mirror of
https://github.com/PolarisSS13/Polaris.git
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* Large amount of work; Animal taming, shearing. Random animal spawns on sif grass/forest turfs. New PoIs, thermal poncho. * Combat drone DMI moved to drones folder. Mining Drone subtype added. "Tameable" with ores, will collect and store ores when not in active combat.
321 lines
9.0 KiB
Plaintext
321 lines
9.0 KiB
Plaintext
/obj/item/projectile/bullet
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name = "bullet"
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icon_state = "bullet"
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fire_sound = 'sound/weapons/Gunshot4.ogg'
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damage = 60
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damage_type = BRUTE
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nodamage = 0
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check_armour = "bullet"
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embed_chance = 20 //Modified in the actual embed process, but this should keep embed chance about the same
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sharp = 1
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hitsound_wall = "ricochet"
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impact_effect_type = /obj/effect/temp_visual/impact_effect
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var/mob_passthrough_check = 0
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muzzle_type = /obj/effect/projectile/muzzle/bullet
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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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return ..()
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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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if(istype(A, /obj/mecha))
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return 1 //mecha have their own penetration handling
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if(ismob(A))
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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 = damage
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if(istype(A, /turf/simulated/wall))
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var/turf/simulated/wall/W = A
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chance = round(damage/W.material.integrity*180)
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else if(istype(A, /obj/machinery/door))
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var/obj/machinery/door/D = A
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chance = round(damage/D.maxhealth*180)
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if(D.glass) chance *= 2
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else if(istype(A, /obj/structure/girder))
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chance = 100
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if(prob(chance))
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if(A.opacity)
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//display a message so that people on the other side aren't so confused
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A.visible_message("<span class='warning'>\The [src] pierces through \the [A]!</span>")
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return 1
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return 0
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/* short-casing projectiles, like the kind used in pistols or SMGs */
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/obj/item/projectile/bullet/pistol // 9mm pistols and most SMGs. Sacrifice power for capacity.
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fire_sound = 'sound/weapons/gunshot2.ogg'
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damage = 20
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/obj/item/projectile/bullet/pistol/ap
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damage = 15
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armor_penetration = 30
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/obj/item/projectile/bullet/pistol/hp
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damage = 25
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armor_penetration = -50
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/obj/item/projectile/bullet/pistol/medium // .45 (and maybe .40 if it ever gets added) caliber security pistols. Balance between capacity and power.
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fire_sound = 'sound/weapons/gunshot3.ogg' // Snappier sound.
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damage = 25
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/obj/item/projectile/bullet/pistol/medium/ap
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damage = 20
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armor_penetration = 15
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/obj/item/projectile/bullet/pistol/medium/hp
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damage = 30
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armor_penetration = -50
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/obj/item/projectile/bullet/pistol/strong // .357 and .44 caliber stuff. High power pistols like the Mateba or Desert Eagle. Sacrifice capacity for power.
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fire_sound = 'sound/weapons/gunshot4.ogg'
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damage = 60
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/obj/item/projectile/bullet/pistol/rubber/strong // "Rubber" bullets for high power pistols.
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fire_sound = 'sound/weapons/gunshot3.ogg' // Rubber shots have less powder, but these still have more punch than normal rubber shot.
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damage = 10
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agony = 60
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embed_chance = 0
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sharp = 0
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check_armour = "melee"
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/obj/item/projectile/bullet/pistol/rubber // "Rubber" bullets for all other pistols.
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name = "rubber bullet"
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damage = 5
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agony = 40
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embed_chance = 0
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sharp = 0
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check_armour = "melee"
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fire_sound ='sound/weapons/Gunshot_pathetic.ogg' // Rubber shots have less powder in the casing.
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/* shotgun projectiles */
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/obj/item/projectile/bullet/shotgun
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name = "slug"
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fire_sound = 'sound/weapons/Gunshot_shotgun.ogg'
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damage = 50
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armor_penetration = 15
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/obj/item/projectile/bullet/shotgun/beanbag //because beanbags are not bullets
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name = "beanbag"
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damage = 20
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agony = 60
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embed_chance = 0
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sharp = 0
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check_armour = "melee"
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//Should do about 80 damage at 1 tile distance (adjacent), and 50 damage at 3 tiles distance.
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//Overall less damage than slugs in exchange for more damage at very close range and more embedding
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/obj/item/projectile/bullet/pellet/shotgun
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name = "shrapnel"
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fire_sound = 'sound/weapons/Gunshot_shotgun.ogg'
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damage = 13
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pellets = 6
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range_step = 1
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spread_step = 10
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/obj/item/projectile/bullet/pellet/shotgun/flak
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damage = 2 //The main weapon using these fires four at a time, usually with different destinations. Usually.
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range_step = 2
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spread_step = 30
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armor_penetration = 10
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//EMP shotgun 'slug', it's basically a beanbag that pops a tiny emp when it hits. //Not currently used
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/obj/item/projectile/bullet/shotgun/ion
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name = "ion slug"
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fire_sound = 'sound/weapons/Laser.ogg' // Really? We got nothing better than this?
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damage = 15
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embed_chance = 0
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sharp = 0
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check_armour = "melee"
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combustion = FALSE
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/obj/item/projectile/bullet/shotgun/ion/on_hit(var/atom/target, var/blocked = 0)
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..()
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empulse(target, 0, 0, 0, 0) //Only affects what it hits
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return 1
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/* "Rifle" rounds */
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/obj/item/projectile/bullet/rifle
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fire_sound = 'sound/weapons/Gunshot_generic_rifle.ogg'
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armor_penetration = 15
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penetrating = 1
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/obj/item/projectile/bullet/rifle/a762
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fire_sound = 'sound/weapons/Gunshot_heavy.ogg'
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damage = 35
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/obj/item/projectile/bullet/rifle/a762/sniper // Hitscan specifically for sniper ammo; to be implimented at a later date, probably for the SVD. -Ace
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fire_sound = 'sound/weapons/Gunshot_sniper.ogg'
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hitscan = 1 //so the ammo isn't useless as a sniper weapon
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/obj/item/projectile/bullet/rifle/a762/ap
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damage = 30
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armor_penetration = 50 // At 30 or more armor, this will do more damage than standard rounds.
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/obj/item/projectile/bullet/rifle/a762/hp
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damage = 40
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armor_penetration = -50
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penetrating = 0
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/obj/item/projectile/bullet/rifle/a762/hunter // Optimized for killing simple animals and not people, because Balance(tm)
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damage = 20
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SA_bonus_damage = 50 // 70 total on animals.
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SA_vulnerability = SA_ANIMAL
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/obj/item/projectile/bullet/rifle/a545
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fire_sound = 'sound/weapons/Gunshot_light.ogg'
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damage = 25
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/obj/item/projectile/bullet/rifle/a545/ap
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damage = 20
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armor_penetration = 50 // At 40 or more armor, this will do more damage than standard rounds.
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/obj/item/projectile/bullet/rifle/a545/hp
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damage = 35
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armor_penetration = -50
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penetrating = 0
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/obj/item/projectile/bullet/rifle/a545/hunter
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damage = 15
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SA_bonus_damage = 35 // 50 total on animals.
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SA_vulnerability = SA_ANIMAL
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/obj/item/projectile/bullet/rifle/a145 // 14.5<EFBFBD>114mm is bigger than a .50 BMG round.
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fire_sound = 'sound/weapons/Gunshot_cannon.ogg' // This is literally an anti-tank rifle caliber. It better sound like a fucking cannon.
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damage = 80
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stun = 3
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weaken = 3
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penetrating = 5
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armor_penetration = 80
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hitscan = 1 //so the PTR isn't useless as a sniper weapon
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icon_state = "bullet_alt"
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tracer_type = /obj/effect/projectile/tracer/cannon
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/obj/item/projectile/bullet/rifle/a145/highvel
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damage = 50
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stun = 1
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weaken = 0
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penetrating = 15
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armor_penetration = 90
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/* Miscellaneous */
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/obj/item/projectile/bullet/suffocationbullet//How does this even work?
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name = "co bullet"
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damage = 20
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damage_type = OXY
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/obj/item/projectile/bullet/cyanideround
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name = "poison bullet"
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damage = 40
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damage_type = TOX
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/obj/item/projectile/bullet/burstbullet
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name = "exploding bullet"
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fire_sound = 'sound/effects/Explosion1.ogg'
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damage = 20
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embed_chance = 0
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edge = 1
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/obj/item/projectile/bullet/burstbullet/on_hit(var/atom/target, var/blocked = 0)
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if(isturf(target))
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explosion(target, -1, 0, 2)
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..()
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/* Incendiary */
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/obj/item/projectile/bullet/incendiary
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name = "incendiary bullet"
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icon_state = "bullet_alt"
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damage = 15
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damage_type = BURN
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incendiary = 0.5
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flammability = 2
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/obj/item/projectile/bullet/incendiary/flamethrower
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name = "ball of fire"
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desc = "Don't stand in the fire."
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icon_state = "fireball"
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damage = 10
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embed_chance = 0
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incendiary = 2
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flammability = 4
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agony = 30
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range = 4
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vacuum_traversal = 0
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/obj/item/projectile/bullet/incendiary/flamethrower/large
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damage = 5
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incendiary = 3
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flammability = 2
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range = 6
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/obj/item/projectile/bullet/incendiary/flamethrower/tiny
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damage = 2
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incendiary = 0
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flammability = 2
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modifier_type_to_apply = /datum/modifier/fire/stack_managed/weak
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modifier_duration = 20 SECONDS
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range = 6
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agony = 0
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/* Practice rounds and blanks */
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/obj/item/projectile/bullet/practice
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damage = 5
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/obj/item/projectile/bullet/pistol/cap // Just the primer, such as a cap gun.
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name = "cap"
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damage_type = HALLOSS
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fire_sound = 'sound/effects/snap.ogg'
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damage = 0
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nodamage = 1
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embed_chance = 0
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sharp = 0
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combustion = FALSE
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/obj/item/projectile/bullet/pistol/cap/process()
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loc = null
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qdel(src)
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/obj/item/projectile/bullet/blank
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name = "blank"
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damage_type = HALLOSS
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fire_sound = 'sound/weapons/Gunshot_generic_rifle.ogg' // Blanks still make loud noises.
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damage = 0
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nodamage = 1
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embed_chance = 0
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sharp = 0
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/obj/item/projectile/bullet/blank/cap/process()
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loc = null
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qdel(src) |