A comprehensive refactor / cleanup of bullet_hit and on_hit to cut out a single bad species / mob proc (#79024)

## About The Pull Request

- Refactored `bullet_act`. Adds `should_call_parent` and refactors
associated children to support that.
   - Fixes silicons sparking off when hit by disabler fire. 
- Desnowflakes firing range target integrity and cleans up its
bullet-hole code a bit.
- Cleans up changeling tentacle code a fair bit and fixes it not taking
off throw mode if you fail to catch something.
   - The Sleeping Carp deflection is now signalized 
- Nightmare projectile dodging is now signalized and sourced from the
Nightmare's brain rather than species
- Refactored how cardboard cutouts get knocked over to be less
snowflaked / use integrity
- Also adds projectile `on_hit` `should_call_parent` and cleans up a bit
of that, particularly their arguments.
- On hit arguments were passed wrong this entire time, it's a good thing
nothing relied on that.

## Why It's Good For The Game

This is cringe. 


https://github.com/tgstation/tgstation/blob/1863eb2cd82e7cee4fdfff37b42d3fd0c7edd797/code/modules/mob/living/carbon/human/_species.dm#L1430-L1442

Bullets should overall act more consistent across mob types and objects.

## Changelog

🆑 Melbert
fix: Silicons don't spark when shot by disablers
fix: Changelings who fail to catch something with a tencacle will have
throw mode disabled automatically
fix: Fixes occasions where you can reflect with Sleeping Carp when you
shouldn't be able to
fix: Fixes some projectiles causing like 20x less eye blur than they
should be
refactor: Refactored bullet-mob interactions
refactor: Nightmare "shadow dodge" projectile ability is now sourced
from their brain
/🆑
This commit is contained in:
MrMelbert
2023-10-19 00:08:13 -05:00
committed by GitHub
parent 86ed89dbe7
commit 93ec5a72f7
90 changed files with 628 additions and 486 deletions
@@ -18,7 +18,7 @@
. = ..()
. += span_notice("Throw this at objects or creatures to freeze them, it will boomerang back so be cautious!")
/obj/item/freeze_cube/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, quickstart = TRUE)
/obj/item/freeze_cube/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, gentle, quickstart = TRUE)
. = ..()
if(!.)
return