/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