Files
Bubberstation/code/modules/projectiles/projectile/special.dm
GunHog 347b384977 Aux Base Improvements (#24146)
* Aux Base Improvements

- The Base Management Console (BMC) may now set up its own landing zone
at random if mining has not prepared a drop zone.
- The BMC may now control the Perimeter Defense Turrets built by the
construction console. Their status and health may be checked from the
BMC as well.
- The PDTs now have slightly increased damage and fire through glass.
- Moved the BMC to its own file.
- Changed the path of the BMC in order to function properly as its own
computer type.
- The Aux Base's dock now doubles as a public mining shuttle dock once
the base is dropped and shuttle landing beacon set up. Controlled from
the BMC.
- Removed access requirements from the Box station mining shuttle to be
compabile with the public dock.
- Added a base construction console to Deltastation, moved the shuttle
beacon inside of the base, and moved a potted plant.

* Fix Maps

Fixes conflicts by redoing my previous edits

* Fix Maps again

Forgot to use the correct docking port, and remove access from one of
the Delta station mining shuttle doors

* Fix Pubby

My lack of experience with maps shows again!!

* 3/4 Suggested Changes

- Cleans up some code

* Final requested change

Href exploit prevention I guess?
2017-02-18 20:37:38 +01:00

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/obj/item/projectile/ion
name = "ion bolt"
icon_state = "ion"
damage = 0
damage_type = BURN
nodamage = 1
flag = "energy"
impact_effect_type = /obj/effect/overlay/temp/impact_effect/ion
/obj/item/projectile/ion/on_hit(atom/target, blocked = 0)
..()
empulse(target, 1, 1)
return 1
/obj/item/projectile/ion/weak
/obj/item/projectile/ion/weak/on_hit(atom/target, blocked = 0)
..()
empulse(target, 0, 0)
return 1
/obj/item/projectile/bullet/gyro
name ="explosive bolt"
icon_state= "bolter"
damage = 50
/obj/item/projectile/bullet/gyro/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 0, 2)
return 1
/obj/item/projectile/bullet/a40mm
name ="40mm grenade"
desc = "USE A WEEL GUN"
icon_state= "bolter"
damage = 60
/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 0, 2, 1, 0, flame_range = 3)
return 1
/obj/item/projectile/bullet/a84mm
name ="anti-armour rocket"
desc = "USE A WEEL GUN"
icon_state= "atrocket"
damage = 80
var/anti_armour_damage = 200
armour_penetration = 100
dismemberment = 100
/obj/item/projectile/bullet/a84mm/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 1, 3, 1, 0, flame_range = 4)
if(istype(target, /obj/mecha))
var/obj/mecha/M = target
M.take_damage(anti_armour_damage)
if(istype(target, /mob/living/silicon))
var/mob/living/silicon/S = target
S.take_overall_damage(anti_armour_damage*0.75, anti_armour_damage*0.25)
return 1
/obj/item/projectile/bullet/srmrocket
name ="SRM-8 Rocket"
desc = "Boom"
icon_state = "missile"
damage = 30
/obj/item/projectile/bullet/srmrocket/on_hit(atom/target, blocked=0)
..()
if(!isliving(target)) //if the target isn't alive, so is a wall or something
explosion(target, 0, 1, 2, 4)
else
explosion(target, 0, 0, 2, 4)
return 1
/obj/item/projectile/temp
name = "freeze beam"
icon_state = "ice_2"
damage = 0
damage_type = BURN
nodamage = 1
flag = "energy"
var/temperature = 100
/obj/item/projectile/temp/on_hit(atom/target, blocked = 0)//These two could likely check temp protection on the mob
..()
if(isliving(target))
var/mob/M = target
M.bodytemperature = temperature
return 1
/obj/item/projectile/temp/hot
name = "heat beam"
temperature = 400
/obj/item/projectile/meteor
name = "meteor"
icon = 'icons/obj/meteor.dmi'
icon_state = "small1"
damage = 0
damage_type = BRUTE
nodamage = 1
flag = "bullet"
/obj/item/projectile/meteor/Bump(atom/A, yes)
if(!yes) //prevents multi bumps.
return
if(A == firer)
loc = A.loc
return
A.ex_act(2)
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
for(var/mob/M in urange(10, src))
if(!M.stat)
shake_camera(M, 3, 1)
qdel(src)
/obj/item/projectile/energy/floramut
name = "alpha somatoray"
icon_state = "energy"
damage = 0
damage_type = TOX
nodamage = 1
flag = "energy"
/obj/item/projectile/energy/floramut/on_hit(atom/target, blocked = 0)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/C = target
if(C.dna.species.id == "pod")
C.randmuti()
C.randmut()
C.updateappearance()
C.domutcheck()
/obj/item/projectile/energy/florayield
name = "beta somatoray"
icon_state = "energy2"
damage = 0
damage_type = TOX
nodamage = 1
flag = "energy"
/obj/item/projectile/beam/mindflayer
name = "flayer ray"
/obj/item/projectile/beam/mindflayer/on_hit(atom/target, blocked = 0)
. = ..()
if(ishuman(target))
var/mob/living/carbon/human/M = target
M.adjustBrainLoss(20)
M.hallucination += 20
/obj/item/projectile/beam/wormhole
name = "bluespace beam"
icon_state = "spark"
hitsound = "sparks"
damage = 3
var/obj/item/weapon/gun/energy/wormhole_projector/gun
color = "#33CCFF"
/obj/item/projectile/beam/wormhole/orange
name = "orange bluespace beam"
color = "#FF6600"
/obj/item/projectile/beam/wormhole/New(var/obj/item/ammo_casing/energy/wormhole/casing)
if(casing)
gun = casing.gun
/obj/item/ammo_casing/energy/wormhole/New(var/obj/item/weapon/gun/energy/wormhole_projector/wh)
gun = wh
/obj/item/projectile/beam/wormhole/on_hit(atom/target)
if(ismob(target))
var/turf/portal_destination = pick(orange(6, src))
do_teleport(target, portal_destination)
return ..()
if(!gun)
qdel(src)
gun.create_portal(src)
/obj/item/projectile/bullet/frag12
name ="explosive slug"
damage = 25
weaken = 5
/obj/item/projectile/bullet/frag12/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 0, 1)
return 1
/obj/item/projectile/plasma
name = "plasma blast"
icon_state = "plasmacutter"
damage_type = BRUTE
damage = 5
range = 3.5 //works as 4, but doubles to 7
dismemberment = 20
impact_effect_type = /obj/effect/overlay/temp/impact_effect/purple_laser
/obj/item/projectile/plasma/New()
var/turf/proj_turf = get_turf(src)
if(!isturf(proj_turf))
return
var/datum/gas_mixture/environment = proj_turf.return_air()
if(environment)
var/pressure = environment.return_pressure()
if(pressure < 60)
name = "full strength [name]"
damage *= 4
range *= 2
..()
/obj/item/projectile/plasma/on_hit(atom/target)
. = ..()
if(ismineralturf(target))
var/turf/closed/mineral/M = target
M.gets_drilled(firer)
Range()
if(range > 0)
return -1
/obj/item/projectile/plasma/adv
damage = 7
range = 5
/obj/item/projectile/plasma/adv/mech
damage = 10
range = 6
/obj/item/projectile/plasma/turret
//Between normal and advanced for damage, made a beam so not the turret does not destroy glass
name = "plasma beam"
damage = 6
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
/obj/item/projectile/gravityrepulse
name = "repulsion bolt"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
nodamage = 1
color = "#33CCFF"
var/turf/T
var/power = 4
var/list/thrown_items = list()
/obj/item/projectile/gravityrepulse/New(var/obj/item/ammo_casing/energy/gravityrepulse/C)
..()
if(C) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
power = min(C.gun.power, 15)
/obj/item/projectile/gravityrepulse/on_hit()
. = ..()
T = get_turf(src)
for(var/atom/movable/A in range(T, power))
if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
continue
var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(A, src)))
A.throw_at(throwtarget,power+1,1)
thrown_items[A] = A
for(var/turf/F in range(T,power))
new /obj/effect/overlay/temp/gravpush(F)
/obj/item/projectile/gravityattract
name = "attraction bolt"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
nodamage = 1
color = "#FF6600"
var/turf/T
var/power = 4
var/list/thrown_items = list()
/obj/item/projectile/gravityattract/New(var/obj/item/ammo_casing/energy/gravityattract/C)
..()
if(C) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
power = min(C.gun.power, 15)
/obj/item/projectile/gravityattract/on_hit()
. = ..()
T = get_turf(src)
for(var/atom/movable/A in range(T, power))
if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
continue
A.throw_at(T, power+1, 1)
thrown_items[A] = A
for(var/turf/F in range(T,power))
new /obj/effect/overlay/temp/gravpush(F)
/obj/item/projectile/gravitychaos
name = "gravitational blast"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
nodamage = 1
color = "#101010"
var/turf/T
var/power = 4
var/list/thrown_items = list()
/obj/item/projectile/gravitychaos/New(var/obj/item/ammo_casing/energy/gravitychaos/C)
..()
if(C) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
power = min(C.gun.power, 15)
/obj/item/projectile/gravitychaos/on_hit()
. = ..()
T = get_turf(src)
for(var/atom/movable/A in range(T, power))
if(A == src|| (firer && A == src.firer) || A.anchored || thrown_items[A])
continue
A.throw_at(get_edge_target_turf(A, pick(cardinal)), power+1, 1)
thrown_items[A] = A
for(var/turf/Z in range(T,power))
new /obj/effect/overlay/temp/gravpush(Z)