Files
Bubberstation/code/datums/elements/envenomable_casing.dm
Ghom f5bfff758d [NO GBP] Fixes the venomous element for projectiles, invisible arrows and something off with envenomable casings. (#76565)
## 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.
/🆑
2023-07-10 13:00:01 +01:00

60 lines
2.5 KiB
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/**
* ### envenomable caseless element!
*
* Non bespoke element (1 in existence) that lets caseless bullets be dippable.
* When you fire the bullet, it will gain venomous. The casing itself isn't venomous to prevent bullshit
*/
/datum/element/envenomable_casing
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 2
/// how much reagent can you dip the caseless in?
var/amount_allowed
/datum/element/envenomable_casing/Attach(datum/target, amount_allowed = 5)
. = ..()
if(!istype(target, /obj/item/ammo_casing))
return ELEMENT_INCOMPATIBLE
src.amount_allowed = amount_allowed
RegisterSignal(target, COMSIG_ITEM_AFTERATTACK, PROC_REF(on_afterattack))
RegisterSignal(target, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine_before_dip))
/datum/element/envenomable_casing/Detach(datum/target)
. = ..()
UnregisterSignal(target, list(COMSIG_ITEM_AFTERATTACK, COMSIG_ATOM_EXAMINE))
///signal called on the parent attacking an item
/datum/element/envenomable_casing/proc/on_afterattack(obj/item/ammo_casing/casing, atom/target, mob/user, proximity_flag, click_parameters)
SIGNAL_HANDLER
if(!is_reagent_container(target))
return
var/obj/item/reagent_containers/venom_container = target
if(!casing.loaded_projectile)
user.balloon_alert(user, "casing is already spent!")
return
if(!(venom_container.reagent_flags & OPENCONTAINER))
user.balloon_alert(user, "open the container!")
return
var/datum/reagent/venom_applied = venom_container.reagents.get_master_reagent()
if(!venom_applied)
return
var/amount_applied = min(venom_applied.volume, amount_allowed)
casing.loaded_projectile.AddElement(/datum/element/venomous, venom_applied.type, amount_applied)
to_chat(user, span_notice("You coat [casing] in [venom_applied]."))
venom_container.reagents.remove_reagent(venom_applied.type, amount_applied)
///stops further poison application
UnregisterSignal(casing, COMSIG_ITEM_AFTERATTACK)
RegisterSignal(casing, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine_after_dip), override = TRUE)
///signal called on parent being examined while not coated
/datum/element/envenomable_casing/proc/on_examine_before_dip(obj/item/ammo_casing/casing, mob/user, list/examine_list)
SIGNAL_HANDLER
examine_list += span_notice("You can dip it in a chemical to deliver a poisonous kick.")
///ditto, but after it's been coated
/datum/element/envenomable_casing/proc/on_examine_after_dip(obj/item/ammo_casing/casing, mob/user, list/examine_list)
SIGNAL_HANDLER
examine_list += span_warning("It's coated in some kind of chemical...")