mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 18:44:48 +01:00
Projectile Laser Update
Lasers are now projectiles instead of instant beams. Fire delay removed, damages adjusted accordingly.
This commit is contained in:
@@ -10,8 +10,6 @@ emp_act
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/mob/living/carbon/human/bullet_act(var/obj/item/projectile/P, var/def_zone)
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var/datum/organ/external/organ = get_organ(check_zone(def_zone))
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if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
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if(check_reflect(def_zone)) // Checks if you've passed a reflection% check
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visible_message("<span class='danger'>The [P.name] gets reflected by [src]!</span>", \
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@@ -40,6 +38,7 @@ emp_act
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//Shrapnel
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if (P.damage_type == BRUTE)
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var/datum/organ/external/organ = get_organ(check_zone(def_zone))
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var/armor = getarmor_organ(organ, "bullet")
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if((P.embed && prob(20 + max(P.damage - armor, -10))))
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var/obj/item/weapon/shard/shrapnel/SP = new()
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@@ -358,11 +357,11 @@ emp_act
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zone = get_zone_with_miss_chance(zone, src, min(15*(distance-2), 0))
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else
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zone = get_zone_with_miss_chance(zone, src, 15)
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/*
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if(!zone)
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visible_message("\blue \The [O] misses [src] narrowly!")
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return
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*/
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O.throwing = 0 //it hit, so stop moving
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if ((O.thrower != src) && check_shields(throw_damage, "[O]"))
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@@ -57,13 +57,14 @@
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signaler.signal()
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*/
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//Stun Beams
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/*
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//Stun Beams -- These were commented out, making appropriate changes here. - Dave
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if(istype(P, /obj/item/projectile/beam/stun) || istype(P, /obj/item/projectile/bullet/stunshot))
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stun_effect_act(0, P.agony, def_zone, P)
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src <<"\red You have been hit by [P]!"
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del P
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return
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*/
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//Armor
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var/absorb = run_armor_check(def_zone, P.flag)
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var/proj_sharp = is_sharp(P)
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@@ -119,15 +120,15 @@
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var/throw_damage = O.throwforce*(speed/5)
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var/miss_chance = 15
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//var/miss_chance = 15
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if (O.throw_source)
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var/distance = get_dist(O.throw_source, loc)
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miss_chance = min(15*(distance-2), 0)
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//miss_chance = min(15*(distance-2), 0)
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/*
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if (prob(miss_chance))
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visible_message("\blue \The [O] misses [src] narrowly!")
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return
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*/
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src.visible_message("\red [src] has been hit by [O].")
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var/armor = run_armor_check(null, "melee")
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@@ -168,7 +169,7 @@
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visible_message("<span class='warning'>[src] is pinned to the wall by [O]!</span>","<span class='warning'>You are pinned to the wall by [O]!</span>")
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src.anchored = 1
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src.pinned += O
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/mob/living/mech_melee_attack(obj/mecha/M)
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if(M.occupant.a_intent == "harm")
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if(M.damtype == "brute")
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@@ -30,7 +30,7 @@
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var/tmp/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
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var/firerate = 1 // 0 for one bullet after tarrget moves and aim is lowered,
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//1 for keep shooting until aim is lowered
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var/fire_delay = 6
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var/fire_delay = 0
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var/last_fired = 0
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proc/ready_to_fire()
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@@ -154,6 +154,7 @@
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in_chamber.current = curloc
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in_chamber.yo = targloc.y - curloc.y
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in_chamber.xo = targloc.x - curloc.x
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if(istype(user, /mob/living/carbon))
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var/mob/living/carbon/mob = user
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if(mob.shock_stage > 120)
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@@ -238,7 +239,7 @@
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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if(istype(in_chamber, /obj/item/projectile/beam/lastertag))
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if(istype(in_chamber, /obj/item/projectile/lasertag))
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user.show_message("<span class = 'warning'>You feel rather silly, trying to commit suicide with a toy.</span>")
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mouthshoot = 0
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return
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@@ -12,7 +12,7 @@
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/obj/item/weapon/gun/energy/laser/practice
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name = "practice laser gun"
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desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
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projectile_type = "/obj/item/projectile/beam/practice"
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projectile_type = "/obj/item/projectile/practice"
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clumsy_check = 0
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obj/item/weapon/gun/energy/laser/retro
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@@ -58,7 +58,6 @@ obj/item/weapon/gun/energy/laser/retro
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if(R && R.cell)
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R.cell.use(500)
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in_chamber = new/obj/item/projectile/beam(src)
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fire_delay = 12
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return 1
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return 0
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@@ -74,7 +73,6 @@ obj/item/weapon/gun/energy/laser/retro
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origin_tech = "combat=4;materials=3;powerstorage=3"
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projectile_type = "/obj/item/projectile/beam/heavylaser"
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charge_cost = 1250
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fire_delay = 10
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isHandgun()
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return 0
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@@ -106,7 +104,7 @@ obj/item/weapon/gun/energy/laser/retro
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name = "laser tag gun"
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icon_state = "bluetag"
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desc = "Standard issue weapon of the Imperial Guard"
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projectile_type = "/obj/item/projectile/beam/lastertag/blue"
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projectile_type = "/obj/item/projectile/lastertag/blue"
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origin_tech = "combat=1;magnets=2"
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clumsy_check = 0
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var/charge_tick = 0
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@@ -143,7 +141,7 @@ obj/item/weapon/gun/energy/laser/retro
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name = "laser tag gun"
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icon_state = "redtag"
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desc = "Standard issue weapon of the Imperial Guard"
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projectile_type = "/obj/item/projectile/beam/lastertag/red"
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projectile_type = "/obj/item/projectile/lastertag/red"
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origin_tech = "combat=1;magnets=2"
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clumsy_check = 0
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var/charge_tick = 0
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@@ -5,7 +5,7 @@
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item_state = null //so the human update icon uses the icon_state instead.
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fire_sound = 'sound/weapons/Taser.ogg'
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projectile_type = "/obj/item/projectile/beam/stun"
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projectile_type = "/obj/item/projectile/energy/electrode"
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origin_tech = "combat=3;magnets=2"
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modifystate = "energystun"
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@@ -26,7 +26,7 @@
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charge_cost = 1000
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fire_sound = 'sound/weapons/Taser.ogg'
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user << "\red [src.name] is now set to stun."
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projectile_type = "/obj/item/projectile/beam/stun"
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projectile_type = "/obj/item/projectile/energy/electrode"
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modifystate = "energystun"
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update_icon()
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if(user.l_hand == src)
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@@ -9,7 +9,6 @@
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projectile_type = "/obj/item/projectile/beam/pulse"
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cell_type = "/obj/item/weapon/cell/super"
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var/mode = 2
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fire_delay = 15
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slot_flags = SLOT_BACK
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w_class = 4.0
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@@ -18,21 +17,18 @@
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if(2)
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mode = 0
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charge_cost = 100
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fire_delay = 5
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fire_sound = 'sound/weapons/Taser.ogg'
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user << "\red [src.name] is now set to stun."
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projectile_type = "/obj/item/projectile/beam/stun"
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projectile_type = "/obj/item/projectile/energy/electrode/revolver"
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if(0)
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mode = 1
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charge_cost = 100
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fire_delay = 8
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fire_sound = 'sound/weapons/Laser.ogg'
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user << "\red [src.name] is now set to kill."
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projectile_type = "/obj/item/projectile/beam"
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if(1)
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mode = 2
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charge_cost = 200
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fire_delay = 15
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fire_sound = 'sound/weapons/pulse.ogg'
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user << "\red [src.name] is now set to DESTROY."
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projectile_type = "/obj/item/projectile/beam/pulse"
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@@ -179,7 +179,7 @@ obj/item/weapon/gun/energy/staff/focus
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projectile_type = "/obj/item/projectile/beam/sniper"
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slot_flags = SLOT_BACK
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charge_cost = 2500
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fire_delay = 35
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fire_delay = 10
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w_class = 4.0
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var/zoom = 0
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@@ -227,7 +227,6 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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projectile_type = "/obj/item/projectile/kinetic"
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cell_type = "/obj/item/weapon/cell/crap"
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charge_cost = 5000
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fire_delay = 20
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/obj/item/weapon/gun/energy/kinetic_accelerator/attack_self(var/mob/living/user/L)
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power_supply.give(5000)
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@@ -5,7 +5,7 @@
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icon_state = "taser"
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item_state = null //so the human update icon uses the icon_state instead.
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fire_sound = 'sound/weapons/Taser.ogg'
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projectile_type = "/obj/item/projectile/beam/stun"
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projectile_type = "/obj/item/projectile/energy/electrode"
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cell_type = "/obj/item/weapon/cell"
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/obj/item/weapon/gun/energy/taser/cyborg
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@@ -13,7 +13,7 @@
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desc = "A small, low capacity gun used for non-lethal takedowns."
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icon_state = "taser"
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fire_sound = 'sound/weapons/Taser.ogg'
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projectile_type = "/obj/item/projectile/beam/stun"
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projectile_type = "/obj/item/projectile/energy/electrode"
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cell_type = "/obj/item/weapon/cell/secborg"
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var/charge_tick = 0
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var/recharge_time = 10 //Time it takes for shots to recharge (in ticks)
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@@ -51,7 +51,7 @@
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icon_state = "stunrevolver"
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fire_sound = 'sound/weapons/Taser.ogg'
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origin_tech = "combat=3;materials=3;powerstorage=2"
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projectile_type = "/obj/item/projectile/energy/electroderevolver"
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projectile_type = "/obj/item/projectile/energy/electrode/revolver"
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cell_type = "/obj/item/weapon/cell"
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@@ -88,11 +88,11 @@
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/obj/item/weapon/gun/energy/crossbow/update_icon()
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return
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/obj/item/weapon/gun/energy/crossbow/cyborg/process()
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..()
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return
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/obj/item/weapon/gun/energy/crossbow/cyborg/process_chambered()
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if(in_chamber)
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return 1
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@@ -109,30 +109,31 @@
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f.hotspot_expose(1000,CELL_VOLUME)
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else
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def_zone = get_zone_with_miss_chance(def_zone, M, miss_modifier + 8*distance)
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/*
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if(!def_zone)
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visible_message("\blue \The [src] misses [M] narrowly!")
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forcedodge = -1
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else
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if(silenced)
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playsound(loc, hitsound, 5, 1, -1)
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M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
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*/
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if(silenced)
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playsound(loc, hitsound, 5, 1, -1)
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M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
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else
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playsound(loc, hitsound, 20, 1, -1)
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visible_message("\red [A.name] is hit by the [src.name] in the [parse_zone(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.type]</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.type]</b>"
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if(M.ckey)
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msg_admin_attack("[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
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if(!iscarbon(firer))
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M.LAssailant = null
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else
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playsound(loc, hitsound, 20, 1, -1)
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visible_message("\red [A.name] is hit by the [src.name] in the [parse_zone(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.type]</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.type]</b>"
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if(M.ckey)
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msg_admin_attack("[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
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if(!iscarbon(firer))
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M.LAssailant = null
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else
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M.LAssailant = firer
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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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if(M.ckey)
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msg_admin_attack("UNKNOWN shot [M] ([M.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
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M.LAssailant = firer
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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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if(M.ckey)
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msg_admin_attack("UNKNOWN shot [M] ([M.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
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if(A)
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if (!forcedodge)
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@@ -1,3 +1,248 @@
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/obj/item/projectile/beam
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name = "laser"
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icon_state = "laser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 20
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damage_type = BURN
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hitsound = 'sound/weapons/sear.ogg'
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flag = "laser"
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eyeblur = 2
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/obj/item/projectile/practice
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name = "laser"
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icon_state = "laser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 0
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hitsound = null
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damage_type = BURN
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flag = "laser"
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eyeblur = 2
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/obj/item/projectile/beam/scatter
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name = "laser pellet"
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icon_state = "scatterlaser"
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damage = 5
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/obj/item/projectile/beam/heavylaser
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name = "heavy laser"
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icon_state = "heavylaser"
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damage = 40
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/obj/item/projectile/beam/xray
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name = "xray beam"
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icon_state = "xray"
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damage = 15
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irradiate = 30
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/obj/item/projectile/beam/pulse
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name = "pulse"
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icon_state = "u_laser"
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damage = 50
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/obj/item/projectile/beam/pulse/on_hit(var/atom/target, var/blocked = 0)
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if(istype(target,/turf/)||istype(target,/obj/structure/))
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target.ex_act(2)
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..()
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/obj/item/projectile/beam/pulse/shot
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damage = 40
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/obj/item/projectile/beam/emitter
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name = "emitter beam"
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icon_state = "emitter"
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damage = 30
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/obj/item/projectile/lasertag
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name = "laser tag beam"
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icon_state = "omnilaser"
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hitsound = null
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damage = 0
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flag = "laser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
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/obj/item/projectile/lasertag/on_hit(var/atom/target, var/blocked = 0)
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if(istype(target, /mob/living/carbon/human))
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var/mob/living/carbon/human/M = target
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if(istype(M.wear_suit))
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if(M.wear_suit.type in suit_types)
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M.Weaken(34)
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return 1
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/obj/item/projectile/lasertag/omni
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name = "laser tag beam"
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icon_state = "omnilaser"
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/obj/item/projectile/lasertag/red
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icon_state = "laser"
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suit_types = list(/obj/item/clothing/suit/bluetag)
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/obj/item/projectile/lasertag/blue
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icon_state = "bluelaser"
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suit_types = list(/obj/item/clothing/suit/redtag)
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/obj/item/projectile/beam/lightning
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invisibility = 101
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name = "lightning"
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damage = 0
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icon = 'icons/obj/lightning.dmi'
|
||||
icon_state = "lightning"
|
||||
stun = 10
|
||||
weaken = 10
|
||||
stutter = 50
|
||||
eyeblur = 50
|
||||
var/tang = 0
|
||||
layer = 3
|
||||
var/turf/last = null
|
||||
kill_count = 6
|
||||
|
||||
proc/adjustAngle(angle)
|
||||
angle = round(angle) + 45
|
||||
if(angle > 180)
|
||||
angle -= 180
|
||||
else
|
||||
angle += 180
|
||||
if(!angle)
|
||||
angle = 1
|
||||
/*if(angle < 0)
|
||||
//angle = (round(abs(get_angle(A, user))) + 45) - 90
|
||||
angle = round(angle) + 45 + 180
|
||||
else
|
||||
angle = round(angle) + 45*/
|
||||
return angle
|
||||
|
||||
process()
|
||||
var/first = 1 //So we don't make the overlay in the same tile as the firer
|
||||
var/broke = 0
|
||||
var/broken
|
||||
var/atom/curr = current
|
||||
var/Angle=round(Get_Angle(firer,curr))
|
||||
var/icon/I=new('icons/obj/zap.dmi',"lightning")
|
||||
I.Turn(Angle)
|
||||
var/DX=(32*curr.x+curr.pixel_x)-(32*firer.x+firer.pixel_x)
|
||||
var/DY=(32*curr.y+curr.pixel_y)-(32*firer.y+firer.pixel_y)
|
||||
var/N=0
|
||||
var/length=round(sqrt((DX)**2+(DY)**2))
|
||||
var/count = 0
|
||||
for(N,N<length,N+=32)
|
||||
if(count >= kill_count)
|
||||
break
|
||||
count++
|
||||
var/obj/effect/overlay/beam/X=new(loc)
|
||||
X.BeamSource=src
|
||||
if(N+32>length)
|
||||
var/icon/II=new(icon,icon_state)
|
||||
II.DrawBox(null,1,(length-N),32,32)
|
||||
II.Turn(Angle)
|
||||
X.icon=II
|
||||
else X.icon=I
|
||||
var/Pixel_x=round(sin(Angle)+32*sin(Angle)*(N+16)/32)
|
||||
var/Pixel_y=round(cos(Angle)+32*cos(Angle)*(N+16)/32)
|
||||
if(DX==0) Pixel_x=0
|
||||
if(DY==0) Pixel_y=0
|
||||
if(Pixel_x>32)
|
||||
for(var/a=0, a<=Pixel_x,a+=32)
|
||||
X.x++
|
||||
Pixel_x-=32
|
||||
if(Pixel_x<-32)
|
||||
for(var/a=0, a>=Pixel_x,a-=32)
|
||||
X.x--
|
||||
Pixel_x+=32
|
||||
if(Pixel_y>32)
|
||||
for(var/a=0, a<=Pixel_y,a+=32)
|
||||
X.y++
|
||||
Pixel_y-=32
|
||||
if(Pixel_y<-32)
|
||||
for(var/a=0, a>=Pixel_y,a-=32)
|
||||
X.y--
|
||||
Pixel_y+=32
|
||||
X.pixel_x=Pixel_x
|
||||
X.pixel_y=Pixel_y
|
||||
var/turf/TT = get_turf(X.loc)
|
||||
if(TT == firer.loc)
|
||||
continue
|
||||
if(TT.density)
|
||||
del(X)
|
||||
break
|
||||
for(var/atom/O in TT)
|
||||
if(!O.CanPass(src))
|
||||
del(X)
|
||||
broke = 1
|
||||
break
|
||||
for(var/mob/living/O in TT.contents)
|
||||
if(istype(O, /mob/living))
|
||||
if(O.density)
|
||||
del(X)
|
||||
broke = 1
|
||||
break
|
||||
if(broke)
|
||||
if(X)
|
||||
del(X)
|
||||
break
|
||||
spawn
|
||||
while(src) //Move until we hit something
|
||||
if(first)
|
||||
icon = midicon
|
||||
if((!( current ) || loc == current)) //If we pass our target
|
||||
broken = 1
|
||||
icon = endicon
|
||||
tang = adjustAngle(get_angle(original,current))
|
||||
if(tang > 180)
|
||||
tang -= 180
|
||||
else
|
||||
tang += 180
|
||||
icon_state = "[tang]"
|
||||
var/turf/simulated/floor/f = current
|
||||
if(f && istype(f))
|
||||
f.break_tile()
|
||||
f.hotspot_expose(1000,CELL_VOLUME)
|
||||
if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
|
||||
//world << "deleting"
|
||||
//del(src) //Delete if it passes the world edge
|
||||
broken = 1
|
||||
return
|
||||
if(kill_count < 1)
|
||||
//world << "deleting"
|
||||
//del(src)
|
||||
broken = 1
|
||||
kill_count--
|
||||
//world << "[x] [y]"
|
||||
if(!bumped && !isturf(original))
|
||||
if(loc == get_turf(original))
|
||||
if(!(original in permutated))
|
||||
icon = endicon
|
||||
if(!broken)
|
||||
tang = adjustAngle(get_angle(original,current))
|
||||
if(tang > 180)
|
||||
tang -= 180
|
||||
else
|
||||
tang += 180
|
||||
icon_state = "[tang]"
|
||||
Bump(original)
|
||||
first = 0
|
||||
if(broken)
|
||||
//world << "breaking"
|
||||
break
|
||||
else
|
||||
last = get_turf(src.loc)
|
||||
step_towards(src, current) //Move~
|
||||
if(src.loc != current)
|
||||
tang = adjustAngle(get_angle(src.loc,current))
|
||||
icon_state = "[tang]"
|
||||
del(src)
|
||||
return
|
||||
/*cleanup(reference) //Waits .3 seconds then removes the overlay.
|
||||
//world << "setting invisibility"
|
||||
sleep(50)
|
||||
src.invisibility = 101
|
||||
return*/
|
||||
on_hit(atom/target, blocked = 0)
|
||||
if(istype(target, /mob/living))
|
||||
var/mob/living/M = target
|
||||
M.playsound_local(src, "explosion", 50, 1)
|
||||
..()
|
||||
|
||||
/*
|
||||
/*
|
||||
* Use: Caches beam state images and holds turfs that had these images overlaid.
|
||||
* Structure:
|
||||
@@ -399,3 +644,4 @@ var/list/beam_master = list()
|
||||
damage = 0
|
||||
agony = 40
|
||||
damage_type = HALLOSS
|
||||
*/
|
||||
@@ -20,8 +20,14 @@
|
||||
hitsound = 'sound/weapons/tase.ogg'
|
||||
//Damage will be handled on the MOB side, to prevent window shattering.
|
||||
|
||||
on_hit(var/atom/target, var/blocked = 0)
|
||||
if(!ismob(target) || blocked >= 2) //Fully blocked by mob or collided with dense object - burst into sparks!
|
||||
var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread
|
||||
sparks.set_up(1, 1, src)
|
||||
sparks.start()
|
||||
|
||||
/obj/item/projectile/energy/electroderevolver
|
||||
|
||||
/obj/item/projectile/energy/electrode/revolver
|
||||
name = "electrode"
|
||||
icon_state = "spark"
|
||||
nodamage = 1
|
||||
|
||||
@@ -97,7 +97,7 @@
|
||||
|
||||
bullet_act(var/obj/item/projectile/Proj)
|
||||
if(istype(Proj ,/obj/item/projectile/beam)||istype(Proj,/obj/item/projectile/bullet))
|
||||
if(!istype(Proj ,/obj/item/projectile/beam/lastertag) && !istype(Proj ,/obj/item/projectile/beam/practice) )
|
||||
if(!istype(Proj ,/obj/item/projectile/lasertag) && !istype(Proj ,/obj/item/projectile/practice) )
|
||||
explode()
|
||||
|
||||
blob_act()
|
||||
|
||||
@@ -27,7 +27,7 @@ datum/chemical_reaction/coolant
|
||||
|
||||
/obj/structure/reagent_dispensers/coolanttank/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(istype(Proj ,/obj/item/projectile/beam)||istype(Proj,/obj/item/projectile/bullet))
|
||||
if(!istype(Proj ,/obj/item/projectile/beam/lastertag) && !istype(Proj ,/obj/item/projectile/beam/practice) )
|
||||
if(!istype(Proj ,/obj/item/projectile/lasertag) && !istype(Proj ,/obj/item/projectile/practice) )
|
||||
explode()
|
||||
|
||||
/obj/structure/reagent_dispensers/coolanttank/blob_act()
|
||||
|
||||
Reference in New Issue
Block a user