Files
Aurora.3/code/modules/projectiles/projectile/bullets.dm
LordFowl 660a5d0063 Miscellaneous Content Patch (#1002)
rscadd: "Added three new energy-based weapons, one designed purely for pest-control."
rscadd: "Added a new rare handpistol, based off of a proposed competitor to the NT Mk58."
rscadd: "Added a new pet for the Head of Security - the PTR-7 Tranquilizer Rifle."
rscadd: "Syndicate manhack delivery grenades are now available via the traitor uplink."
rscadd: "Manhacks will no longer attack anyone belonging to the 'syndicate' faction, including Heist pirates."
tweak: "Tweaked loadout customisation whitelists, generally making them more restrictive by role."
bugfix: "It is no longer possible to be older or younger than your species ought to be."
2016-10-22 23:26:42 +03:00

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/obj/item/projectile/bullet
name = "bullet"
icon_state = "bullet"
damage = 60
damage_type = BRUTE
nodamage = 0
check_armour = "bullet"
embed = 1
sharp = 1
var/mob_passthrough_check = 0
muzzle_type = /obj/effect/projectile/bullet/muzzle
/obj/item/projectile/bullet/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
if (..(target, blocked, def_zone))
var/mob/living/L = target
shake_camera(L, 3, 2)
/obj/item/projectile/bullet/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier)
if(penetrating > 0 && damage > 20 && prob(damage))
mob_passthrough_check = 1
else
mob_passthrough_check = 0
return ..()
/obj/item/projectile/bullet/can_embed()
//prevent embedding if the projectile is passing through the mob
if(mob_passthrough_check)
return 0
return ..()
/obj/item/projectile/bullet/check_penetrate(var/atom/A)
if(!A || !A.density) return 1 //if whatever it was got destroyed when we hit it, then I guess we can just keep going
if(istype(A, /obj/mecha))
return 1 //mecha have their own penetration handling
if(ismob(A))
if(!mob_passthrough_check)
return 0
if(iscarbon(A))
damage *= 0.7 //squishy mobs absorb KE
return 1
var/chance = 0
if(istype(A, /turf/simulated/wall))
var/turf/simulated/wall/W = A
chance = round(damage/W.material.integrity*180)
else if(istype(A, /obj/machinery/door))
var/obj/machinery/door/D = A
chance = round(damage/D.maxhealth*180)
if(D.glass) chance *= 2
else if(istype(A, /obj/structure/girder))
chance = 100
else if(istype(A, /obj/machinery) || istype(A, /obj/structure))
chance = damage
if(prob(chance))
if(A.opacity)
//display a message so that people on the other side aren't so confused
A.visible_message("<span class='warning'>\The [src] pierces through \the [A]!")
return 1
return 0
//For projectiles that actually represent clouds of projectiles
/obj/item/projectile/bullet/pellet
name = "shrapnel" //'shrapnel' sounds more dangerous (i.e. cooler) than 'pellet'
damage = 20
//icon_state = "bullet" //TODO: would be nice to have it's own icon state
var/pellets = 4 //number of pellets
var/range_step = 2 //effective pellet count decreases every few tiles
var/base_spread = 90 //lower means the pellets spread more across body parts
var/spread_step = 10 //higher means the pellets spread more across body parts with distance
/obj/item/projectile/bullet/pellet/Bumped()
. = ..()
bumped = 0 //can hit all mobs in a tile. pellets is decremented inside attack_mob so this should be fine.
/obj/item/projectile/bullet/pellet/attack_mob(var/mob/living/target_mob, var/distance)
if (pellets < 0) return 1
var/pellet_loss = round((distance - 1)/range_step) //pellets lost due to distance
var/total_pellets = max(pellets - pellet_loss, 1)
var/spread = max(base_spread - (spread_step*distance), 0)
var/hits = 0
for (var/i in 1 to total_pellets)
//pellet hits spread out across different zones, but 'aim at' the targeted zone with higher probability
//whether the pellet actually hits the def_zone or a different zone should still be determined by the parent using get_zone_with_miss_chance().
var/old_zone = def_zone
def_zone = ran_zone(def_zone, spread)
if (..()) hits++
def_zone = old_zone //restore the original zone the projectile was aimed at
pellets -= hits //each hit reduces the number of pellets left
if (hits >= total_pellets || pellets <= 0)
return 1
return 0
/* short-casing projectiles, like the kind used in pistols or SMGs */
/obj/item/projectile/bullet/pistol
damage = 20
/obj/item/projectile/bullet/pistol/medium
damage = 25
/obj/item/projectile/bullet/pistol/strong //revolvers and matebas
damage = 60
/obj/item/projectile/bullet/pistol/rubber //"rubber" bullets
name = "rubber bullet"
check_armour = "melee"
damage = 5
agony = 40
embed = 0
sharp = 0
/* shotgun projectiles */
/obj/item/projectile/bullet/shotgun
name = "slug"
damage = 60
/obj/item/projectile/bullet/shotgun/beanbag //because beanbags are not bullets
name = "beanbag"
check_armour = "melee"
damage = 10
agony = 60
embed = 0
sharp = 0
/obj/item/projectile/bullet/shotgun/incendiary
name = "incendiary"
check_armour = "melee"
damage = 5
agony = 0
embed = 0
sharp = 0
incinerate = 10
//Should do about 80 damage at 1 tile distance (adjacent), and 50 damage at 3 tiles distance.
//Overall less damage than slugs in exchange for more damage at very close range and more embedding
/obj/item/projectile/bullet/pellet/shotgun
name = "shrapnel"
damage = 13
pellets = 6
range_step = 1
spread_step = 10
/* "Rifle" rounds */
/obj/item/projectile/bullet/rifle/a762
damage = 30
penetrating = 1
/obj/item/projectile/bullet/rifle/a145
damage = 80
stun = 3
weaken = 3
penetrating = 5
hitscan = 1 //so the PTR isn't useless as a sniper weapon
/obj/item/projectile/bullet/rifle/tranq
name = "dart"
icon_state = "dart"
damage = 5
stun = 0
weaken = 0
drowsy = 0
eyeblur = 0
damage_type = TOX
step_delay = 0.25
/obj/item/projectile/bullet/rifle/tranq/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
var/mob/living/L = target
if(!(isanimal(target)))
if(!(isipc(target)))
if(!isrobot(target))
L.apply_effect(5, DROWSY, 0)
if(def_zone == "torso")
if(blocked < 2 && !(blocked < 1))
target.visible_message("<b>[target]</b> yawns.")
if(blocked < 1)
spawn(120)
L.apply_effect(10, PARALYZE, 0)
target.visible_message("<b>[target]</b> moans.")
if(def_zone == "head" && blocked < 2)
spawn(35)
L.apply_effect(20, PARALYZE, 0)
if(def_zone != "torso" && def_zone != "head")
if(blocked < 2 && !(blocked < 1))
target.visible_message("<b>[target]</b> yawns.")
if(blocked < 1)
spawn(45)
L.apply_effect(15, PARALYZE, 0)
target.visible_message("<b>[target]</b> moans.")
if(isanimal(target))
target.visible_message("<b>[target]</b> twitches, foaming at the mouth.")
L.apply_damage(35, TOX) //temporary until simple_mob paralysis actually works.
/* var/mob/living/simple_animal/M = target
spawn(60)
target.visible_message("<b>[target]</b> collapses.")
M.Sleeping(1200)*/ //commented out until simple_mob paralysis actually works.
..()
/obj/item/projectile/bullet/rifle/a556
damage = 40
penetrating = 1
/* Miscellaneous */
/obj/item/projectile/bullet/suffocationbullet//How does this even work?
name = "co bullet"
damage = 20
damage_type = OXY
/obj/item/projectile/bullet/cyanideround
name = "poison bullet"
damage = 40
damage_type = TOX
/obj/item/projectile/bullet/burstbullet
name = "exploding bullet"
damage = 20
embed = 0
edge = 1
/obj/item/projectile/bullet/burstbullet/on_impact(var/atom/A)
explosion(A, -1, 0, 2)
..()
/obj/item/projectile/bullet/blank
invisibility = 101
damage = 1
embed = 0
/obj/item/projectile/bullet/chameleon
damage = 1 // stop trying to murderbone with a fake gun dumbass!!!
embed = 0 // nope
/* Practice */
/obj/item/projectile/bullet/pistol/practice
damage = 5
/obj/item/projectile/bullet/rifle/a556/practice
damage = 5
/obj/item/projectile/bullet/shotgun/practice
name = "practice"
damage = 5