attempted ricochet fix
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@@ -325,6 +325,7 @@
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#define COMSIG_PROJECTILE_BEFORE_FIRE "projectile_before_fire" // from base of /obj/item/projectile/proc/fire(): (obj/item/projectile, atom/original_target)
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#define COMSIG_PROJECTILE_RANGE_OUT "projectile_range_out" // sent to targets during the process_hit proc of projectiles
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#define COMSIG_EMBED_TRY_FORCE "item_try_embed" // sent when trying to force an embed (mainly for projectiles, only used in the embed element)
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#define COMSIG_PROJECTILE_PREHIT "com_proj_prehit" ///sent to targets during the process_hit proc of projectiles
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#define COMSIG_PELLET_CLOUD_INIT "pellet_cloud_init" // sent to targets during the process_hit proc of projectiles
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@@ -284,14 +284,18 @@
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/obj/item/projectile/proc/on_ricochet(atom/A)
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if(!ricochet_auto_aim_angle || !ricochet_auto_aim_range)
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message_admins("not an autoaim ricochet")
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return
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var/mob/living/unlucky_sob
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var/best_angle = ricochet_auto_aim_angle
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if(firer && HAS_TRAIT(firer, TRAIT_NICE_SHOT))
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best_angle += NICE_SHOT_RICOCHET_BONUS
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for(var/mob/living/L in range(ricochet_auto_aim_range, src.loc))
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message_admins("yeah lets have a look at [L]")
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if(L.stat == DEAD || !isInSight(src, L))
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message_admins("they were not suitable, try again.")
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continue
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var/our_angle = abs(closer_angle_difference(Angle, Get_Angle(src.loc, L.loc)))
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if(our_angle < best_angle)
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@@ -299,6 +303,7 @@
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unlucky_sob = L
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if(unlucky_sob)
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message_admins("yeah fuck that guy get him")
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setAngle(Get_Angle(src, unlucky_sob.loc))
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/obj/item/projectile/proc/store_hitscan_collision(datum/point/pcache)
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@@ -309,7 +314,7 @@
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/obj/item/projectile/Bump(atom/A)
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var/datum/point/pcache = trajectory.copy_to()
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var/turf/T = get_turf(A)
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if(trajectory && ricochets < ricochets_max && check_ricochet_flag(A) && check_ricochet(A))
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if(ricochets < ricochets_max && check_ricochet_flag(A) && check_ricochet(A))
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ricochets++
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if(A.handle_ricochet(src))
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on_ricochet(A)
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@@ -323,15 +328,13 @@
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return TRUE
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var/distance = get_dist(T, starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
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if(def_zone && check_zone(def_zone) != BODY_ZONE_CHEST)
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def_zone = ran_zone(def_zone, max(100-(7*distance), 5) * zone_accuracy_factor) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
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def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
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if(isturf(A) && hitsound_wall)
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var/volume = clamp(vol_by_damage() + 20, 0, 100)
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if(suppressed)
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volume = 5
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playsound(loc, hitsound_wall, volume, 1, -1)
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playsound(loc, hitsound_wall, volume, TRUE, -1)
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return process_hit(T, select_target(T, A))
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#define QDEL_SELF 1 //Delete if we're not UNSTOPPABLE flagged non-temporarily
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@@ -340,24 +343,25 @@
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/obj/item/projectile/proc/process_hit(turf/T, atom/target, qdel_self, hit_something = FALSE) //probably needs to be reworked entirely when pixel movement is done.
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if(QDELETED(src) || !T || !target) //We're done, nothing's left.
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if((qdel_self == FORCE_QDEL) || ((qdel_self == QDEL_SELF) && !temporary_unstoppable_movement && !CHECK_BITFIELD(movement_type, UNSTOPPABLE)))
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if((qdel_self == FORCE_QDEL) || ((qdel_self == QDEL_SELF) && !temporary_unstoppable_movement && !(movement_type & UNSTOPPABLE)))
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qdel(src)
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return hit_something
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permutated |= target //Make sure we're never hitting it again. If we ever run into weirdness with piercing projectiles needing to hit something multiple times.. well.. that's a to-do.
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if(!prehit(target))
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return process_hit(T, select_target(T), qdel_self, hit_something) //Hit whatever else we can since that didn't work.
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SEND_SIGNAL(target, COMSIG_PROJECTILE_PREHIT, args)
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var/result = target.bullet_act(src, def_zone)
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if(result == BULLET_ACT_FORCE_PIERCE)
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if(!CHECK_BITFIELD(movement_type, UNSTOPPABLE))
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if(!(movement_type & UNSTOPPABLE))
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temporary_unstoppable_movement = TRUE
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ENABLE_BITFIELD(movement_type, UNSTOPPABLE)
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movement_type |= UNSTOPPABLE
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return process_hit(T, select_target(T), qdel_self, TRUE) //Hit whatever else we can since we're piercing through but we're still on the same tile.
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else if(result == BULLET_ACT_TURF) //We hit the turf but instead we're going to also hit something else on it.
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return process_hit(T, select_target(T), QDEL_SELF, TRUE)
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else //Whether it hit or blocked, we're done!
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qdel_self = QDEL_SELF
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hit_something = TRUE
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if((qdel_self == FORCE_QDEL) || ((qdel_self == QDEL_SELF) && !temporary_unstoppable_movement && !CHECK_BITFIELD(movement_type, UNSTOPPABLE)))
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if((qdel_self == FORCE_QDEL) || ((qdel_self == QDEL_SELF) && !temporary_unstoppable_movement && !(movement_type & UNSTOPPABLE)))
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qdel(src)
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return hit_something
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