woodentucker / 40k-eipharius Goto Github PK
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License: GNU Affero General Public License v3.0
-e revolver sprites will just be the default and only sprite when assigning loaded and unloaded icons to revolvers.
May be due to the million prefabs of doors we have.
Seems like its only doors which have keys to use them have this bug, as only walking into them works to open them, and you cant walk into them to close them. Needs some extra testing
removing a lot of the million different door types we have would help alleviate this issue
governor has no access currently, gotta fix
Both the Scion helmet and armor lack icon sprites, leading to strange situations where you may take it off and drop it and it will be completely invisible on the floor. Additionally leads to weirdness with backpacks, where you are not able to take out the items due to there being no sprite to click on.
Just run the update_icon() for every gun we have. Its tedious but simple for a new contributor to do
/obj/item/gun/projectile/boltrifle/ravenbolter/update_icon()
..()
if(ammo_magazine)
icon_state = "ravenbolter-30"
else
icon_state = "ravenbolter-e"
replace the icon_states and /projectile path with the gun's correct full and empty icons and path
Following items are in code but you cant see them in trading console:
Misc issues:
Balance issues?:
In the flavortext for the path, it says that sacrificing hearts have a 50% chance of granting an endurance or strength buff, but only buffs endurance until you hit a limit for endurance, and nothing else.
There's no handheld sprites for the Sororitas PA and helmet.
There also might(?) be unused sprites for the BoS suit, but I haven't checked.
I've done a quick test of some of the new recipes. Here are a few of the bugs I've found.
The recipe for Ingot Lube in fact creates a Hammer instead.
The recipe lists for Diamantine and Kultrinium appear to be broken, and output the recipe list for Gold instead. I assume Titanite will likely be the same, though Cobalt did function correctly.
Due to them lacking skills & stats, they cannot do things like surgery. They also lack a right click function which disables them from turning the safeties off firearms and many other things. Their radio function also seems quite broken. Despite updating them with the right frequency and channels, they still can't talk on them. Their UI "select bodypart" section is broken, don't even think they can use numpad to select bodyparts either which makes it semi-critical. Their movement is also a bit broken, accepting lots of ghost inputs.
With how organs work currently, their brains will very quickly spoil, even if put into MMI's i believe which means brains need to be slam dunked into a cyborg body quickly. MMI's and Positronic brains can also not talk. Positronic brains don't ask for players correctly and has to manually be possessed by a nearby ghost after being activated.
I tried to do some background work with giving them the proper languages, radio channels and such which would let them function on a very basic level currently but an experienced coder needs to sort the rest out as i lack the know-how.
It means unless someone spawned into the bazaar at round start, no one can actually ever open it.
No hand-held helmet sprite exists for the scion's helmet. Meaning it's very easily lost.
The icons for all limbs from the bioprinter are missing.
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