Refactors rocket launchers, adds it to nukie uplink (#21273)

* initial changes to rocket launcher

* moves the missiles to special projectiles

* gonna keep it real, im too high for mechcode

* missiles are now projectiles

* pt. 2 of last commit

* Now we don't need process fire to handle all this

* shoots you with my gun that makes you explode

* uplink time

* I hate mechs I hate mechs I hate mechs

* minor typo detected

* tech origin fix

* whoops the light ones explode twice

* THIS JUST MAKES IT WORK????

* maybe balance is a good thing

* Renamed ammo in uplink

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* sirryans reviews, ill learn to document someday

* Forcemove time

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

---------

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
This commit is contained in:
BiancaWilkson
2023-06-21 22:39:29 +01:00
committed by GitHub
co-authored by Ryan
parent ce10f4d508
commit e6f8b543ae
5 changed files with 63 additions and 77 deletions
@@ -13,7 +13,7 @@
/obj/item/projectile/ion/on_hit(atom/target, blocked = 0)
..()
empulse(target, strong_emp, weak_emp, TRUE, cause = "[type] fired by [key_name(firer)]")
return 1
return TRUE
/obj/item/projectile/ion/weak
strong_emp = 0
@@ -29,7 +29,7 @@
/obj/item/projectile/bullet/gyro/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 0, 2, cause = "[type] fired by [key_name(firer)]")
return 1
return TRUE
/obj/item/projectile/bullet/a40mm
name ="40mm grenade"
@@ -42,7 +42,7 @@
/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 0, 2, 1, 0, flame_range = 3, cause = "[type] fired by [key_name(firer)]")
return 1
return TRUE
/obj/item/projectile/temp
name = "temperature beam"
@@ -123,6 +123,25 @@
shake_camera(M, 3, 1)
qdel(src)
/obj/item/projectile/missile
icon = 'icons/obj/grenade.dmi'
icon_state = "missile"
damage = 50
///If the missile will have a heavy, or light explosion.
var/heavy = TRUE
/obj/item/projectile/missile/on_hit(atom/target, blocked, hit_zone)
..()
if(heavy)
explosion(target, 1, 2, 3, cause = "[type] fired by [key_name(firer)]")
else
explosion(target, -1, 0, 2, cause = "[type] fired by [key_name(firer)]")
return TRUE
/obj/item/projectile/missile/light
damage = 15
heavy = FALSE
/obj/item/projectile/energy/floramut
name = "alpha somatoray"
icon_state = "energy"