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The reusable and caseless types only purposes are the behaviors of deleting the casing when fired and spawning a new object when the projectile ultimately reaches its maximum range or hits a target, both of which are easily "elementizable". Also, I don't like those barely filled sub-folders in the projectile module, and the fact we've divergent reusable and single use arrow types.
21 lines
882 B
Plaintext
21 lines
882 B
Plaintext
///A simple element that spawns an atom when the bullet hits an object or reaches the end of its range
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/datum/element/projectile_drop
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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var/drop_type
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/datum/element/projectile_drop/Attach(datum/target, drop_type)
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. = ..()
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if(!isprojectile(target))
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return ELEMENT_INCOMPATIBLE
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src.drop_type = drop_type
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RegisterSignals(target, list(COMSIG_PROJECTILE_RANGE_OUT, COMSIG_PROJECTILE_SELF_ON_HIT), PROC_REF(spawn_drop))
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/datum/element/projectile_drop/proc/spawn_drop(obj/projectile/source)
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SIGNAL_HANDLER
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var/turf/turf = get_turf(source)
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var/atom/new_drop = new drop_type(turf)
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SEND_SIGNAL(source, COMSIG_PROJECTILE_ON_SPAWN_DROP, new_drop)
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//Just to be safe, knowing it won't be spawned multiple times.
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UnregisterSignal(source, list(COMSIG_PROJECTILE_RANGE_OUT, COMSIG_PROJECTILE_SELF_ON_HIT, COMSIG_QDELETING))
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