/* #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 = '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 def_zone = "" //Aiming at mob/firer = null//Who shot it silenced = 0 //Attack message yo = null xo = null current = null turf/original = null p_x = 16 p_y = 16 // the pixel location of the tile that the player clicked. Default is the center damage = 10 damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here nodamage = 0 //Determines if the projectile will skip any damage inflictions flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb projectile_type = "/obj/item/projectile" //Effects stun = 0 weaken = 0 paralyze = 0 irradiate = 0 stutter = 0 eyeblur = 0 drowsy = 0 proc/on_hit(var/atom/target, var/blocked = 0) if(blocked >= 2) return 0//Full block if(!isliving(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 bumped = 1 if(firer && istype(A, /mob)) var/mob/M = A if(!istype(A, /mob/living)) loc = A.loc return // nope.avi if(!silenced) visible_message("\red [A.name] has been shot by the [src.name]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter else M << "\red You've been shot!" if(istype(firer, /mob)) M.attack_log += text("\[[]\] []/[] shot []/[] with a []", time_stamp(), firer, firer.ckey, M, M.ckey, src) firer.attack_log += text("\[[]\] []/[] shot []/[] with a []", time_stamp(), firer, firer.ckey, M, M.ckey, src) else M.attack_log += text("\[[]\] UNKNOWN SUBJECT (No longer exists) shot []/[] with a []", time_stamp(), M, M.ckey, src) spawn(0) if(A) var/permutation = A.bullet_act(src, def_zone) // searches for return value if(permutation == -1) // the bullet passes through a dense object! bumped = 0 // reset bumped variable! if(istype(A, /turf)) loc = A else loc = A.loc 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() 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) Bump(M) sleep(1) return