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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-08-29 08:11:11 +01:00
Fixes projectiles being able to hit humans in organs they do not have.
Will also prevent body shields blocking bullets with non-existant limbs. Expands on the special return values for bullet_act(), adds defines for them.
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@@ -919,7 +919,7 @@ FIRE ALARM
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/obj/machinery/firealarm/attack_ai(mob/user as mob)
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return src.attack_hand(user)
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/obj/machinery/firealarm/bullet_act(BLAH)
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/obj/machinery/firealarm/bullet_act()
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return src.alarm()
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/obj/machinery/firealarm/emp_act(severity)
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@@ -146,7 +146,7 @@
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return
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return -1 // the bullet/projectile goes through the target! Ie, you missed
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return PROJECTILE_CONTINUE // the bullet/projectile goes through the target!
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// Small memory holder entity for transparent bullet holes
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@@ -25,7 +25,7 @@
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/obj/structure/girder/bullet_act(var/obj/item/projectile/Proj)
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//Girders only provide partial cover. There's a chance that the projectiles will just pass through. (unless you are trying to shoot the girder)
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if(Proj.original != src && !prob(cover))
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return -1 //pass through
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return PROJECTILE_CONTINUE //pass through
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//Tasers and the like should not damage girders.
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if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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@@ -94,7 +94,7 @@
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passthrough = 1
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if(passthrough)
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. = -1
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. = PROJECTILE_CONTINUE
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damage = between(0, (damage - Proj.damage)*(Proj.damage_type == BRUTE? 0.4 : 1), 10) //if the bullet passes through then the grille avoids most of the damage
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src.health -= damage*0.2
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@@ -10,9 +10,11 @@ emp_act
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/mob/living/carbon/human/bullet_act(var/obj/item/projectile/P, var/def_zone)
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var/obj/item/organ/external/organ = get_organ(check_zone(def_zone))
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if(!organ)
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return
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def_zone = check_zone(def_zone)
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if(!has_organ(def_zone))
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return PROJECTILE_FORCE_MISS //if they don't have the organ in question then the projectile just passes by.
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var/obj/item/organ/external/organ = get_organ()
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//Shields
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if(check_shields(P.damage, "the [P.name]"))
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@@ -37,7 +39,7 @@ emp_act
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// redirect the projectile
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P.redirect(new_x, new_y, curloc, src)
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return -1 // complete projectile permutation
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return PROJECTILE_CONTINUE // complete projectile permutation
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//Shrapnel
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if(P.can_embed())
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@@ -166,13 +166,16 @@
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//roll to-hit
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miss_modifier = max(15*(distance-2) - round(15*accuracy) + miss_modifier, 0)
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var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, miss_modifier, ranged_attack=(distance > 1 || original != target_mob)) //if the projectile hits a target we weren't originally aiming at then retain the chance to miss
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if(!hit_zone)
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var/result = PROJECTILE_FORCE_MISS
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if(hit_zone)
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def_zone = hit_zone //set def_zone, so if the projectile ends up hitting someone else later (to be implemented), it is more likely to hit the same part
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result = target_mob.bullet_act(src, def_zone)
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if(result == PROJECTILE_FORCE_MISS)
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visible_message("<span class='notice'>\The [src] misses [target_mob] narrowly!</span>")
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return 0
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//set def_zone, so if the projectile ends up hitting someone else later (to be implemented), it is more likely to hit the same part
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def_zone = hit_zone
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//hit messages
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if(silenced)
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target_mob << "<span class='danger'>You've been hit in the [parse_zone(def_zone)] by \the [src]!</span>"
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@@ -193,7 +196,7 @@
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msg_admin_attack("UNKNOWN shot [target_mob] ([target_mob.ckey]) with \a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[target_mob.x];Y=[target_mob.y];Z=[target_mob.z]'>JMP</a>)")
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//sometimes bullet_act() will want the projectile to continue flying
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if (target_mob.bullet_act(src, def_zone) == -1)
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if (result == PROJECTILE_CONTINUE)
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return 0
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return 1
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@@ -227,7 +230,7 @@
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else
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passthrough = 1 //so ghosts don't stop bullets
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else
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passthrough = (A.bullet_act(src, def_zone) == -1) //backwards compatibility
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passthrough = (A.bullet_act(src, def_zone) == PROJECTILE_CONTINUE) //backwards compatibility
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if(isturf(A))
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for(var/obj/O in A)
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O.bullet_act(src)
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@@ -720,6 +720,10 @@ var/list/be_special_flags = list(
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#define FILE_DRM 16 // Some files want to not be copied/moved. This is them complaining that you tried.
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#define NETWORK_FAILURE 32
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// Special return values from bullet_act(). Positive return values are already used to indicate the blocked level of the projectile.
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#define PROJECTILE_CONTINUE -1 //if the projectile should continue flying after calling bullet_act()
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#define PROJECTILE_FORCE_MISS -2 //if the projectile should treat the attack as a miss (suppresses attack and admin logs) - only applies to mobs.
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// Some on_mob_life() procs check for alien races.
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#define IS_DIONA 1
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#define IS_VOX 2
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