mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
Proted instabeams for energy projectiles.
Also buffed laser damage to pre-merge.
This commit is contained in:
@@ -820,14 +820,14 @@ Auto Patrol: []"},
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projectile = /obj/item/projectile/energy/electrode
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else if(lasercolor == "b")
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if (src.emagged == 2)
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projectile = /obj/item/projectile/omnitag
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projectile = /obj/item/projectile/beam/omnitag
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else
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projectile = /obj/item/projectile/bluetag
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projectile = /obj/item/projectile/beam/bluetag
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else if(lasercolor == "r")
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if (src.emagged == 2)
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projectile = /obj/item/projectile/omnitag
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projectile = /obj/item/projectile/beam/omnitag
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else
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projectile = /obj/item/projectile/redtag
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projectile = /obj/item/projectile/beam/redtag
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if (!( istype(U, /turf) ))
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return
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@@ -1011,7 +1011,7 @@ Auto Patrol: []"},
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/obj/machinery/bot/ed209/bullet_act(var/obj/item/projectile/Proj)
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if((src.lasercolor == "b") && (src.disabled == 0))
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if(istype(Proj, /obj/item/projectile/redtag))
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if(istype(Proj, /obj/item/projectile/beam/redtag))
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src.disabled = 1
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del (Proj)
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sleep(100)
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@@ -1019,7 +1019,7 @@ Auto Patrol: []"},
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else
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..()
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else if((src.lasercolor == "r") && (src.disabled == 0))
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if(istype(Proj, /obj/item/projectile/bluetag))
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if(istype(Proj, /obj/item/projectile/beam/bluetag))
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src.disabled = 1
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del (Proj)
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sleep(100)
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@@ -76,8 +76,8 @@
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// All energy-based weapons are applicable
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switch(E.type)
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if(/obj/item/weapon/gun/energy/laser/bluetag)
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projectile = /obj/item/projectile/bluetag
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eprojectile = /obj/item/projectile/omnitag//This bolt will stun ERRYONE with a vest
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projectile = /obj/item/projectile/beam/bluetag
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eprojectile = /obj/item/projectile/beam/omnitag//This bolt will stun ERRYONE with a vest
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iconholder = null
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reqpower = 100
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lasercolor = "b"
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@@ -90,8 +90,8 @@
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shot_delay = 30
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if(/obj/item/weapon/gun/energy/laser/redtag)
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projectile = /obj/item/projectile/redtag
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eprojectile = /obj/item/projectile/omnitag
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projectile = /obj/item/projectile/beam/redtag
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eprojectile = /obj/item/projectile/beam/omnitag
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iconholder = null
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reqpower = 100
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lasercolor = "r"
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@@ -104,7 +104,7 @@
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shot_delay = 30
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if(/obj/item/weapon/gun/energy/laser/practice)
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projectile = /obj/item/projectile/practice
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projectile = /obj/item/projectile/beam/practice
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eprojectile = /obj/item/projectile/beam
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iconholder = null
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reqpower = 100
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@@ -375,13 +375,13 @@ Status: []<BR>"},
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if (src.health <= 0)
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src.die() // the death process :(
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if((src.lasercolor == "b") && (src.disabled == 0))
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if(istype(Proj, /obj/item/projectile/redtag))
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if(istype(Proj, /obj/item/projectile/beam/redtag))
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src.disabled = 1
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del (Proj)
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sleep(100)
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src.disabled = 0
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if((src.lasercolor == "r") && (src.disabled == 0))
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if(istype(Proj, /obj/item/projectile/bluetag))
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if(istype(Proj, /obj/item/projectile/beam/bluetag))
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src.disabled = 1
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del (Proj)
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sleep(100)
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@@ -221,9 +221,9 @@
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if(4)
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A = new /obj/item/projectile/change( loc )
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if(5)
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A = new /obj/item/projectile/bluetag( loc )
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A = new /obj/item/projectile/beam/bluetag( loc )
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if(6)
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A = new /obj/item/projectile/redtag( loc )
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A = new /obj/item/projectile/beam/redtag( loc )
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A.original = target.loc
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use_power(500)
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else
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@@ -114,7 +114,7 @@
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bmark.pixel_x--
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bmark.pixel_y--
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if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/practice))
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if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/beam/practice))
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bmark.icon_state = "scorch"
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bmark.dir = pick(NORTH,SOUTH,EAST,WEST) // random scorch design
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@@ -554,4 +554,8 @@
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..()
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return
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/obj/item/weapon/storage/pill_bottle/New()
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pixel_x = rand (-7,7)
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pixel_y = rand (-7,7)
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..()
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////////////////////////////////////////////////////////////////////////////////
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@@ -90,7 +90,7 @@ obj/item/weapon/gun/energy/laser/retro
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name = "laser tag gun"
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icon_state = "bluetag"
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desc = "Standard issue weapon of the Imperial Guard"
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projectile_type = "/obj/item/projectile/bluetag"
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projectile_type = "/obj/item/projectile/beam/bluetag"
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origin_tech = "combat=1;magnets=2"
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clumsy_check = 0
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var/charge_tick = 0
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@@ -127,7 +127,7 @@ obj/item/weapon/gun/energy/laser/retro
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name = "laser tag gun"
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icon_state = "redtag"
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desc = "Standard issue weapon of the Imperial Guard"
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projectile_type = "/obj/item/projectile/redtag"
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projectile_type = "/obj/item/projectile/beam/redtag"
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origin_tech = "combat=1;magnets=2"
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clumsy_check = 0
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var/charge_tick = 0
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@@ -1,14 +1,80 @@
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var/list/beam_master = list()
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//Use: Caches beam state images and holds turfs that had these images overlaid.
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//Structure:
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//beam_master
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// icon_states/dirs of beams
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// image for that beam
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// references for fired beams
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// icon_states/dirs for each placed beam image
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// turfs that have that icon_state/dir
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/obj/item/projectile/beam
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name = "laser"
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icon_state = "laser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 20
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damage = 40
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damage_type = BURN
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flag = "laser"
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eyeblur = 2
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eyeblur = 4
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var/frequency = 1
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process()
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var/reference = "\ref[src]" //So we do not have to recalculate it a ton
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var/first = 1 //So we don't make the overlay in the same tile as the firer
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/obj/item/projectile/practice
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spawn(0)
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while(!bumped) //Move until we hit something
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step_towards(src, current) //Move~
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for(var/mob/living/M in loc)
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Bump(M) //Bump anyone we touch
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if((!( current ) || loc == current)) //If we pass our target
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current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)
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if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
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del(src) //Delete if it passes the world edge
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return
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if(!first) //Add the overlay as we pass over tiles
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var/target_dir = get_dir(src, current) //So we don't call this too much
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//If the icon has not been added yet
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if( !("[icon_state][target_dir]" in beam_master) )
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var/image/I = image(icon,icon_state,10,target_dir) //Generate it.
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beam_master["[icon_state][target_dir]"] = I //And cache it!
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//Finally add the overlay
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src.loc.overlays += beam_master["[icon_state][target_dir]"]
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//Add the turf to a list in the beam master so they can be cleaned up easily.
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if(reference in beam_master)
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var/list/turf_master = beam_master[reference]
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if("[icon_state][target_dir]" in turf_master)
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var/list/turfs = turf_master["[icon_state][target_dir]"]
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turfs += loc
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else
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turf_master["[icon_state][target_dir]"] = list(loc)
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else
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var/list/turfs = list()
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turfs["[icon_state][target_dir]"] = list(loc)
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beam_master[reference] = turfs
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else
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first = 0
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cleanup(reference)
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return
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proc/cleanup(reference) //Waits .3 seconds then removes the overlay.
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src = null
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sleep(3)
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var/list/turf_master = beam_master[reference]
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for(var/laser_state in turf_master)
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var/list/turfs = turf_master[laser_state]
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for(var/turf/T in turfs)
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T.overlays -= beam_master[laser_state]
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return
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/obj/item/projectile/beam/practice
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name = "laser"
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icon_state = "laser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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@@ -45,7 +111,7 @@
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/obj/item/projectile/bluetag
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/obj/item/projectile/beam/bluetag
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name = "lasertag beam"
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icon_state = "bluelaser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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@@ -60,7 +126,7 @@
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M.Weaken(5)
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return 1
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/obj/item/projectile/redtag
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/obj/item/projectile/beam/redtag
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name = "lasertag beam"
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icon_state = "laser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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@@ -75,7 +141,7 @@
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M.Weaken(5)
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return 1
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/obj/item/projectile/omnitag//A laser tag bolt that stuns EVERYONE
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/obj/item/projectile/beam/omnitag//A laser tag bolt that stuns EVERYONE
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name = "lasertag beam"
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icon_state = "omnilaser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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@@ -153,8 +153,8 @@
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if(istype(P,/obj/item/projectile/beam)) src.Artifact_Activate()
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else if(istype(P,/obj/item/projectile/ion)) src.Artifact_Activate()
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else if(istype(P,/obj/item/projectile/energy)) src.Artifact_Activate()
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else if(istype(P,/obj/item/projectile/bluetag)) src.Artifact_Activate()
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else if(istype(P,/obj/item/projectile/redtag)) src.Artifact_Activate()
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else if(istype(P,/obj/item/projectile/beam/bluetag)) src.Artifact_Activate()
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else if(istype(P,/obj/item/projectile/beam/redtag)) src.Artifact_Activate()
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if (my_effect.trigger == "heat")
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if(istype(P,/obj/item/projectile/temp)) src.Artifact_Activate()
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Before Width: | Height: | Size: 26 KiB After Width: | Height: | Size: 25 KiB |
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