Merge remote-tracking branch 'citadel/master' into kevinz000-patch-8

This commit is contained in:
kevinz000
2020-01-20 22:47:21 -07:00
1748 changed files with 215934 additions and 205766 deletions
+217 -217
View File
@@ -1,217 +1,217 @@
/obj/item/projectile/beam
name = "laser"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 20
light_range = 2
damage_type = BURN
hitsound = 'sound/weapons/sear.ogg'
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
flag = "laser"
eyeblur = 2
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
ricochets_max = 50 //Honk!
ricochet_chance = 80
is_reflectable = TRUE
/obj/item/projectile/beam/laser
tracer_type = /obj/effect/projectile/tracer/laser
muzzle_type = /obj/effect/projectile/muzzle/laser
impact_type = /obj/effect/projectile/impact/laser
/obj/item/projectile/beam/laser/heavylaser
name = "heavy laser"
icon_state = "heavylaser"
damage = 40
tracer_type = /obj/effect/projectile/tracer/heavy_laser
muzzle_type = /obj/effect/projectile/muzzle/heavy_laser
impact_type = /obj/effect/projectile/impact/heavy_laser
/obj/item/projectile/beam/laser/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.IgniteMob()
else if(isturf(target))
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser/wall
/obj/item/projectile/beam/weak
damage = 15
/obj/item/projectile/beam/weak/penetrator
armour_penetration = 50
/obj/item/projectile/beam/practice
name = "practice laser"
damage = 0
nodamage = 1
/obj/item/projectile/beam/scatter
name = "laser pellet"
icon_state = "scatterlaser"
damage = 5
/obj/item/projectile/beam/xray
name = "\improper X-ray beam"
icon_state = "xray"
damage = 15
irradiate = 300
range = 15
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSCLOSEDTURF
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
light_color = LIGHT_COLOR_GREEN
tracer_type = /obj/effect/projectile/tracer/xray
muzzle_type = /obj/effect/projectile/muzzle/xray
impact_type = /obj/effect/projectile/impact/xray
/obj/item/projectile/beam/disabler
name = "disabler beam"
icon_state = "omnilaser"
damage = 28 // Citadel change for balance from 36
damage_type = STAMINA
flag = "energy"
hitsound = 'sound/weapons/tap.ogg'
eyeblur = 0
speed = 0.6
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
tracer_type = /obj/effect/projectile/tracer/disabler
muzzle_type = /obj/effect/projectile/muzzle/disabler
impact_type = /obj/effect/projectile/impact/disabler
/obj/item/projectile/beam/pulse
name = "pulse"
icon_state = "u_laser"
damage = 50
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
tracer_type = /obj/effect/projectile/tracer/pulse
muzzle_type = /obj/effect/projectile/muzzle/pulse
impact_type = /obj/effect/projectile/impact/pulse
/obj/item/projectile/beam/pulse/on_hit(atom/target, blocked = FALSE)
. = ..()
if (!QDELETED(target) && (isturf(target) || istype(target, /obj/structure/)))
target.ex_act(EXPLODE_HEAVY)
/obj/item/projectile/beam/pulse/shotgun
damage = 40
/obj/item/projectile/beam/pulse/heavy
name = "heavy pulse laser"
icon_state = "pulse1_bl"
var/life = 20
/obj/item/projectile/beam/pulse/heavy/on_hit(atom/target, blocked = FALSE)
life -= 10
if(life > 0)
. = -1
..()
/obj/item/projectile/beam/emitter
name = "emitter beam"
icon_state = "emitter"
damage = 30
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
light_color = LIGHT_COLOR_GREEN
/obj/item/projectile/beam/emitter/singularity_pull()
return
/obj/item/projectile/beam/emitter/hitscan
hitscan = TRUE
muzzle_type = /obj/effect/projectile/muzzle/laser/emitter
tracer_type = /obj/effect/projectile/tracer/laser/emitter
impact_type = /obj/effect/projectile/impact/laser/emitter
impact_effect_type = null
/obj/item/projectile/beam/lasertag
name = "laser tag beam"
icon_state = "omnilaser"
hitsound = null
damage = 0
damage_type = STAMINA
flag = "laser"
var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
/obj/item/projectile/beam/lasertag/on_hit(atom/target, blocked = FALSE)
. = ..()
if(ishuman(target))
var/mob/living/carbon/human/M = target
if(istype(M.wear_suit))
if(M.wear_suit.type in suit_types)
M.adjustStaminaLoss(34)
/obj/item/projectile/beam/lasertag/redtag
icon_state = "laser"
suit_types = list(/obj/item/clothing/suit/bluetag)
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
tracer_type = /obj/effect/projectile/tracer/laser
muzzle_type = /obj/effect/projectile/muzzle/laser
impact_type = /obj/effect/projectile/impact/laser
/obj/item/projectile/beam/lasertag/redtag/hitscan
hitscan = TRUE
/obj/item/projectile/beam/lasertag/redtag/hitscan/holy
name = "lasrifle beam"
damage = 0.1
damage_type = BURN
/obj/item/projectile/beam/lasertag/bluetag
icon_state = "bluelaser"
suit_types = list(/obj/item/clothing/suit/redtag)
tracer_type = /obj/effect/projectile/tracer/laser/blue
muzzle_type = /obj/effect/projectile/muzzle/laser/blue
impact_type = /obj/effect/projectile/impact/laser/blue
/obj/item/projectile/beam/lasertag/bluetag/hitscan
hitscan = TRUE
/obj/item/projectile/beam/instakill
name = "instagib laser"
icon_state = "purple_laser"
damage = 200
damage_type = BURN
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
light_color = LIGHT_COLOR_PURPLE
/obj/item/projectile/beam/instakill/blue
icon_state = "blue_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
/obj/item/projectile/beam/instakill/red
icon_state = "red_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
/obj/item/projectile/beam/instakill/on_hit(atom/target)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.visible_message("<span class='danger'>[M] explodes into a shower of gibs!</span>")
M.gib()
//a shrink ray that shrinks stuff, which grows back after a short while.
/obj/item/projectile/beam/shrink
name = "shrink ray"
icon_state = "blue_laser"
hitsound = 'sound/weapons/shrink_hit.ogg'
damage = 0
damage_type = STAMINA
flag = "energy"
impact_effect_type = /obj/effect/temp_visual/impact_effect/shrink
light_color = LIGHT_COLOR_BLUE
var/shrink_time = 90
/obj/item/projectile/beam/shrink/on_hit(atom/target, blocked = FALSE)
. = ..()
if(isopenturf(target) || istype(target, /turf/closed/indestructible))//shrunk floors wouldnt do anything except look weird, i-walls shouldnt be bypassable
return
target.AddComponent(/datum/component/shrink, shrink_time)
/obj/item/projectile/beam
name = "laser"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 20
light_range = 2
damage_type = BURN
hitsound = 'sound/weapons/sear.ogg'
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
flag = "laser"
eyeblur = 2
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
ricochets_max = 50 //Honk!
ricochet_chance = 80
is_reflectable = TRUE
/obj/item/projectile/beam/laser
tracer_type = /obj/effect/projectile/tracer/laser
muzzle_type = /obj/effect/projectile/muzzle/laser
impact_type = /obj/effect/projectile/impact/laser
/obj/item/projectile/beam/laser/heavylaser
name = "heavy laser"
icon_state = "heavylaser"
damage = 40
tracer_type = /obj/effect/projectile/tracer/heavy_laser
muzzle_type = /obj/effect/projectile/muzzle/heavy_laser
impact_type = /obj/effect/projectile/impact/heavy_laser
/obj/item/projectile/beam/laser/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.IgniteMob()
else if(isturf(target))
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser/wall
/obj/item/projectile/beam/weak
damage = 15
/obj/item/projectile/beam/weak/penetrator
armour_penetration = 50
/obj/item/projectile/beam/practice
name = "practice laser"
damage = 0
nodamage = 1
/obj/item/projectile/beam/scatter
name = "laser pellet"
icon_state = "scatterlaser"
damage = 5
/obj/item/projectile/beam/xray
name = "\improper X-ray beam"
icon_state = "xray"
damage = 15
irradiate = 300
range = 15
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSCLOSEDTURF
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
light_color = LIGHT_COLOR_GREEN
tracer_type = /obj/effect/projectile/tracer/xray
muzzle_type = /obj/effect/projectile/muzzle/xray
impact_type = /obj/effect/projectile/impact/xray
/obj/item/projectile/beam/disabler
name = "disabler beam"
icon_state = "omnilaser"
damage = 28 // Citadel change for balance from 36
damage_type = STAMINA
flag = "energy"
hitsound = 'sound/weapons/tap.ogg'
eyeblur = 0
speed = 0.6
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
tracer_type = /obj/effect/projectile/tracer/disabler
muzzle_type = /obj/effect/projectile/muzzle/disabler
impact_type = /obj/effect/projectile/impact/disabler
/obj/item/projectile/beam/pulse
name = "pulse"
icon_state = "u_laser"
damage = 50
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
tracer_type = /obj/effect/projectile/tracer/pulse
muzzle_type = /obj/effect/projectile/muzzle/pulse
impact_type = /obj/effect/projectile/impact/pulse
/obj/item/projectile/beam/pulse/on_hit(atom/target, blocked = FALSE)
. = ..()
if (!QDELETED(target) && (isturf(target) || istype(target, /obj/structure/)))
target.ex_act(EXPLODE_HEAVY)
/obj/item/projectile/beam/pulse/shotgun
damage = 40
/obj/item/projectile/beam/pulse/heavy
name = "heavy pulse laser"
icon_state = "pulse1_bl"
var/life = 20
/obj/item/projectile/beam/pulse/heavy/on_hit(atom/target, blocked = FALSE)
life -= 10
if(life > 0)
. = BULLET_ACT_FORCE_PIERCE
return ..()
/obj/item/projectile/beam/emitter
name = "emitter beam"
icon_state = "emitter"
damage = 30
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
light_color = LIGHT_COLOR_GREEN
/obj/item/projectile/beam/emitter/singularity_pull()
return
/obj/item/projectile/beam/emitter/hitscan
hitscan = TRUE
muzzle_type = /obj/effect/projectile/muzzle/laser/emitter
tracer_type = /obj/effect/projectile/tracer/laser/emitter
impact_type = /obj/effect/projectile/impact/laser/emitter
impact_effect_type = null
/obj/item/projectile/beam/lasertag
name = "laser tag beam"
icon_state = "omnilaser"
hitsound = null
damage = 0
damage_type = STAMINA
flag = "laser"
var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
/obj/item/projectile/beam/lasertag/on_hit(atom/target, blocked = FALSE)
. = ..()
if(ishuman(target))
var/mob/living/carbon/human/M = target
if(istype(M.wear_suit))
if(M.wear_suit.type in suit_types)
M.adjustStaminaLoss(34)
/obj/item/projectile/beam/lasertag/redtag
icon_state = "laser"
suit_types = list(/obj/item/clothing/suit/bluetag)
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
tracer_type = /obj/effect/projectile/tracer/laser
muzzle_type = /obj/effect/projectile/muzzle/laser
impact_type = /obj/effect/projectile/impact/laser
/obj/item/projectile/beam/lasertag/redtag/hitscan
hitscan = TRUE
/obj/item/projectile/beam/lasertag/redtag/hitscan/holy
name = "lasrifle beam"
damage = 0.1
damage_type = BURN
/obj/item/projectile/beam/lasertag/bluetag
icon_state = "bluelaser"
suit_types = list(/obj/item/clothing/suit/redtag)
tracer_type = /obj/effect/projectile/tracer/laser/blue
muzzle_type = /obj/effect/projectile/muzzle/laser/blue
impact_type = /obj/effect/projectile/impact/laser/blue
/obj/item/projectile/beam/lasertag/bluetag/hitscan
hitscan = TRUE
/obj/item/projectile/beam/instakill
name = "instagib laser"
icon_state = "purple_laser"
damage = 200
damage_type = BURN
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
light_color = LIGHT_COLOR_PURPLE
/obj/item/projectile/beam/instakill/blue
icon_state = "blue_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
/obj/item/projectile/beam/instakill/red
icon_state = "red_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
/obj/item/projectile/beam/instakill/on_hit(atom/target)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.visible_message("<span class='danger'>[M] explodes into a shower of gibs!</span>")
M.gib()
//a shrink ray that shrinks stuff, which grows back after a short while.
/obj/item/projectile/beam/shrink
name = "shrink ray"
icon_state = "blue_laser"
hitsound = 'sound/weapons/shrink_hit.ogg'
damage = 0
damage_type = STAMINA
flag = "energy"
impact_effect_type = /obj/effect/temp_visual/impact_effect/shrink
light_color = LIGHT_COLOR_BLUE
var/shrink_time = 90
/obj/item/projectile/beam/shrink/on_hit(atom/target, blocked = FALSE)
. = ..()
if(isopenturf(target) || istype(target, /turf/closed/indestructible))//shrunk floors wouldnt do anything except look weird, i-walls shouldnt be bypassable
return
target.AddComponent(/datum/component/shrink, shrink_time)
+10 -10
View File
@@ -1,10 +1,10 @@
/obj/item/projectile/bullet
name = "bullet"
icon_state = "bullet"
damage = 60
damage_type = BRUTE
nodamage = FALSE
candink = TRUE
flag = "bullet"
hitsound_wall = "ricochet"
impact_effect_type = /obj/effect/temp_visual/impact_effect
/obj/item/projectile/bullet
name = "bullet"
icon_state = "bullet"
damage = 60
damage_type = BRUTE
nodamage = FALSE
candink = TRUE
flag = "bullet"
hitsound_wall = "ricochet"
impact_effect_type = /obj/effect/temp_visual/impact_effect
@@ -1,17 +1,17 @@
/obj/item/projectile/bullet/incendiary
damage = 20
var/fire_stacks = 4
/obj/item/projectile/bullet/incendiary/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(fire_stacks)
M.IgniteMob()
/obj/item/projectile/bullet/incendiary/Move()
. = ..()
var/turf/location = get_turf(src)
if(location)
new /obj/effect/hotspot(location)
location.hotspot_expose(700, 5, 1)
/obj/item/projectile/bullet/incendiary
damage = 20
var/fire_stacks = 4
/obj/item/projectile/bullet/incendiary/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(fire_stacks)
M.IgniteMob()
/obj/item/projectile/bullet/incendiary/Move()
. = ..()
var/turf/location = get_turf(src)
if(location)
new /obj/effect/hotspot(location)
location.hotspot_expose(700, 5, 1)
@@ -1,81 +1,80 @@
/obj/item/projectile/bullet/dart
name = "dart"
icon_state = "cbbolt"
damage = 6
var/piercing = FALSE
/obj/item/projectile/bullet/dart/Initialize()
. = ..()
create_reagents(50, NO_REACT)
/obj/item/projectile/bullet/dart/on_hit(atom/target, blocked = FALSE, skip = FALSE)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100) // not completely blocked
if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
..()
if(skip == TRUE)
return
reagents.reaction(M, INJECT)
reagents.trans_to(M, reagents.total_volume)
return TRUE
else
blocked = 100
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
"<span class='userdanger'>You were protected against \the [src]!</span>")
..(target, blocked)
DISABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
reagents.handle_reactions()
return TRUE
/obj/item/projectile/bullet/dart/metalfoam/Initialize()
. = ..()
reagents.add_reagent("aluminium", 15)
reagents.add_reagent("foaming_agent", 5)
reagents.add_reagent("facid", 5)
/obj/item/projectile/bullet/dart/syringe
name = "syringe"
icon_state = "syringeproj"
//I am in a mess of my own making
/obj/item/projectile/bullet/dart/syringe/dart
name = "Smartdart"
icon_state = "dartproj"
damage = 0
var/emptrig = FALSE
/obj/item/projectile/bullet/dart/syringe/dart/on_hit(atom/target, blocked = FALSE)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100)
if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
..(target, blocked, TRUE)
for(var/datum/reagent/R in reagents.reagent_list) //OD prevention time!
if(istype(R, /datum/reagent/medicine)) //Is this a medicine?
if(M.reagents.has_reagent(R.id))
if(R.overdose_threshold == 0 || emptrig == TRUE) //Is there a possible OD?
M.reagents.add_reagent(R.id, R.volume)
else
var/transVol = CLAMP(R.volume, 0, (R.overdose_threshold - M.reagents.get_reagent_amount(R.id)) -1)
M.reagents.add_reagent(R.id, transVol)
else
if(!R.overdose_threshold == 0)
var/transVol = CLAMP(R.volume, 0, R.overdose_threshold-1)
M.reagents.add_reagent(R.id, transVol)
else
M.reagents.add_reagent(R.id, R.volume)
target.visible_message("<span class='notice'>\The [src] beeps!</span>")
to_chat("<span class='notice'><i>You feel a tiny prick as a smartdart embeds itself in you with a beep.</i></span>")
return TRUE
else
blocked = 100
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
"<span class='userdanger'>You see a [src] bounce off you, booping sadly!</span>")
target.visible_message("<span class='danger'>\The [src] fails to land on target!</span>")
return TRUE
/obj/item/projectile/bullet/dart
name = "dart"
icon_state = "cbbolt"
damage = 6
var/piercing = FALSE
/obj/item/projectile/bullet/dart/Initialize()
. = ..()
create_reagents(50, NO_REACT)
/obj/item/projectile/bullet/dart/on_hit(atom/target, blocked = FALSE, skip = FALSE)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100) // not completely blocked
if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
..()
if(skip == TRUE)
return BULLET_ACT_HIT
reagents.reaction(M, INJECT)
reagents.trans_to(M, reagents.total_volume)
return TRUE
else
blocked = 100
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
"<span class='userdanger'>You were protected against \the [src]!</span>")
..(target, blocked)
DISABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT)
reagents.handle_reactions()
return BULLET_ACT_HIT
/obj/item/projectile/bullet/dart/metalfoam/Initialize()
. = ..()
reagents.add_reagent(/datum/reagent/aluminium, 15)
reagents.add_reagent(/datum/reagent/foaming_agent, 5)
reagents.add_reagent(/datum/reagent/toxin/acid, 5)
/obj/item/projectile/bullet/dart/syringe
name = "syringe"
icon_state = "syringeproj"
//I am in a mess of my own making
/obj/item/projectile/bullet/dart/syringe/dart
name = "Smartdart"
icon_state = "dartproj"
damage = 0
var/emptrig = FALSE
/obj/item/projectile/bullet/dart/syringe/dart/on_hit(atom/target, blocked = FALSE)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100)
if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
..(target, blocked, TRUE)
for(var/datum/reagent/medicine/R in reagents.reagent_list) //OD prevention time!
if(M.reagents.has_reagent(R.type))
if(R.overdose_threshold == 0 || emptrig == TRUE) //Is there a possible OD?
M.reagents.add_reagent(R.type, R.volume)
else
var/transVol = CLAMP(R.volume, 0, (R.overdose_threshold - M.reagents.get_reagent_amount(R.type)) -1)
M.reagents.add_reagent(R.type, transVol)
else
if(!R.overdose_threshold == 0)
var/transVol = CLAMP(R.volume, 0, R.overdose_threshold-1)
M.reagents.add_reagent(R.type, transVol)
else
M.reagents.add_reagent(R.type, R.volume)
target.visible_message("<span class='notice'>\The [src] beeps!</span>")
to_chat("<span class='notice'><i>You feel a tiny prick as a smartdart embeds itself in you with a beep.</i></span>")
return BULLET_ACT_HIT
else
blocked = 100
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
"<span class='userdanger'>You see a [src] bounce off you, booping sadly!</span>")
target.visible_message("<span class='danger'>\The [src] fails to land on target!</span>")
return BULLET_ACT_BLOCK
@@ -1,24 +1,24 @@
/obj/item/projectile/bullet/dnainjector
name = "\improper DNA injector"
icon_state = "syringeproj"
var/obj/item/dnainjector/injector
damage = 5
hitsound_wall = "shatter"
/obj/item/projectile/bullet/dnainjector/on_hit(atom/target, blocked = FALSE)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100)
if(M.can_inject(null, FALSE, def_zone, FALSE))
if(injector.inject(M, firer))
QDEL_NULL(injector)
return TRUE
else
blocked = 100
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
"<span class='userdanger'>You were protected against \the [src]!</span>")
return ..()
/obj/item/projectile/bullet/dnainjector/Destroy()
QDEL_NULL(injector)
return ..()
/obj/item/projectile/bullet/dnainjector
name = "\improper DNA injector"
icon_state = "syringeproj"
var/obj/item/dnainjector/injector
damage = 5
hitsound_wall = "shatter"
/obj/item/projectile/bullet/dnainjector/on_hit(atom/target, blocked = FALSE)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100)
if(M.can_inject(null, FALSE, def_zone, FALSE))
if(injector.inject(M, firer))
QDEL_NULL(injector)
return BULLET_ACT_HIT
else
blocked = 100
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
"<span class='userdanger'>You were protected against \the [src]!</span>")
return ..()
/obj/item/projectile/bullet/dnainjector/Destroy()
QDEL_NULL(injector)
return ..()
@@ -1,12 +1,12 @@
// 40mm (Grenade Launcher
/obj/item/projectile/bullet/a40mm
name ="40mm grenade"
desc = "USE A WEEL GUN"
icon_state= "bolter"
damage = 60
/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, -1, 0, 2, 1, 0, flame_range = 3)
return TRUE
// 40mm (Grenade Launcher
/obj/item/projectile/bullet/a40mm
name ="40mm grenade"
desc = "USE A WEEL GUN"
icon_state= "bolter"
damage = 60
/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, -1, 0, 2, 1, 0, flame_range = 3)
return BULLET_ACT_HIT
@@ -1,44 +1,44 @@
// C3D (Borgs)
/obj/item/projectile/bullet/c3d
damage = 20
// Mech LMG
/obj/item/projectile/bullet/lmg
damage = 20
// Mech FNX-99
/obj/item/projectile/bullet/incendiary/fnx99
damage = 20
// Turrets
/obj/item/projectile/bullet/manned_turret
damage = 20
/obj/item/projectile/bullet/syndicate_turret
damage = 20
// 1.95x129mm (SAW)
/obj/item/projectile/bullet/mm195x129
name = "1.95x129mm bullet"
damage = 45
armour_penetration = 5
/obj/item/projectile/bullet/mm195x129_ap
name = "1.95x129mm armor-piercing bullet"
damage = 40
armour_penetration = 75
/obj/item/projectile/bullet/mm195x129_hp
name = "1.95x129mm hollow-point bullet"
damage = 60
armour_penetration = -60
/obj/item/projectile/bullet/incendiary/mm195x129
name = "1.95x129mm incendiary bullet"
damage = 20
fire_stacks = 3
// C3D (Borgs)
/obj/item/projectile/bullet/c3d
damage = 20
// Mech LMG
/obj/item/projectile/bullet/lmg
damage = 20
// Mech FNX-99
/obj/item/projectile/bullet/incendiary/fnx99
damage = 20
// Turrets
/obj/item/projectile/bullet/manned_turret
damage = 20
/obj/item/projectile/bullet/syndicate_turret
damage = 20
// 1.95x129mm (SAW)
/obj/item/projectile/bullet/mm195x129
name = "1.95x129mm bullet"
damage = 45
armour_penetration = 5
/obj/item/projectile/bullet/mm195x129_ap
name = "1.95x129mm armor-piercing bullet"
damage = 40
armour_penetration = 75
/obj/item/projectile/bullet/mm195x129_hp
name = "1.95x129mm hollow-point bullet"
damage = 60
armour_penetration = -60
/obj/item/projectile/bullet/incendiary/mm195x129
name = "1.95x129mm incendiary bullet"
damage = 20
fire_stacks = 3
@@ -1,36 +1,36 @@
// 9mm (Stechkin APS)
/obj/item/projectile/bullet/c9mm
name = "9mm bullet"
damage = 20
/obj/item/projectile/bullet/c9mm_ap
name = "9mm armor-piercing bullet"
damage = 15
armour_penetration = 40
/obj/item/projectile/bullet/incendiary/c9mm
name = "9mm incendiary bullet"
damage = 10
fire_stacks = 1
// 10mm (Stechkin)
/obj/item/projectile/bullet/c10mm
name = "10mm bullet"
damage = 30
/obj/item/projectile/bullet/c10mm_ap
name = "10mm armor-piercing bullet"
damage = 27
armour_penetration = 40
/obj/item/projectile/bullet/c10mm_hp
name = "10mm hollow-point bullet"
damage = 40
armour_penetration = -50
/obj/item/projectile/bullet/incendiary/c10mm
name = "10mm incendiary bullet"
damage = 15
fire_stacks = 2
// 9mm (Stechkin APS)
/obj/item/projectile/bullet/c9mm
name = "9mm bullet"
damage = 20
/obj/item/projectile/bullet/c9mm_ap
name = "9mm armor-piercing bullet"
damage = 15
armour_penetration = 40
/obj/item/projectile/bullet/incendiary/c9mm
name = "9mm incendiary bullet"
damage = 10
fire_stacks = 1
// 10mm (Stechkin)
/obj/item/projectile/bullet/c10mm
name = "10mm bullet"
damage = 30
/obj/item/projectile/bullet/c10mm_ap
name = "10mm armor-piercing bullet"
damage = 27
armour_penetration = 40
/obj/item/projectile/bullet/c10mm_hp
name = "10mm hollow-point bullet"
damage = 40
armour_penetration = -50
/obj/item/projectile/bullet/incendiary/c10mm
name = "10mm incendiary bullet"
damage = 15
fire_stacks = 2
@@ -1,71 +1,71 @@
// 7.62x38mmR (Nagant Revolver)
/obj/item/projectile/bullet/n762
name = "7.62x38mmR bullet"
damage = 60
// .50AE (Desert Eagle)
/obj/item/projectile/bullet/a50AE
name = ".50AE bullet"
damage = 60
// .38 (Detective's Gun)
/obj/item/projectile/bullet/c38
name = ".38 bullet"
damage = 25
/obj/item/projectile/bullet/c38/rubber
name = ".38 rubber bullet"
damage = 15
stamina = 48
/obj/item/projectile/bullet/c38/trac
name = ".38 TRAC bullet"
damage = 10
/obj/item/projectile/bullet/c38/trac/on_hit(atom/target, blocked = FALSE)
. = ..()
var/mob/living/carbon/M = target
var/obj/item/implant/tracking/c38/imp
for(var/obj/item/implant/tracking/c38/TI in M.implants) //checks if the target already contains a tracking implant
imp = TI
return
if(!imp)
imp = new /obj/item/implant/tracking/c38(M)
imp.implant(M)
/obj/item/projectile/bullet/c38/hotshot //similar to incendiary bullets, but do not leave a flaming trail
name = ".38 Hot Shot bullet"
damage = 20
/obj/item/projectile/bullet/c38/hotshot/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(6)
M.IgniteMob()
/obj/item/projectile/bullet/c38/iceblox //see /obj/item/projectile/temp for the original code
name = ".38 Iceblox bullet"
damage = 20
var/temperature = 100
/obj/item/projectile/bullet/c38/iceblox/on_hit(atom/target, blocked = FALSE)
. = ..()
if(isliving(target))
var/mob/living/M = target
M.adjust_bodytemperature(((100-blocked)/100)*(temperature - M.bodytemperature))
// .357 (Syndie Revolver)
/obj/item/projectile/bullet/a357
name = ".357 bullet"
damage = 60
/obj/item/projectile/bullet/a357/ap
name = ".357 armor-piercing bullet"
damage = 45
// 7.62x38mmR (Nagant Revolver)
/obj/item/projectile/bullet/n762
name = "7.62x38mmR bullet"
damage = 60
// .50AE (Desert Eagle)
/obj/item/projectile/bullet/a50AE
name = ".50AE bullet"
damage = 60
// .38 (Detective's Gun)
/obj/item/projectile/bullet/c38
name = ".38 bullet"
damage = 25
/obj/item/projectile/bullet/c38/rubber
name = ".38 rubber bullet"
damage = 15
stamina = 48
/obj/item/projectile/bullet/c38/trac
name = ".38 TRAC bullet"
damage = 10
/obj/item/projectile/bullet/c38/trac/on_hit(atom/target, blocked = FALSE)
. = ..()
var/mob/living/carbon/M = target
var/obj/item/implant/tracking/c38/imp
for(var/obj/item/implant/tracking/c38/TI in M.implants) //checks if the target already contains a tracking implant
imp = TI
return
if(!imp)
imp = new /obj/item/implant/tracking/c38(M)
imp.implant(M)
/obj/item/projectile/bullet/c38/hotshot //similar to incendiary bullets, but do not leave a flaming trail
name = ".38 Hot Shot bullet"
damage = 20
/obj/item/projectile/bullet/c38/hotshot/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(6)
M.IgniteMob()
/obj/item/projectile/bullet/c38/iceblox //see /obj/item/projectile/temp for the original code
name = ".38 Iceblox bullet"
damage = 20
var/temperature = 100
/obj/item/projectile/bullet/c38/iceblox/on_hit(atom/target, blocked = FALSE)
. = ..()
if(isliving(target))
var/mob/living/M = target
M.adjust_bodytemperature(((100-blocked)/100)*(temperature - M.bodytemperature))
// .357 (Syndie Revolver)
/obj/item/projectile/bullet/a357
name = ".357 bullet"
damage = 60
/obj/item/projectile/bullet/a357/ap
name = ".357 armor-piercing bullet"
damage = 45
armour_penetration = 45
@@ -1,16 +1,16 @@
// 5.56mm (M-90gl Carbine)
/obj/item/projectile/bullet/a556
name = "5.56mm bullet"
damage = 35
// 7.62 (Nagant Rifle)
/obj/item/projectile/bullet/a762
name = "7.62 bullet"
damage = 60
/obj/item/projectile/bullet/a762_enchanted
name = "enchanted 7.62 bullet"
damage = 5
stamina = 80
// 5.56mm (M-90gl Carbine)
/obj/item/projectile/bullet/a556
name = "5.56mm bullet"
damage = 35
// 7.62 (Nagant Rifle)
/obj/item/projectile/bullet/a762
name = "7.62 bullet"
damage = 60
/obj/item/projectile/bullet/a762_enchanted
name = "enchanted 7.62 bullet"
damage = 5
stamina = 80
@@ -1,100 +1,100 @@
/obj/item/projectile/bullet/shotgun_slug
name = "12g shotgun slug"
damage = 60
/obj/item/projectile/bullet/shotgun_beanbag
name = "beanbag slug"
damage = 5
stamina = 70
/obj/item/projectile/bullet/incendiary/shotgun
name = "incendiary slug"
damage = 20
/obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
name = "dragonsbreath pellet"
damage = 5
/obj/item/projectile/bullet/shotgun_stunslug
name = "stunslug"
damage = 5
stamina = 20
knockdown = 100
stutter = 5
jitter = 20
range = 7
icon_state = "spark"
color = "#FFFF00"
/obj/item/projectile/bullet/shotgun_meteorslug
name = "meteorslug"
icon = 'icons/obj/meteor.dmi'
icon_state = "dust"
damage = 20
knockdown = 80
hitsound = 'sound/effects/meteorimpact.ogg'
/obj/item/projectile/bullet/shotgun_meteorslug/on_hit(atom/target, blocked = FALSE)
. = ..()
if(ismovableatom(target))
var/atom/movable/M = target
var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
M.safe_throw_at(throw_target, 3, 2)
/obj/item/projectile/bullet/shotgun_meteorslug/Initialize()
. = ..()
SpinAnimation()
/obj/item/projectile/bullet/shotgun_frag12
name ="frag12 slug"
damage = 25
knockdown = 50
/obj/item/projectile/bullet/shotgun_frag12/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, -1, 0, 1)
return TRUE
/obj/item/projectile/bullet/pellet
var/tile_dropoff = 0.75
var/tile_dropoff_s = 1.25
/obj/item/projectile/bullet/pellet/shotgun_buckshot
name = "buckshot pellet"
damage = 10
/obj/item/projectile/bullet/pellet/shotgun_rubbershot
name = "rubbershot pellet"
damage = 2
stamina = 15
/obj/item/projectile/bullet/pellet/Range()
..()
if(damage > 0)
damage -= tile_dropoff
if(stamina > 0)
stamina -= tile_dropoff_s
if(damage < 0 && stamina < 0)
qdel(src)
/obj/item/projectile/bullet/pellet/shotgun_improvised
tile_dropoff = 0.55 //Come on it does 6 damage don't be like that.
damage = 6
/obj/item/projectile/bullet/pellet/shotgun_improvised/Initialize()
. = ..()
range = rand(1, 8)
/obj/item/projectile/bullet/pellet/shotgun_improvised/on_range()
do_sparks(1, TRUE, src)
..()
// Mech Scattershots
/obj/item/projectile/bullet/scattershot
damage = 20
stamina = 65
/obj/item/projectile/bullet/seed
damage = 4
stamina = 1
/obj/item/projectile/bullet/shotgun_slug
name = "12g shotgun slug"
damage = 60
/obj/item/projectile/bullet/shotgun_beanbag
name = "beanbag slug"
damage = 5
stamina = 70
/obj/item/projectile/bullet/incendiary/shotgun
name = "incendiary slug"
damage = 20
/obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
name = "dragonsbreath pellet"
damage = 5
/obj/item/projectile/bullet/shotgun_stunslug
name = "stunslug"
damage = 5
stamina = 20
knockdown = 100
stutter = 5
jitter = 20
range = 7
icon_state = "spark"
color = "#FFFF00"
/obj/item/projectile/bullet/shotgun_meteorslug
name = "meteorslug"
icon = 'icons/obj/meteor.dmi'
icon_state = "dust"
damage = 20
knockdown = 80
hitsound = 'sound/effects/meteorimpact.ogg'
/obj/item/projectile/bullet/shotgun_meteorslug/on_hit(atom/target, blocked = FALSE)
. = ..()
if(ismovableatom(target))
var/atom/movable/M = target
var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
M.safe_throw_at(throw_target, 3, 2)
/obj/item/projectile/bullet/shotgun_meteorslug/Initialize()
. = ..()
SpinAnimation()
/obj/item/projectile/bullet/shotgun_frag12
name ="frag12 slug"
damage = 25
knockdown = 50
/obj/item/projectile/bullet/shotgun_frag12/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, -1, 0, 1)
return BULLET_ACT_HIT
/obj/item/projectile/bullet/pellet
var/tile_dropoff = 0.75
var/tile_dropoff_s = 1.25
/obj/item/projectile/bullet/pellet/shotgun_buckshot
name = "buckshot pellet"
damage = 10
/obj/item/projectile/bullet/pellet/shotgun_rubbershot
name = "rubbershot pellet"
damage = 2
stamina = 15
/obj/item/projectile/bullet/pellet/Range()
..()
if(damage > 0)
damage -= tile_dropoff
if(stamina > 0)
stamina -= tile_dropoff_s
if(damage < 0 && stamina < 0)
qdel(src)
/obj/item/projectile/bullet/pellet/shotgun_improvised
tile_dropoff = 0.55 //Come on it does 6 damage don't be like that.
damage = 6
/obj/item/projectile/bullet/pellet/shotgun_improvised/Initialize()
. = ..()
range = rand(1, 8)
/obj/item/projectile/bullet/pellet/shotgun_improvised/on_range()
do_sparks(1, TRUE, src)
..()
// Mech Scattershots
/obj/item/projectile/bullet/scattershot
damage = 20
stamina = 65
/obj/item/projectile/bullet/seed
damage = 4
stamina = 1
@@ -1,46 +1,46 @@
// .50 (Sniper)
/obj/item/projectile/bullet/p50
name =".50 bullet"
speed = 0.4
damage = 70
knockdown = 100
dismemberment = 50
armour_penetration = 50
var/breakthings = TRUE
/obj/item/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
if(isobj(target) && (blocked != 100) && breakthings)
var/obj/O = target
O.take_damage(80, BRUTE, "bullet", FALSE)
return ..()
/obj/item/projectile/bullet/p50/soporific
name =".50 soporific bullet"
armour_penetration = 0
damage = 0
dismemberment = 0
knockdown = 0
breakthings = FALSE
/obj/item/projectile/bullet/p50/soporific/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && isliving(target))
var/mob/living/L = target
L.Sleeping(400)
return ..()
/obj/item/projectile/bullet/p50/penetrator
name =".50 penetrator bullet"
icon_state = "gauss"
name = "penetrator round"
damage = 60
forcedodge = TRUE
dismemberment = 0 //It goes through you cleanly.
knockdown = 0
breakthings = FALSE
/obj/item/projectile/bullet/p50/penetrator/shuttle //Nukeop Shuttle Variety
icon_state = "gaussstrong"
damage = 25
speed = 0.3
range = 16
// .50 (Sniper)
/obj/item/projectile/bullet/p50
name =".50 bullet"
speed = 0.4
damage = 70
knockdown = 100
dismemberment = 50
armour_penetration = 50
var/breakthings = TRUE
/obj/item/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
if(isobj(target) && (blocked != 100) && breakthings)
var/obj/O = target
O.take_damage(80, BRUTE, "bullet", FALSE)
return ..()
/obj/item/projectile/bullet/p50/soporific
name =".50 soporific bullet"
armour_penetration = 0
damage = 0
dismemberment = 0
knockdown = 0
breakthings = FALSE
/obj/item/projectile/bullet/p50/soporific/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && isliving(target))
var/mob/living/L = target
L.Sleeping(400)
return ..()
/obj/item/projectile/bullet/p50/penetrator
name =".50 penetrator bullet"
icon_state = "gauss"
name = "penetrator round"
damage = 60
movement_type = FLYING | UNSTOPPABLE
dismemberment = 0 //It goes through you cleanly.
knockdown = 0
breakthings = FALSE
/obj/item/projectile/bullet/p50/penetrator/shuttle //Nukeop Shuttle Variety
icon_state = "gaussstrong"
damage = 25
speed = 0.3
range = 16
@@ -1,27 +1,27 @@
// Honker
/obj/item/projectile/bullet/honker
damage = 0
knockdown = 60
forcedodge = TRUE
nodamage = TRUE
candink = FALSE
hitsound = 'sound/items/bikehorn.ogg'
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "banana"
range = 200
/obj/item/projectile/bullet/honker/Initialize()
. = ..()
SpinAnimation()
// Mime
/obj/item/projectile/bullet/mime
damage = 20
/obj/item/projectile/bullet/mime/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.silent = max(M.silent, 10)
// Honker
/obj/item/projectile/bullet/honker
damage = 0
knockdown = 60
movement_type = FLYING | UNSTOPPABLE
nodamage = TRUE
candink = FALSE
hitsound = 'sound/items/bikehorn.ogg'
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "banana"
range = 200
/obj/item/projectile/bullet/honker/Initialize()
. = ..()
SpinAnimation()
// Mime
/obj/item/projectile/bullet/mime
damage = 20
/obj/item/projectile/bullet/mime/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.silent = max(M.silent, 10)
@@ -1,8 +1,8 @@
/obj/item/projectile/energy
name = "energy"
icon_state = "spark"
damage = 0
damage_type = BURN
flag = "energy"
is_reflectable = TRUE
/obj/item/projectile/energy
name = "energy"
icon_state = "spark"
damage = 0
damage_type = BURN
flag = "energy"
is_reflectable = TRUE
@@ -1,16 +1,16 @@
/obj/item/projectile/energy/bolt //ebow bolts
name = "bolt"
icon_state = "cbbolt"
damage = 8
damage_type = TOX
nodamage = 0
knockdown = 100
stutter = 5
drowsy = 50
/obj/item/projectile/energy/bolt/halloween
name = "candy corn"
icon_state = "candy_corn"
/obj/item/projectile/energy/bolt/large
damage = 20
/obj/item/projectile/energy/bolt //ebow bolts
name = "bolt"
icon_state = "cbbolt"
damage = 8
damage_type = TOX
nodamage = 0
knockdown = 100
stutter = 5
drowsy = 50
/obj/item/projectile/energy/bolt/halloween
name = "candy corn"
icon_state = "candy_corn"
/obj/item/projectile/energy/bolt/large
damage = 20
@@ -1,15 +1,15 @@
/obj/item/projectile/energy/declone
name = "radiation beam"
icon_state = "declone"
damage = 20
damage_type = CLONE
irradiate = 100
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
/obj/item/projectile/energy/dart //ninja throwing dart
name = "dart"
icon_state = "toxin"
damage = 5
damage_type = TOX
knockdown = 100
range = 7
/obj/item/projectile/energy/declone
name = "radiation beam"
icon_state = "declone"
damage = 20
damage_type = CLONE
irradiate = 100
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
/obj/item/projectile/energy/dart //ninja throwing dart
name = "dart"
icon_state = "toxin"
damage = 5
damage_type = TOX
knockdown = 100
range = 7
@@ -15,7 +15,7 @@
var/turf/Tloc = get_turf(target)
if(!locate(/obj/effect/nettingportal) in Tloc)
new /obj/effect/nettingportal(Tloc)
..()
return ..()
/obj/item/projectile/energy/net/on_range()
do_sparks(1, TRUE, src)
@@ -69,7 +69,7 @@
else if(iscarbon(target))
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy(get_turf(target))
B.Crossed(target)
..()
return ..()
/obj/item/projectile/energy/trap/on_range()
new /obj/item/restraints/legcuffs/beartrap/energy(loc)
@@ -91,7 +91,7 @@
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy/cyborg(get_turf(target))
B.Crossed(target)
QDEL_IN(src, 10)
..()
return ..()
/obj/item/projectile/energy/trap/cyborg/on_range()
do_sparks(1, TRUE, src)
@@ -1,35 +1,35 @@
/obj/item/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
color = "#FFFF00"
nodamage = 1
knockdown = 60
knockdown_stamoverride = 36
knockdown_stam_max = 50
stutter = 5
jitter = 20
hitsound = 'sound/weapons/taserhit.ogg'
range = 7
tracer_type = /obj/effect/projectile/tracer/stun
muzzle_type = /obj/effect/projectile/muzzle/stun
impact_type = /obj/effect/projectile/impact/stun
var/tase_duration = 50
/obj/item/projectile/energy/electrode/on_hit(atom/target, blocked = FALSE)
. = ..()
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - burst into sparks!
do_sparks(1, TRUE, src)
else if(iscarbon(target))
var/mob/living/carbon/C = target
SEND_SIGNAL(C, COMSIG_ADD_MOOD_EVENT, "tased", /datum/mood_event/tased)
SEND_SIGNAL(C, COMSIG_LIVING_MINOR_SHOCK)
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)
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
name = "electrode"
icon_state = "spark"
color = "#FFFF00"
nodamage = 1
knockdown = 60
knockdown_stamoverride = 36
knockdown_stam_max = 50
stutter = 5
jitter = 20
hitsound = 'sound/weapons/taserhit.ogg'
range = 7
tracer_type = /obj/effect/projectile/tracer/stun
muzzle_type = /obj/effect/projectile/muzzle/stun
impact_type = /obj/effect/projectile/impact/stun
var/tase_duration = 50
/obj/item/projectile/energy/electrode/on_hit(atom/target, blocked = FALSE)
. = ..()
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - burst into sparks!
do_sparks(1, TRUE, src)
else if(iscarbon(target))
var/mob/living/carbon/C = target
SEND_SIGNAL(C, COMSIG_ADD_MOOD_EVENT, "tased", /datum/mood_event/tased)
SEND_SIGNAL(C, COMSIG_LIVING_MINOR_SHOCK)
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)
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)
..()
@@ -1,29 +1,29 @@
/obj/item/projectile/energy/tesla
name = "tesla bolt"
icon_state = "tesla_projectile"
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
var/chain
var/tesla_flags = TESLA_MOB_DAMAGE | TESLA_OBJ_DAMAGE
var/zap_range = 3
var/power = 10000
/obj/item/projectile/energy/tesla/fire(setAngle)
if(firer)
chain = firer.Beam(src, icon_state = "lightning[rand(1, 12)]", time = INFINITY, maxdistance = INFINITY)
..()
/obj/item/projectile/energy/tesla/on_hit(atom/target)
. = ..()
tesla_zap(target, zap_range, power, tesla_flags)
qdel(src)
/obj/item/projectile/energy/tesla/Destroy()
qdel(chain)
return ..()
/obj/item/projectile/energy/tesla/revolver
name = "energy orb"
/obj/item/projectile/energy/tesla/cannon
name = "tesla orb"
power = 20000
/obj/item/projectile/energy/tesla
name = "tesla bolt"
icon_state = "tesla_projectile"
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
var/chain
var/tesla_flags = TESLA_MOB_DAMAGE | TESLA_OBJ_DAMAGE
var/zap_range = 3
var/power = 10000
/obj/item/projectile/energy/tesla/fire(setAngle)
if(firer)
chain = firer.Beam(src, icon_state = "lightning[rand(1, 12)]", time = INFINITY, maxdistance = INFINITY)
..()
/obj/item/projectile/energy/tesla/on_hit(atom/target)
. = ..()
tesla_zap(target, zap_range, power, tesla_flags)
qdel(src)
/obj/item/projectile/energy/tesla/Destroy()
qdel(chain)
return ..()
/obj/item/projectile/energy/tesla/revolver
name = "energy orb"
/obj/item/projectile/energy/tesla/cannon
name = "tesla orb"
power = 20000
+15 -14
View File
@@ -17,7 +17,7 @@
var/mob/M = target
if(M.anti_magic_check())
M.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
return
return BULLET_ACT_BLOCK
M.death(0)
/obj/item/projectile/magic/resurrection
@@ -31,10 +31,10 @@
. = ..()
if(isliving(target))
if(target.hellbound)
return
return BULLET_ACT_BLOCK
if(target.anti_magic_check())
target.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
return
return BULLET_ACT_BLOCK
if(iscarbon(target))
var/mob/living/carbon/C = target
C.regenerate_limbs()
@@ -60,7 +60,7 @@
var/mob/M = target
if(M.anti_magic_check())
M.visible_message("<span class='warning'>[src] fizzles on contact with [target]!</span>")
return
return BULLET_ACT_BLOCK
var/teleammount = 0
var/teleloc = target
if(!isturf(target))
@@ -116,7 +116,7 @@
if(M.anti_magic_check())
M.visible_message("<span class='warning'>[src] fizzles on contact with [M]!</span>")
qdel(src)
return
return BULLET_ACT_BLOCK
wabbajack(change)
qdel(src)
@@ -264,7 +264,7 @@
/obj/item/projectile/magic/animate/on_hit(atom/target, blocked = FALSE)
target.animate_atom_living(firer)
..()
. = ..()
/atom/proc/animate_atom_living(var/mob/living/owner = null)
if((isitem(src) || isstructure(src)) && !is_type_in_list(src, GLOB.protected_objects))
@@ -315,7 +315,7 @@
if(M.anti_magic_check())
M.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
qdel(src)
return
return BULLET_ACT_BLOCK
. = ..()
/obj/item/projectile/magic/arcane_barrage
@@ -334,7 +334,7 @@
if(M.anti_magic_check())
M.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
qdel(src)
return
return BULLET_ACT_BLOCK
. = ..()
@@ -460,7 +460,7 @@
if(M.anti_magic_check())
visible_message("<span class='warning'>[src] fizzles on contact with [target]!</span>")
qdel(src)
return
return BULLET_ACT_BLOCK
tesla_zap(src, tesla_range, tesla_power, tesla_flags)
qdel(src)
@@ -487,7 +487,7 @@
var/mob/living/M = target
if(M.anti_magic_check())
visible_message("<span class='warning'>[src] vanishes into smoke on contact with [target]!</span>")
return
return BULLET_ACT_BLOCK
M.take_overall_damage(0,10) //between this 10 burn, the 10 brute, the explosion brute, and the onfire burn, your at about 65 damage if you stop drop and roll immediately
var/turf/T = get_turf(target)
explosion(T, -1, exp_heavy, exp_light, exp_flash, 0, flame_range = exp_fire)
@@ -504,7 +504,7 @@
if(ismob(target))
var/mob/living/M = target
if(M.anti_magic_check())
return
return BULLET_ACT_BLOCK
var/turf/T = get_turf(target)
for(var/i=0, i<50, i+=10)
addtimer(CALLBACK(GLOBAL_PROC, .proc/explosion, T, -1, exp_heavy, exp_light, exp_flash, FALSE, FALSE, exp_fire), i)
@@ -518,11 +518,11 @@
/obj/item/projectile/magic/nuclear/on_hit(target)
if(used)
return
return BULLET_ACT_HIT
new/obj/effect/temp_visual/slugboom(get_turf(src))
if(ismob(target))
if(target == victim)
return
return BULLET_ACT_FORCE_PIERCE
used = 1
visible_message("<span class='danger'>[victim] slams into [target] with explosive force!</span>")
explosion(src, 2, 3, 4, -1, TRUE, FALSE, 5)
@@ -531,8 +531,9 @@
victim.take_overall_damage(30,30)
victim.Knockdown(60)
explosion(src, -1, -1, -1, -1, FALSE, FALSE, 5)
return BULLET_ACT_HIT
/obj/item/projectile/magic/nuclear/Destroy()
for(var/atom/movable/AM in contents)
AM.forceMove(get_turf(src))
. = ..()
. = ..()
@@ -1,20 +1,20 @@
/obj/item/projectile/bullet/reusable
name = "reusable bullet"
desc = "How do you even reuse a bullet?"
var/ammo_type = /obj/item/ammo_casing/caseless
var/dropped = FALSE
impact_effect_type = null
/obj/item/projectile/bullet/reusable/on_hit(atom/target, blocked = FALSE)
. = ..()
handle_drop()
/obj/item/projectile/bullet/reusable/on_range()
handle_drop()
..()
/obj/item/projectile/bullet/reusable/proc/handle_drop()
if(!dropped)
var/turf/T = get_turf(src)
new ammo_type(T)
dropped = TRUE
/obj/item/projectile/bullet/reusable
name = "reusable bullet"
desc = "How do you even reuse a bullet?"
var/ammo_type = /obj/item/ammo_casing/caseless
var/dropped = FALSE
impact_effect_type = null
/obj/item/projectile/bullet/reusable/on_hit(atom/target, blocked = FALSE)
. = ..()
handle_drop()
/obj/item/projectile/bullet/reusable/on_range()
handle_drop()
..()
/obj/item/projectile/bullet/reusable/proc/handle_drop()
if(!dropped)
var/turf/T = get_turf(src)
new ammo_type(T)
dropped = TRUE
@@ -1,41 +1,41 @@
/obj/item/projectile/bullet/reusable/foam_dart
name = "foam dart"
desc = "I hope you're wearing eye protection."
damage = 0 // It's a damn toy.
damage_type = OXY
nodamage = TRUE
icon = 'icons/obj/guns/toy.dmi'
icon_state = "foamdart_proj"
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
range = 10
var/modified = FALSE
var/obj/item/pen/pen = null
/obj/item/projectile/bullet/reusable/foam_dart/handle_drop()
if(dropped)
return
var/turf/T = get_turf(src)
dropped = 1
var/obj/item/ammo_casing/caseless/foam_dart/newcasing = new ammo_type(T)
newcasing.modified = modified
var/obj/item/projectile/bullet/reusable/foam_dart/newdart = newcasing.BB
newdart.modified = modified
newdart.damage = damage
newdart.nodamage = nodamage
newdart.damage_type = damage_type
if(pen)
newdart.pen = pen
pen.forceMove(newdart)
pen = null
newdart.update_icon()
/obj/item/projectile/bullet/reusable/foam_dart/Destroy()
pen = null
return ..()
/obj/item/projectile/bullet/reusable/foam_dart/riot
name = "riot foam dart"
icon_state = "foamdart_riot_proj"
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
stamina = 25
/obj/item/projectile/bullet/reusable/foam_dart
name = "foam dart"
desc = "I hope you're wearing eye protection."
damage = 0 // It's a damn toy.
damage_type = OXY
nodamage = TRUE
icon = 'icons/obj/guns/toy.dmi'
icon_state = "foamdart_proj"
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
range = 10
var/modified = FALSE
var/obj/item/pen/pen = null
/obj/item/projectile/bullet/reusable/foam_dart/handle_drop()
if(dropped)
return
var/turf/T = get_turf(src)
dropped = 1
var/obj/item/ammo_casing/caseless/foam_dart/newcasing = new ammo_type(T)
newcasing.modified = modified
var/obj/item/projectile/bullet/reusable/foam_dart/newdart = newcasing.BB
newdart.modified = modified
newdart.damage = damage
newdart.nodamage = nodamage
newdart.damage_type = damage_type
if(pen)
newdart.pen = pen
pen.forceMove(newdart)
pen = null
newdart.update_icon()
/obj/item/projectile/bullet/reusable/foam_dart/Destroy()
pen = null
return ..()
/obj/item/projectile/bullet/reusable/foam_dart/riot
name = "riot foam dart"
icon_state = "foamdart_riot_proj"
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
stamina = 25
@@ -1,6 +1,6 @@
/obj/item/projectile/bullet/reusable/magspear
name = "magnetic spear"
desc = "WHITE WHALE, HOLY GRAIL"
damage = 30 //takes 3 spears to kill a mega carp, one to kill a normal carp
icon_state = "magspear"
ammo_type = /obj/item/ammo_casing/caseless/magspear
/obj/item/projectile/bullet/reusable/magspear
name = "magnetic spear"
desc = "WHITE WHALE, HOLY GRAIL"
damage = 30 //takes 3 spears to kill a mega carp, one to kill a normal carp
icon_state = "magspear"
ammo_type = /obj/item/ammo_casing/caseless/magspear
@@ -1,52 +1,52 @@
/obj/effect/ebeam/curse_arm
name = "curse arm"
layer = LARGE_MOB_LAYER
/obj/item/projectile/curse_hand
name = "curse hand"
icon_state = "cursehand0"
hitsound = 'sound/effects/curse4.ogg'
layer = LARGE_MOB_LAYER
damage_type = BURN
damage = 10
knockdown = 20
speed = 2
range = 16
forcedodge = TRUE
var/datum/beam/arm
var/handedness = 0
/obj/item/projectile/curse_hand/Initialize(mapload)
. = ..()
handedness = prob(50)
icon_state = "cursehand[handedness]"
/obj/item/projectile/curse_hand/fire(setAngle)
if(starting)
arm = starting.Beam(src, icon_state = "curse[handedness]", time = INFINITY, maxdistance = INFINITY, beam_type=/obj/effect/ebeam/curse_arm)
..()
/obj/item/projectile/curse_hand/prehit(atom/target)
if(target == original)
forcedodge = FALSE
else if(!isturf(target))
return FALSE
return ..()
/obj/item/projectile/curse_hand/Destroy()
if(arm)
arm.End()
arm = null
if(forcedodge)
playsound(src, 'sound/effects/curse3.ogg', 25, 1, -1)
var/turf/T = get_step(src, dir)
new/obj/effect/temp_visual/dir_setting/curse/hand(T, dir, handedness)
for(var/obj/effect/temp_visual/dir_setting/curse/grasp_portal/G in starting)
qdel(G)
new /obj/effect/temp_visual/dir_setting/curse/grasp_portal/fading(starting, dir)
var/datum/beam/D = starting.Beam(T, icon_state = "curse[handedness]", time = 32, maxdistance = INFINITY, beam_type=/obj/effect/ebeam/curse_arm, beam_sleep_time = 1)
for(var/b in D.elements)
var/obj/effect/ebeam/B = b
animate(B, alpha = 0, time = 32)
return ..()
/obj/effect/ebeam/curse_arm
name = "curse arm"
layer = LARGE_MOB_LAYER
/obj/item/projectile/curse_hand
name = "curse hand"
icon_state = "cursehand0"
hitsound = 'sound/effects/curse4.ogg'
layer = LARGE_MOB_LAYER
damage_type = BURN
damage = 10
knockdown = 20
speed = 2
range = 16
movement_type = FLYING | UNSTOPPABLE
var/datum/beam/arm
var/handedness = 0
/obj/item/projectile/curse_hand/Initialize(mapload)
. = ..()
handedness = prob(50)
icon_state = "cursehand[handedness]"
/obj/item/projectile/curse_hand/fire(setAngle)
if(starting)
arm = starting.Beam(src, icon_state = "curse[handedness]", time = INFINITY, maxdistance = INFINITY, beam_type=/obj/effect/ebeam/curse_arm)
..()
/obj/item/projectile/curse_hand/prehit(atom/target)
if(target == original)
DISABLE_BITFIELD(movement_type, UNSTOPPABLE)
else if(!isturf(target))
return FALSE
return ..()
/obj/item/projectile/curse_hand/Destroy()
if(arm)
arm.End()
arm = null
if(CHECK_BITFIELD(movement_type, UNSTOPPABLE))
playsound(src, 'sound/effects/curse3.ogg', 25, 1, -1)
var/turf/T = get_step(src, dir)
new/obj/effect/temp_visual/dir_setting/curse/hand(T, dir, handedness)
for(var/obj/effect/temp_visual/dir_setting/curse/grasp_portal/G in starting)
qdel(G)
new /obj/effect/temp_visual/dir_setting/curse/grasp_portal/fading(starting, dir)
var/datum/beam/D = starting.Beam(T, icon_state = "curse[handedness]", time = 32, maxdistance = INFINITY, beam_type=/obj/effect/ebeam/curse_arm, beam_sleep_time = 1)
for(var/b in D.elements)
var/obj/effect/ebeam/B = b
animate(B, alpha = 0, time = 32)
return ..()
@@ -1,25 +1,25 @@
/obj/item/projectile/energy/floramut
name = "alpha somatoray"
icon_state = "energy"
damage = 0
damage_type = TOX
nodamage = 1
flag = "energy"
/obj/item/projectile/energy/floramut/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/C = target
if(C.dna.species.id == "pod")
C.randmuti()
C.randmut()
C.updateappearance()
C.domutcheck()
/obj/item/projectile/energy/florayield
name = "beta somatoray"
icon_state = "energy2"
damage = 0
damage_type = TOX
nodamage = 1
flag = "energy"
/obj/item/projectile/energy/floramut
name = "alpha somatoray"
icon_state = "energy"
damage = 0
damage_type = TOX
nodamage = 1
flag = "energy"
/obj/item/projectile/energy/floramut/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/C = target
if(C.dna.species.id == "pod")
C.randmuti()
C.randmut()
C.updateappearance()
C.domutcheck()
/obj/item/projectile/energy/florayield
name = "beta somatoray"
icon_state = "energy2"
damage = 0
damage_type = TOX
nodamage = 1
flag = "energy"
@@ -1,90 +1,90 @@
/obj/item/projectile/gravityrepulse
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/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
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/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
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/gravityrepulse
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/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
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/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
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)
@@ -1,230 +1,230 @@
/obj/item/projectile/hallucination
name = "bullet"
icon = null
icon_state = null
hitsound = ""
suppressed = TRUE
ricochets_max = 0
ricochet_chance = 0
damage = 0
nodamage = TRUE
projectile_type = /obj/item/projectile/hallucination
log_override = TRUE
var/hal_icon_state
var/image/fake_icon
var/mob/living/carbon/hal_target
var/hal_fire_sound
var/hal_hitsound
var/hal_hitsound_wall
var/hal_impact_effect
var/hal_impact_effect_wall
var/hit_duration
var/hit_duration_wall
/obj/item/projectile/hallucination/fire()
..()
fake_icon = image('icons/obj/projectiles.dmi', src, hal_icon_state, ABOVE_MOB_LAYER)
if(hal_target.client)
hal_target.client.images += fake_icon
/obj/item/projectile/hallucination/Destroy()
if(hal_target.client)
hal_target.client.images -= fake_icon
QDEL_NULL(fake_icon)
return ..()
/obj/item/projectile/hallucination/Bump(atom/A)
if(!ismob(A))
if(hal_hitsound_wall)
hal_target.playsound_local(loc, hal_hitsound_wall, 40, 1)
if(hal_impact_effect_wall)
spawn_hit(A, TRUE)
else if(A == hal_target)
if(hal_hitsound)
hal_target.playsound_local(A, hal_hitsound, 100, 1)
target_on_hit(A)
qdel(src)
return TRUE
/obj/item/projectile/hallucination/proc/target_on_hit(mob/M)
if(M == hal_target)
to_chat(hal_target, "<span class='userdanger'>[M] is hit by \a [src] in the chest!</span>")
hal_apply_effect()
else if(M in view(hal_target))
to_chat(hal_target, "<span class='danger'>[M] is hit by \a [src] in the chest!!</span>")
if(damage_type == BRUTE)
var/splatter_dir = dir
if(starting)
splatter_dir = get_dir(starting, get_turf(M))
spawn_blood(M, splatter_dir)
else if(hal_impact_effect)
spawn_hit(M, FALSE)
/obj/item/projectile/hallucination/proc/spawn_blood(mob/M, set_dir)
set waitfor = 0
if(!hal_target.client)
return
var/splatter_icon_state
if(set_dir in GLOB.diagonals)
splatter_icon_state = "splatter[pick(1, 2, 6)]"
else
splatter_icon_state = "splatter[pick(3, 4, 5)]"
var/image/blood = image('icons/effects/blood.dmi', M, splatter_icon_state, ABOVE_MOB_LAYER)
var/target_pixel_x = 0
var/target_pixel_y = 0
switch(set_dir)
if(NORTH)
target_pixel_y = 16
if(SOUTH)
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
if(EAST)
target_pixel_x = 16
if(WEST)
target_pixel_x = -16
if(NORTHEAST)
target_pixel_x = 16
target_pixel_y = 16
if(NORTHWEST)
target_pixel_x = -16
target_pixel_y = 16
if(SOUTHEAST)
target_pixel_x = 16
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
if(SOUTHWEST)
target_pixel_x = -16
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
hal_target.client.images += blood
animate(blood, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = 5)
addtimer(CALLBACK(src, .proc/cleanup_blood), 5)
/obj/item/projectile/hallucination/proc/cleanup_blood(image/blood)
hal_target.client.images -= blood
qdel(blood)
/obj/item/projectile/hallucination/proc/spawn_hit(atom/A, is_wall)
set waitfor = 0
if(!hal_target.client)
return
var/image/hit_effect = image('icons/effects/blood.dmi', A, is_wall ? hal_impact_effect_wall : hal_impact_effect, ABOVE_MOB_LAYER)
hit_effect.pixel_x = A.pixel_x + rand(-4,4)
hit_effect.pixel_y = A.pixel_y + rand(-4,4)
hal_target.client.images += hit_effect
sleep(is_wall ? hit_duration_wall : hit_duration)
hal_target.client.images -= hit_effect
qdel(hit_effect)
/obj/item/projectile/hallucination/proc/hal_apply_effect()
return
/obj/item/projectile/hallucination/bullet
name = "bullet"
hal_icon_state = "bullet"
hal_fire_sound = "gunshot"
hal_hitsound = 'sound/weapons/pierce.ogg'
hal_hitsound_wall = "ricochet"
hal_impact_effect = "impact_bullet"
hal_impact_effect_wall = "impact_bullet"
hit_duration = 5
hit_duration_wall = 5
/obj/item/projectile/hallucination/bullet/hal_apply_effect()
hal_target.adjustStaminaLoss(60)
/obj/item/projectile/hallucination/laser
name = "laser"
damage_type = BURN
hal_icon_state = "laser"
hal_fire_sound = 'sound/weapons/laser.ogg'
hal_hitsound = 'sound/weapons/sear.ogg'
hal_hitsound_wall = 'sound/weapons/effects/searwall.ogg'
hal_impact_effect = "impact_laser"
hal_impact_effect_wall = "impact_laser_wall"
hit_duration = 4
hit_duration_wall = 10
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
/obj/item/projectile/hallucination/laser/hal_apply_effect()
hal_target.adjustStaminaLoss(20)
hal_target.blur_eyes(2)
/obj/item/projectile/hallucination/taser
name = "electrode"
damage_type = BURN
hal_icon_state = "spark"
color = "#FFFF00"
hal_fire_sound = 'sound/weapons/taser.ogg'
hal_hitsound = 'sound/weapons/taserhit.ogg'
hal_hitsound_wall = null
hal_impact_effect = null
hal_impact_effect_wall = null
/obj/item/projectile/hallucination/taser/hal_apply_effect()
hal_target.Knockdown(100)
hal_target.stuttering += 20
if(hal_target.dna && hal_target.dna.check_mutation(HULK))
hal_target.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
else if((hal_target.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(hal_target, TRAIT_STUNIMMUNE))
addtimer(CALLBACK(hal_target, /mob/living/carbon.proc/do_jitter_animation, 20), 5)
/obj/item/projectile/hallucination/disabler
name = "disabler beam"
damage_type = STAMINA
hal_icon_state = "omnilaser"
hal_fire_sound = 'sound/weapons/taser2.ogg'
hal_hitsound = 'sound/weapons/tap.ogg'
hal_hitsound_wall = 'sound/weapons/effects/searwall.ogg'
hal_impact_effect = "impact_laser_blue"
hal_impact_effect_wall = null
hit_duration = 4
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
/obj/item/projectile/hallucination/disabler/hal_apply_effect()
hal_target.adjustStaminaLoss(25)
/obj/item/projectile/hallucination/ebow
name = "bolt"
damage_type = TOX
hal_icon_state = "cbbolt"
hal_fire_sound = 'sound/weapons/genhit.ogg'
hal_hitsound = null
hal_hitsound_wall = null
hal_impact_effect = null
hal_impact_effect_wall = null
/obj/item/projectile/hallucination/ebow/hal_apply_effect()
hal_target.Knockdown(100)
hal_target.stuttering += 5
hal_target.adjustStaminaLoss(8)
/obj/item/projectile/hallucination/change
name = "bolt of change"
damage_type = BURN
hal_icon_state = "ice_1"
hal_fire_sound = 'sound/magic/staff_change.ogg'
hal_hitsound = null
hal_hitsound_wall = null
hal_impact_effect = null
hal_impact_effect_wall = null
/obj/item/projectile/hallucination/change/hal_apply_effect()
new /datum/hallucination/self_delusion(hal_target, TRUE, wabbajack = FALSE)
/obj/item/projectile/hallucination/death
name = "bolt of death"
damage_type = BURN
hal_icon_state = "pulse1_bl"
hal_fire_sound = 'sound/magic/wandodeath.ogg'
hal_hitsound = null
hal_hitsound_wall = null
hal_impact_effect = null
hal_impact_effect_wall = null
/obj/item/projectile/hallucination/death/hal_apply_effect()
new /datum/hallucination/death(hal_target, TRUE)
/obj/item/projectile/hallucination
name = "bullet"
icon = null
icon_state = null
hitsound = ""
suppressed = TRUE
ricochets_max = 0
ricochet_chance = 0
damage = 0
nodamage = TRUE
projectile_type = /obj/item/projectile/hallucination
log_override = TRUE
var/hal_icon_state
var/image/fake_icon
var/mob/living/carbon/hal_target
var/hal_fire_sound
var/hal_hitsound
var/hal_hitsound_wall
var/hal_impact_effect
var/hal_impact_effect_wall
var/hit_duration
var/hit_duration_wall
/obj/item/projectile/hallucination/fire()
..()
fake_icon = image('icons/obj/projectiles.dmi', src, hal_icon_state, ABOVE_MOB_LAYER)
if(hal_target.client)
hal_target.client.images += fake_icon
/obj/item/projectile/hallucination/Destroy()
if(hal_target.client)
hal_target.client.images -= fake_icon
QDEL_NULL(fake_icon)
return ..()
/obj/item/projectile/hallucination/Bump(atom/A)
if(!ismob(A))
if(hal_hitsound_wall)
hal_target.playsound_local(loc, hal_hitsound_wall, 40, 1)
if(hal_impact_effect_wall)
spawn_hit(A, TRUE)
else if(A == hal_target)
if(hal_hitsound)
hal_target.playsound_local(A, hal_hitsound, 100, 1)
target_on_hit(A)
qdel(src)
return TRUE
/obj/item/projectile/hallucination/proc/target_on_hit(mob/M)
if(M == hal_target)
to_chat(hal_target, "<span class='userdanger'>[M] is hit by \a [src] in the chest!</span>")
hal_apply_effect()
else if(M in view(hal_target))
to_chat(hal_target, "<span class='danger'>[M] is hit by \a [src] in the chest!!</span>")
if(damage_type == BRUTE)
var/splatter_dir = dir
if(starting)
splatter_dir = get_dir(starting, get_turf(M))
spawn_blood(M, splatter_dir)
else if(hal_impact_effect)
spawn_hit(M, FALSE)
/obj/item/projectile/hallucination/proc/spawn_blood(mob/M, set_dir)
set waitfor = 0
if(!hal_target.client)
return
var/splatter_icon_state
if(set_dir in GLOB.diagonals)
splatter_icon_state = "splatter[pick(1, 2, 6)]"
else
splatter_icon_state = "splatter[pick(3, 4, 5)]"
var/image/blood = image('icons/effects/blood.dmi', M, splatter_icon_state, ABOVE_MOB_LAYER)
var/target_pixel_x = 0
var/target_pixel_y = 0
switch(set_dir)
if(NORTH)
target_pixel_y = 16
if(SOUTH)
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
if(EAST)
target_pixel_x = 16
if(WEST)
target_pixel_x = -16
if(NORTHEAST)
target_pixel_x = 16
target_pixel_y = 16
if(NORTHWEST)
target_pixel_x = -16
target_pixel_y = 16
if(SOUTHEAST)
target_pixel_x = 16
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
if(SOUTHWEST)
target_pixel_x = -16
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
hal_target.client.images += blood
animate(blood, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = 5)
addtimer(CALLBACK(src, .proc/cleanup_blood), 5)
/obj/item/projectile/hallucination/proc/cleanup_blood(image/blood)
hal_target.client.images -= blood
qdel(blood)
/obj/item/projectile/hallucination/proc/spawn_hit(atom/A, is_wall)
set waitfor = 0
if(!hal_target.client)
return
var/image/hit_effect = image('icons/effects/blood.dmi', A, is_wall ? hal_impact_effect_wall : hal_impact_effect, ABOVE_MOB_LAYER)
hit_effect.pixel_x = A.pixel_x + rand(-4,4)
hit_effect.pixel_y = A.pixel_y + rand(-4,4)
hal_target.client.images += hit_effect
sleep(is_wall ? hit_duration_wall : hit_duration)
hal_target.client.images -= hit_effect
qdel(hit_effect)
/obj/item/projectile/hallucination/proc/hal_apply_effect()
return
/obj/item/projectile/hallucination/bullet
name = "bullet"
hal_icon_state = "bullet"
hal_fire_sound = "gunshot"
hal_hitsound = 'sound/weapons/pierce.ogg'
hal_hitsound_wall = "ricochet"
hal_impact_effect = "impact_bullet"
hal_impact_effect_wall = "impact_bullet"
hit_duration = 5
hit_duration_wall = 5
/obj/item/projectile/hallucination/bullet/hal_apply_effect()
hal_target.adjustStaminaLoss(60)
/obj/item/projectile/hallucination/laser
name = "laser"
damage_type = BURN
hal_icon_state = "laser"
hal_fire_sound = 'sound/weapons/laser.ogg'
hal_hitsound = 'sound/weapons/sear.ogg'
hal_hitsound_wall = 'sound/weapons/effects/searwall.ogg'
hal_impact_effect = "impact_laser"
hal_impact_effect_wall = "impact_laser_wall"
hit_duration = 4
hit_duration_wall = 10
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
/obj/item/projectile/hallucination/laser/hal_apply_effect()
hal_target.adjustStaminaLoss(20)
hal_target.blur_eyes(2)
/obj/item/projectile/hallucination/taser
name = "electrode"
damage_type = BURN
hal_icon_state = "spark"
color = "#FFFF00"
hal_fire_sound = 'sound/weapons/taser.ogg'
hal_hitsound = 'sound/weapons/taserhit.ogg'
hal_hitsound_wall = null
hal_impact_effect = null
hal_impact_effect_wall = null
/obj/item/projectile/hallucination/taser/hal_apply_effect()
hal_target.Knockdown(100)
hal_target.stuttering += 20
if(hal_target.dna && hal_target.dna.check_mutation(HULK))
hal_target.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
else if((hal_target.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(hal_target, TRAIT_STUNIMMUNE))
addtimer(CALLBACK(hal_target, /mob/living/carbon.proc/do_jitter_animation, 20), 5)
/obj/item/projectile/hallucination/disabler
name = "disabler beam"
damage_type = STAMINA
hal_icon_state = "omnilaser"
hal_fire_sound = 'sound/weapons/taser2.ogg'
hal_hitsound = 'sound/weapons/tap.ogg'
hal_hitsound_wall = 'sound/weapons/effects/searwall.ogg'
hal_impact_effect = "impact_laser_blue"
hal_impact_effect_wall = null
hit_duration = 4
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
/obj/item/projectile/hallucination/disabler/hal_apply_effect()
hal_target.adjustStaminaLoss(25)
/obj/item/projectile/hallucination/ebow
name = "bolt"
damage_type = TOX
hal_icon_state = "cbbolt"
hal_fire_sound = 'sound/weapons/genhit.ogg'
hal_hitsound = null
hal_hitsound_wall = null
hal_impact_effect = null
hal_impact_effect_wall = null
/obj/item/projectile/hallucination/ebow/hal_apply_effect()
hal_target.Knockdown(100)
hal_target.stuttering += 5
hal_target.adjustStaminaLoss(8)
/obj/item/projectile/hallucination/change
name = "bolt of change"
damage_type = BURN
hal_icon_state = "ice_1"
hal_fire_sound = 'sound/magic/staff_change.ogg'
hal_hitsound = null
hal_hitsound_wall = null
hal_impact_effect = null
hal_impact_effect_wall = null
/obj/item/projectile/hallucination/change/hal_apply_effect()
new /datum/hallucination/self_delusion(hal_target, TRUE, wabbajack = FALSE)
/obj/item/projectile/hallucination/death
name = "bolt of death"
damage_type = BURN
hal_icon_state = "pulse1_bl"
hal_fire_sound = 'sound/magic/wandodeath.ogg'
hal_hitsound = null
hal_hitsound_wall = null
hal_impact_effect = null
hal_impact_effect_wall = null
/obj/item/projectile/hallucination/death/hal_apply_effect()
new /datum/hallucination/death(hal_target, TRUE)
@@ -1,20 +1,17 @@
/obj/item/projectile/ion
name = "ion bolt"
icon_state = "ion"
damage = 0
damage_type = BURN
nodamage = 1
flag = "energy"
impact_effect_type = /obj/effect/temp_visual/impact_effect/ion
/obj/item/projectile/ion/on_hit(atom/target, blocked = FALSE)
..()
empulse(target, 1, 1)
return TRUE
/obj/item/projectile/ion/weak
/obj/item/projectile/ion/weak/on_hit(atom/target, blocked = FALSE)
..()
empulse(target, 0, 0)
return TRUE
/obj/item/projectile/ion
name = "ion bolt"
icon_state = "ion"
damage = 0
damage_type = BURN
nodamage = 1
flag = "energy"
impact_effect_type = /obj/effect/temp_visual/impact_effect/ion
var/emp_radius = 1
/obj/item/projectile/ion/on_hit(atom/target, blocked = FALSE)
..()
empulse(target, emp_radius, emp_radius)
return BULLET_ACT_HIT
/obj/item/projectile/ion/weak
emp_radius = 0
@@ -1,19 +1,19 @@
/obj/item/projectile/meteor
name = "meteor"
icon = 'icons/obj/meteor.dmi'
icon_state = "small1"
damage = 0
damage_type = BRUTE
nodamage = 1
flag = "bullet"
/obj/item/projectile/meteor/Bump(atom/A)
if(A == firer)
forceMove(A.loc)
return
A.ex_act(EXPLODE_HEAVY)
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
for(var/mob/M in urange(10, src))
if(!M.stat)
shake_camera(M, 3, 1)
qdel(src)
/obj/item/projectile/meteor
name = "meteor"
icon = 'icons/obj/meteor.dmi'
icon_state = "small1"
damage = 0
damage_type = BRUTE
nodamage = 1
flag = "bullet"
/obj/item/projectile/meteor/Bump(atom/A)
if(A == firer)
forceMove(A.loc)
return
A.ex_act(EXPLODE_HEAVY)
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
for(var/mob/M in urange(10, src))
if(!M.stat)
shake_camera(M, 3, 1)
qdel(src)
@@ -1,9 +1,9 @@
/obj/item/projectile/beam/mindflayer
name = "flayer ray"
/obj/item/projectile/beam/mindflayer/on_hit(atom/target, blocked = FALSE)
. = ..()
if(ishuman(target))
var/mob/living/carbon/human/M = target
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 20)
M.hallucination += 30
/obj/item/projectile/beam/mindflayer
name = "flayer ray"
/obj/item/projectile/beam/mindflayer/on_hit(atom/target, blocked = FALSE)
. = ..()
if(ishuman(target))
var/mob/living/carbon/human/M = target
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 20)
M.hallucination += 30
@@ -1,14 +1,14 @@
/obj/item/projectile/bullet/neurotoxin
name = "neurotoxin spit"
icon_state = "neurotoxin"
damage = 5
damage_type = TOX
/obj/item/projectile/bullet/neurotoxin/on_hit(atom/target, blocked = FALSE)
if(isalien(target))
knockdown = 0
nodamage = TRUE
else if(iscarbon(target))
var/mob/living/L = target
L.Knockdown(100, TRUE, FALSE, 30, 25)
return ..()
/obj/item/projectile/bullet/neurotoxin
name = "neurotoxin spit"
icon_state = "neurotoxin"
damage = 5
damage_type = TOX
/obj/item/projectile/bullet/neurotoxin/on_hit(atom/target, blocked = FALSE)
if(isalien(target))
knockdown = 0
nodamage = TRUE
else if(iscarbon(target))
var/mob/living/L = target
L.Knockdown(100, TRUE, FALSE, 30, 25)
return ..()
@@ -1,49 +1,55 @@
/obj/item/projectile/plasma
name = "plasma blast"
icon_state = "plasmacutter"
damage_type = BRUTE
damage = 20
range = 4
dismemberment = 20
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
var/pressure_decrease_active = FALSE
var/pressure_decrease = 0.25
var/mine_range = 3 //mines this many additional tiles of rock
tracer_type = /obj/effect/projectile/tracer/plasma_cutter
muzzle_type = /obj/effect/projectile/muzzle/plasma_cutter
impact_type = /obj/effect/projectile/impact/plasma_cutter
/obj/item/projectile/plasma/Initialize()
. = ..()
if(!lavaland_equipment_pressure_check(get_turf(src)))
name = "weakened [name]"
damage = damage * pressure_decrease
pressure_decrease_active = TRUE
/obj/item/projectile/plasma/on_hit(atom/target)
. = ..()
if(ismineralturf(target))
var/turf/closed/mineral/M = target
M.gets_drilled(firer)
if(mine_range)
mine_range--
range++
if(range > 0)
return -1
/obj/item/projectile/plasma/adv
damage = 28
range = 5
mine_range = 5
/obj/item/projectile/plasma/adv/mech
damage = 40
range = 9
mine_range = 3
/obj/item/projectile/plasma/turret
//Between normal and advanced for damage, made a beam so not the turret does not destroy glass
name = "plasma beam"
damage = 24
range = 7
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
/obj/item/projectile/plasma
name = "plasma blast"
icon_state = "plasmacutter"
damage_type = BRUTE
damage = 20
range = 4
dismemberment = 20
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
var/pressure_decrease_active = FALSE
var/pressure_decrease = 0.25
var/mine_range = 3 //mines this many additional tiles of rock
tracer_type = /obj/effect/projectile/tracer/plasma_cutter
muzzle_type = /obj/effect/projectile/muzzle/plasma_cutter
impact_type = /obj/effect/projectile/impact/plasma_cutter
/obj/item/projectile/plasma/Initialize()
. = ..()
if(!lavaland_equipment_pressure_check(get_turf(src)))
name = "weakened [name]"
damage = damage * pressure_decrease
pressure_decrease_active = TRUE
/obj/item/projectile/plasma/on_hit(atom/target)
. = ..()
if(ismineralturf(target))
var/turf/closed/mineral/M = target
M.gets_drilled(firer)
if(mine_range)
mine_range--
range++
if(range > 0)
return BULLET_ACT_FORCE_PIERCE
/obj/item/projectile/plasma/adv
damage = 28
range = 5
mine_range = 5
/obj/item/projectile/plasma/adv/mech
damage = 40
range = 9
mine_range = 3
/obj/item/projectile/plasma/turret
//Between normal and advanced for damage, made a beam so not the turret does not destroy glass
name = "plasma beam"
damage = 24
range = 7
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
/obj/item/projectile/plasma/weak
dismemberment = 0
damage = 10
range = 4
mine_range = 0
@@ -1,46 +1,46 @@
/obj/item/projectile/bullet/gyro
name ="explosive bolt"
icon_state= "bolter"
damage = 50
/obj/item/projectile/bullet/gyro/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, -1, 0, 2)
return TRUE
/obj/item/projectile/bullet/a84mm
name ="\improper HEDP rocket"
desc = "USE A WEEL GUN"
icon_state= "84mm-hedp"
damage = 80
var/anti_armour_damage = 200
armour_penetration = 100
dismemberment = 100
ricochets_max = 0
/obj/item/projectile/bullet/a84mm/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, -1, 1, 3, 1, 0, flame_range = 4)
if(ismecha(target))
var/obj/mecha/M = target
M.take_damage(anti_armour_damage)
if(issilicon(target))
var/mob/living/silicon/S = target
S.take_overall_damage(anti_armour_damage*0.75, anti_armour_damage*0.25)
return TRUE
/obj/item/projectile/bullet/a84mm_he
name ="\improper HE missile"
desc = "Boom."
icon_state = "missile"
damage = 30
ricochets_max = 0 //it's a MISSILE
/obj/item/projectile/bullet/a84mm_he/on_hit(atom/target, blocked=0)
..()
if(!isliving(target)) //if the target isn't alive, so is a wall or something
explosion(target, 0, 1, 2, 4)
else
explosion(target, 0, 0, 2, 4)
return TRUE
/obj/item/projectile/bullet/gyro
name ="explosive bolt"
icon_state= "bolter"
damage = 50
/obj/item/projectile/bullet/gyro/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, -1, 0, 2)
return BULLET_ACT_HIT
/obj/item/projectile/bullet/a84mm
name ="\improper HEDP rocket"
desc = "USE A WEEL GUN"
icon_state= "84mm-hedp"
damage = 80
var/anti_armour_damage = 200
armour_penetration = 100
dismemberment = 100
ricochets_max = 0
/obj/item/projectile/bullet/a84mm/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, -1, 1, 3, 1, 0, flame_range = 4)
if(ismecha(target))
var/obj/mecha/M = target
M.take_damage(anti_armour_damage)
if(issilicon(target))
var/mob/living/silicon/S = target
S.take_overall_damage(anti_armour_damage*0.75, anti_armour_damage*0.25)
return BULLET_ACT_HIT
/obj/item/projectile/bullet/a84mm_he
name ="\improper HE missile"
desc = "Boom."
icon_state = "missile"
damage = 30
ricochets_max = 0 //it's a MISSILE
/obj/item/projectile/bullet/a84mm_he/on_hit(atom/target, blocked=0)
..()
if(!isliving(target)) //if the target isn't alive, so is a wall or something
explosion(target, 0, 1, 2, 4)
else
explosion(target, 0, 0, 2, 4)
return BULLET_ACT_HIT
@@ -1,18 +1,18 @@
/obj/item/projectile/temp
name = "freeze beam"
icon_state = "ice_2"
damage = 0
damage_type = BURN
nodamage = FALSE
flag = "energy"
var/temperature = 100
/obj/item/projectile/temp/on_hit(atom/target, blocked = 0)
. = ..()
if(isliving(target))
var/mob/living/L = target
L.adjust_bodytemperature(((100-blocked)/100)*(temperature - L.bodytemperature)) // the new body temperature is adjusted by 100-blocked % of the delta between body temperature and the bullet's effect temperature
/obj/item/projectile/temp/hot
name = "heat beam"
temperature = 400
/obj/item/projectile/temp
name = "freeze beam"
icon_state = "ice_2"
damage = 0
damage_type = BURN
nodamage = FALSE
flag = "energy"
var/temperature = 100
/obj/item/projectile/temp/on_hit(atom/target, blocked = 0)
. = ..()
if(isliving(target))
var/mob/living/L = target
L.adjust_bodytemperature(((100-blocked)/100)*(temperature - L.bodytemperature)) // the new body temperature is adjusted by 100-blocked % of the delta between body temperature and the bullet's effect temperature
/obj/item/projectile/temp/hot
name = "heat beam"
temperature = 400
@@ -1,29 +1,29 @@
/obj/item/projectile/beam/wormhole
name = "bluespace beam"
icon_state = "spark"
hitsound = "sparks"
damage = 0
nodamage = TRUE
pass_flags = PASSGLASS | PASSTABLE | PASSGRILLE | PASSMOB
var/obj/item/gun/energy/wormhole_projector/gun
color = "#33CCFF"
tracer_type = /obj/effect/projectile/tracer/wormhole
impact_type = /obj/effect/projectile/impact/wormhole
muzzle_type = /obj/effect/projectile/muzzle/wormhole
hitscan = TRUE
/obj/item/projectile/beam/wormhole/orange
name = "orange bluespace beam"
color = "#FF6600"
/obj/item/projectile/beam/wormhole/Initialize(mapload, obj/item/ammo_casing/energy/wormhole/casing)
. = ..()
if(casing)
gun = casing.gun
/obj/item/projectile/beam/wormhole/on_hit(atom/target)
if(!gun)
qdel(src)
return
gun.create_portal(src, get_turf(src))
/obj/item/projectile/beam/wormhole
name = "bluespace beam"
icon_state = "spark"
hitsound = "sparks"
damage = 0
nodamage = TRUE
pass_flags = PASSGLASS | PASSTABLE | PASSGRILLE | PASSMOB
var/obj/item/gun/energy/wormhole_projector/gun
color = "#33CCFF"
tracer_type = /obj/effect/projectile/tracer/wormhole
impact_type = /obj/effect/projectile/impact/wormhole
muzzle_type = /obj/effect/projectile/muzzle/wormhole
hitscan = TRUE
/obj/item/projectile/beam/wormhole/orange
name = "orange bluespace beam"
color = "#FF6600"
/obj/item/projectile/beam/wormhole/Initialize(mapload, obj/item/ammo_casing/energy/wormhole/casing)
. = ..()
if(casing)
gun = casing.gun
/obj/item/projectile/beam/wormhole/on_hit(atom/target)
if(!gun)
qdel(src)
return BULLET_ACT_BLOCK
gun.create_portal(src, get_turf(src))