/obj/item/projectile name = "projectile" icon = 'icons/obj/projectiles.dmi' icon_state = "bullet" density = 0 resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF anchored = 1 //There's a reason this is here, Mport. God fucking damn it -Agouri. Find&Fix by Pete. The reason this is here is to stop the curving of emitter shots. flags = ABSTRACT pass_flags = PASSTABLE mouse_opacity = MOUSE_OPACITY_TRANSPARENT hitsound = 'sound/weapons/pierce.ogg' var/hitsound_wall = "" var/def_zone = "" //Aiming at var/mob/firer = null//Who shot it var/obj/item/ammo_casing/ammo_casing = null var/suppressed = 0 //Attack message var/yo = null var/xo = null var/current = null var/atom/original = null // the original target clicked var/turf/starting = null // the projectile's starting turf var/list/permutated = list() // we've passed through these atoms, don't try to hit them again var/paused = FALSE //for suspending the projectile midair var/p_x = 16 var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center var/speed = 1 //Amount of deciseconds it takes for projectile to travel var/Angle = null var/spread = 0 //amount (in degrees) of projectile spread animate_movement = 0 var/ignore_source_check = FALSE var/damage = 10 var/tile_dropoff = 0 //how much damage should be decremented as the bullet moves var/tile_dropoff_s = 0 //same as above but for stamina var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here var/nodamage = FALSE //Determines if the projectile will skip any damage inflictions var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid var/projectile_type = "/obj/item/projectile" var/range = 50 //This will de-increment every step. When 0, it will delete the projectile. var/is_reflectable = FALSE // Can it be reflected or not? var/alwayslog = FALSE // ALWAYS log this projectile on hit even if it doesn't hit a living target. Useful for AOE explosion / EMP. //Effects var/stun = 0 var/weaken = 0 var/paralyze = 0 var/irradiate = 0 var/stutter = 0 var/slur = 0 var/eyeblur = 0 var/drowsy = 0 var/stamina = 0 var/jitter = 0 var/forcedodge = 0 //to pass through everything var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all. var/impact_effect_type //what type of impact effect to show when hitting something var/ricochets = 0 var/ricochets_max = 2 var/ricochet_chance = 30 var/log_override = FALSE //whether print to admin attack logs or just keep it in the diary /obj/item/projectile/New() permutated = list() return ..() /obj/item/projectile/proc/Range() range-- if(damage && tile_dropoff) damage = max(0, damage - tile_dropoff) // decrement projectile damage based on dropoff value for each tile it moves if(stamina && tile_dropoff_s) stamina = max(0, stamina - tile_dropoff_s) // as above, but with stamina if(range <= 0 && loc) on_range() if(!damage && !stamina && (tile_dropoff || tile_dropoff_s)) on_range() /obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range qdel(src) /obj/item/projectile/proc/prehit(atom/target) return TRUE /obj/item/projectile/proc/on_hit(atom/target, blocked = 0, hit_zone) var/turf/target_loca = get_turf(target) var/hitx var/hity if(target == original) hitx = target.pixel_x + p_x - 16 hity = target.pixel_y + p_y - 16 else hitx = target.pixel_x + rand(-8, 8) hity = target.pixel_y + rand(-8, 8) if(!nodamage && (damage_type == BRUTE || damage_type == BURN) && iswallturf(target_loca) && prob(75)) var/turf/simulated/wall/W = target_loca if(impact_effect_type) new impact_effect_type(target_loca, hitx, hity) W.add_dent(WALL_DENT_SHOT, hitx, hity) return 0 if(alwayslog) add_attack_logs(firer, target, "Shot with a [type]") if(!isliving(target)) if(impact_effect_type) new impact_effect_type(target_loca, hitx, hity) return 0 var/mob/living/L = target var/mob/living/carbon/human/H if(blocked < 100) // not completely blocked if(damage && L.blood_volume && damage_type == BRUTE) var/splatter_dir = dir if(starting) splatter_dir = get_dir(starting, target_loca) if(isalien(L)) new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir) else var/blood_color = "#C80000" if(ishuman(target)) H = target blood_color = H.dna.species.blood_color new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, blood_color) if(prob(33)) var/list/shift = list("x" = 0, "y" = 0) var/turf/step_over = get_step(target_loca, splatter_dir) if(get_splatter_blockage(step_over, target, splatter_dir, target_loca)) //If you can't cross the tile or any of its relevant obstacles... shift = pixel_shift_dir(splatter_dir) //Pixel shift the blood there instead (so you can't see wallsplatter through walls). else target_loca = step_over L.add_splatter_floor(target_loca, shift_x = shift["x"], shift_y = shift["y"]) if(istype(H)) for(var/mob/living/carbon/human/M in step_over) //Bloody the mobs who're infront of the spray. M.bloody_hands(H) /* Uncomment when bloody_body stops randomly not transferring blood colour. M.bloody_body(H) */ else if(impact_effect_type) new impact_effect_type(target_loca, hitx, hity) var/organ_hit_text = "" if(L.has_limbs) organ_hit_text = " in \the [parse_zone(def_zone)]" if(suppressed) playsound(loc, hitsound, 5, 1, -1) to_chat(L, "You're shot by \a [src][organ_hit_text]!") else if(hitsound) var/volume = vol_by_damage() playsound(loc, hitsound, volume, 1, -1) L.visible_message("[L] is hit by \a [src][organ_hit_text]!", \ "[L] is hit by \a [src][organ_hit_text]!") //X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter var/reagent_note var/has_reagents = FALSE if(reagents && reagents.reagent_list) reagent_note = " REAGENTS:" for(var/datum/reagent/R in reagents.reagent_list) reagent_note += R.id + " (" reagent_note += num2text(R.volume) + ") " has_reagents = TRUE if(!log_override && firer && !alwayslog) if(has_reagents) add_attack_logs(firer, L, "Shot with a [type] (containing [reagent_note])") else add_attack_logs(firer, L, "Shot with a [type]") return L.apply_effects(stun, weaken, paralyze, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter) /obj/item/projectile/proc/get_splatter_blockage(var/turf/step_over, var/atom/target, var/splatter_dir, var/target_loca) //Check whether the place we want to splatter blood is blocked (i.e. by windows). var/turf/step_cardinal = !(splatter_dir in list(NORTH, SOUTH, EAST, WEST)) ? get_step(target_loca, get_cardinal_dir(target_loca, step_over)) : null if(step_over.density && !step_over.CanPass(target, step_over, 1)) //Preliminary simple check. return TRUE for(var/atom/movable/border_obstacle in step_over) //Check to see if we're blocked by a (non-full) window or some such. Do deeper investigation if we're splattering blood diagonally. if(border_obstacle.flags&ON_BORDER && get_dir(step_cardinal ? step_cardinal : target_loca, step_over) == turn(border_obstacle.dir, 180)) return TRUE /obj/item/projectile/proc/vol_by_damage() if(damage) return clamp((damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then clamp the value between 30 and 100 else return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume /obj/item/projectile/Bump(atom/A, yes) if(!yes) //prevents double bumps. return if(check_ricochet(A) && check_ricochet_flag(A) && ricochets < ricochets_max) ricochets++ if(A.handle_ricochet(src)) on_ricochet(A) ignore_source_check = TRUE range = initial(range) return TRUE if(firer && !ignore_source_check) if(A == firer || (A == firer.loc && ismecha(A))) //cannot shoot yourself or your mech loc = A.loc return 0 var/distance = get_dist(get_turf(A), starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations. def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use. if(isturf(A) && hitsound_wall) var/volume = clamp(vol_by_damage() + 20, 0, 100) if(suppressed) volume = 5 playsound(loc, hitsound_wall, volume, 1, -1) else if(ishuman(A)) var/mob/living/carbon/human/H = A var/obj/item/organ/external/organ = H.get_organ(check_zone(def_zone)) if(isnull(organ)) return var/turf/target_turf = get_turf(A) prehit(A) var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null if(permutation == -1 || forcedodge)// the bullet passes through a dense object! loc = target_turf if(A) permutated.Add(A) return 0 else if(A && A.density && !ismob(A) && !(A.flags & ON_BORDER)) //if we hit a dense non-border obj or dense turf then we also hit one of the mobs on that tile. var/list/mobs_list = list() for(var/mob/living/L in target_turf) mobs_list += L if(mobs_list.len) var/mob/living/picked_mob = pick(mobs_list) prehit(picked_mob) picked_mob.bullet_act(src, def_zone) qdel(src) /obj/item/projectile/Process_Spacemove(var/movement_dir = 0) return 1 //Bullets don't drift in space /obj/item/projectile/proc/fire(var/setAngle) set waitfor = FALSE if(setAngle) Angle = setAngle while(!QDELETED(src)) if(!paused) if((!current || loc == current)) current = locate(clamp(x + xo, 1, world.maxx), clamp(y + yo, 1, world.maxy), z) if(isnull(Angle)) Angle = round(Get_Angle(src, current)) if(spread) Angle += (rand() - 0.5) * spread var/matrix/M = new M.Turn(Angle) transform = M var/Pixel_x = round(sin(Angle) + 16 * sin(Angle) * 2, 1) var/Pixel_y = round(cos(Angle) + 16 * cos(Angle) * 2, 1) var/pixel_x_offset = pixel_x + Pixel_x var/pixel_y_offset = pixel_y + Pixel_y var/new_x = x var/new_y = y while(pixel_x_offset > 16) pixel_x_offset -= 32 pixel_x -= 32 new_x++ // x++ while(pixel_x_offset < -16) pixel_x_offset += 32 pixel_x += 32 new_x-- while(pixel_y_offset > 16) pixel_y_offset -= 32 pixel_y -= 32 new_y++ while(pixel_y_offset < -16) pixel_y_offset += 32 pixel_y += 32 new_y-- speed = round(speed) step_towards(src, locate(new_x, new_y, z)) if(speed <= 1) 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))) if(original && (original.layer >= 2.75 || ismob(original))) if(loc == get_turf(original)) if(!(original in permutated)) Bump(original, TRUE) Range() sleep(max(1, speed)) obj/item/projectile/proc/reflect_back(atom/source, list/position_modifiers = list(0, 0, 0, 0, 0, -1, 1, -2, 2)) if(starting) var/new_x = starting.x + pick(position_modifiers) var/new_y = starting.y + pick(position_modifiers) var/turf/curloc = get_turf(source) if(ismob(source)) firer = source // The reflecting mob will be the new firer else firer = null // Reflected by something other than a mob so firer will be null // redirect the projectile original = locate(new_x, new_y, z) starting = curloc current = curloc yo = new_y - curloc.y xo = new_x - curloc.x Angle = null // Will be calculated in fire() obj/item/projectile/Crossed(atom/movable/AM, oldloc) //A mob moving on a tile with a projectile is hit by it. ..() if(isliving(AM) && AM.density && !checkpass(PASSMOB)) Bump(AM, 1) /obj/item/projectile/Destroy() ammo_casing = null return ..() /obj/item/projectile/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. fire() /obj/item/projectile/proc/on_ricochet(atom/A) return /obj/item/projectile/proc/check_ricochet() if(prob(ricochet_chance)) return TRUE return FALSE /obj/item/projectile/proc/check_ricochet_flag(atom/A) if(A.flags_2 & CHECK_RICOCHET_2) return TRUE return FALSE /obj/item/projectile/proc/setAngle(new_angle) //wrapper for overrides. Angle = new_angle return TRUE /obj/item/projectile/experience_pressure_difference() return