Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit220
This commit is contained in:
@@ -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 = 20
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/obj/item/projectile/bullet/c46x30mm_ap
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name = "4.6x30mm armor-piercing bullet"
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damage = 15
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armour_penetration = 40
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/obj/item/projectile/bullet/incendiary/c46x30mm
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name = "4.6x30mm incendiary bullet"
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damage = 10
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fire_stacks = 1
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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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SEND_SIGNAL(T, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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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(isitem(A))
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var/obj/item/cleaned_item = A
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SEND_SIGNAL(cleaned_item, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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cleaned_item.clean_blood()
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if(ismob(cleaned_item.loc))
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var/mob/M = cleaned_item.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.lying)
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if(cleaned_human.head)
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SEND_SIGNAL(cleaned_human.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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cleaned_human.head.clean_blood()
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cleaned_human.update_inv_head()
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if(cleaned_human.wear_suit)
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SEND_SIGNAL(cleaned_human.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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cleaned_human.wear_suit.clean_blood()
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cleaned_human.update_inv_wear_suit()
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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_WEAK)
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cleaned_human.w_uniform.clean_blood()
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cleaned_human.update_inv_w_uniform()
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if(cleaned_human.shoes)
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SEND_SIGNAL(cleaned_human.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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cleaned_human.shoes.clean_blood()
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cleaned_human.update_inv_shoes()
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SEND_SIGNAL(cleaned_human, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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cleaned_human.clean_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"
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damage = 12.5
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armour_penetration = 40
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/obj/item/projectile/bullet/incendiary/c46x30mm
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name = "4.6x30mm incendiary bullet"
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damage = 7.5
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fire_stacks = 1
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@@ -3,10 +3,9 @@
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name = "nuclear particle"
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icon_state = "nuclear_particle"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 20
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damage_type = TOX
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irradiate = 2500 //enough to knockdown and induce vomiting
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speed = 0.4
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flag = "rad"
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irradiate = 5000
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speed = 0.4
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hitsound = 'sound/weapons/emitter2.ogg'
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impact_type = /obj/effect/projectile/impact/xray
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var/static/list/particle_colors = list(
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@@ -25,22 +24,6 @@
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add_atom_colour(particle_colors[our_color], FIXED_COLOUR_PRIORITY)
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set_light(4, 3, particle_colors[our_color]) //Range of 4, brightness of 3 - Same range as a flashlight
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/atom/proc/fire_nuclear_particles(power_ratio) //used by fusion to fire random # of nuclear particles - power ratio determines about how many are fired
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var/random_particles = rand(3,6)
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var/particles_to_fire
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var/particles_fired
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switch(power_ratio) //multiply random_particles * factor for whatever tier
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if(0 to FUSION_MID_TIER_THRESHOLD)
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particles_to_fire = random_particles * FUSION_PARTICLE_FACTOR_LOW
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if(FUSION_MID_TIER_THRESHOLD to FUSION_HIGH_TIER_THRESHOLD)
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particles_to_fire = random_particles * FUSION_PARTICLE_FACTOR_MID
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if(FUSION_HIGH_TIER_THRESHOLD to FUSION_SUPER_TIER_THRESHOLD)
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particles_to_fire = random_particles * FUSION_PARTICLE_FACTOR_HIGH
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if(FUSION_SUPER_TIER_THRESHOLD to INFINITY)
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particles_to_fire = random_particles * FUSION_PARTICLE_FACTOR_SUPER
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while(particles_to_fire)
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particles_fired++
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var/angle = rand(0,360)
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var/obj/item/projectile/energy/nuclear_particle/P = new /obj/item/projectile/energy/nuclear_particle(src)
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addtimer(CALLBACK(P, /obj/item/projectile.proc/fire, angle), particles_fired) //multiply particles fired * delay so the particles end up stagnated (once every decisecond)
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particles_to_fire--
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/atom/proc/fire_nuclear_particle(angle = rand(0,360)) //used by fusion to fire random nuclear particles. Fires one particle in a random direction.
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var/obj/item/projectile/energy/nuclear_particle/P = new /obj/item/projectile/energy/nuclear_particle(src)
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P.fire(angle)
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@@ -3,7 +3,9 @@
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icon_state = "spark"
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color = "#FFFF00"
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nodamage = 1
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knockdown = 100
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knockdown = 60
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knockdown_stamoverride = 36
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knockdown_stam_max = 50
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stutter = 5
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jitter = 20
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hitsound = 'sound/weapons/taserhit.ogg'
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@@ -11,6 +13,7 @@
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tracer_type = /obj/effect/projectile/tracer/stun
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muzzle_type = /obj/effect/projectile/muzzle/stun
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impact_type = /obj/effect/projectile/impact/stun
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var/tase_duration = 50
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/obj/item/projectile/energy/electrode/on_hit(atom/target, blocked = FALSE)
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. = ..()
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@@ -23,6 +26,7 @@
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if(C.dna && C.dna.check_mutation(HULK))
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C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
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else if((C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE))
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C.apply_status_effect(STATUS_EFFECT_TASED, tase_duration)
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addtimer(CALLBACK(C, /mob/living/carbon.proc/do_jitter_animation, jitter), 5)
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/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
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@@ -5,5 +5,5 @@
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. = ..()
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if(ishuman(target))
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var/mob/living/carbon/human/M = target
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M.adjustBrainLoss(20)
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M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 20)
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M.hallucination += 30
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@@ -8,7 +8,7 @@
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if(isalien(target))
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knockdown = 0
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nodamage = TRUE
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else if(isliving(target))
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else if(iscarbon(target))
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var/mob/living/L = target
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L.Knockdown(100, TRUE, FALSE, 30, 25)
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return ..()
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