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Aurora.3/code/modules/projectiles/projectile/energy.dm
T
FluffyandGitHub c24b4c7097 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.
2024-09-23 10:12:57 +00:00

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/obj/projectile/energy
name = "energy"
icon_state = "spark"
damage = 0
damage_type = DAMAGE_BURN
check_armor = "energy"
//releases a burst of light on impact or after travelling a distance
/obj/projectile/energy/flash
name = "chemical shell"
icon_state = "bullet"
damage = 5
agony = 10
range = 15 //if the shell hasn't hit anything after travelling this far it just explodes.
var/flash_range = 0
var/brightness = 7
var/light_duration = 5
/obj/projectile/energy/flash/on_hit(atom/target, blocked, def_zone)
. = ..()
var/turf/T = flash_range ? src.loc : get_turf(target)
if(!istype(T))
return
//blind adjacent people
for(var/mob/living/M in viewers(T, flash_range))
if(M.flash_act(ignore_inherent = TRUE))
M.confused = rand(5, 15)
//snap pop
playsound(src, 'sound/effects/snap.ogg', 50, 1)
src.visible_message(SPAN_WARNING("\The [src] explodes in a bright flash!"))
new /obj/effect/decal/cleanable/ash(src.loc) //always use src.loc so that ash doesn't end up inside windows
single_spark(T)
new /obj/effect/effect/smoke/illumination(T, brightness=max(flash_range*2, brightness), lifetime=light_duration)
//blinds people like the flash round, but can also be used for temporary illumination
/obj/projectile/energy/flash/flare
damage = 10
flash_range = 1
brightness = 9 //similar to a flare
light_duration = 200
/obj/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
damage = 2 //Flavor.
damage_type = DAMAGE_BURN
agony = 40
eyeblur = 1
//Damage will be handled on the MOB side, to prevent window shattering.
/obj/projectile/energy/electrode/stunshot
name = "stunshot"
damage = 5
agony = 80
/obj/projectile/energy/declone
name = "decloner beam"
icon_state = "declone"
damage = 20
damage_type = DAMAGE_CLONE
irradiate = 40
/obj/projectile/energy/dart
name = "dart"
icon_state = "toxin"
damage = 5
damage_type = DAMAGE_TOXIN
weaken = 5
/obj/projectile/energy/bolt
name = "bolt"
icon_state = "cbbolt"
damage = 1
damage_type = DAMAGE_BURN
agony = 45
stutter = 10
/obj/projectile/energy/bolt/large
name = "largebolt"
damage = 2
damage_type = DAMAGE_BURN
agony = 60
/obj/projectile/energy/neurotoxin
name = "neuro"
icon_state = "neurotoxin"
damage = 5
damage_type = DAMAGE_TOXIN
weaken = 5
/obj/projectile/energy/phoron
name = "phoron bolt"
icon_state = "energy"
irradiate = 20
/obj/projectile/energy/bfg
name = "distortion"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bfg"
check_armor = "bomb"
damage = 60
damage_type = DAMAGE_BRUTE
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSRAILING
range = 100
embed = 0
speed = 8
light_range = 4
light_color = "#b5ff5b"
/obj/projectile/energy/bfg/on_hit(atom/target, blocked, def_zone)
if(ismob(target))
var/mob/M = target
M.gib()
explosion(target, -1, 0, 5)
. = ..()
/obj/projectile/energy/bfg/New()
var/matrix/M = matrix()
M.Scale(2)
src.transform = M
..()
// /obj/projectile/energy/bfg/after_move()
// for(var/a in range(1, src))
// if(isliving(a) && a != firer)
// var/mob/living/M = a
// if(M.stat == DEAD)
// M.gib()
// else
// M.apply_damage(60, DAMAGE_BRUTE, BP_HEAD)
// playsound(src, 'sound/magic/LightningShock.ogg', 75, 1)
// else if(isturf(a) || isobj(a))
// var/atom/A = a
// if(!A.density)
// continue
// A.ex_act(2)
// playsound(src, 'sound/magic/LightningShock.ogg', 75, 1)
/obj/projectile/energy/gravitydisabler
name = "gravity disabler"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bluespace"
damage = 0
damage_type = DAMAGE_BRUTE
pass_flags = PASSTABLE | PASSGRILLE | PASSRAILING
range = 10
embed = 0
speed = 2
light_range = 4
light_color = "#b5ff5b"
/obj/projectile/energy/gravitydisabler/on_hit(atom/target, blocked, def_zone)
. = ..()
var/area/A = get_area(target)
if(A && A.has_gravity())
A.gravitychange(FALSE)
addtimer(CALLBACK(src, PROC_REF(turnongravity)), 150)
if(istype(target, /obj/machinery/gravity_generator/main))
var/obj/machinery/gravity_generator/main/T = target
T.eshutoff()
/obj/projectile/energy/gravitydisabler/proc/turnongravity(var/area/A)
A.gravitychange(TRUE)
/obj/projectile/energy/blaster
name = "blaster bolt"
icon_state = "laser"
damage = 30
check_armor = "laser"
damage_type = DAMAGE_BURN
damage_flags = DAMAGE_FLAG_LASER
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSRAILING
muzzle_type = /obj/effect/projectile/muzzle/bolt
impact_effect_type = /obj/effect/temp_visual/blaster_effect
/obj/projectile/energy/blaster/disruptor
damage = 20
pass_flags = PASSTABLE | PASSRAILING
/obj/projectile/energy/blaster/disruptor/practice
damage = 5
damage_type = DAMAGE_PAIN
eyeblur = 0
/obj/projectile/energy/blaster/skrell // for nralakk fed consular pistol
damage = 30
armor_penetration = 5
pass_flags = PASSTABLE | PASSRAILING
/obj/projectile/energy/disruptorstun
name = "disruptor bolt"
icon_state = "bluelaser"
damage = 1
agony = 40
speed = 0.4
damage_type = DAMAGE_BURN
eyeblur = TRUE
pass_flags = PASSTABLE | PASSRAILING
muzzle_type = /obj/effect/projectile/muzzle/bolt
/obj/projectile/energy/disruptorstun/practice
damage = 5
damage_type = DAMAGE_PAIN
eyeblur = 0
/obj/projectile/energy/blaster/heavy
damage = 35
armor_penetration = 10
/obj/projectile/energy/blaster/incendiary
icon_state = "laser"
damage = 35
armor_penetration = 60
incinerate = 15
/obj/projectile/energy/disruptorstun/skrell // for nralakk fed consular pistol
agony = 45