Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit560
This commit is contained in:
@@ -61,7 +61,7 @@
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/obj/item/projectile/bullet/pellet/shotgun_buckshot
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name = "buckshot pellet"
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damage = 10
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damage = 12.5
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/obj/item/projectile/bullet/pellet/shotgun_rubbershot
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name = "rubbershot pellet"
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@@ -7,6 +7,7 @@
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knockdown = 100
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dismemberment = 50
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armour_penetration = 50
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zone_accuracy_factor = 100 //guarunteed 100%
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var/breakthings = TRUE
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/obj/item/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
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@@ -2,11 +2,11 @@
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name = "electrode"
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icon_state = "spark"
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color = "#FFFF00"
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nodamage = 1
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nodamage = TRUE
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knockdown = 60
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knockdown_stamoverride = 36
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knockdown_stam_max = 50
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stutter = 5
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stutter = 10
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jitter = 20
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hitsound = 'sound/weapons/taserhit.ogg'
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range = 7
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@@ -14,6 +14,7 @@
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muzzle_type = /obj/effect/projectile/muzzle/stun
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impact_type = /obj/effect/projectile/impact/stun
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var/tase_duration = 50
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var/strong_tase = TRUE
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/obj/item/projectile/energy/electrode/on_hit(atom/target, blocked = FALSE)
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. = ..()
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@@ -26,10 +27,24 @@
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C.IgniteMob()
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if(C.dna && C.dna.check_mutation(HULK))
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C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
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else if((C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE))
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C.apply_status_effect(STATUS_EFFECT_TASED, tase_duration)
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else if(tase_duration && (C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE))
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C.apply_status_effect(strong_tase? STATUS_EFFECT_TASED : STATUS_EFFECT_TASED_WEAK, tase_duration)
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addtimer(CALLBACK(C, /mob/living/carbon.proc/do_jitter_animation, jitter), 5)
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/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
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do_sparks(1, TRUE, src)
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..()
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/obj/item/projectile/energy/electrode/security
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tase_duration = 30
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knockdown = 0
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stamina = 10
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knockdown_stamoverride = 0
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knockdown_stam_max = 0
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strong_tase = FALSE
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range = 12
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/obj/item/projectile/energy/electrode/security/hos
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knockdown = 100
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knockdown_stamoverride = 30
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knockdown_stam_max = null
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@@ -0,0 +1,6 @@
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/obj/item/projectile/bullet/reusable/arrow
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name = "wooden arrow"
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desc = "Woosh!"
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damage = 15
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icon_state = "arrow"
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ammo_type = /obj/item/ammo_casing/caseless/arrow
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@@ -1,90 +1,65 @@
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/obj/item/projectile/gravityrepulse
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/obj/item/projectile/gravity
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name = "gravity bolt"
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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hitsound = 'sound/weapons/wave.ogg'
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damage = 0
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damage_type = BRUTE
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nodamage = TRUE
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var/power = 4
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var/list/thrown = list() //normally we wouldn't need this but incase on_hit is called multiple times, yeah.. this is a good idea.
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/obj/item/projectile/gravity/Initialize(mapload)
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. = ..()
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var/obj/item/ammo_casing/energy/gravity/G = loc
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if(istype(G))
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power = min(G.gun.power, 15)
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/obj/item/projectile/gravity/on_hit()
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. = ..()
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var/turf/T = get_turf(src)
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var/list/tothrow = list()
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var/list/cachedrange = range(T, power)
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for(var/mob/M in cachedrange)
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tothrow += M
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for(var/obj/O in cachedrange)
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tothrow += O
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var/safety = 50
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for(var/i in tothrow)
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if(!safety)
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break
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var/atom/movable/AM = i
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if((AM == src) || (AM == firer) || (AM.move_resist > MOVE_FORCE_EXTREMELY_STRONG) || AM.anchored || thrown[AM])
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continue
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thrown[AM] = TRUE
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safety--
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var/target = get_target(T, AM)
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if(!target)
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return FALSE
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AM.throw_at(target, power + 1, 1)
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for(var/turf/F in range(T,power))
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new /obj/effect/temp_visual/gravpush(F)
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/obj/item/projectile/gravity/proc/get_target(turf/origin, atom/movable/AM)
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return origin
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/obj/item/projectile/gravity/repulse
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name = "repulsion bolt"
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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hitsound = 'sound/weapons/wave.ogg'
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damage = 0
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damage_type = BRUTE
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nodamage = 1
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color = "#33CCFF"
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var/turf/T
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var/power = 4
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var/list/thrown_items = list()
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/obj/item/projectile/gravityrepulse/Initialize()
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. = ..()
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var/obj/item/ammo_casing/energy/gravity/repulse/C = loc
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if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
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power = min(C.gun.power, 15)
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/obj/item/projectile/gravity/repulse/get_target(turf/origin, atom/movable/AM)
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return get_turf_in_angle(Get_Angle(origin, AM), origin, power)
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/obj/item/projectile/gravityrepulse/on_hit()
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. = ..()
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T = get_turf(src)
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for(var/atom/movable/A in range(T, power))
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if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
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continue
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var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(A, src)))
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A.throw_at(throwtarget,power+1,1)
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thrown_items[A] = A
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for(var/turf/F in range(T,power))
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new /obj/effect/temp_visual/gravpush(F)
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/obj/item/projectile/gravityattract
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/obj/item/projectile/gravity/attract
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name = "attraction bolt"
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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hitsound = 'sound/weapons/wave.ogg'
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damage = 0
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damage_type = BRUTE
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nodamage = 1
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color = "#FF6600"
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var/turf/T
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var/power = 4
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var/list/thrown_items = list()
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/obj/item/projectile/gravityattract/Initialize()
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. = ..()
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var/obj/item/ammo_casing/energy/gravity/attract/C = loc
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if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
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power = min(C.gun.power, 15)
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/obj/item/projectile/gravity/attract/get_target(turf/origin, atom/movable/AM)
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return origin
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/obj/item/projectile/gravityattract/on_hit()
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. = ..()
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T = get_turf(src)
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for(var/atom/movable/A in range(T, power))
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if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
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continue
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A.throw_at(T, power+1, 1)
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thrown_items[A] = A
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for(var/turf/F in range(T,power))
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new /obj/effect/temp_visual/gravpush(F)
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/obj/item/projectile/gravitychaos
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/obj/item/projectile/gravity/chaos
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name = "gravitational blast"
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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hitsound = 'sound/weapons/wave.ogg'
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damage = 0
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damage_type = BRUTE
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nodamage = 1
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color = "#101010"
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var/turf/T
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var/power = 4
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var/list/thrown_items = list()
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/obj/item/projectile/gravitychaos/Initialize()
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. = ..()
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var/obj/item/ammo_casing/energy/gravity/chaos/C = loc
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if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
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power = min(C.gun.power, 15)
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/obj/item/projectile/gravitychaos/on_hit()
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. = ..()
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T = get_turf(src)
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for(var/atom/movable/A in range(T, power))
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if(A == src|| (firer && A == src.firer) || A.anchored || thrown_items[A])
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continue
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A.throw_at(get_edge_target_turf(A, pick(GLOB.cardinals)), power+1, 1)
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thrown_items[A] = A
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for(var/turf/Z in range(T,power))
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new /obj/effect/temp_visual/gravpush(Z)
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/obj/item/projectile/gravity/chaos/get_target(turf/origin, atom/movable/AM)
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return get_turf_in_angle(rand(0, 359), origin, power)
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