
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Probably cool stuff to have.
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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

:cl:
add: Cybersun Biodynamics stamp.
add: Cybersun secret documents.
add: Cybersun captain's safe.
add: .22 LR is now purchasable in cargo.
/:cl:

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## About The Pull Request

I shouldnt have to explain every god damn detail but here:
- Resprites the Candor
- Resprites the Ashhand
- Removes the Shadow skins nobody used
- Adds Shadow skins people will use
- Gives the Shadow and Ashand inhands
- Redoes the flaming arrow inhands
- Fixes the boomslang fitting on the belt

## Why It's Good For The Game

![image](https://github.com/user-attachments/assets/00ef5f85-501c-4395-86de-2911a9db4ebc)

## Changelog

:cl:
add: Various sprite improvemnts
fix: Boomslang no longer fits on the belt
/:cl:

---------

Co-authored-by: retlaw34 <[email protected]>
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## About The Pull Request

This change reduces the probability of a grenade blowing up in one's
hands from 15% down to 5%.

Please let me know if this probability is too low. I just chose an
oddball low number to use.

The check was also modified so that the dice roll is only made if a
projectile hits a hand holding a grenade.

## Why It's Good For The Game

It always felt a little too high of a chance to me. The probability roll
happens for _each_ projectile that one gets hit with, and with how often
and how rapidly one can be hit in a firefight here, the chance of it
blowing up in ones hands goes from being somewhat unlikely to being more
likely to happen than not.


![image](https://github.com/user-attachments/assets/4a88545b-768d-480d-b8a1-38df915e1ea2)
This calculator gives the probability of the event occurring as being
68% likely, if one were shot 7 times. This is around how many shots it
takes to bring someone down, on average, from my anecdotal experience.

This currently has the effect of making grenades useful in only a few
very specific scenarios.

If the probability of this were to go down, it would encourage the use
of grenades more, which I feel can enhance fights.

## Changelog

:cl:
balance: rebalanced the probability of a grenade going off in one's
hands
/:cl:

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## About The Pull Request
title

Was meant to be apart of another big manufacturer PR, however I do those
when i'm taking a break from big projects, so its a bit of a cycle. It
appears im in the latter half of the cycle (overmap 5 coming
december...), so might as well just PR what i have done

## Why It's Good For The Game


![image](https://github.com/user-attachments/assets/9d518d71-b8f1-487c-9070-06af2d7a6c63)

## Changelog

:cl:
add: Resprites the commander and Commissioner
/:cl:

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---------

Signed-off-by: rye-rice <[email protected]>
Co-authored-by: retlaw34 <[email protected]>
Co-authored-by: thgvr <[email protected]>
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You can now write on bullets with a pen to give your ~~victim~~
recipient a lovely message when they're hit.

![image](https://github.com/user-attachments/assets/859b62ac-5597-40f2-bc70-59bb6091015e)

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Adds a little personalization to your death dealing, and I think it'd be
funny.

:cl:
add: Bullets can have a message written on them.
/:cl:

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Brings up the E40 ballistic mode firerate by a fair amount to compensate
for the significantly lower damage. Experimenting, mostly. Takes the
.299 Caseless box out of the black market and adds it to cargo. Fixes a
typo that said it held 75 rounds when it actually held 120. You're gonna
need that ammo, it guzzles.

E40 is a Big, Big purchase if you don't already have it and the Raleigh
starts with the rifle and needs to Gamble in order to get more ammo.
Should make it the legendary, expensive weapon it is And make both
components Actually Usable.

:cl:
balance: E40 hybrid rifle ballistic mode now shoots faster
balance: .299 Caseless taken out of the black market, added to cargo
fix: .299 Caseless now correctly states it holds 120 rounds
/:cl:

---------

Signed-off-by: generalthrax <[email protected]>
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## About The Pull Request
I somehow missed this in review!

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
My bad i somehow missed that!

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: examine on ammo casings now properly hint that you can write on
them
/:cl:

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@Constellado
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Constellado commented Nov 22, 2024

oh no the maps are ruined.

@Constellado
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wait after a nother look, thats not a map file freaking out is it?

@Constellado
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greeeeeeeeeeeeeeeeen

@Constellado
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ok time to add even more gun PRs

FalloutFalcon and others added 4 commits November 25, 2024 23:44
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Mostly cleaning up paths and de parenting some items like kitchen knife,
clay more, or null rod, sprite and code organization.

adds some stuff for scrap weapons and a cargo machete but nothing player
facing besides a minor buff to scrap armour (rare drop from hostile rn).
I'll work on implementing them in a second pr

<!-- Describe The Pull Request. Please be sure every change is
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Makes it easier to work on melee code by making everything a lot clearer

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

:cl:
code: bunch of code organization related to melee
refactor: cleaned up a bunch of melee items to have better inheritance
and paths
/:cl:

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---------

Signed-off-by: FalloutFalcon <[email protected]>
@Constellado
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Constellado commented Nov 25, 2024

OK so past this point the Melee code cleanup PR causes many changes (and removal of things such as magical items). I will leave it here (aka no more gun PRs from that commit onwards) for now till I figure out how to do it right without removing the magical stuff.

@Vect0r2 Vect0r2 merged commit 41e5492 into PentestSS13:master Dec 8, 2024
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github-actions bot pushed a commit that referenced this pull request Dec 8, 2024
@Constellado Constellado deleted the cherrypickening3guns branch December 14, 2024 05:44
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