mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-10 09:42:29 +00:00
159 lines
4.9 KiB
Plaintext
159 lines
4.9 KiB
Plaintext
/*
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#define BRUTE "brute"
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#define BURN "burn"
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#define TOX "tox"
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#define OXY "oxy"
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#define CLONE "clone"
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#define ADD "add"
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#define SET "set"
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*/
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/obj/item/projectile
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name = "projectile"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "bullet"
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density = 1
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unacidable = 1
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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.
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pass_flags = PASSTABLE
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mouse_opacity = 0
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hitsound = 'sound/weapons/pierce.ogg'
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var/bumped = 0 //Prevents it from hitting more than one guy at once
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var/def_zone = "" //Aiming at
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var/mob/firer = null//Who shot it
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var/silenced = 0 //Attack message
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var/yo = null
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var/xo = null
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var/current = null
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var/atom/original = null // the original target clicked
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var/turf/starting = null // the projectile's starting turf
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var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
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var/p_x = 16
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var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
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var/damage = 10
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
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var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
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var/projectile_type = "/obj/item/projectile"
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var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile.
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//Effects
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var/stun = 0
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var/weaken = 0
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var/paralyze = 0
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var/irradiate = 0
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var/stutter = 0
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var/eyeblur = 0
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var/drowsy = 0
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var/forcedodge = 0
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proc/delete()
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// Garbage collect the projectiles
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loc = null
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proc/on_hit(var/atom/target, var/blocked = 0, var/hit_zone)
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if(!isliving(target)) return 0
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if(isanimal(target)) return 0
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var/mob/living/L = target
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return L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, blocked)
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proc/vol_by_damage()
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if(src.damage)
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return Clamp((src.damage) * 2, 30, 100)// Multiply projectile damage by 2, then clamp the value between 30 and 100
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else
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return 40 //if the projectile doesn't do damage, play its hitsound at 40% volume
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Bump(atom/A as mob|obj|turf|area)
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if(A == firer)
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loc = A.loc
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return 0 //cannot shoot yourself
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if(bumped && original) return 0
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bumped = 1
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if(ismob(A))
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var/mob/M = A
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if(!istype(A, /mob/living))
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loc = A.loc
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return 0// nope.avi
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var/reagent_note
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if(reagents && reagents.reagent_list)
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reagent_note = " REAGENTS:"
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for(var/datum/reagent/R in reagents.reagent_list)
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reagent_note += R.id + " ("
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reagent_note += num2text(R.volume) + ") "
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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.
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def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
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if(silenced)
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playsound(loc, hitsound, 5, 1, -1)
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M << "<span class='userdanger'>You've been shot in the [parse_zone(def_zone)] by [src]!</span>"
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else
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var/volume = vol_by_damage()
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playsound(loc, hitsound, volume, 1, -1)
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M.visible_message("<span class='danger'>[M] is hit by [src] in the [parse_zone(def_zone)]!", \
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"<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
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add_logs(firer, M, "shot", object="[src]", addition=reagent_note)
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spawn(0)
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if(A)
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// We get the location before running A.bullet_act, incase the proc deletes A and makes it null
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var/turf/new_loc = null
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if(istype(A, /turf))
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new_loc = A
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else
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new_loc = A.loc
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var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null
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if(permutation == -1 || (forcedodge && !istype(A, /turf)))// the bullet passes through a dense object!
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bumped = 0 // reset bumped variable!
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loc = new_loc
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permutated.Add(A)
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return 0
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density = 0
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invisibility = 101
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delete()
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return 0
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return 1
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CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(istype(mover, /obj/item/projectile))
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return prob(95)
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else
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return 1
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process()
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if(kill_count < 1)
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delete()
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return
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kill_count--
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spawn while(src && src.loc)
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if((!( current ) || loc == current))
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current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)
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if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
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delete()
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return
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step_towards(src, current)
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sleep(1)
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if(!bumped && (original.layer>=2.75 || ismob(original)))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original)
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sleep(1)
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Range()
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return
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/obj/item/projectile/proc/Range()
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return
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