Files
CHOMPStation2/code/modules/projectiles/projectile/bullets.dm
Woodratt 32860140b4 44 revolvers
Port from Bay

- Addition of two more revolvers in 44 cal for variety
- Creation of rubber rounds for 44 cal (stats taken from virgo no idea how good they are in actual fights)
- Includes 44 ammo speedloaders, regular and rubber speedloaders
- Slight adjustments to allow for firing animations taken from Bay (the mosley revolver has a firing animation that plays)
- Includes in hand sprites

We did already have the 'webley' sprite (it exists in a recolored sprite). However it is a alternate sprite for the detective's 45 revolver. This brings it in as a actual proper revolver with sprites that are different than the detectives revolver, and maybe in the future can be thrown into loot lists and PoIs.
2018-03-26 14:33:43 -07:00

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/obj/item/projectile/bullet
name = "bullet"
icon_state = "bullet"
fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg'
damage = 60
damage_type = BRUTE
nodamage = 0
check_armour = "bullet"
embed_chance = 20 //Modified in the actual embed process, but this should keep embed chance about the same
sharp = 1
var/mob_passthrough_check = 0
muzzle_type = /obj/effect/projectile/bullet/muzzle
/obj/item/projectile/bullet/on_hit(var/atom/target, var/blocked = 0)
if (..(target, blocked))
var/mob/living/L = target
shake_camera(L, 3, 2)
/obj/item/projectile/bullet/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier)
if(penetrating > 0 && damage > 20 && prob(damage))
mob_passthrough_check = 1
else
mob_passthrough_check = 0
return ..()
/obj/item/projectile/bullet/can_embed()
//prevent embedding if the projectile is passing through the mob
if(mob_passthrough_check)
return 0
return ..()
/obj/item/projectile/bullet/check_penetrate(var/atom/A)
if(!A || !A.density) return 1 //if whatever it was got destroyed when we hit it, then I guess we can just keep going
if(istype(A, /obj/mecha))
return 1 //mecha have their own penetration handling
if(ismob(A))
if(!mob_passthrough_check)
return 0
if(iscarbon(A))
damage *= 0.7 //squishy mobs absorb KE
return 1
var/chance = damage
if(istype(A, /turf/simulated/wall))
var/turf/simulated/wall/W = A
chance = round(damage/W.material.integrity*180)
else if(istype(A, /obj/machinery/door))
var/obj/machinery/door/D = A
chance = round(damage/D.maxhealth*180)
if(D.glass) chance *= 2
else if(istype(A, /obj/structure/girder))
chance = 100
if(prob(chance))
if(A.opacity)
//display a message so that people on the other side aren't so confused
A.visible_message("<span class='warning'>\The [src] pierces through \the [A]!</span>")
return 1
return 0
//For projectiles that actually represent clouds of projectiles
/obj/item/projectile/bullet/pellet
name = "shrapnel" //'shrapnel' sounds more dangerous (i.e. cooler) than 'pellet'
damage = 20
//icon_state = "bullet" //TODO: would be nice to have it's own icon state
var/pellets = 4 //number of pellets
var/range_step = 2 //projectile will lose a fragment each time it travels this distance. Can be a non-integer.
var/base_spread = 90 //lower means the pellets spread more across body parts. If zero then this is considered a shrapnel explosion instead of a shrapnel cone
var/spread_step = 10 //higher means the pellets spread more across body parts with distance
/obj/item/projectile/bullet/pellet/Bumped()
. = ..()
bumped = 0 //can hit all mobs in a tile. pellets is decremented inside attack_mob so this should be fine.
/obj/item/projectile/bullet/pellet/proc/get_pellets(var/distance)
var/pellet_loss = round((distance - 1)/range_step) //pellets lost due to distance
return max(pellets - pellet_loss, 1)
/obj/item/projectile/bullet/pellet/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier)
if (pellets < 0) return 1
var/total_pellets = get_pellets(distance)
var/spread = max(base_spread - (spread_step*distance), 0)
//shrapnel explosions miss prone mobs with a chance that increases with distance
var/prone_chance = 0
if(!base_spread)
prone_chance = max(spread_step*(distance - 2), 0)
var/hits = 0
for (var/i in 1 to total_pellets)
if(target_mob.lying && target_mob != original && prob(prone_chance))
continue
//pellet hits spread out across different zones, but 'aim at' the targeted zone with higher probability
//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().
var/old_zone = def_zone
def_zone = ran_zone(def_zone, spread)
if (..()) hits++
def_zone = old_zone //restore the original zone the projectile was aimed at
pellets -= hits //each hit reduces the number of pellets left
if (hits >= total_pellets || pellets <= 0)
return 1
return 0
/obj/item/projectile/bullet/pellet/get_structure_damage()
var/distance = get_dist(loc, starting)
return ..() * get_pellets(distance)
/obj/item/projectile/bullet/pellet/Move()
. = ..()
//If this is a shrapnel explosion, allow mobs that are prone to get hit, too
if(. && !base_spread && isturf(loc))
for(var/mob/living/M in loc)
if(M.lying || !M.CanPass(src, loc)) //Bump if lying or if we would normally Bump.
if(Bump(M)) //Bump will make sure we don't hit a mob multiple times
return
/* short-casing projectiles, like the kind used in pistols or SMGs */
/obj/item/projectile/bullet/pistol
fire_sound = 'sound/weapons/gunshot/gunshot_pistol.ogg'
damage = 20
/obj/item/projectile/bullet/pistol/ap
damage = 15
armor_penetration = 30
/obj/item/projectile/bullet/pistol/medium
damage = 25
/obj/item/projectile/bullet/pistol/medium/ap
damage = 20
armor_penetration = 15
/obj/item/projectile/bullet/pistol/medium/hollow
damage = 30
armor_penetration = -50
/obj/item/projectile/bullet/pistol/strong //revolvers and matebas
fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg'
damage = 60
/obj/item/projectile/bullet/pistol/rubber/strong //"rubber" bullets for revolvers and matebas
fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg'
damage = 10
agony = 60
embed_chance = 0
sharp = 0
check_armour = "melee"
/obj/item/projectile/bullet/pistol/rubber //"rubber" bullets
name = "rubber bullet"
damage = 5
agony = 40
embed_chance = 0
sharp = 0
check_armour = "melee"
/* shotgun projectiles */
/obj/item/projectile/bullet/shotgun
name = "slug"
fire_sound = 'sound/weapons/gunshot/shotgun.ogg'
damage = 50
armor_penetration = 15
/obj/item/projectile/bullet/shotgun/beanbag //because beanbags are not bullets
name = "beanbag"
damage = 20
agony = 60
embed_chance = 0
sharp = 0
check_armour = "melee"
//Should do about 80 damage at 1 tile distance (adjacent), and 50 damage at 3 tiles distance.
//Overall less damage than slugs in exchange for more damage at very close range and more embedding
/obj/item/projectile/bullet/pellet/shotgun
name = "shrapnel"
fire_sound = 'sound/weapons/gunshot/shotgun.ogg'
damage = 13
pellets = 6
range_step = 1
spread_step = 10
//EMP shotgun 'slug', it's basically a beanbag that pops a tiny emp when it hits. //Not currently used
/obj/item/projectile/bullet/shotgun/ion
name = "ion slug"
fire_sound = 'sound/weapons/Laser.ogg'
damage = 15
embed_chance = 0
sharp = 0
check_armour = "melee"
combustion = FALSE
/obj/item/projectile/bullet/shotgun/ion/on_hit(var/atom/target, var/blocked = 0)
..()
empulse(target, 0, 0, 0, 0) //Only affects what it hits
return 1
/* "Rifle" rounds */
/obj/item/projectile/bullet/rifle
fire_sound = 'sound/weapons/gunshot/gunshot3.ogg'
armor_penetration = 15
penetrating = 1
/obj/item/projectile/bullet/rifle/a762
fire_sound = 'sound/weapons/gunshot/gunshot2.ogg'
damage = 35
/obj/item/projectile/bullet/rifle/a762/ap
damage = 30
armor_penetration = 50 // At 30 or more armor, this will do more damage than standard rounds.
/obj/item/projectile/bullet/rifle/a762/hollow
damage = 40
armor_penetration = -50
penetrating = 0
/obj/item/projectile/bullet/rifle/a762/hunter // Optimized for killing simple animals and not people, because Balance.
damage = 20
SA_bonus_damage = 50 // 70 total on animals.
SA_vulnerability = SA_ANIMAL
/obj/item/projectile/bullet/rifle/a545
damage = 25
/obj/item/projectile/bullet/rifle/a545/ap
damage = 20
armor_penetration = 50 // At 40 or more armor, this will do more damage than standard rounds.
/obj/item/projectile/bullet/rifle/a545/hollow
damage = 35
armor_penetration = -50
penetrating = 0
/obj/item/projectile/bullet/rifle/a545/hunter
damage = 15
SA_bonus_damage = 35 // 50 total on animals.
SA_vulnerability = SA_ANIMAL
/obj/item/projectile/bullet/rifle/a145
fire_sound = 'sound/weapons/gunshot/sniper.ogg'
damage = 80
stun = 3
weaken = 3
penetrating = 5
armor_penetration = 80
hitscan = 1 //so the PTR isn't useless as a sniper weapon
/* Miscellaneous */
/obj/item/projectile/bullet/suffocationbullet//How does this even work?
name = "co bullet"
damage = 20
damage_type = OXY
/obj/item/projectile/bullet/cyanideround
name = "poison bullet"
damage = 40
damage_type = TOX
/obj/item/projectile/bullet/burstbullet
name = "exploding bullet"
fire_sound = 'sound/effects/Explosion1.ogg'
damage = 20
embed_chance = 0
edge = 1
/obj/item/projectile/bullet/burstbullet/on_hit(var/atom/target, var/blocked = 0)
if(isturf(target))
explosion(target, -1, 0, 2)
..()
/* Incendiary */
/obj/item/projectile/bullet/incendiary
name = "incendiary bullet"
icon_state = "bullet_alt"
damage = 15
damage_type = BURN
incendiary = 1
flammability = 2
/obj/item/projectile/bullet/incendiary/flamethrower
name = "ball of fire"
desc = "Don't stand in the fire."
icon_state = "fireball"
damage = 10
embed_chance = 0
incendiary = 2
flammability = 4
agony = 30
kill_count = 4
vacuum_traversal = 0
/obj/item/projectile/bullet/incendiary/flamethrower/large
damage = 15
kill_count = 6
/obj/item/projectile/bullet/blank
invisibility = 101
damage = 1
embed_chance = 0
/* Practice */
/obj/item/projectile/bullet/pistol/practice
damage = 5
/obj/item/projectile/bullet/rifle/practice
damage = 5
penetrating = 0
/obj/item/projectile/bullet/shotgun/practice
name = "practice"
damage = 5
/obj/item/projectile/bullet/pistol/cap
name = "cap"
damage_type = HALLOSS
fire_sound = null
damage = 0
nodamage = 1
embed_chance = 0
sharp = 0
combustion = FALSE
/obj/item/projectile/bullet/pistol/cap/process()
loc = null
qdel(src)