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[SEMI-MODULAR] [TEST MERGE] COMBAT REWORK PART ONE #994

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MysteryMan21333
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@MysteryMan21333 MysteryMan21333 commented Nov 5, 2023

About The Pull Request

Good afternoon ladies and gentlemen, this is Part One of my rework of the current weapon systems. This is a attempt to get our systems to be up to date alongside TG. With this update I hope to use it as a stepping stone to continue building off of using PR s from Skyrat and TG to bring unique systems to our sadly out of date server.

Why It's Good For The Game

Updates our current code for the long process ahead.

A Port?

Hey revolver, don't mothers make good fathers? #41620
tgstation/tgstation#41620
I got guns #41804
tgstation/tgstation#41804
Yet more gun fixes #42722
tgstation/tgstation#42722
Makes unloading ballistic weapons better (Namely revolvers) #42837
tgstation/tgstation#42837
Ballistic guns autodoc #45578
tgstation/tgstation#45578
Gun sound revamp #46689
tgstation/tgstation#46689

Pre-Merge Checklist

  • You tested this on a local server.
  • This code did not runtime during testing.
  • You documented all of your changes.

Changelog

🆑
fix: fixs a snipers from bolting a round and perceiving it as non-existent.
soundadd: adds and reworks a bunch of firearm sounds.
sounddel: removes a bunch of firearm sounds.
refactor: refactors how some of the gun code functions, including new var.
qol: updates our code for more modern TG.
/:cl:

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What's with all the deletions of our modular shotguns in this file? also did you make sure our modular code works still?

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Double checking all modular code, but Im very sure itll function, in terms of shotgun deletions thats mainly due to it being reworked to a better form, removing code and replacing it with upstream.

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2 participants