diff --git a/code/game/machinery/alarm.dm b/code/game/machinery/alarm.dm index a5106be41ea..9c4d3009e42 100644 --- a/code/game/machinery/alarm.dm +++ b/code/game/machinery/alarm.dm @@ -919,7 +919,7 @@ FIRE ALARM /obj/machinery/firealarm/attack_ai(mob/user as mob) return src.attack_hand(user) -/obj/machinery/firealarm/bullet_act(BLAH) +/obj/machinery/firealarm/bullet_act() return src.alarm() /obj/machinery/firealarm/emp_act(severity) diff --git a/code/game/objects/items/shooting_range.dm b/code/game/objects/items/shooting_range.dm index 2893b4f3a10..8f24a93c10d 100644 --- a/code/game/objects/items/shooting_range.dm +++ b/code/game/objects/items/shooting_range.dm @@ -146,7 +146,7 @@ return - return -1 // the bullet/projectile goes through the target! Ie, you missed + return PROJECTILE_CONTINUE // the bullet/projectile goes through the target! // Small memory holder entity for transparent bullet holes diff --git a/code/game/objects/structures/girders.dm b/code/game/objects/structures/girders.dm index 38caaa3230b..67bf484f39c 100644 --- a/code/game/objects/structures/girders.dm +++ b/code/game/objects/structures/girders.dm @@ -25,7 +25,7 @@ /obj/structure/girder/bullet_act(var/obj/item/projectile/Proj) //Girders only provide partial cover. There's a chance that the projectiles will just pass through. (unless you are trying to shoot the girder) if(Proj.original != src && !prob(cover)) - return -1 //pass through + return PROJECTILE_CONTINUE //pass through //Tasers and the like should not damage girders. if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN)) diff --git a/code/game/objects/structures/grille.dm b/code/game/objects/structures/grille.dm index 569a4eb3b95..5f5dcaa48ab 100644 --- a/code/game/objects/structures/grille.dm +++ b/code/game/objects/structures/grille.dm @@ -94,7 +94,7 @@ passthrough = 1 if(passthrough) - . = -1 + . = PROJECTILE_CONTINUE damage = between(0, (damage - Proj.damage)*(Proj.damage_type == BRUTE? 0.4 : 1), 10) //if the bullet passes through then the grille avoids most of the damage src.health -= damage*0.2 diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 29832ae1ecd..0de5729ec99 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -10,9 +10,11 @@ emp_act /mob/living/carbon/human/bullet_act(var/obj/item/projectile/P, var/def_zone) - var/obj/item/organ/external/organ = get_organ(check_zone(def_zone)) - if(!organ) - return + def_zone = check_zone(def_zone) + if(!has_organ(def_zone)) + return PROJECTILE_FORCE_MISS //if they don't have the organ in question then the projectile just passes by. + + var/obj/item/organ/external/organ = get_organ() //Shields if(check_shields(P.damage, "the [P.name]")) @@ -37,7 +39,7 @@ emp_act // redirect the projectile P.redirect(new_x, new_y, curloc, src) - return -1 // complete projectile permutation + return PROJECTILE_CONTINUE // complete projectile permutation //Shrapnel if(P.can_embed()) diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index 4b5b1aab7ea..6d8c40c16c2 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -166,13 +166,16 @@ //roll to-hit miss_modifier = max(15*(distance-2) - round(15*accuracy) + miss_modifier, 0) var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, miss_modifier, ranged_attack=(distance > 1 || original != target_mob)) //if the projectile hits a target we weren't originally aiming at then retain the chance to miss - if(!hit_zone) + + var/result = PROJECTILE_FORCE_MISS + if(hit_zone) + def_zone = hit_zone //set def_zone, so if the projectile ends up hitting someone else later (to be implemented), it is more likely to hit the same part + result = target_mob.bullet_act(src, def_zone) + + if(result == PROJECTILE_FORCE_MISS) visible_message("\The [src] misses [target_mob] narrowly!") return 0 - //set def_zone, so if the projectile ends up hitting someone else later (to be implemented), it is more likely to hit the same part - def_zone = hit_zone - //hit messages if(silenced) target_mob << "You've been hit in the [parse_zone(def_zone)] by \the [src]!" @@ -193,7 +196,7 @@ msg_admin_attack("UNKNOWN shot [target_mob] ([target_mob.ckey]) with \a [src] (JMP)") //sometimes bullet_act() will want the projectile to continue flying - if (target_mob.bullet_act(src, def_zone) == -1) + if (result == PROJECTILE_CONTINUE) return 0 return 1 @@ -227,7 +230,7 @@ else passthrough = 1 //so ghosts don't stop bullets else - passthrough = (A.bullet_act(src, def_zone) == -1) //backwards compatibility + passthrough = (A.bullet_act(src, def_zone) == PROJECTILE_CONTINUE) //backwards compatibility if(isturf(A)) for(var/obj/O in A) O.bullet_act(src) diff --git a/code/setup.dm b/code/setup.dm index 62fe99ac67f..73d0f1611ab 100644 --- a/code/setup.dm +++ b/code/setup.dm @@ -720,6 +720,10 @@ var/list/be_special_flags = list( #define FILE_DRM 16 // Some files want to not be copied/moved. This is them complaining that you tried. #define NETWORK_FAILURE 32 +// Special return values from bullet_act(). Positive return values are already used to indicate the blocked level of the projectile. +#define PROJECTILE_CONTINUE -1 //if the projectile should continue flying after calling bullet_act() +#define PROJECTILE_FORCE_MISS -2 //if the projectile should treat the attack as a miss (suppresses attack and admin logs) - only applies to mobs. + // Some on_mob_life() procs check for alien races. #define IS_DIONA 1 #define IS_VOX 2 diff --git a/html/changelogs/HarpyEagle-dev-freeze.yml b/html/changelogs/HarpyEagle-dev-freeze.yml index a999f1236dc..d7bf101a08f 100644 --- a/html/changelogs/HarpyEagle-dev-freeze.yml +++ b/html/changelogs/HarpyEagle-dev-freeze.yml @@ -1,3 +1,4 @@ author: HarpyEagle -changes: [] delete-after: false +changes: + - bugfix: "Fixed projectiles being able to hit people in body parts that they don't have. This will also mean that the less limbs someone has the less effective they will be as a body shield." \ No newline at end of file