Merge pull request #13011 from timothyteakettle/insane-shot-eyepatch
adds a cybernetic eyepatch to the syndicate uplink
This commit is contained in:
@@ -45,11 +45,8 @@
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desc = "A solid wall of slightly twitching tendrils with a reflective glow."
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damaged_desc = "A wall of twitching tendrils with a reflective glow."
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icon_state = "blob_glow"
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flags_ricochet = RICOCHET_SHINY
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point_return = 8
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max_integrity = 100
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brute_resist = 1
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explosion_block = 2
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/obj/structure/blob/shield/reflective/check_projectile_ricochet(obj/item/projectile/P)
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return PROJECTILE_RICOCHET_FORCE
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@@ -149,6 +149,30 @@
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icon_state = "eyepatch"
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item_state = "eyepatch"
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/obj/item/clothing/glasses/eyepatch/syndicate
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name = "cybernetic eyepatch"
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desc = "An eyepatch used to enhance one's aim with guns."
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icon_state = "syndicatepatch"
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item_state = "syndicatepatch"
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resistance_flags = ACID_PROOF
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/obj/item/clothing/glasses/eyepatch/syndicate/equipped(mob/living/carbon/human/user, slot)
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. = ..()
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if(slot == SLOT_GLASSES)
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user.visible_message("<span class='warning'>Circuitry from the eyepatch links itself to your brain as you put on the eyepatch.")
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if(HAS_TRAIT(user, TRAIT_POOR_AIM))
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user.visible_message("<span class='warning'>You hear a fizzing noise from the circuit. That can't be good.")
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ADD_TRAIT(user, TRAIT_INSANE_AIM, "SYNDICATE_EYEPATCH_AIM")
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ADD_TRAIT(src, TRAIT_NODROP, "SYNDICATE_EYEPATCH_NODROP")
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/obj/item/clothing/glasses/eyepatch/syndicate/dropped(mob/living/carbon/human/user)
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. = ..()
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REMOVE_TRAIT(user, TRAIT_INSANE_AIM, "SYNDICATE_EYEPATCH_AIM")
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var/obj/item/organ/eyes/eyes = user.getorganslot(ORGAN_SLOT_EYES)
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if(eyes)
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eyes.applyOrganDamage(30)
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user.visible_message("<span class='warning'>Your eye stings as the circuitry is removed from your eye!")
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/obj/item/clothing/glasses/monocle
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name = "monocle"
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desc = "Such a dapper eyepiece!"
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@@ -36,6 +36,14 @@
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if(isgun(fired_from))
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var/obj/item/gun/G = fired_from
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BB.damage *= G.projectile_damage_multiplier
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if(HAS_TRAIT(user, TRAIT_INSANE_AIM))
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BB.ricochets_max = max(BB.ricochets_max, 10) //bouncy!
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BB.ricochet_chance = max(BB.ricochet_chance, 100) //it wont decay so we can leave it at 100 for always bouncing
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BB.ricochet_auto_aim_range = max(BB.ricochet_auto_aim_range, 3)
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BB.ricochet_auto_aim_angle = max(BB.ricochet_auto_aim_angle, 360) //it can turn full circle and shoot you in the face because our aim? is insane.
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BB.ricochet_decay_chance = 0
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BB.ricochet_decay_damage = max(BB.ricochet_decay_damage, 0.1)
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BB.ricochet_incidence_leeway = 0
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if(reagents && BB.reagents)
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reagents.trans_to(BB, reagents.total_volume) //For chemical darts/bullets
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@@ -29,7 +29,7 @@
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trigger_guard = TRIGGER_GUARD_NORMAL //trigger guard on the weapon, hulks can't fire them with their big meaty fingers
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var/sawn_desc = null //description change if weapon is sawn-off
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var/sawn_off = FALSE
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/// can we be put into a turret
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var/can_turret = TRUE
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/// can we be put in a circuit
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@@ -310,8 +310,6 @@
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randomized_gun_spread = rand(0, spread)
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else if(burst_size > 1 && burst_spread)
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randomized_gun_spread = rand(0, burst_spread)
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if(HAS_TRAIT(user, TRAIT_POOR_AIM)) //nice shootin' tex
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bonus_spread += 25
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var/randomized_bonus_spread = rand(0, bonus_spread)
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if(burst_size > 1)
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@@ -603,10 +601,16 @@
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var/penalty = (last_fire + GUN_AIMING_TIME + fire_delay) - world.time
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if(penalty > 0) //Yet we only penalize users firing it multiple times in a haste. fire_delay isn't necessarily cumbersomeness.
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aiming_delay = penalty
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if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)) //To be removed in favor of something less tactless later.
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if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE) || HAS_TRAIT(user, TRAIT_INSANE_AIM)) //To be removed in favor of something less tactless later.
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base_inaccuracy /= 1.5
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if(stamloss > STAMINA_NEAR_SOFTCRIT) //This can null out the above bonus.
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base_inaccuracy *= 1 + (stamloss - STAMINA_NEAR_SOFTCRIT)/(STAMINA_NEAR_CRIT - STAMINA_NEAR_SOFTCRIT)*0.5
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if(HAS_TRAIT(user, TRAIT_POOR_AIM)) //nice shootin' tex
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if(!HAS_TRAIT(user, TRAIT_INSANE_AIM))
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bonus_spread += 25
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else
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//you have both poor aim and insane aim, why?
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bonus_spread += rand(0,50)
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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.
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if(mult < 0) //accurate weapons should provide a proper bonus with negative inaccuracy. the opposite is true too.
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mult *= 1/inaccuracy_modifier
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@@ -327,16 +327,18 @@
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if(!trajectory)
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return
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var/turf/T = get_turf(A)
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if(check_ricochet(A) && A.handle_ricochet(src)) //if you can ricochet, attempt to ricochet off the object
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on_ricochet(A) //if allowed, use autoaim to ricochet into someone, otherwise default to ricocheting off the object from above
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var/datum/point/pcache = trajectory.copy_to()
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if(hitscan)
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store_hitscan_collision(pcache)
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decayedRange = max(0, decayedRange - reflect_range_decrease)
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ricochet_chance *= ricochet_decay_chance
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damage *= ricochet_decay_damage
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range = decayedRange
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return TRUE
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if(check_ricochet_flag(A) && check_ricochet(A)) //if you can ricochet, attempt to ricochet off the object
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ricochets++
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if(A.handle_ricochet(src))
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on_ricochet(A) //if allowed, use autoaim to ricochet into someone, otherwise default to ricocheting off the object from above
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var/datum/point/pcache = trajectory.copy_to()
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if(hitscan)
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store_hitscan_collision(pcache)
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decayedRange = max(0, decayedRange - reflect_range_decrease)
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ricochet_chance *= ricochet_decay_chance
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damage *= ricochet_decay_damage
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range = decayedRange
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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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@@ -680,7 +682,8 @@
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if(!ignore_source_check && firer)
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var/mob/M = firer
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if((target == firer) || ((target == firer.loc) && ismecha(firer.loc)) || (target in firer.buckled_mobs) || (istype(M) && (M.buckled == target)))
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return FALSE
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if(!ricochets) //if it has ricocheted, it can hit the firer.
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return FALSE
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if(!ignore_loc && (loc != target.loc))
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return FALSE
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if(target in passthrough)
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@@ -97,3 +97,9 @@
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item = /obj/item/clothing/gloves/tackler/combat/insulated
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include_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
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cost = 2
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/datum/uplink_item/device_tools/syndicate_eyepatch
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name = "Mechanical Eyepatch"
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desc = "An eyepatch that connects itself to your eye socket, enhancing your shooting to an impossible degree, allowing your bullets to ricochet far more often than usual."
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item = /obj/item/clothing/glasses/eyepatch/syndicate
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cost = 8
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