mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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Conflicts: code/game/objects/items/weapons/tanks/tanks.dm code/modules/holodeck/HolodeckControl.dm code/modules/mob/living/carbon/breathe.dm code/modules/mob/living/carbon/human/life.dm code/setup.dm
198 lines
5.6 KiB
Plaintext
198 lines
5.6 KiB
Plaintext
/obj/item/projectile/bullet
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name = "bullet"
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icon_state = "bullet"
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damage = 60
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damage_type = BRUTE
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nodamage = 0
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check_armour = "bullet"
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embed = 1
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sharp = 1
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var/mob_passthrough_check = 0
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muzzle_type = /obj/effect/projectile/bullet/muzzle
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/obj/item/projectile/bullet/on_hit(var/atom/target, var/blocked = 0)
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if (..(target, blocked))
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var/mob/living/L = target
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shake_camera(L, 3, 2)
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/obj/item/projectile/bullet/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier)
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if(penetrating > 0 && damage > 20 && prob(damage))
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mob_passthrough_check = 1
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else
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mob_passthrough_check = 0
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return ..()
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/obj/item/projectile/bullet/can_embed()
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//prevent embedding if the projectile is passing through the mob
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if(mob_passthrough_check)
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return 0
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return ..()
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/obj/item/projectile/bullet/check_penetrate(var/atom/A)
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if(!A || !A.density) return 1 //if whatever it was got destroyed when we hit it, then I guess we can just keep going
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if(istype(A, /obj/mecha))
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return 1 //mecha have their own penetration handling
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if(ismob(A))
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if(!mob_passthrough_check)
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return 0
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if(iscarbon(A))
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damage *= 0.7 //squishy mobs absorb KE
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return 1
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var/chance = 0
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if(istype(A, /turf/simulated/wall))
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var/turf/simulated/wall/W = A
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chance = round(damage/W.material.integrity*180)
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else if(istype(A, /obj/machinery/door))
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var/obj/machinery/door/D = A
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chance = round(damage/D.maxhealth*180)
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if(D.glass) chance *= 2
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else if(istype(A, /obj/structure/girder))
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chance = 100
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else if(istype(A, /obj/machinery) || istype(A, /obj/structure))
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chance = damage
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if(prob(chance))
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if(A.opacity)
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//display a message so that people on the other side aren't so confused
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A.visible_message("<span class='warning'>\The [src] pierces through \the [A]!</span>")
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return 1
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return 0
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//For projectiles that actually represent clouds of projectiles
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/obj/item/projectile/bullet/pellet
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name = "shrapnel" //'shrapnel' sounds more dangerous (i.e. cooler) than 'pellet'
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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/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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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/spread = max(base_spread - (spread_step*distance), 0)
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var/hits = 0
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for (var/i in 1 to total_pellets)
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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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def_zone = ran_zone(def_zone, spread)
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if (..()) hits++
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def_zone = old_zone //restore the original zone the projectile was aimed at
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pellets -= hits //each hit reduces the number of pellets left
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if (hits >= total_pellets || pellets <= 0)
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return 1
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return 0
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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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damage = 20
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/obj/item/projectile/bullet/pistol/medium
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damage = 25
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/obj/item/projectile/bullet/pistol/strong //revolvers and matebas
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damage = 60
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/obj/item/projectile/bullet/pistol/rubber //"rubber" bullets
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name = "rubber bullet"
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check_armour = "melee"
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damage = 10
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agony = 40
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embed = 0
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sharp = 0
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/* shotgun projectiles */
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/obj/item/projectile/bullet/shotgun
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name = "slug"
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damage = 60
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/obj/item/projectile/bullet/shotgun/beanbag //because beanbags are not bullets
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name = "beanbag"
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check_armour = "melee"
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damage = 20
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agony = 60
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embed = 0
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sharp = 0
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//Should do about 80 damage at 1 tile distance (adjacent), and 50 damage at 3 tiles distance.
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//Overall less damage than slugs in exchange for more damage at very close range and more embedding
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/obj/item/projectile/bullet/pellet/shotgun
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name = "shrapnel"
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damage = 13
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pellets = 6
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range_step = 1
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spread_step = 10
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/* "Rifle" rounds */
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/obj/item/projectile/bullet/rifle/a762
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damage = 30
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penetrating = 1
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/obj/item/projectile/bullet/rifle/a145
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damage = 80
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stun = 3
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weaken = 3
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penetrating = 5
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hitscan = 1 //so the PTR isn't useless as a sniper weapon
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/obj/item/projectile/bullet/rifle/a556
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damage = 40
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penetrating = 1
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/* Miscellaneous */
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/obj/item/projectile/bullet/suffocationbullet//How does this even work?
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name = "co bullet"
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damage = 20
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damage_type = OXY
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/obj/item/projectile/bullet/cyanideround
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name = "poison bullet"
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damage = 40
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damage_type = TOX
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/obj/item/projectile/bullet/burstbullet
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name = "exploding bullet"
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damage = 20
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embed = 0
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edge = 1
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/obj/item/projectile/bullet/gyro/on_hit(var/atom/target, var/blocked = 0)
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if(isturf(target))
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explosion(target, -1, 0, 2)
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..()
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/obj/item/projectile/bullet/blank
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invisibility = 101
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damage = 1
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embed = 0
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/* Practice */
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/obj/item/projectile/bullet/pistol/practice
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damage = 5
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/obj/item/projectile/bullet/rifle/a556/practice
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damage = 5
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/obj/item/projectile/bullet/shotgun/practice
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name = "practice"
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damage = 5
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