Projectile impact effects, sounds and blood splatters. (#8444)

Based.
This commit is contained in:
Matt Atlas
2020-03-20 21:28:28 +01:00
committed by GitHub
parent f6aebb669a
commit 9ab1f2cfb1
29 changed files with 144 additions and 82 deletions
+3 -3
View File
@@ -32,6 +32,7 @@
var/damage_flags = DAM_BULLET
var/nodamage = FALSE //Determines if the projectile will skip any damage inflictions
var/check_armour = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
var/list/impact_sounds //for different categories, IMPACT_MEAT etc
var/stun = 0
var/weaken = 0
@@ -108,14 +109,13 @@
if(isanimal(target))
return FALSE
var/mob/living/L = target
if (damage_type == BRUTE && damage > 5) //weak hits shouldn't make you gush blood
if(damage_type == BRUTE && damage > 5) //weak hits shouldn't make you gush blood
var/splatter_color = "#A10808"
var/mob/living/carbon/human/H = target
if (istype(H)&& H.species && H.species.blood_color)
if (istype(H) && H.species && H.species.blood_color)
splatter_color = H.species.blood_color
var/splatter_dir = starting ? get_dir(starting, target.loc) : dir
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target.loc, splatter_dir, splatter_color)
if(hit_effect)
new hit_effect(target.loc)
@@ -4,6 +4,7 @@
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 30
damage_type = BURN
impact_sounds = list(BULLET_IMPACT_MEAT = SOUNDS_LASER_MEAT, BULLET_IMPACT_METAL = SOUNDS_LASER_METAL)
check_armour = "laser"
eyeblur = 4
damage_flags = DAM_LASER
@@ -3,10 +3,11 @@
icon_state = "bullet"
damage = 60
damage_type = BRUTE
nodamage = 0
impact_sounds = list(BULLET_IMPACT_MEAT = SOUNDS_BULLET_MEAT, BULLET_IMPACT_METAL = SOUNDS_BULLET_METAL)
nodamage = FALSE
check_armour = "bullet"
embed = 1
sharp = 1
embed = TRUE
sharp = TRUE
shrapnel_type = /obj/item/material/shard/shrapnel
var/mob_passthrough_check = 0