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Antimatter now innacurate without zooming. Sniper projectiles are faster / pass through weak stuff. (#22506)
* I should port the sniper rifle bot from blood blockade battlefront * fuck that a * Apply suggestions from code review Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> * variable on bullet --------- Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
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@@ -20,6 +20,14 @@
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slot_flags = SLOT_BACK
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actions_types = list()
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/obj/item/gun/projectile/automatic/sniper_rifle/process_fire(atom/target, mob/living/user, message = TRUE, params, zone_override, bonus_spread = 0)
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if(istype(chambered.BB, /obj/item/projectile/bullet/sniper) && !zoomed)
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var/obj/item/projectile/bullet/sniper/S = chambered.BB
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if(S.non_zoom_spread)
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to_chat(user, "<span class='warning'>[src] must be zoomed in to fire this ammunition accurately!</span>")
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bonus_spread += S.non_zoom_spread
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return ..()
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/obj/item/gun/projectile/automatic/sniper_rifle/syndicate
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name = "syndicate sniper rifle"
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desc = "Syndicate flavoured sniper rifle, it packs quite a punch, a punch to your face."
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@@ -59,10 +67,13 @@
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weaken = 10 SECONDS
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armour_penetration_flat = 70
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forced_accuracy = TRUE
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSGIRDER
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speed = 0.5
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var/non_zoom_spread = 0
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/obj/item/ammo_box/magazine/sniper_rounds/antimatter
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name = "sniper rounds (Antimatter)"
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desc = "Antimatter sniper rounds, for when you really don't like something."
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desc = "Antimatter sniper rounds, for when you really don't like something. Requires zooming in to fire accurately."
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icon_state = "antimatter"
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ammo_type = /obj/item/ammo_casing/antimatter
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@@ -75,6 +86,7 @@
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/obj/item/projectile/bullet/sniper/antimatter
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name = "antimatter bullet"
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dismemberment = 50
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non_zoom_spread = 60
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/obj/item/projectile/bullet/sniper/antimatter/on_hit(atom/target, blocked = 0, hit_zone)
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if((blocked != 100) && (!ismob(target)))
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@@ -110,8 +122,6 @@
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return ..()
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//hemorrhage ammo
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/obj/item/ammo_box/magazine/sniper_rounds/haemorrhage
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name = "sniper rounds (Bleed)"
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@@ -159,6 +169,8 @@
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damage = 60
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forcedodge = -1
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weaken = 0
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speed = 0.75
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pass_flags = PASSTABLE //damage glass
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//toy magazine
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/obj/item/ammo_box/magazine/toy/sniper_rounds
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@@ -552,6 +552,7 @@ Note that amputating the affected organ does in fact remove the infection from t
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"<span class='danger'>\The [owner]'s [name] explodes[gore]!</span>",\
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"<span class='moderate'><b>Your [name] explodes[gore]!</b></span>",\
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"<span class='danger'>You hear the [gore_sound].</span>")
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disembowel(limb_name)
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var/mob/living/carbon/human/victim = owner //Keep a reference for post-removed().
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// Let people make limbs become fun things when removed
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