mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-06 15:02:29 +00:00
## About The Pull Request
- Juggernaut and Rust Walker projectiles were subtyped off of magic,
which is `nodamage`.
- The juggernaut actually had a copy+paste error with their type
`on_hit` which caused none of their special effects on hit ("relative
patching catches this")
- Then I realized projectiles have this var `nodamage` which is, for all
intents and purposes, just `damage > 0`. it's not checked for pacifism,
it's just that. This is dumb. So very dumb, so I removed it.
- There are, however, a few situations which used it in a unique way,
such as the blast wave cannon. This is why I replaced it with a proc,
`is_hostile_projectile`, for certain situations to actually find out if
the projectile is damaging. Projectiles can override this on a per type
basis by default, damaging projectiles = hostile.
- This has a chance to break some things, but I ... kinda doubt it will.
Fixes #73756
## Why It's Good For The Game
Projectiles that act as they should, less dumb vars
## Changelog
🆑 Melbert
fix: Fixes Juggernaut / Rust Walker projectiles doing zero damage
fix: Fixes Juggernaut projectiles not doing bonus damage to nearby
structures
code: Removed projectile nodamage var, replaces it with just checking
for damage
/🆑
88 lines
2.7 KiB
Plaintext
88 lines
2.7 KiB
Plaintext
/**
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* # Circuit Gun
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*
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* A gun that lets you fire projectiles to enact circuitry.
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*/
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/obj/item/gun/energy/wiremod_gun
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name = "circuit gun"
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desc = "A gun that fires projectiles able to control circuitry. It can recharge using power from an attached circuit."
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icon = 'icons/obj/wiremod.dmi'
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icon_state = "setup_gun"
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ammo_type = list(/obj/item/ammo_casing/energy/wiremod_gun)
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cell_type = /obj/item/stock_parts/cell/emproof/wiremod_gun
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item_flags = NONE
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light_system = MOVABLE_LIGHT_DIRECTIONAL
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light_on = FALSE
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automatic_charge_overlays = FALSE
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trigger_guard = TRIGGER_GUARD_ALLOW_ALL
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gun_flags = NOT_A_REAL_GUN
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/obj/item/ammo_casing/energy/wiremod_gun
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projectile_type = /obj/projectile/energy/wiremod_gun
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harmful = FALSE
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select_name = "circuit"
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fire_sound = 'sound/weapons/blaster.ogg'
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/obj/projectile/energy/wiremod_gun
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name = "scanning beam"
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icon_state = "energy"
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damage = 0
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range = 7
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/obj/item/stock_parts/cell/emproof/wiremod_gun
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maxcharge = 100
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/obj/item/gun/energy/wiremod_gun/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/shell, list(
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new /obj/item/circuit_component/wiremod_gun()
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), SHELL_CAPACITY_MEDIUM)
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/obj/item/circuit_component/wiremod_gun
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display_name = "Gun"
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desc = "Used to receive entities hit by projectiles from a gun."
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/// Called when a projectile hits
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var/datum/port/output/signal
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/// The shooter
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var/datum/port/output/shooter
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/// The entity being shot
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var/datum/port/output/shot
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/obj/item/circuit_component/wiremod_gun/Initialize(mapload)
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. = ..()
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shooter = add_output_port("Shooter", PORT_TYPE_ATOM)
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shot = add_output_port("Shot Entity", PORT_TYPE_ATOM)
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signal = add_output_port("Shot", PORT_TYPE_SIGNAL)
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/obj/item/circuit_component/wiremod_gun/register_shell(atom/movable/shell)
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RegisterSignal(shell, COMSIG_PROJECTILE_ON_HIT, PROC_REF(handle_shot))
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if(istype(shell, /obj/item/gun/energy))
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RegisterSignal(shell, COMSIG_GUN_CHAMBER_PROCESSED, PROC_REF(handle_chamber))
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/obj/item/circuit_component/wiremod_gun/unregister_shell(atom/movable/shell)
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UnregisterSignal(shell, list(COMSIG_PROJECTILE_ON_HIT, COMSIG_GUN_CHAMBER_PROCESSED))
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/**
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* Called when the shell item shoots something
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*/
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/obj/item/circuit_component/wiremod_gun/proc/handle_shot(atom/source, mob/firer, atom/target, angle)
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SIGNAL_HANDLER
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playsound(source, get_sfx(SFX_TERMINAL_TYPE), 25, FALSE)
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shooter.set_output(firer)
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shot.set_output(target)
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signal.set_output(COMPONENT_SIGNAL)
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/**
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* Called when the shell item processes a new chamber
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*/
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/obj/item/circuit_component/wiremod_gun/proc/handle_chamber(atom/source)
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SIGNAL_HANDLER
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if(!parent?.cell)
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return
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var/obj/item/gun/energy/fired_gun = source
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var/totransfer = min(100, parent.cell.charge)
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var/transferred = fired_gun.cell.give(totransfer)
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parent.cell.use(transferred)
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