Fixes paths, snipers, turrets, mechas, some other things.

This commit is contained in:
TheDZD
2016-05-31 22:50:59 -04:00
parent 8dcf46bf91
commit f7d4cbe108
24 changed files with 262 additions and 332 deletions
+1 -1
View File
@@ -45,7 +45,7 @@
if(modifiers["middle"])
MiddleClickOn(A)
if(controlled_mech) //Are we piloting a mech? Placed here so the modifiers are not overridden.
controlled_mech.click_action(A, src) //Override AI normal click behavior.
controlled_mech.click_action(A, src, params) //Override AI normal click behavior.
return
if(modifiers["shift"])
ShiftClickOn(A)
+1 -1
View File
@@ -74,7 +74,7 @@
if(!locate(/turf) in list(A,A.loc)) // Prevents inventory from being drilled
return
var/obj/mecha/M = loc
return M.click_action(A, src)
return M.click_action(A, src, params)
if(restrained())
changeNext_move(CLICK_CD_HANDCUFFED) //Doing shit in cuffs shall be vey slow
+3 -3
View File
@@ -234,9 +234,9 @@ var/list/all_supply_groups = list(supply_emergency,supply_security,supply_engine
/datum/supply_packs/security/taser
name = "Stun Guns Crate"
contains = list(/obj/item/weapon/gun/energy/advtaser,
/obj/item/weapon/gun/energy/advtaser,
/obj/item/weapon/gun/energy/advtaser)
contains = list(/obj/item/weapon/gun/energy/gun/advtaser,
/obj/item/weapon/gun/energy/gun/advtaser,
/obj/item/weapon/gun/energy/gun/advtaser)
cost = 15
containername = "stun gun crate"
+1 -1
View File
@@ -20,7 +20,7 @@
if(!summon_type)
switch (randomizeguns)
if("taser")
new /obj/item/weapon/gun/energy/advtaser(get_turf(H))
new /obj/item/weapon/gun/energy/gun/advtaser(get_turf(H))
if("egun")
new /obj/item/weapon/gun/energy/gun(get_turf(H))
if("laser")
+3 -3
View File
@@ -77,7 +77,7 @@
H.equip_or_collect(new /obj/item/clothing/glasses/hud/security/sunglasses(H), slot_glasses)
// H.equip_or_collect(new /obj/item/clothing/mask/gas(H), slot_wear_mask) //Grab one from the armory you donk
H.equip_or_collect(new /obj/item/device/flash(H), slot_l_store)
H.equip_or_collect(new /obj/item/weapon/gun/energy/advtaser(H), slot_s_store)
H.equip_or_collect(new /obj/item/weapon/gun/energy/gun/advtaser(H), slot_s_store)
if(H.backbag == 1)
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
H.equip_or_collect(new /obj/item/weapon/restraints/handcuffs(H), slot_l_hand)
@@ -175,7 +175,7 @@
H.equip_to_slot_or_del(new /obj/item/clothing/head/helmet(H), slot_head)
H.equip_or_collect(new /obj/item/device/pda/security(H), slot_wear_pda)
H.equip_or_collect(new /obj/item/clothing/gloves/color/black(H), slot_gloves)
H.equip_or_collect(new /obj/item/weapon/gun/energy/advtaser(H), slot_s_store)
H.equip_or_collect(new /obj/item/weapon/gun/energy/gun/advtaser(H), slot_s_store)
H.equip_or_collect(new /obj/item/device/flash(H), slot_l_store)
if(H.backbag == 1)
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
@@ -249,7 +249,7 @@
H.equip_or_collect(new /obj/item/clothing/shoes/jackboots(H), slot_shoes)
H.equip_or_collect(new /obj/item/device/pda/security(H), slot_wear_pda)
H.equip_or_collect(new /obj/item/clothing/gloves/color/black(H), slot_gloves)
H.equip_or_collect(new /obj/item/weapon/gun/energy/advtaser(H), slot_s_store)
H.equip_or_collect(new /obj/item/weapon/gun/energy/gun/advtaser(H), slot_s_store)
H.equip_or_collect(new /obj/item/device/flash(H), slot_l_store)
if(H.backbag == 1)
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
+5 -8
View File
@@ -666,6 +666,8 @@ var/list/turret_icons
return
/obj/machinery/porta_turret/proc/shootAt(var/mob/living/target)
if(!raised) //the turret has to be raised in order to fire - makes sense, right?
return
//any emagged turrets will shoot extremely fast! This not only is deadly, but drains a lot power!
if(!emagged) //if it hasn't been emagged, it has to obey a cooldown rate
if(last_fired || !raised) //prevents rapid-fire shooting, unless it's been emagged
@@ -680,10 +682,6 @@ var/list/turret_icons
if(!istype(T) || !istype(U))
return
if(!raised) //the turret has to be raised in order to fire - makes sense, right?
return
update_icon()
var/obj/item/projectile/A
if(emagged || lethal)
@@ -694,18 +692,17 @@ var/list/turret_icons
if(projectile)
A = new projectile(loc)
playsound(loc, shot_sound, 75, 1)
A.original = target
// Lethal/emagged turrets use twice the power due to higher energy beams
// Emagged turrets again use twice as much power due to higher firing rates
use_power(reqpower * (2 * (emagged || lethal)) * (2 * emagged))
//Shooting Code:
A.original = target
A.current = T
A.yo = U.y - T.y
A.xo = U.x - T.x
spawn(1)
A.process()
A.fire()
return A
/datum/turret_checks
var/enabled
+217 -281
View File
@@ -5,6 +5,10 @@
var/projectile
var/fire_sound
var/size=0
var/projectiles_per_shot = 1
var/variance = 0
var/randomspread = 0 //use random spread for machineguns, instead of shotgun scatter
var/projectile_delay = 0
/obj/item/mecha_parts/mecha_equipment/weapon/can_attach(var/obj/mecha/combat/M as obj)
if(..())
@@ -16,32 +20,51 @@
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/proc/get_shot_amount()
return projectiles_per_shot
/obj/item/mecha_parts/mecha_equipment/weapon/energy
name = "General Energy Weapon"
size = 2
action(target)
if(!action_checks(target)) return
var/turf/curloc = chassis.loc
var/atom/targloc = get_turf(target)
if (!targloc || !istype(targloc, /turf) || !curloc)
return
if (targloc == curloc)
return
set_ready_state(0)
playsound(chassis, fire_sound, 50, 1)
/obj/item/mecha_parts/mecha_equipment/weapon/action(target, params)
if(!action_checks(target))
return 0
var/turf/curloc = get_turf(chassis)
var/turf/targloc = get_turf(target)
if (!targloc || !istype(targloc) || !curloc)
return 0
if (targloc == curloc)
return 0
set_ready_state(0)
for(var/i=1 to get_shot_amount())
var/obj/item/projectile/A = new projectile(curloc)
A.firer = chassis.occupant
A.original = target
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
chassis.use_power(energy_drain)
A.process()
chassis.log_message("Fired from [src.name], targeting [target].")
do_after_cooldown()
return
var/spread = 0
if(variance)
if(randomspread)
spread = round((rand() - 0.5) * variance)
else
spread = round((i / projectiles_per_shot - 0.5) * variance)
A.preparePixelProjectile(target, targloc, chassis.occupant, params, spread)
chassis.use_power(energy_drain)
A.fire()
playsound(chassis, fire_sound, 50, 1)
sleep(max(0, projectile_delay))
set_ready_state(0)
log_message("Fired from [src.name], targeting [target].")
var/turf/T = get_turf(src)
msg_admin_attack("[key_name_admin(chassis.occupant)] fired a [src] in ([T.x], [T.y], [T.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>)")
log_game("[key_name(chassis.occupant)] fired a [src] in [T.x], [T.y], [T.z]")
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/energy
name = "General Energy Weapon"
size = 2
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser
equip_cooldown = 8
@@ -82,25 +105,25 @@
icon_state = "pulse1_bl"
var/life = 20
Bump(atom/A)
A.bullet_act(src, def_zone)
src.life -= 10
if(ismob(A))
var/mob/M = A
if(istype(firer, /mob))
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]</font>")
if(!iscarbon(firer))
M.LAssailant = null
else
M.LAssailant = firer
/obj/item/projectile/beam/pulse/heavy/Bump(atom/A)
A.bullet_act(src, def_zone)
src.life -= 10
if(ismob(A))
var/mob/M = A
if(istype(firer, /mob))
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]</font>")
if(!iscarbon(firer))
M.LAssailant = null
else
M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src]</font>")
if(life <= 0)
qdel(src)
return
M.LAssailant = firer
else
M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src]</font>")
if(life <= 0)
qdel(src)
return
/obj/item/mecha_parts/mecha_equipment/weapon/energy/taser
@@ -119,89 +142,89 @@
equip_cooldown = 150
range = MELEE|RANGED
can_attach(obj/mecha/combat/honker/M as obj)
if(..())
if(istype(M))
return 1
/obj/item/mecha_parts/mecha_equipment/weapon/honker/can_attach(obj/mecha/combat/honker/M as obj)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/honker/action(target, params)
if(!chassis)
return 0
if(energy_drain && chassis.get_charge() < energy_drain)
return 0
if(!equip_ready)
return 0
action(target)
if(!chassis)
return 0
if(energy_drain && chassis.get_charge() < energy_drain)
return 0
if(!equip_ready)
return 0
playsound(chassis, 'sound/items/AirHorn.ogg', 100, 1)
chassis.occupant_message("<font color='red' size='5'>HONK</font>")
for(var/mob/living/carbon/M in ohearers(6, chassis))
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(istype(H.l_ear, /obj/item/clothing/ears/earmuffs) || istype(H.r_ear, /obj/item/clothing/ears/earmuffs))
continue
to_chat(M, "<font color='red' size='7'>HONK</font>")
M.sleeping = 0
M.stuttering = 20
M.ear_deaf = 30
M.Weaken(3)
if(prob(30))
M.Stun(10)
M.Paralyse(4)
else
M.Jitter(500)
///else the mousetraps are useless
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(isobj(H.shoes))
var/thingy = H.shoes
H.unEquip(H.shoes)
walk_away(thingy,chassis,15,2)
spawn(20)
if(thingy)
walk(thingy,0)
for(var/obj/mecha/combat/recitence/R in oview(6, chassis))
R.occupant_message("\The [R] has protected you from [chassis]'s HONK at the cost of some power.")
R.use_power(R.get_charge() / 4)
playsound(chassis, 'sound/items/AirHorn.ogg', 100, 1)
chassis.occupant_message("<font color='red' size='5'>HONK</font>")
for(var/mob/living/carbon/M in ohearers(6, chassis))
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(istype(H.l_ear, /obj/item/clothing/ears/earmuffs) || istype(H.r_ear, /obj/item/clothing/ears/earmuffs))
continue
to_chat(M, "<font color='red' size='7'>HONK</font>")
M.sleeping = 0
M.stuttering = 20
M.ear_deaf = 30
M.Weaken(3)
if(prob(30))
M.Stun(10)
M.Paralyse(4)
else
M.Jitter(500)
///else the mousetraps are useless
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(isobj(H.shoes))
var/thingy = H.shoes
H.unEquip(H.shoes)
walk_away(thingy,chassis,15,2)
spawn(20)
if(thingy)
walk(thingy,0)
for(var/obj/mecha/combat/recitence/R in oview(6, chassis))
R.occupant_message("\The [R] has protected you from [chassis]'s HONK at the cost of some power.")
R.use_power(R.get_charge() / 4)
chassis.use_power(energy_drain)
log_message("Honked from [src.name]. HONK!")
var/turf/T = get_turf(src)
msg_admin_attack("[key_name_admin(chassis.occupant)] used a Mecha Honker in ([T.x], [T.y], [T.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>)")
log_game("[key_name(chassis.occupant)] used a Mecha Honker in [T.x], [T.y], [T.z]")
do_after_cooldown()
return
chassis.use_power(energy_drain)
log_message("Honked from [src.name]. HONK!")
var/turf/T = get_turf(src)
msg_admin_attack("[key_name_admin(chassis.occupant)] used a Mecha Honker in ([T.x], [T.y], [T.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>)")
log_game("[key_name(chassis.occupant)] used a Mecha Honker in [T.x], [T.y], [T.z]")
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic
name = "General Ballisic Weapon"
var/projectiles
var/projectile_energy_cost
size = 2
action_checks(atom/target)
if(..())
if(projectiles > 0)
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/action_checks(atom/target)
if(..())
if(projectiles > 0)
return 1
return 0
get_equip_info()
return "[..()]\[[src.projectiles]\][(src.projectiles < initial(src.projectiles))?" - <a href='?src=\ref[src];rearm=1'>Rearm</a>":null]"
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/get_equip_info()
return "[..()]\[[src.projectiles]\][(src.projectiles < initial(src.projectiles))?" - <a href='?src=\ref[src];rearm=1'>Rearm</a>":null]"
proc/rearm()
if(projectiles < initial(projectiles))
var/projectiles_to_add = initial(projectiles) - projectiles
while(chassis.get_charge() >= projectile_energy_cost && projectiles_to_add)
projectiles++
projectiles_to_add--
chassis.use_power(projectile_energy_cost)
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
log_message("Rearmed [src.name].")
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/proc/rearm()
if(projectiles < initial(projectiles))
var/projectiles_to_add = initial(projectiles) - projectiles
while(chassis.get_charge() >= projectile_energy_cost && projectiles_to_add)
projectiles++
projectiles_to_add--
chassis.use_power(projectile_energy_cost)
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
log_message("Rearmed [src.name].")
return
Topic(href, href_list)
..()
if (href_list["rearm"])
src.rearm()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/Topic(href, href_list)
..()
if (href_list["rearm"])
src.rearm()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine
name = "FNX-66 Carbine"
@@ -211,41 +234,6 @@
fire_sound = 'sound/weapons/Gunshot.ogg'
projectiles = 24
projectile_energy_cost = 15
var/projectiles_per_shot = 1
var/deviation = 0.0
action(atom/target)
if(!action_checks(target)) return
var/turf/targloc = get_turf(target)
var/target_x = targloc.x
var/target_y = targloc.y
var/target_z = targloc.z
targloc = null
spawn for(var/i=1 to min(projectiles, projectiles_per_shot))
if(!chassis) break
var/turf/curloc = get_turf(chassis)
targloc = locate(target_x+GaussRandRound(deviation,1),target_y+GaussRandRound(deviation,1),target_z)
if (!targloc || !curloc)
continue
if (targloc == curloc)
continue
playsound(chassis, fire_sound, 50, 1)
var/obj/item/projectile/A = new projectile(curloc)
src.projectiles--
A.original = target
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
A.process()
sleep(2)
set_ready_state(0)
log_message("Fired from [src.name], targeting [target].")
var/turf/T = get_turf(src)
msg_admin_attack("[key_name_admin(chassis.occupant)] fired a [src] in ([T.x], [T.y], [T.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>)")
log_game("[key_name(chassis.occupant)] fired a [src] in [T.x], [T.y], [T.z]")
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine/silenced
name = "\improper S.H.H. \"Quietus\" Carbine"
@@ -270,36 +258,8 @@
fire_sound = 'sound/weapons/Gunshot.ogg'
projectiles = 40
projectile_energy_cost = 25
var/projectiles_per_shot = 4
var/deviation = 0.7
action(atom/target)
if(!action_checks(target)) return
var/turf/curloc = get_turf(chassis)
var/turf/targloc = get_turf(target)
if(!curloc || !targloc) return
var/target_x = targloc.x
var/target_y = targloc.y
var/target_z = targloc.z
targloc = null
for(var/i=1 to min(projectiles, projectiles_per_shot))
targloc = locate(target_x+GaussRandRound(deviation,1),target_y+GaussRandRound(deviation,1),target_z)
if(!targloc || targloc == curloc)
break
playsound(chassis, fire_sound, 80, 1)
var/obj/item/projectile/A = new projectile(curloc)
src.projectiles--
A.original = target
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
set_ready_state(0)
A.process()
log_message("Fired from [src.name], targeting [target].")
do_after_cooldown()
return
projectiles_per_shot = 4
variance = 25
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg
name = "Ultra AC 2"
@@ -309,38 +269,9 @@
fire_sound = 'sound/weapons/Gunshot.ogg'
projectiles = 300
projectile_energy_cost = 20
var/projectiles_per_shot = 3
var/deviation = 0.3
action(atom/target)
if(!action_checks(target)) return
var/turf/targloc = get_turf(target)
var/target_x = targloc.x
var/target_y = targloc.y
var/target_z = targloc.z
targloc = null
spawn for(var/i=1 to min(projectiles, projectiles_per_shot))
if(!chassis) break
var/turf/curloc = get_turf(chassis)
targloc = locate(target_x+GaussRandRound(deviation,1),target_y+GaussRandRound(deviation,1),target_z)
if (!targloc || !curloc)
continue
if (targloc == curloc)
continue
playsound(chassis, fire_sound, 50, 1)
var/obj/item/projectile/A = new projectile(curloc)
src.projectiles--
A.original = target
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
A.process()
sleep(2)
set_ready_state(0)
log_message("Fired from [src.name], targeting [target].")
do_after_cooldown()
return
projectiles_per_shot = 3
variance = 6
projectile_delay = 2
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack
name = "SRM-8 Missile Rack"
@@ -353,20 +284,21 @@
var/missile_speed = 2
var/missile_range = 30
action(target)
if(!action_checks(target)) return
set_ready_state(0)
var/obj/item/missile/M = new projectile(chassis.loc)
M.primed = 1
playsound(chassis, fire_sound, 50, 1)
M.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Fired from [src.name], targeting [target].")
var/turf/T = get_turf(src)
msg_admin_attack("[key_name_admin(chassis.occupant)] fired a [src] in ([T.x], [T.y], [T.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>)")
log_game("[key_name(chassis.occupant)] fired a [src] in [T.x], [T.y], [T.z]")
do_after_cooldown()
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/action(target, params)
if(!action_checks(target))
return
set_ready_state(0)
var/obj/item/missile/M = new projectile(chassis.loc)
M.primed = 1
playsound(chassis, fire_sound, 50, 1)
M.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Fired from [src.name], targeting [target].")
var/turf/T = get_turf(src)
msg_admin_attack("[key_name_admin(chassis.occupant)] fired a [src] in ([T.x], [T.y], [T.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>)")
log_game("[key_name(chassis.occupant)] fired a [src] in [T.x], [T.y], [T.z]")
do_after_cooldown()
return
/obj/item/missile
@@ -375,13 +307,13 @@
var/primed = null
throwforce = 15
throw_impact(atom/hit_atom)
if(primed)
explosion(hit_atom, 0, 0, 2, 4, 0)
qdel(src)
else
..()
return
/obj/item/missile/throw_impact(atom/hit_atom)
if(primed)
explosion(hit_atom, 0, 0, 2, 4, 0)
qdel(src)
else
..()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang
name = "SGL-6 Grenade Launcher"
@@ -394,18 +326,19 @@
equip_cooldown = 60
var/det_time = 20
size=1
action(target)
if(!action_checks(target)) return
set_ready_state(0)
var/obj/item/weapon/grenade/flashbang/F = new projectile(chassis.loc)
playsound(chassis, fire_sound, 50, 1)
F.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Fired from [src.name], targeting [target].")
spawn(det_time)
F.prime()
do_after_cooldown()
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/action(target, params)
if(!action_checks(target))
return
set_ready_state(0)
var/obj/item/weapon/grenade/flashbang/F = new projectile(chassis.loc)
playsound(chassis, fire_sound, 50, 1)
F.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Fired from [src.name], targeting [target].")
spawn(det_time)
F.prime()
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/clusterbang//Because I am a heartless bastard -Sieve
name = "SOB-3 Grenade Launcher"
@@ -432,22 +365,23 @@
projectile_energy_cost = 100
equip_cooldown = 20
can_attach(obj/mecha/combat/honker/M as obj)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar/can_attach(obj/mecha/combat/honker/M as obj)
if(..())
if(istype(M))
return 1
return 0
action(target)
if(!action_checks(target)) return
set_ready_state(0)
var/obj/item/weapon/bananapeel/B = new projectile(chassis.loc)
playsound(chassis, fire_sound, 60, 1)
B.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Bananed from [src.name], targeting [target]. HONK!")
do_after_cooldown()
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar/action(target, params)
if(!action_checks(target))
return
set_ready_state(0)
var/obj/item/weapon/bananapeel/B = new projectile(chassis.loc)
playsound(chassis, fire_sound, 60, 1)
B.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Bananed from [src.name], targeting [target]. HONK!")
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/mousetrap_mortar
@@ -460,23 +394,24 @@
projectile_energy_cost = 100
equip_cooldown = 10
can_attach(obj/mecha/combat/honker/M as obj)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/mousetrap_mortar/can_attach(obj/mecha/combat/honker/M as obj)
if(..())
if(istype(M))
return 1
return 0
action(target)
if(!action_checks(target)) return
set_ready_state(0)
var/obj/item/device/assembly/mousetrap/M = new projectile(chassis.loc)
M.secured = 1
playsound(chassis, fire_sound, 60, 1)
M.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Launched a mouse-trap from [src.name], targeting [target]. HONK!")
do_after_cooldown()
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/mousetrap_mortar/action(target, params)
if(!action_checks(target))
return
set_ready_state(0)
var/obj/item/device/assembly/mousetrap/M = new projectile(chassis.loc)
M.secured = 1
playsound(chassis, fire_sound, 60, 1)
M.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Launched a mouse-trap from [src.name], targeting [target]. HONK!")
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/bolas
name = "PCMK-6 Bolas Launcher"
@@ -489,23 +424,24 @@
projectile_energy_cost = 50
equip_cooldown = 10
can_attach(obj/mecha/combat/gygax/M as obj)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/bolas/can_attach(obj/mecha/combat/gygax/M as obj)
if(..())
if(istype(M))
return 1
return 0
action(target)
if(!action_checks(target)) return
set_ready_state(0)
var/obj/item/weapon/legcuffs/bolas/M = new projectile(chassis.loc)
playsound(chassis, fire_sound, 50, 1)
M.thrown_from = src
M.throw_at(target, missile_range, missile_speed)
projectiles--
log_message("Fired from [src.name], targeting [target].")
do_after_cooldown()
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/bolas/action(target, params)
if(!action_checks(target))
return
set_ready_state(0)
var/obj/item/weapon/legcuffs/bolas/M = new projectile(chassis.loc)
playsound(chassis, fire_sound, 50, 1)
M.thrown_from = src
M.throw_at(target, missile_range, missile_speed)
projectiles--
log_message("Fired from [src.name], targeting [target].")
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/energy/plasma
equip_cooldown = 20
+4 -4
View File
@@ -219,7 +219,7 @@
// return ..()
*/
/obj/mecha/proc/click_action(atom/target,mob/user)
/obj/mecha/proc/click_action(atom/target, mob/user, params)
if(!src.occupant || src.occupant != user ) return
if(user.stat || !user.canmove)
return
@@ -239,9 +239,9 @@
return
if(!target.Adjacent(src))
if(selected && selected.is_ranged())
selected.action(target)
selected.action(target, params)
else if(selected && selected.is_melee())
selected.action(target)
selected.action(target, params)
else
if(internal_damage&MECHA_INT_CONTROL_LOST)
target = safepick(oview(1,src))
@@ -1991,4 +1991,4 @@
/obj/mecha/speech_bubble(var/bubble_state = "",var/bubble_loc = src, var/list/bubble_recipients = list())
flick_overlay(image('icons/mob/talk.dmi', bubble_loc, bubble_state,MOB_LAYER+1), bubble_recipients, 30)
flick_overlay(image('icons/mob/talk.dmi', bubble_loc, bubble_state,MOB_LAYER+1), bubble_recipients, 30)
@@ -152,7 +152,7 @@
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/reagent_containers/spray/pepper(src)
new /obj/item/weapon/melee/baton/loaded(src)
new /obj/item/weapon/gun/energy/advtaser(src)
new /obj/item/weapon/gun/energy/gun/advtaser(src)
new /obj/item/weapon/storage/belt/security/sec(src)
new /obj/item/weapon/storage/box/holobadge(src)
+2 -2
View File
@@ -382,7 +382,7 @@ var/send_emergency_team
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest/ert/security(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/advtaser(M), slot_s_store)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun/advtaser(M), slot_s_store)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/security/sunglasses(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/ert/security(M), slot_in_backpack)
@@ -459,7 +459,7 @@ var/send_emergency_team
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/security(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/advtaser(M), slot_s_store)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun/advtaser(M), slot_s_store)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/security/sunglasses(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/security(M), slot_in_backpack)
+1 -1
View File
@@ -35,7 +35,7 @@
allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank, /obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/crowbar, \
/obj/item/weapon/screwdriver, /obj/item/weapon/weldingtool, /obj/item/weapon/wirecutters, /obj/item/weapon/wrench, /obj/item/device/multitool, \
/obj/item/device/radio, /obj/item/device/analyzer, /obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/pulse, \
/obj/item/weapon/gun/energy/advtaser, /obj/item/weapon/melee/baton, /obj/item/weapon/gun/energy/gun)
/obj/item/weapon/gun/energy/gun/advtaser, /obj/item/weapon/melee/baton, /obj/item/weapon/gun/energy/gun)
strip_delay = 130
//Commander
+1 -1
View File
@@ -44,7 +44,7 @@
/obj/item/robot_parts/r_leg = 1,
/obj/item/stack/sheet/metal = 5,
/obj/item/stack/cable_coil = 5,
/obj/item/weapon/gun/energy/advtaser = 1,
/obj/item/weapon/gun/energy/gun/advtaser = 1,
/obj/item/weapon/stock_parts/cell = 1,
/obj/item/device/assembly/prox_sensor = 1,
/obj/item/robot_parts/r_arm = 1)
+1 -6
View File
@@ -26,7 +26,7 @@
then click where you want to fire. Most energy weapons can fire through windows harmlessly. To switch between stun and lethal, click the weapon \
in your hand. To recharge this weapon, use a weapon recharger."
/obj/item/weapon/gun/energy/advtaser
/obj/item/weapon/gun/energy/gun/advtaser
description_info = "This is an energy weapon. To fire the weapon, have your gun mode set to 'fire', \
then click where you want to fire. To recharge this weapon, use a weapon recharger. \
To switch between insta-stun and disabler beams, click the weapon in your hand. This weapon can only fire through glass if it is set to disabler beams."
@@ -55,11 +55,6 @@
then click where you want to fire. After firing, you will need to pump the gun, by clicking on the gun in your hand. To reload, load more shotgun \
shells into the gun."
/obj/item/weapon/gun/projectile/heavysniper
description_info = "This is a ballistic weapon. To fire the weapon, have your gun mode set to 'fire', \
then click where you want to fire. The gun's chamber can be opened or closed by using it in your hand. To reload, open the chamber, add a new bullet \
then close it. To use the scope, use the appropriate verb in the object tab."
//*******
//*Melee*
//*******
+1 -1
View File
@@ -99,7 +99,7 @@
/datum/manufacture/taser
name = "Advanced Taser"
item = /obj/item/weapon/gun/energy/advtaser
item = /obj/item/weapon/gun/energy/gun/advtaser
cost1 = /obj/item/weapon/ore/iron
cname1 = "Iron"
amount1 = 15
@@ -66,7 +66,7 @@
if("Warden","Security Officer","Security Pod Pilot")
suit=/obj/item/clothing/suit/space/eva/plasmaman/security/
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/security/
H.equip_or_collect(new /obj/item/weapon/gun/energy/advtaser(H), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/gun/energy/gun/advtaser(H), slot_in_backpack)
if("Magistrate")
suit=/obj/item/clothing/suit/space/eva/plasmaman/magistrate
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/magistrate
@@ -158,7 +158,7 @@
return
newname = "redtag ED-209 assembly"
if("")
if(!istype(W, /obj/item/weapon/gun/energy/advtaser))
if(!istype(W, /obj/item/weapon/gun/energy/gun/advtaser))
return
newname = "taser ED-209 assembly"
else
@@ -365,7 +365,7 @@ Auto Patrol[]"},
new /obj/item/device/assembly/prox_sensor(Tsec)
if(!lasercolor)
var/obj/item/weapon/gun/energy/advtaser/G = new /obj/item/weapon/gun/energy/advtaser(Tsec)
var/obj/item/weapon/gun/energy/gun/advtaser/G = new /obj/item/weapon/gun/energy/gun/advtaser(Tsec)
G.power_supply.charge = 0
G.update_icon()
else if(lasercolor == "b")
@@ -262,7 +262,8 @@
var/obj/item/projectile/A = new projectiletype(src.loc)
playsound(user, projectilesound, 100, 1)
if(!A) return
if(!A)
return
A.current = target
A.firer = src
@@ -272,7 +273,7 @@
newtonian_move(get_dir(target, user))
A.original = target
spawn( 0 )
A.process()
A.fire()
return
/mob/living/simple_animal/hostile/proc/DestroySurroundings()
+2 -2
View File
@@ -81,8 +81,8 @@
//Split Y+Pixel_Y up into list(Y, Pixel_Y)
var/list/screen_loc_Y = splittext(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/x = text2num(screen_loc_X[1]) * world.icon_size + text2num(screen_loc_X[2]) - world.icon_size + (user.client ? user.client.pixel_x : 0)
var/y = text2num(screen_loc_Y[1]) * world.icon_size + text2num(screen_loc_Y[2]) - world.icon_size + (user.client ? user.client.pixel_y : 0)
//Calculate the "resolution" of screen based on client's view and world's icon size. This will work if the user can view more tiles than average.
var/screenview = (user.client.view * 2 + 1) * world.icon_size //Refer to http://www.byond.com/docs/ref/info.html#/client/var/view for mad maths
+1 -1
View File
@@ -187,7 +187,7 @@ obj/item/weapon/gun/proc/newshot()
sprd = round((rand() - 0.5) * spread)
else
sprd = round((i / burst_size - 0.5) * spread)
if(!chambered.fire(target, user, params, suppressed, zone_override, sprd))
if(!chambered.fire(target, user, params, ,suppressed, zone_override, sprd))
shoot_with_empty_chamber(user)
break
else
@@ -360,14 +360,6 @@
item_state = "instagibblue"
ammo_type = list(/obj/item/ammo_casing/energy/instakill/blue)
obj/item/weapon/gun/energy/staff/focus
name = "mental focus"
desc = "An artefact that channels the will of the user into destructive bolts of force. If you aren't careful with it, you might poke someone's brain out."
icon = 'icons/obj/wizard.dmi'
icon_state = "focus"
item_state = "focus"
ammo_type = list(/obj/item/ammo_casing/forcebolt)
/obj/item/weapon/gun/energy/clown
name = "HONK Rifle"
desc = "Clown Planet's finest."
+1
View File
@@ -4,6 +4,7 @@
icon = 'icons/obj/guns/magic.dmi'
icon_state = "staffofnothing"
item_state = "staff"
fire_sound = 'sound/weapons/emitter.ogg'
fire_sound_text = "energy blast"
flags = CONDUCT
w_class = 5
@@ -54,3 +54,11 @@ obj/item/weapon/gun/magic/staff/door
item_state = "honker"
max_charges = 4
recharge_rate = 8
obj/item/weapon/gun/magic/staff/focus
name = "mental focus"
desc = "An artefact that channels the will of the user into destructive bolts of force. If you aren't careful with it, you might poke someone's brain out."
icon = 'icons/obj/wizard.dmi'
icon_state = "focus"
item_state = "focus"
ammo_type = list(/obj/item/ammo_casing/forcebolt)
@@ -239,7 +239,7 @@ obj/item/projectile/kinetic/New()
if(istype(target_turf, /turf/simulated/mineral))
var/turf/simulated/mineral/M = target_turf
M.gets_drilled(firer)
new /obj/item/effect/kinetic_blast(target_turf)
new /obj/effect/kinetic_blast(target_turf)
if(splash)
for(var/turf/T in range(splash, target_turf))
if(istype(T, /turf/simulated/mineral))
@@ -252,7 +252,7 @@ obj/item/projectile/kinetic/New()
icon_state = "kinetic_blast"
layer = 4.1
/obj/item/effect/kinetic_blast/New()
/obj/effect/kinetic_blast/New()
spawn(4)
qdel(src)