mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
@@ -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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@@ -624,6 +624,14 @@ var/list/turret_icons
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// Emagged turrets again use twice as much power due to higher firing rates
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use_power(reqpower * (2 * (emagged || lethal)) * (2 * emagged))
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//Turrets aim for the center of mass by default.
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//If the target is grabbing someone then the turret smartly aims for extremities
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var/obj/item/weapon/grab/G = locate() in target
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if(G && G.state >= GRAB_NECK) //works because mobs are currently not allowed to upgrade to NECK if they are grabbing two people.
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A.def_zone = pick("head", "l_hand", "r_hand", "l_foot", "r_foot", "l_arm", "r_arm", "l_leg", "r_leg")
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else
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A.def_zone = pick("chest", "groin")
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//Shooting Code:
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A.current = T
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A.starting = T
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@@ -266,6 +266,15 @@
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else
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A = new /obj/item/projectile/energy/electrode( loc )
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use_power(200)
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//Turrets aim for the center of mass by default.
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//If the target is grabbing someone then the turret smartly aims for extremities
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var/obj/item/weapon/grab/G = locate() in target
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if(G && G.state >= GRAB_NECK) //works because mobs are currently not allowed to upgrade to NECK if they are grabbing two people.
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A.def_zone = pick("head", "l_hand", "r_hand", "l_foot", "r_foot", "l_arm", "r_arm", "l_leg", "r_leg")
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else
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A.def_zone = pick("chest", "groin")
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A.current = T
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A.starting = T
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A.yo = U.y - T.y
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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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@@ -264,11 +264,11 @@ var/list/global/organ_rel_size = list(
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/proc/get_zone_with_miss_chance(zone, var/mob/target, var/miss_chance_mod = 0, var/ranged_attack=0)
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zone = check_zone(zone)
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// you cannot miss if your target is prone or restrained
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if(target.buckled || target.lying)
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return zone
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// if your target is being grabbed aggressively by someone you cannot miss either
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if(!ranged_attack)
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// you cannot miss if your target is prone or restrained
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if(target.buckled || target.lying)
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return zone
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// if your target is being grabbed aggressively by someone you cannot miss either
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for(var/obj/item/weapon/grab/G in target.grabbed_by)
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if(G.state >= GRAB_AGGRESSIVE)
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return zone
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@@ -165,14 +165,17 @@
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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))
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if(!hit_zone)
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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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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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@@ -1,3 +1,4 @@
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author: HarpyEagle
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changes: []
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delete-after: false
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changes:
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- bugfix: "Fixed projectiles being able to hit people in body parts that they don't have. This will also mean that the less limbs someone has the less effective they will be as a body shield."
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