/obj/projectile name = "projectile" icon = 'icons/obj/projectiles.dmi' icon_state = "bullet" density = FALSE anchored = TRUE var/item_flags = ABSTRACT pass_flags = PASSTABLE mouse_opacity = MOUSE_OPACITY_TRANSPARENT movement_type = FLYING wound_bonus = CANT_WOUND // can't wound by default blocks_emissive = EMISSIVE_BLOCK_GENERIC layer = MOB_LAYER //The sound this plays on impact. var/hitsound = 'sound/weapons/pierce.ogg' var/hitsound_wall = "" resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF var/def_zone = "" //Aiming at var/atom/movable/firer = null//Who shot it var/atom/fired_from = null // the atom that the projectile was fired from (gun, turret) var/suppressed = FALSE //Attack message var/yo = null var/xo = null var/atom/original = null // the original target clicked var/turf/starting = null // the projectile's starting turf var/list/impacted = list() // we've passed through these atoms, don't try to hit them again var/p_x = 16 var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center //Fired processing vars var/fired = FALSE //Have we been fired yet var/paused = FALSE //for suspending the projectile midair var/last_projectile_move = 0 var/last_process = 0 var/time_offset = 0 var/datum/point/vector/trajectory var/trajectory_ignore_forcemove = FALSE //instructs forceMove to NOT reset our trajectory to the new location! /// If objects are below this layer, we pass through them var/hit_threshhold = PROJECTILE_HIT_THRESHHOLD_LAYER /// Hit mobs regardless of stun or critical condition var/ignore_crit = FALSE /// During each fire of SSprojectiles, the number of deciseconds since the last fire of SSprojectiles /// is divided by this var, and the result truncated to the next lowest integer is /// the number of times the projectile's `pixel_move` proc will be called. var/speed = 0.8 var/Angle = 0 var/original_angle = 0 //Angle at firing var/nondirectional_sprite = FALSE //Set TRUE to prevent projectiles from having their sprites rotated based on firing angle var/spread = 0 //amount (in degrees) of projectile spread animate_movement = 0 //Use SLIDE_STEPS in conjunction with legacy var/ricochets = 0 var/ricochets_max = 2 var/ricochet_chance = 30 var/force_hit = FALSE //If the object being hit can pass ths damage on to something else, it should not do it for this bullet. ///Whether this projectile can ricochet off of coins var/can_ricoshot = FALSE ///How many things can this penetrate? var/penetrations = 0 ///Flags used to specify what this projectile can penetrate. Default is mobs only. var/penetration_flags = PENETRATE_MOBS //Hitscan var/hitscan = FALSE //Whether this is hitscan. If it is, speed is basically ignored. var/list/beam_segments //assoc list of datum/point or datum/point/vector, start = end. Used for hitscan effect generation. var/datum/point/beam_index /// The ending/last touched turf during hitscanning. var/turf/hitscan_last var/tracer_type var/muzzle_type var/impact_type //Fancy hitscan lighting effects! var/hitscan_light_intensity = 1.5 var/hitscan_light_range = 0.75 var/hitscan_light_color_override var/muzzle_flash_intensity = 3 var/muzzle_flash_range = 1.5 var/muzzle_flash_color_override var/impact_light_intensity = 3 var/impact_light_range = 2 var/impact_light_color_override //Homing var/homing = FALSE var/homing_away = FALSE // In case you want it to instead turn away from the target, useful for when the projectile is going haywire! var/atom/homing_target var/homing_turn_speed = 10 //Angle per tick. var/homing_inaccuracy_min = 0 //in pixels for these. offsets are set once when setting target. var/homing_inaccuracy_max = 0 var/homing_offset_x = 0 var/homing_offset_y = 0 var/ignore_source_check = FALSE var/damage = 10 var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here ///Determines if the projectile will skip any damage inflictions var/nodamage = FALSE ///Defines what armor to use when it hits things. Must be set to bullet, laser, energy, or bomb var/armor_flag = BULLET ///How much armor this projectile pierces. var/armour_penetration = 0 ///How much armor this projectile pierces. var/projectile_type = /obj/projectile ///This will de-increment every step. When 0, it will deletze the projectile. var/range = 50 var/decayedRange //stores original range var/reflect_range_decrease = 5 //amount of original range that falls off when reflecting, so it doesn't go forever var/reflectable = NONE // Can it be reflected or not? // Status effects applied on hit var/stun = 0 var/knockdown = 0 var/paralyze = 0 var/immobilize = 0 var/unconscious = 0 var/eyeblur = 0 /// Drowsiness applied on projectile hit var/drowsy = 0 SECONDS /// Jittering applied on projectile hit var/jitter = 0 SECONDS /// Extra stamina damage applied on projectile hit (in addition to the main damage) var/stamina = 0 /// Stuttering applied on projectile hit var/stutter = 0 SECONDS /// Slurring applied on projectile hit var/slur = 0 SECONDS var/irradiate = 0 //yog radiation var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all. var/catastropic_dismemberment = FALSE //If TRUE, this projectile deals its damage to the chest if it dismembers a limb. var/impact_effect_type //what type of impact effect to show when hitting something var/log_override = FALSE //is this type spammed enough to not log? (KAs) /// We ignore mobs with these factions. var/list/ignored_factions ///If defined, on hit we create an item of this type then call hitby() on the hit target with this, mainly used for embedding items (bullets) in targets var/shrapnel_type ///If we have a shrapnel_type defined, these embedding stats will be passed to the spawned shrapnel type, which will roll for embedding on the target var/list/embedding ///If TRUE, hit mobs even if they're on the floor and not our target var/hit_prone_targets = FALSE ///For what kind of brute wounds we're rolling for, if we're doing such a thing. Lasers obviously don't care since they do burn instead. var/temporary_unstoppable_movement = FALSE ///For what kind of brute wounds we're rolling for, if we're doing such a thing. Lasers obviously don't care since they do burn instead. var/sharpness = NONE ///How much we want to drop both wound_bonus and bare_wound_bonus (to a minimum of 0 for the latter) per tile, for falloff purposes var/wound_falloff_tile ///How much we want to drop the embed_chance value, if we can embed, per tile, for falloff purposes var/embed_falloff_tile /// If true directly targeted turfs can be hit var/can_hit_turfs = FALSE /// If this projectile has been parried before var/parried = FALSE var/splatter = FALSE // Make a cool splatter effect even if it doesn't do brute damage /// If FALSE, allow us to hit something directly targeted/clicked/whatnot even if we're able to phase through it var/phasing_ignore_direct_target = FALSE /// Bitflag for things the projectile should just phase through entirely - No hitting unless direct target and [phasing_ignore_direct_target] is FALSE. Uses pass_flags flags. var/projectile_phasing = NONE /obj/projectile/Initialize(mapload) . = ..() impacted = list() decayedRange = range var/static/list/loc_connections = list( COMSIG_ATOM_ENTERED = PROC_REF(on_entered), ) AddElement(/datum/element/connect_loc, loc_connections) /obj/projectile/proc/Range() range-- if(wound_bonus != CANT_WOUND) wound_bonus += wound_falloff_tile bare_wound_bonus = max(0, bare_wound_bonus + wound_falloff_tile) if(range <= 0 && loc) on_range() /obj/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 BODY_ZONE_CHEST /obj/projectile/proc/prehit(atom/target) return TRUE /obj/projectile/proc/on_hit(atom/target, blocked = FALSE) if(fired_from) SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_ON_HIT, firer, target, Angle) var/turf/target_loca = get_turf(target) var/hitx var/hity if(target == original) hitx = target.pixel_x + p_x - 16 hity = target.pixel_y + p_y - 16 else hitx = target.pixel_x + rand(-8, 8) hity = target.pixel_y + rand(-8, 8) if(!nodamage && (damage_type == BRUTE || damage_type == BURN) && iswallturf(target_loca) && prob(75)) var/turf/closed/wall/W = target_loca if(impact_effect_type && !hitscan) new impact_effect_type(target_loca, hitx, hity) W.add_dent(WALL_DENT_SHOT, hitx, hity) if((penetration_flags & PENETRATE_WALLS) && penetrations > 0) penetrations -= 1 return BULLET_ACT_FORCE_PIERCE return BULLET_ACT_HIT if(!isliving(target)) if(impact_effect_type && !hitscan) new impact_effect_type(target_loca, hitx, hity) if((penetration_flags & PENETRATE_OBJECTS) && penetrations > 0) penetrations -= 1 return BULLET_ACT_FORCE_PIERCE return BULLET_ACT_HIT var/mob/living/L = target if(blocked != 100) // not completely blocked if(damage && L.blood_volume && (damage_type == BRUTE || splatter)) var/mob/living/carbon/C = L var/splatter_dir = dir if(starting) splatter_dir = get_dir(starting, target_loca) if(isalien(L) || ispolysmorph(L)) new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir) else if(iscarbon(L) && !(NOBLOOD in C.dna.species.species_traits)) var/splatter_color var/mob/living/carbon/carbon_bleeder = L splatter_color = carbon_bleeder.dna.blood_type.color new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, splatter_color) else new /obj/effect/temp_visual/dir_setting/bloodsplatter/genericsplatter(target_loca, splatter_dir) var/obj/item/bodypart/B = L.get_bodypart(def_zone) if(B?.status == BODYPART_ROBOTIC) // So if you hit a robotic, it sparks instead of bloodspatters do_sparks(2, FALSE, target.loc) var/splatter_color = null if(iscarbon(L)) var/mob/living/carbon/carbon_target = L splatter_color = carbon_target.dna.blood_type.color new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, splatter_color) if(prob(33)) L.add_splatter_floor(target_loca) else if(impact_effect_type && !hitscan) new impact_effect_type(target_loca, hitx, hity) 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) to_chat(L, span_userdanger("You're shot by \a [src][organ_hit_text]!")) else if(hitsound) var/volume = vol_by_damage() playsound(loc, hitsound, volume, 1, -1) L.visible_message(span_danger("[L] is hit by \a [src][organ_hit_text]!"), \ span_userdanger("[L] is hit by \a [src][organ_hit_text]!"), null, COMBAT_MESSAGE_RANGE) L.on_hit(src) var/viruslist = "" // yogs - adds viruslist variable var/reagent_note if(reagents && reagents.reagent_list) reagent_note = " REAGENTS:" for(var/datum/reagent/R in reagents.reagent_list) reagent_note += "[R.name] ([num2text(R.volume)])" // yogs start - Checks blood for disease if(istype(R, /datum/reagent/blood)) var/datum/reagent/blood/RR = R for(var/datum/disease/D in RR.data["viruses"]) viruslist += " [D.name]" if(istype(D, /datum/disease/advance)) var/datum/disease/advance/DD = D viruslist += " \[ symptoms: " for(var/datum/symptom/S in DD.symptoms) viruslist += "[S.name] " viruslist += "\]" if(viruslist) investigate_log("[firer] injected [src] using a projectile with [viruslist] [blocked == 100 ? "BLOCKED" : ""]", INVESTIGATE_VIROLOGY) log_game("[firer] injected [src] using a projectile with [viruslist] [blocked == 100 ? "BLOCKED" : ""]") // yogs end if(ismob(firer)) log_combat(firer, L, "shot", src, reagent_note) else L.log_message("has been shot by [firer] with [src]", LOG_ATTACK, color="orange") return L.apply_effects(stun, knockdown, unconscious, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter, paralyze, immobilize) /obj/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/projectile/proc/on_ricochet(atom/A) return /obj/projectile/proc/store_hitscan_collision(datum/point/pcache) beam_segments[beam_index] = pcache beam_index = pcache beam_segments[beam_index] = null /obj/projectile/Bump(atom/A) if(!trajectory) qdel(src) return var/datum/point/pcache = trajectory.copy_to() var/turf/T = get_turf(A) if(check_ricochet(A) && check_ricochet_flag(A) && ricochets < ricochets_max) ricochets++ if(A.handle_ricochet(src)) on_ricochet(A) ignore_source_check = TRUE decayedRange = max(0, decayedRange - reflect_range_decrease) range = decayedRange if(hitscan) store_hitscan_collision(pcache) return TRUE var/distance = get_dist(T, 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) return process_hit(T, select_target(T, A)) #define QDEL_SELF 1 //Delete if we're not PHASING flagged non-temporarily #define DO_NOT_QDEL 2 //Pass through. #define FORCE_QDEL 3 //Force deletion. /obj/projectile/proc/process_hit(turf/T, atom/target, qdel_self, hit_something = FALSE) //probably needs to be reworked entirely when pixel movement is done. if(QDELETED(src) || !T || !target) //We're done, nothing's left. if((qdel_self == FORCE_QDEL) || ((qdel_self == QDEL_SELF) && !temporary_unstoppable_movement && !CHECK_BITFIELD(movement_type, PHASING))) qdel(src) return hit_something impacted |= target //Make sure we're never hitting it again. If we ever run into weirdness with piercing projectiles needing to hit something multiple times.. well.. that's a to-do. if(!prehit(target)) return process_hit(T, select_target(T), qdel_self, hit_something) //Hit whatever else we can since that didn't work. var/result = target.bullet_act(src, def_zone) if(result == BULLET_ACT_FORCE_PIERCE) if(!CHECK_BITFIELD(movement_type, PHASING)) temporary_unstoppable_movement = TRUE ENABLE_BITFIELD(movement_type, PHASING) return process_hit(T, select_target(T), qdel_self, TRUE) //Hit whatever else we can since we're piercing through but we're still on the same tile. else if(result == BULLET_ACT_PENETRATE) // This is slightly different from ACT_TURF in that it goes through the first thing return process_hit(T, select_target(T), qdel_self, TRUE) else if(result == BULLET_ACT_TURF) //We hit the turf but instead we're going to also hit something else on it. return process_hit(T, select_target(T), QDEL_SELF, TRUE) else //Whether it hit or blocked, we're done! qdel_self = QDEL_SELF hit_something = TRUE if((qdel_self == FORCE_QDEL) || ((qdel_self == QDEL_SELF) && !temporary_unstoppable_movement && !CHECK_BITFIELD(movement_type, PHASING))) qdel(src) return hit_something #undef QDEL_SELF #undef DO_NOT_QDEL #undef FORCE_QDEL /obj/projectile/proc/select_target(turf/T, atom/target) //Select a target from a turf. if((original in T) && can_hit_target(original, impacted, TRUE, TRUE)) return original if(target && can_hit_target(target, impacted, target == original, TRUE)) return target var/list/mob/living/possible_mobs = typecache_filter_list(T, GLOB.typecache_mob) var/list/mob/mobs = list() for(var/mob/living/M in possible_mobs) if(!can_hit_target(M, impacted, M == original, TRUE)) continue mobs += M if(LAZYLEN(mobs)) var/mob/M = pick(mobs) return M?.lowest_buckled_mob() var/list/obj/possible_objs = typecache_filter_list(T, GLOB.typecache_machine_or_structure) var/list/obj/objs = list() for(var/obj/O in possible_objs) if(!can_hit_target(O, impacted, O == original, TRUE)) continue objs += O if(LAZYLEN(objs)) var/obj/object_chosen = pick(objs) return object_chosen //Nothing else is here that we can hit, hit the turf if we haven't. if(!(T in impacted) && can_hit_target(T, impacted, T == original, TRUE)) return T //Returns null if nothing at all was found. /obj/projectile/proc/check_ricochet() if(prob(ricochet_chance)) return TRUE return FALSE /obj/projectile/proc/check_ricochet_flag(atom/A) if(A.flags_1 & CHECK_RICOCHET_1) return TRUE return FALSE /obj/projectile/proc/return_predicted_turf_after_moves(moves, forced_angle) //I say predicted because there's no telling that the projectile won't change direction/location in flight. if(!trajectory && isnull(forced_angle) && isnull(Angle)) return FALSE var/datum/point/vector/current = trajectory if(!current) var/turf/T = get_turf(src) current = new(T.x, T.y, T.z, pixel_x, pixel_y, isnull(forced_angle)? Angle : forced_angle, SSprojectiles.global_pixel_speed) var/datum/point/vector/v = current.return_vector_after_increments(moves * SSprojectiles.global_iterations_per_move) return v.return_turf() /obj/projectile/proc/return_pathing_turfs_in_moves(moves, forced_angle) var/turf/current = get_turf(src) var/turf/ending = return_predicted_turf_after_moves(moves, forced_angle) return getline(current, ending) /obj/projectile/Process_Spacemove(movement_dir = 0) return TRUE //Bullets don't drift in space /obj/projectile/process() last_process = world.time if(!loc || !fired || !trajectory) fired = FALSE return PROCESS_KILL if(paused || !isturf(loc)) last_projectile_move += world.time - last_process //Compensates for pausing, so it doesn't become a hitscan projectile when unpaused from charged up ticks. return var/elapsed_time_deciseconds = (world.time - last_projectile_move) + time_offset time_offset = 0 var/required_moves = speed > 0? FLOOR(elapsed_time_deciseconds / speed, 1) : MOVES_HITSCAN //Would be better if a 0 speed made hitscan but everyone hates those so I can't make it a universal system :< if(required_moves == MOVES_HITSCAN) required_moves = SSprojectiles.global_max_tick_moves else if(required_moves > SSprojectiles.global_max_tick_moves) var/overrun = required_moves - SSprojectiles.global_max_tick_moves required_moves = SSprojectiles.global_max_tick_moves time_offset += overrun * speed time_offset += MODULUS(elapsed_time_deciseconds, speed) for(var/i in 1 to required_moves) pixel_move(1, FALSE) /obj/projectile/proc/fire(angle, atom/direct_target) if(fired_from) SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_BEFORE_FIRE, src, original) //If no angle needs to resolve it from xo/yo! if(!log_override && firer && original) log_combat(firer, original, "fired at", src, "from [get_area_name(src, TRUE)]") if(direct_target) if(prehit(direct_target)) direct_target.bullet_act(src, def_zone) qdel(src) return if(isnum(angle)) setAngle(angle) if(spread) setAngle(Angle + ((rand() - 0.5) * spread)) var/turf/starting = get_turf(src) if(isnull(Angle)) //Try to resolve through offsets if there's no angle set. if(isnull(xo) || isnull(yo)) stack_trace("WARNING: Projectile [type] deleted due to being unable to resolve a target after angle was null!") qdel(src) return var/turf/target = locate(clamp(starting + xo, 1, world.maxx), clamp(starting + yo, 1, world.maxy), starting.z) setAngle(Get_Angle(src, target)) original_angle = Angle if(!nondirectional_sprite) var/matrix/M = new M.Turn(Angle) transform = M trajectory_ignore_forcemove = TRUE forceMove(starting) trajectory_ignore_forcemove = FALSE trajectory = new(starting.x, starting.y, starting.z, pixel_x, pixel_y, Angle, SSprojectiles.global_pixel_speed) last_projectile_move = world.time fired = TRUE if(hitscan) process_hitscan() if(!(datum_flags & DF_ISPROCESSING)) START_PROCESSING(SSprojectiles, src) pixel_move(1, FALSE) //move it now! /obj/projectile/proc/setAngle(new_angle) //wrapper for overrides. Angle = new_angle if(!nondirectional_sprite) var/matrix/M = new M.Turn(Angle) transform = M if(trajectory) trajectory.set_angle(new_angle) return TRUE /obj/projectile/forceMove(atom/target) if(!isloc(target) || !isloc(loc) || !z) return ..() var/zc = target.z != z var/old = loc if(zc) before_z_change(old, target) . = ..() if(trajectory && !trajectory_ignore_forcemove && isturf(target)) if(hitscan) finalize_hitscan_and_generate_tracers(FALSE) trajectory.initialize_location(target.x, target.y, target.z, 0, 0) if(hitscan) record_hitscan_start(RETURN_PRECISE_POINT(src)) if(zc) after_z_change(old, target) /obj/projectile/proc/after_z_change(atom/olcloc, atom/newloc) /obj/projectile/proc/before_z_change(atom/oldloc, atom/newloc) /obj/projectile/vv_edit_var(var_name, var_value) switch(var_name) if(NAMEOF(src, Angle)) setAngle(var_value) return TRUE else return ..() /obj/projectile/proc/set_pixel_speed(new_speed) if(trajectory) trajectory.set_speed(new_speed) return TRUE return FALSE /obj/projectile/proc/record_hitscan_start(datum/point/pcache) if(pcache) beam_segments = list() beam_index = pcache beam_segments[beam_index] = null //record start. /obj/projectile/proc/process_hitscan() var/safety = range * 3 record_hitscan_start(RETURN_POINT_VECTOR_INCREMENT(src, Angle, MUZZLE_EFFECT_PIXEL_INCREMENT, 1)) while(loc && !QDELETED(src)) if(paused) stoplag(1) continue if(safety-- <= 0) if(loc) Bump(loc) if(!QDELETED(src)) qdel(src) return //Kill! pixel_move(1, TRUE) /obj/projectile/proc/pixel_move(trajectory_multiplier, hitscanning = FALSE) if(!loc || !trajectory) return last_projectile_move = world.time if(!nondirectional_sprite && !hitscanning) var/matrix/M = new M.Turn(Angle) transform = M if(homing) process_homing() var/forcemoved = FALSE for(var/i in 1 to SSprojectiles.global_iterations_per_move) if(QDELETED(src)) return trajectory.increment(trajectory_multiplier) var/turf/T = trajectory.return_turf() if(!istype(T)) qdel(src) return if(T.z != loc.z) var/old = loc before_z_change(loc, T) trajectory_ignore_forcemove = TRUE forceMove(T) trajectory_ignore_forcemove = FALSE after_z_change(old, loc) if(!hitscanning) pixel_x = trajectory.return_px() pixel_y = trajectory.return_py() forcemoved = TRUE else if(T != loc) step_towards(src, T) hitscan_last = T if(!hitscanning && !forcemoved) pixel_x = trajectory.return_px() - trajectory.mpx * trajectory_multiplier * SSprojectiles.global_iterations_per_move pixel_y = trajectory.return_py() - trajectory.mpy * trajectory_multiplier * SSprojectiles.global_iterations_per_move animate(src, pixel_x = trajectory.return_px(), pixel_y = trajectory.return_py(), time = 0.1 SECONDS, flags = ANIMATION_END_NOW) Range() /obj/projectile/proc/process_homing() //may need speeding up in the future performance wise. if(!homing_target) return FALSE var/datum/point/PT = RETURN_PRECISE_POINT(homing_target) PT.x += clamp(homing_offset_x, 1, world.maxx) PT.y += clamp(homing_offset_y, 1, world.maxy) var/angle = closer_angle_difference(Angle, angle_between_points(RETURN_PRECISE_POINT(src), PT)) setAngle(Angle + clamp(homing_away ? -angle : angle, -homing_turn_speed, homing_turn_speed)) /obj/projectile/proc/set_homing_target(atom/A) if(!A || (!isturf(A) && !isturf(A.loc))) return FALSE homing = TRUE homing_target = A homing_offset_x = rand(homing_inaccuracy_min, homing_inaccuracy_max) homing_offset_y = rand(homing_inaccuracy_min, homing_inaccuracy_max) if(prob(50)) homing_offset_x = -homing_offset_x if(prob(50)) homing_offset_y = -homing_offset_y //Returns true if the target atom is on our current turf and above the right layer //If direct target is true it's the originally clicked target. /obj/projectile/proc/can_hit_target(atom/target, list/passthrough, direct_target = FALSE, ignore_loc = FALSE) if(QDELETED(target)) return FALSE if(!ignore_source_check && firer) var/mob/M = firer if(isliving(M)) var/mob/living/L = M if((target in L.hasparasites()) && target.loc == L.loc) return FALSE if((target == firer) || ((target == firer.loc) && (ismecha(firer.loc) || isspacepod(firer.loc))) || !ismovable(M) || (target in firer.buckled_mobs) || (istype(M) && (M.buckled == target))) //cannot shoot yourself or your mech // yogs - or your spacepod) return FALSE if(ignored_factions?.len && ismob(target) && !direct_target) var/mob/target_mob = target if(faction_check(target_mob.faction, ignored_factions)) return FALSE if(!ignore_loc && (loc != target.loc)) return FALSE if(target in passthrough) return FALSE if(target.density) //This thing blocks projectiles, hit it regardless of layer/mob stuns/etc. return TRUE if(!isliving(target)) if(target.layer < hit_threshhold) return FALSE else var/mob/living/L = target if(!direct_target && !ignore_crit) if(!CHECK_BITFIELD(L.mobility_flags, MOBILITY_STAND) && (L in range(1, starting))) //if we're shooting over someone who's prone and nearby bc formations are cool and not going to be unbalanced return FALSE if(!CHECK_BITFIELD(L.mobility_flags, MOBILITY_USE | MOBILITY_STAND | MOBILITY_MOVE) || !(L.stat == CONSCIOUS)) //If they're able to 1. stand or 2. use items or 3. move, AND they are not softcrit, they are not stunned enough to dodge projectiles passing over. return FALSE return TRUE //Spread is FORCED! /obj/projectile/proc/preparePixelProjectile(atom/target, atom/source, params, spread = 0) var/turf/curloc = get_turf(source) var/turf/targloc = get_turf(target) trajectory_ignore_forcemove = TRUE forceMove(get_turf(source)) trajectory_ignore_forcemove = FALSE starting = get_turf(source) original = target if(targloc || !params) yo = targloc.y - curloc.y xo = targloc.x - curloc.x setAngle(Get_Angle(src, targloc) + spread) if(isliving(source) && params) var/list/calculated = calculate_projectile_angle_and_pixel_offsets(source, params) p_x = calculated[2] p_y = calculated[3] setAngle(calculated[1] + spread) else if(targloc) yo = targloc.y - curloc.y xo = targloc.x - curloc.x setAngle(Get_Angle(src, targloc) + spread) else stack_trace("WARNING: Projectile [type] fired without either mouse parameters, or a target atom to aim at!") qdel(src) /proc/calculate_projectile_angle_and_pixel_offsets(mob/user, params) var/list/mouse_control = params2list(params) var/p_x = 0 var/p_y = 0 var/angle = 0 if(mouse_control["icon-x"]) p_x = text2num(mouse_control["icon-x"]) if(mouse_control["icon-y"]) p_y = text2num(mouse_control["icon-y"]) if(mouse_control["screen-loc"]) //Split screen-loc up into X+Pixel_X and Y+Pixel_Y var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",") //Split X+Pixel_X up into list(X, Pixel_X) var/list/screen_loc_X = splittext(screen_loc_params[1],":") //Split Y+Pixel_Y up into list(Y, Pixel_Y) var/list/screen_loc_Y = splittext(screen_loc_params[2],":") var/x = text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32 var/y = text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32 //Calculate the "resolution" of screen based on client's view and world's icon size. This will work if the user can view more tiles than average. var/list/screenview = view_to_pixels(user.client.view) var/ox = round(screenview[1] / 2) - user.client.pixel_x //"origin" x var/oy = round(screenview[2] / 2) - user.client.pixel_y //"origin" y angle = ATAN2(y - oy, x - ox) return list(angle, p_x, p_y) /obj/projectile/proc/on_entered(datum/source, atom/movable/AM, ...) //A mob moving on a tile with a projectile is hit by it. if(isliving(AM) && !(pass_flags & PASSMOB)) var/mob/living/L = AM if(can_hit_target(L, impacted, (AM == original))) Bump(AM) /obj/projectile/Move(atom/newloc, dir = NONE) . = ..() if(.) if(temporary_unstoppable_movement) temporary_unstoppable_movement = FALSE DISABLE_BITFIELD(movement_type, PHASING) if(fired && can_hit_target(original, impacted, TRUE)) Bump(original) /obj/projectile/Destroy() if(hitscan) finalize_hitscan_and_generate_tracers() STOP_PROCESSING(SSprojectiles, src) cleanup_beam_segments() qdel(trajectory) return ..() /obj/projectile/proc/cleanup_beam_segments() QDEL_LIST_ASSOC(beam_segments) beam_segments = list() qdel(beam_index) /obj/projectile/proc/finalize_hitscan_and_generate_tracers(impacting = TRUE) if(trajectory && beam_index) var/datum/point/pcache = trajectory.copy_to() beam_segments[beam_index] = pcache generate_hitscan_tracers(null, null, impacting) /obj/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 3, impacting = TRUE) if(!length(beam_segments)) return if(tracer_type) var/tempref = REF(src) for(var/datum/point/p in beam_segments) generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity, tempref) if(muzzle_type && duration > 0) var/datum/point/p = beam_segments[1] var/atom/movable/thing = new muzzle_type p.move_atom_to_src(thing) var/matrix/M = new M.Turn(original_angle) thing.transform = M thing.color = color thing.set_light(muzzle_flash_range, muzzle_flash_intensity, muzzle_flash_color_override? muzzle_flash_color_override : color) QDEL_IN(thing, duration) if(impacting && impact_type && duration > 0) var/datum/point/p = beam_segments[beam_segments[beam_segments.len]] var/atom/movable/thing = new impact_type p.move_atom_to_src(thing) var/matrix/M = new M.Turn(Angle) thing.transform = M thing.color = color thing.set_light(impact_light_range, impact_light_intensity, impact_light_color_override? impact_light_color_override : color) QDEL_IN(thing, duration) if(cleanup) cleanup_beam_segments() /obj/projectile/experience_pressure_difference() return