mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 15:42:35 +00:00
What the title says, it was really high, having around 15% of instakilling someone on the first hit, if aiming at head, and 30% of chance of cutting a leg or arm at the first hit, this should reduce those chances. The main feature also takes in consideration the armor. So, plasma cutters are far more effective against less armored foes, limbs and xenos at all.
320 lines
9.0 KiB
Plaintext
320 lines
9.0 KiB
Plaintext
/obj/item/projectile/bullet
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name = "bullet"
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icon_state = "bullet"
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damage = 60
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damage_type = BRUTE
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nodamage = 0
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check_armour = "bullet"
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embed = 1
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sharp = 1
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shrapnel_type = /obj/item/weapon/material/shard/shrapnel
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var/mob_passthrough_check = 0
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muzzle_type = /obj/effect/projectile/muzzle/bullet
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/obj/item/projectile/bullet/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
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if (..(target, blocked, def_zone))
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var/mob/living/L = target
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shake_camera(L, 3, 2)
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/obj/item/projectile/bullet/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier)
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if(penetrating > 0 && damage > 20 && prob(damage))
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mob_passthrough_check = 1
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else
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mob_passthrough_check = 0
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return ..()
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/obj/item/projectile/bullet/can_embed()
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//prevent embedding if the projectile is passing through the mob
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if(mob_passthrough_check)
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return 0
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return ..()
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/obj/item/projectile/bullet/check_penetrate(var/atom/A)
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if(!A || !A.density) return 1 //if whatever it was got destroyed when we hit it, then I guess we can just keep going
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if(istype(A, /obj/mecha))
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return 1 //mecha have their own penetration handling
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if(ismob(A))
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if(!mob_passthrough_check)
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return 0
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if(iscarbon(A))
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damage *= 0.7 //squishy mobs absorb KE
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return 1
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var/chance = 0
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if(istype(A, /turf/simulated/wall))
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var/turf/simulated/wall/W = A
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chance = round(damage/W.material.integrity*180)
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else if(istype(A, /obj/machinery/door))
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var/obj/machinery/door/D = A
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chance = round(damage/D.maxhealth*180)
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if(D.glass) chance *= 2
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else if(istype(A, /obj/structure/girder))
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chance = 100
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else if(istype(A, /obj/machinery) || istype(A, /obj/structure))
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chance = damage
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if(prob(chance))
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if(A.opacity)
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//display a message so that people on the other side aren't so confused
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A.visible_message("<span class='warning'>\The [src] pierces through \the [A]!</span>")
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return 1
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return 0
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//For projectiles that actually represent clouds of projectiles
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/obj/item/projectile/bullet/pellet
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name = "shrapnel" //'shrapnel' sounds more dangerous (i.e. cooler) than 'pellet'
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icon_state = "pellets"
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damage = 20
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//icon_state = "bullet" //TODO: would be nice to have it's own icon state
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var/pellets = 4 //number of pellets
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var/range_step = 2 //projectile will lose a fragment each time it travels this distance. Can be a non-integer.
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var/base_spread = 90 //lower means the pellets spread more across body parts. If zero then this is considered a shrapnel explosion instead of a shrapnel cone
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var/spread_step = 10 //higher means the pellets spread more across body parts with distance
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/obj/item/projectile/bullet/pellet/proc/get_pellets(var/distance)
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var/pellet_loss = round((distance - 1)/range_step) //pellets lost due to distance
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return max(pellets - pellet_loss, 1)
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/obj/item/projectile/bullet/pellet/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier)
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if (pellets < 0) return 1
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var/total_pellets = get_pellets(distance)
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var/spread = max(base_spread - (spread_step*distance), 0)
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//shrapnel explosions miss prone mobs with a chance that increases with distance
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var/prone_chance = 0
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if(!base_spread)
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prone_chance = max(spread_step*(distance - 2), 0)
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var/hits = 0
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for (var/i in 1 to total_pellets)
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if(target_mob.lying && target_mob != original && prob(prone_chance))
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continue
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//pellet hits spread out across different zones, but 'aim at' the targeted zone with higher probability
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//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().
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var/old_zone = def_zone
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def_zone = ran_zone(def_zone, spread)
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if (..()) hits++
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def_zone = old_zone //restore the original zone the projectile was aimed at
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pellets -= hits //each hit reduces the number of pellets left
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if (hits >= total_pellets || pellets <= 0)
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return 1
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return 0
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/obj/item/projectile/bullet/pellet/get_structure_damage()
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var/distance = get_dist(loc, starting)
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return ..() * get_pellets(distance)
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/obj/item/projectile/bullet/pellet/Move()
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. = ..()
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//If this is a shrapnel explosion, allow mobs that are prone to get hit, too
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if(. && !base_spread && isturf(loc))
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for(var/mob/living/M in loc)
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if(M.lying || !M.CanPass(src, loc)) //Bump if lying or if we would normally Bump.
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if(Collide(M)) //Bump will make sure we don't hit a mob multiple times
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return
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/* short-casing projectiles, like the kind used in pistols or SMGs */
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/obj/item/projectile/bullet/pistol
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damage = 20
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/obj/item/projectile/bullet/pistol/medium
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damage = 25
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/obj/item/projectile/bullet/pistol/strong //revolvers and matebas
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damage = 60
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/obj/item/projectile/bullet/pistol/rubber //"rubber" bullets
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name = "rubber bullet"
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check_armour = "melee"
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damage = 5
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agony = 40
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embed = 0
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sharp = 0
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/* shotgun projectiles */
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/obj/item/projectile/bullet/shotgun
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name = "slug"
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damage = 60
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/obj/item/projectile/bullet/shotgun/beanbag //because beanbags are not bullets
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name = "beanbag"
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check_armour = "melee"
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damage = 10
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agony = 60
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/shotgun/incendiary
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name = "incendiary"
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check_armour = "melee"
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damage = 5
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agony = 0
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embed = 0
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sharp = 0
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incinerate = 10
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//Should do about 80 damage at 1 tile distance (adjacent), and 50 damage at 3 tiles distance.
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//Overall less damage than slugs in exchange for more damage at very close range and more embedding
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/obj/item/projectile/bullet/pellet/shotgun
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name = "shrapnel"
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damage = 13
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pellets = 6
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range_step = 1
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spread_step = 10
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/* "Rifle" rounds */
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/obj/item/projectile/bullet/rifle
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armor_penetration = 20
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penetrating = 1
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/obj/item/projectile/bullet/rifle/a762
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damage = 25
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/obj/item/projectile/bullet/rifle/a556
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damage = 30
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/obj/item/projectile/bullet/rifle/a556/ap
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damage = 25
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armor_penetration = 25
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/obj/item/projectile/bullet/rifle/a145
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damage = 80
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stun = 3
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weaken = 3
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penetrating = 5
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armor_penetration = 80
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hitscan = 1 //so the PTR isn't useless as a sniper weapon
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maiming = 1
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maim_rate = 3
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maim_type = DROPLIMB_BLUNT
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/obj/item/projectile/bullet/rifle/vintage
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name = "vintage bullet"
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damage = 50
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weaken = 1
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/obj/item/projectile/bullet/rifle/tranq
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name = "dart"
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icon_state = "dart"
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damage = 5
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stun = 0
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weaken = 0
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drowsy = 0
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eyeblur = 0
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damage_type = TOX
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speed = 0.3
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/obj/item/projectile/bullet/rifle/tranq/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
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var/mob/living/L = target
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if(!(isanimal(target)))
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if(!(isipc(target)))
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if(!isrobot(target))
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L.apply_effect(5, DROWSY, 0)
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if(def_zone == "torso")
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if(blocked < 100 && !(blocked < 20))
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L.emote("yawns")
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if(blocked < 20)
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if(L.reagents) L.reagents.add_reagent("stoxin", 10)
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if(def_zone == "head" && blocked < 100)
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if(L.reagents) L.reagents.add_reagent("stoxin", 15)
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if(def_zone != "torso" && def_zone != "head")
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if(blocked < 100 && !(blocked < 20))
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L.emote("yawns")
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if(blocked < 20)
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if(L.reagents) L.reagents.add_reagent("stoxin", 5)
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if(isanimal(target))
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target.visible_message("<b>[target]</b> twitches, foaming at the mouth.")
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L.apply_damage(35, TOX) //temporary until simple_mob paralysis actually works.
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/* var/mob/living/simple_animal/M = target
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spawn(60)
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target.visible_message("<b>[target]</b> collapses.")
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M.Sleeping(1200)*/ //commented out until simple_mob paralysis actually works.
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..()
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/* Miscellaneous */
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/obj/item/projectile/bullet/suffocationbullet//How does this even work?
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name = "co bullet"
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damage = 20
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damage_type = OXY
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/obj/item/projectile/bullet/cyanideround
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name = "poison bullet"
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damage = 40
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damage_type = TOX
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/obj/item/projectile/bullet/burstbullet
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name = "exploding bullet"
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damage = 20
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embed = 0
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edge = 1
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/obj/item/projectile/bullet/burstbullet/on_impact(var/atom/A)
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explosion(A, -1, 0, 2)
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..()
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/obj/item/projectile/bullet/blank
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invisibility = 101
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damage = 1
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embed = 0
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/obj/item/projectile/bullet/chameleon
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damage = 1 // stop trying to murderbone with a fake gun dumbass!!!
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embed = 0 // nope
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/* Practice */
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/obj/item/projectile/bullet/pistol/practice
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damage = 5
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/obj/item/projectile/bullet/rifle/a556/practice
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damage = 5
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/obj/item/projectile/bullet/shotgun/practice
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name = "practice"
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damage = 5
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/obj/item/projectile/bullet/pistol/cap
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name = "cap"
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damage_type = HALLOSS
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damage = 0
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nodamage = 1
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/pistol/cap/process()
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loc = null
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qdel(src)
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/obj/item/projectile/bullet/flechette
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name = "flechette"
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icon = 'icons/obj/terminator.dmi'
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icon_state = "flechette_bullet"
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damage = 40
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damage_type = BRUTE
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check_armour = "bullet"
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embed = 1
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sharp = 1
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penetrating = 1
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muzzle_type = /obj/effect/projectile/muzzle/pulse
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/obj/item/projectile/bullet/flechette/explosive
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shrapnel_type = /obj/item/weapon/material/shard/shrapnel/flechette
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penetrating = 0
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damage = 10
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