More lenient soft stamina combat, decentralized gun inaccuracy from combat mode. (#12347)
* A more lenient soft stamina crit. * Yea, your shots are gonna go straight toh. * accuracy whacks (leaves the bow as is for now). * Fixing stam penalties calculations, spread the range. * aaaaaah * 1.4 seconds delay vs 1.2 * Thanks, linter. * Missed one.
This commit is contained in:
@@ -61,10 +61,18 @@
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#define CHECK_STAMCRIT(mob) ((mob.combat_flags & COMBAT_FLAG_HARD_STAMCRIT)? HARD_STAMCRIT : ((mob.combat_flags & COMBAT_FLAG_SOFT_STAMCRIT)? SOFT_STAMCRIT : NOT_STAMCRIT))
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//stamina stuff
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#define STAMINA_SOFTCRIT 100 //softcrit for stamina damage. prevents standing up, prevents performing actions that cost stamina, etc, but doesn't force a rest or stop movement
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#define STAMINA_CRIT 140 //crit for stamina damage. forces a rest, and stops movement until stamina goes back to stamina softcrit
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#define STAMINA_SOFTCRIT_TRADITIONAL 0 //same as STAMINA_SOFTCRIT except for the more traditional health calculations
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#define STAMINA_CRIT_TRADITIONAL -40 //ditto, but for STAMINA_CRIT
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///Threshold over which attacks start being hindered.
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#define STAMINA_NEAR_SOFTCRIT 90
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///softcrit for stamina damage. prevents standing up, some actions that cost stamina, etc, but doesn't force a rest or stop movement
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#define STAMINA_SOFTCRIT 100
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///sanity cap to prevent stamina actions (that are still performable) from sending you into crit.
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#define STAMINA_NEAR_CRIT 130
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///crit for stamina damage. forces a rest, and stops movement until stamina goes back to stamina softcrit
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#define STAMINA_CRIT 140
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///same as STAMINA_SOFTCRIT except for the more traditional health calculations
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#define STAMINA_SOFTCRIT_TRADITIONAL 0
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///ditto, but for STAMINA_CRIT
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#define STAMINA_CRIT_TRADITIONAL -40
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#define CRAWLUNDER_DELAY 30 //Delay for crawling under a standing mob
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@@ -182,6 +190,9 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
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#define EGUN_SELFCHARGE 1
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#define EGUN_SELFCHARGE_BORG 2
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///Time to spend without clicking on other things required for your shots to become accurate.
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#define GUN_AIMING_TIME (2 SECONDS)
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//Object/Item sharpness
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#define IS_BLUNT 0
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#define IS_SHARP 1
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@@ -249,6 +260,21 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
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#define STAM_COST_W_CLASS_MULT 1.25
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#define STAM_COST_THROW_MULT 2
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///Multiplier of the (STAMINA_NEAR_CRIT - user current stamina loss) : (STAMINA_NEAR_CRIT - STAMINA_SOFTCRIT) ratio used in damage penalties when stam soft-critted.
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#define STAM_CRIT_ITEM_ATTACK_PENALTY 0.66
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/// changeNext_move penalty multiplier of the above.
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#define STAM_CRIT_ITEM_ATTACK_DELAY 1.75
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/// Damage penalty when fighting prone.
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#define LYING_DAMAGE_PENALTY 0.5
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/// Added delay when firing guns stam-softcritted. Summed with a hardset CLICK_CD_RANGE delay, similar to STAM_CRIT_DAMAGE_DELAY otherwise.
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#define STAM_CRIT_GUN_DELAY 2.75
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/**
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* should the current-attack-damage be lower than the item force multiplied by this value,
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* a "inefficiently" prefix will be added to the message.
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*/
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#define INEFFICIENT_ATTACK_MSG_THRESHOLD 0.7
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//bullet_act() return values
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#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
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@@ -18,18 +18,29 @@
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// Flags for the item_flags var on /obj/item
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#define BEING_REMOVED (1<<0)
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#define IN_INVENTORY (1<<1) //is this item equipped into an inventory slot or hand of a mob? used for tooltips
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#define FORCE_STRING_OVERRIDE (1<<2) //used for tooltips
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#define NEEDS_PERMIT (1<<3) //Used by security bots to determine if this item is safe for public use.
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///is this item equipped into an inventory slot or hand of a mob? used for tooltips
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#define IN_INVENTORY (1<<1)
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///used for tooltips
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#define FORCE_STRING_OVERRIDE (1<<2)
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///Used by security bots to determine if this item is safe for public use.
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#define NEEDS_PERMIT (1<<3)
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#define SLOWS_WHILE_IN_HAND (1<<4)
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#define NO_MAT_REDEMPTION (1<<5) //Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
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#define DROPDEL (1<<6) //When dropped, it calls qdel on itself
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#define NOBLUDGEON (1<<7) //when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
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#define ABSTRACT (1<<8) //for all things that are technically items but used for various different stuff
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#define IMMUTABLE_SLOW (1<<9) //When players should not be able to change the slowdown of the item (Speed potions, ect)
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#define SURGICAL_TOOL (1<<10) //Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes)
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#define NO_UNIFORM_REQUIRED (1<<11) //Can be worn on certain slots (currently belt and id) that would otherwise require an uniform.
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#define NO_ATTACK_CHAIN_SOFT_STAMCRIT (1<<12) //Entirely blocks melee_attack_chain() if user is soft stamcritted. Uses getStaminaLoss() to check at this point in time. THIS DOES NOT BLOCK RANGED AFTERATTACK()S, ONLY MELEE RANGE AFTERATTACK()S.
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///Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
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#define NO_MAT_REDEMPTION (1<<5)
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///When dropped, it calls qdel on itself
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#define DROPDEL (1<<6)
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///when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
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#define NOBLUDGEON (1<<7)
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///for all things that are technically items but used for various different stuff
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#define ABSTRACT (1<<8)
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///When players should not be able to change the slowdown of the item (Speed potions, ect)
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#define IMMUTABLE_SLOW (1<<9)
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///Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes)
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#define SURGICAL_TOOL (1<<10)
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///Can be worn on certain slots (currently belt and id) that would otherwise require an uniform.
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#define NO_UNIFORM_REQUIRED (1<<11)
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///Damage when attacking people is not affected by combat mode.
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#define NO_COMBAT_MODE_FORCE_MODIFIER (1<<12)
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// Flags for the clothing_flags var on /obj/item/clothing
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@@ -21,6 +21,7 @@
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next_move = world.time + ((num+next_move_adjust)*next_move_modifier)
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/mob/living/changeNext_move(num)
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last_click_move = next_move
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var/mod = next_move_modifier
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var/adj = next_move_adjust
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for(var/i in status_effects)
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@@ -10,10 +10,6 @@
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/obj/item/proc/melee_attack_chain(mob/user, atom/target, params)
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if(isliving(user))
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var/mob/living/L = user
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if(item_flags & NO_ATTACK_CHAIN_SOFT_STAMCRIT)
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if(IS_STAMCRIT(L))
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to_chat(L, "<span class='warning'>You are too exhausted to swing [src]!</span>")
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return
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if(!CHECK_MOBILITY(L, MOBILITY_USE))
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to_chat(L, "<span class='warning'>You are unable to swing [src] right now!</span>")
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return
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@@ -59,8 +55,10 @@
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/mob/living/attackby(obj/item/I, mob/living/user, params)
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if(..())
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return TRUE
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user.changeNext_move(CLICK_CD_MELEE)
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return I.attack(src, user)
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I.attack_delay_done = FALSE //Should be set TRUE in pre_attacked_by()
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. = I.attack(src, user)
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if(!I.attack_delay_done) //Otherwise, pre_attacked_by() should handle it.
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user.changeNext_move(I.click_delay)
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/obj/item/proc/attack(mob/living/M, mob/living/user)
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if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, M, user) & COMPONENT_ITEM_NO_ATTACK)
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@@ -68,11 +66,6 @@
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SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK, M, user)
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if(item_flags & NOBLUDGEON)
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return
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if(IS_STAMCRIT(user)) // CIT CHANGE - makes it impossible to attack in stamina softcrit
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to_chat(user, "<span class='warning'>You're too exhausted.</span>") // CIT CHANGE - ditto
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return // CIT CHANGE - ditto
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if(force && damtype != STAMINA && HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, "<span class='warning'>You don't want to harm other living beings!</span>")
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return
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@@ -91,7 +84,9 @@
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log_combat(user, M, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])")
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add_fingerprint(user)
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user.adjustStaminaLossBuffered(getweight(user, STAM_COST_ATTACK_MOB_MULT))//CIT CHANGE - makes attacking things cause stamina loss
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var/weight = getweight(user, STAM_COST_ATTACK_MOB_MULT) //CIT CHANGE - makes attacking things cause stamina loss
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if(weight)
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user.adjustStaminaLossBuffered(weight)
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//the equivalent of the standard version of attack() but for object targets.
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/obj/item/proc/attack_obj(obj/O, mob/living/user)
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@@ -99,13 +94,12 @@
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return
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if(item_flags & NOBLUDGEON)
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return
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if(IS_STAMCRIT(user)) // CIT CHANGE - makes it impossible to attack in stamina softcrit
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to_chat(user, "<span class='warning'>You're too exhausted.</span>") // CIT CHANGE - ditto
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return // CIT CHANGE - ditto
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user.adjustStaminaLossBuffered(getweight(user, STAM_COST_ATTACK_OBJ_MULT))//CIT CHANGE - makes attacking things cause stamina loss
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(O)
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O.attacked_by(src, user)
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if(!O.attacked_by(src, user))
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user.changeNext_move(click_delay)
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var/weight = getweight(user, STAM_COST_ATTACK_OBJ_MULT)
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if(weight)
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user.adjustStaminaLossBuffered(weight)//CIT CHANGE - makes attacking things cause stamina loss
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/atom/movable/proc/attacked_by()
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return
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@@ -113,9 +107,18 @@
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/obj/attacked_by(obj/item/I, mob/living/user)
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var/totitemdamage = I.force
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var/bad_trait
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if(!SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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totitemdamage *= 0.5
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var/stamloss = user.getStaminaLoss()
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var/next_move_mult = 1
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if(stamloss > STAMINA_NEAR_SOFTCRIT) //The more tired you are, the less damage you do.
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var/penalty = (stamloss - STAMINA_NEAR_SOFTCRIT)/(STAMINA_NEAR_CRIT - STAMINA_NEAR_SOFTCRIT)*STAM_CRIT_ITEM_ATTACK_PENALTY
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totitemdamage *= 1 - penalty
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next_move_mult += penalty*STAM_CRIT_ITEM_ATTACK_DELAY
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user.changeNext_move(I.click_delay*next_move_mult)
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if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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bad_trait = SKILL_COMBAT_MODE //blacklist combat skills.
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if(I.used_skills && user.mind)
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if(totitemdamage)
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totitemdamage = user.mind.item_action_skills_mod(I, totitemdamage, I.skill_difficulty, SKILL_ATTACK_OBJ, bad_trait)
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@@ -123,17 +126,19 @@
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if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_OBJ))
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continue
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user.mind.auto_gain_experience(skill, I.skill_gain)
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if(totitemdamage)
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visible_message("<span class='danger'>[user] has hit [src] with [I]!</span>", null, null, COMBAT_MESSAGE_RANGE)
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//only witnesses close by and the victim see a hit message.
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log_combat(user, src, "attacked", I)
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take_damage(totitemdamage, I.damtype, "melee", 1)
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return TRUE
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/mob/living/attacked_by(obj/item/I, mob/living/user)
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var/totitemdamage = pre_attacked_by(I, user)
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if((user != src) && mob_run_block(I, totitemdamage, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, null, null) & BLOCK_SUCCESS)
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return FALSE
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send_item_attack_message(I, user)
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send_item_attack_message(I, user, null, totitemdamage)
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I.do_stagger_action(src, user, totitemdamage)
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if(I.force)
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apply_damage(totitemdamage, I.damtype)
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@@ -149,19 +154,37 @@
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/mob/living/simple_animal/attacked_by(obj/item/I, mob/living/user)
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if(I.force < force_threshold || I.damtype == STAMINA)
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playsound(loc, 'sound/weapons/tap.ogg', I.get_clamped_volume(), 1, -1)
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user.changeNext_move(I.click_delay) //pre_attacked_by not called
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else
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return ..()
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/mob/living/proc/pre_attacked_by(obj/item/I, mob/living/user)
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. = I.force
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if(!.)
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return
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var/stamloss = user.getStaminaLoss()
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var/stam_mobility_mult = 1
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var/next_move_mult = 1
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if(stamloss > STAMINA_NEAR_SOFTCRIT) //The more tired you are, the less damage you do.
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var/penalty = (stamloss - STAMINA_NEAR_SOFTCRIT)/(STAMINA_NEAR_CRIT - STAMINA_NEAR_SOFTCRIT)*STAM_CRIT_ITEM_ATTACK_PENALTY
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stam_mobility_mult -= penalty
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next_move_mult += penalty*STAM_CRIT_ITEM_ATTACK_DELAY
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if(stam_mobility_mult > LYING_DAMAGE_PENALTY && !CHECK_MOBILITY(user, MOBILITY_STAND)) //damage penalty for fighting prone, doesn't stack with the above.
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stam_mobility_mult = LYING_DAMAGE_PENALTY
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. *= stam_mobility_mult
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user.changeNext_move(I.click_delay*next_move_mult)
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I.attack_delay_done = TRUE
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var/bad_trait
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if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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. *= 0.5
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bad_trait = SKILL_COMBAT_MODE //blacklist combat skills.
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if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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. *= 1.5
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if(!CHECK_MOBILITY(user, MOBILITY_STAND))
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. *= 0.5
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if(!(I.item_flags & NO_COMBAT_MODE_FORCE_MODIFIER))
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if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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bad_trait = SKILL_COMBAT_MODE //blacklist combat skills.
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if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE))
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. *= 0.5
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else if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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. *= 1.5
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if(!user.mind || !I.used_skills)
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return
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if(.)
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@@ -171,7 +194,6 @@
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continue
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user.mind.auto_gain_experience(skill, I.skill_gain)
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// Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person.
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// Click parameters is the params string from byond Click() code, see that documentation.
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/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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@@ -185,10 +207,12 @@
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else
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return clamp(w_class * 6, 10, 100) // Multiply the item's weight class by 6, then clamp the value between 10 and 100
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/mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area)
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/mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area, current_force)
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var/message_verb = "attacked"
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if(I.attack_verb && I.attack_verb.len)
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message_verb = "[pick(I.attack_verb)]"
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if(current_force < I.force * INEFFICIENT_ATTACK_MSG_THRESHOLD)
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message_verb = "inefficiently [message_verb]"
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else if(!I.force)
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return
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var/message_hit_area = ""
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@@ -215,6 +239,8 @@
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bad_trait = SKILL_COMBAT_MODE
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if(used_skills && user.mind)
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. = user.mind.item_action_skills_mod(src, ., skill_difficulty, trait, bad_trait, FALSE)
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var/total_health = user.getStaminaLoss()
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. = clamp(., 0, STAMINA_NEAR_CRIT - total_health)
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/// How long this staggers for. 0 and negatives supported.
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/obj/item/proc/melee_stagger_duration(force_override)
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@@ -147,7 +147,7 @@
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/obj/machinery/dominator/attacked_by(obj/item/I, mob/living/user)
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add_fingerprint(user)
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..()
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return ..()
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/obj/machinery/dominator/attack_hand(mob/user)
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if(operating || (stat & BROKEN))
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@@ -71,7 +71,7 @@
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return ..()
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/obj/machinery/porta_turret_cover/attacked_by(obj/item/I, mob/user)
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parent_turret.attacked_by(I, user)
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return parent_turret.attacked_by(I, user)
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/obj/machinery/porta_turret_cover/attack_alien(mob/living/carbon/alien/humanoid/user)
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parent_turret.attack_alien(user)
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@@ -284,7 +284,7 @@
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/obj/mecha/attacked_by(obj/item/I, mob/living/user)
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mecha_log_message("Attacked by [I]. Attacker - [user]")
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..()
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return ..()
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/obj/mecha/proc/mech_toxin_damage(mob/living/target)
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playsound(src, 'sound/effects/spray2.ogg', 50, 1)
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@@ -55,6 +55,15 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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/// How long, in deciseconds, this staggers for, if null it will autocalculate from w_class and force. Unlike total mass this supports 0 and negatives.
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var/stagger_force
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/**
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* Set FALSE and then checked at the end of on mob/living/attackby(), set TRUE on living/pre_attacked_by().
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* Should it be FALSE by the end of the item/attack(), that means the item overrode the standard attack behaviour
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* and the user still needs the delay applied. We can't be using return values since that'll stop afterattack() from being triggered.
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*/
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var/attack_delay_done = FALSE
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///next_move click/attack delay of this item.
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var/click_delay = CLICK_CD_MELEE
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var/slot_flags = 0 //This is used to determine on which slots an item can fit.
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pass_flags = PASSTABLE
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pressure_resistance = 4
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@@ -65,7 +65,7 @@
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. = ..()
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AddElement(/datum/element/update_icon_blocker)
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||||
|
||||
/obj/item/gun/energy/chrono_gun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
||||
/obj/item/gun/energy/chrono_gun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
|
||||
if(field)
|
||||
field_disconnect(field)
|
||||
..()
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
|
||||
flags_1 = CONDUCT_1
|
||||
item_flags = NEEDS_PERMIT | NO_COMBAT_MODE_FORCE_MODIFIER //To avoid ambushing and oneshotting healthy crewmembers on force setting 3.
|
||||
attack_verb = list("whacked", "fisted", "power-punched")
|
||||
force = 20
|
||||
throwforce = 10
|
||||
@@ -13,7 +14,7 @@
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 40)
|
||||
resistance_flags = FIRE_PROOF
|
||||
var/click_delay = 1.5
|
||||
click_delay = CLICK_CD_MELEE * 1.5
|
||||
var/fisto_setting = 1
|
||||
var/gasperfist = 3
|
||||
var/obj/item/tank/internals/tank = null //Tank used for the gauntlet's piston-ram.
|
||||
@@ -70,42 +71,46 @@
|
||||
|
||||
|
||||
/obj/item/melee/powerfist/attack(mob/living/target, mob/living/user)
|
||||
if(!tank)
|
||||
to_chat(user, "<span class='warning'>\The [src] can't operate without a source of gas!</span>")
|
||||
return
|
||||
var/datum/gas_mixture/gasused = tank.air_contents.remove(gasperfist * fisto_setting)
|
||||
var/turf/T = get_turf(src)
|
||||
if(!T)
|
||||
return
|
||||
T.assume_air(gasused)
|
||||
T.air_update_turf()
|
||||
if(!gasused)
|
||||
to_chat(user, "<span class='warning'>\The [src]'s tank is empty!</span>")
|
||||
target.apply_damage((force / 5), BRUTE)
|
||||
playsound(loc, 'sound/weapons/punch1.ogg', 50, 1)
|
||||
target.visible_message("<span class='danger'>[user]'s powerfist lets out a dull thunk as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
|
||||
"<span class='userdanger'>[user]'s punches you!</span>")
|
||||
return
|
||||
if(gasused.total_moles() < gasperfist * fisto_setting)
|
||||
to_chat(user, "<span class='warning'>\The [src]'s piston-ram lets out a weak hiss, it needs more gas!</span>")
|
||||
playsound(loc, 'sound/weapons/punch4.ogg', 50, 1)
|
||||
target.apply_damage((force / 2), BRUTE)
|
||||
target.visible_message("<span class='danger'>[user]'s powerfist lets out a weak hiss as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
|
||||
"<span class='userdanger'>[user]'s punch strikes with force!</span>")
|
||||
return
|
||||
target.apply_damage(force * fisto_setting, BRUTE)
|
||||
target.visible_message("<span class='danger'>[user]'s powerfist lets out a loud hiss as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
|
||||
"<span class='userdanger'>You cry out in pain as [user]'s punch flings you backwards!</span>")
|
||||
new /obj/effect/temp_visual/kinetic_blast(target.loc)
|
||||
playsound(loc, 'sound/weapons/resonator_blast.ogg', 50, 1)
|
||||
playsound(loc, 'sound/weapons/genhit2.ogg', 50, 1)
|
||||
if(HAS_TRAIT(user, TRAIT_PACIFISM))
|
||||
to_chat(user, "<span class='warning'>You don't want to harm other living beings!</span>")
|
||||
return FALSE
|
||||
if(!tank)
|
||||
to_chat(user, "<span class='warning'>\The [src] can't operate without a source of gas!</span>")
|
||||
return FALSE
|
||||
var/datum/gas_mixture/gasused = tank.air_contents.remove(gasperfist * fisto_setting)
|
||||
var/turf/T = get_turf(src)
|
||||
if(!T)
|
||||
return FALSE
|
||||
var/totalitemdamage = target.pre_attacked_by(src, user)
|
||||
T.assume_air(gasused)
|
||||
T.air_update_turf()
|
||||
if(!gasused)
|
||||
to_chat(user, "<span class='warning'>\The [src]'s tank is empty!</span>")
|
||||
target.apply_damage((totalitemdamage / 5), BRUTE)
|
||||
playsound(loc, 'sound/weapons/punch1.ogg', 50, 1)
|
||||
target.visible_message("<span class='danger'>[user]'s powerfist lets out a dull thunk as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
|
||||
"<span class='userdanger'>[user]'s punches you!</span>")
|
||||
return
|
||||
if(gasused.total_moles() < gasperfist * fisto_setting)
|
||||
to_chat(user, "<span class='warning'>\The [src]'s piston-ram lets out a weak hiss, it needs more gas!</span>")
|
||||
playsound(loc, 'sound/weapons/punch4.ogg', 50, 1)
|
||||
target.apply_damage((totalitemdamage / 2), BRUTE)
|
||||
target.visible_message("<span class='danger'>[user]'s powerfist lets out a weak hiss as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
|
||||
"<span class='userdanger'>[user]'s punch strikes with force!</span>")
|
||||
return
|
||||
target.apply_damage(totalitemdamage * fisto_setting, BRUTE)
|
||||
target.visible_message("<span class='danger'>[user]'s powerfist lets out a loud hiss as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
|
||||
"<span class='userdanger'>You cry out in pain as [user]'s punch flings you backwards!</span>")
|
||||
new /obj/effect/temp_visual/kinetic_blast(target.loc)
|
||||
playsound(loc, 'sound/weapons/resonator_blast.ogg', 50, 1)
|
||||
playsound(loc, 'sound/weapons/genhit2.ogg', 50, 1)
|
||||
|
||||
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
|
||||
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
|
||||
target.throw_at(throw_target, 5 * fisto_setting, 0.5 + (fisto_setting / 2))
|
||||
|
||||
target.throw_at(throw_target, 5 * fisto_setting, 0.5 + (fisto_setting / 2))
|
||||
log_combat(user, target, "power fisted", src)
|
||||
|
||||
log_combat(user, target, "power fisted", src)
|
||||
|
||||
user.changeNext_move(CLICK_CD_MELEE * click_delay)
|
||||
|
||||
return
|
||||
var/weight = getweight(user, STAM_COST_ATTACK_MOB_MULT)
|
||||
if(weight)
|
||||
user.adjustStaminaLossBuffered(weight)
|
||||
return TRUE
|
||||
|
||||
@@ -141,7 +141,7 @@
|
||||
/obj/item/melee/baton/attack(mob/M, mob/living/carbon/human/user)
|
||||
var/interrupt = common_baton_melee(M, user, FALSE)
|
||||
if(!interrupt)
|
||||
..()
|
||||
return ..()
|
||||
|
||||
/obj/item/melee/baton/alt_pre_attack(atom/A, mob/living/user, params)
|
||||
. = common_baton_melee(A, user, TRUE) //return true (attackchain interrupt) if this also returns true. no harm-disarming.
|
||||
@@ -154,7 +154,7 @@
|
||||
if(turned_on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
|
||||
clowning_around(user)
|
||||
if(IS_STAMCRIT(user)) //CIT CHANGE - makes it impossible to baton in stamina softcrit
|
||||
to_chat(user, "<span class='danger'>You're too exhausted for that.</span>")
|
||||
to_chat(user, "<span class='danger'>You're too exhausted to use [src] properly.</span>")
|
||||
return TRUE
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/L = M
|
||||
|
||||
@@ -1176,14 +1176,13 @@
|
||||
|
||||
/obj/item/twohanded/electrostaff/attack(mob/living/target, mob/living/user)
|
||||
if(IS_STAMCRIT(user))//CIT CHANGE - makes it impossible to baton in stamina softcrit
|
||||
to_chat(user, "<span class='danger'>You're too exhausted for that.</span>")//CIT CHANGE - ditto
|
||||
to_chat(user, "<span class='danger'>You're too exhausted to use [src] properly.</span>")//CIT CHANGE - ditto
|
||||
return //CIT CHANGE - ditto
|
||||
if(on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
|
||||
clowning_around(user) //ouch!
|
||||
return
|
||||
if(iscyborg(target))
|
||||
..()
|
||||
return
|
||||
return ..()
|
||||
if(target.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, null) & BLOCK_SUCCESS) //No message; run_block() handles that
|
||||
playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
|
||||
return FALSE
|
||||
|
||||
@@ -343,7 +343,7 @@
|
||||
icon = 'icons/obj/items_and_weapons.dmi'
|
||||
icon_state = "disintegrate"
|
||||
item_state = null
|
||||
item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL | NO_ATTACK_CHAIN_SOFT_STAMCRIT
|
||||
item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL
|
||||
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
throwforce = 0
|
||||
|
||||
@@ -118,22 +118,10 @@
|
||||
|
||||
|
||||
/mob/living/carbon/true_devil/attacked_by(obj/item/I, mob/living/user, def_zone)
|
||||
var/weakness = check_weakness(I, user)
|
||||
apply_damage(I.force * weakness, I.damtype, def_zone)
|
||||
var/message_verb = ""
|
||||
if(I.attack_verb && I.attack_verb.len)
|
||||
message_verb = "[pick(I.attack_verb)]"
|
||||
else if(I.force)
|
||||
message_verb = "attacked"
|
||||
|
||||
var/attack_message = "[src] has been [message_verb] with [I]."
|
||||
if(user)
|
||||
user.do_attack_animation(src)
|
||||
if(user in viewers(src, null))
|
||||
attack_message = "[user] has [message_verb] [src] with [I]!"
|
||||
if(message_verb)
|
||||
visible_message("<span class='danger'>[attack_message]</span>",
|
||||
"<span class='userdanger'>[attack_message]</span>", null, COMBAT_MESSAGE_RANGE)
|
||||
var/totitemdamage = pre_attacked_by(I, user)
|
||||
totitemdamage *= check_weakness(I, user)
|
||||
apply_damage(totitemdamage, I.damtype, def_zone)
|
||||
send_item_attack_message(I, user, null, totitemdamage)
|
||||
return TRUE
|
||||
|
||||
/mob/living/carbon/true_devil/singularity_act()
|
||||
|
||||
@@ -40,9 +40,6 @@
|
||||
return ..()
|
||||
return ..()
|
||||
|
||||
/obj/item/holo/esword/attack(target as mob, mob/user as mob)
|
||||
..()
|
||||
|
||||
/obj/item/holo/esword/Initialize()
|
||||
. = ..()
|
||||
saber_color = pick("red","blue","green","purple")
|
||||
|
||||
@@ -8,6 +8,8 @@
|
||||
|
||||
typing_indicator_enabled = TRUE
|
||||
|
||||
var/last_click_move = 0 // Stores the previous next_move value.
|
||||
|
||||
var/resize = 1 //Badminnery resize
|
||||
var/lastattacker = null
|
||||
var/lastattackerckey = null
|
||||
|
||||
@@ -105,6 +105,7 @@ IGNORE_PROC_IF_NOT_TARGET(attack_slime)
|
||||
|
||||
/mob/living/simple_animal/hostile/asteroid/curseblob/attacked_by(obj/item/I, mob/living/L)
|
||||
if(L != set_target)
|
||||
L.changeNext_move(I.click_delay) //pre_attacked_by not called
|
||||
return
|
||||
return ..()
|
||||
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
force = 5
|
||||
item_flags = NEEDS_PERMIT | NO_ATTACK_CHAIN_SOFT_STAMCRIT
|
||||
item_flags = NEEDS_PERMIT
|
||||
attack_verb = list("struck", "hit", "bashed")
|
||||
|
||||
var/fire_sound = "gunshot"
|
||||
@@ -140,12 +140,13 @@
|
||||
to_chat(user, "<span class='danger'>*click*</span>")
|
||||
playsound(src, "gun_dry_fire", 30, 1)
|
||||
|
||||
/obj/item/gun/proc/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1)
|
||||
/obj/item/gun/proc/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
|
||||
if(recoil)
|
||||
shake_camera(user, recoil + 1, recoil)
|
||||
|
||||
if(isliving(user)) //CIT CHANGE - makes gun recoil cause staminaloss
|
||||
user.adjustStaminaLossBuffered(getstamcost(user)*(firing && burst_size >= 2 ? 1/burst_size : 1)) //CIT CHANGE - ditto
|
||||
if(stam_cost) //CIT CHANGE - makes gun recoil cause staminaloss
|
||||
var/safe_cost = clamp(stam_cost, 0, STAMINA_NEAR_CRIT - user.getStaminaLoss())*(firing && burst_size >= 2 ? 1/burst_size : 1)
|
||||
user.adjustStaminaLossBuffered(safe_cost) //CIT CHANGE - ditto
|
||||
|
||||
if(suppressed)
|
||||
playsound(user, fire_sound, 10, 1)
|
||||
@@ -172,9 +173,10 @@
|
||||
return
|
||||
if(firing)
|
||||
return
|
||||
if(IS_STAMCRIT(user)) //respect stamina softcrit
|
||||
to_chat(user, "<span class='warning'>You are too exhausted to fire [src]!</span>")
|
||||
return
|
||||
var/stamloss = user.getStaminaLoss()
|
||||
if(stamloss >= STAMINA_NEAR_SOFTCRIT) //The more tired you are, the less damage you do.
|
||||
var/penalty = (stamloss - STAMINA_NEAR_SOFTCRIT)/(STAMINA_NEAR_CRIT - STAMINA_NEAR_SOFTCRIT)*STAM_CRIT_GUN_DELAY
|
||||
user.changeNext_move(CLICK_CD_RANGE+(CLICK_CD_RANGE*penalty))
|
||||
if(flag) //It's adjacent, is the user, or is on the user's person
|
||||
if(target in user.contents) //can't shoot stuff inside us.
|
||||
return
|
||||
@@ -216,7 +218,7 @@
|
||||
var/loop_counter = 0
|
||||
|
||||
if(user)
|
||||
bonus_spread += getinaccuracy(user) //CIT CHANGE - adds bonus spread while not aiming
|
||||
bonus_spread = getinaccuracy(user, bonus_spread, stamloss) //CIT CHANGE - adds bonus spread while not aiming
|
||||
if(ishuman(user) && user.a_intent == INTENT_HARM && weapon_weight <= WEAPON_LIGHT)
|
||||
var/mob/living/carbon/human/H = user
|
||||
for(var/obj/item/gun/G in H.held_items)
|
||||
@@ -225,9 +227,11 @@
|
||||
else if(G.can_trigger_gun(user))
|
||||
bonus_spread += 24 * G.weapon_weight * G.dualwield_spread_mult
|
||||
loop_counter++
|
||||
addtimer(CALLBACK(G, /obj/item/gun.proc/process_fire, target, user, TRUE, params, null, bonus_spread), loop_counter)
|
||||
var/stam_cost = G.getstamcost(user)
|
||||
addtimer(CALLBACK(G, /obj/item/gun.proc/process_fire, target, user, TRUE, params, null, bonus_spread, stam_cost), loop_counter)
|
||||
|
||||
process_fire(target, user, TRUE, params, null, bonus_spread)
|
||||
var/stam_cost = getstamcost(user)
|
||||
process_fire(target, user, TRUE, params, null, bonus_spread, stam_cost)
|
||||
|
||||
/obj/item/gun/can_trigger_gun(mob/living/user)
|
||||
. = ..()
|
||||
@@ -258,21 +262,21 @@
|
||||
/obj/item/gun/proc/on_cooldown()
|
||||
return busy_action || firing || ((last_fire + fire_delay) > world.time)
|
||||
|
||||
/obj/item/gun/proc/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
||||
/obj/item/gun/proc/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
|
||||
add_fingerprint(user)
|
||||
|
||||
if(on_cooldown())
|
||||
return
|
||||
firing = TRUE
|
||||
. = do_fire(target, user, message, params, zone_override, bonus_spread)
|
||||
. = do_fire(target, user, message, params, zone_override, bonus_spread, stam_cost)
|
||||
firing = FALSE
|
||||
last_fire = world.time
|
||||
|
||||
if(user)
|
||||
user.update_inv_hands()
|
||||
SEND_SIGNAL(user, COMSIG_LIVING_GUN_PROCESS_FIRE, target, params, zone_override)
|
||||
SEND_SIGNAL(user, COMSIG_LIVING_GUN_PROCESS_FIRE, target, params, zone_override, bonus_spread, stam_cost)
|
||||
|
||||
/obj/item/gun/proc/do_fire(atom/target, mob/living/user, message = TRUE, params, zone_override = "", bonus_spread = 0)
|
||||
/obj/item/gun/proc/do_fire(atom/target, mob/living/user, message = TRUE, params, zone_override = "", bonus_spread = 0, stam_cost = 0)
|
||||
var/sprd = 0
|
||||
var/randomized_gun_spread = 0
|
||||
var/rand_spr = rand()
|
||||
@@ -290,7 +294,7 @@
|
||||
sleep(burst_shot_delay)
|
||||
if(QDELETED(src))
|
||||
break
|
||||
do_burst_shot(user, target, message, params, zone_override, sprd, randomized_gun_spread, randomized_bonus_spread, rand_spr, i)
|
||||
do_burst_shot(user, target, message, params, zone_override, sprd, randomized_gun_spread, randomized_bonus_spread, rand_spr, i, stam_cost)
|
||||
else
|
||||
if(chambered)
|
||||
sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread))
|
||||
@@ -300,9 +304,9 @@
|
||||
return
|
||||
else
|
||||
if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
|
||||
shoot_live_shot(user, 1, target, message)
|
||||
shoot_live_shot(user, 1, target, message, stam_cost)
|
||||
else
|
||||
shoot_live_shot(user, 0, target, message)
|
||||
shoot_live_shot(user, 0, target, message, stam_cost)
|
||||
else
|
||||
shoot_with_empty_chamber(user)
|
||||
return
|
||||
@@ -312,7 +316,7 @@
|
||||
SSblackbox.record_feedback("tally", "gun_fired", 1, type)
|
||||
return TRUE
|
||||
|
||||
/obj/item/gun/proc/do_burst_shot(mob/living/user, atom/target, message = TRUE, params=null, zone_override = "", sprd = 0, randomized_gun_spread = 0, randomized_bonus_spread = 0, rand_spr = 0, iteration = 0)
|
||||
/obj/item/gun/proc/do_burst_shot(mob/living/user, atom/target, message = TRUE, params=null, zone_override = "", sprd = 0, randomized_gun_spread = 0, randomized_bonus_spread = 0, rand_spr = 0, iteration = 0, stam_cost = 0)
|
||||
if(!user || !firing)
|
||||
firing = FALSE
|
||||
return FALSE
|
||||
@@ -336,9 +340,9 @@
|
||||
return FALSE
|
||||
else
|
||||
if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
|
||||
shoot_live_shot(user, 1, target, message)
|
||||
shoot_live_shot(user, 1, target, message, stam_cost)
|
||||
else
|
||||
shoot_live_shot(user, 0, target, message)
|
||||
shoot_live_shot(user, 0, target, message, stam_cost)
|
||||
if (iteration >= burst_size)
|
||||
firing = FALSE
|
||||
else
|
||||
@@ -349,20 +353,21 @@
|
||||
update_icon()
|
||||
return TRUE
|
||||
|
||||
/obj/item/gun/attack(mob/M as mob, mob/user)
|
||||
/obj/item/gun/attack(mob/living/M, mob/user)
|
||||
if(user.a_intent == INTENT_HARM) //Flogging
|
||||
if(bayonet)
|
||||
M.attackby(bayonet, user)
|
||||
attack_delay_done = TRUE
|
||||
return
|
||||
else
|
||||
return ..()
|
||||
return
|
||||
attack_delay_done = TRUE //we are firing the gun, not bashing people with its butt.
|
||||
|
||||
/obj/item/gun/attack_obj(obj/O, mob/user)
|
||||
if(user.a_intent == INTENT_HARM)
|
||||
if(bayonet)
|
||||
O.attackby(bayonet, user)
|
||||
return
|
||||
return TRUE
|
||||
return ..()
|
||||
|
||||
/obj/item/gun/attackby(obj/item/I, mob/user, params)
|
||||
@@ -498,7 +503,7 @@
|
||||
if(chambered && chambered.BB)
|
||||
chambered.BB.damage *= 5
|
||||
|
||||
process_fire(target, user, TRUE, params)
|
||||
process_fire(target, user, TRUE, params, stam_cost = getstamcost(user))
|
||||
|
||||
/obj/item/gun/proc/unlock() //used in summon guns and as a convience for admins
|
||||
if(pin)
|
||||
@@ -566,7 +571,25 @@
|
||||
chambered = null
|
||||
update_icon()
|
||||
|
||||
/obj/item/gun/proc/getinaccuracy(mob/user)
|
||||
if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
|
||||
return ((weapon_weight * 25) * inaccuracy_modifier)
|
||||
return 0
|
||||
/obj/item/gun/proc/getinaccuracy(mob/living/user, bonus_spread, stamloss)
|
||||
if(inaccuracy_modifier == 0)
|
||||
return bonus_spread
|
||||
var/base_inaccuracy = weapon_weight * 25 * inaccuracy_modifier
|
||||
var/aiming_delay = 0 //Otherwise aiming would be meaningless for slower guns such as sniper rifles and launchers.
|
||||
if(fire_delay)
|
||||
var/penalty = (last_fire + GUN_AIMING_TIME + fire_delay) - world.time
|
||||
if(penalty > 0) //Yet we only penalize users firing it multiple times in a haste. fire_delay isn't necessarily cumbersomeness.
|
||||
aiming_delay = penalty
|
||||
if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)) //To be removed in favor of something less tactless later.
|
||||
base_inaccuracy /= 1.5
|
||||
if(stamloss > STAMINA_NEAR_SOFTCRIT) //This can null out the above bonus.
|
||||
base_inaccuracy *= 1 + (stamloss - STAMINA_NEAR_SOFTCRIT)/(STAMINA_NEAR_CRIT - STAMINA_NEAR_SOFTCRIT)*0.5
|
||||
var/mult = max((GUN_AIMING_TIME + aiming_delay + user.last_click_move - world.time)/GUN_AIMING_TIME, -0.5) //Yes, there is a bonus for taking time aiming.
|
||||
if(mult < 0) //accurate weapons should provide a proper bonus with negative inaccuracy. the opposite is true too.
|
||||
mult *= 1/inaccuracy_modifier
|
||||
return max(bonus_spread + (base_inaccuracy * mult), 0) //no negative spread.
|
||||
|
||||
/obj/item/gun/proc/getstamcost(mob/living/carbon/user)
|
||||
. = recoil
|
||||
if(user && !user.has_gravity())
|
||||
. = recoil*5
|
||||
|
||||
@@ -365,7 +365,7 @@
|
||||
can_unsuppress = TRUE
|
||||
can_suppress = TRUE
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
inaccuracy_modifier = 0
|
||||
inaccuracy_modifier = 0.5
|
||||
zoomable = TRUE
|
||||
zoom_amt = 10 //Long range, enough to see in front of you, but no tiles behind you.
|
||||
zoom_out_amt = 13
|
||||
|
||||
@@ -130,7 +130,7 @@
|
||||
else
|
||||
qdel(src)
|
||||
|
||||
/obj/item/gun/ballistic/minigun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
||||
/obj/item/gun/ballistic/minigun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
|
||||
if(ammo_pack)
|
||||
if(ammo_pack.overheat < ammo_pack.overheat_max)
|
||||
ammo_pack.overheat += burst_size
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
name = "grenade launcher"
|
||||
icon_state = "dshotgun-sawn"
|
||||
item_state = "gun"
|
||||
inaccuracy_modifier = 0
|
||||
inaccuracy_modifier = 0.5
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/grenadelauncher
|
||||
fire_sound = 'sound/weapons/grenadelaunch.ogg'
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
@@ -87,7 +87,7 @@
|
||||
pin = /obj/item/firing_pin/implant/pindicate
|
||||
burst_size = 1
|
||||
fire_delay = 0
|
||||
inaccuracy_modifier = 0
|
||||
inaccuracy_modifier = 0.25
|
||||
casing_ejector = FALSE
|
||||
weapon_weight = WEAPON_HEAVY
|
||||
magazine_wording = "rocket"
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
spread = 0
|
||||
recoil = 0.1
|
||||
casing_ejector = FALSE
|
||||
inaccuracy_modifier = 0
|
||||
inaccuracy_modifier = 0.15
|
||||
dualwield_spread_mult = 1.4
|
||||
weapon_weight = WEAPON_MEDIUM
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
@@ -46,7 +46,7 @@
|
||||
return 0
|
||||
. = ..()
|
||||
|
||||
/obj/item/gun/ballistic/automatic/magrifle/shoot_live_shot()
|
||||
/obj/item/gun/ballistic/automatic/magrifle/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
|
||||
var/obj/item/ammo_casing/caseless/magnetic/shot = chambered
|
||||
cell.use(shot.energy_cost)
|
||||
. = ..()
|
||||
|
||||
@@ -102,7 +102,7 @@
|
||||
. = ..()
|
||||
safe_calibers = magazine.caliber
|
||||
|
||||
/obj/item/gun/ballistic/revolver/detective/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
||||
/obj/item/gun/ballistic/revolver/detective/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
|
||||
if(chambered && !(chambered.caliber in safe_calibers))
|
||||
if(prob(70 - (magazine.ammo_count() * 10))) //minimum probability of 10, maximum of 60
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
@@ -242,7 +242,7 @@
|
||||
user.visible_message("<span class='danger'>*click*</span>")
|
||||
playsound(src, "gun_dry_fire", 30, 1)
|
||||
|
||||
/obj/item/gun/ballistic/revolver/russian/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
||||
/obj/item/gun/ballistic/revolver/russian/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
|
||||
add_fingerprint(user)
|
||||
playsound(src, "gun_dry_fire", 30, TRUE)
|
||||
user.visible_message("<span class='danger'>[user.name] tries to fire \the [src] at the same time, but only succeeds at looking like an idiot.</span>", "<span class='danger'>\The [src]'s anti-combat mechanism prevents you from firing it at the same time!</span>")
|
||||
|
||||
@@ -116,7 +116,7 @@
|
||||
icon_state = "moistnugget"
|
||||
item_state = "moistnugget"
|
||||
slot_flags = 0 //no ITEM_SLOT_BACK sprite, alas
|
||||
inaccuracy_modifier = 0
|
||||
inaccuracy_modifier = 0.5
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/boltaction
|
||||
var/bolt_open = FALSE
|
||||
can_bayonet = TRUE
|
||||
@@ -191,7 +191,7 @@
|
||||
/obj/item/gun/ballistic/shotgun/boltaction/enchanted/attack_self()
|
||||
return
|
||||
|
||||
/obj/item/gun/ballistic/shotgun/boltaction/enchanted/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1)
|
||||
/obj/item/gun/ballistic/shotgun/boltaction/enchanted/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
|
||||
..()
|
||||
if(guns_left)
|
||||
var/obj/item/gun/ballistic/shotgun/boltaction/enchanted/GUN = new gun_type
|
||||
@@ -205,7 +205,7 @@
|
||||
|
||||
// Automatic Shotguns//
|
||||
|
||||
/obj/item/gun/ballistic/shotgun/automatic/shoot_live_shot(mob/living/user as mob|obj)
|
||||
/obj/item/gun/ballistic/shotgun/automatic/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
|
||||
..()
|
||||
src.pump(user)
|
||||
|
||||
|
||||
@@ -127,12 +127,12 @@
|
||||
chambered = null //either way, released the prepared shot
|
||||
recharge_newshot() //try to charge a new shot
|
||||
|
||||
/obj/item/gun/energy/do_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
||||
/obj/item/gun/energy/do_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
|
||||
if(!chambered && can_shoot())
|
||||
process_chamber() // If the gun was drained and then recharged, load a new shot.
|
||||
return ..()
|
||||
|
||||
/obj/item/gun/energy/do_burst_shot(mob/living/user, atom/target, message = TRUE, params = null, zone_override="", sprd = 0, randomized_gun_spread = 0, randomized_bonus_spread = 0, rand_spr = 0, iteration = 0)
|
||||
/obj/item/gun/energy/do_burst_shot(mob/living/user, atom/target, message = TRUE, params = null, zone_override="", sprd = 0, randomized_gun_spread = 0, randomized_bonus_spread = 0, rand_spr = 0, iteration = 0, stam_cost = 0)
|
||||
if(!chambered && can_shoot())
|
||||
process_chamber() // Ditto.
|
||||
return ..()
|
||||
|
||||
@@ -237,7 +237,7 @@
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/obj/item/gun/energy/dueling/process_fire(atom/target, mob/living/user, message, params, zone_override, bonus_spread)
|
||||
/obj/item/gun/energy/dueling/process_fire(atom/target, mob/living/user, message, params, zone_override, bonus_spread = 0, stam_cost = 0)
|
||||
if(duel.state == DUEL_READY)
|
||||
duel.confirmations[src] = TRUE
|
||||
to_chat(user,"<span class='notice'>You confirm your readiness.</span>")
|
||||
|
||||
@@ -110,7 +110,7 @@
|
||||
fail_tick--
|
||||
..()
|
||||
|
||||
/obj/item/gun/energy/e_gun/nuclear/shoot_live_shot()
|
||||
/obj/item/gun/energy/e_gun/nuclear/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
|
||||
failcheck()
|
||||
update_icon()
|
||||
..()
|
||||
|
||||
@@ -60,6 +60,12 @@
|
||||
else
|
||||
cut_overlays()
|
||||
|
||||
/obj/item/gun/energy/kinetic_accelerator/getinaccuracy(mob/living/user, bonus_spread, stamloss)
|
||||
var/old_fire_delay = fire_delay //It's pretty irrelevant tbh but whatever.
|
||||
fire_delay = overheat_time
|
||||
. = ..()
|
||||
fire_delay = old_fire_delay
|
||||
|
||||
/obj/item/gun/energy/kinetic_accelerator/examine(mob/user)
|
||||
. = ..()
|
||||
if(max_mod_capacity)
|
||||
@@ -128,7 +134,7 @@
|
||||
if(!holds_charge)
|
||||
empty()
|
||||
|
||||
/obj/item/gun/energy/kinetic_accelerator/shoot_live_shot()
|
||||
/obj/item/gun/energy/kinetic_accelerator/shoot_live_shot(mob/living/user, pointblank = FALSE, mob/pbtarget, message = 1, stam_cost = 0)
|
||||
. = ..()
|
||||
attempt_reload()
|
||||
|
||||
@@ -207,6 +213,12 @@
|
||||
var/obj/item/gun/energy/kinetic_accelerator/KA = loc
|
||||
KA.modify_projectile(BB)
|
||||
|
||||
/obj/item/gun/energy/kinetic_accelerator/getstamcost(mob/living/carbon/user)
|
||||
if(user && !lavaland_equipment_pressure_check(get_turf(user)))
|
||||
return 0
|
||||
else
|
||||
return ..()
|
||||
|
||||
//Projectiles
|
||||
/obj/item/projectile/kinetic
|
||||
name = "kinetic force"
|
||||
|
||||
@@ -62,7 +62,7 @@
|
||||
slot_flags = ITEM_SLOT_BACK
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
weapon_weight = WEAPON_MEDIUM
|
||||
inaccuracy_modifier = 0.5
|
||||
inaccuracy_modifier = 0.7
|
||||
force = 10
|
||||
throwforce = 10
|
||||
cell_type = /obj/item/stock_parts/cell/lascarbine
|
||||
|
||||
@@ -89,7 +89,7 @@
|
||||
suppressed = TRUE
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/bolt)
|
||||
weapon_weight = WEAPON_LIGHT
|
||||
inaccuracy_modifier = 0
|
||||
inaccuracy_modifier = 0.25
|
||||
obj_flags = 0
|
||||
overheat_time = 20
|
||||
holds_charge = TRUE
|
||||
@@ -126,7 +126,7 @@
|
||||
attack_verb = list("attacked", "slashed", "cut", "sliced")
|
||||
force = 12
|
||||
sharpness = IS_SHARP
|
||||
inaccuracy_modifier = 0
|
||||
inaccuracy_modifier = 0.25
|
||||
can_charge = 0
|
||||
|
||||
heat = 3800
|
||||
@@ -182,7 +182,7 @@
|
||||
item_state = null
|
||||
icon_state = "wormhole_projector"
|
||||
pin = null
|
||||
inaccuracy_modifier = 0
|
||||
inaccuracy_modifier = 0.25
|
||||
var/obj/effect/portal/p_blue
|
||||
var/obj/effect/portal/p_orange
|
||||
var/atmos_link = FALSE
|
||||
@@ -318,7 +318,7 @@
|
||||
icon_state = "emitter_carbine"
|
||||
force = 12
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
inaccuracy_modifier = 0
|
||||
inaccuracy_modifier = 0.25
|
||||
cell_type = /obj/item/stock_parts/cell/super
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/emitter)
|
||||
|
||||
|
||||
@@ -45,7 +45,7 @@
|
||||
/obj/item/projectile/magic/death, /obj/item/projectile/magic/teleport, /obj/item/projectile/magic/door, /obj/item/projectile/magic/aoe/fireball,
|
||||
/obj/item/projectile/magic/spellblade, /obj/item/projectile/magic/arcane_barrage, /obj/item/projectile/magic/locker)
|
||||
|
||||
/obj/item/gun/magic/staff/chaos/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
||||
/obj/item/gun/magic/staff/chaos/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
|
||||
chambered.projectile_type = pick(allowed_projectile_types)
|
||||
. = ..()
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
throw_speed = 3
|
||||
throw_range = 7
|
||||
force = 4
|
||||
inaccuracy_modifier = 0
|
||||
inaccuracy_modifier = 0.25
|
||||
custom_materials = list(/datum/material/iron=2000)
|
||||
clumsy_check = FALSE
|
||||
fire_sound = 'sound/items/syringeproj.ogg'
|
||||
|
||||
@@ -31,7 +31,7 @@
|
||||
/obj/item/gun/grenadelauncher/can_shoot()
|
||||
return grenades.len
|
||||
|
||||
/obj/item/gun/grenadelauncher/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
||||
/obj/item/gun/grenadelauncher/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
|
||||
user.visible_message("<span class='danger'>[user] fired a grenade!</span>", \
|
||||
"<span class='danger'>You fire the grenade launcher!</span>")
|
||||
var/obj/item/grenade/F = grenades[1] //Now with less copypasta!
|
||||
|
||||
@@ -41,7 +41,7 @@
|
||||
on_beam_release(current_target)
|
||||
current_target = null
|
||||
|
||||
/obj/item/gun/medbeam/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
||||
/obj/item/gun/medbeam/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
|
||||
if(isliving(user))
|
||||
add_fingerprint(user)
|
||||
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
throw_speed = 3
|
||||
throw_range = 7
|
||||
force = 4
|
||||
inaccuracy_modifier = 0
|
||||
inaccuracy_modifier = 0.25
|
||||
custom_materials = list(/datum/material/iron=2000)
|
||||
clumsy_check = 0
|
||||
fire_sound = 'sound/items/syringeproj.ogg'
|
||||
@@ -160,7 +160,7 @@
|
||||
item_state = "blowgun"
|
||||
fire_sound = 'sound/items/syringeproj.ogg'
|
||||
|
||||
/obj/item/gun/syringe/blowgun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
||||
/obj/item/gun/syringe/blowgun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
|
||||
visible_message("<span class='danger'>[user] starts aiming with a blowgun!</span>")
|
||||
if(do_after(user, 25, target = src))
|
||||
user.adjustStaminaLoss(20)
|
||||
|
||||
@@ -51,10 +51,10 @@
|
||||
|
||||
/obj/vehicle/sealed/car/attacked_by(obj/item/I, mob/living/user)
|
||||
if(!I.force)
|
||||
return
|
||||
return FALSE
|
||||
if(occupants[user])
|
||||
to_chat(user, "<span class='notice'>Your attack bounces off of the car's padded interior.</span>")
|
||||
return
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/obj/vehicle/sealed/car/attack_hand(mob/living/user)
|
||||
|
||||
@@ -1,11 +0,0 @@
|
||||
/obj/item/gun/proc/getstamcost(mob/living/carbon/user)
|
||||
if(user && user.has_gravity())
|
||||
return recoil
|
||||
else
|
||||
return recoil*5
|
||||
|
||||
/obj/item/gun/energy/kinetic_accelerator/getstamcost(mob/living/carbon/user)
|
||||
if(user && !lavaland_equipment_pressure_check(get_turf(user)))
|
||||
return 0
|
||||
else
|
||||
return ..()
|
||||
@@ -3407,7 +3407,6 @@
|
||||
#include "modular_citadel\code\modules\mob\living\carbon\reindex_screams.dm"
|
||||
#include "modular_citadel\code\modules\mob\living\carbon\human\human.dm"
|
||||
#include "modular_citadel\code\modules\mob\living\carbon\human\human_defense.dm"
|
||||
#include "modular_citadel\code\modules\projectiles\gun.dm"
|
||||
#include "modular_citadel\code\modules\projectiles\ammunition\caseless.dm"
|
||||
#include "modular_citadel\code\modules\projectiles\ammunition\ballistic\smg\smg.dm"
|
||||
#include "modular_citadel\code\modules\projectiles\boxes_magazines\ammo_boxes.dm"
|
||||
|
||||
Reference in New Issue
Block a user