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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 18:44:48 +01:00
Moves to BYOND 513 (#13650)
* Fixes Orbiting * moves to 513 * travis update * check for minor version too
This commit is contained in:
@@ -383,7 +383,7 @@
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/obj/item/ammo_box/magazine/m12g/update_icon()
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..()
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icon_state = "[initial(icon_state)]-[Ceiling(ammo_count(0)/8)*8]"
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icon_state = "[initial(icon_state)]-[CEILING(ammo_count(0)/8, 1)*8]"
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/obj/item/ammo_box/magazine/m12g/buckshot
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name = "shotgun magazine (12g buckshot slugs)"
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@@ -494,7 +494,7 @@
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/obj/item/ammo_box/magazine/laser/update_icon()
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..()
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icon_state = "[initial(icon_state)]-[Ceiling(ammo_count(0)/20)*20]"
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icon_state = "[initial(icon_state)]-[CEILING(ammo_count(0)/20, 1)*20]"
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/obj/item/ammo_box/magazine/toy/smgm45
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name = "donksoft SMG magazine"
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@@ -96,7 +96,7 @@
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var/ox = round(screenview/2) //"origin" x
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var/oy = round(screenview/2) //"origin" y
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var/angle = Atan2(y - oy, x - ox)
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var/angle = ATAN2(y - oy, x - ox)
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Angle = angle
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if(spread)
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Angle += spread
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@@ -136,7 +136,7 @@
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/obj/item/gun/energy/update_icon()
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overlays.Cut()
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var/ratio = Ceiling((cell.charge / cell.maxcharge) * charge_sections)
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var/ratio = CEILING((cell.charge / cell.maxcharge) * charge_sections, 1)
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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var/iconState = "[icon_state]_charge"
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var/itemState = null
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@@ -12,9 +12,9 @@
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/obj/item/gun/magic/wand/New()
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if(prob(75) && variable_charges) //25% chance of listed max charges, 50% chance of 1/2 max charges, 25% chance of 1/3 max charges
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if(prob(33))
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max_charges = Ceiling(max_charges / 3)
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max_charges = CEILING(max_charges / 3, 1)
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else
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max_charges = Ceiling(max_charges / 2)
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max_charges = CEILING(max_charges / 2, 1)
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..()
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/obj/item/gun/magic/wand/examine(mob/user)
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@@ -112,7 +112,7 @@
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/obj/item/gun/projectile/automatic/c20r/update_icon()
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..()
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icon_state = "c20r[magazine ? "-[Ceiling(get_ammo(0)/4)*4]" : ""][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
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icon_state = "c20r[magazine ? "-[CEILING(get_ammo(0)/4, 1)*4]" : ""][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
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//WT550//
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/obj/item/gun/projectile/automatic/wt550
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@@ -134,7 +134,7 @@
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/obj/item/gun/projectile/automatic/wt550/update_icon()
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..()
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icon_state = "wt550[magazine ? "-[Ceiling(get_ammo(0)/4)*4]" : ""]"
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icon_state = "wt550[magazine ? "-[CEILING(get_ammo(0)/4, 1)*4]" : ""]"
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//Type-U3 Uzi//
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/obj/item/gun/projectile/automatic/mini_uzi
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@@ -194,8 +194,8 @@
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overlays += "[initial(icon_state)]gren"
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icon_state = "[initial(icon_state)][magazine ? "" : "-e"]"
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if(magazine)
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overlays += image(icon = icon, icon_state = "m90-[Ceiling(get_ammo(0)/6)*6]")
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item_state = "m90-[Ceiling(get_ammo(0)/7.5)]"
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overlays += image(icon = icon, icon_state = "m90-[CEILING(get_ammo(0)/6, 1)*6]")
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item_state = "m90-[CEILING(get_ammo(0)/7.5, 1)]"
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else
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item_state = "m90-0"
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return
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@@ -303,4 +303,4 @@
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/obj/item/gun/projectile/automatic/lasercarbine/update_icon()
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..()
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icon_state = "lasercarbine[magazine ? "-[Ceiling(get_ammo(0)/5)*5]" : ""]"
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icon_state = "lasercarbine[magazine ? "-[CEILING(get_ammo(0)/5, 1)*5]" : ""]"
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@@ -23,7 +23,7 @@
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update_icon()
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/obj/item/gun/projectile/automatic/l6_saw/update_icon()
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icon_state = "l6[cover_open ? "open" : "closed"][magazine ? Ceiling(get_ammo(0)/12.5)*25 : "-empty"][suppressed ? "-suppressed" : ""]"
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icon_state = "l6[cover_open ? "open" : "closed"][magazine ? CEILING(get_ammo(0)/12.5, 1)*25 : "-empty"][suppressed ? "-suppressed" : ""]"
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item_state = "l6[cover_open ? "openmag" : "closedmag"]"
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/obj/item/gun/projectile/automatic/l6_saw/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params) //what I tried to do here is just add a check to see if the cover is open or not and add an icon_state change because I can't figure out how c-20rs do it with overlays
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@@ -132,13 +132,13 @@
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switch(choice)
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if(XBOW_TENSION_20)
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drawtension = Ceiling(0.2 * maxtension)
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drawtension = CEILING(0.2 * maxtension, 1)
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if(XBOW_TENSION_40)
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drawtension = Ceiling(0.4 * maxtension)
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drawtension = CEILING(0.4 * maxtension, 1)
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if(XBOW_TENSION_60)
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drawtension = Ceiling(0.6 * maxtension)
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drawtension = CEILING(0.6 * maxtension, 1)
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if(XBOW_TENSION_80)
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drawtension = Ceiling(0.8 * maxtension)
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drawtension = CEILING(0.8 * maxtension, 1)
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if(XBOW_TENSION_FULL)
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drawtension = maxtension
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@@ -175,7 +175,7 @@
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/obj/item/projectile/proc/vol_by_damage()
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if(damage)
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return Clamp((damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then clamp the value between 30 and 100
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return clamp((damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then clamp the value between 30 and 100
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else
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return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
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@@ -199,7 +199,7 @@
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def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
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if(isturf(A) && hitsound_wall)
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var/volume = Clamp(vol_by_damage() + 20, 0, 100)
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var/volume = clamp(vol_by_damage() + 20, 0, 100)
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if(suppressed)
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volume = 5
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playsound(loc, hitsound_wall, volume, 1, -1)
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@@ -239,7 +239,7 @@
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while(loc)
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if(!paused)
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if((!( current ) || loc == current))
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current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
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current = locate(clamp(x+xo,1,world.maxx),clamp(y+yo,1,world.maxy),z)
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if(isnull(Angle))
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Angle=round(Get_Angle(src,current))
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if(spread)
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@@ -292,7 +292,7 @@
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while(loc)
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if(!paused)
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if((!( current ) || loc == current))
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current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
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current = locate(clamp(x+xo,1,world.maxx),clamp(y+yo,1,world.maxy),z)
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step_towards(src, current)
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if(original && (original.layer>=2.75) || ismob(original))
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if(loc == get_turf(original))
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@@ -311,7 +311,7 @@ obj/item/projectile/proc/reflect_back(atom/source, list/position_modifiers = lis
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firer = source // The reflecting mob will be the new firer
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else
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firer = null // Reflected by something other than a mob so firer will be null
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// redirect the projectile
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original = locate(new_x, new_y, z)
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starting = curloc
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