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S.P.L.U.R.T-Station-13/modular_splurt/code/modules/projectiles/projectile/bullets/cannonball.dm
2022-04-09 12:16:19 -05:00

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/obj/item/projectile/bullet/cannonball
name = "cannonball"
icon = 'modular_splurt/icons/obj/guns/projectiles.dmi'
icon_state = "cannonball"
damage = 110 //gets set to 100 before first mob impact.
movement_type = FLYING | PHASING
sharpness = NONE
wound_bonus = 0
dismemberment = 0
knockdown = 5 SECONDS
stutter = 10 SECONDS
embedding = null
hitsound = 'sound/effects/meteorimpact.ogg'
hitsound_wall = 'sound/weapons/sonic_jackhammer.ogg'
/obj/item/projectile/bullet/cannonball/prehit_pierce(atom/A)
damage -= 10
if(damage < 40)
movement_type &= ~(PHASING)
return ..()
/obj/item/projectile/bullet/cannonball/on_hit(atom/target, blocked = FALSE)
if(blocked == 100)
return ..()
if(isobj(target))
var/obj/hit_object = target
hit_object.take_damage(80, BRUTE)
else if(isclosedturf(target))
damage -= max(damage - 30, 10) //lose extra momentum from busting through a wall
if(!isindestructiblewall(target))
var/turf/closed/hit_turf = target
hit_turf.ScrapeAway()
return ..()
/obj/item/projectile/bullet/cannonball/explosive
name = "explosive shell"
color = "#FF0000"
damage = 40 //set to 30 before first mob impact, but they're gonna be gibbed by the explosion
/obj/item/projectile/bullet/cannonball/explosive/prehit_pierce(atom/A)
. = ..()
explosion(A, devastation_range = 2, heavy_impact_range = 3, light_impact_range = 4)
/obj/item/projectile/bullet/cannonball/emp
name = "malfunction shot"
icon_state = "emp_cannonball"
damage = 15 //very low
/obj/item/projectile/bullet/cannonball/emp/prehit_pierce(atom/A)
. = ..()
empulse(src, 4, 10)
/obj/item/projectile/bullet/cannonball/biggest_one
name = "\"The Biggest One\""
icon_state = "biggest_one"
damage = 70 //low pierce
/obj/item/projectile/bullet/cannonball/biggest_one/prehit_pierce(atom/A)
. = ..()
if(damage < 50)
explosion(A, GLOB.MAX_EX_DEVESTATION_RANGE, GLOB.MAX_EX_HEAVY_RANGE, GLOB.MAX_EX_LIGHT_RANGE, GLOB.MAX_EX_FLASH_RANGE)
/obj/item/projectile/bullet/cannonball/trashball
name = "trashball"
icon_state = "trashball"
damage = 90 //better than the biggest one but no explosion, so kinda just a worse normal cannonball