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@@ -56,11 +56,12 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
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//Movement Types
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#define GROUND (1<<0)
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#define FLYING (1<<1)
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#define VENTCRAWLING (1<<2)
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#define FLOATING (1<<3)
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#define UNSTOPPABLE (1<<4) //When moving, will Bump()/Cross()/Uncross() everything, but won't be stopped.
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#define GROUND (1<<0)
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#define FLYING (1<<1)
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#define VENTCRAWLING (1<<2)
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#define FLOATING (1<<3)
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#define UNSTOPPABLE (1<<4) //When moving, will Bump()/Cross()/Uncross() everything, but won't be stopped.
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#define CRAWLING (1<<5) //Applied if you're crawling around on the ground/resting.
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//Fire and Acid stuff, for resistance_flags
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#define LAVA_PROOF (1<<0)
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@@ -46,7 +46,9 @@
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#define STATUS_EFFECT_SLEEPING /datum/status_effect/incapacitating/sleeping //the affected is asleep
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#define STATUS_EFFECT_TASED /datum/status_effect/no_combat_mode/electrode/ //the affected has been tased, preventing fine muscle control
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#define STATUS_EFFECT_TASED_WEAK /datum/status_effect/electrode //not as crippling, just slows down
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#define STATUS_EFFECT_TASED /datum/status_effect/electrode/no_combat_mode //the affected has been tased, preventing fine muscle control
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#define STATUS_EFFECT_PACIFY /datum/status_effect/pacify //the affected is pacified, preventing direct hostile actions
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@@ -33,7 +33,6 @@
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if(owner.getStaminaLoss())
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owner.adjustStaminaLoss(-0.3) //reduce stamina loss by 0.3 per tick, 6 per 2 seconds
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//UNCONSCIOUS
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/datum/status_effect/incapacitating/unconscious
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id = "unconscious"
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@@ -113,10 +112,16 @@
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icon = 'icons/mob/actions/bloodsucker.dmi'
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icon_state = "power_mez"
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/datum/status_effect/no_combat_mode/electrode
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/datum/status_effect/electrode
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id = "tased"
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var/slowdown = 1.5
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var/slowdown_priority = 50 //to make sure the stronger effect overrides
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var/affect_crawl = FALSE
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var/nextmove_modifier = 1
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var/stamdmg_per_ds = 1 //a 20 duration would do 20 stamdmg, disablers do 24 or something
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var/last_tick = 0 //fastprocess processing speed is a goddamn sham, don't trust it.
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/datum/status_effect/no_combat_mode/electrode/on_creation(mob/living/new_owner, set_duration)
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/datum/status_effect/electrode/on_creation(mob/living/new_owner, set_duration)
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if(isnum(set_duration)) //TODO, figure out how to grab from subtype
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duration = set_duration
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. = ..()
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@@ -124,20 +129,35 @@
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var/mob/living/carbon/C = owner
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if(C.combatmode)
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C.toggle_combat_mode(TRUE)
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C.add_movespeed_modifier(MOVESPEED_ID_TASED_STATUS, TRUE, override = TRUE, multiplicative_slowdown = 8)
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C.add_movespeed_modifier("[MOVESPEED_ID_TASED_STATUS]_[id]", TRUE, priority = slowdown_priority, override = TRUE, multiplicative_slowdown = slowdown, blacklisted_movetypes = affected_crawl? NONE : CRAWLING)
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/datum/status_effect/no_combat_mode/electrode/on_remove()
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/datum/status_effect/electrode/on_remove()
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if(iscarbon(owner))
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var/mob/living/carbon/C = owner
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C.remove_movespeed_modifier(MOVESPEED_ID_TASED_STATUS)
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C.remove_movespeed_modifier("[MOVESPEED_ID_TASED_STATUS]_[id]")
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. = ..()
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/datum/status_effect/no_combat_mode/electrode/tick()
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/datum/status_effect/electrode/tick()
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var/diff = world.time - last_tick
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if(owner)
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owner.adjustStaminaLoss(5) //if you really want to try to stamcrit someone with a taser alone, you can, but it'll take time and good timing.
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owner.adjustStaminaLoss(max(0, stamdmg_per_ds * diff)) //if you really want to try to stamcrit someone with a taser alone, you can, but it'll take time and good timing.
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last_tick = world.time
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/datum/status_effect/no_combat_mode/electrode/nextmove_modifier() //why is this a proc. its no big deal since this doesnt get called often at all but literally w h y
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return 2
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/datum/status_effect/electrode/no_combat_mode
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id = "tased_strong"
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slowdown = 8
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slowdown_priority = 100
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nextmove_modifier = 2
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/datum/status_effect/electrode/no_combat_mode/on_creation(mob/living/new_owner, set_duration)
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. = ..()
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if(iscarbon(owner))
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var/mob/living/carbon/C = owner
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if(C.combatmode)
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C.toggle_combat_mode(TRUE)
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/datum/status_effect/electrode/no_combat_mode/nextmove_modifier() //why is this a proc. its no big deal since this doesnt get called often at all but literally w h y
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return nextmove_modifier
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//OTHER DEBUFFS
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/datum/status_effect/his_wrath //does minor damage over time unless holding His Grace
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@@ -27,4 +27,4 @@
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click_cooldown_override = 3.5
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/obj/item/ammo_casing/energy/disabler/secborg
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e_cost = 50
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e_cost = 50
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@@ -20,7 +20,8 @@
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var/obj/item/stock_parts/cell/cell //What type of power cell this uses
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var/cell_type = /obj/item/stock_parts/cell
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var/modifystate = 0
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var/list/ammo_type = list(/obj/item/ammo_casing/energy)
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/// = TRUE/FALSE decides if the user can switch to it of their own accord
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var/list/ammo_type = list(/obj/item/ammo_casing/energy = TRUE)
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/// The index of the ammo_types/firemodes which we're using right now
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var/current_firemode_index = 1
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var/can_charge = 1 //Can it be charged in a recharger?
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@@ -35,6 +36,9 @@
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var/use_cyborg_cell = FALSE //whether the gun drains the cyborg user's cell instead, not to be confused with EGUN_SELFCHARGE_BORG
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var/dead_cell = FALSE //set to true so the gun is given an empty cell
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/// SET THIS TO TRUE IF YOU OVERRIDE altafterattack() or ANY right click action! If this is FALSE, the gun will show in examine its default right click behavior, which is to switch modes.
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var/right_click_overridden = FALSE
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/obj/item/gun/energy/emp_act(severity)
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. = ..()
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if(!(. & EMP_PROTECT_CONTENTS))
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@@ -65,6 +69,11 @@
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/gun/energy/examine(mob/user)
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. = ..()
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if(!right_click_overridden)
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. += "<span class='notice'>Right click in combat mode to switch modes.</span>"
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/obj/item/gun/energy/process()
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if(selfcharge && cell?.charge < cell.maxcharge)
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charge_tick++
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@@ -135,11 +144,13 @@
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var/obj/item/ammo_casing/energy/C
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for(var/i in 1 to length(ammo_type))
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var/v = ammo_type[i]
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var/user_can_select = ammo_type[v]
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if(istype(v, /obj/item/ammo_casing/energy)) //already set
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continue
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ammo_type[v] = isnull(user_can_select)? TRUE : user_can_select
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else
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C = new v //if you put non energycasing/type stuff in here you deserve the runtime
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ammo_type[i] = C
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ammo_type[C] = isnull(user_can_select)? TRUE : user_can_select
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set_firemode_index(initial(current_firemode_index))
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/obj/item/gun/energy/proc/set_firemode_index(index, mob/user_for_feedback)
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@@ -179,11 +190,37 @@
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/// This is the proc used in general for when a user switches firemodes. Just goes to next firemode by default.
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/obj/item/gun/energy/proc/select_fire(mob/living/user)
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return set_firemode_to_next(user)
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return user_set_firemode_to_next(user)
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/obj/item/gun/energy/proc/can_select_fire(mob/living/user)
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return TRUE
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#define INCREMENT_OR_WRAP(i) i = (i >= length(ammo_type))? 1 : (i + 1)
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#define DECREMENT_OR_WRAP(i) i = (i <= 1)? length(ammo_type) : (i - 1)
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#define IS_VALID_INDEX(i) (ammo_type[ammo_type[i]])
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/obj/item/gun/energy/proc/user_set_firemode_to_next(mob/user_for_feedback)
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var/current_index = current_firemode_index
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var/new_index = current_index
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INCREMENT_OR_WRAP(new_index)
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if(!IS_VALID_INDEX(new_index))
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var/initial_index = new_index
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while(!IS_VALID_INDEX(new_index) && (new_index != initial_index))
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new_index = INCREMENT_OR_WRAP(new_index)
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set_firemode_index(new_index, user_for_feedback)
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/obj/item/gun/energy/proc/user_set_firemode_to_next(mob/user_for_feedback)
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var/current_index = current_firemode_index
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var/new_index = current_index
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DECREMENT_OR_WRAP(new_index)
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if(!IS_VALID_INDEX(new_index))
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var/initial_index = new_index
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while(!IS_VALID_INDEX(new_index) && (new_index != initial_index))
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new_index = DECREMENT_OR_WRAP(new_index)
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set_firemode_index(new_index, user_for_feedback)
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#undef INCREMENT_OR_WRAP
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#undef DECREMENT_OR_WRAP
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#undef IS_VALID_INDEX
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/obj/item/gun/energy/update_icon(force_update)
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if(QDELETED(src))
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return
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@@ -255,7 +292,6 @@
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/item/gun/energy/ignition_effect(atom/A, mob/living/user)
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if(!can_shoot() || !ammo_type[current_firemode_index])
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shoot_with_empty_chamber()
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@@ -283,3 +319,9 @@
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playsound(user, BB.hitsound, 50, 1)
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cell.use(E.e_cost)
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. = "<span class='danger'>[user] casually lights their [A.name] with [src]. Damn.</span>"
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/obj/item/gun/energy/altafterattack(atom/target, mob/user, proximity_flags, params)
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if(!right_click_overridden)
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select_fire(user)
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return TRUE
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return ..()
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@@ -18,10 +18,23 @@
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/obj/item/gun/energy/e_gun/advtaser
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name = "hybrid taser"
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desc = "A dual-mode taser designed to fire both short-range high-power electrodes and long-range disabler beams."
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desc = "A dual-mode taser designed to fire both short-range high-power electrodes and long-range disabler beams. <span class='boldnotice'>Right click in combat mode to fire a taser shot with a cooldown.</span>""
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icon_state = "advtaser"
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ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/electrode)
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ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/electrode = FALSE)
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ammo_x_offset = 2
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// Not enough guns have altfire systems like this yet for this to be a universal framework.
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var/last_altfire = 0
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var/altfire_delay = 40
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/obj/item/gun/energy/e_gun/advtaser/altafterattack(atom/target, mob/user, proximity_flag, params)
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if(last_altfire > world.time + altfire_delay)
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return FALSE
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var/current_index = current_firemode_index
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set_firemode_to_type(/obj/item/ammo_casing/energy/electrode)
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process_afterattack(target, user, proximity_flag, params)
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set_firemode_index(current_index)
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last_altfire = world.time
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return TRUE
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/obj/item/gun/energy/e_gun/advtaser/cyborg
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name = "cyborg taser"
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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 +27,17 @@
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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 = 20
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knockdown = 0
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knockdown_stamoverride = 5
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knockdown_stam_max = 15
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strong_tase = FALSE
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