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[Feature] Changes From Discord Votes (#194)
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* feat: remove requred wielding from many guns

Signed-off-by: Remuchi <[email protected]>

* feat: craftable tiny fans and drains

Signed-off-by: Remuchi <[email protected]>

* fix: smgs are now proper smgs

Signed-off-by: Remuchi <[email protected]>

* Apply suggestions from code review

Co-authored-by: Spatison <[email protected]>

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Signed-off-by: Remuchi <[email protected]>
Co-authored-by: Spatison <[email protected]>
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Remuchi and Spatison authored Dec 24, 2024
1 parent bff5fef commit 1bbb665
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Showing 8 changed files with 111 additions and 24 deletions.
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- Back
- suitStorage
- type: Wieldable
- type: GunRequiresWield
- type: AmmoCounter
- type: Gun
fireRate: 5
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20 changes: 6 additions & 14 deletions Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml
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- type: entity
name: C-20r sub machine gun
parent: [BaseWeaponSubMachineGun, BaseGunWieldable]
parent: [BaseWeaponSubMachineGun]
id: WeaponSubMachineGunC20r
description: Manufactured by Cybersun-Armaments, the C-20r is one of the most popular personal small-arms in the Coalition of Colonies. Uses .35 auto ammo.
components:
Expand All @@ -101,13 +101,9 @@
map: ["enum.GunVisualLayers.Mag"]
- type: Clothing
sprite: Objects/Weapons/Guns/SMGs/c20r.rsi
- type: Wieldable
- type: GunWieldBonus
minAngle: -19
maxAngle: -16
- type: Gun
minAngle: 21
maxAngle: 32
minAngle: 2 # WD EDIT
maxAngle: 10 # WD EDIT
shotsPerBurst: 5
availableModes:
- SemiAuto
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- type: entity
name: Drozd
parent: [BaseWeaponSubMachineGun, BaseGunWieldable]
parent: [BaseWeaponSubMachineGun]
id: WeaponSubMachineGunDrozd
description: An excellent fully automatic Heavy SMG.
components:
Expand All @@ -148,13 +144,9 @@
map: ["enum.GunVisualLayers.Mag"]
- type: Clothing
sprite: Objects/Weapons/Guns/SMGs/drozd.rsi
- type: Wieldable
- type: GunWieldBonus
minAngle: -19
maxAngle: -16
- type: Gun
minAngle: 21
maxAngle: 32
minAngle: 2 # WD EDIT
maxAngle: 14 # WD EDIT
fireRate: 6
selectedMode: FullAuto
soundGunshot:
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Expand Up @@ -51,6 +51,7 @@
Blunt: 10
soundHit:
collection: GenericHit
- type: GunRequiresWield # WD EDIT

- type: entity
name: Bulldog
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soundEmpty:
path: /Audio/Weapons/Guns/Empty/empty.ogg
fireOnDropChance: 0.3
- type: Wieldable
- type: ItemSlots
slots:
gun_magazine:
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shape:
- 0,0,4,0
sprite: Objects/Weapons/Guns/Shotguns/db_shotgun_inhands_64x.rsi
- type: GunRequiresWield #remove when inaccuracy on spreads is fixed
- type: Gun
fireRate: 2
fireOnDropChance: 0.5
Expand Down Expand Up @@ -170,7 +169,6 @@
sprite: Objects/Weapons/Guns/Shotguns/enforcer_inhands_64x.rsi
- type: BallisticAmmoProvider
- type: Wieldable
- type: GunRequiresWield

- type: entity
parent: WeaponShotgunEnforcer
Expand All @@ -195,7 +193,6 @@
sprite: DeltaV/Objects/Weapons/Guns/Shotguns/pump.rsi
- type: Clothing
sprite: Objects/Weapons/Guns/Shotguns/pump.rsi
- type: GunRequiresWield #remove when inaccuracy on spreads is fixed
- type: BallisticAmmoProvider
capacity: 4
- type: Tag
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- 0,0,4,0
- type: Sprite
sprite: Objects/Weapons/Guns/Shotguns/blunderbuss.rsi
- type: GunRequiresWield #remove when inaccuracy on spreads is fixed
- type: Gun
fireRate: 2
fireOnDropChance: 1
Expand All @@ -303,7 +299,6 @@
shape:
- 0,0,4,0
sprite: Objects/Weapons/Guns/Shotguns/improvised_shotgun_inhands_64x.rsi
- type: GunRequiresWield #remove when inaccuracy on spreads is fixed
- type: Gun
fireRate: 4 #No reason to stifle the firerate since you have to manually reload every time anyways.
fireOnDropChance: 1
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Expand Up @@ -110,7 +110,6 @@
- type: Gun
fireRate: 0.6
- type: Wieldable
- type: GunRequiresWield
- type: Telescope
- type: MagazineVisuals
magState: mag
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Expand Up @@ -18,10 +18,16 @@
fix1:
shape:
!type:PhysShapeAabb
bounds: "-0.5,-0.5,0.5,0.5"
bounds: "-0.5,-0.5,0.5,0.5"
- type: Airtight
noAirWhenFullyAirBlocked: false
- type: Clickable
- type: Tag
tags:
- SpreaderIgnore
- SpreaderIgnore
# WD EDIT START
- type: Construction
graph: TinyFan
node: tinyFan
# WD EDIT END

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Expand Up @@ -60,3 +60,8 @@
- !type:PlaySoundBehavior
sound:
collection: MetalBreak
# WD EDIT START
- type: Construction
graph: FloorDrain
node: floorDrain
# WD EDIT END
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@@ -0,0 +1,62 @@
- type: constructionGraph
id: TinyFan
start: start
graph:
- node: start
edges:
- to: tinyFan
steps:
- material: Steel
amount: 5
- material: Silver
amount: 10
doAfter: 4
- node: tinyFan
entity: AtmosDeviceFanTiny
edges:
- to: start
completed:
- !type:SpawnPrototype
prototype: SheetSteel1
amount: 2
- !type:SpawnPrototype
prototype: IngotSilver1
amount: 5
- !type:DeleteEntity
steps:
- tool: Screwing
doAfter: 2
- tool: Welding
doAfter: 5


- type: constructionGraph
id: FloorDrain
start: start
graph:
- node: start
edges:
- to: floorDrain
steps:
- material: Steel
amount: 5
- material: Silver
amount: 10
doAfter: 4
- node: floorDrain
entity: FloorDrain
edges:
- to: start
completed:
- !type:SpawnPrototype
prototype: SheetSteel1
amount: 2
- !type:SpawnPrototype
prototype: IngotSilver1
amount: 5
- !type:DeleteEntity
steps:
- tool: Screwing
doAfter: 2
- tool: Welding
doAfter: 5
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@@ -0,0 +1,29 @@
- type: construction
id: TinyFan
name: tiny fan
description: A tiny fan, releasing a thin gust of air.
category: construction-category-utilities
graph: TinyFan
startNode: start
targetNode: tinyFan
objectType: Structure
placementMode: SnapgridCenter
canBuildInImpassable: false
icon:
sprite: Structures/Piping/Atmospherics/tinyfan.rsi
state: icon

- type: construction
id: FloorDrain
name: drain
description: Drains puddles around it. Useful for dumping mop buckets or keeping certain rooms clean.
category: construction-category-utilities
graph: FloorDrain
startNode: start
targetNode: floorDrain
objectType: Structure
placementMode: SnapgridCenter
canBuildInImpassable: false
icon:
sprite: Objects/Specific/Janitorial/drain.rsi
state: icon

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