mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-16 04:12:21 +00:00
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.
80 lines
2.0 KiB
Plaintext
80 lines
2.0 KiB
Plaintext
//////Kitchen Spike
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/obj/structure/kitchenspike
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name = "a meat spike"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "spike"
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desc = "A spike for collecting meat from animals."
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density = 1
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anchored = 1
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pass_flags_self = PASSTABLE
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var/meat = 0
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var/occupied
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var/meat_type
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var/victim_name = "corpse"
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/obj/structure/kitchenspike/attackby(obj/item/attacking_item, mob/user)
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var/obj/item/grab/G = attacking_item
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if(!istype(G) || !G.affecting)
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return
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if(occupied)
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to_chat(user, SPAN_DANGER("The spike already has something on it, finish collecting its meat first!"))
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else
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if(spike(G.affecting))
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visible_message(SPAN_DANGER("[user] has forced [G.affecting] onto the spike, killing them instantly!"))
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qdel(G.affecting)
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qdel(G)
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else
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to_chat(user, SPAN_DANGER("They are too big for the spike, try something smaller!"))
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/obj/structure/kitchenspike/proc/spike(var/mob/living/victim)
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if(!istype(victim))
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return
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ClearOverlays()
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if(istype(victim, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = victim
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if(!issmall(H))
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return 0
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meat_type = H.species.meat_type
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AddOverlays(overlay_image(icon, "spikebloody"))
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else if(istype(victim, /mob/living/carbon/alien))
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var/mob/living/carbon/alien/A = victim
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meat_type = A.meat_type
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AddOverlays(overlay_image(icon, "spikebloodygreen"))
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else
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return 0
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victim_name = victim.name
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occupied = 1
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meat = 5
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return 1
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/obj/structure/kitchenspike/attack_hand(mob/user as mob)
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if(..() || !occupied)
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return
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meat--
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new meat_type(get_turf(src))
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if(src.meat > 1)
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to_chat(user, "You remove some meat from \the [victim_name].")
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else if(src.meat == 1)
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to_chat(user, "You remove the last piece of meat from \the [victim_name]!")
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icon_state = "spike"
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occupied = 0
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/obj/structure/kitchenspike/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if (!mover)
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return 1
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if(mover.movement_type & PHASING)
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return TRUE
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if(istype(mover,/obj/projectile) && density)
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if (!occupied && prob(80))
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//Wiry frame, usually wont be cover
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return 1
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else
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return 0
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return ..()
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