a tonne of fixes

This commit is contained in:
Timothy Teakettle
2020-06-11 20:18:36 +01:00
parent 4c55e86da7
commit 38bf529f3c
28 changed files with 57 additions and 59 deletions
+2 -2
View File
@@ -53,7 +53,7 @@
/obj/effect/mine/shrapnel
name = "shrapnel mine"
var/shrapnel_type = /obj/projectile/bullet/shrapnel
var/shrapnel_type = /obj/item/projectile/bullet/shrapnel
var/shrapnel_magnitude = 3
/obj/effect/mine/shrapnel/mineEffect(mob/victim)
@@ -61,7 +61,7 @@
/obj/effect/mine/shrapnel/sting
name = "stinger mine"
shrapnel_type = /obj/projectile/bullet/pellet/stingball
shrapnel_type = /obj/item/projectile/bullet/pellet/stingball
/obj/effect/mine/kickmine
name = "kick mine"
+1 -1
View File
@@ -107,7 +107,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
mouse_drag_pointer = MOUSE_ACTIVE_POINTER //the icon to indicate this object is being dragged
var/datum/embedding_behavior/embedding
var/list/embedding = NONE
var/flags_cover = 0 //for flags such as GLASSESCOVERSEYES
var/heat = 0
@@ -72,7 +72,7 @@
shrapnel_type = /obj/projectile/bullet/pellet/stingball
shrapnel_type = /obj/item/projectile/bullet/pellet/stingball
@@ -96,7 +96,7 @@
shrapnel_type = /obj/projectile/bullet/pellet/stingball/mega
shrapnel_type = /obj/item/projectile/bullet/pellet/stingball/mega
@@ -212,7 +212,7 @@
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
var/rots_per_mag = 3 /// how many times we need to "rotate" the charge in hand per extra tile of magnitude
shrapnel_type = /obj/projectile/bullet/shrapnel
shrapnel_type = /obj/item/projectile/bullet/shrapnel
var/rots = 1 /// how many times we've "rotated" the charge
/obj/item/grenade/primer/attack_self(mob/user)
@@ -233,4 +233,4 @@
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
rots_per_mag = 2
shrapnel_type = /obj/projectile/bullet/pellet/stingball
shrapnel_type = /obj/item/projectile/bullet/pellet/stingball
+1 -1
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@@ -41,7 +41,7 @@
shrapnel_initialized = TRUE
AddComponent(/datum/component/pellet_cloud, projectile_type=shrapnel_type, magnitude=shrapnel_radius)
playsound(src, 'sound/items/eatfood.ogg', 50, 1)
SEND_SIGNAL(src, COMSIG_GRENADE_ARMED, det_time, delayoverride)
SEND_SIGNAL(src, COMSIG_GRENADE_ARMED, det_time)
preprime(user, det_time)
user.transferItemToLoc(src, user, TRUE)//>eat a grenade set to 5 seconds >rush captain
sleep(det_time)//so you dont die instantly
@@ -27,7 +27,7 @@
name = "frag grenade"
desc = "An anti-personnel fragmentation grenade, this weapon excels at killing soft targets by shredding them with metal shrapnel."
icon_state = "frag"
shrapnel_type = /obj/projectile/bullet/shrapnel
shrapnel_type = /obj/item/projectile/bullet/shrapnel
shrapnel_radius = 4
ex_heavy = 1
ex_light = 3
@@ -36,7 +36,7 @@
/obj/item/grenade/frag/mega
name = "FRAG grenade"
desc = "An anti-everything fragmentation grenade, this weapon excels at killing anything any everything by shredding them with metal shrapnel."
shrapnel_type = /obj/projectile/bullet/shrapnel/mega
shrapnel_type = /obj/item/projectile/bullet/shrapnel/mega
shrapnel_radius = 12
/obj/item/grenade/frag/prime()
+5 -5
View File
@@ -26,7 +26,7 @@
name = "\improper .38 DumDum bullet"
embedding = list(embed_chance=70, fall_chance=7, jostle_chance=7, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.4, pain_mult=5, jostle_pain_mult=6, rip_time=10, embed_chance_turf_mod=-100)
/obj/projectile/bullet/shrapnel
/obj/item/projectile/bullet/shrapnel
name = "flying shrapnel shard"
damage = 9
range = 10
@@ -38,7 +38,7 @@
ricochet_incidence_leeway = 60
hit_stunned_targets = TRUE
/obj/projectile/bullet/shrapnel/mega
/obj/item/projectile/bullet/shrapnel/mega
name = "flying shrapnel hunk"
range = 25
dismemberment = 10
@@ -46,7 +46,7 @@
ricochet_chance = 90
ricochet_decay_chance = 0.9
/obj/projectile/bullet/pellet/stingball
/obj/item/projectile/bullet/pellet/stingball
name = "stingball pellet"
damage = 3
stamina = 8
@@ -59,10 +59,10 @@
ricochet_incidence_leeway = 0
shrapnel_type = /obj/item/shrapnel/stingball
/obj/projectile/bullet/pellet/stingball/mega
/obj/item/projectile/bullet/pellet/stingball/mega
name = "megastingball pellet"
ricochets_max = 6
ricochet_chance = 110
/obj/projectile/bullet/pellet/stingball/on_ricochet(atom/A)
/obj/item/projectile/bullet/pellet/stingball/on_ricochet(atom/A)
hit_stunned_targets = TRUE // ducking will save you from the first wave, but not the rebounds
+2 -2
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@@ -667,7 +667,7 @@
force_wielded = 19
force_unwielded = 11
throwforce = 21
embedding = getEmbeddingBehavior(embed_chance = 75, embedded_pain_multiplier = 1.5) //plasmaglass spears are sharper
embedding = list(embed_chance = 75, pain_mult = 1.5) //plasmaglass spears are sharper
icon_prefix = "spearplasma"
qdel(tip)
var/obj/item/twohanded/spear/S = locate() in parts_list
@@ -682,7 +682,7 @@
if(G)
explosive = G
name = "explosive lance"
embedding = getEmbeddingBehavior(embed_chance = 0, embedded_pain_multiplier = 1)//elances should not be embeddable
embedding = list(embed_chance = 0, pain_mult = 1)//elances should not be embeddable
desc = "A makeshift spear with [G] attached to it."
update_icon()
+1 -1
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@@ -324,7 +324,7 @@
/obj/proc/rnd_crafted(obj/machinery/rnd/production/P)
return
/obj/handle_ricochet(obj/projectile/P)
/obj/handle_ricochet(obj/item/projectile/P)
. = ..()
if(. && ricochet_damage_mod)
take_damage(P.damage * ricochet_damage_mod, P.damage_type, P.flag, 0, turn(P.dir, 180), P.armour_penetration) // pass along ricochet_damage_mod damage to the structure for the ricochet