Files
CHOMPStation2/code/modules/projectiles/projectile/explosive.dm
Rykka f84c9d720f Fixes issues with HUDs not updating
Forces updates upon cycling the next round.
Fixes Chambered casings still counting for ammo despite having no associated projectile. Because for ~realism~ the casing has a BB var that determines if we currently have a bullet available to fire.
Adds rocket states for our ONE measly rocket launcher.
Phasers will now update their ammunition count on every single pump.
2022-04-10 09:04:18 -06:00

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/obj/item/projectile/bullet/srmrocket
name ="SRM-8 Rocket"
desc = "Boom"
icon = 'icons/obj/grenade.dmi'
icon_state = "missile"
damage = 30 //Meaty whack. *Chuckles*
does_spin = 0
hud_state = "rocket_he"
hud_state_empty = "rocket_empty"
/obj/item/projectile/bullet/srmrocket/on_hit(atom/target, blocked=0)
if(!isliving(target)) //if the target isn't alive, so is a wall or something
explosion(target, 0, 1, 2, 4)
else
explosion(target, 0, 0, 2, 4)
return 1
/obj/item/projectile/bullet/srmrocket/throw_impact(atom/target, var/speed)
if(!isliving(target)) //if the target isn't alive, so is a wall or something
explosion(target, 0, 1, 2, 4)
else
explosion(target, 0, 0, 2, 4)
qdel(src)
/obj/item/projectile/bullet/srmrocket/weak //Used in the jury rigged one.
damage = 10
hud_state = "rocket_he"
/obj/item/projectile/bullet/srmrocket/weak/on_hit(atom/target, blocked=0)
explosion(target, 0, 0, 2, 4)//No need to have a question.
return 1
/obj/item/projectile/bullet/srmrocket/weak/throw_impact(atom/target, var/speed)
explosion(target, 0, 0, 2, 4)//No need to have a question.
qdel(src)
/*Old vars here for reference.
var/devastation = 0
var/heavy_blast = 1
var/light_blast = 2
var/flash_blast = 4
*/