mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-22 20:43:10 +01:00
Projectile refactoring madness (#19878)
Refactored the projectile code, mostly in line with TG's now. Refactored various procs that are used or depends on it. Projectiles can now ricochet if enabled to. Damage falloffs with distance. Homing projectiles can now have accuracy falloff with distance. Projectiles have a maximum range. Muzzle flash is configurable per projectile. Impact effect of the projectile is configurable per projectile. Accuracy decreases with distance. Projectiles work with signals and emits them, for easy hooking up from other parts of the code. Meatshielding is now less effective . Impact sound is now configurable per projectile. High risk.
This commit is contained in:
@@ -83,6 +83,8 @@
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return prob(max(30,(100.0*health)/maxhealth))
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/obj/structure/barricade/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(mover?.movement_type & PHASING)
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return TRUE
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if(air_group || (height==0))
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return TRUE
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if(istype(mover, /obj/projectile))
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@@ -197,11 +199,14 @@
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playsound(src, barricade_hitsound, 25, 1)
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hit_barricade(attacking_item, user)
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/obj/structure/barricade/bullet_act(obj/projectile/P)
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bullet_ping(P)
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var/damage_to_take = P.damage * P.anti_materiel_potential
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/obj/structure/barricade/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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. = ..()
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if(. != BULLET_ACT_HIT)
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return .
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bullet_ping(hitting_projectile)
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var/damage_to_take = hitting_projectile.damage * hitting_projectile.anti_materiel_potential
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take_damage(damage_to_take)
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return TRUE
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/obj/structure/barricade/proc/barricade_deconstruct(deconstruct)
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if(deconstruct && is_wired)
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@@ -382,6 +382,8 @@ GLOBAL_LIST_EMPTY(total_active_bonfires)
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AddOverlays("fireplace_glow")
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/obj/structure/bonfire/fireplace/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(mover?.movement_type & PHASING)
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return TRUE
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if(get_dir(loc, target) == NORTH)
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return !density
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return TRUE
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@@ -150,7 +150,8 @@
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return content_size
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/obj/structure/closet/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0 || wall_mounted)) return 1
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if(air_group || (height==0 || wall_mounted))
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return TRUE
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return ..()
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/obj/structure/closet/proc/can_open()
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@@ -316,17 +317,19 @@
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new /obj/item/stack/material/steel(get_turf(src))
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qdel(src)
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/obj/structure/closet/bullet_act(var/obj/projectile/Proj)
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var/proj_damage = Proj.get_structure_damage()
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/obj/structure/closet/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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. = ..()
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if(. != BULLET_ACT_HIT)
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return .
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var/proj_damage = hitting_projectile.get_structure_damage()
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if(!proj_damage)
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return
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return BULLET_ACT_BLOCK
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if(Proj.penetrating || istype(Proj, /obj/projectile/bullet))
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var/distance = get_dist(Proj.starting, get_turf(loc))
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if(hitting_projectile.penetrating || istype(hitting_projectile, /obj/projectile/bullet))
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for(var/mob/living/L in contents)
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Proj.attack_mob(L, distance)
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hitting_projectile.Impact(L)
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..()
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damage(proj_damage)
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/obj/structure/closet/attackby(obj/item/attacking_item, mob/user)
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@@ -124,11 +124,13 @@
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for(var/mob/M in src)
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shatter(M)
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/obj/structure/closet/statue/bullet_act(var/obj/projectile/Proj)
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health -= Proj.get_structure_damage()
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check_health()
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/obj/structure/closet/statue/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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. = ..()
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if(. != BULLET_ACT_HIT)
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return .
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return
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health -= hitting_projectile.get_structure_damage()
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check_health()
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/obj/structure/closet/statue/attack_generic(var/mob/user, damage, attacktext, environment_smash)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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@@ -97,6 +97,8 @@
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==========================
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*/
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/obj/structure/closet/crate/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(mover?.movement_type & PHASING)
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return TRUE
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if (istype(mover, /obj/structure/closet/crate))//Handle interaction with other crates
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var/obj/structure/closet/crate/C = mover
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if (tablestatus && tablestatus != C.tablestatus) // Crates can go under tables with crates on top of them, and vice versa
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@@ -20,12 +20,14 @@
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layer = ABOVE_HUMAN_LAYER
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opacity = 0
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/obj/structure/curtain/bullet_act(obj/projectile/P, def_zone)
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if(!P.nodamage)
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visible_message(SPAN_WARNING("[P] tears [src] down!"))
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/obj/structure/curtain/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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. = ..()
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if(. != BULLET_ACT_HIT)
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return .
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if(hitting_projectile.damage > 0)
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visible_message(SPAN_WARNING("[hitting_projectile] tears [src] down!"))
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qdel(src)
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else
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..(P, def_zone)
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/obj/structure/curtain/attack_hand(mob/user)
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playsound(get_turf(loc), 'sound/effects/curtain.ogg', 15, 1, -5)
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@@ -34,9 +34,12 @@
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health_check()
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/obj/structure/displaycase/bullet_act(var/obj/projectile/Proj)
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health -= Proj.get_structure_damage()
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..()
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/obj/structure/displaycase/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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. = ..()
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if(. != BULLET_ACT_HIT)
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return .
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health -= hitting_projectile.get_structure_damage()
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health_check()
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/obj/structure/displaycase/proc/health_check()
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@@ -48,6 +48,8 @@
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/obj/structure/window_frame/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height == 0))
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return TRUE
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if(mover?.movement_type & PHASING)
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return TRUE
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if(istype(mover, /obj/structure/closet/crate))
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return TRUE
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if(istype(mover) && mover.pass_flags & PASSTABLE)
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@@ -41,16 +41,16 @@
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health = 50
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cover = 25
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/obj/structure/girder/bullet_act(var/obj/projectile/Proj)
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/obj/structure/girder/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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//Girders only provide partial cover. There's a chance that the projectiles will just pass through. (unless you are trying to shoot the girder)
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if(Proj.original != src && !prob(cover))
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return PROJECTILE_CONTINUE //pass through
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if(hitting_projectile.original != src && !prob(cover))
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return BULLET_ACT_HIT //pass through
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var/damage = Proj.get_structure_damage()
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var/damage = hitting_projectile.get_structure_damage()
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if(!damage)
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return
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return BULLET_ACT_BLOCK
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if(!istype(Proj, /obj/projectile/beam))
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if(!istype(hitting_projectile, /obj/projectile/beam))
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damage *= 0.4 //non beams do reduced damage
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take_damage(damage)
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@@ -376,6 +376,8 @@
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/obj/structure/girder/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if (!mover)
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return 1
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if(mover?.movement_type & PHASING)
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return TRUE
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if(istype(mover,/obj/projectile) && density)
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if (prob(50))
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return 1
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@@ -31,10 +31,13 @@
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visible_message(SPAN_WARNING(final_message))
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qdel(src)
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/obj/structure/gore/bullet_act(var/obj/projectile/Proj)
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health -= Proj.damage
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/obj/structure/gore/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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. = ..()
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if(. != BULLET_ACT_HIT)
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return .
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health -= hitting_projectile.damage
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healthcheck()
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return ..()
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/obj/structure/gore/ex_act(severity)
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switch(severity)
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@@ -78,6 +81,8 @@
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/obj/structure/gore/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group)
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return FALSE
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if(mover?.movement_type & PHASING)
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return TRUE
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if(istype(mover) && mover.pass_flags & PASSGLASS)
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return !opacity
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return !density
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@@ -103,45 +103,54 @@
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attack_generic(user,damage_dealt,attack_message)
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/obj/structure/grille/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(air_group || (height==0))
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return TRUE
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if(mover?.movement_type & PHASING)
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return TRUE
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if(istype(mover) && mover.pass_flags & PASSGRILLE)
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return 1
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return TRUE
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else
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if(istype(mover, /obj/projectile))
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return prob(30)
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else
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return !density
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/obj/structure/grille/bullet_act(var/obj/projectile/Proj)
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if(!Proj) return
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/obj/structure/grille/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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. = ..()
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if(. != BULLET_ACT_HIT)
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return .
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if(!hitting_projectile)
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return BULLET_ACT_BLOCK
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//Flimsy grilles aren't so great at stopping projectiles. However they can absorb some of the impact
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var/damage = Proj.get_structure_damage()
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var/damage = hitting_projectile.get_structure_damage()
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var/passthrough = 0
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if(!damage) return
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if(!damage)
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return BULLET_ACT_BLOCK
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//20% chance that the grille provides a bit more cover than usual. Support structure for example might take up 20% of the grille's area.
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//If they click on the grille itself then we assume they are aiming at the grille itself and the extra cover behaviour is always used.
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switch(Proj.damage_type)
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switch(hitting_projectile.damage_type)
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if(DAMAGE_BRUTE)
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//bullets
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if(Proj.original == src || prob(20))
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Proj.damage *= between(0, Proj.damage/60, 0.5)
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if(hitting_projectile.original == src || prob(20))
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hitting_projectile.damage *= between(0, hitting_projectile.damage/60, 0.5)
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if(prob(max((damage-10)/25, 0))*100)
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passthrough = 1
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else
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Proj.damage *= between(0, Proj.damage/60, 1)
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hitting_projectile.damage *= between(0, hitting_projectile.damage/60, 1)
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passthrough = 1
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if(DAMAGE_BURN)
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//beams and other projectiles are either blocked completely by grilles or stop half the damage.
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if(!(Proj.original == src || prob(20)))
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Proj.damage *= 0.5
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if(!(hitting_projectile.original == src || prob(20)))
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hitting_projectile.damage *= 0.5
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passthrough = 1
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if(passthrough)
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. = PROJECTILE_CONTINUE
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damage = between(0, (damage - Proj.damage)*(Proj.damage_type == DAMAGE_BRUTE? 0.4 : 1), 10) //if the bullet passes through then the grille avoids most of the damage
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. = BULLET_ACT_HIT
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damage = between(0, (damage - hitting_projectile.damage)*(hitting_projectile.damage_type == DAMAGE_BRUTE? 0.4 : 1), 10) //if the bullet passes through then the grille avoids most of the damage
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src.health -= damage*0.2
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spawn(0) healthcheck() //spawn to make sure we return properly if the grille is deleted
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@@ -313,7 +322,7 @@
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/obj/structure/grille/cult/CanPass(atom/movable/mover, turf/target, height = 1.5, air_group = 0)
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if(air_group)
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return 0 //Make sure air doesn't drain
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..()
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. = ..()
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/obj/structure/grille/crescent/attack_hand()
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return
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@@ -329,6 +338,3 @@
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/obj/structure/grille/crescent/hitby(atom/movable/hitting_atom, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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return
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/obj/structure/grille/crescent/bullet_act()
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return
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@@ -63,13 +63,18 @@
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if(health <= 0)
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topple()
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/obj/structure/hadii_statue/bullet_act(var/obj/projectile/Proj)
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/obj/structure/hadii_statue/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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if(toppled)
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return
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if(!Proj)
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return
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if(!Proj.damage)
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visible_message(SPAN_WARNING("\The [Proj] bounces off \the [src]!"))
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return
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visible_message(SPAN_WARNING("\The [Proj] hits \the [src]!"))
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do_integrity_check(Proj.damage)
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return BULLET_ACT_BLOCK
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if(!hitting_projectile)
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return BULLET_ACT_BLOCK
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if(!hitting_projectile.damage)
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visible_message(SPAN_WARNING("\The [hitting_projectile] bounces off \the [src]!"))
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return BULLET_ACT_BLOCK
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. = ..()
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if(. != BULLET_ACT_HIT)
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return .
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visible_message(SPAN_WARNING("\The [hitting_projectile] hits \the [src]!"))
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do_integrity_check(hitting_projectile.damage)
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@@ -60,21 +60,28 @@
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return ..()
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/obj/structure/inflatable/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(mover?.movement_type & PHASING)
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return TRUE
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if(isprojectile(mover))
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visible_message(SPAN_DANGER("\The [src] rapidly deflates!"))
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deflate(TRUE)
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return TRUE
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return FALSE
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/obj/structure/inflatable/bullet_act(var/obj/projectile/Proj)
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var/proj_damage = Proj.get_structure_damage()
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/obj/structure/inflatable/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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var/proj_damage = hitting_projectile.get_structure_damage()
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if(!proj_damage)
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return
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bullet_ping(Proj)
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. = ..()
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if(. != BULLET_ACT_HIT)
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return .
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bullet_ping(hitting_projectile)
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health -= proj_damage
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..()
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if(health <= 0)
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deflate(TRUE)
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return
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@@ -203,6 +210,8 @@
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/obj/structure/inflatable/door/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group)
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return state
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if(mover?.movement_type & PHASING)
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return TRUE
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if(istype(mover, /obj/effect/beam))
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return !opacity
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if(isprojectile(mover))
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@@ -423,11 +423,14 @@
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return
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/obj/structure/janitorialcart/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(air_group || (height==0))
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return TRUE
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if(mover?.movement_type & PHASING)
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return TRUE
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if(istype(mover) && mover.pass_flags & PASSTABLE)
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return 1
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return TRUE
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if(istype(mover, /mob/living) && mover == pulling)
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return 1
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return TRUE
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else
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if(istype(mover, /obj/projectile))
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return prob(30)
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@@ -67,6 +67,9 @@
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if (!mover)
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return 1
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if(mover.movement_type & PHASING)
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return TRUE
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if(istype(mover,/obj/projectile) && density)
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if (!occupied && prob(80))
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//Wiry frame, usually wont be cover
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@@ -57,13 +57,16 @@
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reflection.update_mirror_filters()
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/obj/structure/mirror/bullet_act(var/obj/projectile/Proj)
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if(prob(Proj.get_structure_damage() * 2))
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/obj/structure/mirror/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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. = ..()
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if(. != BULLET_ACT_HIT)
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return .
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|
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if(prob(hitting_projectile.get_structure_damage() * 2))
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if(!shattered)
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shatter()
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else
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playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
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||||
..()
|
||||
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/obj/structure/mirror/attackby(obj/item/attacking_item, mob/user)
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if(shattered)
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||||
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@@ -56,27 +56,30 @@
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return AIR_BLOCKED
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return FALSE
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|
||||
/obj/structure/plasticflaps/CanPass(atom/A, turf/T)
|
||||
if(istype(A) && A.pass_flags & PASSGLASS)
|
||||
/obj/structure/plasticflaps/CanPass(atom/movable/mover, turf/target)
|
||||
if(istype(mover) && mover.pass_flags & PASSGLASS)
|
||||
return prob(60)
|
||||
|
||||
var/obj/structure/bed/B = A
|
||||
if (istype(A, /obj/structure/bed) && B.buckled)//if it's a bed/chair and someone is buckled, it will not pass
|
||||
if(mover?.movement_type & PHASING)
|
||||
return TRUE
|
||||
|
||||
var/obj/structure/bed/B = mover
|
||||
if (istype(mover, /obj/structure/bed) && B.buckled)//if it's a bed/chair and someone is buckled, it will not pass
|
||||
return 0
|
||||
|
||||
if(istype(A, /obj/vehicle)) //no vehicles
|
||||
if(istype(mover, /obj/vehicle)) //no vehicles
|
||||
return 0
|
||||
|
||||
//Bots can always pass
|
||||
if(isbot(A))
|
||||
if(isbot(mover))
|
||||
return TRUE
|
||||
|
||||
var/mob/living/M = A
|
||||
var/mob/living/M = mover
|
||||
if(istype(M))
|
||||
if(M.lying)
|
||||
return ..()
|
||||
for(var/mob_type in mobs_can_pass)
|
||||
if(istype(A, mob_type))
|
||||
if(istype(mover, mob_type))
|
||||
return ..()
|
||||
return issmall(M)
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
climbable = TRUE
|
||||
layer = OBJ_LAYER
|
||||
anchored = FALSE
|
||||
pass_flags_self = LETPASSTHROW|PASSSTRUCTURE
|
||||
pass_flags_self = LETPASSTHROW|PASSSTRUCTURE|PASSRAILING
|
||||
|
||||
atom_flags = ATOM_FLAG_CHECKS_BORDER
|
||||
obj_flags = OBJ_FLAG_ROTATABLE|OBJ_FLAG_MOVES_UNSUPPORTED
|
||||
@@ -88,6 +88,8 @@
|
||||
. += FONT_SMALL(SPAN_NOTICE("\The [src] is <b>[anchored ? "" : "not"] screwed</b> to the floor."))
|
||||
|
||||
/obj/structure/railing/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
|
||||
if(mover?.movement_type & PHASING)
|
||||
return TRUE
|
||||
if(istype(mover,/obj/projectile))
|
||||
return TRUE
|
||||
if(!istype(mover) || mover.pass_flags & PASSRAILING)
|
||||
|
||||
@@ -86,7 +86,10 @@
|
||||
return
|
||||
|
||||
/obj/structure/simple_door/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
|
||||
if(air_group) return 0
|
||||
if(air_group)
|
||||
return FALSE
|
||||
if(mover?.movement_type & PHASING)
|
||||
return TRUE
|
||||
if(istype(mover, /obj/effect/beam))
|
||||
return !opacity
|
||||
return !density
|
||||
@@ -193,9 +196,13 @@
|
||||
attack_hand(user)
|
||||
return
|
||||
|
||||
/obj/structure/simple_door/bullet_act(var/obj/projectile/Proj)
|
||||
health -= Proj.damage
|
||||
bullet_ping(Proj)
|
||||
/obj/structure/simple_door/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
|
||||
. = ..()
|
||||
if(. != BULLET_ACT_HIT)
|
||||
return .
|
||||
|
||||
health -= hitting_projectile.damage
|
||||
bullet_ping(hitting_projectile)
|
||||
CheckHealth()
|
||||
|
||||
/obj/structure/simple_door/proc/CheckHealth()
|
||||
|
||||
@@ -127,9 +127,6 @@
|
||||
if(buckled)
|
||||
buckled.forceMove(dest)
|
||||
|
||||
/obj/structure/bed/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
|
||||
return ..()
|
||||
|
||||
/obj/structure/bed/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
|
||||
@@ -261,6 +261,8 @@ ABSTRACT_TYPE(/obj/structure/stairs/urban/road_ramp)
|
||||
anchored = TRUE
|
||||
|
||||
/obj/structure/rod_railing/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
|
||||
if(mover?.movement_type & PHASING)
|
||||
return TRUE
|
||||
if(istype(mover,/obj/projectile))
|
||||
return TRUE
|
||||
if(!istype(mover) || mover.pass_flags & PASSRAILING)
|
||||
@@ -313,6 +315,8 @@ ABSTRACT_TYPE(/obj/structure/stairs/urban/road_ramp)
|
||||
icon_state = "guard_top_end"
|
||||
|
||||
/obj/structure/road_barrier/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
|
||||
if(mover?.movement_type & PHASING)
|
||||
return TRUE
|
||||
if(istype(mover,/obj/projectile))
|
||||
return TRUE
|
||||
if(!istype(mover) || mover.pass_flags & PASSRAILING)
|
||||
@@ -343,6 +347,8 @@ ABSTRACT_TYPE(/obj/structure/stairs/urban/road_ramp)
|
||||
can_be_unanchored = FALSE
|
||||
|
||||
/obj/structure/chainlink_fence/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)//So bullets will fly over and stuff.
|
||||
if(mover?.movement_type & PHASING)
|
||||
return TRUE
|
||||
if(air_group || (height==0))
|
||||
return TRUE
|
||||
if(istype(mover, /obj/projectile))
|
||||
@@ -378,6 +384,8 @@ ABSTRACT_TYPE(/obj/structure/stairs/urban/road_ramp)
|
||||
can_be_unanchored = FALSE
|
||||
|
||||
/obj/structure/rope_railing/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
|
||||
if(mover?.movement_type & PHASING)
|
||||
return TRUE
|
||||
if(istype(mover,/obj/projectile))
|
||||
return TRUE
|
||||
if(!istype(mover) || mover.pass_flags & PASSRAILING)
|
||||
|
||||
@@ -49,6 +49,8 @@
|
||||
icon_state = "[facing]_[secure]windoor_assembly[state]"
|
||||
|
||||
/obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
|
||||
if(mover?.movement_type & PHASING)
|
||||
return TRUE
|
||||
if(istype(mover) && mover.pass_flags & PASSGLASS)
|
||||
return 1
|
||||
if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
|
||||
|
||||
@@ -138,12 +138,15 @@
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
/obj/structure/window/bullet_act(var/obj/projectile/Proj)
|
||||
var/proj_damage = Proj.get_structure_damage()
|
||||
/obj/structure/window/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
|
||||
var/proj_damage = hitting_projectile.get_structure_damage()
|
||||
if(!proj_damage)
|
||||
return
|
||||
return BULLET_ACT_BLOCK
|
||||
|
||||
. = ..()
|
||||
if(. != BULLET_ACT_HIT)
|
||||
return .
|
||||
|
||||
..()
|
||||
take_damage(proj_damage)
|
||||
return
|
||||
|
||||
@@ -167,6 +170,8 @@
|
||||
return (dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
|
||||
|
||||
/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
|
||||
if(mover?.movement_type & PHASING)
|
||||
return TRUE
|
||||
if(istype(mover) && mover.pass_flags & PASSGLASS)
|
||||
return 1
|
||||
if(is_full_window())
|
||||
|
||||
Reference in New Issue
Block a user