This commit is contained in:
Ghommie
2020-02-14 19:39:53 +01:00
541 changed files with 5500 additions and 2832 deletions
@@ -61,7 +61,7 @@
/obj/item/projectile/bullet/pellet/shotgun_buckshot
name = "buckshot pellet"
damage = 10
damage = 12.5
/obj/item/projectile/bullet/pellet/shotgun_rubbershot
name = "rubbershot pellet"
@@ -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)
@@ -2,11 +2,11 @@
name = "electrode"
icon_state = "spark"
color = "#FFFF00"
nodamage = 1
nodamage = TRUE
knockdown = 60
knockdown_stamoverride = 36
knockdown_stam_max = 50
stutter = 5
stutter = 10
jitter = 20
hitsound = 'sound/weapons/taserhit.ogg'
range = 7
@@ -14,6 +14,7 @@
muzzle_type = /obj/effect/projectile/muzzle/stun
impact_type = /obj/effect/projectile/impact/stun
var/tase_duration = 50
var/strong_tase = TRUE
/obj/item/projectile/energy/electrode/on_hit(atom/target, blocked = FALSE)
. = ..()
@@ -26,10 +27,24 @@
C.IgniteMob()
if(C.dna && C.dna.check_mutation(HULK))
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
else if((C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE))
C.apply_status_effect(STATUS_EFFECT_TASED, tase_duration)
else if(tase_duration && (C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE))
C.apply_status_effect(strong_tase? STATUS_EFFECT_TASED : STATUS_EFFECT_TASED_WEAK, tase_duration)
addtimer(CALLBACK(C, /mob/living/carbon.proc/do_jitter_animation, jitter), 5)
/obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
do_sparks(1, TRUE, src)
..()
/obj/item/projectile/energy/electrode/security
tase_duration = 30
knockdown = 0
stamina = 10
knockdown_stamoverride = 0
knockdown_stam_max = 0
strong_tase = FALSE
range = 12
/obj/item/projectile/energy/electrode/security/hos
knockdown = 100
knockdown_stamoverride = 30
knockdown_stam_max = null
@@ -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)