diff --git a/code/__HELPERS/lists.dm b/code/__HELPERS/lists.dm
index 6f5a9d4e5c1..07e37e1fa9c 100644
--- a/code/__HELPERS/lists.dm
+++ b/code/__HELPERS/lists.dm
@@ -168,11 +168,9 @@ proc/listclearnulls(list/list)
//Return a list with no duplicate entries
/proc/uniquelist(var/list/L)
- var/list/K = list()
- for(var/item in L)
- if(!(item in K))
- K += item
- return K
+ . = list()
+ for(var/i in L)
+ . |= i
//Mergesort: divides up the list into halves to begin the sort
/proc/sortKey(var/list/client/L, var/order = 1)
diff --git a/code/controllers/configuration.dm b/code/controllers/configuration.dm
index e512fefc53a..a25c43cbbaf 100644
--- a/code/controllers/configuration.dm
+++ b/code/controllers/configuration.dm
@@ -62,6 +62,7 @@
var/automute_on = 0 //enables automuting/spam prevention
var/jobs_have_minimal_access = 0 //determines whether jobs use minimal access or expanded access.
+ var/reactionary_explosions = 0 //If we use reactionary explosions, explosions that react to walls and doors
var/assistantlimit = 0 //enables assistant limiting
var/assistantratio = 2 //how many assistants to security members
@@ -340,6 +341,9 @@
if("protect_roles_from_antagonist")
config.protect_roles_from_antagonist = 1
+ if("reactionary_explosions")
+ config.reactionary_explosions = 1
+
if ("probability")
var/prob_pos = findtext(value, " ")
var/prob_name = null
diff --git a/code/game/atoms.dm b/code/game/atoms.dm
index 108c4c8b2f6..d5317a1586d 100644
--- a/code/game/atoms.dm
+++ b/code/game/atoms.dm
@@ -22,6 +22,10 @@ var/global/list/ghdel_profiling = list()
// replaced by OPENCONTAINER flags and atom/proc/is_open_container()
///Chemistry.
+
+ //Value used to increment ex_act() if reactionary_explosions is on
+ var/explosion_block = 0
+
//Detective Work, used for the duplicate data points kept in the scanners
var/list/original_atom
diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm
index 64f9bc02add..ec8b45ef78b 100644
--- a/code/game/machinery/doors/airlock.dm
+++ b/code/game/machinery/doors/airlock.dm
@@ -49,6 +49,7 @@
var/hasShocked = 0 //Prevents multiple shocks from happening
var/frozen = 0 //special condition for airlocks that are frozen shut, this will look weird on not normal airlocks because of a lack of special overlays.
autoclose = 1
+ explosion_block = 1
/obj/machinery/door/airlock/command
name = "Airlock"
@@ -283,6 +284,7 @@
name = "High Tech Security Airlock"
icon = 'icons/obj/doors/hightechsecurity.dmi'
assembly_type = /obj/structure/door_assembly/door_assembly_highsecurity
+ explosion_block = 2
/obj/machinery/door/airlock/highsecurity/red
name = "Secure Armory Airlock"
diff --git a/code/game/machinery/doors/poddoor.dm b/code/game/machinery/doors/poddoor.dm
index 7348a57181c..36f62d6befd 100644
--- a/code/game/machinery/doors/poddoor.dm
+++ b/code/game/machinery/doors/poddoor.dm
@@ -4,6 +4,7 @@
icon = 'icons/obj/doors/rapid_pdoor.dmi'
icon_state = "pdoor1"
var/id = 1.0
+ explosion_block = 3
/obj/machinery/door/poddoor/preopen
icon_state = "pdoor0"
@@ -24,6 +25,30 @@
else
return 0
+//"BLAST" doors are obviously stronger than regular doors when it comes to BLASTS.
+/obj/machinery/door/poddoor/ex_act(severity, target)
+ switch(severity)
+ if(1.0)
+ if(prob(80))
+ qdel(src)
+ else
+ var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
+ s.set_up(2, 1, src)
+ s.start()
+ if(2.0)
+ if(prob(20))
+ qdel(src)
+ else
+ var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
+ s.set_up(2, 1, src)
+ s.start()
+
+ if(3.0)
+ if(prob(80))
+ var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
+ s.set_up(2, 1, src)
+ s.start()
+
/obj/machinery/door/poddoor/attackby(obj/item/weapon/C as obj, mob/user as mob, params)
src.add_fingerprint(user)
if (!( istype(C, /obj/item/weapon/crowbar) || (istype(C, /obj/item/weapon/twohanded/fireaxe) && C:wielded == 1) ))
diff --git a/code/game/machinery/doors/unpowered.dm b/code/game/machinery/doors/unpowered.dm
index 8e03e874a71..90e71dc7b83 100644
--- a/code/game/machinery/doors/unpowered.dm
+++ b/code/game/machinery/doors/unpowered.dm
@@ -1,7 +1,7 @@
/obj/machinery/door/unpowered
autoclose = 0
var/locked = 0
-
+ explosion_block = 1
Bumped(atom/AM)
if(src.locked)
diff --git a/code/game/objects/explosion.dm b/code/game/objects/explosion.dm
index d8a5172888f..b88f63baab8 100644
--- a/code/game/objects/explosion.dm
+++ b/code/game/objects/explosion.dm
@@ -74,16 +74,43 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
for(var/turf/T in trange(max_range, epicenter))
var/dist = cheap_pythag(T.x - x0,T.y - y0)
+ if(config.reactionary_explosions)
+ var/turf/Trajectory = T
+ while(Trajectory != epicenter)
+ Trajectory = get_step_towards(Trajectory, epicenter)
+ if(Trajectory.density && Trajectory.explosion_block)
+ dist += Trajectory.explosion_block
+
+ for(var/obj/machinery/door/D in Trajectory)
+ if(D.density && D.explosion_block)
+ dist += D.explosion_block
+
+ var/throw_dist = dist
+
if(dist < devastation_range) dist = 1
else if(dist < heavy_impact_range) dist = 2
else if(dist < light_impact_range) dist = 3
- else continue
+ else dist = 0
- T.ex_act(dist)
if(T)
for(var/atom_movable in T.contents) //bypass type checking since only atom/movable can be contained by turfs anyway
var/atom/movable/AM = atom_movable
if(AM) AM.ex_act(dist)
+// if(flame_dist && prob(40) && !istype(T, /turf/space) && !T.density)
+// PoolOrNew(/obj/effect/hotspot, T) //Mostly for ambience!
+ if(dist > 0)
+ T.ex_act(dist)
+
+ //--- THROW ITEMS AROUND ---
+
+ var/throw_dir = get_dir(epicenter,T)
+ for(var/obj/item/I in T)
+ spawn(0) //Simultaneously not one at a time
+ if(I)
+ var/throw_range = rand(throw_dist, max_range)
+ var/turf/throw_at = get_ranged_target_turf(I, throw_dir, throw_range)
+ I.throw_speed = 4 //Temporarily change their throw_speed for embedding purposes (Reset when it finishes throwing, regardless of hitting anything)
+ I.throw_at(throw_at, throw_range, 2)//Throw it at 2 speed, this is purely visual anyway.
var/took = (world.timeofday-start)/10
//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare
@@ -109,3 +136,71 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
proc/secondaryexplosion(turf/epicenter, range)
for(var/turf/tile in trange(range, epicenter))
tile.ex_act(2)
+
+/client/proc/check_bomb_impacts()
+ set name = "Check Bomb Impact"
+ set category = "Debug"
+
+ var/newmode = alert("Use reactionary explosions?","Check Bomb Impact", "Yes", "No")
+
+ var/turf/epicenter = get_turf(src)
+ var/dev = 0
+ var/heavy = 0
+ var/light = 0
+ var/list/choices = list("Small Bomb","Medium Bomb","Big Bomb","Custom Bomb")
+ var/choice = input("Bomb Size?") in choices
+ switch(choice)
+ if(null)
+ return 0
+ if("Small Bomb")
+ dev = 1
+ heavy = 2
+ light = 3
+ if("Medium Bomb")
+ dev = 2
+ heavy = 3
+ light = 4
+ if("Big Bomb")
+ dev = 3
+ heavy = 5
+ light = 7
+ if("Custom Bomb")
+ dev = input("Devestation range (Tiles):") as num
+ heavy = input("Heavy impact range (Tiles):") as num
+ light = input("Light impact range (Tiles):") as num
+
+ var/max_range = max(dev, heavy, light)
+ var/x0 = epicenter.x
+ var/y0 = epicenter.y
+ var/list/wipe_colours = list()
+ for(var/turf/T in trange(max_range, epicenter))
+ wipe_colours += T
+ var/dist = cheap_pythag(T.x - x0, T.y - y0)
+
+ if(newmode == "Yes")
+ var/turf/TT = T
+ while(TT != epicenter)
+ TT = get_step_towards(TT,epicenter)
+ if(TT.density && TT.explosion_block)
+ dist += TT.explosion_block
+
+ for(var/obj/machinery/door/D in TT)
+ if(D.density && D.explosion_block)
+ dist += D.explosion_block
+
+ if(dist < dev)
+ T.color = "red"
+ T.maptext = "Dev"
+ else if (dist < heavy)
+ T.color = "yellow"
+ T.maptext = "Heavy"
+ else if (dist < light)
+ T.color = "blue"
+ T.maptext = "Light"
+ else
+ continue
+
+ sleep(100)
+ for(var/turf/T in wipe_colours)
+ T.color = null
+ T.maptext = ""
diff --git a/code/game/objects/items/random_items.dm b/code/game/objects/items/random_items.dm
index 0bbd8ba35aa..1a6ab66a72e 100644
--- a/code/game/objects/items/random_items.dm
+++ b/code/game/objects/items/random_items.dm
@@ -61,7 +61,7 @@
// identify_probability = 0
New()
..()
- var/global/list/chems_only = list("slimejelly","blood","water","lube","charcoal","toxin","cyanide","morphine","epinephrine","space_drugs","serotrotium","oxygen","copper","nitrogen","hydrogen","potassium","mercury","sulfur","carbon","chlorine","fluorine","sodium","phosphorus","lithium","sugar","sacid","facid","glycerol","radium","mutadone","thermite","mutagen","virusfood","iron","gold","silver","uranium","aluminum","silicon","fuel","cleaner","atrazine","plasma","teporone","lexorin","silver_sulfadiazine","salbutamol","perfluorodecalin","omnizine","synaptizine","haloperidol","potass_iodide","pen_acid","mannitol","oculine","styptic_powder","methamphetamine","cryoxadone","clonexadone","spaceacillin","carpotoxin","mindbreaker","fluorosurfactant","fluorosurfactant","ethanol","ammonia","diethylamine","antihol","pancuronium","lipolicide","condensedcapsaicin","frostoil","amanitin","psilocybin","enzyme","nothing","salglu_solution","antifreeze","neurotoxin")
+ var/global/list/chems_only = list("slimejelly","blood","water","lube","charcoal","toxin","cyanide","morphine","epinephrine","space_drugs","serotrotium","oxygen","copper","nitrogen","hydrogen","potassium","mercury","sulfur","carbon","chlorine","fluorine","sodium","phosphorus","lithium","sugar","sacid","facid","glycerol","radium","mutadone","thermite","mutagen","virusfood","iron","gold","silver","uranium","aluminum","silicon","fuel","cleaner","atrazine","plasma","teporone","lexorin","silver_sulfadiazine","salbutamol","perfluorodecalin","omnizine","synaptizine","haloperidol","potass_iodide","pen_acid","mannitol","oculine","styptic_powder","methamphetamine","cryoxadone","spaceacillin","carpotoxin","mindbreaker","fluorosurfactant","fluorosurfactant","ethanol","ammonia","diethylamine","antihol","pancuronium","lipolicide","condensedcapsaicin","frostoil","amanitin","psilocybin","enzyme","nothing","salglu_solution","antifreeze","neurotoxin")
var/global/list/rare_chems = list("minttoxin","nanites","xenomicrobes","adminordrazine")
var/datum/reagent/R = pick(chems_only + rare_chems)
diff --git a/code/game/objects/items/weapons/grenades.dm b/code/game/objects/items/weapons/grenades.dm
index 74d2038edb7..3d6c101a109 100644
--- a/code/game/objects/items/weapons/grenades.dm
+++ b/code/game/objects/items/weapons/grenades.dm
@@ -30,7 +30,7 @@
B1.reagents.add_reagent("blood",60)
if(prob(5))
B1.reagents.add_reagent("blood",1) // Quality control problems, causes a mess
- B2.reagents.add_reagent("clonexadone",30)
+ B2.reagents.add_reagent("cryoxadone",30)
beakers += B1
beakers += B2
diff --git a/code/game/objects/items/weapons/storage/storage.dm b/code/game/objects/items/weapons/storage/storage.dm
index b22b813d1c1..613fe2d844c 100644
--- a/code/game/objects/items/weapons/storage/storage.dm
+++ b/code/game/objects/items/weapons/storage/storage.dm
@@ -38,6 +38,26 @@
show_to(M)
return
+ if ((istype(over_object, /obj/structure/table) || istype(over_object, /turf/simulated/floor)) \
+ && contents.len && loc == usr && !usr.stat && !usr.restrained() && usr.canmove && over_object.Adjacent(usr) \
+ && !istype(src, /obj/item/weapon/storage/lockbox))
+ var/turf/T = get_turf(over_object)
+ if (istype(over_object, /turf/simulated/floor))
+ if (get_turf(usr) != T)
+ return // Can only empty containers onto the floor under you
+ if("Yes" != alert(usr,"Empty \the [src] onto \the [T]?","Confirm","Yes","No"))
+ return
+ if(!(usr && over_object && contents.len && loc == usr && !usr.stat && !usr.restrained() && usr.canmove && get_turf(usr) == T))
+ return // Something happened while the player was thinking
+ hide_from(usr)
+ usr.face_atom(over_object)
+ usr.visible_message("[usr] empties \the [src] onto \the [over_object].",
+ "You empty \the [src] onto \the [over_object].")
+ for(var/obj/item/I in contents)
+ remove_from_storage(I, T)
+ update_icon() // For content-sensitive icons
+ return
+
if (!( istype(over_object, /obj/screen) ))
return ..()
if (!(src.loc == usr) || (src.loc && src.loc.loc == usr))
diff --git a/code/game/turfs/simulated/floor_types.dm b/code/game/turfs/simulated/floor_types.dm
index 91e4fd2a9b9..5ea347aa51e 100644
--- a/code/game/turfs/simulated/floor_types.dm
+++ b/code/game/turfs/simulated/floor_types.dm
@@ -66,6 +66,19 @@
F.make_plating()
return
+/turf/simulated/floor/engine/ex_act(severity,target)
+ switch(severity)
+ if(1.0)
+ if(prob(80))
+ ReplaceWithLattice()
+ else if(prob(50))
+ qdel(src)
+ else
+ make_plating(1)
+ if(2.0)
+ if(prob(50))
+ make_plating(1)
+
/turf/simulated/floor/engine/cult
name = "engraved floor"
icon_state = "cult"
diff --git a/code/game/turfs/simulated/walls.dm b/code/game/turfs/simulated/walls.dm
index 7dbaa7b2492..e4c61e1c754 100644
--- a/code/game/turfs/simulated/walls.dm
+++ b/code/game/turfs/simulated/walls.dm
@@ -16,6 +16,7 @@
opacity = 1
density = 1
blocks_air = 1
+ explosion_block = 1
thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall
diff --git a/code/game/turfs/simulated/walls_mineral.dm b/code/game/turfs/simulated/walls_mineral.dm
index 393ff4beb8e..6e5aa0c33a8 100644
--- a/code/game/turfs/simulated/walls_mineral.dm
+++ b/code/game/turfs/simulated/walls_mineral.dm
@@ -11,6 +11,7 @@
icon_state = "gold0"
walltype = "gold"
mineral = "gold"
+ explosion_block = 0 //gold is a soft metal you dingus.
//var/electro = 1
//var/shocked = null
@@ -29,6 +30,7 @@
icon_state = "diamond0"
walltype = "diamond"
mineral = "diamond"
+ explosion_block = 3
/turf/simulated/wall/mineral/clown
name = "bananium wall"
@@ -43,6 +45,7 @@
icon_state = "sandstone0"
walltype = "sandstone"
mineral = "sandstone"
+ explosion_block = 0
/turf/simulated/wall/mineral/uranium
name = "uranium wall"
@@ -50,6 +53,7 @@
icon_state = "uranium0"
walltype = "uranium"
mineral = "uranium"
+ explosion_block = 0
/turf/simulated/wall/mineral/uranium/proc/radiate()
if(!active)
diff --git a/code/game/turfs/simulated/walls_reinforced.dm b/code/game/turfs/simulated/walls_reinforced.dm
index 2ef06abefae..bf79c84e7c0 100644
--- a/code/game/turfs/simulated/walls_reinforced.dm
+++ b/code/game/turfs/simulated/walls_reinforced.dm
@@ -4,7 +4,7 @@
icon_state = "r_wall"
opacity = 1
density = 1
-
+ explosion_block = 2
damage_cap = 200
max_temperature = 6000
diff --git a/code/game/turfs/unsimulated/walls.dm b/code/game/turfs/unsimulated/walls.dm
index ca422c46cd6..27b057e5fce 100644
--- a/code/game/turfs/unsimulated/walls.dm
+++ b/code/game/turfs/unsimulated/walls.dm
@@ -4,6 +4,7 @@
icon_state = "riveted"
opacity = 1
density = 1
+ explosion_block = 2
/turf/unsimulated/wall/fakeglass
name = "window"
diff --git a/code/modules/admin/admin_verbs.dm b/code/modules/admin/admin_verbs.dm
index 5b151c850c2..ae3f2c2a5d9 100644
--- a/code/modules/admin/admin_verbs.dm
+++ b/code/modules/admin/admin_verbs.dm
@@ -144,7 +144,8 @@ var/list/admin_verbs_debug = list(
/client/proc/toggledebuglogs,
/client/proc/qdel_toggle, // /vg/
/client/proc/gc_dump_hdl,
- /client/proc/debugNatureMapGenerator
+ /client/proc/debugNatureMapGenerator,
+ /client/proc/check_bomb_impacts
)
var/list/admin_verbs_possess = list(
/proc/possess,
diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm
index c2498a5a740..3da342387ea 100644
--- a/code/modules/mob/living/carbon/human/human_defense.dm
+++ b/code/modules/mob/living/carbon/human/human_defense.dm
@@ -488,6 +488,14 @@ emp_act
..()
return
+
+/mob/living/carbon/human/experience_pressure_difference(pressure_difference, direction)
+ if(shoes)
+ if(istype(shoes,/obj/item/clothing/shoes/magboots)) //TODO: Make a not-shit shoe var system to negate airflow.
+ var/obj/item/clothing/shoes/magboots/MB = shoes
+ if(MB.magpulse)
+ return 0
+ ..()
/mob/living/carbon/human/water_act(volume, temperature, source)
..()
diff --git a/code/modules/procedural mapping/mapGenerator.dm b/code/modules/procedural mapping/mapGenerator.dm
index 887ddfc40a4..c0b89549f3e 100644
--- a/code/modules/procedural mapping/mapGenerator.dm
+++ b/code/modules/procedural mapping/mapGenerator.dm
@@ -49,30 +49,28 @@
if(!checkRegion(Start, End))
return 0
- var/centerX = abs(max(End.x-Start.x,1))
- var/centerY = abs(max(End.y-Start.y,1))
-
+ var/centerX = max(abs((End.x+Start.x)/2),1)
+ var/centerY = max(abs((End.y+Start.y)/2),1)
var/lilZ = min(Start.z,End.z)
var/bigZ = max(Start.z,End.z)
- var/centerZ = max(abs(bigZ-(lilZ/2)),1) //Spherical maps! woo!
+ var/sphereMagic = max(abs(bigZ-(lilZ/2)),1) //Spherical maps! woo!
var/radius = abs(max(centerX,centerY)) //take the biggest displacement as the radius
if(replace)
undefineRegion()
- //Sphere mode engage
- var/evenCheckZ = 0
- if(max(bigZ,lilZ) % 2 == 0)
- evenCheckZ = centerZ+1
+ //Even sphere correction engage
+ var/offByOneOffset = 1
+ if(bigZ % 2 == 0)
+ offByOneOffset = 0
- for(var/i = lilZ, i <= bigZ, i++)
+ for(var/i = lilZ, i <= bigZ+offByOneOffset, i++)
var/theRadius = radius
- if(i != centerZ)
- if(i != evenCheckZ)
- theRadius = max(radius/max((2*abs(centerZ-i)),1),1)
+ if(i != sphereMagic)
+ theRadius = max(radius/max((2*abs(sphereMagic-i)),1),1)
map |= circlerange(locate(centerX,centerY,i),theRadius)
diff --git a/code/modules/projectiles/ammunition.dm b/code/modules/projectiles/ammunition.dm
index 136d589b75d..6b23a7dae2f 100644
--- a/code/modules/projectiles/ammunition.dm
+++ b/code/modules/projectiles/ammunition.dm
@@ -10,8 +10,9 @@
var/caliber = "" //Which kind of guns it can be loaded into
var/projectile_type = ""//The bullet type to create when New() is called
var/obj/item/projectile/BB = null //The loaded bullet
- var/buck = 0
+ var/pellets = 1
var/deviation = 0
+ var/spread = 0
/obj/item/ammo_casing/New()
@@ -50,6 +51,12 @@
else
user << "\blue There is no bullet in the casing to inscribe anything into."
+/obj/item/ammo_casing/proc/newshot() //For energy weapons, shotgun shells and wands (!).
+ if (!BB)
+ BB = new projectile_type(src)
+ return
+
+
//Boxes of ammo
/obj/item/ammo_box
diff --git a/code/modules/projectiles/ammunition/ammo_casings.dm b/code/modules/projectiles/ammunition/ammo_casings.dm
index b6313d6eae4..5ceb6aa386b 100644
--- a/code/modules/projectiles/ammunition/ammo_casings.dm
+++ b/code/modules/projectiles/ammunition/ammo_casings.dm
@@ -46,8 +46,8 @@
desc = "A 12 gauge buckshot shell."
icon_state = "gshell"
projectile_type = "/obj/item/projectile/bullet/pellet"
- buck = 5
- deviation = 0.8
+ pellets = 5
+ deviation = 30
/obj/item/ammo_casing/shotgun/beanbag
@@ -64,8 +64,8 @@
icon_state = "gshell"
projectile_type = "/obj/item/projectile/bullet/pellet/weak"
m_amt = 250
- buck = 5
- deviation = 0.8
+ pellets = 5
+ deviation = 30
/obj/item/ammo_casing/shotgun/improvised/overload
name = "overloaded improvised shell"
@@ -74,12 +74,12 @@
icon_state = "improvshell"
projectile_type = /obj/item/projectile/bullet/pellet/random
m_amt = 250
- buck = 5
- deviation = 1.0
+ pellets = 5
+ deviation = 30
/obj/item/ammo_casing/shotgun/improvised/overload/New()
..()
- buck = rand(3, 8)
+ pellets = rand(3, 8)
/obj/item/ammo_casing/shotgun/stunslug
name = "taser slug"
@@ -120,8 +120,8 @@
desc = "A shotgun shell which fires a spread of incendiary pellets."
icon_state = "ishell2"
projectile_type = "/obj/item/projectile/bullet/incendiary/shell/dragonsbreath"
- buck = 4
- deviation = 0.9
+ pellets = 4
+ deviation = 30
/obj/item/ammo_casing/shotgun/ion
name = "ion shell"
@@ -129,8 +129,8 @@
The unique properties of the crystal splot the pulse into a spread of individually weaker bolts."
icon_state = "ionshell"
projectile_type = /obj/item/projectile/ion/weak
- buck = 4
- deviation = 0.9
+ pellets = 4
+ deviation = 30
/obj/item/ammo_casing/shotgun/laserslug
name = "laser slug"
diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm
index a9ef5784dcc..4efee86bb44 100644
--- a/code/modules/projectiles/gun.dm
+++ b/code/modules/projectiles/gun.dm
@@ -35,13 +35,14 @@
var/automatic = 0 //Used to determine if you can target multiple people.
var/tmp/mob/living/last_moved_mob //Used to fire faster at more than one person.
var/tmp/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
- var/firerate = 1 // 0 for one bullet after tarrget moves and aim is lowered,
+ var/firerate = 1 // 0 for one bullet after tarrget moves and aim is lowered,
//1 for keep shooting until aim is lowered
var/fire_delay = 0
var/last_fired = 0
var/obj/item/device/flashlight/F = null
var/can_flashlight = 0
var/heavy_weapon = 0
+ var/randomspread = 0
proc/ready_to_fire()
if(world.time >= last_fired + fire_delay)
@@ -73,8 +74,8 @@
return
/obj/item/weapon/gun/afterattack(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
- if(flag) return //we're placing gun on a table or in backpack
- if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
+ if(flag) return //we're placing gun on a table or in backpack
+ if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
if(user && user.client && user.client.gun_mode && !(A in target))
PreFire(A,user,params) //They're using the new gun system, locate what they're aiming at.
else
@@ -113,11 +114,6 @@
add_fingerprint(user)
- var/turf/curloc = get_turf(user)
- var/turf/targloc = get_turf(target)
- if (!istype(targloc) || !istype(curloc))
- return
-
if(!special_check(user))
return
@@ -129,23 +125,40 @@
if(!process_chambered()) //CHECK
return click_empty(user)
- if(!in_chamber)
- return
-
if(heavy_weapon)
if(user.get_inactive_hand())
recoil = 4 //one-handed kick
else
recoil = initial(recoil)
- in_chamber.firer = user
- in_chamber.def_zone = user.zone_sel.selecting
- if(targloc == curloc)
- user.bullet_act(in_chamber)
- qdel(in_chamber)
- update_icon()
+ if (istype(in_chamber, /obj/item/projectile/bullet/blank)) // A hacky way of making blank shotgun shells work again. Honk.
+ in_chamber.delete()
+ in_chamber = null
return
+ user.changeNext_move(CLICK_CD_RANGE)
+
+ var/spread = 0
+ var/turf/targloc = get_turf(target)
+ if(chambered)
+ for (var/i = max(1, chambered.pellets), i > 0, i--) //Previous way of doing it fucked up math for spreading. This way, even the first projectile is part of the spread code.
+ if(i != max(1, chambered.pellets)) //Have we fired the initial chambered bullet yet?
+ in_chamber = new chambered.projectile_type()
+ ready_projectile(target, user)
+ prepare_shot(in_chamber)
+ if(chambered.deviation)
+ if(randomspread) //Random spread
+ spread = (rand() - 0.5) * chambered.deviation
+ else //Smart spread
+ spread = (i / chambered.pellets - 0.5) * chambered.deviation
+ if(!process_projectile(targloc, user, params, spread))
+ return 0
+ else
+ ready_projectile(target, user)
+ prepare_shot(in_chamber)
+ if(!process_projectile(targloc, user, params, spread))
+ return 0
+
if(recoil)
spawn()
shake_camera(user, recoil + 1, recoil)
@@ -164,76 +177,71 @@
user.visible_message("[src] flies out of [user]'s hands!", "[src] kicks out of your grip!")
user.drop_item()
- if (istype(in_chamber, /obj/item/projectile/bullet/blank)) // A hacky way of making blank shotgun shells work again. Honk.
- in_chamber.delete()
- in_chamber = null
- return
-
+ update_icon()
+ if(user.hand)
+ user.update_inv_l_hand()
+ else
+ user.update_inv_r_hand()
+/obj/item/weapon/gun/proc/ready_projectile(atom/target as mob|obj|turf, mob/living/user)
+ in_chamber.firer = user
+ in_chamber.def_zone = user.zone_sel.selecting
in_chamber.original = target
+ return
+
+/obj/item/weapon/gun/proc/process_projectile(var/turf/targloc, mob/living/user as mob|obj, params, spread)
+ var/turf/curloc = user.loc
+ if (!istype(targloc) || !istype(curloc) || !in_chamber)
+ return 0
+ if(targloc == curloc) //Fire the projectile
+ user.bullet_act(in_chamber)
+ qdel(in_chamber)
+ update_icon()
+ return 1
+
in_chamber.loc = get_turf(user)
in_chamber.starting = get_turf(user)
- in_chamber.shot_from = src
- user.changeNext_move(CLICK_CD_RANGE)
- in_chamber.silenced = silenced
in_chamber.current = curloc
in_chamber.yo = targloc.y - curloc.y
in_chamber.xo = targloc.x - curloc.x
-
- if(istype(user, /mob/living/carbon))
- var/mob/living/carbon/mob = user
- if(mob.shock_stage > 120)
- in_chamber.yo += rand(-2,2)
- in_chamber.xo += rand(-2,2)
- else if(mob.shock_stage > 70)
- in_chamber.yo += rand(-1,1)
- in_chamber.xo += rand(-1,1)
-
-
- if(chambered) // Beep boop buckshot
- var/target_x = targloc.x
- var/target_y = targloc.y
- var/target_z = targloc.z
- if(in_chamber)
- in_chamber.process()
- while(chambered.buck > 0)
- var/dx = round(gaussian(0,chambered.deviation),1)
- var/dy = round(gaussian(0,chambered.deviation),1)
- targloc = locate(target_x+dx, target_y+dy, target_z)
- if(!targloc || targloc == curloc)
- break
- in_chamber = new chambered.projectile_type()
- prepare_shot(in_chamber)
- in_chamber.original = target
- in_chamber.loc = get_turf(user)
- in_chamber.starting = get_turf(user)
- in_chamber.current = curloc
- in_chamber.yo = targloc.y - curloc.y
- in_chamber.xo = targloc.x - curloc.x
- if(in_chamber)
- in_chamber.process()
- chambered.buck--
-
-
if(params)
var/list/mouse_control = params2list(params)
if(mouse_control["icon-x"])
in_chamber.p_x = text2num(mouse_control["icon-x"])
if(mouse_control["icon-y"])
in_chamber.p_y = text2num(mouse_control["icon-y"])
+ if(mouse_control["screen-loc"])
+ //Split screen-loc up into X+Pixel_X and Y+Pixel_Y
+ var/list/screen_loc_params = text2list(mouse_control["screen-loc"], ",")
- spawn()
- if(in_chamber)
- in_chamber.process()
- sleep(1)
+ //Split X+Pixel_X up into list(X, Pixel_X)
+ var/list/screen_loc_X = text2list(screen_loc_params[1],":")
+
+ //Split Y+Pixel_Y up into list(Y, Pixel_Y)
+ var/list/screen_loc_Y = text2list(screen_loc_params[2],":")
+
+ var/x = text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32
+ var/y = text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32
+ var/ox = round(544/2) //"origin" x - Basically center of the screen. This is a bad way of doing it because if you are able to view MORE than 17 tiles at a time your aim will get fucked.
+ var/oy = round(544/2) //"origin" y - Basically center of the screen.
+
+ var/angle = Atan2(y - oy, x - ox)
+
+ in_chamber.Angle = angle
+
+ if(istype(user, /mob/living/carbon)) //Increase spread based on shock
+ var/mob/living/carbon/mob = user
+ if(mob.shock_stage > 120)
+ spread += rand(-5,5)
+ else if(mob.shock_stage > 70)
+ spread += rand(-2,2)
+
+ if(spread)
+ in_chamber.Angle += spread
+ if(in_chamber)
+ in_chamber.process()
in_chamber = null
-
- update_icon()
-
- if(user.hand)
- user.update_inv_l_hand()
- else
- user.update_inv_r_hand()
+ return 1
/obj/item/weapon/gun/proc/can_fire()
return process_chambered()
@@ -378,4 +386,5 @@
if(F)
if(F.on)
user.AddLuminosity(-F.brightness_on)
- SetLuminosity(F.brightness_on)
\ No newline at end of file
+ SetLuminosity(F.brightness_on)
+
diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm
index 8424fb54b69..a4ce8cdeac2 100644
--- a/code/modules/projectiles/projectile.dm
+++ b/code/modules/projectiles/projectile.dm
@@ -19,6 +19,7 @@
pass_flags = PASSTABLE
mouse_opacity = 0
hitsound = 'sound/weapons/pierce.ogg'
+ animate_movement = 0
var/bumped = 0 //Prevents it from hitting more than one guy at once
var/def_zone = "" //Aiming at
var/mob/firer = null//Who shot it
@@ -60,6 +61,11 @@
var/chatlog_attacks = 1
+ var/speed = 1 //Amount of deciseconds it takes for projectile to travel. Animation is adjusted accordingly.
+ var/Angle = 0 //For new projectiles
+ var/spread = 0 //Amount of degrees by which the projectiles will be spread DURING MOVEMENT. It exists for chaotic types of projectiles, like bees or something.
+ var/legacy = 0 //Use the legacy projectile system or new pixel movement?
+
proc/delete()
// Garbage collect the projectiles
loc = null
@@ -174,43 +180,108 @@
return 1
- process()
- spawn while(src)
- if(kill_count < 1)
- del(src)
- return
- kill_count--
- if((!( current ) || loc == current))
- current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)
- if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
- del(src)
- return
- step_towards(src, current)
- sleep(1)
- if(!bumped && !isturf(original))
- if(loc == get_turf(original))
- if(!(original in permutated))
- Bump(original)
- sleep(1)
- Range()
- return
- proc/dumbfire(var/dir) // for spacepods, go snowflake go
- if(!dir)
- del(src)
- if(kill_count < 1)
- del(src)
- kill_count--
- spawn while(src)
- var/turf/T = get_step(src, dir)
- step_towards(src, T)
- sleep(1)
- if(!bumped && !isturf(original))
- if(loc == get_turf(original))
- if(!(original in permutated))
- Bump(original)
- sleep(1)
- return
+ process(var/setAngle)
+ if(setAngle) Angle = setAngle
+ if(!legacy)
+ spawn() //New projectile system
+ while(loc)
+ if(kill_count < 1)
+ qdel(src)
+ return
+ kill_count--
+ if((!( current ) || loc == current))
+ current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
+ if(!Angle)
+ Angle=round(Get_Angle(src,current))
+ //world << "[Angle] angle"
+ //overlays.Cut()
+ //var/icon/I=new(initial(icon),icon_state) //using initial(icon) makes sure that the angle for that is reset as well
+ //I.Turn(Angle)
+ //I.DrawBox(rgb(255,0,0,50),1,1,32,32)
+ //icon = I
+ if(spread) //Chaotic spread
+ Angle += (rand() - 0.5) * spread
+ var/matrix/M = new//matrix(transform)
+ M.Turn(Angle)
+ transform = M
+
+ var/Pixel_x=round(sin(Angle)+16*sin(Angle)*2)
+ var/Pixel_y=round(cos(Angle)+16*cos(Angle)*2)
+ var/pixel_x_offset = pixel_x + Pixel_x
+ var/pixel_y_offset = pixel_y + Pixel_y
+ var/new_x = x
+ var/new_y = y
+ //Not sure if using whiles for this is good
+ while(pixel_x_offset > 16)
+ //world << "Pre-adjust coords (x++): xy [pixel_x] xy offset [pixel_x_offset]"
+ pixel_x_offset -= 32
+ pixel_x -= 32
+ new_x++// x++
+ while(pixel_x_offset < -16)
+ //world << "Pre-adjust coords (x--): xy [pixel_x] xy offset [pixel_x_offset]"
+ pixel_x_offset += 32
+ pixel_x += 32
+ new_x--
+
+ while(pixel_y_offset > 16)
+ //world << "Pre-adjust coords (y++): py [pixel_y] py offset [pixel_y_offset]"
+ pixel_y_offset -= 32
+ pixel_y -= 32
+ new_y++
+ while(pixel_y_offset < -16)
+ //world << "Pre-adjust coords (y--): py [pixel_y] py offset [pixel_y_offset]"
+ pixel_y_offset += 32
+ pixel_y += 32
+ new_y--
+
+ speed = round(speed) //Just in case.
+ step_towards(src, locate(new_x, new_y, z)) //Original projectiles stepped towards 'current'
+ if(speed <= 1) //We should really only animate at speed 2
+ pixel_x = pixel_x_offset
+ pixel_y = pixel_y_offset
+ else
+ animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (speed <= 3 ? speed - 1 : speed)))
+
+/*
+ var/turf/T = get_turf(src)
+ if(T)
+ T.color = "#6666FF"
+ spawn(10)
+ T.color = initial(T.color)
+*/
+
+ if(!bumped && ((original && original.layer>=2.75) || ismob(original)))
+ if(loc == get_turf(original))
+ if(!(original in permutated))
+ Bump(original)
+ Range()
+ sleep(max(1, speed))
+ else
+ spawn() //Old projectile system
+ while(loc)
+ if(kill_count < 1)
+ qdel(src)
+ return
+ kill_count--
+ if((!( current ) || loc == current))
+ current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
+ if(!Angle)
+ Angle=round(Get_Angle(src,current))
+ var/matrix/M = new//matrix(transform)
+ M.Turn(Angle)
+ transform = M //So there's no need to give icons directions again
+ step_towards(src, current)
+ if(!bumped && ((original && original.layer>=2.75) || ismob(original)))
+ if(loc == get_turf(original))
+ if(!(original in permutated))
+ Bump(original)
+ Range()
+ sleep(1)
+
+ proc/dumbfire(var/dir)
+ current = get_ranged_target_turf(src, dir, world.maxx) //world.maxx is the range. Not sure how to handle this better.
+ process()
/obj/item/projectile/test //Used to see if you can hit them.
invisibility = 101 //Nope! Can't see me!
diff --git a/code/modules/reagents/Chemistry-Reagents.dm b/code/modules/reagents/Chemistry-Reagents.dm
index 6a7d90a5d32..f36b16e8f2a 100644
--- a/code/modules/reagents/Chemistry-Reagents.dm
+++ b/code/modules/reagents/Chemistry-Reagents.dm
@@ -1270,25 +1270,11 @@ datum
on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom
- if(M.bodytemperature < 170)
- M.adjustCloneLoss(-1)
+ if(M.bodytemperature < 265)
+ M.adjustCloneLoss(-4)
M.adjustOxyLoss(-10)
M.heal_organ_damage(12,12)
M.adjustToxLoss(-3)
- ..()
- return
-
- clonexadone
- name = "Clonexadone"
- id = "clonexadone"
- description = "A liquid compound similar to that used in the cloning process. Can be used to 'finish' clones that get ejected early when used in conjunction with a cryo tube."
- reagent_state = LIQUID
- color = "#0000C8" // rgb: 200, 165, 220
-
- on_mob_life(var/mob/living/M as mob)
- if(!M) M = holder.my_atom
- if(M.bodytemperature < 170)
- M.adjustCloneLoss(-3)
M.status_flags &= ~DISFIGURED
..()
return
diff --git a/code/modules/reagents/Chemistry-Recipes.dm b/code/modules/reagents/Chemistry-Recipes.dm
index 00f9a662b91..f4fc2e30b34 100644
--- a/code/modules/reagents/Chemistry-Recipes.dm
+++ b/code/modules/reagents/Chemistry-Recipes.dm
@@ -113,8 +113,8 @@ datum
name = "mitocholide"
id = "mitocholide"
result = "mitocholide"
- required_reagents = list("synthflesh" = 1, "clonexadone" = 1)
- result_amount = 2
+ required_reagents = list("synthflesh" = 1, "cryoxadone" = 1, "plasma" = 1)
+ result_amount = 3
holy_water
name = "Holy Water"
@@ -132,14 +132,6 @@ datum
result_amount = 4
mix_message = "The solution bubbles softly."
- clonexadone
- name = "Clonexadone"
- id = "clonexadone"
- result = "clonexadone"
- required_reagents = list("cryoxadone" = 1, "sodium" = 1)
- required_catalysts = list("plasma" = 5)
- result_amount = 2
-
spaceacillin
name = "Spaceacillin"
id = "spaceacillin"
@@ -983,7 +975,7 @@ datum
name = "Syntiflesh"
id = "syntiflesh"
result = null
- required_reagents = list("blood" = 5, "clonexadone" = 1)
+ required_reagents = list("blood" = 5, "cryoxadone" = 1)
result_amount = 1
on_reaction(var/datum/reagents/holder, var/created_volume)
var/location = get_turf(holder.my_atom)
diff --git a/code/modules/recycling/disposal.dm b/code/modules/recycling/disposal.dm
index d1506aa8dbc..5bc8b20a6bb 100644
--- a/code/modules/recycling/disposal.dm
+++ b/code/modules/recycling/disposal.dm
@@ -93,22 +93,14 @@
user << "You can't place that item inside the disposal unit."
return
- if(istype(I, /obj/item/weapon/storage/bag/trash))
- var/obj/item/weapon/storage/bag/trash/T = I
- if(T.contents.len)
- user << "\blue You empty the bag."
- for(var/obj/item/O in T.contents)
- T.remove_from_storage(O,src)
- T.update_icon()
- update()
- return
-
- if(istype(I, /obj/item/weapon/storage/part_replacer))
- var/obj/item/weapon/storage/part_replacer/P = I
- if(P.contents.len)
- user << "\blue You empty the RPED's contents."
- for(var/obj/item/O in P.contents)
- P.remove_from_storage(O,src)
+ if(istype(I, /obj/item/weapon/storage))
+ var/obj/item/weapon/storage/S = I
+ if((S.allow_quick_empty || S.allow_quick_gather) && S.contents.len)
+ S.hide_from(user)
+ user.visible_message("[user] empties \the [S] into \the [src].", "You empty \the [S] into \the [src].")
+ for(var/obj/item/O in S.contents)
+ S.remove_from_storage(O, src)
+ S.update_icon() // For content-sensitive icons
update()
return
diff --git a/code/setup.dm b/code/setup.dm
index f629ab3b14f..c14124cb929 100644
--- a/code/setup.dm
+++ b/code/setup.dm
@@ -795,7 +795,7 @@ var/list/be_special_flags = list(
#define PULSE_THREADY 5 //occurs during hypovolemic shock
//feel free to add shit to lists below
var/list/tachycardics = list("coffee", "methamphetamine", "nitroglycerin", "thirteenloko", "nicotine") //increase heart rate
-var/list/bradycardics = list("neurotoxin", "cryoxadone", "clonexadone", "space_drugs") //decrease heart rate
+var/list/bradycardics = list("neurotoxin", "cryoxadone", "space_drugs") //decrease heart rate
var/list/heartstopper = list("capulettium", "capulettium_plus") //this stops the heart
var/list/cheartstopper = list() //this stops the heart when overdose is met -- c = conditional
diff --git a/icons/obj/projectiles.dmi b/icons/obj/projectiles.dmi
index 57f75b0f54e..73177afd0bd 100644
Binary files a/icons/obj/projectiles.dmi and b/icons/obj/projectiles.dmi differ