Files
Bubberstation/code/modules/projectiles/projectile/special/gravity.dm
2020-07-16 03:02:40 +03:00

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/obj/projectile/gravityrepulse
name = "repulsion bolt"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
nodamage = TRUE
color = "#33CCFF"
var/turf/T
var/power = 4
var/list/thrown_items = list()
/obj/projectile/gravityrepulse/Initialize()
. = ..()
var/obj/item/ammo_casing/energy/gravity/repulse/C = loc
if(istype(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/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
if(ismob(A)) //because (ismob(A) && A:mob_negates_gravity()) is a recipe for bugs.
var/mob/M = A
if(M.mob_negates_gravity())
continue
var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(A, src)))
A.safe_throw_at(throwtarget,power+1,1, force = MOVE_FORCE_EXTREMELY_STRONG)
thrown_items[A] = A
for(var/turf/F in range(T,power))
new /obj/effect/temp_visual/gravpush(F)
/obj/projectile/gravityattract
name = "attraction bolt"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
nodamage = TRUE
color = "#FF6600"
var/turf/T
var/power = 4
var/list/thrown_items = list()
/obj/projectile/gravityattract/Initialize()
. = ..()
var/obj/item/ammo_casing/energy/gravity/attract/C = loc
if(istype(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/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
if(ismob(A))
var/mob/M = A
if(M.mob_negates_gravity())
continue
A.safe_throw_at(T, power+1, 1, force = MOVE_FORCE_EXTREMELY_STRONG)
thrown_items[A] = A
for(var/turf/F in range(T,power))
new /obj/effect/temp_visual/gravpush(F)
/obj/projectile/gravitychaos
name = "gravitational blast"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
nodamage = TRUE
color = "#101010"
var/turf/T
var/power = 4
var/list/thrown_items = list()
/obj/projectile/gravitychaos/Initialize()
. = ..()
var/obj/item/ammo_casing/energy/gravity/chaos/C = loc
if(istype(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/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
if(ismob(A))
var/mob/M = A
if(M.mob_negates_gravity())
continue
A.safe_throw_at(get_edge_target_turf(A, pick(GLOB.cardinals)), power+1, 1, force = MOVE_FORCE_EXTREMELY_STRONG)
thrown_items[A] = A
for(var/turf/Z in range(T,power))
new /obj/effect/temp_visual/gravpush(Z)