Merge remote-tracking branch 'citadel/master' into mobility_flags

This commit is contained in:
kevinz000
2020-02-18 18:16:34 -07:00
469 changed files with 5773 additions and 2579 deletions
@@ -0,0 +1,8 @@
/obj/item/ammo_casing/caseless/arrow
name = "wooden arrow"
desc = "An arrow made of wood, typically fired from a bow."
projectile_type = /obj/item/projectile/bullet/reusable/arrow
caliber = "arrow"
icon_state = "arrow"
throwforce = 3 //good luck hitting someone with the pointy end of the arrow
throw_speed = 3
@@ -15,15 +15,15 @@
. = ..()
/obj/item/ammo_casing/energy/gravity/repulse
projectile_type = /obj/item/projectile/gravityrepulse
projectile_type = /obj/item/projectile/gravity/repulse
select_name = "repulse"
/obj/item/ammo_casing/energy/gravity/attract
projectile_type = /obj/item/projectile/gravityattract
projectile_type = /obj/item/projectile/gravity/attract
select_name = "attract"
/obj/item/ammo_casing/energy/gravity/chaos
projectile_type = /obj/item/projectile/gravitychaos
projectile_type = /obj/item/projectile/gravity/chaos
select_name = "chaos"
@@ -0,0 +1,6 @@
/obj/item/ammo_box/magazine/internal/bow
name = "bow... magazine?" //shouldn't be seeing this
ammo_type = /obj/item/ammo_casing/caseless/arrow
caliber = "arrow"
max_ammo = 1
start_empty = 1
+13 -2
View File
@@ -15,7 +15,7 @@
throw_speed = 3
throw_range = 5
force = 5
item_flags = NEEDS_PERMIT
item_flags = NEEDS_PERMIT | NO_ATTACK_CHAIN_SOFT_STAMCRIT
attack_verb = list("struck", "hit", "bashed")
var/fire_sound = "gunshot"
@@ -51,6 +51,7 @@
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
var/obj/item/firing_pin/pin = /obj/item/firing_pin //standard firing pin for most guns
var/no_pin_required = FALSE //whether the gun can be fired without a pin
var/obj/item/flashlight/gun_light
var/can_flashlight = 0
@@ -79,7 +80,10 @@
/obj/item/gun/Initialize()
. = ..()
if(pin)
pin = new pin(src)
if(no_pin_required)
pin = null
else
pin = new pin(src)
if(gun_light)
alight = new (src)
if(zoomable)
@@ -107,6 +111,8 @@
/obj/item/gun/examine(mob/user)
. = ..()
if(no_pin_required)
return
if(pin)
. += "It has \a [pin] installed."
else
@@ -162,6 +168,9 @@
return
if(firing)
return
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT) //respect stamina softcrit
to_chat(user, "<span class='warning'>You are too exhausted to fire [src]!</span>")
return
if(flag) //It's adjacent, is the user, or is on the user's person
if(target in user.contents) //can't shoot stuff inside us.
return
@@ -226,6 +235,8 @@
return FALSE
/obj/item/gun/proc/handle_pins(mob/living/user)
if(no_pin_required)
return TRUE
if(pin)
if(pin.pin_auth(user) || (pin.obj_flags & EMAGGED))
return TRUE
@@ -0,0 +1,53 @@
/obj/item/gun/ballistic/bow
name = "wooden bow"
desc = "Some sort of primitive projectile weapon. Used to fire arrows."
icon_state = "bow"
item_state = "bow"
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_HEAVY //need both hands to fire
force = 5
mag_type = /obj/item/ammo_box/magazine/internal/bow
fire_sound = 'sound/weapons/bowfire.wav'
slot_flags = ITEM_SLOT_BACK
item_flags = NONE
casing_ejector = FALSE
inaccuracy_modifier = 0.33 //to counteract the innaccuracy from WEAPON_HEAVY, bows are supposed to be accurate but only able to be fired with both hands
pin = null
no_pin_required = TRUE
trigger_guard = TRIGGER_GUARD_NONE //so ashwalkers can use it
/obj/item/gun/ballistic/bow/shoot_with_empty_chamber()
return
/obj/item/gun/ballistic/bow/chamber_round()
chambered = magazine.get_round(1)
/obj/item/gun/ballistic/bow/afterattack()
. = ..()
if (chambered)
chambered = null
magazine.get_round(0)
update_icon()
/obj/item/gun/ballistic/bow/attack_self(mob/living/user)
if (chambered)
var/obj/item/ammo_casing/AC = magazine.get_round(0)
user.put_in_hands(AC)
chambered = null
to_chat(user, "<span class='notice'>You gently release the bowstring, removing the arrow.</span>")
else if (get_ammo())
to_chat(user, "<span class='notice'>You draw back the bowstring.</span>")
playsound(src, 'sound/weapons/bowdraw.wav', 75, 0) //gets way too high pitched if the freq varies
chamber_round()
update_icon()
/obj/item/gun/ballistic/bow/attackby(obj/item/I, mob/user, params)
if (magazine.attackby(I, user, params, 1))
to_chat(user, "<span class='notice'>You notch the arrow.</span>")
update_icon()
/obj/item/gun/ballistic/bow/update_icon()
icon_state = "bow_[get_ammo() ? (chambered ? "firing" : "loaded") : "unloaded"]"
/obj/item/gun/ballistic/bow/can_shoot()
return chambered
@@ -61,7 +61,6 @@
/obj/item/gun/ballistic/automatic/magrifle/nopin
pin = null
spawnwithmagazine = FALSE
cell_type = /obj/item/stock_parts/cell/magnetic/empty
/obj/item/gun/ballistic/automatic/magrifle/hyperburst
name = "\improper Hyper-Burst Rifle"
@@ -100,4 +99,3 @@
/obj/item/gun/ballistic/automatic/magrifle/pistol/nopin
pin = null
spawnwithmagazine = FALSE
cell_type = /obj/item/stock_parts/cell/magnetic/pistol/empty
@@ -79,6 +79,7 @@
/obj/item/gun/ballistic/automatic/pistol/stickman
name = "flat gun"
desc = "A 2 dimensional gun.. what?"
can_suppress = FALSE
icon_state = "flatgun"
/obj/item/gun/ballistic/automatic/pistol/stickman/pickup(mob/living/user)
@@ -320,10 +320,10 @@
if(C.setting == counter_setting)
return BULLET_ACT_BLOCK
var/mob/living/L = target
if(!istype(target))
if(!isliving(target))
return BULLET_ACT_BLOCK
var/mob/living/L = target
switch(hugbox)
if(DUEL_HUGBOX_NONE)
var/obj/item/bodypart/B = L.get_bodypart(BODY_ZONE_HEAD)
@@ -11,6 +11,7 @@
/obj/item/gun/energy/laser/practice
name = "practice laser gun"
icon_state = "laser-p"
desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
ammo_type = list(/obj/item/ammo_casing/energy/laser/practice)
clumsy_check = 0
+15 -3
View File
@@ -23,6 +23,8 @@
if(proximity_flag)
if(istype(target, /obj/item/gun))
var/obj/item/gun/G = target
if(G.no_pin_required)
return
if(G.pin && (force_replace || G.pin.pin_removeable))
G.pin.forceMove(get_turf(G))
G.pin.gun_remove(user)
@@ -69,13 +71,10 @@
if(gun)
qdel(gun)
/obj/item/firing_pin/magic
name = "magic crystal shard"
desc = "A small enchanted shard which allows magical weapons to fire."
// Test pin, works only near firing range.
/obj/item/firing_pin/test_range
name = "test-range firing pin"
@@ -229,3 +228,16 @@
if(gun)
gun.pin = null
return ..()
//Station Locked
/obj/item/firing_pin/away
name = "station locked pin"
desc = "A firing pin that only will fire when off the station."
/obj/item/firing_pin/away/pin_auth(mob/living/user)
var/area/station_area = get_area(src)
if(!station_area || is_station_level(station_area.z))
to_chat(user, "<span class='warning'>The pin beeps, refusing to fire.</span>")
return FALSE
return TRUE
+13 -16
View File
@@ -52,7 +52,6 @@
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
var/turf/hitscan_last //last turf touched during hitscanning.
var/tracer_type
var/muzzle_type
var/impact_type
@@ -90,6 +89,10 @@
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/is_reflectable = FALSE // Can it be reflected or not?
/// factor to multiply by for zone accuracy percent.
var/zone_accuracy_factor = 1
//Effects
var/stun = 0
var/knockdown = 0
@@ -185,10 +188,6 @@
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color())
if(iscarbon(L) && !HAS_TRAIT(L, TRAIT_NOMARROW))
var/mob/living/carbon/C = L
C.bleed(damage)
else
L.add_splatter_floor(target_loca)
else if(impact_effect_type && !hitscan)
new impact_effect_type(target_loca, hitx, hity)
@@ -211,11 +210,8 @@
L.on_hit(src)
var/reagent_note
if(reagents && reagents.reagent_list)
reagent_note = " REAGENTS:"
for(var/datum/reagent/R in reagents.reagent_list)
reagent_note += R.type + " ("
reagent_note += num2text(R.volume) + ") "
if(reagents)
reagent_note = reagents.log_list()
if(ismob(firer))
log_combat(firer, L, "shot", src, reagent_note)
@@ -253,7 +249,8 @@
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(check_zone(def_zone) != BODY_ZONE_CHEST)
def_zone = ran_zone(def_zone, max(100-(7*distance), 5) * zone_accuracy_factor) //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)
@@ -494,8 +491,6 @@
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))
@@ -508,14 +503,16 @@
forceMove(T)
trajectory_ignore_forcemove = FALSE
after_z_change(old, loc)
forcemoved = TRUE
if(QDELETED(src))
return
if(!hitscanning)
pixel_x = trajectory.return_px()
pixel_y = trajectory.return_py()
forcemoved = TRUE
hitscan_last = loc
else if(T != loc)
step_towards(src, T)
hitscan_last = loc
if(QDELETED(src))
return
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
@@ -6,7 +6,7 @@
/obj/item/projectile/bullet/dart/Initialize()
. = ..()
create_reagents(50, NO_REACT)
create_reagents(50, NO_REACT, NO_REAGENTS_VALUE)
/obj/item/projectile/bullet/dart/on_hit(atom/target, blocked = FALSE, skip = FALSE)
if(iscarbon(target))
@@ -7,6 +7,7 @@
knockdown = 100
dismemberment = 50
armour_penetration = 50
zone_accuracy_factor = 100 //guarunteed 100%
var/breakthings = TRUE
/obj/item/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
@@ -0,0 +1,6 @@
/obj/item/projectile/bullet/reusable/arrow
name = "wooden arrow"
desc = "Woosh!"
damage = 15
icon_state = "arrow"
ammo_type = /obj/item/ammo_casing/caseless/arrow
@@ -1,90 +1,65 @@
/obj/item/projectile/gravityrepulse
/obj/item/projectile/gravity
name = "gravity bolt"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
nodamage = TRUE
var/power = 4
var/list/thrown = list() //normally we wouldn't need this but incase on_hit is called multiple times, yeah.. this is a good idea.
/obj/item/projectile/gravity/Initialize(mapload)
. = ..()
var/obj/item/ammo_casing/energy/gravity/G = loc
if(istype(G))
power = min(G.gun.power, 15)
/obj/item/projectile/gravity/on_hit()
. = ..()
var/turf/T = get_turf(src)
var/list/tothrow = list()
var/list/cachedrange = range(T, power)
for(var/mob/M in cachedrange)
tothrow += M
for(var/obj/O in cachedrange)
tothrow += O
var/safety = 50
for(var/i in tothrow)
if(!safety)
break
var/atom/movable/AM = i
if((AM == src) || (AM == firer) || (AM.move_resist > MOVE_FORCE_EXTREMELY_STRONG) || AM.anchored || thrown[AM])
continue
thrown[AM] = TRUE
safety--
var/target = get_target(T, AM)
if(!target)
return FALSE
AM.throw_at(target, power + 1, 1)
for(var/turf/F in range(T,power))
new /obj/effect/temp_visual/gravpush(F)
/obj/item/projectile/gravity/proc/get_target(turf/origin, atom/movable/AM)
return origin
/obj/item/projectile/gravity/repulse
name = "repulsion bolt"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
nodamage = 1
color = "#33CCFF"
var/turf/T
var/power = 4
var/list/thrown_items = list()
/obj/item/projectile/gravityrepulse/Initialize()
. = ..()
var/obj/item/ammo_casing/energy/gravity/repulse/C = loc
if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
power = min(C.gun.power, 15)
/obj/item/projectile/gravity/repulse/get_target(turf/origin, atom/movable/AM)
return get_turf_in_angle(Get_Angle(origin, AM), origin, power)
/obj/item/projectile/gravityrepulse/on_hit()
. = ..()
T = get_turf(src)
for(var/atom/movable/A in range(T, power))
if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
continue
var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(A, src)))
A.throw_at(throwtarget,power+1,1)
thrown_items[A] = A
for(var/turf/F in range(T,power))
new /obj/effect/temp_visual/gravpush(F)
/obj/item/projectile/gravityattract
/obj/item/projectile/gravity/attract
name = "attraction bolt"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
nodamage = 1
color = "#FF6600"
var/turf/T
var/power = 4
var/list/thrown_items = list()
/obj/item/projectile/gravityattract/Initialize()
. = ..()
var/obj/item/ammo_casing/energy/gravity/attract/C = loc
if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
power = min(C.gun.power, 15)
/obj/item/projectile/gravity/attract/get_target(turf/origin, atom/movable/AM)
return origin
/obj/item/projectile/gravityattract/on_hit()
. = ..()
T = get_turf(src)
for(var/atom/movable/A in range(T, power))
if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
continue
A.throw_at(T, power+1, 1)
thrown_items[A] = A
for(var/turf/F in range(T,power))
new /obj/effect/temp_visual/gravpush(F)
/obj/item/projectile/gravitychaos
/obj/item/projectile/gravity/chaos
name = "gravitational blast"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
nodamage = 1
color = "#101010"
var/turf/T
var/power = 4
var/list/thrown_items = list()
/obj/item/projectile/gravitychaos/Initialize()
. = ..()
var/obj/item/ammo_casing/energy/gravity/chaos/C = loc
if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
power = min(C.gun.power, 15)
/obj/item/projectile/gravitychaos/on_hit()
. = ..()
T = get_turf(src)
for(var/atom/movable/A in range(T, power))
if(A == src|| (firer && A == src.firer) || A.anchored || thrown_items[A])
continue
A.throw_at(get_edge_target_turf(A, pick(GLOB.cardinals)), power+1, 1)
thrown_items[A] = A
for(var/turf/Z in range(T,power))
new /obj/effect/temp_visual/gravpush(Z)
/obj/item/projectile/gravity/chaos/get_target(turf/origin, atom/movable/AM)
return get_turf_in_angle(rand(0, 359), origin, power)
@@ -43,4 +43,34 @@
explosion(target, 0, 1, 2, 4)
else
explosion(target, 0, 0, 2, 4)
return BULLET_ACT_HIT
return BULLET_ACT_HIT
/obj/item/projectile/bullet/a84mm_br
name ="\improper HE missile"
desc = "Boom."
icon_state = "missile"
damage = 30
ricochets_max = 0 //it's a MISSILE
var/sturdy = list(
/turf/closed,
/obj/mecha,
/obj/machinery/door/,
/obj/machinery/door/poddoor/shutters
)
/obj/item/broken_missile
name = "\improper broken missile"
desc = "A missile that did not detonate. The tail has snapped and it is in no way fit to be used again."
icon = 'icons/obj/projectiles.dmi'
icon_state = "missile_broken"
w_class = WEIGHT_CLASS_TINY
/obj/item/projectile/bullet/a84mm_br/on_hit(atom/target, blocked=0)
..()
for(var/i in sturdy)
if(istype(target, i))
explosion(target, 0, 1, 1, 2)
return BULLET_ACT_HIT
//if(istype(target, /turf/closed) || ismecha(target))
new /obj/item/broken_missile(get_turf(src), 1)