Files
Bubberstation/code/modules/projectiles/ammunition/_firing.dm
Hatterhat ede1b5f494 guns' projectile damage multiplier reflected in examines, gives guns a vareditable projectile wound bonus modifier (#77280)
## About The Pull Request
A gun's projectile damage multiplier is now reflected in its "show
combat info" examine, so now the shots-to-crit on guns with a modified
projectile damage multiplier (say, the PP-95 SMG, under the slightly
inaccurate typepath `automatic/plastikov`) is accurate. This applies to
both energy weapons and ballistics.

Also, added a new variable that multiplies a fired projectile's wound
bonus. Could be used to make guns really bad at wounding or good at
wounding innately for... reasons? Not really touched by anything for
now.

## Why It's Good For The Game

Being able to account for projectile damage multiplier probably helps in
regards to "how many bullets DOES it take to crit someone else?", since
you don't really get told about it in-game.

The wound bonus thing could be used for adminbus as a joke or to make a
gun more distinct in regards to "how often do I make someone's blood
fall out/leg break/etc."

## Changelog
🆑
fix: Projectile damage multipliers on guns are now reflected in their
combat information.
admin: Admins can now make a gun's fired projectiles better or worse at
wounding by changing the gun's projectile_wound_bonus. Surely this will
not have any repercussions.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2023-08-13 03:43:10 +02:00

95 lines
3.8 KiB
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/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
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, transfered_by = user) //For chemical darts/bullets
qdel(reagents)
/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)