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VOREStation/code/modules/projectiles/projectile/energy.dm
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unknown 39b467c9da New bullet types, projectile rewrite
* Refactors projectile Bump()
* Converts projectile_type var strings to paths
* Reorganizes bullet projectile paths
* Made a pass through all the bullet_act() definitions. Mainly ensured that damage_type is checked when dealing damage to certain objects. Removed stupid /turf bullet_act() override, replaced with on_hit() overrides on the relevant projectiles.

* Adds shotgun pellets projectile. Adds Raptor's shotgun slug sprite.
* Gives stunshots more of their own identity, refluffs them as taser cartridges for shotguns. They still aren't obtainable anywhere unless spawned.
* Makes projectiles pass through girders and cultgirders with a certain probability, unless the girder itself was clicked.
* Projectiles are also able to pass through grilles. Low damage projectiles have a chance to be blocked by grilles. High damage projectiles have a chance to have some damage absorbed by the grille.
* Makes projectiles for blanks invisible.
* Adds flash bullet types
* Adds support for 'penetrating' projectiles
* Swaps .45 and 9mm projectile types. .45s hit slightly harder, 9mils have more ammo capacity.
2015-02-06 20:09:32 -05:00

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/obj/item/projectile/energy
name = "energy"
icon_state = "spark"
damage = 0
damage_type = BURN
flag = "energy"
//releases a very short burst of light on impact, mainly used to blind people
/obj/item/projectile/energy/flash
name = "shell" //a chemical filled shell or something
icon_state = "bullet"
damage = 5
var/flash_range = 1
var/brightness = 5
var/light_duration = 10
/obj/item/projectile/energy/flash/on_impact()
var/turf/T = get_turf(src)
if(!istype(T)) return
src.visible_message("<span class='warning'>\The [src] explodes in a bright flash!</span>")
for (var/mob/living/carbon/M in viewers(T, flash_range))
if(M.eyecheck() < 1)
flick("e_flash", M.flash)
playsound(src, 'sound/effects/snap.ogg', 50, 1)
new/obj/effect/effect/smoke/illumination(src.loc, brightness=max(flash_range*2, brightness), lifetime=light_duration)
//blinds people like the flash round, but can also be used for temporary illumination
/obj/item/projectile/energy/flash/flare
damage = 10
flash_range = 1
brightness = 7 //similar to a flare
light_duration = 150
/obj/item/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
nodamage = 1
/*
stun = 10
weaken = 10
stutter = 10
*/
taser_effect = 1
agony = 40
damage_type = HALLOSS
//Damage will be handled on the MOB side, to prevent window shattering.
/obj/item/projectile/energy/electrode/stunshot
name = "stunshot"
damage = 5
taser_effect = 1
agony = 80
/obj/item/projectile/energy/declone
name = "declone"
icon_state = "declone"
nodamage = 1
damage_type = CLONE
irradiate = 40
/obj/item/projectile/energy/dart
name = "dart"
icon_state = "toxin"
damage = 5
damage_type = TOX
weaken = 5
/obj/item/projectile/energy/bolt
name = "bolt"
icon_state = "cbbolt"
damage = 10
damage_type = TOX
nodamage = 0
agony = 40
stutter = 10
/obj/item/projectile/energy/bolt/large
name = "largebolt"
damage = 20
/obj/item/projectile/energy/neurotoxin
name = "neuro"
icon_state = "neurotoxin"
damage = 5
damage_type = TOX
weaken = 5
/obj/item/projectile/energy/phoron
name = "phoron bolt"
icon_state = "energy"
damage = 20
damage_type = TOX
irradiate = 20