Bleeding-Edge
Sound additions and changes
Fixes to certain sounds, volume changes and new sounds
Fixed a light issue in Security Maintenance (thanks to muskets). Update to Bridge. More updates to CentCom. Added doors (elevator sprite) to CentCom but they are inaccessible at the moment. Added new weapon sounds: blaster, laser, pulse, wave, emitter, and one for the marauder canon. Not all are used at the moment. New sounds for the energy sword on and off states (they're unlicensed, I promise). Added/changed alien attack sounds. Added some more messages for aliens attacking mechs.
Reworked the gun system to handle hostage scenarios better. Ported and adjusted with permission from Lost Worlds.
sounds and cool stuff
Lawgiver refactor, added new mode for demolition variant (#20827)
The Boomerang Update (feat. Castlevania: Rondo of Blood, and Gurren Lagann) (#36993)
Adds baseball bats (#31170)
fire sounds
Added sounds to aliens hitting glass and grilles. Added sounds to alien hisses and roars. Face huggers now do half the damage with their leap. New alien hud icons: walk/run, health, and spit intent. Few icon wips.
sounds
The Changeling armblade now has a spin attack (#36015)
Fixes Exosuit issues.
fixes 7077
- Ported cable restraints from Bay12. You make them by using a verb on cable coils. Takes 15 lengths to make, applied the same way as handcuffs, they have the same effects as handcuffs, but only take 30s to remove if you resist. They can also be removed by using wirecutters on a handcuffed mob. - Added 4 new cable colors. Pink (ported from Bay12), orange, cyan and white. - Engineer tool belts can now also spawn with orange wire, in addition to yellow and red. - Tool closets and electrical toolboxes can now spawn with cables in any of the 8 colors. - Added cablecuff.ogg from bay12, played when you apply cable cuffs on someone - Added this stuff to the changelog
Fixes the null soundin by adding a casing drop sound. (#21748)
Makes red crowbars sound more accurate (#31254)
Juggdash for Carbons (#37685)
TG: Updated fire extinguisher cabinets- mini extinguishers now fit in them, and the path has changed! /obj/structure/closet/extinguisher to /obj/structure/extinguisher_cabinet
Combat rework 2021 (#29133)
Strange Ball & Strange Egg (#14125)
Red Core, First Edition (#35766)
dude_bombs_lmao (#38611)
E-Gun, sounds for toggling firemodes. (#12817)
adds aesthetic, adds ghost bwoink for the braincheck
Oops, that sound was actually needed.
Add a funny effect to ring of fire (#26289)
Reworks the flamethrower. Guns now have vars for whether they can be fired by MoMMIs, hulks, etc. Guns now have a proc for checking whether they can be fired by a particular user.
Gatling laser: Base (#34673)
Mahoguny, siren gun and Buckshot (#9356)
assets
High-Frequency Machete (#13913)
Adds 13 new weapons. Makes a change to the way sharpness affects limb severing. Adds some sounds. Fixes some typos.
hookshot sounds and chain sprites
Hunting Rifle (#26367)
adds glow orbs (#14855)
Different item kick sound and more modest kicking arc (#35009)
Adds a new protoaccelerator noise for miners (#25179)
KITCHEN GUN! (#37289)
syndie laser gun + elitesyndie viscerator gun (#34681)
Reloading with ammo boxes as a loop of quick single-bullet reloads (#34800)
Fixes #12702 AUTOMAGDROP weapons no longer have a loud buzzer as their go to mag drop sound. (#12844)
Megabusters
Adds Mimicry from Lobotomy Corporation (#38273)
Nagant revolver (#23721)
Mr. Laser (now conflict free!) (#37860)
Adds Nagant and Obrez, as well as 7.62x55 ammo. Nagant can be spawned by summon guns.
bounce
Cooking with frying pans (#33569)
the Portals update
Adminspawn-only proc call gun (#31732)
Adds a new wizard spell: Punch (#33185)
Laser tag guns double as Taser tag guns (#13250)
Ayy Laser Guns and UFO Vault Update (#31592)
Colt Single Action Army (#13566)
-Added a sound effect for the red phone.
update
Adds .45 Security Pistols (#11964)
Adds a very basic weeaboo mini-antag (#19956)
Adds the NT-12 semi-automatic magazine-fed shotgun. (#20888)
adds some shotgun sounds (#20892)
smash.ogg more responsive (#38794)
New WIP TK system added. To activate your TK click the throw button with an empty hand. This will bring up a tkgrab item. Click on a non-anchored (currently) non mob Object to select it as your "focus". Once a focus is selected so long as you are in range of the focus you can now click somewhere to throw the focus at the target. To quit using TK just drop the tkgrab item. The captains laser, aegun, and xbow recharge a bit slower now, they recharged so fast that you almost never had to stop shooting. Cleaned up the cyborg_modules file Medical and Security borgs have a hud item. Medical bots bottles hold 60 of their chemical (up from 30). Medical bots now have three syringes that are labeled "Syringe-(Inaprovaline)", "Syringe-(Anti-Toxin)", and "Syringe-(Mixed)". Medical bots now have two kelotane/dexalin pills (up from 1/ea). Engineering bots got a new RCD thats just like the old one but the code is cleaner and meant for borgs only. Husks brains can no longer be cut out. Healing hands code has been removed till whoever wants to finish it adds it to a place that is NOT the base click procs. Added veyveyr's nuke team weapon. Its more or less the Uzi with a new icon. Nuke teams also got a bit of extra ammo and a few more pinpointers/eguns in their locker. Glass doors will not set opacity to 1 after they close.
impacto
putting some order in my guns
Experimental Guns No5. Stickybomb Launcher
super duper shotgun (#33157)
Adds switchtools.
adds the Holo switchtool for the research director. (#15077)
Made rollerbeds collapsible. They don't fit in containers, so it's just easier to take to location. Added new sprites and sounds for cable cuffs, and new sounds for table smashy.
Adds a brute force melee weapon to combat borgs; the impact hammer (#15106)
ZKZ transactional rifle (#38247)
whip changes
Floral Somatoray Refactor (#36986)
Bullwhip (#13375)