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kiwistation/code/modules/projectiles/projectile/special.dm
T
MrPerson 9eee3e5067 First pass at a qdel() garbage collection system for tgstation
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
2014-02-23 14:55:12 -08:00

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/obj/item/projectile/ion
name = "ion bolt"
icon_state = "ion"
damage = 0
damage_type = BURN
nodamage = 1
flag = "energy"
on_hit(var/atom/target, var/blocked = 0)
empulse(target, 1, 1)
return 1
/obj/item/projectile/bullet/gyro
name ="explosive bolt"
icon_state= "bolter"
damage = 50
flag = "bullet"
on_hit(var/atom/target, var/blocked = 0)
explosion(target, -1, 0, 2)
return 1
/obj/item/projectile/temp
name = "freeze beam"
icon_state = "ice_2"
damage = 0
damage_type = BURN
nodamage = 1
flag = "energy"
var/temperature = 100
on_hit(var/atom/target, var/blocked = 0)//These two could likely check temp protection on the mob
if(istype(target, /mob/living))
var/mob/M = target
M.bodytemperature = temperature
return 1
/obj/item/projectile/temp/hot
name = "heat beam"
temperature = 400
/obj/item/projectile/meteor
name = "meteor"
icon = 'icons/obj/meteor.dmi'
icon_state = "smallf"
damage = 0
damage_type = BRUTE
nodamage = 1
flag = "bullet"
Bump(atom/A as mob|obj|turf|area)
if(A == firer)
loc = A.loc
return
sleep(-1) //Might not be important enough for a sleep(-1) but the sleep/spawn itself is necessary thanks to explosions and metoerhits
if(src)//Do not add to this if() statement, otherwise the meteor won't delete them
if(A)
A.meteorhit(src)
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
for(var/mob/M in range(10, src))
if(!M.stat && !istype(M, /mob/living/silicon/ai))\
shake_camera(M, 3, 1)
delete()
return 1
else
return 0
/obj/item/projectile/energy/floramut
name = "alpha somatoray"
icon_state = "energy"
damage = 0
damage_type = TOX
nodamage = 1
flag = "energy"
on_hit(var/atom/target, var/blocked = 0)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(check_dna_integrity(M) && M.dna.mutantrace == "plant") //Plantmen possibly get mutated and damaged by the rays.
if(prob(15))
M.apply_effect((rand(30,80)),IRRADIATE)
M.Weaken(5)
for (var/mob/V in viewers(src))
V.show_message("\red [M] writhes in pain as \his vacuoles boil.", 3, "\red You hear the crunching of leaves.", 2)
if(prob(35))
// for (var/mob/V in viewers(src)) //Public messages commented out to prevent possible metaish genetics experimentation and stuff. - Cheridan
// V.show_message("\red [M] is mutated by the radiation beam.", 3, "\red You hear the snapping of twigs.", 2)
if(prob(80))
randmutb(M)
domutcheck(M,null)
else
randmutg(M)
domutcheck(M,null)
else
M.adjustFireLoss(rand(5,15))
M.show_message("\red The radiation beam singes you!")
// for (var/mob/V in viewers(src))
// V.show_message("\red [M] is singed by the radiation beam.", 3, "\red You hear the crackle of burning leaves.", 2)
else
// for (var/mob/V in viewers(src))
// V.show_message("The radiation beam dissipates harmlessly through [M]", 3)
M.show_message("\blue The radiation beam dissipates harmlessly through your body.")
/obj/item/projectile/energy/florayield
name = "beta somatoray"
icon_state = "energy2"
damage = 0
damage_type = TOX
nodamage = 1
flag = "energy"
on_hit(mob/living/carbon/target, var/blocked = 0)
if(iscarbon(target))
if(ishuman(target) && target.dna && target.dna.mutantrace == "plant") //These rays make plantmen fat.
target.nutrition = min(target.nutrition+30, 500)
else
target.show_message("\blue The radiation beam dissipates harmlessly through your body.")
else
return 1
/obj/item/projectile/beam/mindflayer
name = "flayer ray"
on_hit(var/atom/target, var/blocked = 0)
if(ishuman(target))
var/mob/living/carbon/human/M = target
M.adjustBrainLoss(20)
M.hallucination += 20
/obj/item/projectile/kinetic
name = "kinetic force"
icon_state = null
damage = 15
damage_type = BRUTE
flag = "bomb"
var/range = 2
obj/item/projectile/kinetic/New()
var/turf/proj_turf = get_turf(src)
if(!istype(proj_turf, /turf))
return
var/datum/gas_mixture/environment = proj_turf.return_air()
var/pressure = environment.return_pressure()
if(pressure < 50)
name = "full strength kinetic force"
damage = 30
..()
/obj/item/projectile/kinetic/Range()
range--
if(range <= 0)
new /obj/item/effect/kinetic_blast(src.loc)
delete()
/obj/item/projectile/kinetic/on_hit(var/atom/target)
var/turf/target_turf= get_turf(target)
if(istype(target_turf, /turf/simulated/mineral))
var/turf/simulated/mineral/M = target_turf
M.gets_drilled()
new /obj/item/effect/kinetic_blast(target_turf)
..()
/obj/item/effect/kinetic_blast
name = "kinetic explosion"
icon = 'icons/obj/projectiles.dmi'
icon_state = "kinetic_blast"
layer = 4.1
/obj/item/effect/kinetic_blast/New()
spawn(4)
qdel(src)