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PMC and Whiteout stuff (cmss13-devs#1966)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request As a preword, I came up with every change in this PR and coded them in the span of 10 hours, so some things may be iffy. PMCs and Whiteout may be good, but they're a bit outdated, this modernizes multiple loadout aspects, enables antag vendors for admin-spawn, and does some balance changes to certain portions(specifically chem ERT). Individual changes, numbered, will go over each in why its good, may have forgotten one or two things. 1. Buffs whiteout flamer with blue flame damage, belt-linked magharn, and pyro underbarrel extinguisher 2. Adds a synthetic repair kit(medkit), with synth repair tools, gives it to whiteout. 3. Adds breaching charges and swaps crowbars to tactical in whiteout loadouts 4. Gives whiteout PMC sniper goggles(thermals) 5. Gives whiteout medic the required gear to actually repair a downed member of the team, and just a lot of synth heals. 6. Gives whiteout leader a pyro extinguisher. 7. Gives whiteout weapons default attachments. 8. Adds an 'advanced' mini-flamer with the same stats as UPP integrated UBF, gives it to NSG23 and random m41/2 attachie. 9. Gives detainer PMCs a version of the corporate m41A MK2(goon gun), with attachies and adv flamer to replace flamethrower. 10. Swaps chem PMC TL P90(name is too long) with an M41/2 11. Gives normal PMC ERT roles a webbing vest with meds and miniextinguisher 12. Gives PMC Surgeon the essentials required to act as a medic, swaps NSG with M39/2, gives them a normal but unique look. 13. Whiteout and PMC SG powerpacks have 30k power by default, instead of 10k. 14. Gives PMC guns more options for random attachments, and gives m41/2 its intended collapsible stock 15. Gives PMC engi m39/2 instead of P90 16. Removes flamer from potential PMC loadouts. 17. Gives PMCs better CQC skill. 18. Gives PMC TLs autoinjector pouches(which gives chem TL a second pouch in the first place) 19. Detainer PMCs now have tac-sechuds, PMC TLs have sensorhuds. 20. **Enables antag vendor for PMC roles.** (Look at file changes for the specific things, too long for pr desc) # Explain why it's good for the game Modernization and some needed loadout/balance changes(IMO). Per number: 1. Whiteout flamer did worse damage than napalm, and was incredibly easy to lose. 2. More heals for each member of the whiteout team, allows more self-sufficiency. 3. Breach charges for tacticool breaches, crowbar doubles as a melee weapon in case the player doesn't know about synth punch 4. Whiteout didn't have proper NVG, thermals allows them to do tacticooler breaches by lining up people wth breach charge. 5. Whiteout medic didn't have a lot of heals at all, and didn't have a defib, so they weren't much of a medic. 6. To extinguish the flames and lead charges, works like pyro underbarrel extinguisher, but handheld. 7. Default tacticool attachment, already made whiteout subtypes for HEAP, why not give them good attachies with them too. 8. Mini-flamer sucks, gives a better version for NSG and m41/2, same stats as the already existing UPP integrated UBF. 9. Detainers had flamers which sucked, gives them corpo m41s which aren't as good as /2s, but have adv UBF for flames. 10. P90 sucks, having default m41/2 fits with other leader type, also gives them a better gun than their underlings. 11. Medkit but in a webbing, its my personal combat webbing load when I play so its good. 12. PMC Surgeon was horrifically undergeared, they didn't even have a medhud, gives them basic gear similar to PMC med but with a beret to tell them apart. 13. ERTs don't have spare batteries to get usually, more staying power in fights. 14. More options for attachies to further make PMC weapons better, also gives m41/2 the m41 collapsible stock because it needed it. 15. P90 sucks, support roles getting the m39/2 is cool. 16. Flamer sucks to get as PMC, and adv. UBF as a potential m41/2 attachie makes a full-sized flamer useless too. 17. PMCs could fireman carry, and multi-strip, but did it horrifically slow, gives them MP level CQC(master for spec, expert for TL) 18. TL getting extra meds is neat, also chem TL had an empty pocket slot and no meds, thats bad. 19. Sechud-thing for PMC detainers is useful(stops flashbang trolling for one), giving PMC TL a sensorhud to watch their team's status is also good. 20. Makes doing event bases for PMCs much easier, too long to post the specific changes here but look at files for them. # Testing Photographs and Procedure I forgot to take screenshots but it all works. 👍 I spawned myself as every changed role and tested every individual change extensively. # Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> <!-- If you add a name after the ':cl', that name will be used in the changelog. You must add your CKEY after the CL if your GitHub name doesn't match. Be sure to properly mark your PRs to prevent unnecessary GBP loss. Maintainers freely reserve the right to remove and add tags should they deem it appropriate. --> :cl: add: PMCs are now able to use antag vendors. balance: Multiple loadout and skill changes to PMCs and Whiteout balance: Buffs whiteout flame damage to blue flame damage. fix: PMC Investigator Lead now appropriately spawns with a medical pouch in their pocket, instead of nothing. fix: Maximum skill preset now appropriately also has BE and intel skill, at maximum of course. fix: PMC Smartgunner now appropriately a VP78 to go along with their VP78 magazines fix: Whiteout now appropriately have night vision. fix: M41A/2 now appropriately comes equipped with a collapsible stock. spellcheck: PMC smartgun drum now has a seperate description and name from base SG to match its different appearance. /:cl: <!-- Both :cl:'s are required for the changelog to work! -->
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