Merge branch 'magrifles_again' of github.com-kevinz000:Citadel-Station-13/Citadel-Station-13 into magrifles_again
This commit is contained in:
@@ -71,9 +71,3 @@
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projectile_type = /obj/item/projectile/beam/mindflayer
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select_name = "MINDFUCK"
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fire_sound = 'sound/weapons/laser.ogg'
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/obj/item/ammo_casing/energy/laser/weak
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projectile_type = /obj/item/projectile/beam/weak/minigun
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e_cost = 10
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fire_sound = 'sound/weapons/gatling.ogg'
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click_cooldown_override = 1
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@@ -169,7 +169,7 @@
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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user_dna = C.dna
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B.add_blood_DNA(user_dna)
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B.add_blood_DNA(user_dna, C.diseases)
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var/datum/callback/gibspawner = CALLBACK(GLOBAL_PROC, /proc/spawn_atom_to_turf, /obj/effect/gibspawner/generic, B, 1, FALSE, list(user_dna))
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B.throw_at(target, BRAINS_BLOWN_THROW_RANGE, BRAINS_BLOWN_THROW_SPEED, callback=gibspawner)
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return(BRUTELOSS)
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@@ -1,149 +0,0 @@
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//The ammo/gun is stored in a back slot item
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/obj/item/minigunpack2
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name = " Laser Gatling Pack"
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desc = "A massive battery pack with an attached laser gatling gun!"
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icon = 'icons/obj/guns/minigun.dmi'
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icon_state = "holstered"
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item_state = "backpack"
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lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi'
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slot_flags = ITEM_SLOT_BACK
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w_class = WEIGHT_CLASS_HUGE
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var/obj/item/gun/energy/minigun/gun
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var/armed = 0 //whether the gun is attached, 0 is attached, 1 is the gun is wielded.
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var/overheat = 0
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var/overheat_max = 60
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var/heat_diffusion = 5
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/obj/item/minigunpack2/Initialize()
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. = ..()
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gun = new(src)
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START_PROCESSING(SSobj, src)
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/obj/item/minigunpack2/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/minigunpack2/process()
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overheat = max(0, overheat - heat_diffusion)
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/obj/item/minigunpack2/attack_hand(var/mob/living/carbon/user)
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if(src.loc == user)
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if(!armed)
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if(user.get_item_by_slot(SLOT_BACK) == src)
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armed = 1
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if(!user.put_in_hands(gun))
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armed = 0
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to_chat(user, "<span class='warning'>You need a free hand to hold the gun!</span>")
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return
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update_icon()
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user.update_inv_back()
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else
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to_chat(user, "<span class='warning'>You are already holding the gun!</span>")
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else
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..()
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/obj/item/minigunpack2/attackby(obj/item/W, mob/user, params)
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if(W == gun) //Don't need armed check, because if you have the gun assume its armed.
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user.dropItemToGround(gun, TRUE)
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else
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..()
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/obj/item/minigunpack2/dropped(mob/user)
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if(armed)
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user.dropItemToGround(gun, TRUE)
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/obj/item/minigunpack2/MouseDrop(atom/over_object)
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. = ..()
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if(armed)
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return
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if(iscarbon(usr))
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var/mob/M = usr
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if(!over_object)
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return
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if(!M.incapacitated())
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if(istype(over_object, /obj/screen/inventory/hand))
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var/obj/screen/inventory/hand/H = over_object
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M.putItemFromInventoryInHandIfPossible(src, H.held_index)
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/obj/item/minigunpack2/update_icon()
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if(armed)
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icon_state = "notholstered"
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else
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icon_state = "holstered"
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/obj/item/minigunpack2/proc/attach_gun(var/mob/user)
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if(!gun)
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gun = new(src)
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gun.forceMove(src)
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armed = 0
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if(user)
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to_chat(user, "<span class='notice'>You attach the [gun.name] to the [name].</span>")
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else
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src.visible_message("<span class='warning'>The [gun.name] snaps back onto the [name]!</span>")
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update_icon()
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user.update_inv_back()
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/obj/item/gun/energy/minigun
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name = "laser gatling gun"
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desc = "An advanced laser cannon with an incredible rate of fire. Requires a bulky backpack power source to use."
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icon = 'icons/obj/guns/minigun.dmi'
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icon_state = "minigun_spin"
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item_state = "minigun"
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flags_1 = CONDUCT_1
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force = 15
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recoil = 2
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slowdown = 1
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slot_flags = null
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w_class = WEIGHT_CLASS_HUGE
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materials = list()
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ammo_type = list(/obj/item/ammo_casing/energy/laser/weak)
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burst_size = 2
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automatic = 1
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can_charge = 0
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selfcharge = EGUN_SELFCHARGE
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charge_tick = 2
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charge_delay = 5
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weapon_weight = WEAPON_HEAVY
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item_flags = NEEDS_PERMIT | SLOWS_WHILE_IN_HAND
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var/obj/item/minigunpack2/ammo_pack
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/obj/item/gun/energy/minigun/Initialize()
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if(istype(loc, /obj/item/minigunpack2)) //We should spawn inside an ammo pack so let's use that one.
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ammo_pack = loc
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else
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return INITIALIZE_HINT_QDEL //No pack, no gun
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return ..()
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/obj/item/gun/energy/minigun/attack_self(mob/living/user)
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return
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/obj/item/gun/energy/minigun/dropped(mob/user)
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if(ammo_pack)
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ammo_pack.attach_gun(user)
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else
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qdel(src)
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/obj/item/gun/energy/minigun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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if(ammo_pack)
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if(ammo_pack.overheat < ammo_pack.overheat_max)
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ammo_pack.overheat += burst_size
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..()
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else
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to_chat(user, "The gun's heat sensor locked the trigger to prevent lens damage.")
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/obj/item/gun/energy/minigun/afterattack(atom/target, mob/living/user, flag, params)
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if(!ammo_pack || ammo_pack.loc != user)
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to_chat(user, "You need the backpack power source to fire the gun!")
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. = ..()
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/obj/item/gun/energy/minigun/dropped(mob/living/user)
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ammo_pack.attach_gun(user)
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@@ -20,7 +20,7 @@
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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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icon_state = "advtaser"
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ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/disabler)
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ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/electrode)
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ammo_x_offset = 2
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/obj/item/gun/energy/e_gun/advtaser/cyborg
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@@ -88,6 +88,8 @@
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//Effects
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var/stun = 0
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var/knockdown = 0
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var/knockdown_stamoverride
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var/knockdown_stam_max
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var/unconscious = 0
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var/irradiate = 0
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var/stutter = 0
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@@ -161,15 +163,26 @@
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var/splatter_dir = dir
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if(starting)
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splatter_dir = get_dir(starting, target_loca)
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if(isalien(L))
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var/obj/item/bodypart/B = L.get_bodypart(def_zone)
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if(B.status == BODYPART_ROBOTIC) // So if you hit a robotic, it sparks instead of bloodspatters
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do_sparks(2, FALSE, target.loc)
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if(prob(25))
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new /obj/effect/decal/cleanable/oil(target_loca)
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else if(isalien(L))
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new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir)
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir)
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color(H.dna.blood_type))
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color())
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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C.bleed(damage)
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else
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L.add_splatter_floor(target_loca)
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else if(impact_effect_type && !hitscan)
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new impact_effect_type(target_loca, hitx, hity)
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@@ -202,7 +215,7 @@
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else
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L.log_message("has been shot by [firer] with [src]", LOG_ATTACK, color="orange")
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return L.apply_effects(stun, knockdown, unconscious, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter)
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return L.apply_effects(stun, knockdown, unconscious, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter, knockdown_stamoverride, knockdown_stam_max)
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/obj/item/projectile/proc/vol_by_damage()
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if(src.damage)
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@@ -39,14 +39,6 @@
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/obj/item/projectile/beam/weak
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damage = 15
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/obj/item/projectile/beam/weak/minigun
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damage = 12.5
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armour_penetration = 40
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/obj/item/projectile/beam/weak/minigun/Initialize()
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.=..()
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speed = pick(0.7,0.75,0.8,0.85,0.9,0.95,1,1.05,1.1,1.15)
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/obj/item/projectile/beam/weak/penetrator
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armour_penetration = 50
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@@ -1,60 +1,69 @@
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// .45 (M1911 & C20r)
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/obj/item/projectile/bullet/c45
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name = ".45 bullet"
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damage = 20
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stamina = 65
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/obj/item/projectile/bullet/c45_nostamina
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name = ".45 bullet"
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damage = 30
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/obj/item/projectile/bullet/c45_cleaning
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name = ".45 bullet"
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damage = 24
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stamina = 10
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/obj/item/projectile/bullet/c45_cleaning/on_hit(atom/target, blocked = FALSE)
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. = ..()
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var/turf/T = get_turf(target)
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//section shamelessly copypasta'd from the clean component
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SEND_SIGNAL(T, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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for(var/A in T)
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if(is_cleanable(A))
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qdel(A)
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else if(istype(A, /obj/item))
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var/obj/item/I = A
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SEND_SIGNAL(I, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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if(ismob(I.loc))
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var/mob/M = I.loc
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M.regenerate_icons()
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else if(ishuman(A))
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var/mob/living/carbon/human/cleaned_human = A
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if(cleaned_human.head)
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SEND_SIGNAL(cleaned_human.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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if(cleaned_human.wear_suit)
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SEND_SIGNAL(cleaned_human.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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else if(cleaned_human.w_uniform)
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SEND_SIGNAL(cleaned_human.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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if(cleaned_human.shoes)
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SEND_SIGNAL(cleaned_human.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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SEND_SIGNAL(cleaned_human, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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cleaned_human.wash_cream()
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cleaned_human.regenerate_icons()
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// 4.6x30mm (Autorifles)
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/obj/item/projectile/bullet/c46x30mm
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name = "4.6x30mm bullet"
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damage = 15
|
||||
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/obj/item/projectile/bullet/c46x30mm_ap
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||||
name = "4.6x30mm armor-piercing bullet"
|
||||
damage = 12.5
|
||||
armour_penetration = 40
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/c46x30mm
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name = "4.6x30mm incendiary bullet"
|
||||
damage = 7.5
|
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fire_stacks = 1
|
||||
// .45 (M1911 & C20r)
|
||||
|
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/obj/item/projectile/bullet/c45
|
||||
name = ".45 bullet"
|
||||
damage = 20
|
||||
stamina = 65
|
||||
|
||||
/obj/item/projectile/bullet/c45_nostamina
|
||||
name = ".45 bullet"
|
||||
damage = 30
|
||||
|
||||
/obj/item/projectile/bullet/c45_cleaning
|
||||
name = ".45 bullet"
|
||||
damage = 24
|
||||
stamina = 10
|
||||
|
||||
/obj/item/projectile/bullet/c45_cleaning/on_hit(atom/target, blocked = FALSE)
|
||||
. = ..()
|
||||
var/turf/T = get_turf(target)
|
||||
SEND_SIGNAL(T, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
|
||||
for(var/A in T)
|
||||
if(is_cleanable(A))
|
||||
qdel(A)
|
||||
else if(isitem(A))
|
||||
var/obj/item/cleaned_item = A
|
||||
SEND_SIGNAL(cleaned_item, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
|
||||
cleaned_item.clean_blood()
|
||||
if(ismob(cleaned_item.loc))
|
||||
var/mob/M = cleaned_item.loc
|
||||
M.regenerate_icons()
|
||||
else if(ishuman(A))
|
||||
var/mob/living/carbon/human/cleaned_human = A
|
||||
if(cleaned_human.lying)
|
||||
if(cleaned_human.head)
|
||||
SEND_SIGNAL(cleaned_human.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
|
||||
cleaned_human.head.clean_blood()
|
||||
cleaned_human.update_inv_head()
|
||||
if(cleaned_human.wear_suit)
|
||||
SEND_SIGNAL(cleaned_human.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
|
||||
cleaned_human.wear_suit.clean_blood()
|
||||
cleaned_human.update_inv_wear_suit()
|
||||
else if(cleaned_human.w_uniform)
|
||||
SEND_SIGNAL(cleaned_human.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
|
||||
cleaned_human.w_uniform.clean_blood()
|
||||
cleaned_human.update_inv_w_uniform()
|
||||
if(cleaned_human.shoes)
|
||||
SEND_SIGNAL(cleaned_human.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
|
||||
cleaned_human.shoes.clean_blood()
|
||||
cleaned_human.update_inv_shoes()
|
||||
SEND_SIGNAL(cleaned_human, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
|
||||
cleaned_human.clean_blood()
|
||||
cleaned_human.wash_cream()
|
||||
cleaned_human.regenerate_icons()
|
||||
|
||||
// 4.6x30mm (Autorifles)
|
||||
|
||||
/obj/item/projectile/bullet/c46x30mm
|
||||
name = "4.6x30mm bullet"
|
||||
damage = 15
|
||||
|
||||
/obj/item/projectile/bullet/c46x30mm_ap
|
||||
name = "4.6x30mm armor-piercing bullet"
|
||||
damage = 12.5
|
||||
armour_penetration = 40
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/c46x30mm
|
||||
name = "4.6x30mm incendiary bullet"
|
||||
damage = 7.5
|
||||
fire_stacks = 1
|
||||
|
||||
@@ -3,10 +3,9 @@
|
||||
name = "nuclear particle"
|
||||
icon_state = "nuclear_particle"
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
damage = 20
|
||||
damage_type = TOX
|
||||
irradiate = 2500 //enough to knockdown and induce vomiting
|
||||
speed = 0.4
|
||||
flag = "rad"
|
||||
irradiate = 5000
|
||||
speed = 0.4
|
||||
hitsound = 'sound/weapons/emitter2.ogg'
|
||||
impact_type = /obj/effect/projectile/impact/xray
|
||||
var/static/list/particle_colors = list(
|
||||
@@ -25,22 +24,6 @@
|
||||
add_atom_colour(particle_colors[our_color], FIXED_COLOUR_PRIORITY)
|
||||
set_light(4, 3, particle_colors[our_color]) //Range of 4, brightness of 3 - Same range as a flashlight
|
||||
|
||||
/atom/proc/fire_nuclear_particles(power_ratio) //used by fusion to fire random # of nuclear particles - power ratio determines about how many are fired
|
||||
var/random_particles = rand(3,6)
|
||||
var/particles_to_fire
|
||||
var/particles_fired
|
||||
switch(power_ratio) //multiply random_particles * factor for whatever tier
|
||||
if(0 to FUSION_MID_TIER_THRESHOLD)
|
||||
particles_to_fire = random_particles * FUSION_PARTICLE_FACTOR_LOW
|
||||
if(FUSION_MID_TIER_THRESHOLD to FUSION_HIGH_TIER_THRESHOLD)
|
||||
particles_to_fire = random_particles * FUSION_PARTICLE_FACTOR_MID
|
||||
if(FUSION_HIGH_TIER_THRESHOLD to FUSION_SUPER_TIER_THRESHOLD)
|
||||
particles_to_fire = random_particles * FUSION_PARTICLE_FACTOR_HIGH
|
||||
if(FUSION_SUPER_TIER_THRESHOLD to INFINITY)
|
||||
particles_to_fire = random_particles * FUSION_PARTICLE_FACTOR_SUPER
|
||||
while(particles_to_fire)
|
||||
particles_fired++
|
||||
var/angle = rand(0,360)
|
||||
var/obj/item/projectile/energy/nuclear_particle/P = new /obj/item/projectile/energy/nuclear_particle(src)
|
||||
addtimer(CALLBACK(P, /obj/item/projectile.proc/fire, angle), particles_fired) //multiply particles fired * delay so the particles end up stagnated (once every decisecond)
|
||||
particles_to_fire--
|
||||
/atom/proc/fire_nuclear_particle(angle = rand(0,360)) //used by fusion to fire random nuclear particles. Fires one particle in a random direction.
|
||||
var/obj/item/projectile/energy/nuclear_particle/P = new /obj/item/projectile/energy/nuclear_particle(src)
|
||||
P.fire(angle)
|
||||
|
||||
@@ -3,7 +3,9 @@
|
||||
icon_state = "spark"
|
||||
color = "#FFFF00"
|
||||
nodamage = 1
|
||||
knockdown = 100
|
||||
knockdown = 60
|
||||
knockdown_stamoverride = 36
|
||||
knockdown_stam_max = 50
|
||||
stutter = 5
|
||||
jitter = 20
|
||||
hitsound = 'sound/weapons/taserhit.ogg'
|
||||
@@ -11,6 +13,7 @@
|
||||
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)
|
||||
. = ..()
|
||||
@@ -23,6 +26,7 @@
|
||||
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
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
if(isalien(target))
|
||||
knockdown = 0
|
||||
nodamage = TRUE
|
||||
else if(isliving(target))
|
||||
else if(iscarbon(target))
|
||||
var/mob/living/L = target
|
||||
L.Knockdown(100, TRUE, FALSE, 30, 25)
|
||||
return ..()
|
||||
|
||||
Reference in New Issue
Block a user