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* Fixes 6 pAI faces PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing. * Fixes the PDA Halogen Scanner's tendency to be number one. * Unfolded pAIs can be picked up Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options. * Adds the Gigaphone, a suped-up Megaphone. * Constant Chip has a sprite * Fireaxe cabinets find their fireaxes in initialize(), rather than new() * Speeds up alcohol * fixed mining cloak not being in loadouts * Admin Supermatter Setup now closes the monitoring room shutters (#5442) * Admin Supermatter Setup now closes the monitoring room shutters * Fixes a copy-paste error * Begins work on lightning. * Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448) * Map fix * fixed deadspy.dmm * Added Squid plushies of varying colours I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm and obj/toy.dmi * Added hat functionality to Squid plushies I added the ability to wear my Squid plushies as hats. They're damn good hats. * Replaces Skrell namegen (#5453) Created a first name list for Skrell, to replace the syllable assembler. Created a surname list for Skrell to replace the syllable assembler. Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler. * Mechoid makes mistakes. Fix telepathic gigaphones. * Lets people be colorblind Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players. * Whoops, worded that wrong * Adds beams to the Type var list for View Variables. * Unfuck my Master * Adds beams to the Type var selection in View Variables. * Finishes thunderstorms. * Adds logging. * APC Sprite Change - Port from Virgo recolored slightly to match closer to the old sprite - Addition of directional sprites for the APCs * Refactors supply controller. Supply consoles now run nanoUI * Missing ' * [Excitedly updates changelog] * btw i use arc * Removes supermatters from cave PoIs. * Holomap Port - Port of Holomaps from Virgo * Changing species (via ling or admin button) should no longer ruin your HUD * Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format * Removes empty file, gives the QM a control console again (Was replaced with an ordering console) * Hopefully fixes some tool-conversion things * Makes the Northern Star still compile * Keeps NS up to date * Taj and Unathi should have explorer mask sprites now * Corgi rune now summons the corgi in a flash of harmless lightning * Forces mech construction to work with the is_tool() procs * Various things and floors no longer associate with dirt * MultiZ falling tweaks * Fixes the clusterbang grenade * Added new hairstyles * Added new hairstyles * Fixes spelling of Strike in Lightning Strike admin verb * I don't know how we keep breaking falling * Hallucinations now use the old system again, but with the more modern components. * Ambience Refactor (#5476) * Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg * Apparently that file is still used, not worth the salt to remove it. * Changelog * The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown * Corrects noted issues * Add some missing sprites for xenoarch excavation. * Become thwarted, thot. * Fixes the Ultra AC2's burstfire bug. * The Major Bill's shuttle is actually contagious now. * penguins are from earth capitalize this, anewbe, i dare you * Mechoid's a butt * Adds new job/department specific teshari clothing to the loadout (#5481) * adding the new department specific teshari outfits * Slightly cleans up hooded suit code (#5471) * FBPs can have brute damage repaired externally again * Windoors fix * Cleans up some largecrate code * Weather refactor. * NanoUI makes me sad. * Drinking more booze gets you drunk faster * Ports the supermatter grenade, supporting code * May or may not make movement seem smoother * Fixes the Sleepy Ring * Partially ports the GLOB system * Fixes the bug(s) that allow meat bodies to have metal brains * ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here * Optimizes supply UI * Transfer shuttle grammar fixes * Fixes borked E and W fish sprites * Fixes incorrect ETA in crew transfer announcement * Mech Mini 'Revamp'. Will need playtesting. (#5480) * Exosuits are now capable of holding more equipment, of specific types. * Tweaks regarding feedback in staffside thread, other concerns. * Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss * Weapons only fit in universal combat slots. * Adds smart magazine, magazine functionality * Adds a new subset of grenades that shoot projectiles * Low alpha now makes HUDs and tooltips not show up on you * Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515) * Update smartfridge.dm * actually indicates which line solves the bug * Adds a whole bunch of Exosuit weapons and other miscellaneous parts. * Minifrags now use the small fragments mainly as they should. * Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird. * Touch stuff in reference to responses. * NanoUI now processes again * Converts more simple_animal mobs to simple_mob * Submap correction
139 lines
4.9 KiB
Plaintext
139 lines
4.9 KiB
Plaintext
// These projectiles are somewhat different from the other projectiles in the code.
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// First, these have an 'arcing' visual, that is accomplished by having the projectile icon rotate as its flying, and
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// moving up, then down as it approaches the target. There is also a small shadow effect that follows the projectile
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// as its flying.
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// Besides the visuals, arcing projectiles do not collide with anything until they reach the target, as they fly over them.
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// For best effect, use this only when it makes sense to do so, IE on the Surface. The projectiles don't care about ceilings or gravity.
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/obj/item/projectile/arc
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name = "arcing shot"
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icon_state = "fireball" // WIP
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step_delay = 2 // Travel a bit slower, to really sell the arc visuals.
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plane = ABOVE_PLANE // Since projectiles are 'in the air', they might visually overlap mobs while in flight, so the projectile needs to be above their plane.
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var/target_distance = null // How many tiles the impact site is.
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var/fired_dir = null // Which direction was the projectile fired towards. Needed to invert the projectile turning based on if facing left or right.
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var/obj/effect/projectile_shadow/shadow = null // Visual indicator for the projectile's 'true' position. Needed due to being bound to two dimensions in reality.
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/obj/item/projectile/arc/initialize()
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shadow = new(get_turf(src))
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return ..()
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/obj/item/projectile/arc/Destroy()
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QDEL_NULL(shadow)
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return ..()
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/obj/item/projectile/arc/Bump(atom/A, forced=0)
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return 0
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// if(get_turf(src) != original)
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// return 0
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// else
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// return ..()
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// This is a test projectile in the sense that its testing the code to make sure it works,
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// as opposed to a 'can I hit this thing' projectile.
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/obj/item/projectile/arc/test/on_impact(turf/T)
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new /obj/effect/explosion(T)
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return ..()
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/obj/item/projectile/arc/launch(atom/target, target_zone, x_offset=0, y_offset=0, angle_offset=0)
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var/expected_distance = get_dist(target, loc)
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kill_count = expected_distance // So the projectile "hits the ground."
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target_distance = expected_distance
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fired_dir = get_dir(loc, target)
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..() // Does the regular launching stuff.
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if(fired_dir & EAST)
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transform = turn(transform, -45)
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else if(fired_dir & WEST)
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transform = turn(transform, 45)
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// Visuals.
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/obj/item/projectile/arc/after_move()
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// Handle projectile turning in flight.
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// This won't turn if fired north/south, as it looks weird.
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var/turn_per_step = 90 / target_distance
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if(fired_dir & EAST)
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transform = turn(transform, turn_per_step)
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else if(fired_dir & WEST)
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transform = turn(transform, -turn_per_step)
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// Now for the fake height.
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// We need to know how far along our "arc" we are.
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var/arc_progress = get_dist(src, original)
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var/arc_max_height = (target_distance * world.icon_size) / 2 // TODO: Real math.
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// var/arc_center = target_distance / 2
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// var/projectile_position = abs(arc_progress - arc_center)
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// var/height_multiplier = projectile_position / arc_center
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// height_multiplier = abs(height_multiplier - 1)
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// height_multiplier = height_multiplier ** 2
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// animate(src, pixel_z = arc_max_height * height_multiplier, time = step_delay)
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var/projectile_position = arc_progress / target_distance
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var/sine_position = projectile_position * 180
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var/pixel_z_position = arc_max_height * sin(sine_position)
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animate(src, pixel_z = pixel_z_position, time = step_delay)
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// Update our shadow.
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shadow.forceMove(loc)
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/obj/effect/projectile_shadow
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name = "shadow"
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desc = "You better avoid the thing coming down!"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "arc_shadow"
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anchored = TRUE
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//////////////
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// Subtypes
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//////////////
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// Generic, Hivebot related
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/obj/item/projectile/arc/blue_energy
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name = "energy missile"
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icon_state = "force_missile"
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damage = 15
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damage_type = BURN
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// Fragmentation arc shot
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/obj/item/projectile/arc/fragmentation
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name = "fragmentation shot"
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icon_state = "shell"
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var/list/fragment_types = list(
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/obj/item/projectile/bullet/pellet/fragment, /obj/item/projectile/bullet/pellet/fragment, \
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/obj/item/projectile/bullet/pellet/fragment, /obj/item/projectile/bullet/pellet/fragment/strong
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)
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var/fragment_amount = 63 // Same as a grenade.
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var/spread_range = 7
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/obj/item/projectile/arc/fragmentation/on_impact(turf/T)
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fragmentate(T, fragment_amount, spread_range, fragment_types)
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/obj/item/projectile/arc/fragmentation/mortar
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icon_state = "mortar"
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fragment_amount = 10
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spread_range = 3
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// EMP arc shot
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/obj/item/projectile/arc/emp_blast
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name = "emp blast"
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icon_state = "bluespace"
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/obj/item/projectile/arc/emp_blast/on_impact(turf/T)
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empulse(T, 2, 4, 7, 10) // Normal EMP grenade.
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return ..()
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/obj/item/projectile/arc/emp_blast/weak/on_impact(turf/T)
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empulse(T, 1, 2, 3, 4) // Sec EMP grenade.
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return ..()
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// Radiation arc shot
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/obj/item/projectile/arc/radioactive
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name = "radiation blast"
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icon_state = "green_pellet"
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icon_scale = 2
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var/rad_power = 50
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/obj/item/projectile/arc/radioactive/on_impact(turf/T)
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radiation_repository.radiate(T, rad_power) |