mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-07 07:22:56 +00:00
* 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?
332 lines
8.0 KiB
Plaintext
332 lines
8.0 KiB
Plaintext
/obj/item/projectile/ion
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name = "ion bolt"
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icon_state = "ion"
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damage = 0
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damage_type = BURN
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nodamage = 1
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flag = "energy"
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/ion
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/obj/item/projectile/ion/on_hit(atom/target, blocked = 0)
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..()
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empulse(target, 1, 1)
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return 1
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/obj/item/projectile/ion/weak
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/obj/item/projectile/ion/weak/on_hit(atom/target, blocked = 0)
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..()
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empulse(target, 0, 0)
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return 1
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/obj/item/projectile/bullet/gyro
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name ="explosive bolt"
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icon_state= "bolter"
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damage = 50
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/obj/item/projectile/bullet/gyro/on_hit(atom/target, blocked = 0)
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..()
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explosion(target, -1, 0, 2)
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return 1
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/obj/item/projectile/bullet/a40mm
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name ="40mm grenade"
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desc = "USE A WEEL GUN"
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icon_state= "bolter"
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damage = 60
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/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = 0)
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..()
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explosion(target, -1, 0, 2, 1, 0, flame_range = 3)
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return 1
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/obj/item/projectile/bullet/a84mm
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name ="anti-armour rocket"
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desc = "USE A WEEL GUN"
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icon_state= "atrocket"
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damage = 80
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var/anti_armour_damage = 200
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armour_penetration = 100
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dismemberment = 100
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/obj/item/projectile/bullet/a84mm/on_hit(atom/target, blocked = 0)
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..()
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explosion(target, -1, 1, 3, 1, 0, flame_range = 4)
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if(istype(target, /obj/mecha))
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var/obj/mecha/M = target
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M.take_damage(anti_armour_damage)
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if(istype(target, /mob/living/silicon))
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var/mob/living/silicon/S = target
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S.take_overall_damage(anti_armour_damage*0.75, anti_armour_damage*0.25)
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return 1
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/obj/item/projectile/bullet/srmrocket
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name ="SRM-8 Rocket"
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desc = "Boom"
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icon_state = "missile"
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damage = 30
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/obj/item/projectile/bullet/srmrocket/on_hit(atom/target, blocked=0)
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..()
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if(!isliving(target)) //if the target isn't alive, so is a wall or something
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explosion(target, 0, 1, 2, 4)
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else
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explosion(target, 0, 0, 2, 4)
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return 1
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/obj/item/projectile/temp
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name = "freeze beam"
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icon_state = "ice_2"
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damage = 0
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damage_type = BURN
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nodamage = 1
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flag = "energy"
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var/temperature = 100
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/obj/item/projectile/temp/on_hit(atom/target, blocked = 0)//These two could likely check temp protection on the mob
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..()
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if(isliving(target))
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var/mob/M = target
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M.bodytemperature = temperature
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return 1
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/obj/item/projectile/temp/hot
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name = "heat beam"
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temperature = 400
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/obj/item/projectile/meteor
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name = "meteor"
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icon = 'icons/obj/meteor.dmi'
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icon_state = "small1"
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damage = 0
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damage_type = BRUTE
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nodamage = 1
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flag = "bullet"
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/obj/item/projectile/meteor/Bump(atom/A, yes)
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if(!yes) //prevents multi bumps.
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return
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if(A == firer)
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loc = A.loc
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return
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A.ex_act(2)
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playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
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for(var/mob/M in urange(10, src))
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if(!M.stat)
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shake_camera(M, 3, 1)
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qdel(src)
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/obj/item/projectile/energy/floramut
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name = "alpha somatoray"
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icon_state = "energy"
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damage = 0
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damage_type = TOX
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nodamage = 1
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flag = "energy"
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/obj/item/projectile/energy/floramut/on_hit(atom/target, blocked = 0)
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. = ..()
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if(iscarbon(target))
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var/mob/living/carbon/C = target
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if(C.dna.species.id == "pod")
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C.randmuti()
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C.randmut()
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C.updateappearance()
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C.domutcheck()
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/obj/item/projectile/energy/florayield
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name = "beta somatoray"
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icon_state = "energy2"
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damage = 0
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damage_type = TOX
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nodamage = 1
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flag = "energy"
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/obj/item/projectile/beam/mindflayer
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name = "flayer ray"
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/obj/item/projectile/beam/mindflayer/on_hit(atom/target, blocked = 0)
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. = ..()
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if(ishuman(target))
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var/mob/living/carbon/human/M = target
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M.adjustBrainLoss(20)
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M.hallucination += 20
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/obj/item/projectile/beam/wormhole
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name = "bluespace beam"
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icon_state = "spark"
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hitsound = "sparks"
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damage = 3
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var/obj/item/weapon/gun/energy/wormhole_projector/gun
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color = "#33CCFF"
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/obj/item/projectile/beam/wormhole/orange
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name = "orange bluespace beam"
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color = "#FF6600"
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/obj/item/projectile/beam/wormhole/New(var/obj/item/ammo_casing/energy/wormhole/casing)
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if(casing)
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gun = casing.gun
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/obj/item/ammo_casing/energy/wormhole/New(var/obj/item/weapon/gun/energy/wormhole_projector/wh)
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gun = wh
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/obj/item/projectile/beam/wormhole/on_hit(atom/target)
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if(ismob(target))
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var/turf/portal_destination = pick(orange(6, src))
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do_teleport(target, portal_destination)
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return ..()
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if(!gun)
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qdel(src)
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gun.create_portal(src)
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/obj/item/projectile/bullet/frag12
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name ="explosive slug"
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damage = 25
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weaken = 5
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/obj/item/projectile/bullet/frag12/on_hit(atom/target, blocked = 0)
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..()
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explosion(target, -1, 0, 1)
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return 1
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/obj/item/projectile/plasma
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name = "plasma blast"
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icon_state = "plasmacutter"
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damage_type = BRUTE
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damage = 5
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range = 3.5 //works as 4, but doubles to 7
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dismemberment = 20
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/purple_laser
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/obj/item/projectile/plasma/New()
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var/turf/proj_turf = get_turf(src)
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if(!isturf(proj_turf))
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return
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var/datum/gas_mixture/environment = proj_turf.return_air()
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if(environment)
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var/pressure = environment.return_pressure()
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if(pressure < 60)
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name = "full strength [name]"
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damage *= 4
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range *= 2
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..()
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/obj/item/projectile/plasma/on_hit(atom/target)
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. = ..()
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if(ismineralturf(target))
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var/turf/closed/mineral/M = target
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M.gets_drilled(firer)
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Range()
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if(range > 0)
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return -1
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/obj/item/projectile/plasma/adv
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damage = 7
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range = 5
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/obj/item/projectile/plasma/adv/mech
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damage = 10
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range = 6
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/obj/item/projectile/plasma/turret
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//Between normal and advanced for damage, made a beam so not the turret does not destroy glass
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name = "plasma beam"
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damage = 6
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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/obj/item/projectile/gravityrepulse
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name = "repulsion bolt"
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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hitsound = 'sound/weapons/wave.ogg'
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damage = 0
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damage_type = BRUTE
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nodamage = 1
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color = "#33CCFF"
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var/turf/T
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var/power = 4
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var/list/thrown_items = list()
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/obj/item/projectile/gravityrepulse/New(var/obj/item/ammo_casing/energy/gravityrepulse/C)
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..()
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if(C) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
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power = min(C.gun.power, 15)
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/obj/item/projectile/gravityrepulse/on_hit()
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. = ..()
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T = get_turf(src)
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for(var/atom/movable/A in range(T, power))
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if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
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continue
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var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(A, src)))
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A.throw_at(throwtarget,power+1,1)
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thrown_items[A] = A
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for(var/turf/F in range(T,power))
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new /obj/effect/overlay/temp/gravpush(F)
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/obj/item/projectile/gravityattract
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name = "attraction bolt"
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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hitsound = 'sound/weapons/wave.ogg'
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damage = 0
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damage_type = BRUTE
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nodamage = 1
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color = "#FF6600"
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var/turf/T
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var/power = 4
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var/list/thrown_items = list()
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/obj/item/projectile/gravityattract/New(var/obj/item/ammo_casing/energy/gravityattract/C)
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..()
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if(C) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
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power = min(C.gun.power, 15)
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/obj/item/projectile/gravityattract/on_hit()
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. = ..()
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T = get_turf(src)
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for(var/atom/movable/A in range(T, power))
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if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
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continue
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A.throw_at(T, power+1, 1)
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thrown_items[A] = A
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for(var/turf/F in range(T,power))
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new /obj/effect/overlay/temp/gravpush(F)
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/obj/item/projectile/gravitychaos
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name = "gravitational blast"
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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hitsound = 'sound/weapons/wave.ogg'
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damage = 0
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damage_type = BRUTE
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nodamage = 1
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color = "#101010"
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var/turf/T
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var/power = 4
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var/list/thrown_items = list()
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/obj/item/projectile/gravitychaos/New(var/obj/item/ammo_casing/energy/gravitychaos/C)
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..()
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if(C) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
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power = min(C.gun.power, 15)
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/obj/item/projectile/gravitychaos/on_hit()
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. = ..()
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T = get_turf(src)
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for(var/atom/movable/A in range(T, power))
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if(A == src|| (firer && A == src.firer) || A.anchored || thrown_items[A])
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continue
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A.throw_at(get_edge_target_turf(A, pick(cardinal)), power+1, 1)
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thrown_items[A] = A
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for(var/turf/Z in range(T,power))
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new /obj/effect/overlay/temp/gravpush(Z)
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