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New bullet types, projectile rewrite
* Refactors projectile Bump() * Converts projectile_type var strings to paths * Reorganizes bullet projectile paths * Made a pass through all the bullet_act() definitions. Mainly ensured that damage_type is checked when dealing damage to certain objects. Removed stupid /turf bullet_act() override, replaced with on_hit() overrides on the relevant projectiles. * Adds shotgun pellets projectile. Adds Raptor's shotgun slug sprite. * Gives stunshots more of their own identity, refluffs them as taser cartridges for shotguns. They still aren't obtainable anywhere unless spawned. * Makes projectiles pass through girders and cultgirders with a certain probability, unless the girder itself was clicked. * Projectiles are also able to pass through grilles. Low damage projectiles have a chance to be blocked by grilles. High damage projectiles have a chance to have some damage absorbed by the grille. * Makes projectiles for blanks invisible. * Adds flash bullet types * Adds support for 'penetrating' projectiles * Swaps .45 and 9mm projectile types. .45s hit slightly harder, 9mils have more ammo capacity.
This commit is contained in:
@@ -161,6 +161,9 @@
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del(src)
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/obj/structure/closet/bullet_act(var/obj/item/projectile/Proj)
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if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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return
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health -= Proj.damage
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..()
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if(health <= 0)
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@@ -5,6 +5,7 @@
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layer = 2
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var/state = 0
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var/health = 200
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var/cover = 50 //how much cover the girder provides against projectiles.
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/obj/structure/girder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart", var/wallbreaker)
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if(!damage || !wallbreaker)
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@@ -14,19 +15,25 @@
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return 1
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/obj/structure/girder/bullet_act(var/obj/item/projectile/Proj)
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//Girders only provide partial cover. There's a chance that the projectiles will just pass through. (unless you are trying to shoot the girder)
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if(Proj.original != src && !prob(cover))
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return -1 //pass through
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//Tasers and the like should not damage girders.
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if(Proj.damage_type == HALLOSS || Proj.damage_type == TOX || Proj.damage_type == CLONE)
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if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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return
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if(istype(Proj, /obj/item/projectile/beam))
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health -= Proj.damage
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..()
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if(health <= 0)
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new /obj/item/stack/sheet/metal(get_turf(src))
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del(src)
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var/damage = Proj.damage
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if(!istype(Proj, /obj/item/projectile/beam))
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damage *= 0.4 //non beams do reduced damage
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health -= damage
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..()
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if(health <= 0)
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new /obj/item/stack/sheet/metal(get_turf(src))
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del(src)
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return
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return
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/obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench) && state == 0)
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@@ -209,11 +216,13 @@
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icon_state = "displaced"
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anchored = 0
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health = 50
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cover = 25
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/obj/structure/girder/reinforced
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icon_state = "reinforced"
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state = 2
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health = 500
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cover = 80
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/obj/structure/cultgirder
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icon= 'icons/obj/cult.dmi'
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@@ -222,6 +231,7 @@
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density = 1
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layer = 2
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var/health = 250
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var/cover = 70
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/obj/structure/cultgirder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart", var/wallbreaker)
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if(!damage || !wallbreaker)
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@@ -258,6 +268,14 @@
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dismantle()
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/obj/structure/cultgirder/bullet_act(var/obj/item/projectile/Proj) //No beam check- How else will you destroy the cult girder with silver bullets?????
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//Girders only provide partial cover. There's a chance that the projectiles will just pass through. (unless you are trying to shoot the girder)
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if(Proj.original != src && !prob(cover))
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return -1 //pass through
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//Tasers and the like should not damage cultgirders.
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if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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return
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health -= Proj.damage
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..()
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if(health <= 0)
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@@ -59,16 +59,33 @@
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return !density
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/obj/structure/grille/bullet_act(var/obj/item/projectile/Proj)
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if(!Proj) return
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//Tasers and the like should not damage grilles.
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if(Proj.damage_type == HALLOSS)
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if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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return
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src.health -= Proj.damage*0.2
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healthcheck()
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return 0
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//Flimsy grilles aren't so great at stopping projectiles. However they can absorb some of the impact
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var/damage = Proj.damage
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var/passthrough
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if(damage > 30)
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passthrough = 1
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if(prob(20))
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Proj.damage *= 0.5 //weaken the projectile
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else
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//weaker bullets are affected to a greater extent
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if(prob(20))
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passthrough = 0
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else
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Proj.damage *= 0.5 //weaken the projectile
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passthrough = 1
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if(passthrough)
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. = -1
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damage *= 0.1 //if the bullet passes through then the grille avoids most of the damage
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src.health -= damage*0.2
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spawn(0) healthcheck() //spawn to make sure we return properly if the grille is deleted
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/obj/structure/grille/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(iswirecutter(W))
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@@ -38,6 +38,9 @@
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return 0
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/obj/structure/inflatable/bullet_act(var/obj/item/projectile/Proj)
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if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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return
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health -= Proj.damage
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..()
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if(health <= 0)
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@@ -1,7 +1,7 @@
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//wip wip wup
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/obj/structure/mirror
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name = "\improper SalonPro Nano-Mirror(TM)"
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desc = "The leading technology in hair salon products, utilizing nano-machinery to style your hair just right."
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name = "mirror"
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desc = "A SalonPro Nano-Mirror(TM) brand mirror! The leading technology in hair salon products, utilizing nano-machinery to style your hair just right."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mirror"
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density = 0
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@@ -70,6 +70,9 @@
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/obj/structure/mirror/bullet_act(var/obj/item/projectile/Proj)
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if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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return
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if(prob(Proj.damage * 2))
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if(!shattered)
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shatter()
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@@ -100,7 +100,7 @@
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/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
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//Tasers and the like should not damage windows.
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if(Proj.damage_type == HALLOSS)
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if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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return
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..()
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