/* #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