Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into guntest

Conflicts:
	code/WorkInProgress/Cib/amorph/amorph_hud.dm
	code/game/objects/structures/window.dm
	code/modules/mob/living/blob/blob.dm
	code/modules/mob/living/simple_animal/friendly/corgi.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/screen.dm
	code/modules/projectiles/gun.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	maps/tgstation.2.0.9.1.dmm
This commit is contained in:
Whitellama
2013-01-31 14:26:58 -08:00
1200 changed files with 106969 additions and 76361 deletions

View File

@@ -10,7 +10,7 @@
name = "speed loader (.38)"
icon_state = "38"
ammo_type = "/obj/item/ammo_casing/c38"
max_ammo = 7
max_ammo = 6
multiple_sprites = 1
@@ -32,6 +32,16 @@
multiple_sprites = 1
/obj/item/ammo_magazine/mc9mm
name = "magazine (9mm)"
icon_state = "9x19p"
origin_tech = "combat=2"
ammo_type = "/obj/item/ammo_casing/c9mm"
max_ammo = 8
multiple_sprites = 1
/obj/item/ammo_magazine/mc9mm/empty
max_ammo = 0
/obj/item/ammo_magazine/c9mm
name = "Ammunition Box (9mm)"
@@ -92,3 +102,18 @@
icon_state = "75"
ammo_type = "/obj/item/ammo_casing/a75"
max_ammo = 0
/obj/item/ammo_magazine/a762
name = "magazine (a762)"
icon_state = "a762"
origin_tech = "combat=2"
ammo_type = "/obj/item/ammo_casing/a762"
max_ammo = 50
multiple_sprites = 1
/obj/item/ammo_magazine/a762/empty
name = "magazine (a762)"
icon_state = "a762"
ammo_type = "/obj/item/ammo_casing/a762"
max_ammo = 0
multiple_sprites = 1

View File

@@ -35,7 +35,7 @@
/obj/item/ammo_casing/c9mm
desc = "A 9mm bullet casing."
caliber = "9mm"
projectile_type = "/obj/item/projectile/bullet/weakbullet"
projectile_type = "/obj/item/projectile/bullet/midbullet2"
/obj/item/ammo_casing/c45
@@ -88,4 +88,9 @@
desc = "A dart for use in shotguns."
icon_state = "dart"
projectile_type = "/obj/item/projectile/energy/dart"
m_amt = 12500
m_amt = 12500
/obj/item/ammo_casing/a762
desc = "A 7.62 bullet casing."
caliber = "a762"
projectile_type = "/obj/item/projectile/bullet"

View File

@@ -32,13 +32,6 @@
//1 for keep shooting until aim is lowered
proc/load_into_chamber()
return
proc/special_check(var/mob/M)
return
load_into_chamber()
return 0
//Removing the lock and the buttons.
@@ -53,7 +46,7 @@
del(user.gun_run_icon)
return ..()
special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
proc/special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
return 1
@@ -74,6 +67,9 @@
//Clicking gun will still lower aim for guns that don't overwrite this
attack_self()
lower_aim()
afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params)//TODO: go over this
if(flag) return //we're placing gun on a table or in backpack
if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
verb/toggle_firerate()
set name = "Toggle Firerate"
@@ -209,13 +205,12 @@
usr.dir = dir_to_fire
proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)//TODO: go over this
//Exclude lasertag guns from the CLUMSY check.
if(src.clumsy_check)
if(clumsy_check)
if(istype(user, /mob/living))
var/mob/living/M = user
if ((CLUMSY in M.mutations) && prob(50))
M << "\red The [src.name] blows up in your face!"
M << "<span class='danger'>[src] blows up in your face.</span>"
M.take_organ_damage(0,20)
M.drop_item()
del(src)
@@ -229,6 +224,10 @@
if (HULK in M.mutations)
M << "\red Your meaty finger is much too large for the trigger guard!"
return
if(ishuman(user))
if(user.dna && user.dna.mutantrace == "adamantine")
user << "\red Your metal fingers don't fit in the trigger guard!"
return
add_fingerprint(user)
@@ -243,6 +242,7 @@
user.visible_message("*click click*", "\red <b>*click*</b>")
for(var/mob/K in viewers(usr))
K << 'empty.ogg'
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
return
if(!in_chamber)
@@ -265,14 +265,16 @@
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
user.visible_message("<span class='warning'>[user] fires [src]!</span>", "<span class='warning'>You fire [src]!</span>", "You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
if(reflex)
user.visible_message("\red \The [user] fires \the [src] by reflex!", "\red You reflex fire \the [src]!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
else
user.visible_message("\red \The [user] fires \the [src]!", "\red You fire \the [src]!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
in_chamber.original = targloc
in_chamber.original = target
in_chamber.loc = get_turf(user)
in_chamber.starting = get_turf(user)
in_chamber.shot_from = src
user.next_move = world.time + 4
in_chamber.silenced = silenced
in_chamber.current = curloc
@@ -293,7 +295,11 @@
in_chamber = null
update_icon()
return
if(user.hand)
user.update_inv_l_hand()
else
user.update_inv_r_hand()
//Aiming at the target mob.
proc/Aim(var/mob/M)
@@ -309,8 +315,6 @@
else
usr.visible_message("\red <b>[usr] aims \a [src] at [M]!</b>")
M.Targeted(src)
//HE MOVED, SHOOT HIM!
proc/TargetActed(var/mob/living/T)
var/mob/living/M = loc

View File

@@ -39,9 +39,6 @@
var/ratio = power_supply.charge / power_supply.maxcharge
ratio = round(ratio, 0.25) * 100
if(modifystate)
icon_state = text("[][]", modifystate, ratio)
icon_state = "[modifystate][ratio]"
else
icon_state = text("[][]", initial(icon_state), ratio)
icon_state = "[initial(icon_state)][ratio]"

View File

@@ -1,7 +1,8 @@
/obj/item/weapon/gun/energy/gun
icon_state = "energystun100"
name = "energy gun"
desc = "A basic energy-based gun with two settings: Stun and kill."
icon_state = "energystun100"
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/Taser.ogg'
charge_cost = 100 //How much energy is needed to fire.
@@ -29,16 +30,15 @@
projectile_type = "/obj/item/projectile/energy/electrode"
modifystate = "energystun"
update_icon()
return
/obj/item/weapon/gun/energy/gun/nuclear
name = "Advanced Energy Gun"
desc = "An energy gun with an experimental miniaturized reactor."
icon_state = "nucgun"
origin_tech = "combat=3;materials=5;powerstorage=3"
var/lightfail = 0
icon_state = "nucgun"
var/charge_tick = 0
New()
@@ -93,7 +93,7 @@
return
var/ratio = power_supply.charge / power_supply.maxcharge
ratio = round(ratio, 0.25) * 100
overlays += text("nucgun-[]", ratio)
overlays += "nucgun-[ratio]"
update_reactor()
@@ -121,7 +121,7 @@
update_icon()
overlays = null
overlays.Cut()
update_charge()
update_reactor()
update_mode()

View File

@@ -2,6 +2,7 @@
name = "pulse rifle"
desc = "A heavy-duty, pulse-based energy weapon, preferred by front-line combat personnel."
icon_state = "pulse"
item_state = null //so the human update icon uses the icon_state instead.
force = 10
fire_sound = 'sound/weapons/pulse.ogg'
charge_cost = 200

View File

@@ -10,9 +10,6 @@
charge_cost = 100
projectile_type = "/obj/item/projectile/ion"
isHandgun()
return 0
/obj/item/weapon/gun/energy/ionrifle/emp_act(severity)
if(severity <= 2)
power_supply.use(round(power_supply.maxcharge / severity))
@@ -20,7 +17,6 @@
else
return
/obj/item/weapon/gun/energy/decloner
name = "biological demolecularisor"
desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
@@ -30,9 +26,6 @@
charge_cost = 100
projectile_type = "/obj/item/projectile/energy/declone"
isHandgun()
return 0
obj/item/weapon/gun/energy/staff
name = "staff of change"
desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself"
@@ -66,11 +59,15 @@ obj/item/weapon/gun/energy/staff
charge_tick = 0
if(!power_supply) return 0
power_supply.give(200)
update_icon()
return 1
isHandgun()
return 0
update_icon()
return
/obj/item/weapon/gun/energy/staff/animate
name = "staff of animation"
desc = "An artefact that spits bolts of life-force which causes objects which are hit by it to animate and come to life! This magic doesn't affect machines."
projectile_type = "/obj/item/projectile/animate"
charge_cost = 100
/obj/item/weapon/gun/energy/floragun
name = "floral somatoray"
@@ -160,4 +157,12 @@ obj/item/weapon/gun/energy/staff
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "pen"
item_state = "pen"
w_class = 1
w_class = 1
/obj/item/weapon/gun/energy/mindflayer
name = "mind flayer"
desc = "A prototype weapon recovered from the ruins of Research-Station Epsilon."
icon_state = "xray"
projectile_type = "/obj/item/projectile/beam/mindflayer"
fire_sound = 'sound/weapons/Laser.ogg'

View File

@@ -3,6 +3,7 @@
name = "taser gun"
desc = "A small, low capacity gun used for non-lethal takedowns."
icon_state = "taser"
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/Taser.ogg'
charge_cost = 100
projectile_type = "/obj/item/projectile/energy/electrode"

View File

@@ -23,7 +23,7 @@
attack_self(mob/living/user as mob)
user.machine = src
user.set_machine(src)
var/temp_text = ""
if(temperature > (T0C - 50))
temp_text = "<FONT color=black>[temperature] ([round(temperature-T0C)]&deg;C) ([round(temperature*1.8-459.67)]&deg;F)</FONT>"
@@ -43,7 +43,7 @@
Topic(href, href_list)
if (..())
return
usr.machine = src
usr.set_machine(src)
src.add_fingerprint(usr)

View File

@@ -1,7 +1,7 @@
/obj/item/weapon/gun/projectile/automatic //Hopefully someone will find a way to make these fire in bursts or something. --Superxpdude
name = "Submachine Gun"
name = "submachine gun"
desc = "A lightweight, fast firing gun. Uses 9mm rounds."
icon_state = "saber"
icon_state = "saber" //ugly
w_class = 3.0
max_shells = 18
caliber = "9mm"
@@ -14,11 +14,11 @@
/obj/item/weapon/gun/projectile/automatic/mini_uzi
name = "Mini-Uzi"
name = "Uzi"
desc = "A lightweight, fast firing gun, for when you want someone dead. Uses .45 rounds."
icon_state = "mini-uzi"
w_class = 3.0
max_shells = 20
max_shells = 16
caliber = " .45"
origin_tech = "combat=5;materials=2;syndicate=8"
ammo_type = "/obj/item/ammo_casing/c45"
@@ -28,7 +28,7 @@
/obj/item/weapon/gun/projectile/automatic/c20r
name = "C-20r SMG"
name = "\improper C-20r SMG"
desc = "A lightweight, fast firing gun, for when you REALLY need someone dead. Uses 12mm rounds. Has a 'Scarborough Arms - Per falcis, per pravitas' buttstamp"
icon_state = "c20r"
item_state = "c20r"
@@ -60,7 +60,85 @@
update_icon()
..()
overlays = null
if(empty_mag)
overlays += "c20r-[round(loaded.len,4)]"
icon_state = "c20r-[round(loaded.len,4)]"
else
icon_state = "c20r"
return
/obj/item/weapon/gun/projectile/automatic/l6_saw
name = "\improper L6 SAW"
desc = "A rather traditionally made light machine gun with a pleasantly lacquered wooden pistol grip. Has 'Aussec Armoury- 2531' engraved on the reciever"
icon_state = "l6closed100"
item_state = "l6closedmag"
w_class = 4
slot_flags = 0
max_shells = 50
caliber = "a762"
origin_tech = "combat=5;materials=1;syndicate=2"
ammo_type = "/obj/item/ammo_casing/a762"
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
load_method = 2
var/cover_open = 0
var/mag_inserted = 1
/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_self(mob/user as mob)
cover_open = !cover_open
user << "<span class='notice'>You [cover_open ? "open" : "close"] [src]'s cover.</span>"
update_icon()
/obj/item/weapon/gun/projectile/automatic/l6_saw/update_icon()
icon_state = "l6[cover_open ? "open" : "closed"][mag_inserted ? round(loaded.len, 25) : "-empty"]"
/obj/item/weapon/gun/projectile/automatic/l6_saw/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params) //what I tried to do here is just add a check to see if the cover is open or not and add an icon_state change because I can't figure out how c-20rs do it with overlays
if(cover_open)
user << "<span class='notice'>[src]'s cover is open! Close it before firing!</span>"
else
..()
update_icon()
/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_hand(mob/user as mob)
if(loc != user)
..()
return //let them pick it up
if(!cover_open || (cover_open && !mag_inserted))
..()
else if(cover_open && mag_inserted)
//drop the mag
empty_mag = new /obj/item/ammo_magazine/a762(src)
empty_mag.stored_ammo = loaded
empty_mag.icon_state = "a762-[round(loaded.len, 10)]"
empty_mag.desc = "There are [loaded.len] shells left!"
empty_mag.loc = get_turf(src.loc)
user.put_in_hands(empty_mag)
empty_mag = null
mag_inserted = 0
loaded = list()
update_icon()
user << "<span class='notice'>You remove the magazine from [src].</span>"
/obj/item/weapon/gun/projectile/automatic/l6_saw/attackby(var/obj/item/A as obj, mob/user as mob)
if(!cover_open)
user << "<span class='notice'>[src]'s cover is closed! You can't insert a new mag!</span>"
return
else if(cover_open && mag_inserted)
user << "<span class='notice'>[src] already has a magazine inserted!</span>"
return
else if(cover_open && !mag_inserted)
mag_inserted = 1
user << "<span class='notice'>You insert the magazine!</span>"
update_icon()
..()
/* The thing I found with guns in ss13 is that they don't seem to simulate the rounds in the magazine in the gun.
Afaik, since projectile.dm features a revolver, this would make sense since the magazine is part of the gun.
However, it looks like subsequent guns that use removable magazines don't take that into account and just get
around simulating a removable magazine by adding the casings into the loaded list and spawning an empty magazine
when the gun is out of rounds. Which means you can't eject magazines with rounds in them. The below is a very
rough and poor attempt at making that happen. -Ausops */

View File

@@ -1,5 +1,5 @@
/obj/item/weapon/gun/projectile/silenced
name = "Silenced Pistol"
name = "silenced pistol"
desc = "A small, quiet, easily concealable gun. Uses .45 rounds."
icon_state = "silenced_pistol"
w_class = 3.0
@@ -12,7 +12,7 @@
/obj/item/weapon/gun/projectile/deagle
name = "Desert Eagle"
name = "desert eagle"
desc = "A robust handgun that uses .50 AE ammo"
icon_state = "deagle"
force = 14.0
@@ -37,7 +37,6 @@
return
/obj/item/weapon/gun/projectile/deagle/gold
name = "Desert Eagle"
desc = "A gold plated gun folded over a million times by superior martian gunsmiths. Uses .50 AE ammo."
icon_state = "deagleg"
item_state = "deagleg"
@@ -45,7 +44,6 @@
/obj/item/weapon/gun/projectile/deagle/camo
name = "Desert Eagle"
desc = "A Deagle brand Deagle for operators operating operationally. Uses .50 AE ammo."
icon_state = "deaglecamo"
item_state = "deagleg"
@@ -53,7 +51,7 @@
/obj/item/weapon/gun/projectile/gyropistol
name = "Gyrojet Pistol"
name = "gyrojet pistol"
desc = "A bulky pistol designed to fire self propelled rounds"
icon_state = "gyropistol"
max_shells = 8
@@ -84,4 +82,71 @@
icon_state = "gyropistolloaded"
else
icon_state = "gyropistol"
return
return
/obj/item/weapon/gun/projectile/pistol
name = "\improper Stechtkin pistol"
desc = "A small, easily concealable gun. Uses 9mm rounds."
icon_state = "pistol"
w_class = 2
max_shells = 8
caliber = "9mm"
silenced = 0
origin_tech = "combat=2;materials=2;syndicate=2"
ammo_type = "/obj/item/ammo_casing/c9mm"
load_method = 2
/obj/item/weapon/gun/projectile/pistol/New()
..()
empty_mag = new /obj/item/ammo_magazine/mc9mm/empty(src)
return
/obj/item/weapon/gun/projectile/pistol/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
..()
if(!loaded.len && empty_mag)
empty_mag.loc = get_turf(src.loc)
empty_mag = null
return
/obj/item/weapon/gun/projectile/pistol/attack_hand(mob/user as mob)
if(loc == user)
if(silenced)
if(user.l_hand != src && user.r_hand != src)
..()
return
user << "<span class='notice'>You unscrew [silenced] from [src].</span>"
user.put_in_hands(silenced)
silenced = 0
w_class = 2
update_icon()
return
..()
/obj/item/weapon/gun/projectile/pistol/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/silencer))
if(user.l_hand != src && user.r_hand != src) //if we're not in his hands
user << "<span class='notice'>You'll need [src] in your hands to do that.</span>"
return
user.drop_item()
user << "<span class='notice'>You screw [I] onto [src].</span>"
silenced = I //dodgy?
w_class = 3
I.loc = src //put the silencer into the gun
update_icon()
return
..()
/obj/item/weapon/gun/projectile/pistol/update_icon()
..()
if(silenced)
icon_state = "pistol-silencer"
else
icon_state = "pistol"
/obj/item/weapon/silencer
name = "silencer"
desc = "a silencer"
icon = 'icons/obj/gun.dmi'
icon_state = "silencer"
w_class = 2

View File

@@ -2,19 +2,22 @@
desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds."
name = "revolver"
icon_state = "detective"
max_shells = 6
caliber = "38"
origin_tech = "combat=2;materials=2"
ammo_type = "/obj/item/ammo_casing/c38"
/*
special_check(var/mob/living/carbon/human/M)
if(ishuman(M))
if(istype(M.w_uniform, /obj/item/clothing/under/det) && istype(M.head, /obj/item/clothing/head/det_hat) && \
(istype(M.wear_suit, /obj/item/clothing/suit/det_suit) || istype(M.wear_suit, /obj/item/clothing/suit/armor/det_suit)))
return 1
M << "\red You just don't feel cool enough to use this gun looking like that."
return 0
*/
if(caliber == initial(caliber))
return 1
if(prob(70 - (loaded.len * 10))) //minimum probability of 10, maximum of 60
M << "<span class='danger'>[src] blows up in your face.</span>"
M.take_organ_damage(0,20)
M.drop_item()
del(src)
return 0
return 1
verb/rename_gun()
set name = "Name Gun"
@@ -24,7 +27,7 @@
var/mob/M = usr
if(!M.mind) return 0
if(!M.mind.assigned_role == "Detective")
M << "\red You don't feel cool enough to name this gun, chump."
M << "<span class='notice'>You don't feel cool enough to name this gun, chump.</span>"
return 0
var/input = stripped_input(usr,"What do you want to name the gun?", ,"", MAX_NAME_LEN)
@@ -34,11 +37,44 @@
M << "You name the gun [input]. Say hello to your new friend."
return 1
attackby(var/obj/item/A as obj, mob/user as mob)
..()
if(istype(A, /obj/item/weapon/screwdriver))
if(caliber == "38")
user << "<span class='notice'>You begin to reinforce the barrel of [src].</span>"
if(loaded.len)
afterattack(user, user) //you know the drill
playsound(user, fire_sound, 50, 1)
user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='danger'>[src] goes off in your face!</span>")
return
if(do_after(user, 30))
if(loaded.len)
user << "<span class='notice'>You can't modify it!</span>"
return
caliber = "357"
desc = "The barrel and chamber assembly seems to have been modified."
user << "<span class='warning'>You reinforce the barrel of [src]! Now it will fire .357 rounds.</span>"
else
user << "<span class='notice'>You begin to revert the modifications to [src].</span>"
if(loaded.len)
afterattack(user, user) //and again
playsound(user, fire_sound, 50, 1)
user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='danger'>[src] goes off in your face!</span>")
return
if(do_after(user, 30))
if(loaded.len)
user << "<span class='notice'>You can't modify it!</span>"
return
caliber = "38"
desc = initial(desc)
user << "<span class='warning'>You remove the modifications on [src]! Now it will fire .38 rounds.</span>"
/obj/item/weapon/gun/projectile/mateba
name = "mateba"
desc = "When you absolutely, positively need a 10mm hole in the other guy. Uses .357 ammo."
desc = "When you absolutely, positively need a 10mm hole in the other guy. Uses .357 ammo." //>10mm hole >.357
icon_state = "mateba"
origin_tech = "combat=2;materials=2"
@@ -47,7 +83,7 @@
/obj/item/weapon/gun/projectile/russian
name = "Russian Revolver"
desc = "A Russian made revolver. Uses 357 ammo. It has a single slot in it's chamber for a bullet."
desc = "A Russian made revolver. Uses .357 ammo. It has a single slot in it's chamber for a bullet."
max_shells = 6
origin_tech = "combat=2;materials=2"
@@ -89,9 +125,9 @@
A.update_icon()
if(num_loaded)
user.visible_message("[user] loads a single bullet into the revolver and spins the chamber.", "You load a single bullet into the chamber and spin it.")
user.visible_message("<span class='warning'>[user] loads a single bullet into the revolver and spins the chamber.</span>", "<span class='warning'>You load a single bullet into the chamber and spin it.</span>")
else
user.visible_message("[user] spins the chamber of the revolver.", "You spin the revolver's chamber.")
user.visible_message("<span class='warning'>[user] spins the chamber of the revolver.</span>", "<span class='warning'>You spin the revolver's chamber.</span>")
if(getAmmo() > 0)
Spin()
update_icon()
@@ -99,7 +135,7 @@
/obj/item/weapon/gun/projectile/russian/attack_self(mob/user as mob)
user.visible_message("[user] spins the chamber of the revolver.", "You spin the revolver's chamber.")
user.visible_message("<span class='warning'>[user] spins the chamber of the revolver.</span>", "<span class='warning'>You spin the revolver's chamber.</span>")
if(getAmmo() > 0)
Spin()
@@ -107,6 +143,7 @@
if(!loaded.len)
user.visible_message("\red *click*", "\red *click*")
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
return
if(isliving(target) && isliving(user))
@@ -117,12 +154,13 @@
var/obj/item/ammo_casing/AC = loaded[1]
if(!load_into_chamber())
user.visible_message("\red *click*", "\red *click*")
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
return
if(!in_chamber)
return
var/obj/item/projectile/P = new AC.projectile_type
playsound(user, fire_sound, 50, 1)
user.visible_message("\red [user.name] fires the [src.name] at his head!", "\red You fire the [src.name] at your head!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
user.visible_message("<span class='danger'>[user.name] fires [src] at \his head!</span>", "<span class='danger'>You fire [src] at your head!</span>", "You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
if(!P.nodamage)
user.apply_damage(300, BRUTE, affecting) // You are dead, dead, dead.
return

View File

@@ -26,7 +26,8 @@
var/yo = null
var/xo = null
var/current = null
var/turf/original = null // the original turf clicked
var/obj/shot_from = null // the object which shot us
var/atom/original = null // the original target clicked
var/turf/starting = null // the projectile's starting turf
var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
@@ -36,7 +37,7 @@
var/damage = 10
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
var/projectile_type = "/obj/item/projectile"
var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile.
//Effects
@@ -72,9 +73,9 @@
Bump(atom/A as mob|obj|turf|area)
if(A == firer)
loc = A.loc
return //cannot shoot yourself
return 0 //cannot shoot yourself
if(bumped) return
if(bumped) return 0
var/forcedodge = 0 // force the projectile to pass
bumped = 1
@@ -82,35 +83,33 @@
var/mob/M = A
if(!istype(A, /mob/living))
loc = A.loc
return // nope.avi
return 0// nope.avi
// check for dodge (i can't place in bullet_act because then things get wonky)
if(!M.stat && !M.lying && (REFLEXES in M.augmentations) && prob(85))
var/message = pick("[M] skillfully dodges the [name]!", "[M] ducks, dodging the [name]!", "[M] effortlessly jumps out of the way of the [name]!", "[M] dodges the [name] in one graceful movement!", "[M] leans back, dodging the [name] narrowly!", "[M] sidesteps, avoiding the [name] narrowly.", "[M] barely weaves out of the way of the [name].")
M.visible_message("\red <B>[message]</B>")
forcedodge = 1
var/distance = get_dist(original,loc)
//Lower accurancy/longer range tradeoff. Distance matters a lot here, so at
// close distance, actually RAISE the chance to hit.
def_zone = get_zone_with_miss_chance(def_zone, M, -30 + 8*distance)
if(silenced)
if(def_zone)
M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
else
var/distance = get_dist(original,loc)
def_zone = ran_zone(def_zone, 100-(5*distance)) //Lower accurancy/longer range tradeoff.
if(!def_zone)
visible_message("\The [src] misses [M] narrowly.")
del(src)
return
if(silenced)
M << "\red You've been shot in the [def_zone] by the [src.name]!"
M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
else
visible_message("\red [A.name] is hit by the [src.name] in the [def_zone]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
visible_message("\red [A.name] is hit by the [src.name] in the [parse_zone(def_zone)]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
if(istype(firer, /mob))
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]</font>")
log_admin("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]")
msg_admin_attack("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src.type]</font>")
else
M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src]</font>")
log_admin("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src]")
msg_admin_attack("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src.type]</font>")
spawn(0)
if(A)
@@ -122,7 +121,7 @@
else
loc = A.loc
permutated.Add(A)
return
return 0
if(istype(A,/turf))
for(var/obj/O in A)
@@ -133,7 +132,7 @@
density = 0
invisibility = 101
del(src)
return
return 1
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
@@ -157,12 +156,11 @@
return
step_towards(src, current)
sleep(1)
if(!bumped)
if(loc == original)
for(var/mob/living/M in original)
if(!(M in permutated))
Bump(M)
sleep(1)
if(!bumped && !isturf(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original)
sleep(1)
return
proc/fired()

View File

@@ -0,0 +1,13 @@
/obj/item/projectile/animate
name = "bolt of animation"
icon_state = "ice_1"
damage = 0
damage_type = BURN
nodamage = 1
flag = "energy"
/obj/item/projectile/animate/Bump(var/atom/change)
. = ..()
if(istype(change, /obj/item) || istype(change, /obj/structure) && !is_type_in_list(change, protected_objects))
var/obj/O = change
new /mob/living/simple_animal/hostile/mimic/copy(O.loc, O, firer)

View File

@@ -108,7 +108,7 @@ var/list/beam_master = list()
/obj/item/projectile/beam/emitter
name = "emitter beam"
icon_state = "emitter"
damage = 30
/obj/item/projectile/beam/lastertag/blue

View File

@@ -43,4 +43,7 @@
damage = 5
stun = 10
weaken = 10
stutter = 10
stutter = 10
/obj/item/projectile/bullet/a762
damage = 25

View File

@@ -16,7 +16,7 @@
M.monkeyizing = 1
M.canmove = 0
M.icon = null
M.overlays = null
M.overlays.Cut()
M.invisibility = 101
if(istype(M, /mob/living/silicon/robot))
@@ -33,7 +33,7 @@
var/mob/living/new_mob
var/randomize = pick("monkey","robot","metroid","xeno","human")
var/randomize = pick("monkey","robot","slime","xeno","human")
switch(randomize)
if("monkey")
new_mob = new /mob/living/carbon/monkey(M.loc)
@@ -46,9 +46,9 @@
var/mob/living/silicon/robot/Robot = new_mob
Robot.mmi = new /obj/item/device/mmi(new_mob)
Robot.mmi.transfer_identity(M) //Does not transfer key/client.
if("metroid")
if(prob(50)) new_mob = new /mob/living/carbon/metroid/adult(M.loc)
else new_mob = new /mob/living/carbon/metroid(M.loc)
if("slime")
if(prob(50)) new_mob = new /mob/living/carbon/slime/adult(M.loc)
else new_mob = new /mob/living/carbon/slime(M.loc)
new_mob.universal_speak = 1
if("xeno")
var/alien_caste = pick("Hunter","Sentinel","Drone","Larva")
@@ -74,7 +74,7 @@
var/mob/living/carbon/human/H = new_mob
if(H.dna)
H.dna.mutantrace = pick("skrell","tajaran","lizard","golem","metroid","plant",4;"")
H.dna.mutantrace = pick("lizard","tajaran","skrell","golem","slime","plant",4;"")
else
return

View File

@@ -46,6 +46,12 @@
damage = 20
/obj/item/projectile/energy/neurotoxin
name = "neuro"
icon_state = "neurotoxin"
damage = 5
damage_type = TOX
weaken = 5

View File

@@ -124,4 +124,14 @@
else if (istype(target, /mob/living/carbon/))
M.show_message("\blue The radiation beam dissipates harmlessly through your body.")
else
return 1
return 1
/obj/item/projectile/beam/mindflayer
name = "flayer ray"
on_hit(var/atom/target, var/blocked = 0)
if(ishuman(target))
var/mob/living/carbon/human/M = target
M.adjustBrainLoss(20)
M.hallucination += 20