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Adds an universal object health system. (#21266)
https://www.youtube.com/watch?v=ZpUYjpKg9KY As per title. The goal is to add health to most objects in the game and thus allow them to be dynamically destructible, while also avoiding shitcode like each structure having its own snowflake health update proc. --------- Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
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co-authored by
Matt Atlas
SleepyGemmy
parent
1d2871729f
commit
d5931c5ffe
@@ -346,6 +346,12 @@
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else
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return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
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/obj/projectile/proc/get_structure_damage_sound()
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if(damage_type == DAMAGE_BRUTE)
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return 'sound/effects/metalping.ogg'
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else if(damage_type == DAMAGE_BURN)
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return pick(SOUNDS_LASER_METAL)
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/obj/projectile/proc/on_ricochet(atom/A)
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if(!ricochet_auto_aim_angle || !ricochet_auto_aim_range)
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return
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@@ -1226,7 +1232,7 @@
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if(!P || !P.ping_effect)
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return
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var/image/I = image('icons/obj/projectiles.dmi', src,P.ping_effect,10, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset)
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var/image/I = image('icons/obj/projectiles.dmi', src, P.ping_effect, 10, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset)
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var/angle = (P.firer && prob(60)) ? round(get_angle(P.firer,src)) : round(rand(1,359))
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I.pixel_x += rand(-6,6)
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I.pixel_y += rand(-6,6)
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@@ -1235,6 +1241,7 @@
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rotate.Turn(angle)
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I.transform = rotate
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// Need to do this in order to prevent the ping from being deleted
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playsound(src, P.get_structure_damage_sound(), P.vol_by_damage())
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addtimer(CALLBACK(I, TYPE_PROC_REF(/image, flick_overlay), src, 3), 1)
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/image/proc/flick_overlay(var/atom/A, var/duration)
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@@ -8,6 +8,7 @@
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embed = TRUE
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sharp = TRUE
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shrapnel_type = /obj/item/material/shard/shrapnel
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ping_effect = "ping_b"
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projectile_piercing = PASSMOB|PASSFLAPS|PASSGRILLE //These are the things it can piece, a number of times up to 'penetrating', if it actually does pierce is decided by projectile/prehit_pierce()
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muzzle_type = /obj/effect/projectile/muzzle/bullet
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