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Merge pull request #11783 from Couls/on-hit-effects
[READY] Add on-hit effects for lasers and bullet holes for walls from TG
This commit is contained in:
@@ -56,6 +56,7 @@
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var/jitter = 0
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var/forcedodge = 0 //to pass through everything
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var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all.
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var/impact_effect_type //what type of impact effect to show when hitting something
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var/ricochets = 0
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var/ricochets_max = 2
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var/ricochet_chance = 0
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@@ -82,9 +83,26 @@
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/obj/item/projectile/proc/on_hit(atom/target, blocked = 0, hit_zone)
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var/turf/target_loca = get_turf(target)
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var/hitx
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var/hity
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if(target == original)
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hitx = target.pixel_x + p_x - 16
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hity = target.pixel_y + p_y - 16
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else
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hitx = target.pixel_x + rand(-8, 8)
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hity = target.pixel_y + rand(-8, 8)
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if(!nodamage && (damage_type == BRUTE || damage_type == BURN) && iswallturf(target_loca) && prob(75))
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var/turf/simulated/wall/W = target_loca
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if(impact_effect_type)
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new impact_effect_type(target_loca, hitx, hity)
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W.add_dent(WALL_DENT_SHOT, hitx, hity)
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return 0
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if(alwayslog)
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add_attack_logs(firer, target, "Shot with a [type]")
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if(!isliving(target))
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if(impact_effect_type)
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new impact_effect_type(target_loca, hitx, hity)
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return 0
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var/mob/living/L = target
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var/mob/living/carbon/human/H
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@@ -115,7 +133,8 @@
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M.bloody_hands(H)
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/* Uncomment when bloody_body stops randomly not transferring blood colour.
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M.bloody_body(H) */
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else if(impact_effect_type)
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new impact_effect_type(target_loca, hitx, hity)
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var/organ_hit_text = ""
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if(L.has_limbs)
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organ_hit_text = " in \the [parse_zone(def_zone)]"
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@@ -8,6 +8,7 @@
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hitsound_wall = 'sound/weapons/effects/searwall.ogg'
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flag = "laser"
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eyeblur = 2
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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is_reflectable = TRUE
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light_range = 2
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light_color = LIGHT_COLOR_RED
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@@ -38,6 +39,7 @@
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irradiate = 30
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forcedodge = 1
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range = 15
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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light_color = LIGHT_COLOR_GREEN
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/obj/item/projectile/beam/disabler
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@@ -48,12 +50,14 @@
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flag = "energy"
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hitsound = 'sound/weapons/tap.ogg'
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eyeblur = 0
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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light_color = LIGHT_COLOR_CYAN
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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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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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light_color = LIGHT_COLOR_DARKBLUE
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/obj/item/projectile/beam/pulse/on_hit(var/atom/target, var/blocked = 0)
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@@ -70,6 +74,7 @@
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damage = 30
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legacy = 1
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animate_movement = SLIDE_STEPS
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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light_color = LIGHT_COLOR_GREEN
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/obj/item/projectile/beam/emitter/singularity_pull()
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@@ -84,6 +89,7 @@
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flag = "laser"
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var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
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log_override = TRUE
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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light_color = LIGHT_COLOR_DARKBLUE
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/obj/item/projectile/beam/lasertag/on_hit(atom/target, blocked = 0)
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@@ -102,6 +108,7 @@
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/obj/item/projectile/beam/lasertag/redtag
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icon_state = "laser"
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suit_types = list(/obj/item/clothing/suit/bluetag)
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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light_color = LIGHT_COLOR_RED
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/obj/item/projectile/beam/lasertag/bluetag
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@@ -115,6 +122,7 @@
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stun = 5
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weaken = 5
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stutter = 5
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impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
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light_color = LIGHT_COLOR_PINK
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/obj/item/projectile/beam/immolator
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@@ -142,14 +150,17 @@
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icon_state = "purple_laser"
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damage = 200
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damage_type = BURN
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impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
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light_color = LIGHT_COLOR_PURPLE
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/obj/item/projectile/beam/instakill/blue
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icon_state = "blue_laser"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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light_color = LIGHT_COLOR_DARKBLUE
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/obj/item/projectile/beam/instakill/red
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icon_state = "red_laser"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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light_color = LIGHT_COLOR_RED
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/obj/item/projectile/beam/instakill/on_hit(atom/target)
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@@ -5,6 +5,7 @@
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damage_type = BRUTE
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flag = "bullet"
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hitsound_wall = "ricochet"
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impact_effect_type = /obj/effect/temp_visual/impact_effect
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/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
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name = "beanbag slug"
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@@ -41,6 +41,7 @@
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damage = 20
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damage_type = CLONE
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irradiate = 10
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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/obj/item/projectile/energy/dart
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name = "dart"
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@@ -73,6 +74,7 @@
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/obj/item/projectile/energy/shock_revolver
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name = "shock bolt"
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icon_state = "purple_laser"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
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var/chain
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/obj/item/ammo_casing/energy/shock_revolver/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
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@@ -3,6 +3,7 @@
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desc = "How do you even reuse a bullet?"
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var/ammo_type = /obj/item/ammo_casing/caseless/
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var/dropped = 0
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impact_effect_type = null
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/obj/item/projectile/bullet/reusable/on_hit(atom/target, blocked = 0)
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. = ..()
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@@ -5,6 +5,7 @@
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alwayslog = TRUE
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damage_type = BURN
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nodamage = 1
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impact_effect_type = /obj/effect/temp_visual/impact_effect/ion
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flag = "energy"
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/obj/item/projectile/ion/on_hit(var/atom/target, var/blocked = 0)
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@@ -129,6 +130,7 @@
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damage = 0
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damage_type = TOX
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nodamage = 1
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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flag = "energy"
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/obj/item/projectile/energy/floramut/on_hit(var/atom/target, var/blocked = 0)
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@@ -244,6 +246,7 @@
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damage = 5
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range = 3
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dismemberment = 20
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impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
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/obj/item/projectile/plasma/New()
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var/turf/proj_turf = get_turf(src)
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