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CHOMPStation2/code/modules/projectiles/projectile/bullets.dm
Neerti 9db34eae86 Adds Hunting Rounds
Adds a system for projectiles to inflict additional damage on specific kinds of simple animals.
Adds special bullets for certain rifles which are very effective against 'animal' SAs such as giant spiders, bears, carp, and such. The bullets do less damage to other targets such as humanoids.
Replaces the southern cross gun locker regular ammo with hunting ammo.
2017-11-19 23:59:17 -05:00

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/obj/item/projectile/bullet
name = "bullet"
icon_state = "bullet"
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
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
damage = 60
/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"
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"
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"
damage = 15
embed_chance = 0
sharp = 0
check_armour = "melee"
/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
armor_penetration = 15
penetrating = 1
/obj/item/projectile/bullet/rifle/a762
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
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"
damage = 20
embed_chance = 0
edge = 1
/obj/item/projectile/bullet/gyro/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
damage = 0
nodamage = 1
embed_chance = 0
sharp = 0
/obj/item/projectile/bullet/pistol/cap/process()
loc = null
qdel(src)