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* Adds a scope component, removes old zooming and adds sniper marksman ammo. (#66218) Removes the old sniper rifle zoom, replaces it with a scope component. the scope activates on right click and lets your camera follow your mouse. https://streamable.com/2c63u4 (due to byond rounding some shots were weirdly missed in that video, its fixed now) Also adds sniper marksman ammo to the nukie uplink. It does slightly less damage, but it is hitscan and has one guaranteed ricochet shot, so you can shoot a wall and it could still hit someone. * Adds a scope component, removes old zooming and adds sniper marksman ammo. Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
76 lines
2.1 KiB
Plaintext
76 lines
2.1 KiB
Plaintext
// .50 (Sniper)
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/obj/projectile/bullet/p50 /////OVERRIDEN IN MODULAR > BULLETREBALANCE
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name =".50 bullet"
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speed = 0.2 //SKYRAT EDIT: Original value (0.4)
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range = 400 // Enough to travel from one corner of the Z to the opposite corner and then some.
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damage = 70
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paralyze = 100
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dismemberment = 50
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armour_penetration = 50
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var/breakthings = TRUE
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/obj/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
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if(isobj(target) && (blocked != 100) && breakthings)
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var/obj/O = target
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O.take_damage(80, BRUTE, BULLET, FALSE)
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return ..()
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/obj/projectile/bullet/p50/soporific
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name =".50 soporific bullet"
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armour_penetration = 0
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damage = 0
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dismemberment = 0
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paralyze = 0
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breakthings = FALSE
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/obj/projectile/bullet/p50/soporific/on_hit(atom/target, blocked = FALSE)
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if((blocked != 100) && isliving(target))
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var/mob/living/L = target
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L.Sleeping(400)
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return ..()
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/obj/projectile/bullet/p50/penetrator
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name = "penetrator round"
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icon_state = "gauss"
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damage = 60
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range = 50
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projectile_piercing = PASSMOB|PASSVEHICLE
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projectile_phasing = ~(PASSMOB|PASSVEHICLE)
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phasing_ignore_direct_target = TRUE
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dismemberment = 0 //It goes through you cleanly.
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paralyze = 0
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breakthings = FALSE
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/obj/projectile/bullet/p50/penetrator/shuttle //Nukeop Shuttle Variety
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icon_state = "gaussstrong"
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damage = 25
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speed = 0.3
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range = 16
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/obj/projectile/bullet/p50/marksman
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name = ".50 marksman round"
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damage = 50
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paralyze = 0
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tracer_type = /obj/effect/projectile/tracer/sniper
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impact_type = /obj/effect/projectile/impact/sniper
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muzzle_type = /obj/effect/projectile/muzzle/sniper
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hitscan = TRUE
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impact_effect_type = null
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hitscan_light_intensity = 3
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hitscan_light_range = 0.75
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hitscan_light_color_override = LIGHT_COLOR_YELLOW
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muzzle_flash_intensity = 5
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muzzle_flash_range = 1
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muzzle_flash_color_override = LIGHT_COLOR_YELLOW
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impact_light_intensity = 5
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impact_light_range = 1
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impact_light_color_override = LIGHT_COLOR_YELLOW
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ricochets_max = 1
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ricochet_chance = 100
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ricochet_auto_aim_angle = 45
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ricochet_auto_aim_range = 15
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ricochet_incidence_leeway = 90
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ricochet_decay_damage = 1
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ricochet_shoots_firer = FALSE
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