mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
@@ -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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