diff --git a/code/game/objects/effects/spiders.dm b/code/game/objects/effects/spiders.dm index 09ac5bc814c..ff4f3eda79f 100644 --- a/code/game/objects/effects/spiders.dm +++ b/code/game/objects/effects/spiders.dm @@ -93,7 +93,7 @@ desc = "It never stays still for long." icon_state = "spiderling" anchored = 0 - layer = 2.7 + layer = 2.75 health = 3 var/amount_grown = 0 var/grow_as = null diff --git a/code/game/objects/structures/grille.dm b/code/game/objects/structures/grille.dm index 9eed23ad697..d1a6f46ce24 100644 --- a/code/game/objects/structures/grille.dm +++ b/code/game/objects/structures/grille.dm @@ -89,7 +89,7 @@ if(istype(mover) && mover.checkpass(PASSGRILLE)) return 1 else - if(istype(mover, /obj/item/projectile)) + if(istype(mover, /obj/item/projectile) && density) return prob(30) else return !density diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index cef12ff2e63..dc07e0f8306 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -1,158 +1,158 @@ -/* -#define BRUTE "brute" -#define BURN "burn" -#define TOX "tox" -#define OXY "oxy" -#define CLONE "clone" - -#define ADD "add" -#define SET "set" -*/ - -/obj/item/projectile - name = "projectile" - icon = 'icons/obj/projectiles.dmi' - icon_state = "bullet" - density = 1 - unacidable = 1 - anchored = 1 //There's a reason this is here, Mport. God fucking damn it -Agouri. Find&Fix by Pete. The reason this is here is to stop the curving of emitter shots. - pass_flags = PASSTABLE - mouse_opacity = 0 - hitsound = 'sound/weapons/pierce.ogg' - var/bumped = 0 //Prevents it from hitting more than one guy at once - var/def_zone = "" //Aiming at - var/mob/firer = null//Who shot it - var/silenced = 0 //Attack message - var/yo = null - var/xo = null - var/current = null - var/atom/original = null // the original target clicked - var/turf/starting = null // the projectile's starting turf - var/list/permutated = list() // we've passed through these atoms, don't try to hit them again - - var/p_x = 16 - var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center - - var/damage = 10 - var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here - var/nodamage = 0 //Determines if the projectile will skip any damage inflictions - var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb - var/projectile_type = "/obj/item/projectile" - var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile. - //Effects - var/stun = 0 - var/weaken = 0 - var/paralyze = 0 - var/irradiate = 0 - var/stutter = 0 - var/eyeblur = 0 - var/drowsy = 0 - var/forcedodge = 0 - - - proc/delete() - // Garbage collect the projectiles - loc = null - - proc/on_hit(var/atom/target, var/blocked = 0, var/hit_zone) - if(!isliving(target)) return 0 - if(isanimal(target)) return 0 - var/mob/living/L = target - return L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, blocked) - - proc/vol_by_damage() - if(src.damage) - return Clamp((src.damage) * 2, 30, 100)// Multiply projectile damage by 2, then clamp the value between 30 and 100 - else - return 40 //if the projectile doesn't do damage, play its hitsound at 40% volume - - Bump(atom/A as mob|obj|turf|area) - - if(A == firer) - loc = A.loc - return 0 //cannot shoot yourself - - if(bumped && original) return 0 - - bumped = 1 - if(ismob(A)) - var/mob/M = A - if(!istype(A, /mob/living)) - loc = A.loc - return 0// nope.avi - - var/reagent_note - if(reagents && reagents.reagent_list) - reagent_note = " REAGENTS:" - for(var/datum/reagent/R in reagents.reagent_list) - reagent_note += R.id + " (" - reagent_note += num2text(R.volume) + ") " - var/distance = get_dist(get_turf(A), starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations. - def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use. - if(silenced) - playsound(loc, hitsound, 5, 1, -1) - M << "You've been shot in the [parse_zone(def_zone)] by [src]!" - else - var/volume = vol_by_damage() - playsound(loc, hitsound, volume, 1, -1) - M.visible_message("[M] is hit by [src] in the [parse_zone(def_zone)]!", \ - "[M] is hit by [src] in the [parse_zone(def_zone)]!") //X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter - add_logs(firer, M, "shot", object="[src]", addition=reagent_note) - - - spawn(0) - if(A) - // We get the location before running A.bullet_act, incase the proc deletes A and makes it null - var/turf/new_loc = null - if(istype(A, /turf)) - new_loc = A - else - new_loc = A.loc - - var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null - - if(permutation == -1 || (forcedodge && !istype(A, /turf)))// the bullet passes through a dense object! - bumped = 0 // reset bumped variable! - loc = new_loc - permutated.Add(A) - return 0 - - density = 0 - invisibility = 101 - delete() - return 0 - return 1 - - - CanPass(atom/movable/mover, turf/target, height=0, air_group=0) - if(air_group || (height==0)) return 1 - - if(istype(mover, /obj/item/projectile)) - return prob(95) - else - return 1 - - - process() - if(kill_count < 1) - delete() - return - kill_count-- - spawn while(src && src.loc) - if((!( current ) || loc == current)) - current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z) - if((x == 1 || x == world.maxx || y == 1 || y == world.maxy)) - delete() - return - step_towards(src, current) - sleep(1) - if(!bumped && !isturf(original)) - if(loc == get_turf(original)) - if(!(original in permutated)) - Bump(original) - sleep(1) - Range() - return - -/obj/item/projectile/proc/Range() +/* +#define BRUTE "brute" +#define BURN "burn" +#define TOX "tox" +#define OXY "oxy" +#define CLONE "clone" + +#define ADD "add" +#define SET "set" +*/ + +/obj/item/projectile + name = "projectile" + icon = 'icons/obj/projectiles.dmi' + icon_state = "bullet" + density = 1 + unacidable = 1 + anchored = 1 //There's a reason this is here, Mport. God fucking damn it -Agouri. Find&Fix by Pete. The reason this is here is to stop the curving of emitter shots. + pass_flags = PASSTABLE + mouse_opacity = 0 + hitsound = 'sound/weapons/pierce.ogg' + var/bumped = 0 //Prevents it from hitting more than one guy at once + var/def_zone = "" //Aiming at + var/mob/firer = null//Who shot it + var/silenced = 0 //Attack message + var/yo = null + var/xo = null + var/current = null + var/atom/original = null // the original target clicked + var/turf/starting = null // the projectile's starting turf + var/list/permutated = list() // we've passed through these atoms, don't try to hit them again + + var/p_x = 16 + var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center + + var/damage = 10 + var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here + var/nodamage = 0 //Determines if the projectile will skip any damage inflictions + var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb + var/projectile_type = "/obj/item/projectile" + var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile. + //Effects + var/stun = 0 + var/weaken = 0 + var/paralyze = 0 + var/irradiate = 0 + var/stutter = 0 + var/eyeblur = 0 + var/drowsy = 0 + var/forcedodge = 0 + + + proc/delete() + // Garbage collect the projectiles + loc = null + + proc/on_hit(var/atom/target, var/blocked = 0, var/hit_zone) + if(!isliving(target)) return 0 + if(isanimal(target)) return 0 + var/mob/living/L = target + return L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, blocked) + + proc/vol_by_damage() + if(src.damage) + return Clamp((src.damage) * 2, 30, 100)// Multiply projectile damage by 2, then clamp the value between 30 and 100 + else + return 40 //if the projectile doesn't do damage, play its hitsound at 40% volume + + Bump(atom/A as mob|obj|turf|area) + + if(A == firer) + loc = A.loc + return 0 //cannot shoot yourself + + if(bumped && original) return 0 + + bumped = 1 + if(ismob(A)) + var/mob/M = A + if(!istype(A, /mob/living)) + loc = A.loc + return 0// nope.avi + + var/reagent_note + if(reagents && reagents.reagent_list) + reagent_note = " REAGENTS:" + for(var/datum/reagent/R in reagents.reagent_list) + reagent_note += R.id + " (" + reagent_note += num2text(R.volume) + ") " + var/distance = get_dist(get_turf(A), starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations. + def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use. + if(silenced) + playsound(loc, hitsound, 5, 1, -1) + M << "You've been shot in the [parse_zone(def_zone)] by [src]!" + else + var/volume = vol_by_damage() + playsound(loc, hitsound, volume, 1, -1) + M.visible_message("[M] is hit by [src] in the [parse_zone(def_zone)]!", \ + "[M] is hit by [src] in the [parse_zone(def_zone)]!") //X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter + add_logs(firer, M, "shot", object="[src]", addition=reagent_note) + + + spawn(0) + if(A) + // We get the location before running A.bullet_act, incase the proc deletes A and makes it null + var/turf/new_loc = null + if(istype(A, /turf)) + new_loc = A + else + new_loc = A.loc + + var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null + + if(permutation == -1 || (forcedodge && !istype(A, /turf)))// the bullet passes through a dense object! + bumped = 0 // reset bumped variable! + loc = new_loc + permutated.Add(A) + return 0 + + density = 0 + invisibility = 101 + delete() + return 0 + return 1 + + + CanPass(atom/movable/mover, turf/target, height=0, air_group=0) + if(air_group || (height==0)) return 1 + + if(istype(mover, /obj/item/projectile)) + return prob(95) + else + return 1 + + + process() + if(kill_count < 1) + delete() + return + kill_count-- + spawn while(src && src.loc) + if((!( current ) || loc == current)) + current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z) + if((x == 1 || x == world.maxx || y == 1 || y == world.maxy)) + delete() + return + step_towards(src, current) + sleep(1) + if(!bumped && (original.layer>=2.75 || ismob(original))) + if(loc == get_turf(original)) + if(!(original in permutated)) + Bump(original) + sleep(1) + Range() + return + +/obj/item/projectile/proc/Range() return