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
@@ -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)