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
+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)