358a85eb3d
All the logging i have found in the code was changed to use the proc(maybe i missed something) Killed all runtimes found so far Proc now handles all the checks, no need to add checks in the body of object
142 lines
4.4 KiB
Plaintext
142 lines
4.4 KiB
Plaintext
/*
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#define BRUTE "brute"
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#define BURN "burn"
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#define TOX "tox"
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#define OXY "oxy"
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#define CLONE "clone"
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#define ADD "add"
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#define SET "set"
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*/
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/obj/item/projectile
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name = "projectile"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "bullet"
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density = 1
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unacidable = 1
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anchored = 1 //There's a reason this is here, Mport. God fucking damn it -Agouri. Find&Fix by Pete. The reason this is here is to stop the curving of emitter shots.
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flags = FPRINT | TABLEPASS
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pass_flags = PASSTABLE
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mouse_opacity = 0
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var/bumped = 0 //Prevents it from hitting more than one guy at once
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var/def_zone = "" //Aiming at
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var/mob/firer = null//Who shot it
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var/silenced = 0 //Attack message
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var/yo = null
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var/xo = null
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var/current = null
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var/obj/shot_from = null // the object which shot us
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var/atom/original = null // the original target clicked
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var/turf/starting = null // the projectile's starting turf
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var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
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var/p_x = 16
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var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
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var/damage = 10
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
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var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
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var/projectile_type = "/obj/item/projectile"
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var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile.
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//Effects
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var/stun = 0
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var/weaken = 0
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var/paralyze = 0
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var/irradiate = 0
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var/stutter = 0
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var/eyeblur = 0
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var/drowsy = 0
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var/forcedodge = 0
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proc/delete()
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// Garbage collect the projectiles
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loc = null
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proc/on_hit(var/atom/target, var/blocked = 0)
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if(blocked >= 2) return 0//Full block
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if(!isliving(target)) return 0
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if(isanimal(target)) return 0
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var/mob/living/L = target
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L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, blocked)
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return 1
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Bump(atom/A as mob|obj|turf|area)
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if(A == firer)
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loc = A.loc
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return 0 //cannot shoot yourself
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if(bumped) return 0
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bumped = 1
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if(ismob(A))
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var/mob/M = A
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if(!istype(A, /mob/living))
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loc = A.loc
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return 0// nope.avi
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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.
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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(silenced)
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M << "<span class='userdanger'>You've been shot in the [parse_zone(def_zone)] by [src]!</span>"
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else
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M.visible_message("<span class='danger'>[M] is hit by [src] in the [parse_zone(def_zone)]!", \
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"<span class='userdanger'>[M] is hit by [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
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add_logs(firer, M, "shot", object="[src]")
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spawn(0)
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if(A)
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// We get the location before running A.bullet_act, incase the proc deletes A and makes it null
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var/turf/new_loc = null
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if(istype(A, /turf))
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new_loc = A
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else
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new_loc = A.loc
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var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null
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if(permutation == -1 || (forcedodge && !istype(A, /turf)))// the bullet passes through a dense object!
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bumped = 0 // reset bumped variable!
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loc = new_loc
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permutated.Add(A)
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return 0
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density = 0
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invisibility = 101
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delete()
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return 0
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return 1
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CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(istype(mover, /obj/item/projectile))
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return prob(95)
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else
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return 1
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process()
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if(kill_count < 1)
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delete()
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return
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kill_count--
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spawn while(src && src.loc)
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if((!( current ) || loc == current))
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current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)
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if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
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delete()
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return
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step_towards(src, current)
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sleep(1)
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if(!bumped && !isturf(original))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original)
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sleep(1)
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return
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