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