/obj/item/projectile
name = "projectile"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bullet"
density = 0
anchored = 1
flags = ABSTRACT
pass_flags = PASSTABLE
mouse_opacity = 0
hitsound = 'sound/weapons/pierce.ogg'
var/hitsound_wall = ""
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/def_zone = "" //Aiming at
var/mob/firer = null//Who shot it
var/obj/item/ammo_casing/ammo_casing = null
var/suppressed = 0 //Attack message
var/yo = null
var/xo = null
var/current = null
var/atom/original = null // the original target clicked
var/turf/starting = null // the projectile's starting turf
var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
var/paused = FALSE //for suspending the projectile midair
var/p_x = 16
var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
var/speed = 1 //Amount of deciseconds it takes for projectile to travel
var/Angle = 0
var/spread = 0 //amount (in degrees) of projectile spread
var/legacy = 0 //legacy projectile system
animate_movement = 0 //Use SLIDE_STEPS in conjunction with legacy
var/damage = 10
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
var/projectile_type = /obj/item/projectile
var/range = 50 //This will de-increment every step. When 0, it will delete the projectile.
//Effects
var/stun = 0
var/weaken = 0
var/paralyze = 0
var/irradiate = 0
var/stutter = 0
var/slur = 0
var/eyeblur = 0
var/drowsy = 0
var/stamina = 0
var/jitter = 0
var/forcedodge = 0 //to pass through everything
var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all.
var/impact_effect_type //what type of impact effect to show when hitting something
/obj/item/projectile/New()
permutated = list()
return ..()
/obj/item/projectile/proc/Range()
range--
if(range <= 0 && loc)
on_range()
/obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range
qdel(src)
//to get the correct limb (if any) for the projectile hit message
/mob/living/proc/check_limb_hit(hit_zone)
if(has_limbs)
return hit_zone
/mob/living/carbon/check_limb_hit(hit_zone)
if(get_bodypart(hit_zone))
return hit_zone
else //when a limb is missing the damage is actually passed to the chest
return "chest"
/obj/item/projectile/proc/on_hit(atom/target, blocked = 0)
var/turf/target_loca = get_turf(target)
if(!isliving(target))
if(impact_effect_type)
PoolOrNew(impact_effect_type, list(target_loca, target, src))
return 0
var/mob/living/L = target
if(blocked != 100) // not completely blocked
if(damage && L.blood_volume && damage_type == BRUTE)
var/splatter_dir = dir
if(starting)
splatter_dir = get_dir(starting, target_loca)
if(isalien(L))
PoolOrNew(/obj/effect/overlay/temp/dir_setting/bloodsplatter/xenosplatter, list(target_loca, splatter_dir))
else
PoolOrNew(/obj/effect/overlay/temp/dir_setting/bloodsplatter, list(target_loca, splatter_dir))
if(prob(33))
L.add_splatter_floor(target_loca)
else if(impact_effect_type)
PoolOrNew(impact_effect_type, list(target_loca, target, src))
var/organ_hit_text = ""
var/limb_hit = L.check_limb_hit(def_zone)//to get the correct message info.
if(limb_hit)
organ_hit_text = " in \the [parse_zone(limb_hit)]"
if(suppressed)
playsound(loc, hitsound, 5, 1, -1)
L << "You're shot by \a [src][organ_hit_text]!"
else
if(hitsound)
var/volume = vol_by_damage()
playsound(loc, hitsound, volume, 1, -1)
L << "[L] is hit by \a [src][organ_hit_text]!"
L.on_hit(type)
var/reagent_note
if(reagents && reagents.reagent_list)
reagent_note = " REAGENTS:"
for(var/datum/reagent/R in reagents.reagent_list)
reagent_note += R.id + " ("
reagent_note += num2text(R.volume) + ") "
add_logs(firer, L, "shot", src, reagent_note)
return L.apply_effects(stun, weaken, paralyze, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter)
/obj/item/projectile/proc/vol_by_damage()
if(src.damage)
return Clamp((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then clamp the value between 30 and 100
else
return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
/obj/item/projectile/Bump(atom/A, yes)
if(!yes) //prevents double bumps.
return
if(firer)
if(A == firer || (A == firer.loc && istype(A, /obj/mecha))) //cannot shoot yourself or your mech
loc = A.loc
return 0
var/distance = get_dist(get_turf(A), starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
if(isturf(A) && hitsound_wall)
var/volume = Clamp(vol_by_damage() + 20, 0, 100)
if(suppressed)
volume = 5
playsound(loc, hitsound_wall, volume, 1, -1)
var/turf/target_turf = get_turf(A)
var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null
if(permutation == -1 || forcedodge)// the bullet passes through a dense object!
loc = target_turf
if(A)
permutated.Add(A)
return 0
else
if(A && A.density && !ismob(A) && !(A.flags & ON_BORDER)) //if we hit a dense non-border obj or dense turf then we also hit one of the mobs on that tile.
var/list/mobs_list = list()
for(var/mob/living/L in target_turf)
mobs_list += L
if(mobs_list.len)
var/mob/living/picked_mob = pick(mobs_list)
picked_mob.bullet_act(src, def_zone)
qdel(src)
/obj/item/projectile/Process_Spacemove(var/movement_dir = 0)
return 1 //Bullets don't drift in space
/obj/item/projectile/proc/fire(var/setAngle)
if(setAngle)
Angle = setAngle
if(!legacy) //new projectiles
set waitfor = 0
var/next_run = world.time
while(loc)
if(paused)
next_run = world.time
sleep(1)
continue
if((!( current ) || loc == current))
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
if(!Angle)
Angle=round(Get_Angle(src,current))
if(spread)
Angle += (rand() - 0.5) * spread
var/matrix/M = new
M.Turn(Angle)
transform = M
var/Pixel_x=round(sin(Angle)+16*sin(Angle)*2)
var/Pixel_y=round(cos(Angle)+16*cos(Angle)*2)
var/pixel_x_offset = pixel_x + Pixel_x
var/pixel_y_offset = pixel_y + Pixel_y
var/new_x = x
var/new_y = y
while(pixel_x_offset > 16)
pixel_x_offset -= 32
pixel_x -= 32
new_x++// x++
while(pixel_x_offset < -16)
pixel_x_offset += 32
pixel_x += 32
new_x--
while(pixel_y_offset > 16)
pixel_y_offset -= 32
pixel_y -= 32
new_y++
while(pixel_y_offset < -16)
pixel_y_offset += 32
pixel_y += 32
new_y--
step_towards(src, locate(new_x, new_y, z))
next_run += max(world.tick_lag, speed)
var/delay = next_run - world.time
if(delay <= world.tick_lag*2)
pixel_x = pixel_x_offset
pixel_y = pixel_y_offset
else
animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (delay <= 3 ? delay - 1 : delay)))
if(original && (original.layer>=2.75) || ismob(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original, 1)
Range()
if (delay > 0)
sleep(delay)
else //old projectile system
set waitfor = 0
while(loc)
if(!paused)
if((!( current ) || loc == current))
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
step_towards(src, current)
if(original && (original.layer>=2.75) || ismob(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original, 1)
Range()
sleep(config.run_speed * 0.9)
/obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it.
..()
if(isliving(AM) && AM.density && !checkpass(PASSMOB))
Bump(AM, 1)
/obj/item/projectile/Destroy()
ammo_casing = null
return ..()
/obj/item/projectile/proc/dumbfire(var/dir)
current = get_ranged_target_turf(src, dir, world.maxx)
fire()
/obj/item/projectile/experience_pressure_difference()
return