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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
30 lines
1.1 KiB
Plaintext
30 lines
1.1 KiB
Plaintext
/obj/item/weapon/gun/launcher
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name = "launcher"
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desc = "A device that launches things."
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w_class = ITEMSIZE_HUGE
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flags = CONDUCT
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slot_flags = SLOT_BACK
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var/release_force = 0
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var/throw_distance = 10
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muzzle_flash = 0
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fire_sound_text = "a launcher firing"
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//This normally uses a proc on projectiles and our ammo is not strictly speaking a projectile.
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/obj/item/weapon/gun/launcher/can_hit(var/mob/living/target as mob, var/mob/living/user as mob)
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return 1
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//Override this to avoid a runtime with suicide handling.
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/obj/item/weapon/gun/launcher/handle_suicide(mob/living/user)
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user << "\red Shooting yourself with \a [src] is pretty tricky. You can't seem to manage it."
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return
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/obj/item/weapon/gun/launcher/proc/update_release_force(obj/item/projectile)
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return 0
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/obj/item/weapon/gun/launcher/process_projectile(obj/item/projectile, mob/user, atom/target, var/target_zone, var/params=null, var/pointblank=0, var/reflex=0)
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update_release_force(projectile)
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projectile.loc = get_turf(user)
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projectile.throw_at(target, throw_distance, release_force, user)
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return 1
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