Merge pull request #13637 from farie82/bullet-fix

Fixes the non stopping projectile bug. Also removes the unused legacy bullet code
This commit is contained in:
Fox McCloud
2020-06-26 22:13:46 -04:00
committed by GitHub
+48 -62
View File
@@ -26,7 +26,6 @@
var/speed = 1 //Amount of deciseconds it takes for projectile to travel
var/Angle = null
var/spread = 0 //amount (in degrees) of projectile spread
var/legacy = FALSE //legacy projectile system
animate_movement = 0
var/ignore_source_check = FALSE
@@ -232,74 +231,61 @@
return 1 //Bullets don't drift in space
/obj/item/projectile/proc/fire(var/setAngle)
set waitfor = FALSE
if(setAngle)
Angle = setAngle
if(!legacy) //new projectiles
set waitfor = 0
while(loc)
if(!paused)
if((!( current ) || loc == current))
current = locate(clamp(x+xo,1,world.maxx),clamp(y+yo,1,world.maxy),z)
if(isnull(Angle))
Angle=round(Get_Angle(src,current))
if(spread)
Angle += (rand() - 0.5) * spread
var/matrix/M = new
M.Turn(Angle)
transform = M
var/Pixel_x=round(sin(Angle)+16*sin(Angle)*2)
var/Pixel_y=round(cos(Angle)+16*cos(Angle)*2)
var/pixel_x_offset = pixel_x + Pixel_x
var/pixel_y_offset = pixel_y + Pixel_y
var/new_x = x
var/new_y = y
while(!QDELETED(src))
if(!paused)
if((!current || loc == current))
current = locate(clamp(x + xo, 1, world.maxx), clamp(y + yo, 1, world.maxy), z)
if(isnull(Angle))
Angle = round(Get_Angle(src, current))
if(spread)
Angle += (rand() - 0.5) * spread
var/matrix/M = new
M.Turn(Angle)
transform = M
while(pixel_x_offset > 16)
pixel_x_offset -= 32
pixel_x -= 32
new_x++// x++
while(pixel_x_offset < -16)
pixel_x_offset += 32
pixel_x += 32
new_x--
var/Pixel_x = round(sin(Angle) + 16 * sin(Angle) * 2)
var/Pixel_y = round(cos(Angle) + 16 * cos(Angle) * 2)
var/pixel_x_offset = pixel_x + Pixel_x
var/pixel_y_offset = pixel_y + Pixel_y
var/new_x = x
var/new_y = y
while(pixel_y_offset > 16)
pixel_y_offset -= 32
pixel_y -= 32
new_y++
while(pixel_y_offset < -16)
pixel_y_offset += 32
pixel_y += 32
new_y--
while(pixel_x_offset > 16)
pixel_x_offset -= 32
pixel_x -= 32
new_x++ // x++
while(pixel_x_offset < -16)
pixel_x_offset += 32
pixel_x += 32
new_x--
speed = round(speed)
step_towards(src, locate(new_x, new_y, z))
if(speed <= 1)
pixel_x = pixel_x_offset
pixel_y = pixel_y_offset
else
animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (speed <= 3 ? speed - 1 : speed)))
while(pixel_y_offset > 16)
pixel_y_offset -= 32
pixel_y -= 32
new_y++
while(pixel_y_offset < -16)
pixel_y_offset += 32
pixel_y += 32
new_y--
if(original && (original.layer>=2.75) || ismob(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original, 1)
Range()
sleep(max(1, speed))
else //old projectile system
set waitfor = 0
while(loc)
if(!paused)
if((!( current ) || loc == current))
current = locate(clamp(x+xo,1,world.maxx),clamp(y+yo,1,world.maxy),z)
step_towards(src, current)
if(original && (original.layer>=2.75) || ismob(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original, 1)
Range()
sleep(1)
speed = round(speed)
step_towards(src, locate(new_x, new_y, z))
if(speed <= 1)
pixel_x = pixel_x_offset
pixel_y = pixel_y_offset
else
animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (speed <= 3 ? speed - 1 : speed)))
if(original && (original.layer >= 2.75 || ismob(original)))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original, TRUE)
Range()
sleep(max(1, speed))
obj/item/projectile/proc/reflect_back(atom/source, list/position_modifiers = list(0, 0, 0, 0, 0, -1, 1, -2, 2))
if(starting)