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Merge pull request #8157 from mwerezak/gun-rewrite
Better handling of mob projectile passthrough and embedding + some gun tweaks
This commit is contained in:
@@ -38,9 +38,9 @@ emp_act
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return -1 // complete projectile permutation
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//Shrapnel
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if (P.can_embed())
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if(P.can_embed())
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var/armor = getarmor_organ(organ, "bullet")
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if(P.embed && prob(20 + max(P.damage - armor, -10)))
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if(prob(20 + max(P.damage - armor, -10)))
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var/obj/item/weapon/shard/shrapnel/SP = new()
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SP.name = (P.name != "shrapnel")? "[P.name] shrapnel" : "shrapnel"
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SP.desc = "[SP.desc] It looks like it was fired from [P.shot_from]."
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@@ -118,14 +118,14 @@
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/obj/item/ammo_casing/a145
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name = "shell casing"
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desc = "A 14.5mm AP shell."
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desc = "A 14.5mm shell."
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icon_state = "lcasing"
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spent_icon = "lcasing-spent"
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caliber = "14.5mm"
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projectile_type = /obj/item/projectile/bullet/rifle/a145
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/obj/item/ammo_casing/a556
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desc = "A 5.56 bullet casing."
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desc = "A 5.56mm bullet casing."
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caliber = "a556"
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projectile_type = /obj/item/projectile/bullet/rifle/a556
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@@ -1,6 +1,6 @@
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/obj/item/weapon/syringe_cartridge
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name = "syringe gun cartridge"
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desc = "An impact-triggered compressed gas cartridge that can fitted to a syringe for rapid injection."
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desc = "An impact-triggered compressed gas cartridge that can be fitted to a syringe for rapid injection."
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icon = 'icons/obj/ammo.dmi'
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icon_state = "syringe-cartridge"
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var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
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@@ -25,6 +25,7 @@
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user.remove_from_mob(syringe)
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syringe.loc = src
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sharp = 1
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name = "syringe dart"
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update_icon()
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/obj/item/weapon/syringe_cartridge/attack_self(mob/user)
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@@ -33,6 +34,7 @@
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user.put_in_hands(syringe)
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syringe = null
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sharp = initial(sharp)
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name = initial(name)
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update_icon()
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/obj/item/weapon/syringe_cartridge/proc/prime()
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@@ -70,15 +70,16 @@
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/obj/item/weapon/gun/projectile/automatic/z8
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name = "\improper Z8 Bulldog"
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desc = "An older model bullpup carbine, made by the now defunct Zendai Foundries. Uses armor piercing 5.56 rounds. Makes you feel like a space marine when you hold it."
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desc = "An older model bullpup carbine, made by the now defunct Zendai Foundries. Uses armor piercing 5.56mm rounds. Makes you feel like a space marine when you hold it."
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icon_state = "carbine"
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item_state = "shotgun"
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w_class = 4.0
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w_class = 4
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force = 10
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caliber = "a556"
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origin_tech = "combat=8;materials=3"
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ammo_type = "/obj/item/ammo_casing/a556"
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fire_sound = 'sound/weapons/Gunshot.ogg'
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slot_flags = SLOT_BACK
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load_method = MAGAZINE
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magazine_type = /obj/item/ammo_magazine/a556
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@@ -92,13 +93,13 @@
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/obj/item/weapon/gun/projectile/automatic/sts35
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name = "\improper STS-35 automatic rifle"
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desc = "A durable, rugged looking automatic weapon of make popular on the frontier, despite it's bulk. Uses 7.62mm rounds. It is unmarked."
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desc = "A durable, rugged looking automatic weapon of a make popular on the frontier. Uses 7.62mm rounds. It is unmarked."
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icon_state = "assltrifle"
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item_state = "shotgun"
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w_class = 4
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force = 10
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caliber = "a762"
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origin_tech = "combat=5;materials=1;syndicate=8"
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origin_tech = "combat=6;materials=1;syndicate=4"
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slot_flags = SLOT_BACK
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load_method = MAGAZINE
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magazine_type = /obj/item/ammo_magazine/c762
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@@ -117,7 +118,7 @@
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slot_flags = 0
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max_shells = 50
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caliber = "a762"
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origin_tech = "combat=5;materials=1;syndicate=2"
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origin_tech = "combat=6;materials=1;syndicate=2"
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slot_flags = SLOT_BACK
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ammo_type = "/obj/item/ammo_casing/a762"
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fire_sound = 'sound/weapons/Gunshot_smg.ogg'
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@@ -1,6 +1,6 @@
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/obj/item/weapon/gun/projectile/heavysniper
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name = "\improper PTRS-7 rifle"
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desc = "A portable anti-armour rifle fitted with a scope. Originally designed to used against armoured exosuits, it is capable of punching through non-reinforced walls with ease. Fires 14.5mm AP shells."
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desc = "A portable anti-armour rifle fitted with a scope. Originally designed to used against armoured exosuits, it is capable of punching through non-reinforced walls with ease. Fires armor piercing 14.5mm shells."
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icon_state = "heavysniper"
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item_state = "shotgun"
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w_class = 4
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@@ -66,14 +66,10 @@
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return
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//Checks if the projectile is eligible for embedding. Not that it necessarily will.
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//Mainly used to ensure that projectiles won't embed if they are penetrating the mob.
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/obj/item/projectile/proc/can_embed()
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//embed must be enabled and damage type must be brute
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if(!embed || damage_type != BRUTE)
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return 0
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//can't embed if the projectile is penetrating through the mob
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if(penetrating > 0 && damage > 20 && prob(damage))
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return 0
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return 1
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//return 1 if the projectile should be allowed to pass through after all, 0 if not.
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@@ -209,9 +205,9 @@
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for(var/mob/M in A)
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attack_mob(M, distance)
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//penetrating projectiles can pass through things that otherwise would not let them
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//penetrating projectiles can pass through things that otherwise would not let them
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if(!passthrough && penetrating > 0)
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if(check_penetrate(A))
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if(check_penetrate(A))
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passthrough = 1
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penetrating--
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@@ -314,4 +310,4 @@
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trace.firer = user
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var/output = trace.process() //Test it!
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del(trace) //No need for it anymore
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return output //Send it back to the gun!
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return output //Send it back to the gun!
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@@ -7,12 +7,26 @@
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check_armour = "bullet"
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embed = 1
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sharp = 1
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var/mob_passthrough_check = 0
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/obj/item/projectile/bullet/on_hit(var/atom/target, var/blocked = 0)
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if (..(target, blocked))
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var/mob/living/L = target
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shake_camera(L, 3, 2)
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/obj/item/projectile/bullet/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier)
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if(penetrating > 0 && damage > 20 && prob(damage))
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mob_passthrough_check = 1
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else
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mob_passthrough_check = 0
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..()
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/obj/item/projectile/bullet/can_embed()
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//prevent embedding if the projectile is passing through the mob
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if(mob_passthrough_check)
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return 0
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return ..()
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/obj/item/projectile/bullet/check_penetrate(var/atom/A)
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if(!A || !A.density) return 1 //if whatever it was got destroyed when we hit it, then I guess we can just keep going
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@@ -20,10 +34,10 @@
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return 1 //mecha have their own penetration handling
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if(ismob(A))
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if(iscarbon(A))
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//squishy mobs absorb KE
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if(can_embed()) return 0
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damage *= 0.7
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if(!mob_passthrough_check)
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return 0
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if(iscarbon(A))
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damage *= 0.7 //squishy mobs absorb KE
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return 1
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var/chance = 0
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