mirror of
https://github.com/ParadiseSS13/Paradise.git
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649 lines
25 KiB
Plaintext
649 lines
25 KiB
Plaintext
/// Is this a hitscan projectile or not, if so move like one
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#define MOVES_HITSCAN -1
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/// How many pixels to move the muzzle flash up so your character doesn't look like they're shitting out lasers.
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#define MUZZLE_EFFECT_PIXEL_INCREMENT 17
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/obj/item/projectile
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name = "projectile"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "bullet"
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resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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anchored = TRUE //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.
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flags = ABSTRACT
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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hitsound = 'sound/weapons/pierce.ogg'
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var/hitsound_wall = ""
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var/def_zone = "" //Aiming at
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var/mob/firer = null//Who shot it
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var/atom/firer_source_atom = null //the gun or object this came from
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var/obj/item/ammo_casing/ammo_casing = null
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var/suppressed = FALSE //Attack message
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var/yo = null
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var/xo = null
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var/current = null
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var/atom/original = null // the original target clicked
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var/turf/starting = null // the projectile's starting turf
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var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
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var/paused = FALSE //for suspending the projectile midair
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var/p_x = 16
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var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
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var/speed = 1 //Amount of deciseconds it takes for projectile to travel
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var/Angle = null
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var/original_angle = null //Angle at firing
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var/spread = 0 //amount (in degrees) of projectile spread
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animate_movement = NO_STEPS
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var/ignore_source_check = FALSE
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var/damage = 10
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var/tile_dropoff = 0 //how much damage should be decremented as the bullet moves
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var/tile_dropoff_s = 0 //same as above but for stamina
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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var/nodamage = FALSE //Determines if the projectile will skip any damage inflictions
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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
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var/projectile_type = "/obj/item/projectile"
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var/range = 50 //This will de-increment every step. When 0, it will delete the projectile.
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/// Determines the reflectability level of a projectile, either REFLECTABILITY_NEVER, REFLECTABILITY_PHYSICAL, REFLECTABILITY_ENERGY in order of ease to reflect.
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var/reflectability = REFLECTABILITY_PHYSICAL
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var/alwayslog = FALSE // ALWAYS log this projectile on hit even if it doesn't hit a living target. Useful for AOE explosion / EMP.
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//Effects
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var/stun = 0
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var/weaken = 0
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var/knockdown = 0
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var/paralyze = 0
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var/irradiate = 0
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var/stutter = 0
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var/slur = 0
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var/eyeblur = 0
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var/drowsy = 0
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var/stamina = 0
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var/jitter = 0
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/// Number of times an object can pass through an object. -1 is infinite
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var/forcedodge = 0
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/// Does the projectile increase fire stacks / immolate mobs on hit? Applies fire stacks equal to the number on hit.
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var/immolate = 0
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var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all.
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var/impact_effect_type //what type of impact effect to show when hitting something
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var/log_override = FALSE //whether print to admin attack logs or just keep it in the diary
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/// For when you want your projectile to have a chain coming out of the gun
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var/chain = null
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/// Last world.time the projectile proper moved
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var/last_projectile_move = 0
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/// Left over ticks in movement calculation
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var/time_offset = 0
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/// The projectile's trajectory
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var/datum/point_precise/vector/trajectory
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/// Instructs forceMove to NOT reset our trajectory to the new location!
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var/trajectory_ignore_forcemove = FALSE
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/// Does this projectile do extra damage to / break shields?
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var/shield_buster = FALSE
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var/forced_accuracy = FALSE
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///Has the projectile been fired?
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var/has_been_fired = FALSE
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/// Does this projectile hit living non dense mobs?
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var/always_hit_living_nondense = FALSE
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//Hitscan
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var/hitscan = FALSE //Whether this is hitscan. If it is, speed is basically ignored.
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var/list/beam_segments //assoc list of datum/point_precise or datum/point_precise/vector, start = end. Used for hitscan effect generation.
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/// Last turf an angle was changed in for hitscan projectiles.
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var/turf/last_angle_set_hitscan_store
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var/datum/point_precise/beam_index
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var/turf/hitscan_last //last turf touched during hitscanning.
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var/tracer_type
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var/muzzle_type
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var/impact_type
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//Fancy hitscan lighting effects!
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var/hitscan_light_intensity = 1.5
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var/hitscan_light_range = 0.75
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var/hitscan_light_color_override
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var/muzzle_flash_intensity = 3
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var/muzzle_flash_range = 1.5
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var/muzzle_flash_color_override
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var/impact_light_intensity = 3
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var/impact_light_range = 2
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var/impact_light_color_override
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var/hitscan_duration = 0.3 SECONDS
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/// how many times we've ricochet'd so far (instance variable, not a stat)
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var/ricochets = 0
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/// how many times we can ricochet max
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var/ricochets_max = 0
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/// how many times we have to ricochet min (unless we hit an atom we can ricochet off)
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var/min_ricochets = 0
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/// 0-100 (or more, I guess), the base chance of ricocheting, before being modified by the atom we shoot and our chance decay
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var/ricochet_chance = 0
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/// 0-1 (or more, I guess) multiplier, the ricochet_chance is modified by multiplying this after each ricochet
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var/ricochet_decay_chance = 0.7
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/// 0-1 (or more, I guess) multiplier, the projectile's damage is modified by multiplying this after each ricochet
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var/ricochet_decay_damage = 0.7
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/// On ricochet, if nonzero, we consider all mobs within this range of our projectile at the time of ricochet to home in on like Revolver Ocelot, as governed by ricochet_auto_aim_angle
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var/ricochet_auto_aim_range = 0
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/// On ricochet, if ricochet_auto_aim_range is nonzero, we'll consider any mobs within this range of the normal angle of incidence to home in on, higher = more auto aim
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var/ricochet_auto_aim_angle = 30
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/// the angle of impact must be within this many degrees of the struck surface, set to 0 to allow any angle
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var/ricochet_incidence_leeway = 40
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/// Can our ricochet autoaim hit our firer?
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var/ricochet_shoots_firer = TRUE
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/// determines what type of antimagic can block the spell projectile
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var/antimagic_flags
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/// determines the drain cost on the antimagic item
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var/antimagic_charge_cost
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/obj/item/projectile/New()
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return ..()
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/obj/item/projectile/Initialize(mapload)
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. = ..()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered)
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/item/projectile/proc/Range()
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range--
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if(damage && tile_dropoff)
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damage = max(0, damage - tile_dropoff) // decrement projectile damage based on dropoff value for each tile it moves
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if(stamina && tile_dropoff_s)
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stamina = max(0, stamina - tile_dropoff_s) // as above, but with stamina
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if(range <= 0 && loc)
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on_range()
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if(!damage && !stamina && (tile_dropoff || tile_dropoff_s))
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on_range()
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/obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range
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qdel(src)
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/obj/item/projectile/proc/prehit(atom/target)
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if(isliving(target))
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var/mob/living/victim = target
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if(victim.can_block_magic(antimagic_flags, antimagic_charge_cost))
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visible_message("<span class='warning'>[src] fizzles on contact with [victim]!</span>")
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damage = 0
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nodamage = 1
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return FALSE
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return TRUE
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/obj/item/projectile/proc/on_hit(atom/target, blocked = 0, hit_zone)
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var/turf/target_loca = get_turf(target)
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var/hitx
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var/hity
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if(isliving(target))
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var/mob/living/victim = target
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if(victim.can_block_magic(antimagic_flags, antimagic_charge_cost)) // Yes we have to check this twice welcome to bullet hell code
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return FALSE
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if(target == original)
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hitx = target.pixel_x + p_x - 16
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hity = target.pixel_y + p_y - 16
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else
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hitx = target.pixel_x + rand(-8, 8)
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hity = target.pixel_y + rand(-8, 8)
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if(!nodamage && (damage_type == BRUTE || damage_type == BURN) && iswallturf(target_loca) && prob(75))
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var/turf/simulated/wall/W = target_loca
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if(impact_effect_type && !hitscan)
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new impact_effect_type(target_loca, hitx, hity)
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W.add_dent(PROJECTILE_IMPACT_WALL_DENT_SHOT, hitx, hity)
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return 0
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if(alwayslog)
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add_attack_logs(firer, target, "Shot with a [type]")
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if(!isliving(target))
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if(impact_effect_type && !hitscan)
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new impact_effect_type(target_loca, hitx, hity)
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return 0
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var/mob/living/L = target
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var/mob/living/carbon/human/H
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if(blocked != INFINITY) // not completely blocked
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if(damage && L.blood_volume && damage_type == BRUTE)
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var/splatter_dir = dir
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if(starting)
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splatter_dir = get_dir(starting, target_loca)
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if(isalien(L))
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new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir)
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else
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var/blood_color = "#C80000"
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if(ishuman(target))
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H = target
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blood_color = H.dna.species.blood_color
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, blood_color)
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if(prob(33))
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var/list/shift = list("x" = 0, "y" = 0)
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var/turf/step_over = get_step(target_loca, splatter_dir)
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if(get_splatter_blockage(step_over, target, splatter_dir, target_loca)) //If you can't cross the tile or any of its relevant obstacles...
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shift = pixel_shift_dir(splatter_dir) //Pixel shift the blood there instead (so you can't see wallsplatter through walls).
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else
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target_loca = step_over
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L.add_splatter_floor(target_loca, shift_x = shift["x"], shift_y = shift["y"])
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if(istype(H))
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for(var/mob/living/carbon/human/M in step_over) //Bloody the mobs who're infront of the spray.
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M.make_bloody_hands(H.get_blood_dna_list(), H.get_blood_color())
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/* Uncomment when bloody_body stops randomly not transferring blood colour.
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M.bloody_body(H) */
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else if(impact_effect_type && !hitscan)
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new impact_effect_type(target_loca, hitx, hity)
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var/organ_hit_text = ""
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if(L.has_limbs)
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organ_hit_text = " in \the [parse_zone(def_zone)]"
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if(suppressed)
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playsound(loc, hitsound, 5, TRUE, -1)
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to_chat(L, "<span class='userdanger'>You're shot by \a [src][organ_hit_text]!</span>")
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else
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if(hitsound)
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var/volume = vol_by_damage()
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playsound(loc, hitsound, volume, TRUE, -1)
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L.visible_message("<span class='danger'>[L] is hit by \a [src][organ_hit_text]!</span>", \
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"<span class='userdanger'>[L] is hit by \a [src][organ_hit_text]!</span>") //X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
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if(immolate)
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L.adjust_fire_stacks(immolate)
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L.IgniteMob()
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var/additional_log_text
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if(blocked)
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additional_log_text = " [ARMOUR_VALUE_TO_PERCENTAGE(blocked)]% blocked"
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if(reagents && reagents.reagent_list)
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var/reagent_note = "REAGENTS:"
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for(var/datum/reagent/R in reagents.reagent_list)
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reagent_note += R.id + " ("
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reagent_note += num2text(R.volume) + ") "
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additional_log_text = "[additional_log_text] (containing [reagent_note])"
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var/were_affects_applied = L.apply_effects(stun, weaken, knockdown, paralyze, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter)
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if(!log_override && firer && !alwayslog)
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add_attack_logs(firer, L, "Shot with a [type][additional_log_text]")
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return were_affects_applied
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/obj/item/projectile/proc/get_splatter_blockage(turf/step_over, atom/target, splatter_dir, target_loca) //Check whether the place we want to splatter blood is blocked (i.e. by windows).
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var/turf/step_cardinal = !(splatter_dir in list(NORTH, SOUTH, EAST, WEST)) ? get_step(target_loca, get_cardinal_dir(target_loca, step_over)) : null
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if(step_over.density && !step_over.CanPass(target, step_over, 1)) //Preliminary simple check.
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return TRUE
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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.
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if(border_obstacle.flags&ON_BORDER && get_dir(step_cardinal ? step_cardinal : target_loca, step_over) == turn(border_obstacle.dir, 180))
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return TRUE
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/obj/item/projectile/proc/vol_by_damage()
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if(damage)
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return clamp((damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then clamp the value between 30 and 100
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else
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return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
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/obj/item/projectile/proc/store_hitscan_collision(datum/point_precise/point_cache)
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beam_segments[beam_index] = point_cache
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beam_index = point_cache
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beam_segments[beam_index] = null
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/obj/item/projectile/Bump(atom/A)
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if(check_ricochet(A) && check_ricochet_flag(A) && ricochets < ricochets_max && is_reflectable(REFLECTABILITY_PHYSICAL))
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if(hitscan && ricochets_max > 10)
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ricochets_max = 10 //I do not want a chucklefuck editing this higher, sorry.
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ricochets++
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if(A.handle_ricochet(src))
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on_ricochet(A)
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permutated.Cut()
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ignore_source_check = TRUE
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range = initial(range)
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return TRUE
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if(firer && !ignore_source_check)
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if(A == firer || (A == firer.loc && ismecha(A))) //cannot shoot yourself or your mech
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loc = A.loc
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return 0
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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.
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if(!forced_accuracy)
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if(get_dist(A, original) <= 1)
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def_zone = ran_zone(def_zone, max(100 - (7 * distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
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else
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def_zone = pick("head", "chest", "l_arm", "r_arm", "l_leg", "r_leg") // If we were aiming at one target but another one got hit, no accuracy is applied
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if(isturf(A) && hitsound_wall)
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var/volume = clamp(vol_by_damage() + 20, 0, 100)
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if(suppressed)
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volume = 5
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playsound(loc, hitsound_wall, volume, TRUE, -1)
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else if(ishuman(A))
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var/mob/living/carbon/human/H = A
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var/obj/item/organ/external/organ = H.get_organ(check_zone(def_zone))
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if(isnull(organ))
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return
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var/turf/target_turf = get_turf(A)
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prehit(A)
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var/pre_permutation = A.atom_prehit(src)
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var/permutation = -1
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if(pre_permutation != ATOM_PREHIT_FAILURE && !(A in permutated))
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permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null
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if(permutation == -1 || forcedodge)// the bullet passes through a dense object!
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if(forcedodge)
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forcedodge -= 1
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loc = target_turf
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if(A)
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permutated.Add(A)
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return 0
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else
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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.
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var/list/mobs_list = list()
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for(var/mob/living/L in target_turf)
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mobs_list += L
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if(length(mobs_list))
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var/mob/living/picked_mob = pick(mobs_list)
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prehit(picked_mob)
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picked_mob.bullet_act(src, def_zone)
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qdel(src)
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/obj/item/projectile/Process_Spacemove(movement_dir = 0, continuous_move = FALSE)
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return 1 //Bullets don't drift in space
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/obj/item/projectile/process()
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if(!loc || !trajectory)
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return PROCESS_KILL
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if(paused || !isturf(loc))
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last_projectile_move = world.time
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return
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var/elapsed_time_deciseconds = (world.time - last_projectile_move) + time_offset
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time_offset = 0
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var/required_moves = hitscan ? MOVES_HITSCAN : FLOOR(elapsed_time_deciseconds / speed, 1)
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if(required_moves == MOVES_HITSCAN)
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required_moves = SSprojectiles.global_max_tick_moves
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if(required_moves > SSprojectiles.global_max_tick_moves)
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var/overrun = required_moves - SSprojectiles.global_max_tick_moves
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required_moves = SSprojectiles.global_max_tick_moves
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time_offset += overrun * speed
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time_offset += MODULUS(elapsed_time_deciseconds, speed)
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for(var/i in 1 to required_moves)
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pixel_move(1)
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/obj/item/projectile/proc/pixel_move(trajectory_multiplier, hitscanning = FALSE)
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if(!loc || !trajectory)
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return
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last_projectile_move = world.time
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// Keep on course
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if(!hitscanning)
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var/matrix/M = new
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M.Turn(Angle)
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transform = M
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// Iterate
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var/forcemoved = FALSE
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for(var/i in 1 to SSprojectiles.global_iterations_per_move)
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if(QDELETED(src))
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return
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trajectory.increment(trajectory_multiplier)
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var/turf/T = trajectory.return_turf()
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if(!istype(T))
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// if we've gone off of the map, we need to step back once so that hitscanning projectiles have a valid end turf
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trajectory.increment(-trajectory_multiplier)
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qdel(src)
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return
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if(T.z != loc.z)
|
|
trajectory_ignore_forcemove = TRUE
|
|
forceMove(T)
|
|
trajectory_ignore_forcemove = FALSE
|
|
if(!hitscanning)
|
|
pixel_x = trajectory.return_px()
|
|
pixel_y = trajectory.return_py()
|
|
forcemoved = TRUE
|
|
hitscan_last = loc
|
|
else if(T != loc)
|
|
step_towards(src, T)
|
|
hitscan_last = loc
|
|
if(original && (ismob(original) || original.proj_ignores_layer || original.layer >= PROJECTILE_HIT_THRESHHOLD_LAYER))
|
|
if(loc == get_turf(original) && !(original in permutated))
|
|
Bump(original, TRUE)
|
|
if(QDELETED(src)) //deleted on last move
|
|
return
|
|
if(!hitscanning && !forcemoved)
|
|
pixel_x = trajectory.return_px() - trajectory.mpx * trajectory_multiplier * SSprojectiles.global_iterations_per_move
|
|
pixel_y = trajectory.return_py() - trajectory.mpy * trajectory_multiplier * SSprojectiles.global_iterations_per_move
|
|
animate(src, pixel_x = trajectory.return_px(), pixel_y = trajectory.return_py(), time = 1, flags = ANIMATION_END_NOW)
|
|
Range()
|
|
|
|
/obj/item/projectile/proc/fire(setAngle)
|
|
if(setAngle)
|
|
Angle = setAngle
|
|
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))
|
|
original_angle = Angle
|
|
if(spread)
|
|
Angle += (rand() - 0.5) * spread
|
|
// Turn right away
|
|
var/matrix/M = new
|
|
M.Turn(Angle)
|
|
transform = M
|
|
// Start flying
|
|
trajectory = new(x, y, z, pixel_x, pixel_y, Angle, SSprojectiles.global_pixel_speed)
|
|
last_projectile_move = world.time
|
|
has_been_fired = TRUE
|
|
if(hitscan)
|
|
process_hitscan()
|
|
START_PROCESSING(SSprojectiles, src)
|
|
pixel_move(1, FALSE)
|
|
|
|
/obj/item/projectile/proc/reflect_back(atom/source, list/position_modifiers = list(0, 0, 0, 0, 0, -1, 1, -2, 2))
|
|
if(!starting)
|
|
return
|
|
var/new_x = starting.x + pick(position_modifiers)
|
|
var/new_y = starting.y + pick(position_modifiers)
|
|
var/turf/curloc = get_turf(source)
|
|
if(!curloc)
|
|
return
|
|
|
|
if(ismob(source))
|
|
firer = source // The reflecting mob will be the new firer
|
|
|
|
// redirect the projectile
|
|
original = locate(new_x, new_y, z)
|
|
starting = curloc
|
|
current = curloc
|
|
yo = new_y - curloc.y
|
|
xo = new_x - curloc.x
|
|
set_angle(get_angle(curloc, original))
|
|
|
|
/// A mob moving on a tile with a projectile is hit by it.
|
|
/obj/item/projectile/proc/on_atom_entered(datum/source, atom/movable/entered)
|
|
if(!isliving(entered))
|
|
return
|
|
var/mob/living_entered = entered
|
|
if(((living_entered.density || !living_entered.projectile_hit_check(src))) && !checkpass(PASSMOB) && !(living_entered in permutated) && (living_entered.loc == loc))
|
|
Bump(entered, 1)
|
|
|
|
/obj/item/projectile/Destroy()
|
|
if(hitscan)
|
|
finalize_hitscan_and_generate_tracers()
|
|
STOP_PROCESSING(SSprojectiles, src)
|
|
ammo_casing = null
|
|
firer_source_atom = null
|
|
firer = null
|
|
return ..()
|
|
|
|
/obj/item/projectile/proc/dumbfire(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)
|
|
if(!ricochet_auto_aim_angle || !ricochet_auto_aim_range)
|
|
return
|
|
|
|
var/mob/living/unlucky_sob
|
|
var/best_angle = ricochet_auto_aim_angle
|
|
for(var/mob/living/L in range(ricochet_auto_aim_range, src.loc))
|
|
if(L.stat == DEAD || !isInSight(src, L) || (!ricochet_shoots_firer && L == firer))
|
|
continue
|
|
var/our_angle = abs(closer_angle_difference(Angle, get_angle(src.loc, L.loc)))
|
|
if(our_angle < best_angle)
|
|
best_angle = our_angle
|
|
unlucky_sob = L
|
|
|
|
if(unlucky_sob)
|
|
set_angle(get_angle(src, unlucky_sob.loc))
|
|
|
|
/obj/item/projectile/proc/check_ricochet()
|
|
if(prob(ricochet_chance))
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/obj/item/projectile/proc/check_ricochet_flag(atom/A)
|
|
if((flag in list(ENERGY, LASER)) && (A.flags_ricochet & RICOCHET_SHINY))
|
|
return TRUE
|
|
|
|
if((flag in list(BOMB, BULLET)) && (A.flags_ricochet & RICOCHET_HARD))
|
|
return TRUE
|
|
|
|
return FALSE
|
|
|
|
/obj/item/projectile/set_angle(new_angle)
|
|
..()
|
|
|
|
Angle = new_angle
|
|
if(trajectory)
|
|
trajectory.set_angle(new_angle)
|
|
if(has_been_fired && hitscan && isloc(loc) && (loc != last_angle_set_hitscan_store))
|
|
last_angle_set_hitscan_store = loc
|
|
var/datum/point/point_cache = new (src)
|
|
point_cache = trajectory.copy_to()
|
|
store_hitscan_collision(point_cache)
|
|
return TRUE
|
|
|
|
/obj/item/projectile/proc/set_angle_centered(new_angle)
|
|
set_angle(new_angle)
|
|
var/list/coordinates = trajectory.return_coordinates()
|
|
trajectory.set_location(coordinates[1], coordinates[2], coordinates[3]) // Sets the trajectory to the center of the tile it bounced at
|
|
if(has_been_fired && hitscan && isloc(loc))// Handles hitscan projectiles
|
|
last_angle_set_hitscan_store = loc
|
|
var/datum/point_precise/point_cache = new (src)
|
|
point_cache.initialize_location(coordinates[1], coordinates[2], coordinates[3]) // Take the center of the hitscan collision tile
|
|
store_hitscan_collision(point_cache)
|
|
return TRUE
|
|
|
|
/obj/item/projectile/experience_pressure_difference()
|
|
return // Immune to gas flow.
|
|
|
|
/obj/item/projectile/forceMove(atom/target)
|
|
. = ..()
|
|
if(QDELETED(src)) // we coulda bumped something
|
|
return
|
|
if(trajectory && !trajectory_ignore_forcemove && isturf(target))
|
|
if(hitscan)
|
|
finalize_hitscan_and_generate_tracers(FALSE)
|
|
trajectory.initialize_location(target.x, target.y, target.z, 0, 0)
|
|
if(hitscan)
|
|
record_hitscan_start(RETURN_PRECISE_POINT(src))
|
|
|
|
/obj/item/projectile/proc/is_reflectable(desired_reflectability_level)
|
|
if(reflectability == REFLECTABILITY_NEVER) //You'd trust coders not to try and override never reflectable things, but heaven help us I do not
|
|
return FALSE
|
|
if(reflectability < desired_reflectability_level)
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/obj/item/projectile/proc/record_hitscan_start(datum/point_precise/point_cache)
|
|
if(point_cache)
|
|
beam_segments = list()
|
|
beam_index = point_cache
|
|
beam_segments[beam_index] = null //record start.
|
|
|
|
/obj/item/projectile/proc/process_hitscan()
|
|
//Safety here is to make hitscan stop if something goes wrong. Why is it equal to range * 10, when range is the maximum amount of tiles it can go? No clue.
|
|
var/safety = range * 10
|
|
record_hitscan_start(RETURN_POINT_VECTOR_INCREMENT(src, Angle, MUZZLE_EFFECT_PIXEL_INCREMENT, 1))
|
|
while(loc && !QDELETED(src))
|
|
if(paused)
|
|
stoplag(1)
|
|
continue
|
|
if(safety-- <= 0)
|
|
if(loc)
|
|
Bump(loc)
|
|
if(!QDELETED(src))
|
|
qdel(src)
|
|
return //Kill!
|
|
pixel_move(1, TRUE)
|
|
|
|
/obj/item/projectile/proc/finalize_hitscan_and_generate_tracers(impacting = TRUE)
|
|
if(trajectory && beam_index)
|
|
var/datum/point_precise/point_cache = trajectory.copy_to()
|
|
beam_segments[beam_index] = point_cache
|
|
generate_hitscan_tracers(null, hitscan_duration, impacting)
|
|
|
|
/obj/item/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 3, impacting = TRUE)
|
|
if(!length(beam_segments))
|
|
return
|
|
if(tracer_type)
|
|
var/tempuid = UID()
|
|
for(var/datum/point_precise/p in beam_segments)
|
|
generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity, tempuid)
|
|
if(muzzle_type && duration > 0)
|
|
var/datum/point_precise/p = beam_segments[1]
|
|
var/atom/movable/thing = new muzzle_type
|
|
p.move_atom_to_src(thing)
|
|
var/matrix/matrix = new
|
|
matrix.Turn(original_angle)
|
|
thing.transform = matrix
|
|
thing.color = color
|
|
thing.set_light(muzzle_flash_range, muzzle_flash_intensity, muzzle_flash_color_override? muzzle_flash_color_override : color)
|
|
QDEL_IN(thing, duration)
|
|
if(impacting && impact_type && duration > 0)
|
|
var/datum/point_precise/p = beam_segments[beam_segments[length(beam_segments)]]
|
|
var/atom/movable/thing = new impact_type
|
|
p.move_atom_to_src(thing)
|
|
var/matrix/matrix = new
|
|
matrix.Turn(Angle)
|
|
thing.transform = matrix
|
|
thing.color = color
|
|
thing.set_light(impact_light_range, impact_light_intensity, impact_light_color_override? impact_light_color_override : color)
|
|
QDEL_IN(thing, duration)
|
|
if(cleanup)
|
|
cleanup_beam_segments()
|
|
|
|
/obj/item/projectile/proc/cleanup_beam_segments()
|
|
QDEL_LIST_ASSOC(beam_segments)
|
|
|
|
/**
|
|
* Is this projectile considered "hostile"?
|
|
*
|
|
* By default all projectiles which deal damage or impart crowd control effects (including stamina) are hostile
|
|
*
|
|
* This is NOT used for pacifist checks, that's handled by [/obj/item/ammo_casing/var/harmful]
|
|
* This is used in places such as AI responses to determine if they're being threatened or not (among other places)
|
|
*/
|
|
/obj/item/projectile/proc/is_hostile_projectile()
|
|
if(damage > 0 || stamina > 0)
|
|
return TRUE
|
|
|
|
if(stun + weaken + paralyze + knockdown > 0 SECONDS)
|
|
return TRUE
|
|
|
|
return FALSE
|
|
|
|
/// Fire a projectile from this atom at another atom
|
|
/atom/proc/fire_projectile(projectile_type, atom/target, sound, firer, list/ignore_targets = list())
|
|
if(!isnull(sound))
|
|
playsound(src, sound, vol = 100, vary = TRUE)
|
|
|
|
var/turf/startloc = get_turf(src)
|
|
var/obj/item/projectile/bullet = new projectile_type(startloc)
|
|
bullet.starting = startloc
|
|
bullet.firer = firer || src
|
|
bullet.firer_source_atom = src
|
|
bullet.yo = target.y - startloc.y
|
|
bullet.xo = target.x - startloc.x
|
|
bullet.original = target
|
|
bullet.preparePixelProjectile(target, src)
|
|
bullet.fire()
|
|
return bullet
|
|
|
|
#undef MOVES_HITSCAN
|
|
#undef MUZZLE_EFFECT_PIXEL_INCREMENT
|