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The great fixening#1

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flleeppyy wants to merge 93 commits into
Monkestation:masterfrom
BonniePandora:The-great-fixening
Draft

The great fixening#1
flleeppyy wants to merge 93 commits into
Monkestation:masterfrom
BonniePandora:The-great-fixening

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@flleeppyy

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Changelog

🆑
add: Added something
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
spellcheck: fixed a few typos
ui: changed something relating to user interfaces
code: changed some code
refactor: refactored some code
soundadd: added a new sound thingy
sounddel: removed an old sound thingy
imageadd: added some icons and images
imagedel: deleted some icons and images
mapadd: added a new map or section to a map
maptweak: tweaked a map
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl:

Fixes-
Assault VOG grenade
CN20X gas VS xenos
M41 UGL calibre
XM46A empty sprite
Recon/Green PN30 UGL sprites
RMC Mortar/Grenade belt storage woes
RMC Medical Assistant equipped gear preset
RMC Team-Leader/PMC Team-Leader conflicts
NV visor usability with scopes
RMC Rank pins
RMC Shipmap Section-Lead locker access issues

Tweaks-
Plasma rifle stats
RMC HUD icons
RMC DMR stats
RMC SMG stats
M92 Grenade Launcher stats
Grenade-backpack
RMC Tesla
Night Vision goggles/monosights (nerfed slightly)
UPP UGL grenade_pass_flags

Removes-
M42 for RMC marksman
Breaching Hammer for RMC engi until reworked
M92 fixes, plasma rifle fixes, GL spec stuff, new forecon surv presets because I was bored
Equipped FORECON presets
New forecon skill sets
Cryogenic grenade
Vic-Crew no longer start starving
Com-Eng gets tac tools to seperate from regulars
LSD tweaked
Rocket-launchers now have passthrough IFF
Fixed M49 A19 explosive not having flak effect on xenos
Tweak/balance: Peri now heals (non-head_ organs slowly, ImiAlk both heal their respective target-organs slower than before
But what about superslug, or superflechette?
Adds magnum-load slugs and DU flechette ammo types for 12g shotguns
Fire now is visible when burning grass
Flamers emit a light when the pilot-light is lit
Civ/Rebel skills no longer include flight skills
Tear-gas effect duration lowered substantially
+2 shells in tube, irremovable stock & barrel attachment
ES-4 bullets do stamina damage
Cryo nades now have an actual reagent instead of frostoil
Cryo OB, both it and the cryo nade added to GM fire support menu
Helmet-garb NVGs don't get gimped by scopes or binocs now
Scout sniper kits come with UDEP armor instead of ghillie rig & sniper-smoke
Resprited M5
Smoke-rockets for M5, one added to loader sub-kit
UDEP sniper armor & pyro spec armor have been de-/storage'd, now will take webbing vests
Visors for helmets, proper PMC subtype of M56 goggles, map edits to include the latter
New tracker icons for corresponding factions to use
(Hopefully) fixed the PMC headset trackers
(Hopefully) fixed UPP & FORECON synth headset trackers
Guncases using wrong overlay for open lid
XM99 IFF trigger cut-off
SADAR AT-capability upped slightly
Super-slug given pushback alongside knockback
"Magic Missile" never looked so chitinous before...
PR conflict resolution
Lessens the range & duration of HIMAT deafening
M5 icon offset fix
M37 shotgun no-camo & stock camo fix
Spent rocket tube naming fix
Syringe de-shittening
E-tool name stuff & presets getting folded ones
USASF PJ skill fixes & preset tweaks for leader
Med changes, doubled non-super-good stacks of med things, nixed 4th soft kit on Garrow as recompense. UPP retain 4th as they don't get generalised tricord access
Tend wounds works up to 75% of damage taken, making the graft & suture more viable for prolonged usage
FORECON medic armor webbing can a greater variety of stuff
SHARP tweaks, darts glow when in ground, handfuls can be taken from mags, track proc moved to UI button, cocking returns. Dart-mine timer upped, tripwire adjustments to be more consistent,
B18 sprite update, giga-GL armor esque, helmet uses pyro one to simulate the rebreather it mentions desc-wise. Now has 2 use emergency injector plate baked in instead of useless tricord autoinjector dispenser
Revives the adjusted tracker stuff, fixes an oopsy with the RMC mortar belt
Troop commander & sergeant get command comms to confer between one another better
Unshittens the vic-crew gear preset, ports Rob's flyby & hover fire support stuff with their permission
USASF MAA & SF Inf get proper jobs & HUD icons
Adjusted loadouts of the above
RMC equipped presets get a little less ammo so they aren't laden
UPP Frogmen loadouts adjusted slightly
Nav-Inf stripy top made black & white instead of blue & white
FORECON one comes with right mag loaded from the get-go
Fixes rail-light positioning
Fixes empty recon HPR mag icon state
PJ overhaul
Some typo fixes alongside
Blast thresholds for items being destroyed upped slightly. EMP rejiggering (5% chance for delimb, otherwise 20 burn damage on EMP for cybernetics). MARSOC HUD-icon stuff so all the roles show even if not assigned to a squad datum
Change-rank issue handled
USASF helmet spite updates, matches uniform/armor colour scheme now
Small adjustments to USASF presets
M40 HEFA returns as the legacy M26 HEFA grenade, the first 30mm grenade issued to the USCM when Marine 70 began.
Marksman preset loses AP & 1 incen for extended & 1 HEAP, scope zoom increased, special army subtype of M49 made with full auto toggle.
Added same code to start the gun on the alt firemode to RMC NSG so it begins on burst fire now too
Army Fireteam Leader loses the hammer, gets a backpack with stuff in instead
RMC SG damage lowered with increasing damage at range
RMC team/section lead & SG JTAC skills upped
RMC rangefinder subtype with quicker designation time, given to leadership elements of the troop (LT, sergeant, cpl, lance corporal), latter trio in their lockers, former in their office
9510f5d: maps/map_files/HMS_Brynhild/HMS_Brynhild.dmm

Automatically commited by: tools\mapmerge2\fixup.py
Forgor access adjustment
Should finally have the RMC mortar-belt storage issues sorted
Added to normal & FORECON marine vendors
Aggro-grabs now incapacitate opponents quicker, killing them some time this century via oxyloss
Rejiggers some code for projectiles to make the damage buildup surpass the defined damage in the datum between min & max effective ranges
Slight tweaks made to stats of the RMC SG ammo & SG itself
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3 participants