mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
204 lines
7.1 KiB
Plaintext
204 lines
7.1 KiB
Plaintext
/*
|
|
#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/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/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/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
|
|
|
|
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, agony, blocked) // add in AGONY!
|
|
return 1
|
|
|
|
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!
|
|
|
|
Bump(atom/A as mob|obj|turf|area)
|
|
if(A == firer)
|
|
loc = A.loc
|
|
return 0 //cannot shoot yourself
|
|
|
|
if(bumped) return 0
|
|
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 0// nope.avi
|
|
|
|
var/distance = get_dist(starting,loc)
|
|
var/miss_modifier = -30
|
|
|
|
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
|
|
def_zone = get_zone_with_miss_chance(def_zone, M, miss_modifier + 15*distance)
|
|
|
|
if(!def_zone)
|
|
visible_message("\blue \The [src] misses [M] narrowly!")
|
|
forcedodge = -1
|
|
else
|
|
if(silenced)
|
|
M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
|
|
else
|
|
visible_message("\red [A.name] is hit by the [src.name] 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
|
|
if(istype(firer, /mob))
|
|
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
|
|
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
|
|
msg_admin_attack("[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
|
|
else
|
|
M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
|
|
msg_admin_attack("UNKNOWN shot [M] ([M.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
|
|
|
|
if(A)
|
|
if (!forcedodge)
|
|
forcedodge = A.bullet_act(src, def_zone) // searches for return value
|
|
if(forcedodge == -1) // 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 0
|
|
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 1
|
|
|
|
|
|
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 && !isturf(original))
|
|
if(loc == get_turf(original))
|
|
if(!(original in permutated))
|
|
Bump(original)
|
|
sleep(1)
|
|
return
|
|
|
|
/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.
|
|
|
|
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
|
|
|
|
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
|