Files
CHOMPStation2/code/modules/projectiles/projectile/special.dm
2020-05-18 23:42:15 -04:00

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/obj/item/projectile/ion
name = "ion bolt"
icon_state = "ion"
fire_sound = 'sound/weapons/Laser.ogg'
damage = 0
damage_type = BURN
nodamage = 1
check_armour = "energy"
light_range = 2
light_power = 0.5
light_color = "#55AAFF"
combustion = FALSE
impact_effect_type = /obj/effect/temp_visual/impact_effect/ion
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
hitsound = 'sound/weapons/ionrifle.ogg'
var/sev1_range = 0
var/sev2_range = 1
var/sev3_range = 1
var/sev4_range = 1
/obj/item/projectile/ion/on_impact(var/atom/target)
empulse(target, sev1_range, sev2_range, sev3_range, sev4_range)
..()
/obj/item/projectile/ion/small
sev1_range = -1
sev2_range = 0
sev3_range = 0
sev4_range = 1
/obj/item/projectile/ion/pistol
sev1_range = 0
sev2_range = 0
sev3_range = 0
sev4_range = 0
/obj/item/projectile/bullet/gyro
name ="explosive bolt"
icon_state= "bolter"
damage = 50
check_armour = "bullet"
sharp = 1
edge = 1
/obj/item/projectile/bullet/gyro/on_hit(var/atom/target, var/blocked = 0)
explosion(target, -1, 0, 2)
..()
/obj/item/projectile/temp
name = "freeze beam"
icon_state = "ice_2"
fire_sound = 'sound/weapons/pulse3.ogg'
damage = 0
damage_type = BURN
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
nodamage = 1
check_armour = "energy" // It actually checks heat/cold protection.
var/target_temperature = 50
light_range = 2
light_power = 0.5
light_color = "#55AAFF"
impact_effect_type = /obj/effect/temp_visual/impact_effect/monochrome_laser
combustion = FALSE
/obj/item/projectile/temp/on_hit(atom/target, blocked = FALSE)
..()
if(isliving(target))
var/mob/living/L = target
var/protection = null
var/potential_temperature_delta = null
var/new_temperature = L.bodytemperature
if(target_temperature >= T20C) // Make it cold.
protection = L.get_cold_protection(target_temperature)
potential_temperature_delta = 75
new_temperature = max(new_temperature - potential_temperature_delta, target_temperature)
else // Make it hot.
protection = L.get_heat_protection(target_temperature)
potential_temperature_delta = 200 // Because spacemen temperature needs stupid numbers to actually hurt people.
new_temperature = min(new_temperature + potential_temperature_delta, target_temperature)
var/temp_factor = abs(protection - 1)
new_temperature = round(new_temperature * temp_factor)
L.bodytemperature = new_temperature
return 1
/obj/item/projectile/temp/hot
name = "heat beam"
target_temperature = 1000
combustion = TRUE
/obj/item/projectile/meteor
name = "meteor"
icon = 'icons/obj/meteor.dmi'
icon_state = "smallf"
damage = 0
damage_type = BRUTE
nodamage = 1
check_armour = "bullet"
/obj/item/projectile/meteor/Bump(atom/A as mob|obj|turf|area)
if(A == firer)
loc = A.loc
return
sleep(-1) //Might not be important enough for a sleep(-1) but the sleep/spawn itself is necessary thanks to explosions and metoerhits
if(src)//Do not add to this if() statement, otherwise the meteor won't delete them
if(A)
A.ex_act(2)
playsound(src, 'sound/effects/meteorimpact.ogg', 40, 1)
for(var/mob/M in range(10, src))
if(!M.stat && !istype(M, /mob/living/silicon/ai))\
shake_camera(M, 3, 1)
qdel(src)
return 1
else
return 0
/obj/item/projectile/energy/floramut
name = "alpha somatoray"
icon_state = "energy"
fire_sound = 'sound/effects/stealthoff.ogg'
damage = 0
damage_type = TOX
nodamage = 1
check_armour = "energy"
light_range = 2
light_power = 0.5
light_color = "#33CC00"
impact_effect_type = /obj/effect/temp_visual/impact_effect/monochrome_laser
combustion = FALSE
/obj/item/projectile/energy/floramut/on_hit(var/atom/target, var/blocked = 0)
var/mob/living/M = target
if(ishuman(target))
var/mob/living/carbon/human/H = M
if((H.species.flags & IS_PLANT) && (M.nutrition < 500))
if(prob(15))
M.apply_effect((rand(30,80)),IRRADIATE)
M.Weaken(5)
var/datum/gender/TM = gender_datums[M.get_visible_gender()]
for (var/mob/V in viewers(src))
V.show_message("<font color='red'>[M] writhes in pain as [TM.his] vacuoles boil.</font>", 3, "<font color='red'>You hear the crunching of leaves.</font>", 2)
if(prob(35))
// for (var/mob/V in viewers(src)) //Public messages commented out to prevent possible metaish genetics experimentation and stuff. - Cheridan
// V.show_message("<font color='red'>[M] is mutated by the radiation beam.</font>", 3, "<font color='red'> You hear the snapping of twigs.</font>", 2)
if(prob(80))
randmutb(M)
domutcheck(M,null)
else
randmutg(M)
domutcheck(M,null)
else
M.adjustFireLoss(rand(5,15))
M.show_message("<font color='red'>The radiation beam singes you!</font>")
// for (var/mob/V in viewers(src))
// V.show_message("<font color='red'>[M] is singed by the radiation beam.</font>", 3, "<font color='red'> You hear the crackle of burning leaves.</font>", 2)
else if(istype(target, /mob/living/carbon/))
// for (var/mob/V in viewers(src))
// V.show_message("The radiation beam dissipates harmlessly through [M]", 3)
M.show_message("<font color='blue'>The radiation beam dissipates harmlessly through your body.</font>")
else
return 1
/obj/item/projectile/energy/floramut/gene
name = "gamma somatoray"
icon_state = "energy2"
fire_sound = 'sound/effects/stealthoff.ogg'
damage = 0
damage_type = TOX
nodamage = 1
check_armour = "energy"
var/decl/plantgene/gene = null
/obj/item/projectile/energy/florayield
name = "beta somatoray"
icon_state = "energy2"
fire_sound = 'sound/effects/stealthoff.ogg'
damage = 0
damage_type = TOX
nodamage = 1
check_armour = "energy"
light_range = 2
light_power = 0.5
light_color = "#FFFFFF"
impact_effect_type = /obj/effect/temp_visual/impact_effect/monochrome_laser
/obj/item/projectile/energy/florayield/on_hit(var/atom/target, var/blocked = 0)
var/mob/living/M = target
if(ishuman(target)) //These rays make plantmen fat.
var/mob/living/carbon/human/H = M
if((H.species.flags & IS_PLANT) && (M.nutrition < 500))
M.adjust_nutrition(30)
else if (istype(target, /mob/living/carbon/))
M.show_message("<font color='blue'>The radiation beam dissipates harmlessly through your body.</font>")
else
return 1
/obj/item/projectile/beam/mindflayer
name = "flayer ray"
combustion = FALSE
/obj/item/projectile/beam/mindflayer/on_hit(var/atom/target, var/blocked = 0)
if(ishuman(target))
var/mob/living/carbon/human/M = target
M.Confuse(rand(5,8))
..()
/obj/item/projectile/chameleon
name = "bullet"
icon_state = "bullet"
damage = 1 // stop trying to murderbone with a fake gun dumbass!!!
embed_chance = 0 // nope
nodamage = 1
damage_type = HALLOSS
muzzle_type = /obj/effect/projectile/muzzle/bullet
/obj/item/projectile/bola
name = "bola"
icon_state = "bola"
damage = 5
embed_chance = 0 //Nada.
damage_type = HALLOSS
muzzle_type = null
combustion = FALSE
/obj/item/projectile/bola/on_hit(var/atom/target, var/blocked = 0)
if(ishuman(target))
var/mob/living/carbon/human/M = target
var/obj/item/weapon/handcuffs/legcuffs/bola/B = new(src.loc)
if(!B.place_legcuffs(M,firer))
if(B)
qdel(B)
..()
/obj/item/projectile/webball
name = "ball of web"
icon_state = "bola"
damage = 10
embed_chance = 0 //Nada.
damage_type = BRUTE
muzzle_type = null
combustion = FALSE
/obj/item/projectile/webball/on_hit(var/atom/target, var/blocked = 0)
if(isturf(target.loc))
var/obj/effect/spider/stickyweb/W = locate() in get_turf(target)
if(!W && prob(75))
visible_message("<span class='danger'>\The [src] splatters a layer of web on \the [target]!</span>")
new /obj/effect/spider/stickyweb(target.loc)
..()
/obj/item/projectile/beam/tungsten
name = "core of molten tungsten"
icon_state = "energy"
fire_sound = 'sound/weapons/gauss_shoot.ogg'
pass_flags = PASSTABLE | PASSGRILLE
damage = 70
damage_type = BURN
check_armour = "laser"
light_range = 4
light_power = 3
light_color = "#3300ff"
muzzle_type = /obj/effect/projectile/muzzle/tungsten
tracer_type = /obj/effect/projectile/tracer/tungsten
impact_type = /obj/effect/projectile/impact/tungsten
/obj/item/projectile/beam/tungsten/on_hit(var/atom/target, var/blocked = 0)
if(isliving(target))
var/mob/living/L = target
L.add_modifier(/datum/modifier/grievous_wounds, 30 SECONDS)
if(ishuman(L))
var/mob/living/carbon/human/H = L
var/target_armor = H.getarmor(def_zone, check_armour)
var/obj/item/organ/external/target_limb = H.get_organ(def_zone)
var/armor_special = 0
if(target_armor >= 60)
var/turf/T = get_step(H, pick(alldirs - src.dir))
H.throw_at(T, 1, 1, src)
H.apply_damage(20, BURN, def_zone)
if(target_limb)
armor_special = 2
target_limb.fracture()
else if(target_armor >= 45)
H.apply_damage(15, BURN, def_zone)
if(target_limb)
armor_special = 1
target_limb.dislocate()
else if(target_armor >= 30)
H.apply_damage(10, BURN, def_zone)
if(prob(30) && target_limb)
armor_special = 1
target_limb.dislocate()
else if(target_armor >= 15)
H.apply_damage(5, BURN, def_zone)
if(prob(15) && target_limb)
armor_special = 1
target_limb.dislocate()
if(armor_special > 1)
target.visible_message("<span class='cult'>\The [src] slams into \the [target]'s [target_limb], reverberating loudly!</span>")
else if(armor_special)
target.visible_message("<span class='cult'>\The [src] slams into \the [target]'s [target_limb] with a low rumble!</span>")
..()
/obj/item/projectile/beam/tungsten/on_impact(var/atom/A)
if(istype(A,/turf/simulated/shuttle/wall) || istype(A,/turf/simulated/wall) || (istype(A,/turf/simulated/mineral) && A.density) || istype(A,/obj/mecha) || istype(A,/obj/machinery/door))
var/blast_dir = src.dir
A.visible_message("<span class='danger'>\The [A] begins to glow!</span>")
spawn(2 SECONDS)
var/blastloc = get_step(A, blast_dir)
if(blastloc)
explosion(blastloc, -1, -1, 2, 3)
..()
/obj/item/projectile/beam/tungsten/Bump(atom/A, forced=0)
if(istype(A, /obj/structure/window)) //It does not pass through windows. It pulverizes them.
var/obj/structure/window/W = A
W.shatter()
return 0
..()