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Merge pull request #10672 from mwerezak/frag-grenade
Adds fragmentation grenades
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@@ -69,22 +69,34 @@
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damage = 20
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//icon_state = "bullet" //TODO: would be nice to have it's own icon state
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var/pellets = 4 //number of pellets
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var/range_step = 2 //effective pellet count decreases every few tiles
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var/base_spread = 90 //lower means the pellets spread more across body parts
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var/range_step = 2 //projectile will lose a fragment each time it travels this distance. Can be a non-integer.
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var/base_spread = 90 //lower means the pellets spread more across body parts. If zero then this is considered a shrapnel explosion instead of a shrapnel cone
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var/spread_step = 10 //higher means the pellets spread more across body parts with distance
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/obj/item/projectile/bullet/pellet/Bumped()
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. = ..()
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bumped = 0 //can hit all mobs in a tile. pellets is decremented inside attack_mob so this should be fine.
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/obj/item/projectile/bullet/pellet/attack_mob(var/mob/living/target_mob, var/distance)
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/obj/item/projectile/bullet/pellet/proc/get_pellets(var/distance)
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var/pellet_loss = round((distance - 1)/range_step) //pellets lost due to distance
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return max(pellets - pellet_loss, 1)
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/obj/item/projectile/bullet/pellet/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier)
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if (pellets < 0) return 1
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var/pellet_loss = round((distance - 1)/range_step) //pellets lost due to distance
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var/total_pellets = max(pellets - pellet_loss, 1)
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var/total_pellets = get_pellets(distance)
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var/spread = max(base_spread - (spread_step*distance), 0)
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//shrapnel explosions miss prone mobs with a chance that increases with distance
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var/prone_chance = 0
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if(!base_spread)
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prone_chance = max(spread_step*(distance - 2), 0)
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var/hits = 0
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for (var/i in 1 to total_pellets)
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if(target_mob.lying && target_mob != original && prob(prone_chance))
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continue
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//pellet hits spread out across different zones, but 'aim at' the targeted zone with higher probability
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//whether the pellet actually hits the def_zone or a different zone should still be determined by the parent using get_zone_with_miss_chance().
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var/old_zone = def_zone
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@@ -97,6 +109,20 @@
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return 1
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return 0
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/obj/item/projectile/bullet/pellet/get_structure_damage()
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var/distance = get_dist(loc, starting)
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return ..() * get_pellets(distance)
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/obj/item/projectile/bullet/pellet/Move()
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. = ..()
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//If this is a shrapnel explosion, allow mobs that are prone to get hit, too
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if(. && !base_spread && isturf(loc))
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for(var/mob/living/M in loc)
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if(M.lying || !M.CanPass(src, loc)) //Bump if lying or if we would normally Bump.
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if(Bump(M)) //Bump will make sure we don't hit a mob multiple times
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return
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/* short-casing projectiles, like the kind used in pistols or SMGs */
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/obj/item/projectile/bullet/pistol
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