Compiles, and guns work™

This commit is contained in:
TheDZD
2016-05-31 22:50:55 -04:00
parent 95d7a68a75
commit a4e950d21a
74 changed files with 288 additions and 550 deletions
+2 -155
View File
@@ -87,11 +87,11 @@
name = "laser tag beam"
icon_state = "omnilaser"
/obj/item/projectile/beam/lasertag/red
/obj/item/projectile/beam/lasertag/redtag
icon_state = "laser"
suit_types = list(/obj/item/clothing/suit/bluetag)
/obj/item/projectile/beam/lasertag/blue
/obj/item/projectile/beam/lasertag/bluetag
icon_state = "bluelaser"
suit_types = list(/obj/item/clothing/suit/redtag)
@@ -131,156 +131,3 @@
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"
damage = 0
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
var/bullet_acted = 0
/obj/item/projectile/beam/lightning/Bump(var/atom/A)
if((A != firer) && !bullet_acted)
A.bullet_act(src)
bullet_acted = 1
/obj/item/projectile/beam/lightning/proc/adjustAngle(angle)
angle = round(angle) + 45
if(angle > 180)
angle -= 180
else
angle += 180
if(!angle)
angle = 1
return angle
/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
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)
qdel(X)
break
for(var/atom/O in TT)
if(istype(O,/mob/living))
if(O.density)
qdel(X)
broke = 1
break
if(!O.CanPass(src))
qdel(X)
broke = 1
break
if(broke)
if(X)
qdel(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))
if(!bullet_acted)
f.break_tile()
f.hotspot_expose(1000,CELL_VOLUME)
if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
broken = 1
return
if(kill_count < 1)
broken = 1
kill_count--
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)
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]"
qdel(src)
return
/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)
..()
*/
@@ -80,7 +80,7 @@
range = rand(8)
/obj/item/projectile/bullet/pellet/weak/on_range()
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
var/datum/effect/system/spark_spread/sparks = new /datum/effect/system/spark_spread
sparks.set_up(1, 1, src)
sparks.start()
..()
@@ -97,7 +97,7 @@
/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
var/datum/effect/system/spark_spread/sparks = new /datum/effect/system/spark_spread
sparks.set_up(3, 3, src)
sparks.start()
..()
@@ -179,7 +179,7 @@
forcedodge = 1
nodamage = 1
hitsound = 'sound/items/bikehorn.ogg'
icon = 'icons/obj/hydroponics/harvest.dmi'
icon = 'icons/obj/harvest.dmi'
icon_state = "banana"
range = 200
@@ -21,7 +21,7 @@
/obj/item/projectile/energy/electrode/on_hit(var/atom/target, var/blocked = 0)
. = ..()
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
var/datum/effect/system/spark_spread/sparks = new /datum/effect/system/spark_spread
sparks.set_up(1, 1, src)
sparks.start()
else if(iscarbon(target))
@@ -33,7 +33,7 @@
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
var/datum/effect/system/spark_spread/sparks = new /datum/effect/system/spark_spread
sparks.set_up(1, 1, src)
sparks.start()
..()
@@ -80,7 +80,7 @@
/obj/item/ammo_casing/energy/shock_revolver/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
..()
var/obj/item/projectile/hook/P = BB
var/obj/item/projectile/energy/shock_revolver/P = BB
spawn(1)
P.chain = P.Beam(user,icon_state="purple_lightning",icon = 'icons/effects/effects.dmi',time=1000, maxdistance = 30)
+10 -4
View File
@@ -48,7 +48,7 @@
/obj/item/projectile/magic/resurrection/on_hit(var/mob/living/carbon/target)
. = ..()
if(ismob(target))
var/old_stat = stat
var/old_stat = target.stat
target.suiciding = 0
target.revive()
if(!target.ckey)
@@ -94,16 +94,22 @@
if(isturf(target) && target.density)
CreateDoor(target)
else if (isturf(T) && T.density)
CreateDoor(T
CreateDoor(T)
else if(istype(target, /obj/machinery/door))
OpenDoor(target))
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)
T.ChangeTurf(/turf/simulated/floor/plasteel)
D.Open()
/obj/item/projectile/magic/door/proc/OpenDoor(var/obj/machinery/door/D)
if(istype(D,/obj/machinery/door/airlock))
var/obj/machinery/door/airlock/A = D
A.locked = 0
D.open()
/obj/item/projectile/magic/change
name = "bolt of change"
icon_state = "ice_1"
@@ -1,7 +1,7 @@
/obj/item/projectile/bullet/reusable
name = "reusable bullet"
desc = "How do you even reuse a bullet?"
ammo_type = /obj/item/ammo_casing/caseless/
var/ammo_type = /obj/item/ammo_casing/caseless/
var/dropped = 0
/obj/item/projectile/bullet/reusable/on_hit(atom/target, blocked = 0)
@@ -14,7 +14,7 @@
/obj/item/projectile/bullet/reusable/proc/handle_drop()
if(!dropped)
new ammo_type(src.loc)
new ammo_type(loc)
dropped = 1
/obj/item/projectile/bullet/reusable/magspear
@@ -42,7 +42,7 @@
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/newdart = new ammo_type(loc)
var/obj/item/ammo_casing/caseless/foam_dart/old_dart = ammo_casing
newdart.modified = old_dart.modified
if(pen)
+6 -11
View File
@@ -115,7 +115,7 @@
if(A == firer)
loc = A.loc
return
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
playsound(loc, 'sound/effects/meteorimpact.ogg', 40, 1)
for(var/mob/M in urange(10, src))
if(!M.stat)
shake_camera(M, 3, 1)
@@ -195,8 +195,8 @@
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>")
new /obj/effect/decal/cleanable/ash(loc)
visible_message("<span class='warning'>The [name] explodes!</span>","<span class='warning'>You hear a snap!</span>")
playsound(src, 'sound/effects/snap.ogg', 50, 1)
qdel(src)
@@ -230,7 +230,7 @@ obj/item/projectile/kinetic/New()
..()
/obj/item/projectile/kinetic/on_range()
new /obj/effect/kinetic_blast(src.loc)
new /obj/effect/kinetic_blast(loc)
..()
/obj/item/projectile/kinetic/on_hit(atom/target)
@@ -240,13 +240,13 @@ obj/item/projectile/kinetic/New()
var/turf/simulated/mineral/M = target_turf
M.gets_drilled(firer)
new /obj/item/effect/kinetic_blast(target_turf)
if(src.splash)
if(splash)
for(var/turf/T in range(splash, target_turf))
if(istype(T, /turf/simulated/mineral))
var/turf/simulated/mineral/M = T
M.gets_drilled(firer)
/obj/item/effect/kinetic_blast
/obj/effect/kinetic_blast
name = "kinetic explosion"
icon = 'icons/obj/projectiles.dmi'
icon_state = "kinetic_blast"
@@ -340,13 +340,8 @@ obj/item/projectile/kinetic/New()
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)