/obj/item/ammo_casing/proc/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread) distro += variance for (var/i = max(1, pellets), i > 0, i--) var/targloc = get_turf(target) ready_proj(target, user, quiet, zone_override) if(distro) //We have to spread a pixel-precision bullet. throw_proj was called before so angles should exist by now... if(randomspread) spread = round((rand() - 0.5) * distro) else //Smart spread spread = round((i / pellets - 0.5) * distro) if(!throw_proj(target, targloc, user, params, spread)) return 0 if(i > 1) newshot() if(click_cooldown_override) user.changeNext_move(click_cooldown_override) else user.changeNext_move(CLICK_CD_RANGE) user.newtonian_move(get_dir(target, user)) update_icon() return 1 /obj/item/ammo_casing/proc/ready_proj(atom/target, mob/living/user, quiet, zone_override = "") if (!BB) return BB.original = target BB.firer = user if (zone_override) BB.def_zone = zone_override else BB.def_zone = user.zone_selected BB.suppressed = quiet if(reagents && BB.reagents) reagents.trans_to(BB, reagents.total_volume) //For chemical darts/bullets qdel(reagents) /obj/item/ammo_casing/proc/throw_proj(atom/target, turf/targloc, mob/living/user, params, spread) var/turf/curloc = get_turf(user) if (!istype(targloc) || !istype(curloc) || !BB) return 0 var/firing_dir if(BB.firer) firing_dir = BB.firer.dir if(!BB.suppressed && firing_effect_type) new firing_effect_type(get_turf(src), firing_dir) var/direct_target if(targloc == curloc) if(target) //if the target is right on our location we'll skip the travelling code in the proj's fire() direct_target = target if(!direct_target) BB.preparePixelProjectile(target, user, params, spread) BB.fire(null, direct_target) BB = null return 1 /obj/item/ammo_casing/proc/spread(turf/target, turf/current, distro) var/dx = abs(target.x - current.x) var/dy = abs(target.y - current.y) return locate(target.x + round(gaussian(0, distro) * (dy+2)/8, 1), target.y + round(gaussian(0, distro) * (dx+2)/8, 1), target.z)