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## About The Pull Request See #76551. The on hit effect component was treating the `hit_limb` arg of the projectile on_hit signals as if it were a bodypart item rather than a string. This wasn't my fault. Also, invisible arrows because I forgot to set up their definition of update_icon_state() and base icon state var. Lastly, the envenomable casing registering a signal on the wrong atom, and the arrow bullet subtype being defined twice. ## Why It's Good For The Game This will close #76551. ## Changelog 🆑 fix: Fixes venomous projectiles for real, and invisible arrow sprites. /🆑
60 lines
2.5 KiB
Plaintext
60 lines
2.5 KiB
Plaintext
/**
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* ### envenomable caseless element!
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*
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* Non bespoke element (1 in existence) that lets caseless bullets be dippable.
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* When you fire the bullet, it will gain venomous. The casing itself isn't venomous to prevent bullshit
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*/
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/datum/element/envenomable_casing
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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/// how much reagent can you dip the caseless in?
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var/amount_allowed
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/datum/element/envenomable_casing/Attach(datum/target, amount_allowed = 5)
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. = ..()
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if(!istype(target, /obj/item/ammo_casing))
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return ELEMENT_INCOMPATIBLE
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src.amount_allowed = amount_allowed
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RegisterSignal(target, COMSIG_ITEM_AFTERATTACK, PROC_REF(on_afterattack))
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RegisterSignal(target, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine_before_dip))
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/datum/element/envenomable_casing/Detach(datum/target)
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. = ..()
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UnregisterSignal(target, list(COMSIG_ITEM_AFTERATTACK, COMSIG_ATOM_EXAMINE))
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///signal called on the parent attacking an item
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/datum/element/envenomable_casing/proc/on_afterattack(obj/item/ammo_casing/casing, atom/target, mob/user, proximity_flag, click_parameters)
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SIGNAL_HANDLER
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if(!is_reagent_container(target))
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return
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var/obj/item/reagent_containers/venom_container = target
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if(!casing.loaded_projectile)
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user.balloon_alert(user, "casing is already spent!")
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return
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if(!(venom_container.reagent_flags & OPENCONTAINER))
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user.balloon_alert(user, "open the container!")
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return
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var/datum/reagent/venom_applied = venom_container.reagents.get_master_reagent()
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if(!venom_applied)
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return
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var/amount_applied = min(venom_applied.volume, amount_allowed)
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casing.loaded_projectile.AddElement(/datum/element/venomous, venom_applied.type, amount_applied)
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to_chat(user, span_notice("You coat [casing] in [venom_applied]."))
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venom_container.reagents.remove_reagent(venom_applied.type, amount_applied)
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///stops further poison application
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UnregisterSignal(casing, COMSIG_ITEM_AFTERATTACK)
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RegisterSignal(casing, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine_after_dip), override = TRUE)
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///signal called on parent being examined while not coated
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/datum/element/envenomable_casing/proc/on_examine_before_dip(obj/item/ammo_casing/casing, mob/user, list/examine_list)
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SIGNAL_HANDLER
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examine_list += span_notice("You can dip it in a chemical to deliver a poisonous kick.")
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///ditto, but after it's been coated
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/datum/element/envenomable_casing/proc/on_examine_after_dip(obj/item/ammo_casing/casing, mob/user, list/examine_list)
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SIGNAL_HANDLER
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examine_list += span_warning("It's coated in some kind of chemical...")
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