Removes bad nodamage var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage (#73806)

## About The Pull Request

- Juggernaut and Rust Walker projectiles were subtyped off of magic,
which is `nodamage`.

- The juggernaut actually had a copy+paste error with their type
`on_hit` which caused none of their special effects on hit ("relative
patching catches this")

- Then I realized projectiles have this var `nodamage` which is, for all
intents and purposes, just `damage > 0`. it's not checked for pacifism,
it's just that. This is dumb. So very dumb, so I removed it.
- There are, however, a few situations which used it in a unique way,
such as the blast wave cannon. This is why I replaced it with a proc,
`is_hostile_projectile`, for certain situations to actually find out if
the projectile is damaging. Projectiles can override this on a per type
basis by default, damaging projectiles = hostile.
- This has a chance to break some things, but I ... kinda doubt it will.

Fixes #73756

## Why It's Good For The Game

Projectiles that act as they should, less dumb vars

## Changelog

🆑 Melbert
fix: Fixes Juggernaut / Rust Walker projectiles doing zero damage
fix: Fixes Juggernaut projectiles not doing bonus damage to nearby
structures
code: Removed projectile nodamage var, replaces it with just checking
for damage
/🆑
This commit is contained in:
MrMelbert
2023-03-10 18:51:31 -06:00
committed by GitHub
parent 1e0878c924
commit d755b70d76
51 changed files with 84 additions and 122 deletions
@@ -115,7 +115,6 @@
icon_state = "tether_projectile"
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
damage = 0
nodamage = TRUE
range = 10
hitsound = 'sound/weapons/batonextend.ogg'
hitsound_wall = 'sound/weapons/batonextend.ogg'
@@ -164,7 +164,6 @@
/obj/projectile/organ
name = "organ"
damage = 0
nodamage = TRUE
hitsound = 'sound/effects/attackblob.ogg'
hitsound_wall = 'sound/effects/attackblob.ogg'
/// A reference to the organ we "are".
+1 -1
View File
@@ -57,7 +57,7 @@
/obj/item/mod/module/stealth/proc/on_bullet_act(datum/source, obj/projectile/projectile)
SIGNAL_HANDLER
if(projectile.nodamage)
if(!projectile.is_hostile_projectile())
return
unstealth(source)
@@ -560,7 +560,6 @@
icon_state = "mine_bomb"
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
damage = 0
nodamage = TRUE
range = 6
suppressed = SUPPRESSED_VERY
armor_flag = BOMB
@@ -294,7 +294,6 @@
name = "eradication beam"
icon_state = "chronobolt"
range = CHRONO_BEAM_RANGE
nodamage = TRUE
///Reference to the tem... given by the tem! weakref because back in the day we didn't know about harddels- or maybe we didn't care.
var/datum/weakref/tem_weakref