mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
156 lines
5.4 KiB
Plaintext
156 lines
5.4 KiB
Plaintext
/*
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#define BRUTE "brute"
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#define BURN "burn"
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#define TOX "tox"
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#define OXY "oxy"
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#define CLONE "clone"
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#define ADD "add"
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#define SET "set"
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*/
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/obj/item/projectile
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name = "projectile"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "bullet"
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density = 1
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unacidable = 1
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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.
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flags = FPRINT | TABLEPASS
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pass_flags = PASSTABLE
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mouse_opacity = 0
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var/bumped = 0 //Prevents it from hitting more than one guy at once
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var/def_zone = "" //Aiming at
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var/mob/firer = null//Who shot it
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var/silenced = 0 //Attack message
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var/yo = null
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var/xo = null
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var/current = null
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var/turf/original = null // the original turf clicked
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var/turf/starting = null // the projectile's starting turf
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var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
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var/p_x = 16
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var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
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var/damage = 10
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
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var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
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var/projectile_type = "/obj/item/projectile"
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var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile.
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//Effects
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var/stun = 0
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var/weaken = 0
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var/paralyze = 0
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var/irradiate = 0
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var/stutter = 0
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var/eyeblur = 0
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var/drowsy = 0
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proc/on_hit(var/atom/target, var/blocked = 0)
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if(blocked >= 2) return 0//Full block
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if(!isliving(target)) return 0
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if(isanimal(target)) return 0
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var/mob/living/L = target
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L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, blocked)
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return 1
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Bump(atom/A as mob|obj|turf|area)
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if(A == firer)
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loc = A.loc
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return //cannot shoot yourself
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if(bumped) return
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var/forcedodge = 0 // force the projectile to pass
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bumped = 1
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if(firer && istype(A, /mob))
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var/mob/M = A
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if(!istype(A, /mob/living))
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loc = A.loc
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return // nope.avi
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// check for dodge (i can't place in bullet_act because then things get wonky)
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if(!M.stat && !M.lying && (REFLEXES in M.augmentations) && prob(85))
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var/message = pick("[M] skillfully dodges the [name]!", "[M] ducks, dodging the [name]!", "[M] effortlessly jumps out of the way of the [name]!", "[M] dodges the [name] in one graceful movement!", "[M] leans back, dodging the [name] narrowly!", "[M] sidesteps, avoiding the [name] narrowly.", "[M] barely weaves out of the way of the [name].")
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M.visible_message("\red <B>[message]</B>")
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forcedodge = 1
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else
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var/distance = get_dist(original,loc)
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def_zone = ran_zone(def_zone, 100-(5*distance)) //Lower accurancy/longer range tradeoff.
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if(silenced)
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M << "\red You've been shot in the [def_zone] by the [src.name]!"
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else
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visible_message("\red [A.name] is hit by the [src.name] in the [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
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if(istype(firer, /mob))
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M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
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firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
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log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]</font>")
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log_admin("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]")
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msg_admin_attack("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
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else
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M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
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log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src]</font>")
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log_admin("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src]")
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msg_admin_attack("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
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spawn(0)
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if(A)
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var/permutation = A.bullet_act(src, def_zone) // searches for return value
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if(permutation == -1 || forcedodge) // the bullet passes through a dense object!
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bumped = 0 // reset bumped variable!
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if(istype(A, /turf))
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loc = A
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else
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loc = A.loc
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permutated.Add(A)
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return
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if(istype(A,/turf))
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for(var/obj/O in A)
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O.bullet_act(src)
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for(var/mob/M in A)
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M.bullet_act(src, def_zone)
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density = 0
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invisibility = 101
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del(src)
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return
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CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(istype(mover, /obj/item/projectile))
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return prob(95)
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else
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return 1
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process()
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if(kill_count < 1)
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del(src)
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kill_count--
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spawn while(src)
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if((!( current ) || loc == current))
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current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)
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if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
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del(src)
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return
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step_towards(src, current)
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sleep(1)
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if(!bumped)
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if(loc == original)
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for(var/mob/living/M in original)
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if(!(M in permutated))
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Bump(M)
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sleep(1)
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return
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