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* firewall * shielded part 1 * WIP: Anomaly core modules for modsuits * icons, vortex * cryogrenade, nerfs teslawall * message admins moment * Update uplink_nuclear.dm * rnd designs * now uses the flayer icon state * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * early returns, barricade types, and comments, oh my * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * updates desc, remove comment, removes /hardsuit/ --------- Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
291 lines
7.6 KiB
Plaintext
291 lines
7.6 KiB
Plaintext
/obj/item/projectile/bullet
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name = "bullet"
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icon_state = "bullet"
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damage = 60
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damage_type = BRUTE
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flag = "bullet"
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hitsound_wall = "ricochet"
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impact_effect_type = /obj/effect/temp_visual/impact_effect
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/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
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name = "beanbag slug"
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damage = 5
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stamina = 40
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/obj/item/projectile/bullet/weakbullet/on_hit(atom/target, blocked = 0)
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. = ..()
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if(isliving(target))
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var/mob/living/L = target
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if(L.move_resist < INFINITY)
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var/atom/throw_target = get_edge_target_turf(L, get_dir(src, get_step_away(L, starting)))
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L.throw_at(throw_target, 1, 2)
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/obj/item/projectile/bullet/weakbullet/booze
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/obj/item/projectile/bullet/weakbullet/booze/on_hit(atom/target, blocked = 0)
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if(..(target, blocked))
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var/mob/living/M = target
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M.AdjustDizzy(40 SECONDS)
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M.AdjustSlur(40 SECONDS)
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M.AdjustConfused(40 SECONDS)
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M.AdjustEyeBlurry(40 SECONDS)
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M.AdjustDrowsy(40 SECONDS)
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for(var/datum/reagent/consumable/ethanol/A in M.reagents.reagent_list)
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M.AdjustParalysis(4 SECONDS)
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M.AdjustDizzy(20 SECONDS)
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M.AdjustSlur(20 SECONDS)
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M.AdjustConfused(20 SECONDS)
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M.AdjustEyeBlurry(20 SECONDS)
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M.AdjustDrowsy(20 SECONDS)
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A.volume += 5 //Because we can
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/obj/item/projectile/bullet/weakbullet2
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name = "rubber bullet"
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damage = 5
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stamina = 35
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icon_state = "bullet-r"
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/obj/item/projectile/bullet/weakbullet3
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damage = 20
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/obj/item/projectile/bullet/weakbullet4
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name = "rubber bullet"
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damage = 5
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stamina = 30
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icon_state = "bullet-r"
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/obj/item/projectile/bullet/toxinbullet
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damage = 15
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damage_type = TOX
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/obj/item/projectile/bullet/incendiary
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immolate = 1
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/obj/item/projectile/bullet/incendiary/firebullet
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damage = 10
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/obj/item/projectile/bullet/armourpiercing
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damage = 17
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armour_penetration_flat = 10
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/obj/item/projectile/bullet/armourpiercing/wt550
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damage = 15
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armour_penetration_percentage = 50
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armour_penetration_flat = 25
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/obj/item/projectile/bullet/pellet
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name = "pellet"
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damage = 12.5
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tile_dropoff = 0.75
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tile_dropoff_s = 1.25
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armour_penetration_flat = -20
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/obj/item/projectile/bullet/pellet/rubber
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name = "rubber pellet"
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damage = 3
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stamina = 12.5
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icon_state = "bullet-r"
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armour_penetration_flat = -10
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/obj/item/projectile/bullet/pellet/rubber/on_hit(atom/target, blocked = 0)
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. = ..()
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if(!ishuman(target))
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return
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var/mob/living/carbon/human/H = target
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if(H.getStaminaLoss() >= 60)
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H.KnockDown(8 SECONDS)
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/obj/item/projectile/bullet/pellet/assassination
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damage = 12
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tile_dropoff = 1 // slightly less damage and greater damage falloff compared to normal buckshot
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/obj/item/projectile/bullet/pellet/assassination/on_hit(atom/target, blocked = 0)
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if(..(target, blocked))
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var/mob/living/M = target
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M.AdjustSilence(4 SECONDS) // HELP MIME KILLING ME IN MAINT
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/obj/item/projectile/bullet/midbullet
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damage = 20
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stamina = 45 // Three rounds from the c20r knocks unarmoured people down, four for people with bulletproof
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/obj/item/projectile/bullet/midbullet_r
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damage = 5
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stamina = 75 //Still two rounds to knock people down
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/obj/item/projectile/bullet/midbullet2
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damage = 25
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/obj/item/projectile/bullet/midbullet3
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damage = 30
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/obj/item/projectile/bullet/midbullet3/hp
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damage = 40
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armour_penetration_flat = -40
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/obj/item/projectile/bullet/midbullet3/ap
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damage = 27
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armour_penetration_flat = 40
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/obj/item/projectile/bullet/midbullet3/fire
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immolate = 1
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/obj/item/projectile/bullet/midbullet3/overgrown
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icon = 'icons/obj/ammo.dmi'
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item_state = "peashooter_bullet"
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icon_state = "peashooter_bullet"
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damage = 25
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/obj/item/projectile/bullet/heavybullet
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damage = 35
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/obj/item/projectile/bullet/stunshot //taser slugs for shotguns, nothing special
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name = "stunshot"
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damage = 5
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weaken = 10 SECONDS
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stutter = 10 SECONDS
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jitter = 40 SECONDS
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range = 7
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icon_state = "spark"
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color = "#FFFF00"
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/obj/item/projectile/bullet/incendiary/shell
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name = "incendiary slug"
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damage = 20
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/obj/item/projectile/bullet/incendiary/shell/Move()
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..()
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var/turf/location = get_turf(src)
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if(location)
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new /obj/effect/hotspot(location)
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location.hotspot_expose(700, 50, 1)
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/obj/item/projectile/bullet/incendiary/shell/dragonsbreath
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name = "dragonsbreath round"
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damage = 5
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/obj/item/projectile/bullet/meteorshot
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name = "meteor"
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icon = 'icons/obj/meteor.dmi'
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icon_state = "dust"
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damage = 30
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knockdown = 8 SECONDS
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hitsound = 'sound/effects/meteorimpact.ogg'
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/obj/item/projectile/bullet/meteorshot/on_hit(atom/target, blocked = 0)
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..()
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if(ismovable(target))
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var/atom/movable/M = target
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if(M.move_resist < INFINITY)
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var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
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M.throw_at(throw_target, 3, 2)
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/obj/item/projectile/bullet/meteorshot/New()
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..()
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SpinAnimation()
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/obj/item/projectile/bullet/mime
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damage = 40
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var/special_effects = TRUE
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/obj/item/projectile/bullet/mime/on_hit(atom/target, blocked = 0)
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..(target, blocked)
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if(special_effects)
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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M.Silence(20 SECONDS)
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else if(istype(target, /obj/mecha/combat/honker))
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var/obj/mecha/chassis = target
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chassis.occupant_message("A mimetech anti-honk bullet has hit \the [chassis]!")
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chassis.use_power(chassis.get_charge() / 2)
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for(var/obj/item/mecha_parts/mecha_equipment/weapon/honker in chassis.equipment)
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honker.set_ready_state(0)
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/obj/item/projectile/bullet/mime/nonlethal
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damage = 0 /// We deal no normal damage...
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stamina = 40 /// ...Rather a large amount of stamina damage. Used in the mime mecha
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/obj/item/projectile/bullet/mime/fake
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damage = 0
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nodamage = TRUE
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special_effects = FALSE
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log_override = TRUE
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/obj/item/projectile/bullet/dart
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name = "dart"
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icon_state = "cbbolt"
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damage = 6
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var/piercing = FALSE
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/obj/item/projectile/bullet/dart/New()
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..()
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create_reagents(50)
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reagents.set_reacting(FALSE)
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/obj/item/projectile/bullet/dart/on_hit(atom/target, blocked = 0, hit_zone)
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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if(blocked != INFINITY)
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if(M.can_inject(null, FALSE, hit_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
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..()
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for(var/datum/reagent/R as anything in reagents.reagent_list)
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if(initial(R.id) == "????") // Yes this is a specific case that we don't really want
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continue
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reagents.reaction(M, REAGENT_INGEST, 0.1)
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reagents.trans_to(M, reagents.total_volume)
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return TRUE
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else
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blocked = INFINITY
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target.visible_message("<span class='danger'>[src] was deflected!</span>", \
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"<span class='userdanger'>You were protected against [src]!</span>")
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..(target, blocked, hit_zone)
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reagents.set_reacting(TRUE)
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reagents.handle_reactions()
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return TRUE
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/obj/item/projectile/bullet/dart/metalfoam
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/obj/item/projectile/bullet/dart/metalfoam/New()
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..()
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reagents.add_reagent("aluminum", 15)
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reagents.add_reagent("fluorosurfactant", 5)
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reagents.add_reagent("sacid", 5)
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//This one is for future syringe guns update
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/obj/item/projectile/bullet/dart/syringe
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name = "syringe"
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icon = 'icons/obj/chemical.dmi'
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icon_state = "syringeproj"
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/obj/item/projectile/bullet/dart/syringe/pierce_ignore
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piercing = TRUE
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/obj/item/projectile/bullet/dart/syringe/tranquilizer
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/obj/item/projectile/bullet/dart/syringe/tranquilizer/New()
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..()
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reagents.add_reagent("haloperidol", 15)
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/obj/item/projectile/bullet/neurotoxin
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name = "neurotoxin spit"
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icon_state = "neurotoxin"
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damage = 5
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damage_type = TOX
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stamina = 40
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knockdown = 10 SECONDS
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/obj/item/projectile/bullet/neurotoxin/on_hit(atom/target, blocked = 0)
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if(isalien(target))
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knockdown = 0
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nodamage = TRUE
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. = ..() // Execute the rest of the code.
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/obj/item/projectile/bullet/cap
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name = "cap"
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damage = 0
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nodamage = 1
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/obj/item/projectile/bullet/cap/fire()
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loc = null
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qdel(src)
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