/obj/item/projectile name = "projectile" icon = 'icons/obj/projectiles.dmi' icon_state = "bullet" density = 1 unacidable = 1 pass_flags = PASSTABLE mouse_opacity = 0 hitsound = 'sound/weapons/pierce.ogg' var/bumped = 0 //Prevents it from hitting more than one guy at once var/def_zone = "" //Aiming at var/mob/firer = null//Who shot it var/suppressed = 0 //Attack message var/yo = null var/xo = null var/current = null var/atom/original = null // the original target clicked var/turf/starting = null // the projectile's starting turf var/list/permutated = list() // we've passed through these atoms, don't try to hit them again var/p_x = 16 var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center var/damage = 10 var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here var/nodamage = 0 //Determines if the projectile will skip any damage inflictions var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb var/projectile_type = "/obj/item/projectile" var/kill_count = 50 //This will de-increment every step. When 0, it will delete the projectile. //Effects var/stun = 0 var/weaken = 0 var/paralyze = 0 var/irradiate = 0 var/stutter = 0 var/slur = 0 var/eyeblur = 0 var/drowsy = 0 var/stamina = 0 var/jitter = 0 var/forcedodge = 0 var/range = 0 var/proj_hit = 0 /obj/item/projectile/proc/Range() if(range) range-- if(range <= 0) on_range() else return /obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range proj_hit = 1 qdel(src) /obj/item/projectile/proc/on_hit(atom/target, blocked = 0, hit_zone) if(!isliving(target)) return 0 if(isanimal(target)) return 0 var/mob/living/L = target L.on_hit(type) return L.apply_effects(stun, weaken, paralyze, irradiate, stutter, slur, eyeblur, drowsy, blocked, stamina, jitter) /obj/item/projectile/proc/vol_by_damage() if(src.damage) return Clamp((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then clamp the value between 30 and 100 else return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume /obj/item/projectile/Bump(atom/A) if(A == firer) loc = A.loc return 0 //cannot shoot yourself if(bumped)//Stops multihit projectiles return 1 bumped = 1 if(isliving(A)) var/mob/living/M = A var/reagent_note if(reagents && reagents.reagent_list) reagent_note = " REAGENTS:" for(var/datum/reagent/R in reagents.reagent_list) reagent_note += R.id + " (" reagent_note += num2text(R.volume) + ") " var/distance = get_dist(get_turf(A), starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations. def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use. if(suppressed) playsound(loc, hitsound, 5, 1, -1) M << "You've been shot by \a [src] in \the [parse_zone(def_zone)]!" else if(hitsound) var/volume = vol_by_damage() playsound(loc, hitsound, volume, 1, -1) M.visible_message("[M] is hit by \a [src] in the [parse_zone(def_zone)]!", \ "[M] is hit by \a [src] in the [parse_zone(def_zone)]!") //X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter add_logs(firer, M, "shot", object="[src]", addition=reagent_note) var/turf/new_loc = get_turf(A) var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null if(permutation == -1 || forcedodge)// the bullet passes through a dense object! bumped = 0 // reset bumped variable! loc = new_loc permutated.Add(A) return 0 qdel(src) /obj/item/projectile/CanPass(atom/movable/mover, turf/target, height=0) if(height==0) return 1 if(istype(mover, /obj/item/projectile)) return prob(95) else return 1 /obj/item/projectile/Process_Spacemove(var/movement_dir = 0) return 1 //Bullets don't drift in space /obj/item/projectile/proc/fire() spawn() while(loc) if(kill_count < 1) qdel(src) return kill_count-- if((!( current ) || loc == current)) current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z) step_towards(src, current) if(!bumped && ((original && original.layer>=2.75) || ismob(original))) if(loc == get_turf(original)) if(!(original in permutated)) Bump(original) Range() sleep(1)