/obj/item/projectile name = "projectile" icon = 'icons/obj/projectiles.dmi' icon_state = "bullet" density = 0 unacidable = 1 pass_flags = PASSTABLE mouse_opacity = 0 hitsound = 'sound/weapons/pierce.ogg' pressure_resistance = INFINITY var/def_zone = "" //Aiming at var/mob/firer = null//Who shot it 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/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 // 1 to pass solid objects, 2 to pass solid turfs (results in bugs, bugs and tons of bugs) /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) /obj/item/projectile/proc/on_hit(atom/target, blocked = 0, hit_zone) if(!isliving(target)) return 0 var/mob/living/L = target if(blocked != 100) // not completely blocked var/organ_hit_text = "" if(L.has_limbs) organ_hit_text = " in \the [parse_zone(def_zone)]" 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.visible_message("[L] is hit by \a [src][organ_hit_text]!", \ "[L] is hit by \a [src][organ_hit_text]!") //X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter 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. 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() 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(1) /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)