[MIRROR] Replaces ammo_casing/caseless and bullet/reusable with elements. [MDB IGNORE] (#22102)

* Replaces ammo_casing/caseless and bullet/reusable with elements.

* stupid

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
This commit is contained in:
SkyratBot
2023-07-04 13:06:52 +00:00
committed by GitHub
co-authored by Ghom Jolly-66
parent 56dcf6636f
commit a1ea7f13db
47 changed files with 340 additions and 270 deletions
+30
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/**
* An element that deletes the casing when fired and, if reusable is true, adds the projectile_drop element to the bullet.
* Just make sure to not add components or elements that also use COMSIG_FIRE_CASING after this one.
* Not compatible with pellets (how the eff would that work in a senible way tho?).
*/
/datum/element/caseless
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 2
var/reusable = FALSE
/datum/element/caseless/Attach(datum/target, reusable)
. = ..()
if(!isammocasing(target))
return ELEMENT_INCOMPATIBLE
src.reusable = reusable
RegisterSignal(target, COMSIG_FIRE_CASING, PROC_REF(on_fired_casing))
/datum/element/caseless/proc/on_fired_casing(obj/item/ammo_casing/shell, atom/target, mob/living/user, fired_from, randomspread, spread, zone_override, params, distro, obj/projectile/proj)
SIGNAL_HANDLER
if(!proj)
return
if(reusable)
proj.AddElement(/datum/element/projectile_drop, shell.type)
if(isgun(fired_from))
var/obj/item/gun/shot_from = fired_from
if(shot_from.chambered == shell)
shot_from.chambered = null //Nuke it. Nuke it now.
qdel(shell)
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///A simple element that spawns an atom when the bullet hits an object or reaches the end of its range
/datum/element/projectile_drop
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 2
var/drop_type
/datum/element/projectile_drop/Attach(datum/target, drop_type)
. = ..()
if(!isprojectile(target))
return ELEMENT_INCOMPATIBLE
src.drop_type = drop_type
RegisterSignals(target, list(COMSIG_PROJECTILE_RANGE_OUT, COMSIG_PROJECTILE_SELF_ON_HIT), PROC_REF(spawn_drop))
/datum/element/projectile_drop/proc/spawn_drop(obj/projectile/source)
SIGNAL_HANDLER
var/turf/turf = get_turf(source)
var/atom/new_drop = new drop_type(turf)
SEND_SIGNAL(source, COMSIG_PROJECTILE_ON_SPAWN_DROP, new_drop)
//Just to be safe, knowing it won't be spawned multiple times.
UnregisterSignal(source, list(COMSIG_PROJECTILE_RANGE_OUT, COMSIG_PROJECTILE_SELF_ON_HIT, COMSIG_QDELETING))