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Bubberstation/code/modules/projectiles/ammunition/_firing.dm

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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 // SKYRAT EDIT: ORIGINAL
var/next_delay = click_cooldown_override || ((user.staminaloss <= STAMINA_THRESHOLD_TIRED_CLICK_CD) ? CLICK_CD_RANGE : CLICK_CD_RANGE_TIRED) // SKYRAT EDIT CHANGE
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_angle(target, user), drift_force = newtonian_force)
else if(ismovable(fired_from))
var/atom/movable/firer = fired_from
if(!firer.newtonian_move(get_angle(target, fired_from), instant = TRUE, drift_force = newtonian_force))
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/gun = fired_from
var/integrity_mult = 0.5 + gun.get_integrity_percentage() * 0.5
if(integrity_mult >= 0.95) //Guns that are only mildly smudged don't debuff projectiles.
integrity_mult = 1
loaded_projectile.damage *= gun.projectile_damage_multiplier * integrity_mult
loaded_projectile.stamina *= gun.projectile_damage_multiplier * integrity_mult
loaded_projectile.wound_bonus += gun.projectile_wound_bonus
loaded_projectile.wound_bonus *= loaded_projectile.wound_bonus >= 0 ? 1 : 2 - integrity_mult
loaded_projectile.bare_wound_bonus += gun.projectile_wound_bonus
loaded_projectile.bare_wound_bonus *= loaded_projectile.bare_wound_bonus >= 0 ? 1 : 2 - integrity_mult
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, transferred_by = user) //For chemical darts/bullets
qdel(reagents)
SEND_SIGNAL(src, COMSIG_CASING_READY_PROJECTILE, target, user, quiet, zone_override, fired_from)
/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
loaded_projectile.preparePixelProjectile(target, fired_from, params2list(params), 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)