mirror of
https://github.com/Bubberstation/Bubberstation.git
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Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102 Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move. Adds Immobilize()d status effect that freezes movement but does not prevent anything else. Adds Paralyze()d which is oldstun "You can't do anything at all and knock down). Stun() will now prevent any item/UI usage and movement (which is similar to before). Knockdown() will now only knockdown without preventing item usage/movement. People knocked down will be able to crawl at softcrit-speeds Refactors some /mob variables and procs to /mob/living. update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove cl rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower. /cl Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
626 lines
22 KiB
Plaintext
626 lines
22 KiB
Plaintext
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#define MOVES_HITSCAN -1 //Not actually hitscan but close as we get without actual hitscan.
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#define MUZZLE_EFFECT_PIXEL_INCREMENT 17 //How many pixels to move the muzzle flash up so your character doesn't look like they're shitting out lasers.
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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 = FALSE
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anchored = TRUE
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item_flags = ABSTRACT
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pass_flags = PASSTABLE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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hitsound = 'sound/weapons/pierce.ogg'
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var/hitsound_wall = ""
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resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/def_zone = "" //Aiming at
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var/atom/movable/firer = null//Who shot it
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var/suppressed = FALSE //Attack message
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var/yo = null
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var/xo = 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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//Fired processing vars
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var/fired = FALSE //Have we been fired yet
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var/paused = FALSE //for suspending the projectile midair
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var/last_projectile_move = 0
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var/last_process = 0
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var/time_offset = 0
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var/datum/point/vector/trajectory
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var/trajectory_ignore_forcemove = FALSE //instructs forceMove to NOT reset our trajectory to the new location!
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var/speed = 0.8 //Amount of deciseconds it takes for projectile to travel
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var/Angle = 0
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var/original_angle = 0 //Angle at firing
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var/nondirectional_sprite = FALSE //Set TRUE to prevent projectiles from having their sprites rotated based on firing angle
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var/spread = 0 //amount (in degrees) of projectile spread
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animate_movement = 0 //Use SLIDE_STEPS in conjunction with legacy
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var/ricochets = 0
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var/ricochets_max = 2
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var/ricochet_chance = 30
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//Hitscan
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var/hitscan = FALSE //Whether this is hitscan. If it is, speed is basically ignored.
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var/list/beam_segments //assoc list of datum/point or datum/point/vector, start = end. Used for hitscan effect generation.
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var/datum/point/beam_index
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var/turf/hitscan_last //last turf touched during hitscanning.
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var/tracer_type
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var/muzzle_type
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var/impact_type
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//Fancy hitscan lighting effects!
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var/hitscan_light_intensity = 1.5
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var/hitscan_light_range = 0.75
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var/hitscan_light_color_override
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var/muzzle_flash_intensity = 3
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var/muzzle_flash_range = 1.5
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var/muzzle_flash_color_override
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var/impact_light_intensity = 3
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var/impact_light_range = 2
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var/impact_light_color_override
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//Homing
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var/homing = FALSE
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var/atom/homing_target
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var/homing_turn_speed = 10 //Angle per tick.
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var/homing_inaccuracy_min = 0 //in pixels for these. offsets are set once when setting target.
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var/homing_inaccuracy_max = 0
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var/homing_offset_x = 0
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var/homing_offset_y = 0
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var/ignore_source_check = FALSE
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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/range = 50 //This will de-increment every step. When 0, it will deletze the projectile.
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var/decayedRange
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var/is_reflectable = FALSE // Can it be reflected or not?
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//Effects
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var/stun = 0
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var/knockdown = 0
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var/paralyze = 0
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var/immobilize = 0
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var/unconscious = 0
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var/irradiate = 0
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var/stutter = 0
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var/slur = 0
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var/eyeblur = 0
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var/drowsy = 0
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var/stamina = 0
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var/jitter = 0
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var/forcedodge = 0 //to pass through everything
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var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all.
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var/impact_effect_type //what type of impact effect to show when hitting something
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var/log_override = FALSE //is this type spammed enough to not log? (KAs)
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/obj/item/projectile/Initialize()
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. = ..()
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permutated = list()
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decayedRange = range
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/obj/item/projectile/proc/Range()
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range--
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if(range <= 0 && loc)
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on_range()
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/obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range
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qdel(src)
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//to get the correct limb (if any) for the projectile hit message
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/mob/living/proc/check_limb_hit(hit_zone)
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if(has_limbs)
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return hit_zone
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/mob/living/carbon/check_limb_hit(hit_zone)
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if(get_bodypart(hit_zone))
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return hit_zone
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else //when a limb is missing the damage is actually passed to the chest
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return BODY_ZONE_CHEST
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/obj/item/projectile/proc/prehit(atom/target)
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return TRUE
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/obj/item/projectile/proc/on_hit(atom/target, blocked = FALSE)
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var/turf/target_loca = get_turf(target)
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var/hitx
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var/hity
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if(target == original)
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hitx = target.pixel_x + p_x - 16
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hity = target.pixel_y + p_y - 16
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else
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hitx = target.pixel_x + rand(-8, 8)
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hity = target.pixel_y + rand(-8, 8)
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if(!nodamage && (damage_type == BRUTE || damage_type == BURN) && iswallturf(target_loca) && prob(75))
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var/turf/closed/wall/W = target_loca
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if(impact_effect_type && !hitscan)
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new impact_effect_type(target_loca, hitx, hity)
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W.add_dent(WALL_DENT_SHOT, hitx, hity)
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return 0
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if(!isliving(target))
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if(impact_effect_type && !hitscan)
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new impact_effect_type(target_loca, hitx, hity)
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return 0
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var/mob/living/L = target
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if(blocked != 100) // not completely blocked
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if(damage && L.blood_volume && damage_type == BRUTE)
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var/splatter_dir = dir
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if(starting)
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splatter_dir = get_dir(starting, target_loca)
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if(isalien(L))
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new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir)
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir)
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if(prob(33))
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L.add_splatter_floor(target_loca)
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else if(impact_effect_type && !hitscan)
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new impact_effect_type(target_loca, hitx, hity)
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var/organ_hit_text = ""
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var/limb_hit = L.check_limb_hit(def_zone)//to get the correct message info.
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if(limb_hit)
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organ_hit_text = " in \the [parse_zone(limb_hit)]"
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if(suppressed)
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playsound(loc, hitsound, 5, 1, -1)
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to_chat(L, "<span class='userdanger'>You're shot by \a [src][organ_hit_text]!</span>")
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else
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if(hitsound)
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var/volume = vol_by_damage()
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playsound(loc, hitsound, volume, 1, -1)
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L.visible_message("<span class='danger'>[L] is hit by \a [src][organ_hit_text]!</span>", \
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"<span class='userdanger'>[L] is hit by \a [src][organ_hit_text]!</span>", null, COMBAT_MESSAGE_RANGE)
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L.on_hit(src)
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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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if(ismob(firer))
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log_combat(firer, L, "shot", src, reagent_note)
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else
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L.log_message("has been shot by [firer] with [src]", LOG_ATTACK, color="orange")
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return L.apply_effects(stun, knockdown, unconscious, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter, paralyze, immobilize)
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/obj/item/projectile/proc/vol_by_damage()
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if(src.damage)
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return CLAMP((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then CLAMP the value between 30 and 100
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else
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return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
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/obj/item/projectile/proc/on_ricochet(atom/A)
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return
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/obj/item/projectile/proc/store_hitscan_collision(datum/point/pcache)
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beam_segments[beam_index] = pcache
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beam_index = pcache
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beam_segments[beam_index] = null
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/obj/item/projectile/Bump(atom/A)
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var/datum/point/pcache = trajectory.copy_to()
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if(check_ricochet(A) && check_ricochet_flag(A) && ricochets < ricochets_max)
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ricochets++
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if(A.handle_ricochet(src))
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on_ricochet(A)
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ignore_source_check = TRUE
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range = initial(range)
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if(hitscan)
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store_hitscan_collision(pcache)
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return TRUE
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if(firer && !ignore_source_check)
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if(A == firer || (A == firer.loc && ismecha(A))) //cannot shoot yourself or your mech
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trajectory_ignore_forcemove = TRUE
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forceMove(get_turf(A))
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trajectory_ignore_forcemove = FALSE
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return FALSE
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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(isturf(A) && hitsound_wall)
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var/volume = CLAMP(vol_by_damage() + 20, 0, 100)
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if(suppressed)
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volume = 5
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playsound(loc, hitsound_wall, volume, 1, -1)
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var/turf/target_turf = get_turf(A)
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if(!prehit(A))
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if(forcedodge)
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trajectory_ignore_forcemove = TRUE
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forceMove(target_turf)
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trajectory_ignore_forcemove = FALSE
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return FALSE
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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)// the bullet passes through a dense object!
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trajectory_ignore_forcemove = TRUE
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forceMove(target_turf)
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trajectory_ignore_forcemove = FALSE
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if(A)
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permutated.Add(A)
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return FALSE
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else
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var/atom/alt = select_target(A)
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if(alt)
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if(!prehit(alt))
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return FALSE
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alt.bullet_act(src, def_zone)
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qdel(src)
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return TRUE
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/obj/item/projectile/proc/select_target(atom/A) //Selects another target from a wall if we hit a wall.
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if(!A || !A.density || (A.flags_1 & ON_BORDER_1) || ismob(A) || A == original) //if we hit a dense non-border obj or dense turf then we also hit one of the mobs or machines/structures on that tile.
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return
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var/turf/T = get_turf(A)
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if(original in T)
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return original
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var/list/mob/living/possible_mobs = typecache_filter_list(T, GLOB.typecache_mob) - A
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var/list/mob/mobs = list()
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for(var/mob/living/M in possible_mobs)
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if(!(M.mobility_flags & MOBILITY_STAND))
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continue
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mobs += M
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var/mob/M = safepick(mobs)
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if(M)
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return M.lowest_buckled_mob()
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var/obj/O = safepick(typecache_filter_list(T, GLOB.typecache_machine_or_structure) - A)
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if(O)
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return O
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/obj/item/projectile/proc/check_ricochet()
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if(prob(ricochet_chance))
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return TRUE
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return FALSE
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/obj/item/projectile/proc/check_ricochet_flag(atom/A)
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if(A.flags_1 & CHECK_RICOCHET_1)
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return TRUE
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return FALSE
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/obj/item/projectile/proc/return_predicted_turf_after_moves(moves, forced_angle) //I say predicted because there's no telling that the projectile won't change direction/location in flight.
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if(!trajectory && isnull(forced_angle) && isnull(Angle))
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return FALSE
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var/datum/point/vector/current = trajectory
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if(!current)
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var/turf/T = get_turf(src)
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current = new(T.x, T.y, T.z, pixel_x, pixel_y, isnull(forced_angle)? Angle : forced_angle, SSprojectiles.global_pixel_speed)
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var/datum/point/vector/v = current.return_vector_after_increments(moves * SSprojectiles.global_iterations_per_move)
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return v.return_turf()
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/obj/item/projectile/proc/return_pathing_turfs_in_moves(moves, forced_angle)
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var/turf/current = get_turf(src)
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var/turf/ending = return_predicted_turf_after_moves(moves, forced_angle)
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return getline(current, ending)
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/obj/item/projectile/Process_Spacemove(var/movement_dir = 0)
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return TRUE //Bullets don't drift in space
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/obj/item/projectile/process()
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last_process = world.time
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if(!loc || !fired || !trajectory)
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fired = FALSE
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return PROCESS_KILL
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if(paused || !isturf(loc))
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last_projectile_move += world.time - last_process //Compensates for pausing, so it doesn't become a hitscan projectile when unpaused from charged up ticks.
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return
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var/elapsed_time_deciseconds = (world.time - last_projectile_move) + time_offset
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time_offset = 0
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var/required_moves = speed > 0? FLOOR(elapsed_time_deciseconds / speed, 1) : MOVES_HITSCAN //Would be better if a 0 speed made hitscan but everyone hates those so I can't make it a universal system :<
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if(required_moves == MOVES_HITSCAN)
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required_moves = SSprojectiles.global_max_tick_moves
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else
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if(required_moves > SSprojectiles.global_max_tick_moves)
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var/overrun = required_moves - SSprojectiles.global_max_tick_moves
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required_moves = SSprojectiles.global_max_tick_moves
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time_offset += overrun * speed
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time_offset += MODULUS(elapsed_time_deciseconds, speed)
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for(var/i in 1 to required_moves)
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pixel_move(1, FALSE)
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/obj/item/projectile/proc/fire(angle, atom/direct_target)
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//If no angle needs to resolve it from xo/yo!
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if(!log_override && firer && original)
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log_combat(firer, original, "fired at", src, "from [get_area_name(src, TRUE)]")
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if(direct_target)
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if(prehit(direct_target))
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direct_target.bullet_act(src, def_zone)
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qdel(src)
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return
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if(isnum(angle))
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setAngle(angle)
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if(spread)
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setAngle(Angle + ((rand() - 0.5) * spread))
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var/turf/starting = get_turf(src)
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if(isnull(Angle)) //Try to resolve through offsets if there's no angle set.
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if(isnull(xo) || isnull(yo))
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stack_trace("WARNING: Projectile [type] deleted due to being unable to resolve a target after angle was null!")
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qdel(src)
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return
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var/turf/target = locate(CLAMP(starting + xo, 1, world.maxx), CLAMP(starting + yo, 1, world.maxy), starting.z)
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setAngle(Get_Angle(src, target))
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original_angle = Angle
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if(!nondirectional_sprite)
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var/matrix/M = new
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M.Turn(Angle)
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transform = M
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trajectory_ignore_forcemove = TRUE
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forceMove(starting)
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trajectory_ignore_forcemove = FALSE
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trajectory = new(starting.x, starting.y, starting.z, pixel_x, pixel_y, Angle, SSprojectiles.global_pixel_speed)
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last_projectile_move = world.time
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fired = TRUE
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if(hitscan)
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process_hitscan()
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if(!(datum_flags & DF_ISPROCESSING))
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START_PROCESSING(SSprojectiles, src)
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pixel_move(1, FALSE) //move it now!
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/obj/item/projectile/proc/setAngle(new_angle) //wrapper for overrides.
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Angle = new_angle
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if(!nondirectional_sprite)
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var/matrix/M = new
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M.Turn(Angle)
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transform = M
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if(trajectory)
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trajectory.set_angle(new_angle)
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return TRUE
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/obj/item/projectile/forceMove(atom/target)
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if(!isloc(target) || !isloc(loc) || !z)
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return ..()
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var/zc = target.z != z
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var/old = loc
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if(zc)
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before_z_change(old, target)
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. = ..()
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if(trajectory && !trajectory_ignore_forcemove && isturf(target))
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if(hitscan)
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finalize_hitscan_and_generate_tracers(FALSE)
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trajectory.initialize_location(target.x, target.y, target.z, 0, 0)
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if(hitscan)
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record_hitscan_start(RETURN_PRECISE_POINT(src))
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if(zc)
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after_z_change(old, target)
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/obj/item/projectile/proc/after_z_change(atom/olcloc, atom/newloc)
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/obj/item/projectile/proc/before_z_change(atom/oldloc, atom/newloc)
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/obj/item/projectile/vv_edit_var(var_name, var_value)
|
|
switch(var_name)
|
|
if(NAMEOF(src, Angle))
|
|
setAngle(var_value)
|
|
return TRUE
|
|
else
|
|
return ..()
|
|
|
|
/obj/item/projectile/proc/set_pixel_speed(new_speed)
|
|
if(trajectory)
|
|
trajectory.set_speed(new_speed)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/obj/item/projectile/proc/record_hitscan_start(datum/point/pcache)
|
|
if(pcache)
|
|
beam_segments = list()
|
|
beam_index = pcache
|
|
beam_segments[beam_index] = null //record start.
|
|
|
|
/obj/item/projectile/proc/process_hitscan()
|
|
var/safety = range * 3
|
|
record_hitscan_start(RETURN_POINT_VECTOR_INCREMENT(src, Angle, MUZZLE_EFFECT_PIXEL_INCREMENT, 1))
|
|
while(loc && !QDELETED(src))
|
|
if(paused)
|
|
stoplag(1)
|
|
continue
|
|
if(safety-- <= 0)
|
|
if(loc)
|
|
Bump(loc)
|
|
if(!QDELETED(src))
|
|
qdel(src)
|
|
return //Kill!
|
|
pixel_move(1, TRUE)
|
|
|
|
/obj/item/projectile/proc/pixel_move(trajectory_multiplier, hitscanning = FALSE)
|
|
if(!loc || !trajectory)
|
|
return
|
|
last_projectile_move = world.time
|
|
if(!nondirectional_sprite && !hitscanning)
|
|
var/matrix/M = new
|
|
M.Turn(Angle)
|
|
transform = M
|
|
if(homing)
|
|
process_homing()
|
|
var/forcemoved = FALSE
|
|
for(var/i in 1 to SSprojectiles.global_iterations_per_move)
|
|
if(QDELETED(src))
|
|
return
|
|
trajectory.increment(trajectory_multiplier)
|
|
var/turf/T = trajectory.return_turf()
|
|
if(!istype(T))
|
|
qdel(src)
|
|
return
|
|
if(T.z != loc.z)
|
|
var/old = loc
|
|
before_z_change(loc, T)
|
|
trajectory_ignore_forcemove = TRUE
|
|
forceMove(T)
|
|
trajectory_ignore_forcemove = FALSE
|
|
after_z_change(old, loc)
|
|
if(!hitscanning)
|
|
pixel_x = trajectory.return_px()
|
|
pixel_y = trajectory.return_py()
|
|
forcemoved = TRUE
|
|
hitscan_last = loc
|
|
else if(T != loc)
|
|
step_towards(src, T)
|
|
hitscan_last = loc
|
|
if(can_hit_target(original, permutated))
|
|
Bump(original)
|
|
if(!hitscanning && !forcemoved)
|
|
pixel_x = trajectory.return_px() - trajectory.mpx * trajectory_multiplier * SSprojectiles.global_iterations_per_move
|
|
pixel_y = trajectory.return_py() - trajectory.mpy * trajectory_multiplier * SSprojectiles.global_iterations_per_move
|
|
animate(src, pixel_x = trajectory.return_px(), pixel_y = trajectory.return_py(), time = 1, flags = ANIMATION_END_NOW)
|
|
Range()
|
|
|
|
/obj/item/projectile/proc/process_homing() //may need speeding up in the future performance wise.
|
|
if(!homing_target)
|
|
return FALSE
|
|
var/datum/point/PT = RETURN_PRECISE_POINT(homing_target)
|
|
PT.x += CLAMP(homing_offset_x, 1, world.maxx)
|
|
PT.y += CLAMP(homing_offset_y, 1, world.maxy)
|
|
var/angle = closer_angle_difference(Angle, angle_between_points(RETURN_PRECISE_POINT(src), PT))
|
|
setAngle(Angle + CLAMP(angle, -homing_turn_speed, homing_turn_speed))
|
|
|
|
/obj/item/projectile/proc/set_homing_target(atom/A)
|
|
if(!A || (!isturf(A) && !isturf(A.loc)))
|
|
return FALSE
|
|
homing = TRUE
|
|
homing_target = A
|
|
homing_offset_x = rand(homing_inaccuracy_min, homing_inaccuracy_max)
|
|
homing_offset_y = rand(homing_inaccuracy_min, homing_inaccuracy_max)
|
|
if(prob(50))
|
|
homing_offset_x = -homing_offset_x
|
|
if(prob(50))
|
|
homing_offset_y = -homing_offset_y
|
|
|
|
//Returns true if the target atom is on our current turf and above the right layer
|
|
/obj/item/projectile/proc/can_hit_target(atom/target, var/list/passthrough)
|
|
return (target && ((target.layer >= PROJECTILE_HIT_THRESHHOLD_LAYER) || ismob(target)) && (loc == get_turf(target)) && (!(target in passthrough)))
|
|
|
|
//Spread is FORCED!
|
|
/obj/item/projectile/proc/preparePixelProjectile(atom/target, atom/source, params, spread = 0)
|
|
var/turf/curloc = get_turf(source)
|
|
var/turf/targloc = get_turf(target)
|
|
trajectory_ignore_forcemove = TRUE
|
|
forceMove(get_turf(source))
|
|
trajectory_ignore_forcemove = FALSE
|
|
starting = get_turf(source)
|
|
original = target
|
|
if(targloc || !params)
|
|
yo = targloc.y - curloc.y
|
|
xo = targloc.x - curloc.x
|
|
setAngle(Get_Angle(src, targloc) + spread)
|
|
|
|
if(isliving(source) && params)
|
|
var/list/calculated = calculate_projectile_angle_and_pixel_offsets(source, params)
|
|
p_x = calculated[2]
|
|
p_y = calculated[3]
|
|
|
|
setAngle(calculated[1] + spread)
|
|
else if(targloc)
|
|
yo = targloc.y - curloc.y
|
|
xo = targloc.x - curloc.x
|
|
setAngle(Get_Angle(src, targloc) + spread)
|
|
else
|
|
stack_trace("WARNING: Projectile [type] fired without either mouse parameters, or a target atom to aim at!")
|
|
qdel(src)
|
|
|
|
/proc/calculate_projectile_angle_and_pixel_offsets(mob/user, params)
|
|
var/list/mouse_control = params2list(params)
|
|
var/p_x = 0
|
|
var/p_y = 0
|
|
var/angle = 0
|
|
if(mouse_control["icon-x"])
|
|
p_x = text2num(mouse_control["icon-x"])
|
|
if(mouse_control["icon-y"])
|
|
p_y = text2num(mouse_control["icon-y"])
|
|
if(mouse_control["screen-loc"])
|
|
//Split screen-loc up into X+Pixel_X and Y+Pixel_Y
|
|
var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",")
|
|
|
|
//Split X+Pixel_X up into list(X, Pixel_X)
|
|
var/list/screen_loc_X = splittext(screen_loc_params[1],":")
|
|
|
|
//Split Y+Pixel_Y up into list(Y, Pixel_Y)
|
|
var/list/screen_loc_Y = splittext(screen_loc_params[2],":")
|
|
var/x = text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32
|
|
var/y = text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32
|
|
|
|
//Calculate the "resolution" of screen based on client's view and world's icon size. This will work if the user can view more tiles than average.
|
|
var/list/screenview = getviewsize(user.client.view)
|
|
var/screenviewX = screenview[1] * world.icon_size
|
|
var/screenviewY = screenview[2] * world.icon_size
|
|
|
|
var/ox = round(screenviewX/2) - user.client.pixel_x //"origin" x
|
|
var/oy = round(screenviewY/2) - user.client.pixel_y //"origin" y
|
|
angle = ATAN2(y - oy, x - ox)
|
|
return list(angle, p_x, p_y)
|
|
|
|
/obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it.
|
|
..()
|
|
if(isliving(AM) && (AM.density || AM == original) && !(src.pass_flags & PASSMOB))
|
|
Bump(AM)
|
|
|
|
/obj/item/projectile/Destroy()
|
|
if(hitscan)
|
|
finalize_hitscan_and_generate_tracers()
|
|
STOP_PROCESSING(SSprojectiles, src)
|
|
cleanup_beam_segments()
|
|
qdel(trajectory)
|
|
return ..()
|
|
|
|
/obj/item/projectile/proc/cleanup_beam_segments()
|
|
QDEL_LIST_ASSOC(beam_segments)
|
|
beam_segments = list()
|
|
qdel(beam_index)
|
|
|
|
/obj/item/projectile/proc/finalize_hitscan_and_generate_tracers(impacting = TRUE)
|
|
if(trajectory && beam_index)
|
|
var/datum/point/pcache = trajectory.copy_to()
|
|
beam_segments[beam_index] = pcache
|
|
generate_hitscan_tracers(null, null, impacting)
|
|
|
|
/obj/item/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 3, impacting = TRUE)
|
|
if(!length(beam_segments))
|
|
return
|
|
if(tracer_type)
|
|
var/tempref = REF(src)
|
|
for(var/datum/point/p in beam_segments)
|
|
generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity, tempref)
|
|
if(muzzle_type && duration > 0)
|
|
var/datum/point/p = beam_segments[1]
|
|
var/atom/movable/thing = new muzzle_type
|
|
p.move_atom_to_src(thing)
|
|
var/matrix/M = new
|
|
M.Turn(original_angle)
|
|
thing.transform = M
|
|
thing.color = color
|
|
thing.set_light(muzzle_flash_range, muzzle_flash_intensity, muzzle_flash_color_override? muzzle_flash_color_override : color)
|
|
QDEL_IN(thing, duration)
|
|
if(impacting && impact_type && duration > 0)
|
|
var/datum/point/p = beam_segments[beam_segments[beam_segments.len]]
|
|
var/atom/movable/thing = new impact_type
|
|
p.move_atom_to_src(thing)
|
|
var/matrix/M = new
|
|
M.Turn(Angle)
|
|
thing.transform = M
|
|
thing.color = color
|
|
thing.set_light(impact_light_range, impact_light_intensity, impact_light_color_override? impact_light_color_override : color)
|
|
QDEL_IN(thing, duration)
|
|
if(cleanup)
|
|
cleanup_beam_segments()
|
|
|
|
/obj/item/projectile/experience_pressure_difference()
|
|
return
|