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Adds a new subset of grenades that shoot projectiles
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@@ -1,36 +1,3 @@
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//obj/item/weapon/grenade/explosive
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//desc = "A fragmentation grenade, optimized for harming personnel without causing massive structural damage."
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//name = "frag grenade"
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//icon = 'icons/obj/grenade.dmi'
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//det_time = 50
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//icon_state = "frggrenade"
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//origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 3)
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//obj/item/weapon/grenade/explosive/prime()
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// ..()
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//spawn(0)
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//explosion(src.loc,-1,-1,2) //If you're within two tiles of the grenade, you get hit twice, which tends to do 50+ brute and cause fractures.
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//explosion(src.loc,-1,-1,3) //This is preferable to increasing the severity, so we don't decap with frags.
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//qdel(src)
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//return
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//Explosive grenade projectile, borrowed from fragmentation grenade code.
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/obj/item/projectile/bullet/pellet/fragment
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damage = 10
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armor_penetration = 30
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range_step = 2 //projectiles lose a fragment each time they travel this distance. Can be a non-integer.
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base_spread = 0 //causes it to be treated as a shrapnel explosion instead of cone
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spread_step = 20
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silenced = 1 //embedding messages are still produced so it's kind of weird when enabled.
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no_attack_log = 1
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muzzle_type = null
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/obj/item/projectile/bullet/pellet/fragment/strong
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damage = 15
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armor_penetration = 20
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/obj/item/weapon/grenade/explosive
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name = "fragmentation grenade"
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desc = "A fragmentation grenade, optimized for harming personnel without causing massive structural damage."
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@@ -56,6 +23,21 @@
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src.fragmentate(O, num_fragments, spread_range, fragment_types)
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qdel(src)
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/obj/item/weapon/grenade/explosive/proc/on_explosion(var/turf/O)
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if(explosion_size)
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explosion(O, -1, -1, explosion_size, round(explosion_size/2), 0)
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// Waaaaay more pellets
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/obj/item/weapon/grenade/explosive/frag
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name = "fragmentation grenade"
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desc = "A military fragmentation grenade, designed to explode in a deadly shower of fragments."
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icon_state = "frag"
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loadable = null
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fragment_types = list(/obj/item/projectile/bullet/pellet/fragment)
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num_fragments = 200 //total number of fragments produced by the grenade
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/obj/proc/fragmentate(var/turf/T=get_turf(src), var/fragment_number = 30, var/spreading_range = 5, var/list/fragtypes=list(/obj/item/projectile/bullet/pellet/fragment/))
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set waitfor = 0
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@@ -80,21 +62,4 @@
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else if(!M.lying && src.loc != get_turf(src)) //if it's not on the turf, it must be in the mob!
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P.attack_mob(M, 0, 25) //you're holding a grenade, dude!
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else
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P.attack_mob(M, 0, 100) //otherwise, allow a decent amount of fragments to pass
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/obj/item/weapon/grenade/explosive/proc/on_explosion(var/turf/O)
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if(explosion_size)
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explosion(O, -1, -1, explosion_size, round(explosion_size/2), 0)
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/obj/item/weapon/grenade/explosive/frag
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name = "fragmentation grenade"
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desc = "A military fragmentation grenade, designed to explode in a deadly shower of fragments."
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icon_state = "frag"
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loadable = null
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fragment_types = list(/obj/item/projectile/bullet/pellet/fragment)
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num_fragments = 200 //total number of fragments produced by the grenade
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//The radius of the circle used to launch projectiles. Lower values mean less projectiles are used but if set too low gaps may appear in the spread pattern
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P.attack_mob(M, 0, 100) //otherwise, allow a decent amount of fragments to pass
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@@ -12,7 +12,7 @@
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var/active = 0
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var/det_time = 50
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var/loadable = 1
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var/loadable = TRUE
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var/arm_sound = 'sound/weapons/armbomb.ogg'
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/obj/item/weapon/grenade/proc/clown_check(var/mob/living/user)
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75
code/game/objects/items/weapons/grenades/projectile.dm
Normal file
75
code/game/objects/items/weapons/grenades/projectile.dm
Normal file
@@ -0,0 +1,75 @@
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/obj/item/weapon/grenade/shooter
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name = "projectile grenade" // I have no idea what else to call this, but the base type should never be used
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icon_state = "frggrenade"
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item_state = "grenade"
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var/list/projectile_types = list(/obj/item/projectile/bullet/pistol/rubber) // What sorts of projectiles might we make?
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//The radius of the circle used to launch projectiles. Lower values mean less projectiles are used but if set too low gaps may appear in the spread pattern
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var/spread_range = 7
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loadable = FALSE
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/obj/item/weapon/grenade/shooter/detonate()
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..()
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var/turf/O = get_turf(src)
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if(!O)
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return
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src.launch_many_projectiles(O, spread_range, projectile_types)
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qdel(src)
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/obj/item/weapon/grenade/shooter/rubber
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name = "rubber pellet grenade"
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desc = "An anti-riot grenade that fires a cloud of rubber projectiles upon detonation."
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projectile_types = list(/obj/item/projectile/bullet/pistol/rubber)
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// Exists mostly so I don't have to copy+paste the sprite vars to a billion things
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/obj/item/weapon/grenade/shooter/energy
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icon_state = "flashbang"
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item_state = "flashbang"
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spread_range = 3 // Because dear god
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/obj/item/weapon/grenade/shooter/energy/laser
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name = "laser grenade"
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desc = "A horrifically dangerous rave in a can."
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projectile_types = list(/obj/item/projectile/beam/midlaser)
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/obj/item/weapon/grenade/shooter/energy/flash
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name = "flash grenade"
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desc = "A grenade that creates a large number of flashes upon detonation."
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projectile_types = list(/obj/item/projectile/energy/flash)
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/obj/item/weapon/grenade/shooter/energy/tesla
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name = "tesla grenade"
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projectile_types = list(/obj/item/projectile/beam/chain_lightning/lesser)
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// This is just fragmentate, but less specific. Don't know how to make either of them less awful, at the moment
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/obj/proc/launch_many_projectiles(var/turf/T=get_turf(src), var/spreading_range = 5, var/list/projectiletypes=list(/obj/item/projectile/bullet/pistol/rubber))
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set waitfor = 0
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var/list/target_turfs = getcircle(T, spreading_range)
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for(var/turf/O in target_turfs)
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sleep(0)
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var/shot_type = pick(projectiletypes)
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var/obj/item/projectile/P = new shot_type(T)
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P.shot_from = src.name
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P.launch(O)
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//Make sure to hit any mobs in the source turf
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for(var/mob/living/M in T)
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//lying on a frag grenade while the grenade is on the ground causes you to absorb most of the shrapnel.
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//you will most likely be dead, but others nearby will be spared the fragments that hit you instead.
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if(M.lying && isturf(src.loc))
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P.attack_mob(M, 0, 5)
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else if(!M.lying && src.loc != get_turf(src)) //if it's not on the turf, it must be in the mob!
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P.attack_mob(M, 0, 25) //you're holding a grenade, dude!
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else
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P.attack_mob(M, 0, 100) //otherwise, allow a decent amount of fragments to pass
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@@ -674,32 +674,3 @@ var/list/global/tank_gauge_cache = list()
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/obj/item/device/tankassemblyproxy/HasProximity(atom/movable/AM as mob|obj)
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if(src.assembly)
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src.assembly.HasProximity(AM)
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/obj/item/projectile/bullet/pellet/fragment/tank
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name = "metal fragment"
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damage = 9 //Big chunks flying off.
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range_step = 2 //controls damage falloff with distance. projectiles lose a "pellet" each time they travel this distance. Can be a non-integer.
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base_spread = 0 //causes it to be treated as a shrapnel explosion instead of cone
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spread_step = 20
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armor_penetration = 20
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silenced = 1
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no_attack_log = 1
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muzzle_type = null
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pellets = 3
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/obj/item/projectile/bullet/pellet/fragment/tank/small
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name = "small metal fragment"
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damage = 6
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armor_penetration = 5
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pellets = 5
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/obj/item/projectile/bullet/pellet/fragment/tank/big
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name = "large metal fragment"
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damage = 17
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armor_penetration = 10
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range_step = 5 //controls damage falloff with distance. projectiles lose a "pellet" each time they travel this distance. Can be a non-integer.
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pellets = 1
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