mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-20 15:12:57 +00:00
Ports over TGMC's Ammo HUD and all relevant code, adapted to work for Polaris's guns. This took me several days, but hey, I learned a bunch. <: Time to port Aim Mode + Mentorhelp. :3c - All guns now have an ammo HUD sprite. If one lacks one, it will be ??? or blank, at which point, make an issue report, as all guns should be working by now. - Guns will display how many rounds they have left until ammunition runs dry. - Ammo will only count the casings that CURRENTLY have a projectile in them. This is slightly unrealistic, yes, but it is better and more intuitive for the player. This also enables guns like the revolver to work, given they recycle casings. - Up to 4 ammo HUDs can be displayed at once, but given we lack TGMC's attachments and guncode, you'll only ever usually see 2. TBD on porting over TGMC guncode. <: - Ammunition for multiple guns has different colors in the HUD based on what you currently have loaded. - If you're looking at this later on to add new things. DON'T USE _FLASH IN THE HUD_STATE_EMPTY. THE _FLASH IS ADDED ON BY CODE. - Grenades have a hud_state, pending us ever porting over a grenade launcher. Rockets ALSO have a hud_state. Example of Laser/Energy Weapons: https://i.imgur.com/MGvqGxh.mp4 Captain's Gun: https://i.imgur.com/Wd0SS3C.gif Full Test of all weapons: https://streamable.com/usp4dy Upstream port of https://github.com/CHOMPStation2/CHOMPStation2/pull/4033
426 lines
12 KiB
Plaintext
426 lines
12 KiB
Plaintext
/obj/item/projectile/bullet
|
||
name = "bullet"
|
||
icon_state = "bullet"
|
||
fire_sound = 'sound/weapons/Gunshot4.ogg'
|
||
damage = 60
|
||
damage_type = BRUTE
|
||
nodamage = 0
|
||
check_armour = "bullet"
|
||
embed_chance = 20 //Modified in the actual embed process, but this should keep embed chance about the same
|
||
sharp = 1
|
||
hitsound_wall = "ricochet"
|
||
impact_effect_type = /obj/effect/temp_visual/impact_effect
|
||
excavation_amount = 20
|
||
var/mob_passthrough_check = 0
|
||
hud_state = "pistol_lightap"
|
||
hud_state_empty = "pistol_empty" // Just in case we somehow have no hud_state_empty defined
|
||
|
||
muzzle_type = /obj/effect/projectile/muzzle/bullet
|
||
|
||
/obj/item/projectile/bullet/on_hit(var/atom/target, var/blocked = 0)
|
||
if (..(target, blocked))
|
||
var/mob/living/L = target
|
||
shake_camera(L, 3, 2)
|
||
|
||
/obj/item/projectile/bullet/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier)
|
||
if(penetrating > 0 && damage > 20 && prob(damage))
|
||
mob_passthrough_check = 1
|
||
else
|
||
mob_passthrough_check = 0
|
||
return ..()
|
||
|
||
/obj/item/projectile/bullet/can_embed()
|
||
//prevent embedding if the projectile is passing through the mob
|
||
if(mob_passthrough_check)
|
||
return 0
|
||
return ..()
|
||
|
||
/obj/item/projectile/bullet/check_penetrate(var/atom/A)
|
||
if(!A || !A.density) return 1 //if whatever it was got destroyed when we hit it, then I guess we can just keep going
|
||
|
||
if(istype(A, /obj/mecha))
|
||
return 1 //mecha have their own penetration handling
|
||
|
||
if(ismob(A))
|
||
if(!mob_passthrough_check)
|
||
return 0
|
||
if(iscarbon(A))
|
||
damage *= 0.7 //squishy mobs absorb KE
|
||
return 1
|
||
|
||
var/chance = damage
|
||
if(istype(A, /turf/simulated/wall))
|
||
var/turf/simulated/wall/W = A
|
||
chance = round(damage/W.material.integrity*180)
|
||
else if(istype(A, /obj/machinery/door))
|
||
var/obj/machinery/door/D = A
|
||
chance = round(damage/D.maxhealth*180)
|
||
if(D.glass) chance *= 2
|
||
else if(istype(A, /obj/structure/girder))
|
||
chance = 100
|
||
|
||
if(prob(chance))
|
||
if(A.opacity)
|
||
//display a message so that people on the other side aren't so confused
|
||
A.visible_message("<span class='warning'>\The [src] pierces through \the [A]!</span>")
|
||
return 1
|
||
|
||
return 0
|
||
|
||
/* foam dart projectiles */
|
||
|
||
/obj/item/projectile/bullet/foam_dart
|
||
name = "foam dart"
|
||
desc = "I hope you're wearing eye protection."
|
||
damage = 0 // It's a damn toy.
|
||
damage_type = OXY
|
||
nodamage = TRUE
|
||
icon = 'icons/obj/gun_toy.dmi'
|
||
icon_state = "foamdart_proj"
|
||
range = 15
|
||
impact_effect_type = null
|
||
fire_sound = 'sound/items/syringeproj.ogg'
|
||
|
||
/obj/item/projectile/bullet/foam_dart/on_impact(var/atom/A)
|
||
. = ..()
|
||
var/turf/T = get_turf(loc)
|
||
if(istype(T))
|
||
new /obj/item/ammo_casing/afoam_dart(get_turf(loc))
|
||
|
||
/obj/item/projectile/bullet/foam_dart/on_range(var/atom/A)
|
||
. = ..()
|
||
var/turf/T = get_turf(loc)
|
||
if(istype(T))
|
||
new /obj/item/ammo_casing/afoam_dart(get_turf(loc))
|
||
|
||
/* short-casing projectiles, like the kind used in pistols or SMGs */
|
||
|
||
/obj/item/projectile/bullet/pistol // 9mm pistols and most SMGs. Sacrifice power for capacity.
|
||
fire_sound = 'sound/weapons/gunshot2.ogg'
|
||
damage = 20
|
||
hud_state = "pistol"
|
||
hud_state_empty = "pistol_empty"
|
||
|
||
/obj/item/projectile/bullet/pistol/ap
|
||
damage = 15
|
||
armor_penetration = 30
|
||
hud_state = "pistol_light_ap"
|
||
|
||
/obj/item/projectile/bullet/pistol/hp
|
||
damage = 25
|
||
armor_penetration = -50
|
||
hud_state = "pistol_ap"
|
||
|
||
/obj/item/projectile/bullet/pistol/medium // .45 (and maybe .40 if it ever gets added) caliber security pistols. Balance between capacity and power.
|
||
fire_sound = 'sound/weapons/gunshot3.ogg' // Snappier sound.
|
||
damage = 25
|
||
hud_state = "pistol"
|
||
|
||
/obj/item/projectile/bullet/pistol/medium/ap
|
||
damage = 20
|
||
armor_penetration = 15
|
||
hud_state = "pistol_light_ap"
|
||
|
||
/obj/item/projectile/bullet/pistol/medium/hp
|
||
damage = 30
|
||
armor_penetration = -50
|
||
hud_state = "pistol_ap"
|
||
|
||
/obj/item/projectile/bullet/pistol/strong // .357 and .44 caliber stuff. High power pistols like the Mateba or Desert Eagle. Sacrifice capacity for power.
|
||
fire_sound = 'sound/weapons/gunshot4.ogg'
|
||
damage = 60
|
||
hud_state = "pistol_heavy"
|
||
|
||
/obj/item/projectile/bullet/pistol/rubber/strong // "Rubber" bullets for high power pistols.
|
||
fire_sound = 'sound/weapons/gunshot3.ogg' // Rubber shots have less powder, but these still have more punch than normal rubber shot.
|
||
damage = 10
|
||
agony = 60
|
||
embed_chance = 0
|
||
sharp = 0
|
||
check_armour = "melee"
|
||
hud_state = "pistol_special"
|
||
|
||
/obj/item/projectile/bullet/pistol/rubber // "Rubber" bullets for all other pistols.
|
||
name = "rubber bullet"
|
||
damage = 5
|
||
agony = 40
|
||
embed_chance = 0
|
||
sharp = 0
|
||
check_armour = "melee"
|
||
hud_state = "pistol_special"
|
||
fire_sound ='sound/weapons/Gunshot_pathetic.ogg' // Rubber shots have less powder in the casing.
|
||
|
||
/* shotgun projectiles */
|
||
|
||
/obj/item/projectile/bullet/shotgun
|
||
name = "slug"
|
||
fire_sound = 'sound/weapons/Gunshot_shotgun.ogg'
|
||
damage = 50
|
||
armor_penetration = 20
|
||
hud_state = "shotgun_slug"
|
||
hud_state_empty = "shotgun_empty"
|
||
|
||
/obj/item/projectile/bullet/shotgun/beanbag //because beanbags are not bullets
|
||
name = "beanbag"
|
||
damage = 20
|
||
agony = 60
|
||
embed_chance = 0
|
||
sharp = 0
|
||
check_armour = "melee"
|
||
hud_state = "shotgun_beanbag"
|
||
|
||
//Should do about 80 damage at 1 tile distance (adjacent), and 50 damage at 3 tiles distance.
|
||
//Overall less damage than slugs in exchange for more damage at very close range and more embedding
|
||
/obj/item/projectile/bullet/pellet/shotgun
|
||
name = "shrapnel"
|
||
fire_sound = 'sound/weapons/Gunshot_shotgun.ogg'
|
||
damage = 13
|
||
pellets = 6
|
||
range_step = 1
|
||
spread_step = 10
|
||
hud_state = "shotgun_buckshot"
|
||
|
||
/obj/item/projectile/bullet/pellet/shotgun/flak
|
||
damage = 2 //The main weapon using these fires four at a time, usually with different destinations. Usually.
|
||
range_step = 2
|
||
spread_step = 30
|
||
armor_penetration = 10
|
||
hud_state = "shotgun_flechette"
|
||
|
||
//EMP shotgun 'slug', it's basically a beanbag that pops a tiny emp when it hits. //Not currently used
|
||
/obj/item/projectile/bullet/shotgun/ion
|
||
name = "ion slug"
|
||
fire_sound = 'sound/weapons/Laser.ogg' // Really? We got nothing better than this?
|
||
damage = 15
|
||
embed_chance = 0
|
||
sharp = 0
|
||
check_armour = "melee"
|
||
hud_state = "shotgun_ion"
|
||
|
||
combustion = FALSE
|
||
|
||
/obj/item/projectile/bullet/shotgun/ion/on_hit(var/atom/target, var/blocked = 0)
|
||
..()
|
||
empulse(target, 0, 0, 0, 0) //Only affects what it hits
|
||
return 1
|
||
|
||
|
||
/* "Rifle" rounds */
|
||
|
||
/obj/item/projectile/bullet/rifle
|
||
fire_sound = 'sound/weapons/Gunshot_generic_rifle.ogg'
|
||
armor_penetration = 15
|
||
penetrating = 1
|
||
hud_state = "rifle"
|
||
hud_state_empty = "rifle_empty"
|
||
|
||
/obj/item/projectile/bullet/rifle/a762
|
||
fire_sound = 'sound/weapons/Gunshot_heavy.ogg'
|
||
damage = 35
|
||
hud_state = "rifle_heavy"
|
||
|
||
/obj/item/projectile/bullet/rifle/a762/sniper // Hitscan specifically for sniper ammo; to be implimented at a later date, probably for the SVD. -Ace
|
||
fire_sound = 'sound/weapons/Gunshot_sniper.ogg'
|
||
hitscan = 1 //so the ammo isn't useless as a sniper weapon
|
||
hud_state = "hivelo"
|
||
|
||
/obj/item/projectile/bullet/rifle/a762/ap
|
||
damage = 30
|
||
armor_penetration = 50 // At 30 or more armor, this will do more damage than standard rounds.
|
||
hud_state = "rifle_ap"
|
||
|
||
/obj/item/projectile/bullet/rifle/a762/hp
|
||
damage = 40
|
||
armor_penetration = -50
|
||
penetrating = 0
|
||
hud_state = "hivelo_iff"
|
||
|
||
/obj/item/projectile/bullet/rifle/a762/hunter // Optimized for killing simple animals and not people, because Balance(tm)
|
||
damage = 20
|
||
SA_bonus_damage = 50 // 70 total on animals.
|
||
SA_vulnerability = SA_ANIMAL
|
||
hud_state = "rifle_heavy"
|
||
|
||
/obj/item/projectile/bullet/rifle/a545
|
||
fire_sound = 'sound/weapons/Gunshot_light.ogg'
|
||
damage = 25
|
||
hud_state = "rifle"
|
||
|
||
/obj/item/projectile/bullet/rifle/a545/ap
|
||
damage = 20
|
||
armor_penetration = 50 // At 40 or more armor, this will do more damage than standard rounds.
|
||
hud_state = "rifle_ap"
|
||
|
||
/obj/item/projectile/bullet/rifle/a545/hp
|
||
damage = 35
|
||
armor_penetration = -50
|
||
penetrating = 0
|
||
hud_state = "hivelo_iff"
|
||
|
||
/obj/item/projectile/bullet/rifle/a545/hunter
|
||
damage = 15
|
||
SA_bonus_damage = 35 // 50 total on animals.
|
||
SA_vulnerability = SA_ANIMAL
|
||
hud_state = "rifle_heavy"
|
||
|
||
/obj/item/projectile/bullet/rifle/a145 // 14.5<EFBFBD>114mm is bigger than a .50 BMG round.
|
||
fire_sound = 'sound/weapons/Gunshot_cannon.ogg' // This is literally an anti-tank rifle caliber. It better sound like a fucking cannon.
|
||
damage = 80
|
||
stun = 3
|
||
weaken = 3
|
||
penetrating = 5
|
||
armor_penetration = 80
|
||
hitscan = 1 //so the PTR isn't useless as a sniper weapon
|
||
hud_state = "sniper"
|
||
|
||
icon_state = "bullet_alt"
|
||
tracer_type = /obj/effect/projectile/tracer/cannon
|
||
|
||
/obj/item/projectile/bullet/rifle/a145/highvel
|
||
damage = 50
|
||
stun = 1
|
||
weaken = 0
|
||
penetrating = 15
|
||
armor_penetration = 90
|
||
hud_state = "sniper_flak"
|
||
|
||
/obj/item/projectile/bullet/rifle/a44rifle
|
||
fire_sound = 'sound/weapons/gunshot4.ogg'
|
||
damage = 50
|
||
hud_state = "revolver"
|
||
|
||
/* Mech rounds */
|
||
|
||
/obj/item/projectile/bullet/mech/autocannon // Splitting it off from the original pistol/medium to give it its own sprite and potentially separate damage values later on.
|
||
icon_state = "mech_autocannon"
|
||
fire_sound = 'sound/weapons/mech_autocannon.ogg' // Doesn't actually work for the mech autocannon normally in my testing, putting it here in case anything else wants to use the sound.
|
||
light_range = 2
|
||
light_power = 0.5
|
||
light_color = "#FF7F01"
|
||
plane = PLANE_LIGHTING_ABOVE // I don't know if this actually does anything here but nothing breaks and the end result works soooo
|
||
damage = 25
|
||
|
||
/* Miscellaneous */
|
||
|
||
/obj/item/projectile/bullet/suffocationbullet//How does this even work?
|
||
name = "co bullet"
|
||
damage = 20
|
||
damage_type = OXY
|
||
hud_state = "pistol_tranq"
|
||
|
||
/obj/item/projectile/bullet/cyanideround
|
||
name = "poison bullet"
|
||
damage = 40
|
||
damage_type = TOX
|
||
hud_state = "pistol_tranq"
|
||
|
||
/obj/item/projectile/bullet/burstbullet
|
||
name = "exploding bullet"
|
||
fire_sound = 'sound/effects/Explosion1.ogg'
|
||
damage = 20
|
||
embed_chance = 0
|
||
edge = TRUE
|
||
hud_state = "pistol_fire"
|
||
|
||
/obj/item/projectile/bullet/burstbullet/on_hit(var/atom/target, var/blocked = 0)
|
||
if(isturf(target))
|
||
explosion(target, -1, 0, 2)
|
||
..()
|
||
|
||
/* Incendiary */
|
||
|
||
/obj/item/projectile/bullet/incendiary
|
||
name = "incendiary bullet"
|
||
icon_state = "bullet_alt"
|
||
damage = 15
|
||
damage_type = BURN
|
||
incendiary = 0.5
|
||
flammability = 2
|
||
hud_state = "pistol_fire"
|
||
|
||
/obj/item/projectile/bullet/incendiary/flamethrower
|
||
name = "ball of fire"
|
||
desc = "Don't stand in the fire."
|
||
icon_state = "fireball"
|
||
damage = 10
|
||
embed_chance = 0
|
||
incendiary = 2
|
||
flammability = 4
|
||
agony = 30
|
||
range = 4
|
||
vacuum_traversal = 0
|
||
hud_state = "flame"
|
||
|
||
/obj/item/projectile/bullet/incendiary/flamethrower/large
|
||
damage = 5
|
||
incendiary = 3
|
||
flammability = 2
|
||
range = 6
|
||
hud_state = "flame"
|
||
|
||
/obj/item/projectile/bullet/incendiary/flamethrower/tiny
|
||
damage = 2
|
||
incendiary = 0
|
||
flammability = 2
|
||
modifier_type_to_apply = /datum/modifier/fire/stack_managed/weak
|
||
modifier_duration = 20 SECONDS
|
||
range = 6
|
||
agony = 0
|
||
hud_state = "flame"
|
||
|
||
/* Practice rounds and blanks */
|
||
|
||
/obj/item/projectile/bullet/practice
|
||
damage = 5
|
||
hud_state = "smg_light"
|
||
|
||
/obj/item/projectile/bullet/pistol/cap // Just the primer, such as a cap gun.
|
||
name = "cap"
|
||
damage_type = HALLOSS
|
||
fire_sound = 'sound/effects/snap.ogg'
|
||
damage = 0
|
||
nodamage = 1
|
||
embed_chance = 0
|
||
sharp = FALSE
|
||
hud_state = "monkey"
|
||
|
||
combustion = FALSE
|
||
|
||
/obj/item/projectile/bullet/pistol/cap/process()
|
||
loc = null
|
||
qdel(src)
|
||
|
||
/obj/item/projectile/bullet/blank
|
||
name = "blank"
|
||
damage_type = HALLOSS
|
||
fire_sound = 'sound/weapons/Gunshot_generic_rifle.ogg' // Blanks still make loud noises.
|
||
damage = 0
|
||
nodamage = 1
|
||
embed_chance = 0
|
||
sharp = FALSE
|
||
hud_state = "smg_light"
|
||
|
||
/obj/item/projectile/bullet/blank/cap/process()
|
||
loc = null
|
||
qdel(src)
|
||
|
||
/* BB Rounds */
|
||
/obj/item/projectile/bullet/bb // Generic single BB
|
||
name = "BB"
|
||
damage = 0
|
||
agony = 0
|
||
embed_chance = 0
|
||
sharp = FALSE
|
||
silenced = TRUE
|
||
hud_state = "pistol_light"
|
||
|
||
/obj/item/projectile/bullet/pellet/shotgun/bb // Shotgun
|
||
name = "BB"
|
||
damage = 0
|
||
agony = 0
|
||
embed_chance = 0
|
||
sharp = FALSE
|
||
pellets = 6
|
||
range_step = 1
|
||
spread_step = 10
|
||
silenced = TRUE |