/* #define BRUTE "brute" #define BURN "burn" #define TOX "tox" #define OXY "oxy" #define CLONE "clone" #define ADD "add" #define SET "set" */ /obj/item/projectile name = "projectile" icon = 'icons/obj/projectiles.dmi' icon_state = "bullet" density = 1 unacidable = 1 anchored = 1 //There's a reason this is here, Mport. God fucking damn it -Agouri. Find&Fix by Pete. The reason this is here is to stop the curving of emitter shots. flags = FPRINT | TABLEPASS pass_flags = PASSTABLE mouse_opacity = 0 var/bumped = 0 //Prevents it from hitting more than one guy at once var/def_zone = "" //Aiming at var/mob/firer = null//Who shot it var/silenced = 0 //Attack message var/yo = null var/xo = null var/current = null var/turf/original = null // the original turf 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 var/damage = 10 var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here var/nodamage = 0 //Determines if the projectile will skip any damage inflictions var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb var/projectile_type = "/obj/item/projectile" var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile. //Effects var/stun = 0 var/weaken = 0 var/paralyze = 0 var/irradiate = 0 var/stutter = 0 var/eyeblur = 0 var/drowsy = 0 proc/on_hit(var/atom/target, var/blocked = 0) if(blocked >= 2) 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, blocked) return 1 Bump(atom/A as mob|obj|turf|area) if(A == firer) loc = A.loc return //cannot shoot yourself if(bumped) return var/forcedodge = 0 // force the projectile to pass bumped = 1 if(firer && istype(A, /mob)) var/mob/M = A if(!istype(A, /mob/living)) loc = A.loc return // nope.avi // check for dodge (i can't place in bullet_act because then things get wonky) if(!M.stat && !M.lying && (REFLEXES in M.augmentations) && prob(85)) var/message = pick("[M] skillfully dodges the [name]!", "[M] ducks, dodging the [name]!", "[M] effortlessly jumps out of the way of the [name]!", "[M] dodges the [name] in one graceful movement!", "[M] leans back, dodging the [name] narrowly!", "[M] sidesteps, avoiding the [name] narrowly.", "[M] barely weaves out of the way of the [name].") M.visible_message("\red [message]") forcedodge = 1 else var/distance = get_dist(original,loc) def_zone = ran_zone(def_zone, 100-(5*distance)) //Lower accurancy/longer range tradeoff. if(silenced) M << "\red You've been shot in the [def_zone] by the [src.name]!" else visible_message("\red [A.name] is hit by the [src.name] in the [def_zone]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter if(istype(firer, /mob)) M.attack_log += "\[[time_stamp()]\] [firer]/[firer.ckey] shot [M]/[M.ckey] with a [src]" firer.attack_log += "\[[time_stamp()]\] [firer]/[firer.ckey] shot [M]/[M.ckey] with a [src]" log_attack("[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]") else M.attack_log += "\[[time_stamp()]\] UNKNOWN SUBJECT (No longer exists) shot [M]/[M.ckey] with a [src]" log_attack("UNKNOWN shot [M] ([M.ckey]) with a [src]") spawn(0) if(A) var/permutation = A.bullet_act(src, def_zone) // searches for return value if(permutation == -1 || forcedodge) // the bullet passes through a dense object! bumped = 0 // reset bumped variable! if(istype(A, /turf)) loc = A else loc = A.loc permutated.Add(A) return if(istype(A,/turf)) for(var/obj/O in A) O.bullet_act(src) for(var/mob/M in A) M.bullet_act(src, def_zone) density = 0 invisibility = 101 del(src) return CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (height==0)) return 1 if(istype(mover, /obj/item/projectile)) return prob(95) else return 1 process() if(kill_count < 1) del(src) kill_count-- spawn while(src) if((!( current ) || loc == current)) current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z) if((x == 1 || x == world.maxx || y == 1 || y == world.maxy)) del(src) return step_towards(src, current) sleep(1) if(!bumped) if(loc == original) for(var/mob/living/M in original) if(!(M in permutated)) Bump(M) sleep(1) return