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Adds friendly fire check for some ranged hostile mobs
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@@ -19,6 +19,7 @@
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projectilesound = 'sound/weapons/Gunshot.ogg'
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projectiletype = /obj/item/projectile/hivebotbullet
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faction = list("hivebot")
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check_friendly_fire = 1
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atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
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minbodytemp = 0
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speak_emote = list("states")
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@@ -16,6 +16,7 @@
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var/ranged_message = "fires" //Fluff text for ranged mobs
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var/ranged_cooldown = 0 //What the starting cooldown is on ranged attacks
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var/ranged_cooldown_cap = 3 //What ranged attacks, after being used are set to, to go back on cooldown, defaults to 3 life() ticks
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var/check_friendly_fire = 0 // Should the ranged mob check for friendlies when shooting
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var/retreat_distance = null //If our mob runs from players when they're too close, set in tile distance. By default, mobs do not retreat.
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var/minimum_distance = 1 //Minimum approach distance, so ranged mobs chase targets down, but still keep their distance set in tiles to the target, set higher to make mobs keep distance
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@@ -229,7 +230,13 @@
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M.Goto(src,M.move_to_delay,M.minimum_distance)
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/mob/living/simple_animal/hostile/proc/OpenFire(atom/A)
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if(check_friendly_fire)
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for(var/turf/T in getline(src,A)) // Not 100% reliable but this is faster than simulating actual trajectory
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for(var/mob/living/L in T)
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if(L == src || L == A)
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continue
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if(faction_check(L) && !attack_same)
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return
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visible_message("<span class='danger'><b>[src]</b> [ranged_message] at [A]!</span>")
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if(rapid)
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@@ -25,6 +25,7 @@
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atmos_requirements = list("min_oxy" = 5, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 1, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0)
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unsuitable_atmos_damage = 15
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faction = list("syndicate")
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check_friendly_fire = 1
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status_flags = CANPUSH
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del_on_death = 1
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