Merge remote-tracking branch 'citadel/master' into shield_refactor

This commit is contained in:
kevinz000
2020-03-20 22:59:17 -07:00
151 changed files with 156081 additions and 3945 deletions
@@ -24,9 +24,6 @@
caliber = ".45"
projectile_type = /obj/item/projectile/bullet/c45
/obj/item/ammo_casing/c45/nostamina
projectile_type = /obj/item/projectile/bullet/c45_nostamina
/obj/item/ammo_casing/c45/kitchengun
desc = "A .45 bullet casing. It has a small sponge attached to it."
projectile_type = /obj/item/projectile/bullet/c45_cleaning
@@ -1,17 +1,21 @@
/obj/item/ammo_casing/caseless/arrow
name = "wooden arrow"
desc = "An arrow made of wood, typically fired from a bow."
name = "arrow of questionable material"
desc = "You shouldn't be seeing this arrow."
projectile_type = /obj/item/projectile/bullet/reusable/arrow
caliber = "arrow"
icon_state = "arrow"
throwforce = 3 //good luck hitting someone with the pointy end of the arrow
throw_speed = 3
/obj/item/ammo_casing/caseless/arrow/ashen
/obj/item/ammo_casing/caseless/arrow/wood
name = "wooden arrow"
desc = "An arrow made of wood, typically fired from a bow."
/obj/item/ammo_casing/caseless/arrow/ash
name = "ashen arrow"
desc = "An arrow made of wood, hardened by fire."
icon_state = "ashenarrow"
projectile_type = /obj/item/projectile/bullet/reusable/arrow/ashen
projectile_type = /obj/item/projectile/bullet/reusable/arrow/ash
/obj/item/ammo_casing/caseless/arrow/bone
name = "bone arrow"
+1 -1
View File
@@ -60,7 +60,7 @@
/obj/item/ammo_box/magazine/smgm45
name = "SMG magazine (.45)"
icon_state = "c20r45-24"
ammo_type = /obj/item/ammo_casing/c45/nostamina
ammo_type = /obj/item/ammo_casing/c45
caliber = ".45"
max_ammo = 24
+24 -19
View File
@@ -28,6 +28,16 @@
/datum/duel/New()
id = next_id++
/datum/duel/Destroy()
if(gun_A)
gun_A.duel = null
gun_A = null
if(gun_B)
gun_B.duel = null
gun_B = null
STOP_PROCESSING(SSobj, src)
. = ..()
/datum/duel/proc/try_begin()
//Check if both guns are held and if so begin.
var/mob/living/A = get_duelist(gun_A)
@@ -45,13 +55,13 @@
message_duelists("<span class='notice'>Set your gun setting and move [required_distance] steps away from your opponent.</span>")
START_PROCESSING(SSobj,src)
START_PROCESSING(SSobj, src)
/datum/duel/proc/get_duelist(obj/gun)
var/mob/living/G = gun.loc
if(!istype(G) || !G.is_holding(gun))
return null
return G
/datum/duel/proc/get_duelist(obj/item/gun/energy/dueling/G)
var/mob/living/L = G.loc
if(!istype(L) || !L.is_holding(G))
return
return L
/datum/duel/proc/message_duelists(message)
var/mob/living/LA = get_duelist(gun_A)
@@ -66,7 +76,7 @@
/datum/duel/proc/end()
message_duelists("<span class='notice'>Duel finished. Re-engaging safety.</span>")
STOP_PROCESSING(SSobj,src)
STOP_PROCESSING(SSobj, src)
state = DUEL_IDLE
/datum/duel/process()
@@ -129,10 +139,11 @@
return FALSE
if(!isturf(A.loc) || !isturf(B.loc))
return FALSE
if(get_dist(A,B) != required_distance)
if(get_dist(A, B) != required_distance)
return FALSE
for(var/turf/T in getline(get_turf(A),get_turf(B)))
if(is_blocked_turf(T,TRUE))
for(var/i in getline(A.loc, B.loc))
var/turf/T = i
if(is_blocked_turf(T, TRUE))
return FALSE
return TRUE
@@ -180,7 +191,6 @@
return "duel_red"
/obj/item/gun/energy/dueling/attack_self(mob/living/user)
. = ..()
if(duel.state == DUEL_IDLE)
duel.try_begin()
else
@@ -205,12 +215,9 @@
add_overlay(setting_overlay)
/obj/item/gun/energy/dueling/Destroy()
. = ..()
if(duel.gun_A == src)
duel.gun_A = null
if(duel.gun_B == src)
duel.gun_B = null
duel = null
if(duel)
qdel(duel)
return ..()
/obj/item/gun/energy/dueling/can_trigger_gun(mob/living/user)
. = ..()
@@ -234,10 +241,8 @@
if(duel.state == DUEL_READY)
duel.confirmations[src] = TRUE
to_chat(user,"<span class='notice'>You confirm your readiness.</span>")
return
else if(!is_duelist(target)) //I kinda want to leave this out just to see someone shoot a bystander or missing.
to_chat(user,"<span class='warning'>[src] safety system prevents shooting anyone but your designated opponent.</span>")
return
else
duel.fired[src] = TRUE
. = ..()
@@ -181,13 +181,6 @@
listeningTo = null
return ..()
/obj/item/gun/energy/beam_rifle/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
chambered = null
recharge_newshot()
/obj/item/gun/energy/beam_rifle/proc/aiming_beam(force_update = FALSE)
var/diff = abs(aiming_lastangle - lastangle)
if(!check_user())
@@ -302,7 +295,7 @@
if(istype(object, /obj/screen) && !istype(object, /obj/screen/click_catcher))
return
process_aim()
if(aiming_time_left <= aiming_time_fire_threshold && check_user() && ((lastfire + delay) <= world.time))
if(fire_check())
sync_ammo()
do_fire(M.client.mouseObject, M, FALSE, M.client.mouseParams, M.zone_selected)
stop_aiming()
@@ -310,11 +303,16 @@
return ..()
/obj/item/gun/energy/beam_rifle/do_fire(atom/target, mob/living/user, message = TRUE, params, zone_override = "", bonus_spread = 0)
if(!fire_check())
return
. = ..()
if(.)
lastfire = world.time
stop_aiming()
/obj/item/gun/energy/beam_rifle/proc/fire_check()
return (aiming_time_left <= aiming_time_fire_threshold) && check_user() && ((lastfire + delay) <= world.time)
/obj/item/gun/energy/beam_rifle/proc/sync_ammo()
for(var/obj/item/ammo_casing/energy/beam_rifle/AC in contents)
AC.sync_stats()
@@ -531,21 +529,15 @@
tracer_type = /obj/effect/projectile/tracer/tracer/beam_rifle
var/constant_tracer = FALSE
/obj/item/projectile/beam/beam_rifle/hitscan/generate_hitscan_tracers(cleanup = TRUE, duration = 5, impacting = TRUE, highlander)
set waitfor = FALSE
if(isnull(highlander))
highlander = constant_tracer
if(highlander && istype(gun))
QDEL_LIST(gun.current_tracers)
for(var/datum/point/p in beam_segments)
gun.current_tracers += generate_tracer_between_points(p, beam_segments[p], tracer_type, color, 0, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity)
/obj/item/projectile/beam/beam_rifle/hitscan/generate_hitscan_tracers(cleanup = TRUE, duration = 5, impacting = TRUE, generation, highlander = constant_tracer)
if(!highlander)
return ..()
else
for(var/datum/point/p in beam_segments)
generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity)
if(cleanup)
QDEL_LIST(beam_segments)
beam_segments = null
QDEL_NULL(beam_index)
duration = 0
. = ..()
if(!generation) //first one
QDEL_LIST(gun.current_tracers)
gun.current_tracers += .
/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam
tracer_type = /obj/effect/projectile/tracer/tracer/aiming
@@ -560,4 +552,5 @@
hitscan_light_color_override = "#99ff99"
/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam/prehit(atom/target)
qdel(src)
return FALSE
@@ -0,0 +1,169 @@
// this is all shitcode never ever add it to the game it's for debugging only.
/datum/action/item_action/chameleon/change/gun/update_look(mob/user, obj/item/picked_item)
. = ..()
var/obj/item/gun/energy/laser/chameleon/CG = target
CG.get_chameleon_projectile(picked_item)
/obj/item/gun/energy/laser/chameleon
name = "practice laser gun"
desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
ammo_type = list(/obj/item/ammo_casing/energy/chameleon)
clumsy_check = 0
item_flags = NONE
pin = /obj/item/firing_pin
cell_type = /obj/item/stock_parts/cell/bluespace
var/datum/action/item_action/chameleon/change/gun/chameleon_action
var/list/chameleon_projectile_vars
var/list/chameleon_ammo_vars
var/list/chameleon_gun_vars
var/list/projectile_copy_vars
var/list/ammo_copy_vars
var/list/gun_copy_vars
var/badmin_mode = FALSE
var/can_hitscan = FALSE
var/hitscan_mode = FALSE
/obj/item/gun/energy/laser/chameleon/Initialize()
. = ..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/gun
chameleon_action.chameleon_name = "Gun"
chameleon_action.chameleon_blacklist = typecacheof(/obj/item/gun/magic, ignore_root_path = FALSE)
chameleon_action.initialize_disguises()
projectile_copy_vars = list("name", "icon", "icon_state", "item_state", "speed", "color", "hitsound", "forcedodge", "impact_effect_type", "range", "suppressed", "hitsound_wall", "impact_effect_type", "pass_flags", "tracer_type", "muzzle_type", "impact_type")
chameleon_projectile_vars = list("name" = "practice laser", "icon" = 'icons/obj/projectiles.dmi', "icon_state" = "laser")
gun_copy_vars = list("fire_sound", "burst_size", "fire_delay")
chameleon_gun_vars = list()
ammo_copy_vars = list("firing_effect_type")
chameleon_ammo_vars = list()
recharge_newshot()
get_chameleon_projectile(/obj/item/gun/energy/laser)
/obj/item/gun/energy/laser/chameleon/emp_act(severity)
return
/obj/item/gun/energy/laser/chameleon/proc/reset_chameleon_vars()
chameleon_ammo_vars = list()
chameleon_gun_vars = list()
chameleon_projectile_vars = list()
var/static/list/blacklisted_vars = list("locs", "loc", "contents", "x", "y", "z", "parent_type", "type", "vars")
if(chambered)
for(var/v in ammo_copy_vars)
if(v in blacklisted_vars) //Just in case admins go crazy.
continue
chambered.vv_edit_var(v, initial(chambered.vars[v]))
for(var/v in gun_copy_vars)
if(v in blacklisted_vars)
continue
vv_edit_var(v, initial(vars[v]))
vars[v] = initial(vars[v])
QDEL_NULL(chambered.BB)
chambered.newshot()
/obj/item/gun/energy/laser/chameleon/proc/set_chameleon_ammo(obj/item/ammo_casing/AC, passthrough = TRUE, reset = FALSE)
if(!istype(AC))
CRASH("[AC] is not /obj/item/ammo_casing!")
return FALSE
for(var/V in ammo_copy_vars)
if(AC.vars.Find(V))
chameleon_ammo_vars[V] = AC.vars[V]
chambered?.vv_edit_var(V, AC.vars[V])
if(passthrough)
var/obj/item/projectile/P = AC.BB
set_chameleon_projectile(P)
/obj/item/gun/energy/laser/chameleon/proc/set_chameleon_projectile(obj/item/projectile/P)
if(!istype(P))
CRASH("[P] is not /obj/item/projectile!")
return FALSE
chameleon_projectile_vars = list("name" = "practice laser", "icon" = 'icons/obj/projectiles.dmi', "icon_state" = "laser", "nodamage" = TRUE)
for(var/V in projectile_copy_vars)
if(P.vars.Find(V))
chameleon_projectile_vars[V] = P.vars[V]
if(istype(chambered, /obj/item/ammo_casing/energy/chameleon))
var/obj/item/ammo_casing/energy/chameleon/AC = chambered
AC.projectile_vars = chameleon_projectile_vars.Copy()
if(!P.tracer_type)
can_hitscan = FALSE
set_hitscan(FALSE)
else
can_hitscan = TRUE
if(badmin_mode)
qdel(chambered.BB)
chambered.projectile_type = P.type
chambered.newshot()
/obj/item/gun/energy/laser/chameleon/proc/set_chameleon_gun(obj/item/gun/G , passthrough = TRUE)
if(!istype(G))
CRASH("[G] is not /obj/item/gun!")
return FALSE
for(var/V in gun_copy_vars)
if(vars.Find(V) && G.vars.Find(V))
chameleon_gun_vars[V] = G.vars[V]
vv_edit_var(V, G.vars[V])
if(passthrough)
if(istype(G, /obj/item/gun/ballistic))
var/obj/item/gun/ballistic/BG = G
var/obj/item/ammo_box/AB = new BG.mag_type(G)
qdel(BG)
if(!istype(AB)||!AB.ammo_type)
qdel(AB)
return FALSE
var/obj/item/ammo_casing/AC = new AB.ammo_type(G)
set_chameleon_ammo(AC)
else if(istype(G, /obj/item/gun/magic))
var/obj/item/gun/magic/MG = G
var/obj/item/ammo_casing/AC = new MG.ammo_type(G)
set_chameleon_ammo(AC)
else if(istype(G, /obj/item/gun/energy))
var/obj/item/gun/energy/EG = G
if(islist(EG.ammo_type) && EG.ammo_type.len)
var/obj/item/ammo_casing/AC = EG.ammo_type[1]
set_chameleon_ammo(AC)
else if(istype(G, /obj/item/gun/syringe))
var/obj/item/ammo_casing/AC = new /obj/item/ammo_casing/syringegun(src)
set_chameleon_ammo(AC)
/obj/item/gun/energy/laser/chameleon/attack_self(mob/user)
. = ..()
if(!can_hitscan)
to_chat(user, "<span class='warning'>[src]'s current disguised gun does not allow it to enable high velocity mode!</span>")
return
if(!chambered)
to_chat(user, "<span class='warning'>Unknown error in energy lens: Please reset chameleon disguise and try again.</span>")
return
set_hitscan(!hitscan_mode)
to_chat(user, "<span class='notice'>You toggle [src]'s high velocity beam mode to [hitscan_mode? "on" : "off"].</span>")
/obj/item/gun/energy/laser/chameleon/proc/set_hitscan(hitscan)
var/obj/item/ammo_casing/energy/chameleon/AC = chambered
AC.hitscan_mode = hitscan
hitscan_mode = hitscan
/obj/item/gun/energy/laser/chameleon/proc/get_chameleon_projectile(guntype)
reset_chameleon_vars()
var/obj/item/gun/G = new guntype(src)
set_chameleon_gun(G)
qdel(G)
/obj/item/ammo_casing/energy/chameleon
projectile_type = /obj/item/projectile/energy/chameleon
e_cost = 0
var/hitscan_mode = FALSE
var/list/projectile_vars = list()
/obj/item/ammo_casing/energy/chameleon/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
. = ..()
if(!BB)
newshot()
for(var/V in projectile_vars)
if(BB.vars.Find(V))
BB.vv_edit_var(V, projectile_vars[V])
if(hitscan_mode)
BB.hitscan = TRUE
/obj/item/projectile/energy/chameleon
nodamage = TRUE
+9 -4
View File
@@ -52,6 +52,8 @@
var/hitscan = FALSE //Whether this is hitscan. If it is, speed is basically ignored.
var/list/beam_segments //assoc list of datum/point or datum/point/vector, start = end. Used for hitscan effect generation.
var/datum/point/beam_index
/// Used in generate_hitscan_tracers to determine which "cycle" we're on.
var/hitscan_effect_generation = 0
var/tracer_type
var/muzzle_type
var/impact_type
@@ -656,18 +658,20 @@
if(trajectory && beam_index)
var/datum/point/pcache = trajectory.copy_to()
beam_segments[beam_index] = pcache
generate_hitscan_tracers(null, null, impacting)
generate_hitscan_tracers(null, null, impacting, hitscan_effect_generation++)
/obj/item/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 3, impacting = TRUE)
/obj/item/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 3, impacting = TRUE, generation)
if(!length(beam_segments))
return
. = list()
if(tracer_type)
var/tempref = REF(src)
var/list/turfs = list()
for(var/datum/point/p in beam_segments)
generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity, tempref)
. += generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity, turfs)
if(muzzle_type && duration > 0)
var/datum/point/p = beam_segments[1]
var/atom/movable/thing = new muzzle_type
. += thing
p.move_atom_to_src(thing)
var/matrix/M = new
M.Turn(original_angle)
@@ -678,6 +682,7 @@
if(impacting && impact_type && duration > 0)
var/datum/point/p = beam_segments[beam_segments[beam_segments.len]]
var/atom/movable/thing = new impact_type
. += thing
p.move_atom_to_src(thing)
var/matrix/M = new
M.Turn(Angle)
@@ -1,18 +1,12 @@
// .45 (M1911 & C20r)
/obj/item/projectile/bullet/c45
name = ".45 bullet"
damage = 20
stamina = 65
/obj/item/projectile/bullet/c45_nostamina
name = ".45 bullet"
damage = 30
/obj/item/projectile/bullet/c45_cleaning
name = ".45 bullet"
damage = 24
stamina = 10
damage = 40 //BANG BANG BANG
/obj/item/projectile/bullet/c45_cleaning/on_hit(atom/target, blocked = FALSE)
. = ..()
@@ -9,7 +9,8 @@
stutter = 10
jitter = 20
hitsound = 'sound/weapons/taserhit.ogg'
range = 7
range = 14
speed = 0.6
tracer_type = /obj/effect/projectile/tracer/stun
muzzle_type = /obj/effect/projectile/muzzle/stun
impact_type = /obj/effect/projectile/impact/stun
@@ -42,9 +43,9 @@
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
tase_duration = 10
@@ -3,13 +3,13 @@
desc = "Woosh!"
damage = 15
icon_state = "arrow"
ammo_type = /obj/item/ammo_casing/caseless/arrow
ammo_type = /obj/item/ammo_casing/caseless/arrow/wood
/obj/item/projectile/bullet/reusable/arrow/ashen
/obj/item/projectile/bullet/reusable/arrow/ash
name = "ashen arrow"
desc = "Fire harderned arrow."
damage = 25
ammo_type = /obj/item/ammo_casing/caseless/arrow/ashen
ammo_type = /obj/item/ammo_casing/caseless/arrow/ash
/obj/item/projectile/bullet/reusable/arrow/bone //AP for ashwalkers
name = "bone arrow"