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Aurora.3/code/game/objects/effects/projectile/projectile_tracer.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

113 lines
3.3 KiB
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/proc/generate_tracer_between_points(datum/point/starting, datum/point/ending, beam_type, color, qdel_in = 5, light_range = 2, light_color_override, light_intensity = 1, instance_key) //Do not pass z-crossing points as that will not be properly (and likely will never be properly until it's absolutely needed) supported!
if(!istype(starting) || !istype(ending) || !ispath(beam_type))
return
var/datum/point/midpoint = point_midpoint_points(starting, ending)
var/obj/effect/projectile/tracer/PB = new beam_type
if(isnull(light_color_override))
light_color_override = color
PB.apply_vars(angle_between_points(starting, ending), midpoint.return_px(), midpoint.return_py(), color, pixel_length_between_points(starting, ending) / world.icon_size, midpoint.return_turf(), 0)
. = PB
if(light_range > 0 && light_intensity > 0)
var/list/turf/line = get_line(starting.return_turf(), ending.return_turf())
tracing_line:
for(var/i in line)
var/turf/T = i
for(var/obj/effect/projectile_lighting/PL in T)
if(PL.owner == instance_key)
continue tracing_line
QDEL_IN(new /obj/effect/projectile_lighting(T, light_color_override, light_range, light_intensity, instance_key), qdel_in > 0? qdel_in : 5)
line = null
if(qdel_in)
QDEL_IN(PB, qdel_in)
/obj/effect/projectile/tracer
name = "beam"
icon = 'icons/effects/projectiles/tracer.dmi'
/obj/effect/projectile/tracer/laser
name = "laser"
icon_state = "beam"
light_color = LIGHT_COLOR_RED
/obj/effect/projectile/tracer/laser/scc
icon_state = "beam_scc"
light_color = COLOR_INDIGO
/obj/effect/projectile/tracer/laser/blue
icon_state = "beam_blue"
/obj/effect/projectile/tracer/disabler
name = "disabler"
icon_state = "beam_omni"
light_color = LIGHT_COLOR_CYAN
/obj/effect/projectile/tracer/xray
name = "xray laser"
icon_state = "xray"
light_color = LIGHT_COLOR_GREEN
/obj/effect/projectile/tracer/pulse
name = "pulse laser"
icon_state = "u_laser"
light_color = LIGHT_COLOR_BLUE
/obj/effect/projectile/tracer/plasma_cutter
name = "plasma blast"
icon_state = "plasmacutter"
light_color = LIGHT_COLOR_CYAN
/obj/effect/projectile/tracer/stun
name = "stun beam"
icon_state = "stun"
light_color = LIGHT_COLOR_YELLOW
/obj/effect/projectile/tracer/heavy_laser
name = "heavy laser"
icon_state = "beam_heavy"
light_power = 3
light_color = LIGHT_COLOR_RED
/obj/effect/projectile/tracer/cult
name = "arcane beam"
icon_state = "cult"
light_color = LIGHT_COLOR_VIOLET
appearance_flags = NO_CLIENT_COLOR
/obj/effect/projectile/tracer/cult/heavy
name = "heavy arcane beam"
icon_state = "hcult"
light_power = 3
appearance_flags = NO_CLIENT_COLOR
/obj/effect/projectile/tracer/solar
name = "solar energy"
icon_state = "solar"
light_color = LIGHT_COLOR_FIRE
/obj/effect/projectile/tracer/eyelaser
icon_state = "eye"
light_color = LIGHT_COLOR_RED
/obj/effect/projectile/tracer/emitter
icon_state = "emitter"
light_color = LIGHT_COLOR_GREEN
/obj/effect/projectile/tracer/tachyon
name = "particle beam"
icon_state = "invisible"
light_color = LIGHT_COLOR_VIOLET
/obj/effect/projectile/tracer/bfg
icon_state = "bfg"
light_color = LIGHT_COLOR_GREEN
/obj/effect/projectile/tracer/hegemony
name = "laser"
icon_state = "hegemony"
light_color = LIGHT_COLOR_ORANGE
/obj/effect/projectile/tracer/tesla
name = "lightning"
icon_state = "lightning"
light_color = LIGHT_COLOR_CYAN