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* weak ions no longer coin flip into heavy emps * haha very funny why is that there fuck off
369 lines
9.6 KiB
Plaintext
369 lines
9.6 KiB
Plaintext
/obj/item/projectile/ion
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name = "ion bolt"
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icon_state = "ion"
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damage = 0
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alwayslog = TRUE
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damage_type = BURN
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nodamage = 1
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impact_effect_type = /obj/effect/temp_visual/impact_effect/ion
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flag = "energy"
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var/strong_emp = 1
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var/weak_emp = 1
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/obj/item/projectile/ion/on_hit(atom/target, blocked = 0)
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..()
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empulse(target, strong_emp, weak_emp, TRUE, cause = "[type] fired by [key_name(firer)]")
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return TRUE
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/obj/item/projectile/ion/weak
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strong_emp = -1
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weak_emp = 0
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/obj/item/projectile/bullet/gyro
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name ="explosive bolt"
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icon_state= "bolter"
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damage = 50
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alwayslog = TRUE
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flag = "bullet"
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/obj/item/projectile/bullet/gyro/on_hit(atom/target, blocked = 0)
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..()
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explosion(target, -1, 0, 2, cause = "[type] fired by [key_name(firer)]")
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return TRUE
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/obj/item/projectile/bullet/a40mm
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name ="40mm grenade"
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desc = "USE A WEEL GUN"
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icon_state= "bolter"
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alwayslog = TRUE
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damage = 60
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flag = "bullet"
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/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = 0)
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..()
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explosion(target, -1, 0, 2, 1, 0, flame_range = 3, cause = "[type] fired by [key_name(firer)]")
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return TRUE
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/obj/item/projectile/temp
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name = "temperature beam"
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icon_state = "temp_4"
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damage = 0
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damage_type = BURN
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nodamage = 1
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flag = "energy"
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var/temperature = 300
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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/obj/item/projectile/temp/New(loc, shot_temp)
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..()
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if(!isnull(shot_temp))
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temperature = shot_temp
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switch(temperature)
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if(501 to INFINITY)
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name = "searing beam" //if emagged
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icon_state = "temp_8"
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if(400 to 500)
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name = "burning beam" //temp at which mobs start taking HEAT_DAMAGE_LEVEL_2
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icon_state = "temp_7"
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if(360 to 400)
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name = "hot beam" //temp at which mobs start taking HEAT_DAMAGE_LEVEL_1
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icon_state = "temp_6"
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if(335 to 360)
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name = "warm beam" //temp at which players get notified of their high body temp
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icon_state = "temp_5"
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if(295 to 335)
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name = "ambient beam"
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icon_state = "temp_4"
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if(260 to 295)
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name = "cool beam" //temp at which players get notified of their low body temp
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icon_state = "temp_3"
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if(200 to 260)
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name = "cold beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_1
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icon_state = "temp_2"
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if(120 to 260)
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name = "ice beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_2
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icon_state = "temp_1"
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if(-INFINITY to 120)
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name = "freeze beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_3
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icon_state = "temp_0"
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else
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name = "temperature beam"//failsafe
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icon_state = "temp_4"
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/obj/item/projectile/temp/on_hit(atom/target, blocked = 0)//These two could likely check temp protection on the mob
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..()
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if(isliving(target))
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var/mob/living/M = target
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M.bodytemperature = temperature
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if(temperature > 500)//emagged
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M.adjust_fire_stacks(0.5)
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M.IgniteMob()
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playsound(M.loc, 'sound/effects/bamf.ogg', 50, 0)
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return 1
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/obj/item/projectile/meteor
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name = "meteor"
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icon = 'icons/obj/meteor.dmi'
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icon_state = "small"
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damage = 0
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damage_type = BRUTE
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nodamage = 1
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flag = "bullet"
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/obj/item/projectile/meteor/Bump(atom/A, yes)
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if(yes)
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return
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if(A == firer)
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loc = A.loc
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return
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playsound(loc, 'sound/effects/meteorimpact.ogg', 40, 1)
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for(var/mob/M in urange(10, src))
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if(!M.stat)
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shake_camera(M, 3, 1)
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qdel(src)
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/obj/item/projectile/missile
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icon = 'icons/obj/grenade.dmi'
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icon_state = "missile"
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damage = 50
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///If the missile will have a heavy, or light explosion.
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var/heavy = TRUE
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/obj/item/projectile/missile/on_hit(atom/target, blocked, hit_zone)
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..()
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if(heavy)
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explosion(target, 1, 2, 3, cause = "[type] fired by [key_name(firer)]")
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else
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explosion(target, -1, 0, 2, cause = "[type] fired by [key_name(firer)]")
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return TRUE
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/obj/item/projectile/missile/light
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damage = 15
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heavy = FALSE
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/obj/item/projectile/energy/floramut
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name = "alpha somatoray"
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icon_state = "energy"
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damage = 0
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damage_type = TOX
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nodamage = 1
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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flag = "energy"
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/obj/item/projectile/energy/florayield
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name = "beta somatoray"
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icon_state = "energy2"
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damage = 0
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damage_type = TOX
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nodamage = 1
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flag = "energy"
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/obj/item/projectile/energy/mindflayer
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name = "flayer ray"
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/obj/item/projectile/energy/mindflayer/on_hit(atom/target, blocked = 0)
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. = ..()
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if(ishuman(target))
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var/mob/living/carbon/human/M = target
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M.adjustBrainLoss(20)
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M.AdjustHallucinate(20 SECONDS)
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/obj/item/projectile/clown
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name = "snap-pop"
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icon = 'icons/obj/toy.dmi'
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icon_state = "snappop"
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/obj/item/projectile/clown/Bump(atom/A as mob|obj|turf|area)
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do_sparks(3, 1, src)
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new /obj/effect/decal/cleanable/ash(loc)
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visible_message("<span class='warning'>[src] explodes!</span>","<span class='warning'>You hear a snap!</span>")
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playsound(src, 'sound/effects/snap.ogg', 50, 1)
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qdel(src)
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/obj/item/projectile/beam/wormhole
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name = "bluespace beam"
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icon_state = "spark"
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hitsound = "sparks"
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damage = 0
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var/obj/item/gun/energy/wormhole_projector/gun
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color = "#33CCFF"
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nodamage = TRUE
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/obj/item/projectile/beam/wormhole/orange
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name = "orange bluespace beam"
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color = "#FF6600"
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/obj/item/projectile/beam/wormhole/New(obj/item/ammo_casing/energy/wormhole/casing)
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..()
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if(istype(casing))
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gun = casing.gun
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/obj/item/projectile/beam/wormhole/on_hit(atom/target)
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if(ismob(target))
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if(is_teleport_allowed(target.z))
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var/turf/portal_destination = pick(orange(6, src))
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do_teleport(target, portal_destination)
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return ..()
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if(!gun)
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qdel(src)
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gun.create_portal(src)
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/obj/item/projectile/bullet/frag12
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name ="explosive slug"
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damage = 15
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alwayslog = TRUE
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/obj/item/projectile/bullet/frag12/on_hit(atom/target, blocked = 0)
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..()
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explosion(target, -1, 0, 1)
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return TRUE
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/obj/item/projectile/bullet/confetti
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name = "confetti shot"
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damage = 0
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range = 3
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/obj/item/projectile/bullet/confetti/on_range()
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confettisize(src, 7, 3)
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..()
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/obj/item/projectile/bullet/confetti/on_hit(atom/target, blocked, hit_zone)
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confettisize(src, 7, 3)
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..()
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/obj/item/projectile/plasma
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name = "plasma blast"
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icon_state = "plasmacutter"
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damage_type = BRUTE
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damage = 5
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range = 3
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dismemberment = 20
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sharp = TRUE
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hitscan = TRUE
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muzzle_type = /obj/effect/projectile/muzzle/plasma_cutter
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tracer_type = /obj/effect/projectile/tracer/plasma_cutter
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impact_type = /obj/effect/projectile/impact/plasma_cutter
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impact_effect_type = null
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hitscan_light_intensity = 3
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hitscan_light_range = 0.75
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hitscan_light_color_override = LIGHT_COLOR_CYAN
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muzzle_flash_intensity = 6
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muzzle_flash_range = 2
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muzzle_flash_color_override = LIGHT_COLOR_CYAN
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impact_light_intensity = 7
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impact_light_range = 2.5
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impact_light_color_override = LIGHT_COLOR_CYAN
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/obj/item/projectile/plasma/prehit(atom/target)
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. = ..()
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if(!lavaland_equipment_pressure_check(get_turf(target)))
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name = "weakened [name]"
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dismemberment = 0
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sharp = FALSE
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/obj/item/projectile/plasma/on_hit(atom/target)
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. = ..()
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if(ismineralturf(target))
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if(is_ancient_rock(target))
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visible_message("<span class='notice'>This rock appears to be resistant to all mining tools except pickaxes!</span>")
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forcedodge = 0
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return
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forcedodge = 1
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var/turf/simulated/mineral/M = target
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M.gets_drilled(firer)
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else
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forcedodge = 0
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/obj/item/projectile/plasma/adv
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damage = 7
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range = 5
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/obj/item/projectile/plasma/adv/mech
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damage = 10
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range = 9
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/obj/item/projectile/energy/teleport
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name = "teleportation burst"
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icon_state = "bluespace"
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damage = 0
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nodamage = 1
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alwayslog = TRUE
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var/obj/item/radio/beacon/teleport_target = null
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/obj/item/projectile/energy/teleport/New(loc, tele_target)
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..(loc)
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if(tele_target)
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teleport_target = tele_target
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/obj/item/projectile/energy/teleport/on_hit(atom/target, blocked = 0)
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var/turf/target_turf = get_turf(teleport_target)
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if(isliving(target) && istype(target_turf))
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if(target_turf.z == target.z || teleport_target.emagged)
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do_teleport(target, teleport_target, 0)//teleport what's in the tile to the beacon
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else
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do_teleport(target, target, 15) //Otherwise it just warps you off somewhere.
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add_attack_logs(firer, target, "Shot with a [type] [teleport_target ? "(Destination: [teleport_target])" : ""]")
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/obj/item/projectile/snowball
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name = "snowball"
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icon_state = "snowball"
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hitsound = 'sound/items/dodgeball.ogg'
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damage = 4
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damage_type = BURN
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/obj/item/projectile/snowball/on_hit(atom/target) //chilling
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. = ..()
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if(isliving(target))
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var/mob/living/M = target
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M.bodytemperature = max(0, M.bodytemperature - 50) //each hit will drop your body temp, so don't get surrounded!
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M.ExtinguishMob() //bright side, they counter being on fire!
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/obj/item/projectile/ornament
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name = "ornament"
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icon_state = "ornament-1"
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hitsound = 'sound/effects/glasshit.ogg'
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damage = 7
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damage_type = BRUTE
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/obj/item/projectile/ornament/New()
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icon_state = pick("ornament-1", "ornament-2")
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..()
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/obj/item/projectile/ornament/on_hit(atom/target) //knockback
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..()
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if(isturf(target))
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return 0
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var/obj/T = target
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var/throwdir = get_dir(firer,target)
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T.throw_at(get_edge_target_turf(target, throwdir),10,10)
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return 1
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/obj/item/projectile/mimic
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name = "googly-eyed gun"
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hitsound = 'sound/weapons/genhit1.ogg'
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damage = 0
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nodamage = 1
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damage_type = BURN
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flag = "melee"
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var/obj/item/gun/stored_gun
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/obj/item/projectile/mimic/New(loc, mimic_type)
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..(loc)
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if(mimic_type)
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stored_gun = new mimic_type(src)
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icon = stored_gun.icon
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icon_state = stored_gun.icon_state
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overlays = stored_gun.overlays
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SpinAnimation(20, -1)
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/obj/item/projectile/mimic/on_hit(atom/target)
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..()
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var/turf/T = get_turf(src)
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var/obj/item/gun/G = stored_gun
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stored_gun = null
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G.forceMove(T)
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var/mob/living/simple_animal/hostile/mimic/copy/ranged/R = new /mob/living/simple_animal/hostile/mimic/copy/ranged(T, G, firer)
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if(ismob(target))
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R.target = target
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