diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index bbfb1c3337..e180ac271c 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -108,6 +108,7 @@ var/reflected = 0 // This should be set to 1 if reflected by any means, to prevent infinite reflections. var/modifier_type_to_apply = null // If set, will apply a modifier to mobs that are hit by this projectile. var/modifier_duration = null // How long the above modifier should last for. Leave null to be permanent. + var/excavation_amount = 0 // How much, if anything, it drills from a mineral turf. embed_chance = 0 //Base chance for a projectile to embed @@ -207,14 +208,12 @@ animate(src, pixel_x = trajectory.return_px(), pixel_y = trajectory.return_py(), time = 1, flags = ANIMATION_END_NOW) Range() -//sets the click point of the projectile using mouse input params -/obj/item/projectile/proc/set_clickpoint(var/params) - var/list/mouse_control = params2list(params) - if(mouse_control["icon-x"]) - p_x = text2num(mouse_control["icon-x"]) - if(mouse_control["icon-y"]) - p_y = text2num(mouse_control["icon-y"]) -<<<<<<< HEAD +/obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it. + ..() + if(isliving(AM) && !(pass_flags & PASSMOB)) + var/mob/living/L = AM + if(can_hit_target(L, permutated, (AM == original))) + Bump(AM) /obj/item/projectile/proc/process_homing() //may need speeding up in the future performance wise. if(!homing_target) @@ -319,52 +318,21 @@ START_PROCESSING(SSprojectiles, src) pixel_move(1, FALSE) //move it now! -======= - if(mouse_control["screen-loc"]) - //Split screen-loc up into X+Pixel_X and Y+Pixel_Y - var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",") - - //Split X+Pixel_X up into list(X, Pixel_X) - var/list/screen_loc_X = splittext(screen_loc_params[1],":") - - //Split Y+Pixel_Y up into list(Y, Pixel_Y) - var/list/screen_loc_Y = splittext(screen_loc_params[2],":") - var/x = text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32 - var/y = text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32 - - //Calculate the "resolution" of screen based on client's view and world's icon size. This will work if the user can view more tiles than average. - var/list/screenview = user.client? getviewsize(user.client.view) : world.view - var/screenviewX = screenview[1] * world.icon_size - var/screenviewY = screenview[2] * world.icon_size - - var/ox = round(screenviewX/2) - user.client.pixel_x //"origin" x - var/oy = round(screenviewY/2) - user.client.pixel_y //"origin" y - angle = ATAN2(y - oy, x - ox) - return list(angle, p_x, p_y) - -/obj/item/projectile/proc/redirect(x, y, starting, source) - old_style_target(locate(x, y, z), starting? get_turf(starting) : get_turf(source)) - -/obj/item/projectile/proc/old_style_target(atom/target, atom/source) - if(!source) - source = get_turf(src) - starting = get_turf(source) ->>>>>>> f083fba... Merge pull request #5977 from Neerti/btw_i_use_fixed_arc - original = target - def_zone = target_zone +/obj/item/projectile/Move(atom/newloc, dir = NONE) + . = ..() + if(.) + if(temporary_unstoppable_movement) + temporary_unstoppable_movement = FALSE + DISABLE_BITFIELD(movement_type, UNSTOPPABLE) + if(fired && can_hit_target(original, permutated, TRUE)) + Bump(original) /obj/item/projectile/proc/after_z_change(atom/olcloc, atom/newloc) /obj/item/projectile/proc/before_z_change(atom/oldloc, atom/newloc) -<<<<<<< HEAD -//called to launch a projectile from a gun -/obj/item/projectile/proc/launch_from_gun(atom/target, mob/user, obj/item/weapon/gun/launcher, var/target_zone, var/x_offset=0, var/y_offset=0) - if(user == target) //Shooting yourself - user.bullet_act(src, target_zone) - on_impact(user) - qdel(src) - return 0 +/obj/item/projectile/proc/before_move() + return /obj/item/projectile/proc/after_move() return @@ -415,14 +383,8 @@ //Split screen-loc up into X+Pixel_X and Y+Pixel_Y var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",") -//Called when the projectile intercepts a mob. Returns 1 if the projectile hit the mob, 0 if it missed and should keep flying. -/obj/item/projectile/proc/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier=0) - if(!istype(target_mob)) -======= -/obj/item/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 5, impacting = TRUE) - if(!length(beam_segments)) ->>>>>>> f083fba... Merge pull request #5977 from Neerti/btw_i_use_fixed_arc - return + //Split X+Pixel_X up into list(X, Pixel_X) + var/list/screen_loc_X = splittext(screen_loc_params[1],":") //Split Y+Pixel_Y up into list(Y, Pixel_Y) var/list/screen_loc_Y = splittext(screen_loc_params[2],":") @@ -445,7 +407,7 @@ /obj/item/projectile/proc/old_style_target(atom/target, atom/source) if(!source) source = get_turf(src) - starting = source + starting = get_turf(source) original = target setAngle(Get_Angle(source, target)) @@ -474,7 +436,7 @@ beam_segments[beam_index] = pcache generate_hitscan_tracers(null, null, impacting) -/obj/item/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 3, impacting = TRUE) +/obj/item/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 5, impacting = TRUE) if(!length(beam_segments)) return if(tracer_type) diff --git a/code/modules/projectiles/projectile/arc.dm b/code/modules/projectiles/projectile/arc.dm index 07e5ad1493..97069db1fb 100644 --- a/code/modules/projectiles/projectile/arc.dm +++ b/code/modules/projectiles/projectile/arc.dm @@ -28,68 +28,6 @@ QDEL_NULL(shadow) return ..() -<<<<<<< HEAD -/obj/item/projectile/arc/Bump(atom/A, forced=0) - return 0 -// if(get_turf(src) != original) -// return 0 -// else -// return ..() - -// This is a test projectile in the sense that its testing the code to make sure it works, -// as opposed to a 'can I hit this thing' projectile. -/obj/item/projectile/arc/test/on_impact(turf/T) - new /obj/effect/explosion(T) - return ..() - -/obj/item/projectile/arc/old_style_target(target, source) - var/source_loc = get_turf(source) || get_turf(src) - var/expected_distance = get_dist(target, source_loc) - range = expected_distance // So the projectile "hits the ground." - target_distance = expected_distance - fired_dir = get_dir(source_loc, target) - ..() - if(fired_dir & EAST) - transform = turn(transform, -45) - else if(fired_dir & WEST) - transform = turn(transform, 45) - -/obj/item/projectile/arc/on_range() - on_impact(loc) - return ..() - -// Visuals. -/obj/item/projectile/arc/after_move() - if(QDELETED(src)) - return - // Handle projectile turning in flight. - // This won't turn if fired north/south, as it looks weird. - var/turn_per_step = 90 / target_distance - if(fired_dir & EAST) - transform = turn(transform, turn_per_step) - else if(fired_dir & WEST) - transform = turn(transform, -turn_per_step) - - // Now for the fake height. - // We need to know how far along our "arc" we are. - var/arc_progress = get_dist(src, original) - var/arc_max_height = (target_distance * world.icon_size) / 2 // TODO: Real math. -// var/arc_center = target_distance / 2 -// var/projectile_position = abs(arc_progress - arc_center) -// var/height_multiplier = projectile_position / arc_center -// height_multiplier = abs(height_multiplier - 1) -// height_multiplier = height_multiplier ** 2 - - -// animate(src, pixel_z = arc_max_height * height_multiplier, time = step_delay) - var/projectile_position = arc_progress / target_distance - var/sine_position = projectile_position * 180 - var/pixel_z_position = arc_max_height * sin(sine_position) - animate(src, pixel_z = pixel_z_position, time = speed) - - // Update our shadow. - shadow.forceMove(loc) -======= /obj/item/projectile/arc/proc/calculate_initial_pixel_distance(atom/user, atom/target) var/datum/point/A = new(user) @@ -160,7 +98,6 @@ shadow.pixel_x = pixel_x shadow.pixel_y = pixel_y + visual_y_offset ->>>>>>> f083fba... Merge pull request #5977 from Neerti/btw_i_use_fixed_arc /obj/effect/projectile_shadow name = "shadow"