Files
Paradise/code/modules/projectiles/projectile/reusable.dm
Vi3trice f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
2022-07-21 08:11:59 +02:00

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/obj/item/projectile/bullet/reusable
name = "reusable bullet"
desc = "How do you even reuse a bullet?"
var/ammo_type = /obj/item/ammo_casing/caseless/
var/dropped = 0
impact_effect_type = null
/obj/item/projectile/bullet/reusable/on_hit(atom/target, blocked = 0)
. = ..()
handle_drop()
/obj/item/projectile/bullet/reusable/on_range()
handle_drop()
..()
/obj/item/projectile/bullet/reusable/proc/handle_drop()
if(!dropped)
new ammo_type(loc)
dropped = 1
/obj/item/projectile/bullet/reusable/magspear
name = "magnetic spear"
desc = "WHITE WHALE, HOLY GRAIL"
damage = 30 //takes 3 spears to kill a mega carp, one to kill a normal carp
icon_state = "magspear"
ammo_type = /obj/item/ammo_casing/caseless/magspear
/obj/item/projectile/bullet/reusable/foam_dart
name = "foam dart"
desc = "I hope you're wearing eye protection."
damage = 0 // It's a damn toy.
damage_type = OXY
nodamage = 1
icon = 'icons/obj/guns/toy.dmi'
icon_state = "foamdart"
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
range = 10
var/obj/item/pen/pen = null
log_override = TRUE//it won't log even when there's a pen inside, but since the damage will be so low, I don't think there's any point in making it any more complex
/obj/item/projectile/bullet/reusable/foam_dart/handle_drop()
if(dropped)
return
dropped = 1
var/obj/item/ammo_casing/caseless/foam_dart/newdart = new ammo_type(get_turf(src))
var/obj/item/ammo_casing/caseless/foam_dart/old_dart = ammo_casing
newdart.modified = old_dart.modified
newdart.BB.damage_type = damage_type
if(pen)
newdart.add_pen(pen)
pen = null
newdart.update_appearance(UPDATE_DESC|UPDATE_ICON_STATE)
/obj/item/projectile/bullet/reusable/foam_dart/Destroy()
QDEL_NULL(pen)
return ..()
/obj/item/projectile/bullet/reusable/foam_dart/riot
name = "riot foam dart"
icon_state = "foamdart_riot"
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
stamina = 25
log_override = FALSE
/obj/item/projectile/bullet/reusable/foam_dart/sniper
name = "foam sniper dart"
icon_state = "foamdartsniper"
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/sniper
range = 30
/obj/item/projectile/bullet/reusable/foam_dart/sniper/riot
name = "riot sniper foam dart"
icon_state = "foamdartsniper_riot"
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/sniper/riot
stamina = 100
log_override = FALSE