Files
Bubberstation/code/modules/projectiles/projectile.dm
adrix89 c1ae410869 Fixes 1653
Projectiles now have a layer threshold 2.75 which is the spiderlings layer.
2014-02-03 17:15:49 +02:00

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/*
#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 << "<span class='userdanger'>You've been shot in the [parse_zone(def_zone)] by [src]!</span>"
else
var/volume = vol_by_damage()
playsound(loc, hitsound, volume, 1, -1)
M.visible_message("<span class='danger'>[M] is hit by [src] in the [parse_zone(def_zone)]!", \
"<span class='userdanger'>[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