New bullet types, projectile rewrite

* Refactors projectile Bump()
* Converts projectile_type var strings to paths
* Reorganizes bullet projectile paths
* Made a pass through all the bullet_act() definitions. Mainly ensured that damage_type is checked when dealing damage to certain objects. Removed stupid /turf bullet_act() override, replaced with on_hit() overrides on the relevant projectiles.

* Adds shotgun pellets projectile. Adds Raptor's shotgun slug sprite.
* Gives stunshots more of their own identity, refluffs them as taser cartridges for shotguns. They still aren't obtainable anywhere unless spawned.
* Makes projectiles pass through girders and cultgirders with a certain probability, unless the girder itself was clicked.
* Projectiles are also able to pass through grilles. Low damage projectiles have a chance to be blocked by grilles. High damage projectiles have a chance to have some damage absorbed by the grille.
* Makes projectiles for blanks invisible.
* Adds flash bullet types
* Adds support for 'penetrating' projectiles
* Swaps .45 and 9mm projectile types. .45s hit slightly harder, 9mils have more ammo capacity.
This commit is contained in:
unknown
2015-02-04 17:56:43 -05:00
committed by mwerezak
parent c9eae483c6
commit 39b467c9da
41 changed files with 542 additions and 283 deletions
@@ -24,7 +24,7 @@ emp_act
if(!(def_zone in list("chest", "groin")))
reflectchance /= 2
if(prob(reflectchance))
visible_message("\red <B>The [P.name] gets reflected by [src]'s [wear_suit.name]!</B>")
visible_message("\red <B>\The [P] gets reflected by \the [src]'s [wear_suit.name]!</B>")
// Find a turf near or on the original location to bounce to
if(P.starting)
@@ -33,12 +33,7 @@ emp_act
var/turf/curloc = get_turf(src)
// redirect the projectile
P.original = locate(new_x, new_y, P.z)
P.starting = curloc
P.current = curloc
P.firer = src
P.yo = new_y - curloc.y
P.xo = new_x - curloc.x
P.redirect(new_x, new_y, curloc, src)
return -1 // complete projectile permutation
@@ -47,9 +42,9 @@ emp_act
var/armor = getarmor_organ(organ, "bullet")
if((P.embed && prob(20 + max(P.damage - armor, -10))))
var/obj/item/weapon/shard/shrapnel/SP = new()
(SP.name) = "[P.name] shrapnel"
(SP.desc) = "[SP.desc] It looks like it was fired from [P.shot_from]."
(SP.loc) = organ
SP.name = (P.name != "shrapnel")? "[P.name] shrapnel" : "shrapnel"
SP.desc = "[SP.desc] It looks like it was fired from [P.shot_from]."
SP.loc = organ
organ.embed(SP)
return (..(P , def_zone))
+1 -1
View File
@@ -56,7 +56,7 @@
signaler.signal()
//Stun Beams
if(istype(P, /obj/item/projectile/beam/stun) || istype(P, /obj/item/projectile/bullet/stunshot))
if(P.taser_effect)
stun_effect_act(0, P.agony, def_zone, P)
src <<"\red You have been hit by [P]!"
del P
@@ -166,8 +166,8 @@
var/reflectchance = 80 - round(P.damage/3)
if(prob(reflectchance))
adjustBruteLoss(P.damage * 0.5)
visible_message("<span class='danger'>The [P.name] gets reflected by [src]'s shell!</span>", \
"<span class='userdanger'>The [P.name] gets reflected by [src]'s shell!</span>")
visible_message("<span class='danger'>\The [P] was reflected by \the [src]'s shell!</span>", \
"<span class='userdanger'>\The [P] was reflected by \the [src]'s shell!</span>")
// Find a turf near or on the original location to bounce to
if(P.starting)
@@ -176,12 +176,7 @@
var/turf/curloc = get_turf(src)
// redirect the projectile
P.original = locate(new_x, new_y, P.z)
P.starting = curloc
P.current = curloc
P.firer = src
P.yo = new_y - curloc.y
P.xo = new_x - curloc.x
P.redirect(new_x, new_y, curloc, src)
return -1 // complete projectile permutation
@@ -108,7 +108,7 @@
icon_living = "syndicateranged"
casingtype = /obj/item/ammo_casing/a12mm
projectilesound = 'sound/weapons/Gunshot_smg.ogg'
projectiletype = /obj/item/projectile/bullet/midbullet2
projectiletype = /obj/item/projectile/bullet/pistol/medium
weapon1 = /obj/item/weapon/gun/projectile/automatic/c20r