Pneumatic cannon optimization

This commit is contained in:
Xhuis
2015-10-14 17:31:58 -04:00
parent 84d0619f01
commit 39daad8d21
@@ -37,6 +37,9 @@
return
updateTank(W, 0, user)
return
if(W.type == type)
user << "<span class='warning'>You're fairly certain that putting a pneumatic cannon inside another pneumatic cannon would cause a spacetime disruption.</span>"
return
if(istype(W, /obj/item/weapon/wrench))
switch(pressureSetting)
if(1)
@@ -70,9 +73,22 @@
return
/obj/item/weapon/pneumatic_cannon/afterattack(atom/target as mob|obj|turf, mob/living/carbon/human/user as mob|obj, flag, params)
if(user.a_intent == "harm" || !ishuman(user))
/obj/item/weapon/pneumatic_cannon/afterattack(atom/target, mob/living/carbon/human/user, flag, params)
if(istype(target, /obj/item/weapon/storage)) //So you can store it in backpacks
return ..()
if(istype(target, /obj/structure/closet)) //So you can store it in closets
return ..()
if(istype(target, /obj/structure/rack)) //So you can store it on racks
return ..()
if(!istype(user))
return ..()
Fire(user, target)
/obj/item/weapon/pneumatic_cannon/proc/Fire(var/mob/living/carbon/human/user, var/turf/target_turf)
if(!istype(user) && !target_turf)
return
var/discharge = 0
if(is_in_gang(user, "Sleeping Carp"))
user << "<span class='warning'>Use of ranged weaponry would bring dishonor to the clan.</span>"
return
@@ -85,20 +101,29 @@
if(tank && !tank.air_contents.remove(gasPerThrow * pressureSetting))
user << "<span class='warning'>\The [src] lets out a weak hiss and doesn't react!</span>"
return
user.visible_message("<span class='danger'>[user] fires \the [src]!</span>", \
"<span class='warning'>You fire \the [src]!</span>")
add_logs(user, target, "fired at", src)
playsound(src.loc, 'sound/weapons/sonic_jackhammer.ogg', (50 * pressureSetting), 1)
if(user.disabilities & CLUMSY && prob(25))
user.visible_message("<span class='warning'>[user] loses their grip on [src], causing it to go off!</span>", \
"<span class='userdanger'>[src] slips out of your hands and goes off!</span>")
user.drop_item()
if(prob(10))
target_turf = get_turf(user)
else
for(var/turf/T in range(3,src))
if(prob(25))
target_turf = T
discharge = 1
if(!discharge)
user.visible_message("<span class='danger'>[user] fires \the [src]!</span>", \
"<span class='danger'>You fire \the [src]!</span>")
add_logs(user, target_turf, "fired at", src)
playsound(src.loc, 'sound/weapons/sonic_jackhammer.ogg', 50, 1)
for(var/obj/item/ITD in loadedItems) //Item To Discharge
spawn(0)
loadedItems.Remove(ITD)
loadedWeightClass -= ITD.w_class
ITD.throw_speed = pressureSetting * 2
ITD.loc = get_turf(src)
ITD.throw_at(target, pressureSetting * 5, pressureSetting * 2,user)
if(pressureSetting >= 3)
user << "<span class='boldannounce'>\The [src]'s recoil knocks you down!</span>"
user.Weaken(2)
ITD.throw_at(target_turf, pressureSetting * 5, pressureSetting * 2,user)
/obj/item/weapon/pneumatic_cannon/ghetto //Obtainable by improvised methods; more gas per use, less capacity, but smaller