#define MOVES_HITSCAN -1 //Not actually hitscan but close as we get without actual hitscan. #define MUZZLE_EFFECT_PIXEL_INCREMENT 17 //How many pixels to move the muzzle flash up so your character doesn't look like they're shitting out lasers. /obj/item/projectile name = "projectile" icon = 'icons/obj/projectiles.dmi' icon_state = "bullet" density = FALSE anchored = TRUE unacidable = TRUE pass_flags = PASSTABLE mouse_opacity = 0 hitsound = 'sound/weapons/pierce.ogg' blocks_emissive = EMISSIVE_BLOCK_GENERIC var/hitsound_wall = null // Played when something hits a wall, or anything else that isn't a mob. ////TG PROJECTILE SYTSEM //Projectile stuff var/range = 50 var/originalRange //Fired processing vars var/fired = FALSE //Have we been fired yet var/paused = FALSE //for suspending the projectile midair var/last_projectile_move = 0 var/last_process = 0 var/time_offset = 0 var/datum/point/vector/trajectory var/trajectory_ignore_forcemove = FALSE //instructs forceMove to NOT reset our trajectory to the new location! var/ignore_source_check = FALSE var/speed = 0.8 //Amount of deciseconds it takes for projectile to travel var/Angle = 0 var/original_angle = 0 //Angle at firing var/nondirectional_sprite = FALSE //Set TRUE to prevent projectiles from having their sprites rotated based on firing angle var/spread = 0 //amount (in degrees) of projectile spread animate_movement = 0 //Use SLIDE_STEPS in conjunction with legacy var/ricochets = 0 var/ricochets_max = 2 var/ricochet_chance = 30 var/can_miss = TRUE //Hitscan var/hitscan = FALSE //Whether this is hitscan. If it is, speed is basically ignored. var/list/beam_segments //assoc list of datum/point or datum/point/vector, start = end. Used for hitscan effect generation. var/datum/point/beam_index var/turf/hitscan_last //last turf touched during hitscanning. var/tracer_type var/muzzle_type var/impact_type var/datum/beam_components_cache/beam_components //Fancy hitscan lighting effects! light_on = TRUE var/hitscan_light_intensity = 1.5 var/hitscan_light_range = 0.75 var/hitscan_light_color_override var/muzzle_flash_intensity = 3 var/muzzle_flash_range = 1.5 var/muzzle_flash_color_override var/impact_light_intensity = 3 var/impact_light_range = 2 var/impact_light_color_override //Homing var/homing = FALSE var/atom/homing_target var/homing_turn_speed = 10 //Angle per tick. var/homing_inaccuracy_min = 0 //in pixels for these. offsets are set once when setting target. var/homing_inaccuracy_max = 0 var/homing_offset_x = 0 var/homing_offset_y = 0 //Targetting var/yo = null var/xo = null var/atom/original = null // the original target clicked var/turf/starting = null // the projectile's starting turf var/list/permutated = list() // we've passed through these atoms, don't try to hit them again var/p_x = 16 var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center //Misc/Polaris variables var/def_zone = "" //Aiming at var/mob/firer = null //Who shot it var/silenced = FALSE //Attack message var/shot_from = "" // name of the object which shot us var/accuracy = 0 var/dispersion = 0.0 // Sub-munitions. Basically, multi-projectile shotgun, rather than pellets. var/use_submunitions = FALSE var/only_submunitions = FALSE // Will the projectile delete itself after firing the submunitions? var/list/submunitions = list() // Assoc list of the paths of any submunitions, and how many they are. [projectilepath] = [projectilecount]. var/submunition_spread_max = 30 // Divided by 10 to get the percentile dispersion. var/submunition_spread_min = 5 // Above. var/force_max_submunition_spread = FALSE // Do we just force the maximum? var/spread_submunition_damage = FALSE // Do we assign damage to our sub projectiles based on our main projectile damage? var/damage = 10 var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE, HALLOSS, ELECTROCUTE, BIOACID, SEARING are the only things that should be in here var/SA_bonus_damage = 0 // Some bullets inflict extra damage on simple animals. var/SA_vulnerability = null // What kind of simple animal the above bonus damage should be applied to. Set to null to apply to all SAs. var/nodamage = 0 //Determines if the projectile will skip any damage inflictions var/taser_effect = 0 //If set then the projectile will apply it's agony damage using stun_effect_act() to mobs it hits, and other damage will be ignored var/check_armour = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid var/projectile_type = /obj/item/projectile var/penetrating = 0 //If greater than zero, the projectile will pass through dense objects as specified by on_penetrate() //Effects var/incendiary = 0 //1 for ignite on hit, 2 for trail of fire. 3 for intense fire. - Mech var/flammability = 0 //Amount of fire stacks to add for the above. var/combustion = TRUE //Does this set off flammable objects on fire/hit? var/stun = 0 var/weaken = 0 var/paralyze = 0 var/irradiate = 0 var/stutter = 0 var/eyeblur = 0 var/drowsy = 0 var/agony = 0 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 var/fire_sound = 'sound/weapons/Gunshot_old.ogg' // Can be overriden in gun.dm's fire_sound var. It can also be null but I don't know why you'd ever want to do that. -Ace var/vacuum_traversal = TRUE //Determines if the projectile can exist in vacuum, if false, the projectile will be deleted if it enters vacuum. var/temporary_unstoppable_movement = FALSE // When a non-hitscan projectile hits something, a visual effect can be spawned. // This is distinct from the hitscan's "impact_type" var. var/impact_effect_type = null var/list/impacted_mobs = list() // TGMC Ammo HUD Port var/hud_state = "unknown" // What HUD state we use when we have ammunition. var/hud_state_empty = "unknown" // The empty state. DON'T USE _FLASH IN THE NAME OF THE EMPTY STATE STRING, THAT IS ADDED BY THE CODE. /obj/item/projectile/proc/Range() range-- if(range <= 0 && loc) on_range() /obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range impact_sounds(loc) impact_visuals(loc) // So it does a little 'burst' effect, but not actually do anything (unless overrided). qdel(src) /obj/item/projectile/proc/return_predicted_turf_after_moves(moves, forced_angle) //I say predicted because there's no telling that the projectile won't change direction/location in flight. if(!trajectory && isnull(forced_angle) && isnull(Angle)) return FALSE var/datum/point/vector/current = trajectory if(!current) var/turf/T = get_turf(src) current = new(T.x, T.y, T.z, pixel_x, pixel_y, isnull(forced_angle)? Angle : forced_angle, SSprojectiles.global_pixel_speed) var/datum/point/vector/v = current.return_vector_after_increments(moves * SSprojectiles.global_iterations_per_move) return v.return_turf() /obj/item/projectile/proc/return_pathing_turfs_in_moves(moves, forced_angle) var/turf/current = get_turf(src) var/turf/ending = return_predicted_turf_after_moves(moves, forced_angle) return getline(current, ending) /obj/item/projectile/proc/set_pixel_speed(new_speed) if(trajectory) trajectory.set_speed(new_speed) return TRUE return FALSE /obj/item/projectile/proc/record_hitscan_start(datum/point/pcache) if(pcache) beam_segments = list() beam_index = pcache beam_segments[beam_index] = null //record start. /obj/item/projectile/proc/process_hitscan() var/safety = range * 3 record_hitscan_start(RETURN_POINT_VECTOR_INCREMENT(src, Angle, MUZZLE_EFFECT_PIXEL_INCREMENT, 1)) while(loc && !QDELETED(src)) if(paused) stoplag(1) continue if(safety-- <= 0) if(loc) Bump(loc) if(!QDELETED(src)) qdel(src) return //Kill! pixel_move(1, TRUE) /obj/item/projectile/proc/pixel_move(trajectory_multiplier, hitscanning = FALSE) if(!loc || !trajectory) return last_projectile_move = world.time if(homing) process_homing() var/forcemoved = FALSE for(var/i in 1 to SSprojectiles.global_iterations_per_move) if(QDELETED(src)) return trajectory.increment(trajectory_multiplier) var/turf/T = trajectory.return_turf() if(!istype(T)) qdel(src) return if(T.z != loc.z) var/old = loc before_z_change(loc, T) trajectory_ignore_forcemove = TRUE forceMove(T) trajectory_ignore_forcemove = FALSE after_z_change(old, loc) if(!hitscanning) pixel_x = trajectory.return_px() pixel_y = trajectory.return_py() forcemoved = TRUE hitscan_last = loc else if(T != loc) before_move() step_towards(src, T) hitscan_last = loc after_move() if(can_hit_target(original, permutated)) Bump(original) if(!hitscanning && !forcemoved) pixel_x = trajectory.return_px() - trajectory.mpx * trajectory_multiplier * SSprojectiles.global_iterations_per_move pixel_y = trajectory.return_py() - trajectory.mpy * trajectory_multiplier * SSprojectiles.global_iterations_per_move animate(src, pixel_x = trajectory.return_px(), pixel_y = trajectory.return_py(), time = 1, flags = ANIMATION_END_NOW) Range() /obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it. if(AM.is_incorporeal()) return ..() 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) return FALSE var/datum/point/PT = RETURN_PRECISE_POINT(homing_target) PT.x += CLAMP(homing_offset_x, 1, world.maxx) PT.y += CLAMP(homing_offset_y, 1, world.maxy) var/angle = closer_angle_difference(Angle, angle_between_points(RETURN_PRECISE_POINT(src), PT)) setAngle(Angle + CLAMP(angle, -homing_turn_speed, homing_turn_speed)) /obj/item/projectile/proc/set_homing_target(atom/A) if(!A || (!isturf(A) && !isturf(A.loc))) return FALSE homing = TRUE homing_target = A homing_offset_x = rand(homing_inaccuracy_min, homing_inaccuracy_max) homing_offset_y = rand(homing_inaccuracy_min, homing_inaccuracy_max) if(prob(50)) homing_offset_x = -homing_offset_x if(prob(50)) homing_offset_y = -homing_offset_y /obj/item/projectile/process() last_process = world.time if(!loc || !fired || !trajectory) fired = FALSE return PROCESS_KILL if(paused || !isturf(loc)) last_projectile_move += world.time - last_process //Compensates for pausing, so it doesn't become a hitscan projectile when unpaused from charged up ticks. return var/elapsed_time_deciseconds = (world.time - last_projectile_move) + time_offset time_offset = 0 var/required_moves = speed > 0? FLOOR(elapsed_time_deciseconds / speed, 1) : MOVES_HITSCAN //Would be better if a 0 speed made hitscan but everyone hates those so I can't make it a universal system :< if(required_moves == MOVES_HITSCAN) required_moves = SSprojectiles.global_max_tick_moves else if(required_moves > SSprojectiles.global_max_tick_moves) var/overrun = required_moves - SSprojectiles.global_max_tick_moves required_moves = SSprojectiles.global_max_tick_moves time_offset += overrun * speed time_offset += MODULUS(elapsed_time_deciseconds, speed) for(var/i in 1 to required_moves) pixel_move(1, FALSE) /obj/item/projectile/proc/setAngle(new_angle) //wrapper for overrides. Angle = new_angle if(!nondirectional_sprite) var/matrix/M = new M.Turn(Angle) transform = M if(trajectory) trajectory.set_angle(new_angle) return TRUE /obj/item/projectile/forceMove(atom/target) if(!isloc(target) || !isloc(loc) || !z) return ..() var/zc = target.z != z var/old = loc if(zc) before_z_change(old, target) . = ..() if(trajectory && !trajectory_ignore_forcemove && isturf(target)) if(hitscan) finalize_hitscan_and_generate_tracers(FALSE) trajectory.initialize_location(target.x, target.y, target.z, 0, 0) if(hitscan) record_hitscan_start(RETURN_PRECISE_POINT(src)) if(zc) after_z_change(old, target) /obj/item/projectile/proc/fire(angle, atom/direct_target) //If no angle needs to resolve it from xo/yo! if(direct_target) direct_target.bullet_act(src, def_zone) qdel(src) return if(isnum(angle)) setAngle(angle) starting = get_turf(src) if(isnull(Angle)) //Try to resolve through offsets if there's no angle set. if(isnull(xo) || isnull(yo)) stack_trace("WARNING: Projectile [type] deleted due to being unable to resolve a target after angle was null!") qdel(src) return var/turf/target = locate(CLAMP(starting + xo, 1, world.maxx), CLAMP(starting + yo, 1, world.maxy), starting.z) setAngle(Get_Angle(src, target)) if(dispersion) setAngle(Angle + rand(-dispersion, dispersion)) original_angle = Angle trajectory_ignore_forcemove = TRUE forceMove(starting) trajectory_ignore_forcemove = FALSE trajectory = new(starting.x, starting.y, starting.z, pixel_x, pixel_y, Angle, SSprojectiles.global_pixel_speed) last_projectile_move = world.time permutated = list() originalRange = range fired = TRUE if(hitscan) . = process_hitscan() START_PROCESSING(SSprojectiles, src) pixel_move(1, FALSE) //move it now! /obj/item/projectile/Moved(atom/old_loc, direction, forced = FALSE) . = ..() 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) /obj/item/projectile/proc/before_move() return /obj/item/projectile/proc/after_move() return /obj/item/projectile/proc/store_hitscan_collision(datum/point/pcache) beam_segments[beam_index] = pcache beam_index = pcache beam_segments[beam_index] = null //Spread is FORCED! /obj/item/projectile/proc/preparePixelProjectile(atom/target, atom/source, params, spread = 0) var/turf/curloc = get_turf(source) var/turf/targloc = get_turf(target) if(istype(source, /atom/movable)) var/atom/movable/MT = source if(MT.locs && MT.locs.len) // Multi tile! for(var/turf/T in MT.locs) if(get_dist(T, target) < get_turf(curloc)) curloc = get_turf(T) trajectory_ignore_forcemove = TRUE forceMove(get_turf(source)) trajectory_ignore_forcemove = FALSE starting = curloc original = target if(targloc || !params) yo = targloc.y - curloc.y xo = targloc.x - curloc.x setAngle(Get_Angle(src, targloc) + spread) if(isliving(source) && params) var/list/calculated = calculate_projectile_angle_and_pixel_offsets(source, params) p_x = calculated[2] p_y = calculated[3] setAngle(calculated[1] + spread) else if(targloc) yo = targloc.y - curloc.y xo = targloc.x - curloc.x setAngle(Get_Angle(src, targloc) + spread) else stack_trace("WARNING: Projectile [type] fired without either mouse parameters, or a target atom to aim at!") qdel(src) /proc/calculate_projectile_angle_and_pixel_offsets(mob/user, params) var/list/mouse_control = params2list(params) var/p_x = 0 var/p_y = 0 var/angle = 0 if(mouse_control["icon-x"]) p_x = text2num(mouse_control["icon-x"]) if(mouse_control["icon-y"]) p_y = text2num(mouse_control["icon-y"]) 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) original = target setAngle(Get_Angle(source, target)) /obj/item/projectile/Destroy() if(hitscan) finalize_hitscan_and_generate_tracers() STOP_PROCESSING(SSprojectiles, src) if(impacted_mobs) if(LAZYLEN(impacted_mobs)) impacted_mobs.Cut() impacted_mobs = null qdel(trajectory) return ..() /obj/item/projectile/proc/cleanup_beam_segments() QDEL_LIST_ASSOC(beam_segments) beam_segments = list() qdel(beam_index) /obj/item/projectile/proc/vol_by_damage() if(damage || agony) var/value_to_use = damage > agony ? damage : agony // Multiply projectile damage by 1.2, then CLAMP the value between 30 and 100. // This was 0.67 but in practice it made all projectiles that did 45 or less damage play at 30, // which is hard to hear over the gunshots, and is rather rare for a projectile to do that much. return CLAMP((value_to_use) * 1.2, 30, 100) else return 50 //if the projectile doesn't do damage or agony, play its hitsound at 50% volume. /obj/item/projectile/proc/finalize_hitscan_and_generate_tracers(impacting = TRUE) if(trajectory && beam_index) var/datum/point/pcache = trajectory.copy_to() beam_segments[beam_index] = pcache generate_hitscan_tracers(null, null, impacting) /obj/item/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 5, impacting = TRUE) if(!length(beam_segments)) return beam_components = new if(tracer_type) var/tempref = "\ref[src]" for(var/datum/point/p in beam_segments) generate_tracer_between_points(p, beam_segments[p], beam_components, tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity, tempref) if(muzzle_type && duration > 0) var/datum/point/p = beam_segments[1] var/atom/movable/thing = new muzzle_type p.move_atom_to_src(thing) var/matrix/M = new M.Turn(original_angle) thing.transform = M thing.color = color thing.set_light(muzzle_flash_range, muzzle_flash_intensity, muzzle_flash_color_override? muzzle_flash_color_override : color) beam_components.beam_components += thing if(impacting && impact_type && duration > 0) var/datum/point/p = beam_segments[beam_segments[beam_segments.len]] var/atom/movable/thing = new impact_type p.move_atom_to_src(thing) var/matrix/M = new M.Turn(Angle) thing.transform = M thing.color = color thing.set_light(impact_light_range, impact_light_intensity, impact_light_color_override? impact_light_color_override : color) beam_components.beam_components += thing QDEL_IN(beam_components, duration) //Returns true if the target atom is on our current turf and above the right layer //If direct target is true it's the originally clicked target. /obj/item/projectile/proc/can_hit_target(atom/target, list/passthrough, direct_target = FALSE, ignore_loc = FALSE) if(QDELETED(target)) return FALSE if(!ignore_source_check && firer) var/mob/M = firer if((target == firer) || ((target == firer.loc) && istype(firer.loc, /obj/mecha)) || (target in firer.buckled_mobs) || (istype(M) && (M.buckled == target))) return FALSE if(!ignore_loc && (loc != target.loc)) return FALSE if(target in passthrough) return FALSE if(target.density) //This thing blocks projectiles, hit it regardless of layer/mob stuns/etc. return TRUE if(!isliving(target)) if(target.layer < PROJECTILE_HIT_THRESHOLD_LAYER) return FALSE else var/mob/living/L = target if(!direct_target) if(!L.density) return FALSE return TRUE /obj/item/projectile/Bump(atom/A) if(A in permutated) trajectory_ignore_forcemove = TRUE forceMove(get_turf(A)) trajectory_ignore_forcemove = FALSE return FALSE if(firer && !reflected) if(A == firer || (A == firer.loc && istype(A, /obj/mecha))) //cannot shoot yourself or your mech trajectory_ignore_forcemove = TRUE forceMove(get_turf(A)) trajectory_ignore_forcemove = FALSE return FALSE var/distance = get_dist(starting, get_turf(src)) var/turf/target_turf = get_turf(A) var/passthrough = FALSE if(ismob(A)) var/mob/M = A if(istype(A, /mob/living)) //if they have a neck grab on someone, that person gets hit instead var/obj/item/weapon/grab/G = locate() in M if(G && G.state >= GRAB_NECK) if(G.affecting.stat == DEAD) var/shield_chance = min(80, (30 * (M.mob_size / 10))) //Small mobs have a harder time keeping a dead body as a shield than a human-sized one. Unathi would have an easier job, if they are made to be SIZE_LARGE in the future. -Mech if(prob(shield_chance)) visible_message("\The [M] uses [G.affecting] as a shield!") if(Bump(G.affecting)) return else visible_message("\The [M] tries to use [G.affecting] as a shield, but fails!") else visible_message("\The [M] uses [G.affecting] as a shield!") if(Bump(G.affecting)) return //If Bump() returns 0 (keep going) then we continue on to attack M. passthrough = !attack_mob(M, distance) else passthrough = 1 //so ghosts don't stop bullets else passthrough = (A.bullet_act(src, def_zone) == PROJECTILE_CONTINUE) //backwards compatibility if(isturf(A)) for(var/obj/O in A) O.bullet_act(src) for(var/mob/living/M in A) attack_mob(M, distance) //penetrating projectiles can pass through things that otherwise would not let them if(!passthrough && penetrating > 0) if(check_penetrate(A)) passthrough = TRUE penetrating-- /* //CHOMPEdit Begin var/obj/item/projectile/bullet/this = src if(istype(this)) if(!this.velocity) passthrough = FALSE penetrating = 0 //CHOMPEdit End */ if(passthrough) trajectory_ignore_forcemove = TRUE forceMove(target_turf) permutated.Add(A) trajectory_ignore_forcemove = FALSE return FALSE if(A) on_impact(A) qdel(src) return TRUE //TODO: make it so this is called more reliably, instead of sometimes by bullet_act() and sometimes not /obj/item/projectile/proc/on_hit(atom/target, blocked = 0, def_zone) if(blocked >= 100) return 0//Full block if(!isliving(target)) return 0 // if(isanimal(target)) return 0 var/mob/living/L = target L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, agony, blocked, incendiary, flammability) // add in AGONY! if(modifier_type_to_apply) L.add_modifier(modifier_type_to_apply, modifier_duration) return 1 //called when the projectile stops flying because it Bump'd with something /obj/item/projectile/proc/on_impact(atom/A) impact_sounds(A) impact_visuals(A) if(damage && damage_type == BURN) var/turf/T = get_turf(A) if(T) T.hotspot_expose(700, 5) //Checks if the projectile is eligible for embedding. Not that it necessarily will. /obj/item/projectile/proc/can_embed() //embed must be enabled and damage type must be brute if(embed_chance == 0 || damage_type != BRUTE) return 0 return 1 /obj/item/projectile/proc/get_structure_damage() if(damage_type == BRUTE || damage_type == BURN) return damage + SA_bonus_damage //CHOMP Edit: Added SA_bonus_damage to the returned value so that phaser can do damage against shields. return 0 //return 1 if the projectile should be allowed to pass through after all, 0 if not. /obj/item/projectile/proc/check_penetrate(atom/A) return 1 /obj/item/projectile/proc/check_fire(atom/target as mob, mob/living/user as mob) //Checks if you can hit them or not. check_trajectory(target, user, pass_flags, flags) /obj/item/projectile/CanPass() return TRUE //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(mob/living/target_mob, distance, miss_modifier = 0) if(!istype(target_mob)) return if(target_mob in impacted_mobs) return //roll to-hit miss_modifier = max(miss_modifier + target_mob.get_evasion(), -100) //CHOMPEDIT - removing baymiss var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, miss_modifier, ranged_attack=(distance > 1 || original != target_mob), force_hit = !can_miss) //if the projectile hits a target we weren't originally aiming at then retain the chance to miss var/result = PROJECTILE_FORCE_MISS if(hit_zone) 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 result = target_mob.bullet_act(src, def_zone) if(!istype(target_mob)) return FALSE // Mob deleted itself or something. // Safe to add the target to the list that is soon to be poofed. No double jeopardy, pixel projectiles. if(islist(impacted_mobs)) impacted_mobs |= target_mob if(result == PROJECTILE_FORCE_MISS) if(!silenced) target_mob.visible_message("\The [src] misses \the [target_mob] narrowly!") playsound(target_mob, "bullet_miss", 75, 1) return FALSE var/impacted_organ = parse_zone(def_zone) if(istype(target_mob, /mob/living/simple_mob)) var/mob/living/simple_mob/SM = target_mob var/decl/mob_organ_names/organ_plan = SM.organ_names impacted_organ = pick(organ_plan.hit_zones) //hit messages if(silenced) playsound(target_mob, hitsound, 5, 1, -1) to_chat(target_mob, span("critical", "You've been hit in the [impacted_organ] by \the [src]!")) else var/volume = vol_by_damage() playsound(target_mob, hitsound, volume, 1, -1) // X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter target_mob.visible_message( span("danger", "\The [target_mob] was hit in the [impacted_organ] by \the [src]!"), span("critical", "You've been hit in the [impacted_organ] by \the [src]!") ) //admin logs if(!no_attack_log) if(istype(firer, /mob) && istype(target_mob)) add_attack_logs(firer,target_mob,"Shot with \a [src.type] projectile") //CHOMPEdit //sometimes bullet_act() will want the projectile to continue flying if (result == PROJECTILE_CONTINUE) return FALSE return TRUE /obj/item/projectile/proc/launch_projectile(atom/target, target_zone, mob/user, params, angle_override, forced_spread = 0) original = target def_zone = check_zone(target_zone) firer = user var/direct_target if(get_turf(target) == get_turf(src)) direct_target = target if(use_submunitions && submunitions.len) var/temp_min_spread = 0 if(force_max_submunition_spread) temp_min_spread = submunition_spread_max else temp_min_spread = submunition_spread_min var/damage_override = null if(spread_submunition_damage) damage_override = damage if(nodamage) damage_override = 0 var/projectile_count = 0 for(var/proj in submunitions) projectile_count += submunitions[proj] damage_override = round(damage_override / max(1, projectile_count)) for(var/path in submunitions) for(var/count = 1 to submunitions[path]) var/obj/item/projectile/SM = new path(get_turf(loc)) SM.shot_from = shot_from SM.silenced = silenced SM.dispersion = rand(temp_min_spread, submunition_spread_max) / 10 if(!isnull(damage_override)) SM.damage = damage_override SM.launch_projectile(target, target_zone, user, params, angle_override) preparePixelProjectile(target, user? user : get_turf(src), params, forced_spread) return fire(angle_override, direct_target) //called to launch a projectile from a gun /obj/item/projectile/proc/launch_from_gun(atom/target, target_zone, mob/user, params, angle_override, forced_spread, obj/item/weapon/gun/launcher) shot_from = launcher.name silenced |= launcher.silenced // Silent bullets (e.g., BBs) are always silent if(user) firer = user return launch_projectile(target, target_zone, user, params, angle_override, forced_spread) /obj/item/projectile/proc/launch_projectile_from_turf(atom/target, target_zone, mob/user, params, angle_override, forced_spread = 0) original = target def_zone = check_zone(target_zone) firer = user var/direct_target if(get_turf(target) == get_turf(src)) direct_target = target if(use_submunitions && submunitions.len) var/temp_min_spread = 0 if(force_max_submunition_spread) temp_min_spread = submunition_spread_max else temp_min_spread = submunition_spread_min var/damage_override = null if(spread_submunition_damage) damage_override = damage if(nodamage) damage_override = 0 var/projectile_count = 0 for(var/proj in submunitions) projectile_count += submunitions[proj] damage_override = round(damage_override / max(1, projectile_count)) for(var/path in submunitions) for(var/count = 1 to submunitions[path]) var/obj/item/projectile/SM = new path(get_turf(loc)) SM.shot_from = shot_from SM.silenced = silenced SM.dispersion = rand(temp_min_spread, submunition_spread_max) / 10 if(!isnull(damage_override)) SM.damage = damage_override SM.launch_projectile_from_turf(target, target_zone, user, params, angle_override) preparePixelProjectile(target, get_turf(src), params, forced_spread) return fire(angle_override, direct_target) // Makes a brief effect sprite appear when the projectile hits something solid. /obj/item/projectile/proc/impact_visuals(atom/A, hit_x, hit_y) if(impact_effect_type && !hitscan) // Hitscan things have their own impact sprite. if(isnull(hit_x) && isnull(hit_y)) if(trajectory) // Effect goes where the projectile 'stopped'. hit_x = A.pixel_x + trajectory.return_px() hit_y = A.pixel_y + trajectory.return_py() else if(A == original) // Otherwise it goes where the person who fired clicked. hit_x = A.pixel_x + p_x - 16 hit_y = A.pixel_y + p_y - 16 else // Otherwise it'll be random. hit_x = A.pixel_x + rand(-8, 8) hit_y = A.pixel_y + rand(-8, 8) new impact_effect_type(get_turf(A), src, hit_x, hit_y) /obj/item/projectile/proc/impact_sounds(atom/A) if(hitsound_wall && !ismob(A)) // Mob sounds are handled in attack_mob(). var/volume = CLAMP(vol_by_damage() + 20, 0, 100) if(silenced) volume = 5 playsound(A, hitsound_wall, volume, 1, -1)