/obj/item/ammo_casing/proc/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from) distro += variance var/targloc = get_turf(target) ready_proj(target, user, quiet, zone_override, fired_from) var/obj/projectile/thrown_proj if(pellets == 1) if(distro) //We have to spread a pixel-precision bullet. throw_proj was called before so angles should exist by now... if(randomspread) spread = round((rand() - 0.5) * distro) else //Smart spread spread = round(1 - 0.5) * distro thrown_proj = throw_proj(target, targloc, user, params, spread, fired_from) if(isnull(thrown_proj)) return FALSE else if(isnull(loaded_projectile)) return FALSE AddComponent(/datum/component/pellet_cloud, projectile_type, pellets) //var/next_delay = click_cooldown_override || CLICK_CD_RANGE // ORIGINAL var/next_delay = click_cooldown_override || ((user.staminaloss <= STAMINA_THRESHOLD_TIRED_CLICK_CD) ? CLICK_CD_RANGE : CLICK_CD_RANGE_TIRED) // SKYRAT EDIT CHANGE if(HAS_TRAIT(user, TRAIT_DOUBLE_TAP)) next_delay = round(next_delay * 0.5) user.changeNext_move(next_delay) if(!tk_firing(user, fired_from)) user.newtonian_move(get_dir(target, user)) else if(ismovable(fired_from)) var/atom/movable/firer = fired_from if(!firer.newtonian_move(get_dir(target, fired_from), instant = TRUE)) var/throwtarget = get_step(fired_from, get_dir(target, fired_from)) firer.safe_throw_at(throwtarget, 1, 2) update_appearance() SEND_SIGNAL(src, COMSIG_FIRE_CASING, target, user, fired_from, randomspread, spread, zone_override, params, distro, thrown_proj) return TRUE /obj/item/ammo_casing/proc/tk_firing(mob/living/user, atom/fired_from) return fired_from != user && !user.contains(fired_from) /obj/item/ammo_casing/proc/ready_proj(atom/target, mob/living/user, quiet, zone_override = "", atom/fired_from) if (!loaded_projectile) return loaded_projectile.original = target loaded_projectile.firer = user loaded_projectile.fired_from = fired_from loaded_projectile.hit_prone_targets = user.combat_mode if (zone_override) loaded_projectile.def_zone = zone_override else loaded_projectile.def_zone = user.zone_selected loaded_projectile.suppressed = quiet if(isgun(fired_from)) var/obj/item/gun/G = fired_from loaded_projectile.damage *= G.projectile_damage_multiplier loaded_projectile.stamina *= G.projectile_damage_multiplier loaded_projectile.wound_bonus += G.projectile_wound_bonus loaded_projectile.bare_wound_bonus += G.projectile_wound_bonus if(tk_firing(user, fired_from)) loaded_projectile.ignore_source_check = TRUE if(reagents && loaded_projectile.reagents) reagents.trans_to(loaded_projectile, reagents.total_volume, transferred_by = user) //For chemical darts/bullets qdel(reagents) SEND_SIGNAL(src, COMSIG_CASING_READY_PROJECTILE, target, user, quiet, zone_override, fired_from) /obj/item/ammo_casing/proc/throw_proj(atom/target, turf/targloc, mob/living/user, params, spread, atom/fired_from) var/turf/curloc = get_turf(fired_from) if (!istype(targloc) || !istype(curloc) || !loaded_projectile) return null var/firing_dir if(loaded_projectile.firer) firing_dir = get_dir(fired_from, target) if(!loaded_projectile.suppressed && firing_effect_type && !tk_firing(user, fired_from)) new firing_effect_type(get_turf(src), firing_dir) var/direct_target if(target && curloc.Adjacent(targloc, target=targloc, mover=src)) //if the target is right on our location or adjacent (including diagonally if reachable) we'll skip the travelling code in the proj's fire() direct_target = target if(!direct_target) var/modifiers = params2list(params) loaded_projectile.preparePixelProjectile(target, fired_from, modifiers, spread) var/obj/projectile/loaded_projectile_cache = loaded_projectile loaded_projectile = null loaded_projectile_cache.fire(null, direct_target) return loaded_projectile_cache /obj/item/ammo_casing/proc/spread(turf/target, turf/current, distro) var/dx = abs(target.x - current.x) var/dy = abs(target.y - current.y) return locate(target.x + round(gaussian(0, distro) * (dy+2)/8, 1), target.y + round(gaussian(0, distro) * (dx+2)/8, 1), target.z)