Here we go again...

This commit is contained in:
TheDZD
2016-05-31 22:50:53 -04:00
parent aad02ad697
commit 95d7a68a75
54 changed files with 3403 additions and 3296 deletions
+64 -63
View File
@@ -5,50 +5,27 @@
damage = 20
damage_type = BURN
hitsound = 'sound/weapons/sear.ogg'
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
flag = "laser"
eyeblur = 2
/obj/item/projectile/practice
name = "laser"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
/obj/item/projectile/beam/laser
/obj/item/projectile/beam/laser/heavylaser
name = "heavy laser"
icon_state = "heavylaser"
damage = 40
/obj/item/projectile/beam/practice
name = "practice laser"
damage = 0
hitsound = null
damage_type = BURN
flag = "laser"
eyeblur = 2
chatlog_attacks = 0
nodamage = 1
/obj/item/projectile/beam/scatter
name = "laser pellet"
icon_state = "scatterlaser"
damage = 5
/obj/item/projectile/beam/heavylaser
name = "heavy laser"
icon_state = "heavylaser"
damage = 40
/obj/item/projectile/beam/sniper
name = "sniper beam"
icon_state = "sniperlaser"
damage = 60
stun = 5
weaken = 5
stutter = 5
/obj/item/projectile/beam/immolator
name = "immolation beam"
/obj/item/projectile/beam/immolator/on_hit(var/atom/target, var/blocked = 0)
. = ..()
if(istype(target, /mob/living/carbon))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(1)
M.IgniteMob()
/obj/item/projectile/beam/xray
name = "xray beam"
icon_state = "xray"
@@ -82,41 +59,80 @@
name = "emitter beam"
icon_state = "emitter"
damage = 30
legacy = 1
animate_movement = SLIDE_STEPS
/obj/item/projectile/beam/emitter/singularity_pull()
return //don't want the emitters to miss
/obj/item/projectile/lasertag
/obj/item/projectile/beam/lasertag
name = "laser tag beam"
icon_state = "omnilaser"
hitsound = null
damage = 0
damage_type = STAMINA
flag = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
chatlog_attacks = 0
/obj/item/projectile/lasertag/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
/obj/item/projectile/beam/lasertag/on_hit(atom/target, blocked = 0)
. = ..()
if(ishuman(target))
var/mob/living/carbon/human/M = target
if(istype(M.wear_suit))
if(M.wear_suit.type in suit_types)
M.adjustStaminaLoss(34)
return 1
/obj/item/projectile/lasertag/omni
/obj/item/projectile/beam/lasertag/omni
name = "laser tag beam"
icon_state = "omnilaser"
/obj/item/projectile/lasertag/red
/obj/item/projectile/beam/lasertag/red
icon_state = "laser"
suit_types = list(/obj/item/clothing/suit/bluetag)
/obj/item/projectile/lasertag/blue
/obj/item/projectile/beam/lasertag/blue
icon_state = "bluelaser"
suit_types = list(/obj/item/clothing/suit/redtag)
/obj/item/projectile/beam/sniper
name = "sniper beam"
icon_state = "sniperlaser"
damage = 60
stun = 5
weaken = 5
stutter = 5
/obj/item/projectile/beam/immolator
name = "immolation beam"
/obj/item/projectile/beam/immolator/on_hit(var/atom/target, var/blocked = 0)
. = ..()
if(istype(target, /mob/living/carbon))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(1)
M.IgniteMob()
/obj/item/projectile/beam/instakill
name = "instagib laser"
icon_state = "purple_laser"
damage = 200
damage_type = BURN
/obj/item/projectile/beam/instakill/blue
icon_state = "blue_laser"
/obj/item/projectile/beam/instakill/red
icon_state = "red_laser"
/obj/item/projectile/beam/instakill/on_hit(atom/target)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.visible_message("<span class='danger'>[M] explodes into a shower of gibs!</span>")
M.gib()
/* //THIS CODE MAKES ME WANT TO STAB MY EYES OUT
/obj/item/projectile/beam/lightning
invisibility = 101
name = "lightning"
@@ -133,12 +149,12 @@
kill_count = 6
var/bullet_acted = 0
Bump(var/atom/A)
/obj/item/projectile/beam/lightning/Bump(var/atom/A)
if((A != firer) && !bullet_acted)
A.bullet_act(src)
bullet_acted = 1
proc/adjustAngle(angle)
/obj/item/projectile/beam/lightning/proc/adjustAngle(angle)
angle = round(angle) + 45
if(angle > 180)
angle -= 180
@@ -146,14 +162,9 @@
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()
/obj/item/projectile/beam/lightning/process()
var/first = 1 //So we don't make the overlay in the same tile as the firer
var/broke = 0
var/broken
@@ -239,16 +250,11 @@
f.break_tile()
f.hotspot_expose(1000,CELL_VOLUME)
if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
// to_chat(world, "deleting")
//qdel(src) //Delete if it passes the world edge
broken = 1
return
if(kill_count < 1)
// to_chat(world, "deleting")
//qdel(src)
broken = 1
kill_count--
// to_chat(world, "[x] [y]")
if(!bumped && !isturf(original))
if(loc == get_turf(original))
if(!(original in permutated))
@@ -263,7 +269,6 @@
Bump(original)
first = 0
if(broken)
// to_chat(world, "breaking")
break
else
last = get_turf(src.loc)
@@ -273,13 +278,9 @@
icon_state = "[tang]"
qdel(src)
return
/*cleanup(reference) //Waits .3 seconds then removes the overlay.
// to_chat(world, "setting invisibility")
sleep(50)
src.invisibility = 101
return*/
on_hit(atom/target, blocked = 0)
/obj/item/projectile/beam/lightning/on_hit(atom/target, blocked = 0)
if(istype(target, /mob/living))
var/mob/living/M = target
M.playsound_local(src, "explosion", 50, 1)
..()
..()
*/
+118 -72
View File
@@ -3,21 +3,10 @@
icon_state = "bullet"
damage = 60
damage_type = BRUTE
nodamage = 0
flag = "bullet"
embed = 1
sharp = 1
/obj/item/projectile/bullet/cap
name = "cap"
damage = 0
nodamage = 1
embed = 0
sharp = 0
/obj/item/projectile/bullet/cap/process()
loc = null
del(src)
hitsound_wall = "ricochet"
/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
damage = 5
@@ -27,6 +16,26 @@
embed = 0
sharp = 0
/obj/item/projectile/bullet/weakbullet/booze
embed = 0
/obj/item/projectile/bullet/weakbullet/booze/on_hit(atom/target, blocked = 0)
if(..(target, blocked))
var/mob/living/M = target
M.dizziness += 20
M.slurring += 20
M.confused += 20
M.eye_blurry += 20
M.drowsyness += 20
for(var/datum/reagent/ethanol/A in M.reagents.reagent_list)
M.AdjustParalysis(2)
M.dizziness += 10
M.slurring += 10
M.confused += 10
M.eye_blurry += 10
M.drowsyness += 10
A.volume += 5 //Because we can
/obj/item/projectile/bullet/weakbullet2 //detective revolver instastuns, but multiple shots are better for keeping punks down
damage = 5
weaken = 3
@@ -44,6 +53,15 @@
damage = 15
damage_type = TOX
/obj/item/projectile/bullet/incendiary
/obj/item/projectile/bullet/incendiary/on_hit(var/atom/target, var/blocked = 0)
..()
if(istype(target, /mob/living/carbon))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(1)
M.IgniteMob()
/obj/item/projectile/bullet/incendiary/firebullet
damage = 10
@@ -55,15 +73,34 @@
name = "pellet"
damage = 15
/obj/item/projectile/bullet/blank
name = "blankshot"
nodamage = 1
/obj/item/projectile/bullet/pellet/weak
damage = 6
/obj/item/projectile/bullet/pellet/weak/New()
range = rand(8)
/obj/item/projectile/bullet/pellet/weak/on_range()
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
sparks.set_up(1, 1, src)
sparks.start()
..()
/obj/item/projectile/bullet/pellet/overload
damage = 3
/obj/item/projectile/bullet/pellet/random/New()
damage = rand(10)
/obj/item/projectile/bullet/pellet/overload/New()
range = rand(10)
/obj/item/projectile/bullet/pellet/overload/on_hit(atom/target, blocked = 0)
..()
explosion(target, 0, 0, 2)
/obj/item/projectile/bullet/pellet/overload/on_range()
explosion(src, 0, 0, 2)
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
sparks.set_up(3, 3, src)
sparks.start()
..()
/obj/item/projectile/bullet/midbullet
damage = 20
@@ -89,39 +126,11 @@
weaken = 5
stutter = 5
jitter = 20
icon_state = "spark"
range = 7
embed = 0
sharp = 0
/obj/item/projectile/bullet/weakbullet/booze
embed = 0
on_hit(var/atom/target, var/blocked = 0)
if(..(target, blocked))
var/mob/living/M = target
M.dizziness += 20
M.slurring += 20
M.confused += 20
M.eye_blurry += 20
M.drowsyness += 20
for(var/datum/reagent/ethanol/A in M.reagents.reagent_list)
M.AdjustParalysis(2)
M.dizziness += 10
M.slurring += 10
M.confused += 10
M.eye_blurry += 10
M.drowsyness += 10
A.volume += 5 //Because we can
/obj/item/projectile/bullet/incendiary
/obj/item/projectile/bullet/incendiary/on_hit(var/atom/target, var/blocked = 0)
..()
if(istype(target, /mob/living/carbon))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(1)
M.IgniteMob()
icon_state = "spark"
color = "#FFFF00"
/obj/item/projectile/bullet/incendiary/shell
name = "incendiary slug"
@@ -130,8 +139,9 @@
/obj/item/projectile/bullet/incendiary/shell/Move()
..()
var/turf/location = get_turf(src)
new /obj/effect/hotspot(location)
location.hotspot_expose(700, 50, 1)
if(location)
new /obj/effect/hotspot(location)
location.hotspot_expose(700, 50, 1)
/obj/item/projectile/bullet/incendiary/shell/dragonsbreath
name = "dragonsbreath round"
@@ -157,7 +167,25 @@
..()
SpinAnimation()
/obj/item/projectile/bullet/meteorshot/weak
damage = 10
weaken = 4
stun = 4
/obj/item/projectile/bullet/honker
damage = 0
weaken = 5
stun = 5
forcedodge = 1
nodamage = 1
hitsound = 'sound/items/bikehorn.ogg'
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "banana"
range = 200
/obj/item/projectile/bullet/honker/New()
..()
SpinAnimation()
/obj/item/projectile/bullet/mime
damage = 0
@@ -168,7 +196,7 @@
/obj/item/projectile/bullet/mime/on_hit(var/atom/target, var/blocked = 0)
..(target, blocked)
if(istype(target, /mob/living/carbon))
if(iscarbon(target))
var/mob/living/carbon/M = target
M.silent = max(M.silent, 10)
else if(istype(target, /obj/mecha/combat/honker))
@@ -184,32 +212,38 @@
damage = 6
embed = 0
sharp = 0
var/piercing = 0
New()
..()
flags |= NOREACT
create_reagents(50)
/obj/item/projectile/bullet/dart/New()
..()
flags |= NOREACT
create_reagents(50)
on_hit(var/atom/target, var/blocked = 0, var/hit_zone)
if(istype(target, /mob/living/carbon))
var/mob/living/carbon/M = target
/obj/item/projectile/bullet/dart/on_hit(var/atom/target, var/blocked = 0, var/hit_zone)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100)
if(M.can_inject(null,0,hit_zone)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
..()
reagents.reaction(M, INGEST)
reagents.trans_to(M, reagents.total_volume)
return 1
else
blocked = 100
target.visible_message("<span class='danger'>The [name] was deflected!</span>", \
"<span class='userdanger'>You were protected against the [name]!</span>")
flags &= ~NOREACT
reagents.handle_reactions()
return 1
"<span class='userdanger'>You were protected against the [name]!</span>")
..(target, blocked, hit_zone)
flags &= ~NOREACT
reagents.handle_reactions()
return 1
/obj/item/projectile/bullet/dart/metalfoam
New()
..()
reagents.add_reagent("aluminum", 15)
reagents.add_reagent("fluorosurfactant", 5)
reagents.add_reagent("sacid", 5)
/obj/item/projectile/bullet/dart/metalfoam/New()
..()
reagents.add_reagent("aluminum", 15)
reagents.add_reagent("fluorosurfactant", 5)
reagents.add_reagent("sacid", 5)
//This one is for future syringe guns update
/obj/item/projectile/bullet/dart/syringe
@@ -218,9 +252,9 @@
icon_state = "syringeproj"
/obj/item/projectile/bullet/dart/syringe/tranquilizer
New()
..()
reagents.add_reagent("haloperidol", 15)
/obj/item/projectile/bullet/dart/syringe/tranquilizer/New()
..()
reagents.add_reagent("haloperidol", 15)
/obj/item/projectile/bullet/neurotoxin
name = "neurotoxin spit"
@@ -231,5 +265,17 @@
/obj/item/projectile/bullet/neurotoxin/on_hit(var/atom/target, var/blocked = 0)
if(isalien(target))
return 0
..() // Execute the rest of the code.
weaken = 0
nodamage = 1
. = ..() // Execute the rest of the code.
/obj/item/projectile/bullet/cap
name = "cap"
damage = 0
nodamage = 1
embed = 0
sharp = 0
/obj/item/projectile/bullet/cap/fire()
loc = null
qdel(src)
+34 -24
View File
@@ -5,7 +5,6 @@
damage_type = BURN
flag = "energy"
/obj/item/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
@@ -20,26 +19,23 @@
//Damage will be handled on the MOB side, to prevent window shattering.
/obj/item/projectile/energy/electrode/on_hit(var/atom/target, var/blocked = 0)
if(!proj_hit)
if(!ismob(target) || blocked >= 2) //Fully blocked by mob or collided with dense object - burst into sparks!
var/datum/effect/system/spark_spread/sparks = new /datum/effect/system/spark_spread
sparks.set_up(1, 1, src)
sparks.start()
proj_hit = 1
else if(iscarbon(target))
var/mob/living/carbon/C = target
if(HULK in C.mutations)
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
else if(C.status_flags & CANWEAKEN)
C.do_jitter_animation(jitter)
..()
/obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
if(!proj_hit)
var/datum/effect/system/spark_spread/sparks = new /datum/effect/system/spark_spread
. = ..()
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - burst into sparks!
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
sparks.set_up(1, 1, src)
sparks.start()
proj_hit = 1
else if(iscarbon(target))
var/mob/living/carbon/C = target
if(HULK in C.mutations)
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
else if(C.status_flags & CANWEAKEN)
spawn(5)
C.do_jitter_animation(jitter)
/obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
sparks.set_up(1, 1, src)
sparks.start()
..()
/obj/item/projectile/energy/declone
@@ -49,7 +45,6 @@
damage_type = CLONE
irradiate = 10
/obj/item/projectile/energy/dart
name = "dart"
icon_state = "toxin"
@@ -63,7 +58,6 @@
icon_state = "toxin"
damage = 10
damage_type = TOX
nodamage = 0
weaken = 5
stutter = 5
@@ -77,12 +71,28 @@
stutter = 5
/obj/item/projectile/energy/bolt/large
name = "largebolt"
damage = 20
/obj/item/projectile/energy/plasma
/obj/item/projectile/energy/shock_revolver
name = "shock bolt"
icon_state = "purple_laser"
var/chain
/obj/item/ammo_casing/energy/shock_revolver/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
..()
var/obj/item/projectile/hook/P = BB
spawn(1)
P.chain = P.Beam(user,icon_state="purple_lightning",icon = 'icons/effects/effects.dmi',time=1000, maxdistance = 30)
/obj/item/projectile/energy/shock_revolver/on_hit(atom/target)
. = ..()
if(isliving(target))
tesla_zap(src, 3, 10000)
qdel(chain)
/obj/item/projectile/energy/toxplasma
name = "plasma bolt"
icon_state = "energy"
damage = 20
damage_type = TOX
irradiate = 20
irradiate = 20
+5 -18
View File
@@ -10,21 +10,8 @@
name = "force bolt"
/obj/item/projectile/forcebolt/on_hit(var/atom/target, var/blocked = 0)
var/obj/T = target
var/throwdir = get_dir(firer,target)
T.throw_at(get_edge_target_turf(target, throwdir),10,10)
return 1
/*
/obj/item/projectile/forcebolt/strong/on_hit(var/atom/target, var/blocked = 0)
// NONE OF THIS WORKS. DO NOT USE.
var/throwdir = null
for(var/mob/M in hearers(2, src))
if(M.loc != src.loc)
throwdir = get_dir(src,target)
M.throw_at(get_edge_target_turf(M, throwdir),15,1)
return ..()
*/
. = ..()
if(blocked < 100)
var/obj/T = target
var/throwdir = get_dir(firer,target)
T.throw_at(get_edge_target_turf(target, throwdir),10,10)
+49 -70
View File
@@ -4,15 +4,14 @@
damage = 0
damage_type = OXY
nodamage = 1
armour_penetration = 100
flag = "magic"
/obj/item/projectile/magic/death
name = "bolt of death"
icon_state = "pulse1_bl"
damage = 9001
damage_type = OXY
nodamage = 0
flag = "magic"
damage_type = BURN //OXY does not kill IPCs
damage = 50000
/obj/item/projectile/magic/fireball
name = "bolt of fireball"
@@ -20,9 +19,22 @@
damage = 10
damage_type = BRUTE
nodamage = 0
flag = "magic"
/obj/item/projectile/magic/fireball/Range()
var/turf/T1 = get_step(src,turn(dir, -45))
var/turf/T2 = get_step(src,turn(dir, 45))
var/mob/living/L = locate(/mob/living) in T1 //if there's a mob alive in our front right diagonal, we hit it.
if(L && L.stat != DEAD)
Bump(L) //Magic Bullet #teachthecontroversy
return
L = locate(/mob/living) in T2
if(L && L.stat != DEAD)
Bump(L)
return
..()
/obj/item/projectile/magic/fireball/on_hit(var/target)
. = ..()
var/turf/T = get_turf(target)
explosion(T, -1, 0, 2, 3, 0, flame_range = 2)
if(ismob(target)) //multiple flavors of pain
@@ -32,35 +44,13 @@
/obj/item/projectile/magic/resurrection
name = "bolt of resurrection"
icon_state = "ion"
damage = 0
damage_type = OXY
nodamage = 1
flag = "magic"
/obj/item/projectile/magic/resurrection/on_hit(var/mob/living/carbon/target)
if(istype(target,/mob))
var/old_stat = target.stat
if(isanimal(target) && target.stat == DEAD)
var/mob/living/simple_animal/O = target
var/mob/living/simple_animal/A = new O.type(O.loc)
A.real_name = O.real_name
A.name = O.name
if(iscorgi(O))
var/mob/living/simple_animal/pet/corgi/C = O
if(C.inventory_head)
C.inventory_head.loc = C.loc
if(C.inventory_back)
C.inventory_back.loc = C.loc
if(O.mind)
O.mind.transfer_to(A)
else
A.key = O.key
qdel(O)
target = A
else
target.revive()
target.suiciding = 0
. = ..()
if(ismob(target))
var/old_stat = stat
target.suiciding = 0
target.revive()
if(!target.ckey)
for(var/mob/dead/observer/ghost in player_list)
if(target.real_name == ghost.real_name)
@@ -74,14 +64,11 @@
/obj/item/projectile/magic/teleport
name = "bolt of teleportation"
icon_state = "bluespace"
damage = 0
damage_type = OXY
nodamage = 1
flag = "magic"
var/inner_tele_radius = 0
var/outer_tele_radius = 6
/obj/item/projectile/magic/teleport/on_hit(var/mob/target)
. = ..()
var/teleammount = 0
var/teleloc = target
if(!isturf(target))
@@ -97,37 +84,40 @@
/obj/item/projectile/magic/door
name = "bolt of door creation"
icon_state = "energy"
damage = 0
damage_type = OXY
nodamage = 1
flag = "magic"
var/list/door_types = list(/obj/structure/mineral_door/wood,/obj/structure/mineral_door/iron,/obj/structure/mineral_door/silver,\
/obj/structure/mineral_door/gold,/obj/structure/mineral_door/uranium,/obj/structure/mineral_door/sandstone,/obj/structure/mineral_door/transparent/plasma,\
/obj/structure/mineral_door/transparent/diamond)
/obj/item/projectile/magic/door/on_hit(var/atom/target)
. = ..()
var/atom/T = target.loc
if(isturf(target))
if(target.density)
new /obj/structure/mineral_door/wood(target)
target:ChangeTurf(/turf/simulated/floor/plating)
else if (isturf(T))
if(T.density)
new /obj/structure/mineral_door/wood(T)
T:ChangeTurf(/turf/simulated/floor/plating)
if(isturf(target) && target.density)
CreateDoor(target)
else if (isturf(T) && T.density)
CreateDoor(T
else if(istype(target, /obj/machinery/door))
OpenDoor(target))
/obj/item/projectile/magic/door/proc/CreateDoor(turf/T)
var/door_type = pick(door_types)
var/obj/structure/mineral_door/D = new door_type(T)
T.ChangeTurf(/turf/open/floor/plating)
D.Open()
/obj/item/projectile/magic/change
name = "bolt of change"
icon_state = "ice_1"
damage = 0
damage_type = BURN
nodamage = 1
flag = "magic"
/obj/item/projectile/magic/change/on_hit(var/atom/change)
. = ..()
wabbajack(change)
proc/wabbajack(mob/living/M)
if(istype(M))
if(istype(M, /mob/living) && M.stat != DEAD)
if(M.notransform) return
if(M.notransform)
return
M.notransform = 1
M.canmove = 0
M.icon = null
@@ -136,7 +126,9 @@ proc/wabbajack(mob/living/M)
if(istype(M, /mob/living/silicon/robot))
var/mob/living/silicon/robot/Robot = M
if(Robot.mmi) qdel(Robot.mmi)
if(Robot.mmi)
qdel(Robot.mmi)
Robot.notify_ai(1)
else
if(ishuman(M))
var/mob/living/carbon/human/H = M
@@ -146,7 +138,8 @@ proc/wabbajack(mob/living/M)
for(var/i in H.internal_organs)
qdel(i)
for(var/obj/item/W in M)
M.unEquip(W)
M.unEquip(W, 1)
qdel(W)
var/mob/living/new_mob
@@ -166,8 +159,6 @@ proc/wabbajack(mob/living/M)
Robot.mmi.transfer_identity(M) //Does not transfer key/client.
if("slime")
new_mob = new /mob/living/carbon/slime(M.loc)
/* if(prob(50))
new_mob.is_adult = 1*/
new_mob.universal_speak = 1
if("xeno")
if(prob(50))
@@ -175,14 +166,6 @@ proc/wabbajack(mob/living/M)
else
new_mob = new /mob/living/carbon/alien/humanoid/sentinel(M.loc)
new_mob.universal_speak = 1
/*var/alien_caste = pick("Hunter","Sentinel","Drone","Larva")
switch(alien_caste)
if("Hunter") new_mob = new /mob/living/carbon/alien/humanoid/hunter(M.loc)
if("Sentinel") new_mob = new /mob/living/carbon/alien/humanoid/sentinel(M.loc)
if("Drone") new_mob = new /mob/living/carbon/alien/humanoid/drone(M.loc)
else new_mob = new /mob/living/carbon/alien/larva(M.loc)
new_mob.universal_speak = 1*/
if("animal")
if(prob(50))
var/beast = pick("carp","bear","mushroom","statue", "bat", "goat", "tomato")
@@ -225,7 +208,6 @@ proc/wabbajack(mob/living/M)
randomize = picked_species
var/datum/preferences/A = new() //Randomize appearance for the human
A.copy_to(new_mob)
else
return
@@ -246,13 +228,10 @@ proc/wabbajack(mob/living/M)
/obj/item/projectile/magic/animate
name = "bolt of animation"
icon_state = "red_1"
damage = 0
damage_type = BURN
nodamage = 1
flag = "magic"
/obj/item/projectile/magic/animate/Bump(var/atom/change)
. = ..()
..()
if(istype(change, /obj/item) || istype(change, /obj/structure) && !is_type_in_list(change, protected_objects))
if(istype(change, /obj/structure/closet/statue))
for(var/mob/living/carbon/human/H in change.contents)
@@ -273,4 +252,4 @@ proc/wabbajack(mob/living/M)
else if(istype(change, /mob/living/simple_animal/hostile/mimic/copy))
// Change our allegiance!
var/mob/living/simple_animal/hostile/mimic/copy/C = change
C.ChangeOwner(firer)
C.ChangeOwner(firer)
+43 -22
View File
@@ -1,42 +1,63 @@
/obj/item/projectile/bullet/reusable
name = "reusable bullet"
desc = "How do you even reuse a bullet?"
var/obj/item/ammo_casing/caseless/ammo_type = /obj/item/ammo_casing/caseless/
var/hit = 0
ammo_type = /obj/item/ammo_casing/caseless/
var/dropped = 0
/obj/item/projectile/bullet/reusable/on_hit(var/atom/target, var/blocked = 0)
if(!proj_hit)
proj_hit = 1
if (src.contents.len)
var/obj/content
for(content in src.contents)
content.loc = src.loc
else
new ammo_type(src.loc)
..()
/obj/item/projectile/bullet/reusable/on_hit(atom/target, blocked = 0)
. = ..()
handle_drop()
/obj/item/projectile/bullet/reusable/on_range()
if(!proj_hit)
if (src.contents.len)
var/obj/content
for(content in src.contents)
content.loc = src.loc
else
new ammo_type(src.loc)
handle_drop()
..()
/obj/item/projectile/bullet/reusable/proc/handle_drop()
if(!dropped)
new ammo_type(src.loc)
dropped = 1
/obj/item/projectile/bullet/reusable/magspear
name = "magnetic spear"
desc = "WHITE WHALE, HOLY GRAIL"
damage = 30 //takes 3 spears to kill a mega carp, one to kill a normal carp
icon_state = "magspear"
ammo_type = /obj/item/ammo_casing/caseless/magspear
/obj/item/projectile/bullet/reusable/foam_dart
name = "foam dart"
desc = "I hope you're wearing eye protection."
damage = 0 // It's a damn toy.
damage_type = OXY
nodamage = 1
edge = 0
embed = 0
icon = 'icons/obj/toyguns.dmi'
icon_state = "foamdart"
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
range = 10
range = 10
var/obj/item/weapon/pen/pen = null
edge = 0
embed = 0
/obj/item/projectile/bullet/reusable/foam_dart/handle_drop()
if(dropped)
return
dropped = 1
var/obj/item/ammo_casing/caseless/foam_dart/newdart = new ammo_type(src.loc)
var/obj/item/ammo_casing/caseless/foam_dart/old_dart = ammo_casing
newdart.modified = old_dart.modified
if(pen)
var/obj/item/projectile/bullet/reusable/foam_dart/newdart_FD = newdart.BB
newdart_FD.pen = pen
pen.loc = newdart_FD
pen = null
newdart.BB.damage = damage
newdart.BB.nodamage = nodamage
newdart.BB.damage_type = damage_type
newdart.update_icon()
/obj/item/projectile/bullet/reusable/foam_dart/Destroy()
pen = null
return ..()
/obj/item/projectile/bullet/reusable/foam_dart/riot
name = "riot foam dart"
+144 -143
View File
@@ -6,15 +6,15 @@
nodamage = 1
flag = "energy"
on_hit(var/atom/target, var/blocked = 0)
empulse(target, 1, 1)
return 1
/obj/item/projectile/ion/on_hit(var/atom/target, var/blocked = 0)
..()
empulse(target, 1, 1)
return 1
/obj/item/projectile/ion/weak
/obj/item/projectile/ion/weak/on_hit(atom/target, blocked = 0)
..()
empulse(target, 0, 0)
return 1
@@ -26,9 +26,10 @@
sharp = 1
edge = 1
on_hit(var/atom/target, var/blocked = 0)
explosion(target, -1, 0, 2)
return 1
/obj/item/projectile/bullet/gyro/on_hit(var/atom/target, var/blocked = 0)
..()
explosion(target, -1, 0, 2)
return 1
/obj/item/projectile/bullet/a40mm
name ="40mm grenade"
@@ -43,18 +44,17 @@
return 1
/obj/item/projectile/temp
name = "freeze beam"
name = "temperature beam"
icon_state = "temp_4"
damage = 0
damage_type = BURN
nodamage = 1
flag = "energy"
var/temperature = 300
var/obj/item/weapon/gun/energy/temperature/T = null
var/temperature = null
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
OnFired()
T = shot_from
temperature = T.temperature
/obj/item/projectile/temp/New()
spawn(1)
switch(temperature)
if(501 to INFINITY)
name = "searing beam" //if emagged
@@ -86,17 +86,19 @@
else
name = "temperature beam"//failsafe
icon_state = "temp_4"
..()
on_hit(var/atom/target, var/blocked = 0)//These two could likely check temp protection on the mob
if(istype(target, /mob/living))
var/mob/living/M = target
M.bodytemperature = temperature
if(temperature > 500)//emagged
M.adjust_fire_stacks(0.5)
M.IgniteMob()
playsound(M.loc, 'sound/effects/bamf.ogg', 50, 0)
return 1
/obj/item/projectile/temp/on_hit(var/atom/target, var/blocked = 0)//These two could likely check temp protection on the mob
..()
if(isliving(target))
var/mob/living/M = target
M.bodytemperature = temperature
if(temperature > 500)//emagged
M.adjust_fire_stacks(0.5)
M.IgniteMob()
playsound(M.loc, 'sound/effects/bamf.ogg', 50, 0)
return 1
/obj/item/projectile/meteor
name = "meteor"
@@ -107,26 +109,17 @@
nodamage = 1
flag = "bullet"
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.loc, '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/meteor/Bump(atom/A, yes)
if(yes)
return
if(A == firer)
loc = A.loc
return
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
for(var/mob/M in urange(10, src))
if(!M.stat)
shake_camera(M, 3, 1)
qdel(src)
/obj/item/projectile/energy/floramut
name = "alpha somatoray"
@@ -136,36 +129,31 @@
nodamage = 1
flag = "energy"
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)
for (var/mob/V in viewers(src))
V.show_message("\red [M] writhes in pain as \his vacuoles boil.", 3, "\red You hear the crunching of leaves.", 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("\red [M] is mutated by the radiation beam.", 3, "\red You hear the snapping of twigs.", 2)
if(prob(80))
randmutb(M)
domutcheck(M,null)
else
randmutg(M)
domutcheck(M,null)
/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)
for (var/mob/V in viewers(src))
V.show_message("<span class='warning'>[M] writhes in pain as \his vacuoles boil.</span>", 3, "<span class='warning'>You hear the crunching of leaves.</span>", 2)
if(prob(35))
if(prob(80))
randmutb(M)
domutcheck(M,null)
else
M.adjustFireLoss(rand(5,15))
M.show_message("\red The radiation beam singes you!")
// for (var/mob/V in viewers(src))
// V.show_message("\red [M] is singed by the radiation beam.", 3, "\red You hear the crackle of burning leaves.", 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("\blue The radiation beam dissipates harmlessly through your body.")
else
return 1
randmutg(M)
domutcheck(M,null)
else
M.adjustFireLoss(rand(5,15))
M.show_message("<span class='warning'>The radiation beam singes you!</span>")
else if(istype(target, /mob/living/carbon/))
M.show_message("<span class='notice'>The radiation beam dissipates harmlessly through your body.</span>")
else
return 1
/obj/item/projectile/energy/florayield
name = "beta somatoray"
@@ -175,40 +163,42 @@
nodamage = 1
flag = "energy"
on_hit(var/atom/target, var/blocked = 0)
var/mob/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.nutrition += 30
else if (istype(target, /mob/living/carbon/))
M.show_message("\blue The radiation beam dissipates harmlessly through your body.")
else
return 1
/obj/item/projectile/energy/florayield/on_hit(var/atom/target, var/blocked = 0)
..()
var/mob/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.nutrition += 30
else if (istype(target, /mob/living/carbon/))
M.show_message("<span class='notice'>The radiation beam dissipates harmlessly through your body.</span>")
else
return 1
/obj/item/projectile/beam/mindflayer
name = "flayer ray"
on_hit(var/atom/target, var/blocked = 0)
if(ishuman(target))
var/mob/living/carbon/human/M = target
M.adjustBrainLoss(20)
M.hallucination += 20
/obj/item/projectile/beam/mindflayer/on_hit(var/atom/target, var/blocked = 0)
. = ..()
if(ishuman(target))
var/mob/living/carbon/human/M = target
M.adjustBrainLoss(20)
M.hallucination += 20
/obj/item/projectile/clown
name = "snap-pop"
icon = 'icons/obj/toy.dmi'
icon_state = "snappop"
Bump(atom/A as mob|obj|turf|area)
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
new /obj/effect/decal/cleanable/ash(src.loc)
src.visible_message("\red The [src.name] explodes!","\red You hear a snap!")
playsound(src, 'sound/effects/snap.ogg', 50, 1)
qdel(src)
/obj/item/projectile/clown/Bump(atom/A as mob|obj|turf|area)
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
new /obj/effect/decal/cleanable/ash(src.loc)
src.visible_message("<span class='warning'>The [src.name] explodes!</span>","<span class='warning'>You hear a snap!</span>")
playsound(src, 'sound/effects/snap.ogg', 50, 1)
qdel(src)
/obj/item/projectile/kinetic
name = "kinetic force"
@@ -239,11 +229,9 @@ obj/item/projectile/kinetic/New()
damage *= 4
..()
/obj/item/projectile/kinetic/Range()
range--
if(range <= 0)
new /obj/item/effect/kinetic_blast(src.loc)
qdel(src)
/obj/item/projectile/kinetic/on_range()
new /obj/effect/kinetic_blast(src.loc)
..()
/obj/item/projectile/kinetic/on_hit(atom/target)
. = ..()
@@ -268,6 +256,40 @@ obj/item/projectile/kinetic/New()
spawn(4)
qdel(src)
/obj/item/projectile/beam/wormhole
name = "bluespace beam"
icon_state = "spark"
hitsound = "sparks"
damage = 3
var/obj/item/weapon/gun/energy/wormhole_projector/gun
color = "#33CCFF"
/obj/item/projectile/beam/wormhole/orange
name = "orange bluespace beam"
color = "#FF6600"
/obj/item/projectile/beam/wormhole/New(var/obj/item/ammo_casing/energy/wormhole/casing)
if(casing)
gun = casing.gun
/obj/item/projectile/beam/wormhole/on_hit(atom/target)
if(ismob(target))
var/turf/portal_destination = pick(orange(6, src))
do_teleport(target, portal_destination)
return ..()
if(!gun)
qdel(src)
gun.create_portal(src)
/obj/item/projectile/beam/wormhole/on_hit(atom/target)
if(ismob(target))
var/turf/portal_destination = pick(orange(6, src))
do_teleport(target, portal_destination)
return ..()
if(!gun)
qdel(src)
gun.create_portal(src)
/obj/item/projectile/bullet/frag12
name ="explosive slug"
damage = 25
@@ -278,25 +300,6 @@ obj/item/projectile/kinetic/New()
explosion(target, -1, 0, 1)
return 1
/obj/item/projectile/energy/teleport
name = "teleportation burst"
icon_state = "bluespace"
damage = 0
nodamage = 1
var/obj/item/weapon/gun/energy/telegun/T = null
var/teleport_target = null
OnFired()
T = shot_from
teleport_target = T.teleport_target
/obj/item/projectile/energy/teleport/on_hit(var/atom/target, var/blocked = 0)
if(isliving(target))
if(teleport_target)
do_teleport(target, teleport_target, 0)//teleport what's in the tile to the beacon
else
do_teleport(target, target, 15) //Otherwise it just warps you off somewhere.
/obj/item/projectile/plasma
name = "plasma blast"
icon_state = "plasmacutter"
@@ -321,8 +324,9 @@ obj/item/projectile/kinetic/New()
if(istype(target, /turf/simulated/mineral))
var/turf/simulated/mineral/M = target
M.gets_drilled(firer)
range = max(range - 1, 1)
return -1
Range()
if(range > 0)
return -1
/obj/item/projectile/plasma/adv
range = 5
@@ -331,29 +335,24 @@ obj/item/projectile/kinetic/New()
damage = 10
range = 6
/obj/item/projectile/beam/wormhole
name = "bluespace beam"
icon_state = "spark"
hitsound = "sparks"
damage = 3
var/obj/item/weapon/gun/energy/wormhole_projector/gun = null
color = "#33CCFF"
/obj/item/projectile/energy/teleport
name = "teleportation burst"
icon_state = "bluespace"
damage = 0
nodamage = 1
var/obj/item/weapon/gun/energy/telegun/T = null
var/teleport_target = null
/obj/item/projectile/beam/wormhole/orange
name = "orange bluespace beam"
color = "#FF6600"
OnFired()
T = shot_from
teleport_target = T.teleport_target
/obj/item/projectile/beam/wormhole/OnFired()
gun = shot_from
/obj/item/projectile/beam/wormhole/on_hit(atom/target)
if(ismob(target))
var/turf/portal_destination = pick(orange(6, src))
do_teleport(target, portal_destination)
return ..()
if(!gun)
qdel(src)
gun.create_portal(src)
/obj/item/projectile/energy/teleport/on_hit(var/atom/target, var/blocked = 0)
if(isliving(target))
if(teleport_target)
do_teleport(target, teleport_target, 0)//teleport what's in the tile to the beacon
else
do_teleport(target, target, 15) //Otherwise it just warps you off somewhere.
/obj/item/projectile/snowball
name = "snowball"
@@ -363,6 +362,7 @@ obj/item/projectile/kinetic/New()
damage_type = BURN
/obj/item/projectile/snowball/on_hit(atom/target) //chilling
. = ..()
if(istype(target, /mob/living))
var/mob/living/M = target
M.bodytemperature = max(0, M.bodytemperature - 50) //each hit will drop your body temp, so don't get surrounded!
@@ -380,9 +380,10 @@ obj/item/projectile/kinetic/New()
..()
/obj/item/projectile/ornament/on_hit(atom/target) //knockback
..()
if(istype(target, /turf))
return 0
var/obj/T = target
var/throwdir = get_dir(firer,target)
T.throw_at(get_edge_target_turf(target, throwdir),10,10)
return 1
return 1