Files
vgstation13/code/modules/projectiles/projectile/bullets.dm
SECBATON GRIFFON 993c7f090e KITCHEN GUN! (#37289)
* KITCHEN GUN!

* fix

* sure, they can have it too

* possible fix, also nicer message

* now actually cleans!

* intense cleaning

* final thing that makes it work

* HI I'M DEREK BAUM

* clean_act() delets them anyways

* some extra mags for extra shots

* buffs price
2024-10-31 09:56:34 -04:00

1133 lines
31 KiB
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/obj/item/projectile/bullet
name = "bullet"
icon_state = "bullet"
damage = 60
damage_type = BRUTE
nodamage = 0
phase_type = PROJREACT_WINDOWS
penetration = 5 //bullets can now by default move through up to 5 windows, or 2 reinforced windows, or 1 plasma window. (reinforced plasma windows still have enough dampening to completely block them)
flag = "bullet"
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
projectile_speed = 0.5
var/embed = 1
var/embed_message = TRUE
/obj/item/projectile/bullet/on_hit(var/atom/target, var/blocked = 0)
if (..(target, blocked))
var/mob/living/L = target
shake_camera(L, 3, 2)
return 1
return 0
/obj/item/projectile/bullet/dart
name = "shotgun dart"
damage = 5
damage_type = TOX
weaken = 5
/obj/item/projectile/bullet/blank
name = "hot gas discharge"
icon_state = null
damage = 10
damage_type = BURN
kill_count = 1 //Limits the range to one tile
embed = 0
/obj/item/projectile/bullet/weakbullet
name = "weak bullet"
icon_state = "bbshell"
damage = 10
stun = 3
weaken = 5
embed = 0
projectile_speed = 0.5
/obj/item/projectile/bullet/weakbullet/booze
name = "booze bullet"
projectile_speed = 0.5
/obj/item/projectile/bullet/weakbullet/mech
stun = 0
weaken = 0
/obj/item/projectile/bullet/weakbullet/booze/on_hit(var/atom/target, var/blocked = 0)
if(..(target, blocked))
var/mob/living/M = target
M.dizziness += 20
M:slurring += 20
M.confused += 20
M.eye_blurry += 20
M.drowsyness += 20
if(M.dizziness <= 150)
M.Dizzy(150)
M.dizziness = 150
for(var/datum/reagent/ethanol/A in M.reagents.reagent_list)
M.AdjustParalysis(2)
M.dizziness += 10
M:slurring += 10
M.confused += 10
M.eye_blurry += 10
M.drowsyness += 10
A.volume += 5 //Because we can
M.dizziness += 10
return 1
return 0
/obj/item/projectile/bullet/shrapnel
name = "shrapnel"
damage = 45
damage_type = BRUTE
weaken = 1
stun = 3
/obj/item/projectile/bullet/shrapnel/New()
..()
kill_count = rand(6,10)
damage = rand(15,75)
/obj/item/projectile/bullet/shrapnel/small
name = "small shrapnel"
damage = 25
/obj/item/projectile/bullet/shrapnel/small/New()
..()
damage = rand(5,45)
/obj/item/projectile/bullet/shrapnel/small/plasma
name = "small plasma shrapnel"
damage_type = TOX
color = "#BF5FFF"
damage = 35
/obj/item/projectile/bullet/shrapnel/small/plasma/New()
..()
damage = rand(10,60)
/obj/item/projectile/bullet/midbullet
damage = 20
stun = 5
weaken = 5
fire_sound = 'sound/weapons/Gunshot_c20.ogg'
projectile_speed = 1
/obj/item/projectile/bullet/midbullet/lawgiver
damage = 10
stun = 0
weaken = 0
projectile_speed = 0.5
/obj/item/projectile/bullet/midbullet/assault
damage = 20
stun = 0
weaken = 0
/obj/item/projectile/bullet/midbullet2
damage = 25
stun = 0
weaken = 0
/obj/item/projectile/bullet/midbullet/bouncebullet
bounce_type = PROJREACT_WALLS|PROJREACT_WINDOWS
bounces = -1
/obj/item/projectile/bullet/midbullet/bouncebullet/lawgiver
damage = 30
stun = 0
weaken = 0
/obj/item/projectile/bullet/fourtyfive
damage = 35 //buffed up for antag usage
agony = 2
penetration = 3
/obj/item/projectile/bullet/fourtyfive/practice
damage = 3
agony = 1
embed = 0
penetration = 0
/obj/item/projectile/bullet/fourtyfive/rubber
damage = 10
stun = 5
weaken = 5
penetration = 1
projectile_speed = 1
/obj/item/projectile/bullet/auto380 //new sec pistol ammo, reverse name because lol compiler
damage = 15
agony = 15
penetration = 2
/obj/item/projectile/bullet/auto380/to_bump(atom/A)
. = ..()
if(A && shot_from.type == /obj/item/weapon/gun/projectile/glock/fancy/kitchengun)
var/obj/item/weapon/gun/projectile/glock/fancy/kitchengun/K = shot_from
if(!(A in K.cleaning_targets)) // BUT WITH THREE SHOTS FROM KITCHEN GUN
K.cleaning_targets += A // BANG
K.cleaning_targets[A]++ // BANG
if(K.cleaning_targets[A] > 2) // BANG
var/turf/T = get_turf(A)
T.clean_act(CLEANLINESS_BLEACH)
for(var/obj/O in T)
O.clean_act(CLEANLINESS_BLEACH)
A.clean_act(CLEANLINESS_BLEACH) // AND IT SPARKLES LIKE NEW
K.cleaning_targets[A] = 0
K.cleaning_targets -= A
/obj/item/projectile/bullet/auto380/practice
damage = 2
agony = 0
embed = 0
penetration = 0
/obj/item/projectile/bullet/auto380/rubber
damage = 8
stun = 5
weaken = 5
embed = 0
penetration = 0
projectile_speed = 1
/obj/item/projectile/bullet/LR22
damage = 10
weaken = 3
embed = 1
penetration = 1
projectile_speed = 1
/obj/item/projectile/bullet/stunshot
name = "stunshot"
icon_state = "sshell"
damage = 5
stun = 10
weaken = 10
stutter = 10
/obj/item/projectile/bullet/a762
damage = 25
/obj/item/projectile/bullet/suffocationbullet
name = "CO2 bullet"
damage = 20
damage_type = OXY
/obj/item/projectile/bullet/cyanideround
name = "poison bullet"
damage = 40
damage_type = TOX
/obj/item/projectile/bullet/burstbullet
name = "exploding bullet"
embed = 0
damage = 0
/obj/item/projectile/bullet/burstbullet/on_hit(var/atom/target, var/blocked = 0)
..()
explosion(target, 0,1,1,5, whodunnit = firer)
qdel(src)
/obj/item/projectile/bullet/boombullet
name = "small exploding bullet"
embed = 0
damage = 0
penetration = -1
/obj/item/projectile/bullet/boombullet/to_bump(var/atom/target)
..()
explosion(target, 0,0,1,5)
qdel(src)
#define SPUR_FULL_POWER 4
#define SPUR_HIGH_POWER 3
#define SPUR_MEDIUM_POWER 2
#define SPUR_LOW_POWER 1
#define SPUR_NO_POWER 0
/obj/item/projectile/spur
name = "spur bullet"
damage_type = BRUTE
flag = "bullet"
kill_count = 100
layer = PROJECTILE_LAYER
damage = 40
icon = 'icons/obj/projectiles_experimental.dmi'
icon_state = "spur_high"
animate_movement = 2
custom_impact = 1
linear_movement = 0
fire_sound = 'sound/weapons/spur_high.ogg'
/obj/item/projectile/spur/OnFired()
..()
var/obj/item/weapon/gun/energy/polarstar/spur/quote = shot_from
if(!quote || !istype(quote))
return
switch(quote.firelevel)
if(SPUR_FULL_POWER,SPUR_HIGH_POWER)
icon_state = "spur_high"
damage = 40
kill_count = 20
if(SPUR_MEDIUM_POWER)
icon_state = "spur_medium"
damage = 30
kill_count = 13
if(SPUR_LOW_POWER,SPUR_NO_POWER)
icon_state = "spur_low"
damage = 20
kill_count = 7
/obj/item/projectile/spur/polarstar
name = "polar star bullet"
damage = 20
/obj/item/projectile/spur/polarstar/OnFired()
..()
var/obj/item/weapon/gun/energy/polarstar/quote = shot_from
if(!quote || !istype(quote))
return
switch(quote.firelevel)
if(SPUR_FULL_POWER,SPUR_HIGH_POWER)
icon_state = "spur_high"
damage = 20
kill_count = 20
if(SPUR_MEDIUM_POWER)
icon_state = "spur_medium"
damage = 15
kill_count = 13
if(SPUR_LOW_POWER,SPUR_NO_POWER)
icon_state = "spur_low"
damage = 10
kill_count = 7
/obj/item/projectile/spur/to_bump(atom/A as mob|obj|turf|area)
if(loc)
var/turf/T = loc
var/impact_icon = null
var/impact_sound = null
var/PixelX = 0
var/PixelY = 0
switch(get_dir(src,A))
if(NORTH)
PixelY = 16
if(SOUTH)
PixelY = -16
if(EAST)
PixelX = 16
if(WEST)
PixelX = -16
if(ismob(A))
impact_icon = "spur_3"
impact_sound = 'sound/weapons/spur_hitmob.ogg'
else
impact_icon = "spur_1"
impact_sound = 'sound/weapons/spur_hitwall.ogg'
var/image/impact = image('icons/obj/projectiles_impacts.dmi',loc,impact_icon)
impact.pixel_x = PixelX
impact.pixel_y = PixelY
impact.layer = PROJECTILE_LAYER
T.overlays += impact
spawn(3)
T.overlays -= impact
playsound(loc, impact_sound, 30, 1)
if(istype(A, /turf/unsimulated/mineral))
var/turf/unsimulated/mineral/M = A
if(M.mining_difficulty < MINE_DIFFICULTY_TOUGH)
M.GetDrilled()
if(istype(A, /obj/structure/boulder))
qdel(A)
return ..()
/obj/item/projectile/spur/process_step()
if(kill_count <= 0)
if(loc)
var/turf/T = loc
var/image/impact = image('icons/obj/projectiles_impacts.dmi',loc,"spur_2")
impact.layer = PROJECTILE_LAYER
T.overlays += impact
spawn(3)
T.overlays -= impact
..()
#undef SPUR_FULL_POWER
#undef SPUR_HIGH_POWER
#undef SPUR_MEDIUM_POWER
#undef SPUR_LOW_POWER
#undef SPUR_NO_POWER
/obj/item/projectile/bullet/gatling
name = "gatling bullet"
icon = 'icons/obj/projectiles_experimental.dmi'
icon_state = "minigun"
damage = 30
fire_sound = 'sound/weapons/gatling_fire.ogg'
/obj/item/projectile/bullet/baton
name = "stun baton"
icon = 'icons/obj/projectiles_experimental.dmi'
icon_state = "baton"
damage = 10
fire_sound = 'sound/weapons/railgun_lowpower.ogg'
phase_type = null
penetration = 0
projectile_speed = 1
stun = 10
weaken = 10
stutter = 10
agony = 10
var/rigged = null //if a rigged baton is loaded, it'll fire an explosive burst
/obj/item/projectile/bullet/baton/on_hit(var/atom/target, var/blocked = 0)
..()
playsound(target.loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
playsound(target.loc, "swing_hit", 50, 1, -1)
if(ishuman(target))
var/mob/living/carbon/human/targethuman = target
targethuman.forcesay(hit_appends)
if(rigged) //vars taken from a standard cell explosion
var/devastation_range = -1
var/heavy_impact_range = 0.5
var/light_impact_range = 1
var/flash_range = light_impact_range
explosion(target.loc, devastation_range, heavy_impact_range, light_impact_range, flash_range, whodunnit = firer)
qdel(src)
/obj/item/projectile/bullet/osipr
name = "\improper OSIPR bullet"
icon = 'icons/obj/projectiles_experimental.dmi'
icon_state = "osipr"
damage = 50
stun = 2
weaken = 2
destroy = 1
bounce_type = PROJREACT_WALLS|PROJREACT_WINDOWS
bounces = 1
fire_sound = 'sound/weapons/osipr_fire.ogg'
/obj/item/projectile/bullet/hecate
name = "high penetration bullet"
icon = 'icons/obj/projectiles_experimental.dmi'
icon_state = "hecate"
damage = 101//you're going to crit, lad
armor_penetration = 75
kill_count = 255//oh boy, we're crossing through the entire Z level!
stun = 5
weaken = 5
stutter = 5
phase_type = PROJREACT_WALLS|PROJREACT_WINDOWS|PROJREACT_OBJS|PROJREACT_MOBS|PROJREACT_BLOB
penetration = 20 //can hit 3 mobs at once, or go through a wall and hit 2 more mobs, or go through an rwall/blast door and hit 1 mob
projectile_speed = 0.5
fire_sound = 'sound/weapons/hecate_fire.ogg'
/obj/item/projectile/bullet/hecate/OnFired()
..()
for (var/mob/M in player_list)
if(M && M.client)
var/turf/M_turf = get_turf(M)
if(M_turf && (M_turf.z == starting.z))
M.playsound_local(starting, 'sound/weapons/hecate_fire_far.ogg', 25, 1)
for (var/mob/living/carbon/human/H in range(src,1))
if(!H.earprot())
H.Knockdown(2)
H.Stun(2)
H.ear_damage += rand(3, 5)
H.ear_deaf = max(H.ear_deaf,15)
to_chat(H, "<span class='warning'>Your ears ring!</span>")
/obj/item/projectile/bullet/a762x55
name = "a762x55 round"
damage = 65
stun = 5
weaken = 5
phase_type = PROJREACT_WALLS|PROJREACT_WINDOWS|PROJREACT_OBJS
penetration = 10
projectile_speed = 1
/obj/item/projectile/bullet/beegun
name = "bee"
icon = 'icons/obj/projectiles_experimental.dmi'
icon_state = "beegun"
damage = 0
damage_type = TOX
flag = "bio"
projectile_speed = 1
var/bee_type = /mob/living/simple_animal/bee/angry
var/angery = 1
/obj/item/projectile/bullet/beegun/chillbug
name = "chillbug"
icon_state = "chillgun"
projectile_speed = 0.5
bee_type = /mob/living/simple_animal/bee/chillgun
angery = 0
/obj/item/projectile/bullet/beegun/hornet
name = "hornet"
icon_state = "hornetgun"
projectile_speed = 0.5
bee_type = /mob/living/simple_animal/bee/hornetgun
/obj/item/projectile/bullet/beegun/ss_viscerator
name = "viscerator"
icon_state = "ss_visceratorgun"
projectile_speed = 0.75
bee_type = /mob/living/simple_animal/hostile/viscerator/syndiesquad
/obj/item/projectile/bullet/beegun/OnFired()
..()
if(isbee(bee_type) )
playsound(starting, 'sound/effects/bees.ogg', 75, 1)
/obj/item/projectile/bullet/beegun/to_bump(atom/A as mob|obj|turf|area)
if (!A)
return 0
if((A == firer) && !reflected)
loc = A.loc
return 0
if(bumped)
return 0
bumped = 1
var/turf/T = get_turf(src)
var/mob/living/simple_animal/bee/BEE = new bee_type(T,null)
if(istype(A,/mob/living))
var/mob/living/M = A
visible_message("<span class='warning'>\The [M.name] is hit by \the [src.name] in the [parse_zone(def_zone)]!</span>")
M.bullet_act(src, def_zone)
admin_warn(M)
BEE.forceMove(M.loc)
BEE.target = M
if(isbee(BEE))
BEE.target_turf = M.loc
BEE.AttackTarget(TRUE)//let's sting them once
if (isbee(BEE) && BEE.bee_species.angery)
BEE.MoveToTarget()//then let's immediately start running after them
else
BEE.target = null
if(isbee(BEE))
BEE.target_turf = null
bullet_die()
/obj/item/projectile/bullet/APS //Armor-piercing sabot round. Metal rods become this when fired from a railgun.
name = "armor-piercing sabot round"
icon_state = "APS"
damage = 10 //Default damage, actual damage is determined per-shot in railgun.dm
kill_count = 20 //This will be increased when the round is fired, based on the strength of the shot
stun = 0
weaken = 0
stutter = 0
phase_type = PROJREACT_WALLS|PROJREACT_WINDOWS|PROJREACT_OBJS|PROJREACT_MOBS|PROJREACT_BLOB
penetration = 0 //By default. Higher-power shots will have penetration.
/obj/item/projectile/bullet/APS/on_hit(var/atom/atarget, var/blocked = 0)
if(istype(atarget, /mob/living) && damage >= 200)
var/mob/living/M = atarget
M.gib()
else if(istype(atarget, /obj/machinery/singularity/narsie) && blessed && damage >= 200) //MINE IS THE ROD THAT SHALL PIERCE THE HEAVENS
var/obj/machinery/singularity/narsie/N = atarget
N.visible_message("<span class = 'danger'>\The [src] strikes \the [N], ripping through them and splattering blood around. This god can bleed!<span class = 'sinister'>...of course it can...it's a god of blood...and now you have its attention.</span></span>", range = 20)
if (firer)
N.acquire(firer)
new /obj/effect/cult_ritual/confusion(firer.loc)
bullet_die()
return
else
..()
/obj/item/projectile/bullet/APS/OnFired()
..()
if(damage >= 100)
projectile_speed = 0.66
for (var/mob/M in player_list)
if(M && M.client)
var/turf/M_turf = get_turf(M)
if(M_turf && (M_turf.z == starting.z))
M.playsound_local(starting, 'sound/weapons/hecate_fire_far.ogg', 25, 1)
/obj/item/projectile/bullet/APS/cultify()
return
/obj/item/projectile/bullet/stinger
name = "alien stinger"
damage = 15
damage_type = TOX
flag = "bio"
fire_sound = 'sound/weapons/hivehand.ogg'
/obj/item/projectile/bullet/stinger/OnFired()
var/choice = rand(1,4)
switch(choice)
if(1)
stutter = 2
if(2)
eyeblur = 2
if(3)
agony = 2
if(4)
jittery = 2
..()
/obj/item/projectile/bullet/vial
name = "vial"
icon_state = "vial"
damage = 0
penetration = 0
embed = 0
var/vial = null
var/user = null
var/hit_mob = 0
/obj/item/projectile/bullet/vial/Destroy()
if(vial)
QDEL_NULL(vial)
if(user)
user = null
..()
/obj/item/projectile/bullet/vial/to_bump(atom/A as mob|obj|turf|area) //to allow vials to splash onto walls
if(!A)
return
if(vial)
var/obj/item/weapon/reagent_containers/glass/beaker/vial/V = vial
if(!V.is_open_container())
V.flags |= OPENCONTAINER
if(istype(A, /turf/simulated/wall))
splash_sub(V.reagents, A, V.reagents.total_volume)
bullet_die()
return 1
..()
/obj/item/projectile/bullet/vial/on_hit(var/atom/atarget, var/blocked = 0)
..()
if(vial)
var/obj/item/weapon/reagent_containers/glass/beaker/vial/V = vial
if(!V.is_open_container())
V.flags |= OPENCONTAINER
if(!V.is_empty())
hit_mob = 1
atarget.visible_message("<span class='warning'>\The [V] shatters, dousing [atarget] in its contents!</span>",
"<span class='warning'>\The [V] shatters, dousing you in its contents!</span>")
splash_sub(V.reagents, atarget, V.reagents.total_volume)
qdel(V)
vial = null
user = null
/obj/item/projectile/bullet/vial/OnDeath()
if(!hit_mob)
src.visible_message("<span class='warning'>The vial shatters!</span>")
playsound(src, "shatter", 20, 1)
/obj/item/projectile/bullet/blastwave
name = "blast wave"
icon_state = null
damage = 0
penetration = -1
embed = 0
phase_type = PROJREACT_WALLS|PROJREACT_WINDOWS|PROJREACT_OBJS|PROJREACT_MOBS|PROJREACT_BLOB
penetration_message = 0
var/heavy_damage_range = 0
var/medium_damage_range = 0
var/light_damage_range = 0
var/true_range = 0
fire_sound = null//no need, we'll call explosion_effect() instead
var/list/affected_turfs = list()
var/list/cached_ex_act = list()
var/list/heavy_turfs = list()
var/list/medium_turfs = list()
var/list/light_turfs = list()
var/widening_rate = 5
var/distance_traveled = 0
var/radius = 0
projectile_speed = 0//we try to quickly and immediately scan all the turfs, then add some delay when it comes to actually loop through them
var/datum/sensed_explosion/explosion_datum
var/time_spent = 0
/obj/item/projectile/bullet/blastwave/OnFired()
..()
if(!heavy_damage_range || !medium_damage_range || !light_damage_range)
bullet_die()
return
explosion_datum = new(starting.x, starting.y, starting.z, heavy_damage_range, medium_damage_range, light_damage_range, true_range)
time_spent = start_watch()
explosion_effect(starting, heavy_damage_range, medium_damage_range, light_damage_range)
/obj/item/projectile/bullet/blastwave/to_bump(var/atom/A)
forceMove(get_step(loc,dir))//The projectile passes freely through everything. The actual explosion dampening is calculated later.
/obj/item/projectile/bullet/blastwave/process_step()
..()
if (!loc)
return
distance_traveled++
if (distance_traveled > light_damage_range)
bullet_die()
return
radius = round(distance_traveled/widening_rate)
var/max_steps = distance_traveled + radius + 1
var/turf/relative_epicenter = locate(override_starting_X,override_starting_Y,z)
var/turf/T = loc
for (var/turf/U in range(radius,T))
if (!(U in affected_turfs))
affected_turfs |= U
var/steps = 0
var/turf/Trajectory = U
var/dist = cheap_pythag(U.x - override_starting_X, U.y - override_starting_Y)
while((Trajectory != starting) && (steps <= max_steps))
Trajectory = get_step_towards(Trajectory,relative_epicenter)
dist += CalculateExplosionSingleBlock(Trajectory)
steps++//failsafe in case of fuckery such as the projectile finding itself on a different Z level
if (dist <= heavy_damage_range)
heavy_turfs += U
else if (dist <= medium_damage_range)
medium_turfs += U
else if (dist <= light_damage_range)
light_turfs += U
/obj/item/projectile/bullet/blastwave/teleport_act()
override_starting_X = clamp(override_starting_X,1,world.maxx)
override_starting_Y = clamp(override_starting_Y,1,world.maxy)
/obj/item/projectile/bullet/blastwave/bullet_die()
//the bullet moved all the way, now to explode dem turfs
spawn()
for (var/turf/T in heavy_turfs)
blast_turf(T,1)
for (var/turf/T in medium_turfs)
blast_turf(T,2)
for (var/turf/T in light_turfs)
blast_turf(T,3)
time_spent = stop_watch(time_spent)
if (explosion_datum)
explosion_datum.ready(time_spent)
..()
/obj/item/projectile/bullet/blastwave/proc/blast_turf(var/turf/T,var/severity)
explosion_datum.paint(T,severity)
for(var/atom/movable/A in T.contents)
if(!istype(A, /obj/item/organ/external/head))
A.ex_act(severity)
for (var/direction in cardinal)
var/turf/U = get_step(T,direction)
if (istype(U, /turf/simulated/floor) && !(U in affected_turfs))
var/turf/simulated/floor/F = U
switch (severity)
if (1)
F.break_tile()
if (2)
if (prob(50))
F.break_tile()
if (3)
if (prob(25))
F.break_tile()
T.ex_act(severity)
/obj/item/projectile/bullet/blastwave/ex_act()
return
/obj/item/projectile/bullet/fire_plume
name = "fire plume"
icon_state = null
damage = 0
penetration = -1
embed = 0
phase_type = PROJREACT_MOBS|PROJREACT_BLOB|PROJREACT_OBJS
bounce_sound = null
custom_impact = 1
penetration_message = 0
var/effect_type = /obj/effect/fire_blast
var/has_O2_in_mix = 0
var/datum/gas_mixture/gas_jet = null
var/max_range = 10
var/stepped_range = 0
var/burn_strength = 0
var/has_reacted = 0
var/burn_damage = 0
var/jet_pressure = 0
var/original_total_moles = 0
/obj/item/projectile/bullet/fire_plume/OnFired()
..()
if(!gas_jet)
bullet_die()
else
original_total_moles = gas_jet.total_moles()
/obj/item/projectile/bullet/fire_plume/proc/create_puff()
if(gas_jet)
var/total_moles = gas_jet.total_moles
if(total_moles)
var/o2_concentration = gas_jet[GAS_OXYGEN] / total_moles
var/n2_concentration = gas_jet[GAS_NITROGEN] / total_moles
var/co2_concentration = gas_jet[GAS_CARBON] / total_moles
var/plasma_concentration = gas_jet[GAS_PLASMA] / total_moles
var/n2o_concentration = gas_jet[GAS_SLEEPING] / total_moles
var/datum/gas_mixture/gas_dispersal = gas_jet.remove(original_total_moles/10)
var/gas_type = null
if(o2_concentration > 0.5)
gas_type = "oxygen"
if(n2_concentration > 0.5)
gas_type = "nitrogen"
if(co2_concentration > 0.5)
gas_type = "CO2"
if(plasma_concentration > 0.5)
gas_type = "plasma"
if(n2o_concentration && n2o_concentration > 0.5)
gas_type = "N2O"
new /obj/effect/gas_puff(get_turf(src.loc), gas_dispersal, gas_type)
/obj/item/projectile/bullet/fire_plume/proc/calculate_burn_strength(var/turf/T = null)
if(!gas_jet)
return
var/jet_total_moles = gas_jet.total_moles
if(jet_total_moles)
var/toxin_concentration = gas_jet[GAS_PLASMA] / jet_total_moles
if(!(toxin_concentration > 0.01))
create_puff()
return
else
return
if(!has_O2_in_mix && T)
var/turf/location = get_turf(src)
var/datum/gas_mixture/turf_gases = location.return_air()
var/turf_total_moles = turf_gases.total_moles
if(turf_total_moles)
var/o2_concentration = turf_gases[GAS_OXYGEN] / turf_total_moles
if(!(o2_concentration > 0.01))
create_puff()
return
else
create_puff()
return
var/datum/gas_mixture/temp_gas_jet = new()
temp_gas_jet.copy_from(gas_jet)
temp_gas_jet.merge(turf_gases)
if(temp_gas_jet.temperature < 373.15)
temp_gas_jet.temperature = 383.15
temp_gas_jet.update_values()
for(var/i = 1; i <= 20; i++)
temp_gas_jet.react()
burn_strength = temp_gas_jet.temperature
else
if(!has_reacted)
if(gas_jet.temperature < 373.15)
gas_jet.temperature = 383.15
gas_jet.update_values()
for(var/i = 1; i <= 20; i++)
gas_jet.react()
has_reacted = 1
burn_strength = gas_jet.temperature
var/initial_burn_damage = burn_strength/100
burn_damage = ((((-(10 * (0.9**((initial_burn_damage/10) * 5))) + 10) * 0.4) * 20)/5) //Exponential decay function 20*(y=(-(10*(0.9^(x/10)))+10)*0.4)
//assuming the target stays in the fire for its duration, the total burn damage will be roughly 5 * burn_damage
new effect_type(get_turf(src.loc), burn_damage, stepped_range, 1, jet_pressure, burn_strength, 1 SECONDS, firer.loc)
/obj/item/projectile/bullet/fire_plume/process_step()
..()
if(stepped_range <= max_range)
stepped_range++
else
bullet_die()
return
var/turf/T = get_turf(src)
for(var/obj/effect/E in T)
if(istype(E, /obj/effect/blob))
stepped_range += 3
if(istype(E, /obj/effect/blob/shield)) //The fire can't penetrate through dense blob shields
calculate_burn_strength(get_turf(src))
bullet_die()
return
calculate_burn_strength(get_turf(src))
/obj/item/projectile/bullet/fire_plume/ex_act()
return
/obj/item/projectile/bullet/fire_plume/dragonsbreath //for the shotgun shells
has_O2_in_mix = 0
max_range = 5
burn_strength = 0
burn_damage = 10
jet_pressure = 0
gas_jet = null
effect_type = /obj/effect/fire_blast/dragonbreath
/obj/item/projectile/bullet/fire_plume/dragonsbreath/New()
..()
var/datum/gas_mixture/firemix = new /datum/gas_mixture
firemix.adjust_gas(GAS_PLASMA, 666)
gas_jet = firemix
jet_pressure = firemix.return_pressure()
gas_jet.temperature = 383.15
burn_strength = gas_jet.temperature
/obj/item/projectile/bullet/mahoganut
name = "mahogany nut"
icon_state = "nut"
damage = 30
bounce_type = PROJREACT_WALLS|PROJREACT_WINDOWS
bounces = 1
fire_sound = 'sound/weapons/gunshot_1.ogg'
bounce_sound = null
projectile_speed = 1.33
kill_count = 100
embed = 0
rotate = 0
/obj/item/projectile/bullet/leaf
name = "leaf"
icon_state = "leaf"
damage = 10
fire_sound = null
penetration = 0
embed = 0
rotate = 0
/obj/item/projectile/bullet/liquid_blob
name = "blob of liquid"
icon_state = "liquid_blob"
damage = 0
penetration = 0
embed = 0
flags = FPRINT | NOREACT
custom_impact = 1
rotate = 0
var/hard = 0
var/radius = 1//big glob of liquid, splashes a bit on surroundings
var/atom/splashed_atom = null
/obj/item/projectile/bullet/liquid_blob/New(atom/T, var/hardness = null, var/mixed_color=null, var/mixed_alpha=255, var/_rad=1)
..(T)
hard = hardness
if(hard)
damage = 30
create_reagents(10)
else
create_reagents(50)
icon += mixed_color
alpha = mixed_alpha
radius = _rad
/obj/item/projectile/bullet/liquid_blob/to_bump(var/atom/A)
splashed_atom = A//doesn't matter if it's actually the atom we end up splashing since we only use that var on bullet_die()
. = ..()
if (. && A)
if ((special_collision == PROJECTILE_COLLISION_DEFAULT) || (special_collision == PROJECTILE_COLLISION_BLOCKED))
if(istype(A, /mob))
if(hard)
var/splash_verb = pick("dousing","completely soaking","drenching","splashing")
A.visible_message("<span class='warning'>\The [src] smashes into [A], [splash_verb] \him!</span>",
"<span class='warning'>\The [src] smashes into you, [splash_verb] you!</span>")
else
var/splash_verb = pick("douses","completely soaks","drenches","splashes")
A.visible_message("<span class='warning'>\The [src] [splash_verb] [A]!</span>",
"<span class='warning'>\The [src] [splash_verb] you!</span>")
/obj/item/projectile/bullet/liquid_blob/bullet_die()
if(reagents.total_volume)
var/turf/T = get_turf(splashed_atom)
if (!T.density && T.Adjacent(src))
loc = T
playsound(loc, 'sound/effects/slosh.ogg', 20, 1)
reagents.splashplosion(radius)
..()
/obj/item/projectile/bullet/pellet
name = "buckshot pellet"
icon_state = "buckshot"
damage = 10
penetration = 0
rotate = 0
/obj/item/projectile/bullet/buckshot
name = "buckshot pellet"
icon_state = "buckshot"
var/variance_angle = 20
var/total_amount_to_fire = 9
var/type_to_fire = /obj/item/projectile/bullet/pellet
/obj/item/projectile/bullet/buckshot/OnFired()
for(var/I = 1; I <=total_amount_to_fire; I++)
var/obj/item/projectile/P = new type_to_fire(src.loc)
P.firer = firer
P.launch_at(original, tar_zone = src.def_zone, from = src.shot_from, variance_angle = src.variance_angle)
bullet_die() // otherwise the buckshot bullet is an extra projectile in addition to the pellets.
/obj/item/projectile/bullet/buckshot/admin
name = "admin buckshot pellet"
type_to_fire = /obj/item/projectile/bullet/hecate
/obj/item/projectile/bullet/invisible
name = "invisible bullet"
icon_state = null
damage = 25
fire_sound = null
embed = 0
/obj/item/projectile/bullet/invisible/on_hit(var/atom/target, var/blocked = 0) //silence the target for a few seconds on hit
if (..(target, blocked))
var/mob/living/L = target
if(!L.silent || (L.silent && L.silent < 5))
L.silent = 5
return 1
return 0
/obj/item/projectile/bullet/sabonana
name = "armor-piercing discarding sabonana"
icon_state = "sabonana_peel"
damage = 30
penetration = 10
var/peel_drop_chance = 4
var/peel_dropped = FALSE
fire_sound = 'sound/misc/slip.ogg'
/obj/item/projectile/bullet/sabonana/process_step()
..()
if(!peel_dropped)
if(prob(peel_drop_chance))
return drop_peel()
peel_drop_chance *= 2
/obj/item/projectile/bullet/sabonana/proc/drop_peel()
new /obj/item/weapon/bananapeel(get_turf(src))
icon_state = "sabonana"
damage *= 2
peel_dropped = TRUE
/obj/item/projectile/bullet/buckshot/bullet_storm
name = "tiny pellet"
total_amount_to_fire = 100
custom_impact = 1
embed_message = FALSE
variance_angle = 50
/obj/item/projectile/bullet/faggot
name = "high-speed faggot"
icon = 'icons/obj/food.dmi'
icon_state = "faggot"
damage = 10
/obj/item/projectile/bullet/syringe
name = "syringe"
icon_state = "syringe"
damage = 0
nodamage = 1
phase_type = null
penetration = 0
fire_sound = 'sound/items/syringeproj.ogg'
travel_range = 6
custom_impact = TRUE
decay_type = /obj/item/weapon/reagent_containers/syringe/broken
var/capacity = 15
var/stealthy = FALSE
/obj/item/projectile/bullet/syringe/New(atom/A, var/obj/item/weapon/reagent_containers/syringe/source_syringe)
..()
if(source_syringe)
create_reagents(source_syringe.reagents.total_volume)
source_syringe.reagents.trans_to(src, source_syringe.reagents.total_volume)
name = source_syringe.name
else
create_reagents(capacity)
/obj/item/projectile/bullet/syringe/on_hit(atom/A as mob|obj|turf|area)
if(!A)
return
if(!..())
return FALSE
if(ismob(A))
var/mob/M = A
var/blocked
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.species && (H.species.chem_flags & NO_INJECT))
H.visible_message("<span class='warning'>\The [src] bounces harmlessly off of \the [H].</span>", "<span class='notice'>\The [src] bounces off you harmlessly and breaks as it hits the ground.</span>")
return
blocked = istype(H.wear_suit, /obj/item/clothing/suit/space)
//Syringe gun attack logging by Yvarov
var/R
if(reagents.total_volume)
for(var/datum/reagent/E in reagents.reagent_list)
R += E.id + " ("
R += num2text(E.volume) + "),"
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with \a <b>[src]</b> ([R]) [blocked ? "\[BLOCKED\]" : ""]"
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with \a <b>[src]</b> ([R]) [blocked ? "\[BLOCKED\]" : ""]"
msg_admin_attack("[firer] ([firer.ckey]) shot [M] ([M.ckey]) with \a [src] ([R]) [blocked ? "\[BLOCKED\]" : ""] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)")
if(!blocked || stealthy)
reagents.trans_to(M, reagents.total_volume)
if(!stealthy)
M.visible_message("<span class='danger'>\The [M] is hit by \the [src]!</span>")
else
to_chat(M, "<span class='danger'>You feel a slight prick.</span>")
else
var/mob/living/carbon/human/H = M
H.visible_message("<span class='danger'>\The [H] is hit by \the [src], but \his [H.wear_suit] blocked it!</span>") // Fuck you validhunters.
/obj/item/projectile/bullet/syringe/dart
stealthy = TRUE
/obj/item/projectile/bullet/syringe/candycane
name = "Candycane"
icon_state = "candycane"
nodamage = 0
damage = 20
capacity = 15
decay_type = null
custom_impact = null
/obj/item/projectile/bullet/syringe/candycane/New()
..()
reagents.add_reagent(DIABEETUSOL, 4)
reagents.add_reagent(SUGAR, 5)
/obj/item/projectile/bullet/rocksalt
name = "rock-salt slug"
icon_state = "rsshell"
damage = 10
agony = 20
penetration = 1
/obj/item/projectile/bullet/rocksalt/New()
..()
create_reagents(10)
reagents.add_reagent(HOLYSALTS, 5)
reagents.add_reagent(HOLYWATER, 5)
/obj/item/projectile/bullet/rocksalt/on_hit(var/atom/atarget, var/blocked = 0)
..()
if(!blocked && ishuman(atarget))
reagents.trans_to(atarget, reagents.total_volume)
else
reagents.reaction(atarget)