/* #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. 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/obj/shot_from = null // the object which shot us 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 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/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/flag = "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() 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 var/agony = 0 var/embed = 0 // whether or not the projectile can embed itself in the mob //TODO: make it so this is called more reliably, instead of sometimes by bullet_act() and sometimes not /obj/item/projectile/proc/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null) 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, agony, blocked) // add in AGONY! return 1 //called when the projectile stops flying because it collided with something /obj/item/projectile/proc/on_impact(var/atom/A) return //return 1 if the projectile should be allowed to pass through after all, 0 if not. /obj/item/projectile/proc/on_penetrate(var/atom/A) return 1 /obj/item/projectile/proc/check_fire(var/mob/living/target as mob, var/mob/living/user as mob) //Checks if you can hit them or not. if(!istype(target) || !istype(user)) return 0 var/obj/item/projectile/test/in_chamber = new /obj/item/projectile/test(get_step_to(user,target)) //Making the test.... in_chamber.target = target in_chamber.flags = flags //Set the flags... in_chamber.pass_flags = pass_flags //And the pass flags to that of the real projectile... in_chamber.firer = user var/output = in_chamber.process() //Test it! del(in_chamber) //No need for it anymore return output //Send it back to the gun! //called to launch a projectile from a gun /obj/item/projectile/proc/launch(atom/target, mob/user, obj/item/weapon/gun/launcher, var/target_zone, var/x_offset=0, var/y_offset=0, var/px=null, var/py=null) var/turf/curloc = get_turf(user) var/turf/targloc = get_turf(target) if (!istype(targloc) || !istype(curloc)) return 1 firer = user def_zone = user.zone_sel.selecting if(user == target) //Shooting yourself user.bullet_act(src, target_zone) del(src) return 0 if(targloc == curloc) //Shooting the ground targloc.bullet_act(src, target_zone) del(src) return 0 original = target loc = curloc starting = curloc current = curloc yo = targloc.y - curloc.y + y_offset xo = targloc.x - curloc.x + x_offset if(!isnull(py)) p_y = py if(!isnull(px)) p_x = px shot_from = launcher silenced = launcher.silenced spawn() process() return 0 //Used to change the direction of the projectile in flight. /obj/item/projectile/proc/redirect(var/new_x, var/new_y, var/atom/starting_loc, var/mob/new_firer=null) original = locate(new_x, new_y, src.z) starting = starting_loc current = starting_loc if(new_firer) firer = src yo = new_y - starting_loc.y xo = new_x - starting_loc.x //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(var/mob/living/target_mob, var/distance, var/miss_modifier = -30) //accuracy bonus from aiming if (istype(shot_from, /obj/item/weapon/gun)) //If you aim at someone beforehead, it'll hit more often. var/obj/item/weapon/gun/daddy = shot_from //Kinda balanced by fact you need like 2 seconds to aim if (daddy.target && original in daddy.target) //As opposed to no-delay pew pew miss_modifier += -30 //roll to-hit var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, max(miss_modifier + 15*distance, 0)) if(!hit_zone) visible_message("\The [src] misses [target_mob] narrowly!") return 0 //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 def_zone = hit_zone //hit messages if(silenced) target_mob << "You've been hit in the [parse_zone(def_zone)] by \the [src]!" else visible_message("\The [target_mob] is hit by \the [src] in the [parse_zone(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 //admin logs if(istype(firer, /mob)) target_mob.attack_log += "\[[time_stamp()]\] [firer]/[firer.ckey] shot [target_mob]/[target_mob.ckey] with a [src.type]" firer.attack_log += "\[[time_stamp()]\] [firer]/[firer.ckey] shot [target_mob]/[target_mob.ckey] with a [src.type]" msg_admin_attack("[firer] ([firer.ckey]) shot [target_mob] ([target_mob.ckey]) with a [src] (JMP)") //BS12 EDIT ALG else target_mob.attack_log += "\[[time_stamp()]\] UNKNOWN SUBJECT (No longer exists) shot [target_mob]/[target_mob.ckey] with a [src]" msg_admin_attack("UNKNOWN shot [target_mob] ([target_mob.ckey]) with a [src] (JMP)") //BS12 EDIT ALG //sometimes bullet_act() will want the projectile to continue flying if (target_mob.bullet_act(src, def_zone) == -1) return 0 return 1 /obj/item/projectile/Bump(atom/A as mob|obj|turf|area) if(A == src) return 0 //no if(A == firer) loc = A.loc return 0 //cannot shoot yourself if(bumped) return 0 var/passthrough = 0 //if the projectile should continue flying var/distance = get_dist(starting,loc) bumped = 1 if(ismob(A)) var/mob/M = A if(istype(A, /mob/living)) passthrough = !attack_mob(M, distance) else passthrough = 1 //so ghosts don't stop bullets else passthrough = (A.bullet_act(src, def_zone) == -1) //backwards compatibility if(isturf(A)) for(var/obj/O in A) O.bullet_act(src) for(var/mob/M in A) attack_mob(M, distance) //penetrating projectiles can pass through things that otherwise would not let them if(penetrating > 0) if(on_penetrate(A)) passthrough = 1 penetrating-- //the bullet passes through a dense object! if(passthrough) bumped = 0 //reset bumped variable! if(istype(A, /turf)) loc = A else loc = A.loc permutated.Add(A) return 0 //stop flying on_impact(A) density = 0 invisibility = 101 del(src) return 1 /obj/item/projectile/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) //ha else return 1 /obj/item/projectile/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 && !isturf(original)) if(loc == get_turf(original)) if(!(original in permutated)) Bump(original) sleep(1) /obj/item/projectile/test //Used to see if you can hit them. invisibility = 101 //Nope! Can't see me! yo = null xo = null var/target = null var/result = 0 //To pass the message back to the gun. /obj/item/projectile/test/Bump(atom/A as mob|obj|turf|area) if(A == firer) loc = A.loc return //cannot shoot yourself if(istype(A, /obj/item/projectile)) return if(istype(A, /mob/living)) result = 2 //We hit someone, return 1! return result = 1 return /obj/item/projectile/test/process() var/turf/curloc = get_turf(src) var/turf/targloc = get_turf(target) if(!curloc || !targloc) return 0 yo = targloc.y - curloc.y xo = targloc.x - curloc.x target = targloc while(src) //Loop on through! if(result) return (result - 1) if((!( target ) || loc == target)) target = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z) //Finding the target turf at map edge step_towards(src, target) var/mob/living/M = locate() in get_turf(src) if(istype(M)) //If there is someting living... return 1 //Return 1 else M = locate() in get_step(src,target) if(istype(M)) return 1