From faa9eabcc6412f1d371618487b7f23c4762b283a Mon Sep 17 00:00:00 2001 From: silicons <2003111+silicons@users.noreply.github.com> Date: Sat, 7 Sep 2024 21:26:28 -0400 Subject: [PATCH] regexes damage to damage_force on projectiles (#6734) for clarity and standardization purposes; it's this way on /item --- code/datums/components/mobs/parry_frame.dm | 2 +- .../nanotrasen/items/guns/pulse.dm | 4 +- code/game/content/factions/orion/iwl/guns.dm | 2 +- code/game/gamemodes/cult/construct_spells.dm | 2 +- .../technomancer/devices/shield_armor.dm | 2 +- .../technomancer/spells/projectile/beam.dm | 2 +- .../spells/projectile/force_missile.dm | 2 +- .../spells/projectile/overload.dm | 6 +- .../spells/projectile/projectile.dm | 2 +- .../gamemodes/technomancer/spells/reflect.dm | 2 +- .../items/shield/types/transforming/energy.dm | 4 +- code/game/objects/items/shooting_range.dm | 10 +- .../structures/crates_lockers/crates.dm | 2 +- .../structures/props/projectile_lock.dm | 2 +- .../game/turfs/simulated/wall/wall-defense.dm | 4 +- code/modules/admin/verbs/debug.dm | 2 +- code/modules/mining/kinetic_crusher.dm | 2 +- .../mob/living/carbon/human/human-defense.dm | 4 +- .../modules/mob/living/silicon/robot/robot.dm | 2 +- .../mob/living/simple_animal/aliens/drone.dm | 4 +- .../subtypes/mechanical/combat_drone.dm | 2 +- .../mechanical/cyber_horror/cyber_horror.dm | 8 +- .../subtypes/mechanical/hivebot/hivebot.dm | 2 +- .../mechanical/hivebot/ranged_damage.dm | 8 +- .../mechanical/mecha/adv_dark_gygax.dm | 2 +- .../subtypes/mechanical/mecha/odysseus.dm | 2 +- .../subtypes/occult/constructs/juggernaut.dm | 8 +- .../simple_mob/subtypes/slime/feral/feral.dm | 4 +- .../subtypes/slime/xenobio/subtypes.dm | 4 +- .../computers/modular_computer/damage.dm | 6 +- code/modules/power/antimatter/control.dm | 2 +- code/modules/power/antimatter/shielding.dm | 2 +- code/modules/power/fusion/core/core_field.dm | 2 +- .../modules/power/fusion/gyrotron/gyrotron.dm | 2 +- code/modules/power/singularity/emitter.dm | 2 +- .../power/singularity/field_generator.dm | 2 +- .../particle_accelerator/particle_smasher.dm | 2 +- .../ammunition/calibers/normal/a9_5mm.dm | 2 +- .../ammunition/calibers/special/dart.dm | 2 +- code/modules/projectiles/gun.dm | 4 +- .../ballistic/microbattery/medigun_cells.dm | 2 +- .../ballistic/microbattery/revolver_cells.dm | 2 +- .../guns/energy/kinetic_accelerator.dm | 14 +- .../projectiles/guns/energy/particle.dm | 6 +- .../projectiles/guns/energy/sizegun_vr.dm | 2 +- .../guns/legacy_vr_guns/pummeler.dm | 2 +- .../guns/legacy_vr_guns/secutor.dm | 4 +- .../guns/legacy_vr_guns/sickshot.dm | 2 +- code/modules/projectiles/guns/vox.dm | 8 +- .../projectile/projectile-tracing.dm | 2 +- .../projectiles/projectile/projectile.dm | 24 ++-- .../projectile/subtypes/animate.dm | 2 +- .../projectiles/projectile/subtypes/arc.dm | 2 +- .../projectile/subtypes/beam/beams.dm | 36 ++--- .../projectile/subtypes/beam/beams_vr.dm | 2 +- .../projectile/subtypes/beam/blaster.dm | 4 +- .../projectiles/projectile/subtypes/blob.dm | 2 +- .../projectile/subtypes/bullets.dm | 132 +++++++++--------- .../projectile/subtypes/bullets_vr.dm | 6 +- .../projectiles/projectile/subtypes/change.dm | 2 +- .../projectiles/projectile/subtypes/energy.dm | 30 ++-- .../projectile/subtypes/explosive.dm | 4 +- .../projectiles/projectile/subtypes/force.dm | 2 +- .../projectiles/projectile/subtypes/hook.dm | 6 +- .../projectile/subtypes/magnetic.dm | 22 +-- .../projectiles/projectile/subtypes/pellet.dm | 18 +-- .../projectile/subtypes/reusable.dm | 14 +- .../projectile/subtypes/scatter.dm | 26 ++-- .../projectile/subtypes/special.dm | 40 +++--- .../projectiles/projectile/subtypes/trace.dm | 2 +- code/modules/projectiles/unsorted/magic.dm | 34 ++--- code/modules/tension/tension.dm | 4 +- code/modules/vehicles/sealed/mecha/mecha.dm | 4 +- .../sealed/mecha/subtypes/combat/gorilla.dm | 4 +- .../sealed/mecha/subtypes/combat/phazon.dm | 4 +- 75 files changed, 300 insertions(+), 300 deletions(-) diff --git a/code/datums/components/mobs/parry_frame.dm b/code/datums/components/mobs/parry_frame.dm index d3fd3c85a77..d5675338119 100644 --- a/code/datums/components/mobs/parry_frame.dm +++ b/code/datums/components/mobs/parry_frame.dm @@ -413,7 +413,7 @@ . = shieldcall_returns // todo: doesn't take into account any damage randomization var/obj/projectile/proj = bullet_act_args[BULLET_ACT_ARG_PROJECTILE] - var/estimated_severity = clamp(proj.damage / 20 * 75, 0, 100) + var/estimated_severity = clamp(proj.damage_force / 20 * 75, 0, 100) bullet_act_args[BULLET_ACT_ARG_EFFICIENCY] = bullet_act_args[BULLET_ACT_ARG_EFFICIENCY] * clamp(1 - efficiency, 0, 1) . = perform_aftereffects(defending, ATTACK_TYPE_PROJECTILE, efficiency, proj, .) perform_audiovisuals(defending, ATTACK_TYPE_PROJECTILE, efficiency, proj, ., estimated_severity, proj, tool_text) diff --git a/code/game/content/factions/corporations/nanotrasen/items/guns/pulse.dm b/code/game/content/factions/corporations/nanotrasen/items/guns/pulse.dm index aa5e01f3394..05e2ddf2848 100644 --- a/code/game/content/factions/corporations/nanotrasen/items/guns/pulse.dm +++ b/code/game/content/factions/corporations/nanotrasen/items/guns/pulse.dm @@ -103,7 +103,7 @@ name = "pulse" icon_state = "u_laser" fire_sound = 'sound/weapons/gauss_shoot.ogg' - damage = 60 + damage_force = 60 damage_tier = LASER_TIER_EXTREME armor_penetration = 75 light_color = "#0066FF" @@ -113,5 +113,5 @@ impact_type = /obj/effect/projectile/impact/laser_pulse /obj/projectile/beam/pulse/shotgun - damage = 50 + damage_force = 50 armor_penetration = 25 diff --git a/code/game/content/factions/orion/iwl/guns.dm b/code/game/content/factions/orion/iwl/guns.dm index b7c9566754d..046d1c9f3b5 100644 --- a/code/game/content/factions/orion/iwl/guns.dm +++ b/code/game/content/factions/orion/iwl/guns.dm @@ -49,4 +49,4 @@ // projectile_type = /obj/projectile/bullet/rifle/s72 // /obj/projectile/bullet/rifle/s72 -// damage = 35 +// damage_force = 35 diff --git a/code/game/gamemodes/cult/construct_spells.dm b/code/game/gamemodes/cult/construct_spells.dm index 5c0c2ec78ae..9009e8183ff 100644 --- a/code/game/gamemodes/cult/construct_spells.dm +++ b/code/game/gamemodes/cult/construct_spells.dm @@ -569,7 +569,7 @@ name = "inversion beam" icon_state = "invert" fire_sound = 'sound/weapons/spiderlunge.ogg' - damage = 15 + damage_force = 15 damage_type = BURN damage_flag = ARMOR_LASER armor_penetration = 60 diff --git a/code/game/gamemodes/technomancer/devices/shield_armor.dm b/code/game/gamemodes/technomancer/devices/shield_armor.dm index 73892bfbcc7..c02a431c540 100644 --- a/code/game/gamemodes/technomancer/devices/shield_armor.dm +++ b/code/game/gamemodes/technomancer/devices/shield_armor.dm @@ -82,7 +82,7 @@ if(P.agony) var/agony_blocked = P.agony * (modified_block_percentage / 100) P.agony -= agony_blocked - P.damage = P.damage - damage_blocked + P.damage_force = P.damage_force - damage_blocked user.visible_message("\The [user]'s [src] absorbs the attack!") to_chat(user, "Your shield has absorbed most of \the [damage_source].") diff --git a/code/game/gamemodes/technomancer/spells/projectile/beam.dm b/code/game/gamemodes/technomancer/spells/projectile/beam.dm index bf2bb82b6d4..89bdc79367e 100644 --- a/code/game/gamemodes/technomancer/spells/projectile/beam.dm +++ b/code/game/gamemodes/technomancer/spells/projectile/beam.dm @@ -20,7 +20,7 @@ fire_sound = 'sound/weapons/Laser.ogg' /obj/projectile/beam/blue - damage = 30 + damage_force = 30 muzzle_type = /obj/effect/projectile/muzzle/laser_blue tracer_type = /obj/effect/projectile/tracer/laser_blue diff --git a/code/game/gamemodes/technomancer/spells/projectile/force_missile.dm b/code/game/gamemodes/technomancer/spells/projectile/force_missile.dm index 7c6006e61ce..e3dde15402b 100644 --- a/code/game/gamemodes/technomancer/spells/projectile/force_missile.dm +++ b/code/game/gamemodes/technomancer/spells/projectile/force_missile.dm @@ -22,6 +22,6 @@ /obj/projectile/force_missile name = "force missile" icon_state = "force_missile" - damage = 25 + damage_force = 25 damage_type = BRUTE damage_flag = ARMOR_MELEE diff --git a/code/game/gamemodes/technomancer/spells/projectile/overload.dm b/code/game/gamemodes/technomancer/spells/projectile/overload.dm index 2d34d0d0a89..1265fa409bc 100644 --- a/code/game/gamemodes/technomancer/spells/projectile/overload.dm +++ b/code/game/gamemodes/technomancer/spells/projectile/overload.dm @@ -32,10 +32,10 @@ var/obj/projectile/overload/P = new projectile_type(get_turf(user)) var/energy_before_firing = core.energy if(check_for_scepter()) - P.damage = round(energy_before_firing * 0.004) // .4% of their current energy pool. + P.damage_force = round(energy_before_firing * 0.004) // .4% of their current energy pool. else - P.damage = round(energy_before_firing * 0.003) // .3% of their current energy pool. - P.damage = min(calculate_spell_power(P.damage), 80) + P.damage_force = round(energy_before_firing * 0.003) // .3% of their current energy pool. + P.damage_force = min(calculate_spell_power(P.damage_force), 80) return P /obj/item/spell/projectile/overload/on_ranged_cast(atom/hit_atom, mob/living/user) diff --git a/code/game/gamemodes/technomancer/spells/projectile/projectile.dm b/code/game/gamemodes/technomancer/spells/projectile/projectile.dm index e3867ebb71b..d9a9c2e2117 100644 --- a/code/game/gamemodes/technomancer/spells/projectile/projectile.dm +++ b/code/game/gamemodes/technomancer/spells/projectile/projectile.dm @@ -23,7 +23,7 @@ /obj/item/spell/projectile/proc/make_projectile(obj/projectile/projectile_type, mob/living/user) var/obj/projectile/P = new projectile_type(get_turf(user)) - P.damage = calculate_spell_power(P.damage) + P.damage_force = calculate_spell_power(P.damage_force) return P /obj/item/spell/projectile/proc/set_up(atom/hit_atom, mob/living/user) diff --git a/code/game/gamemodes/technomancer/spells/reflect.dm b/code/game/gamemodes/technomancer/spells/reflect.dm index 293f5de0827..21f1f05abdd 100644 --- a/code/game/gamemodes/technomancer/spells/reflect.dm +++ b/code/game/gamemodes/technomancer/spells/reflect.dm @@ -70,7 +70,7 @@ P.legacy_redirect(P.starting.x, P.starting.y, curloc, user) P.reflected = 1 if(check_for_scepter()) - P.damage = P.damage * 1.5 + P.damage_force = P.damage_force * 1.5 spark_system.start() playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1) diff --git a/code/game/objects/items/shield/types/transforming/energy.dm b/code/game/objects/items/shield/types/transforming/energy.dm index 143665070c6..fdf38107d41 100644 --- a/code/game/objects/items/shield/types/transforming/energy.dm +++ b/code/game/objects/items/shield/types/transforming/energy.dm @@ -43,8 +43,8 @@ if(istype(weapon, /obj/projectile)) var/obj/projectile/casted_projectile = weapon if(legacy_projectile_damage_drop) - if((is_sharp(casted_projectile) && casted_projectile.damage > 10) || (casted_projectile.projectile_type & PROJECTILE_TYPE_BEAM)) - if(prob(casted_projectile.damage / legacy_projectile_damage_drop_divisor)) + if((is_sharp(casted_projectile) && casted_projectile.damage_force > 10) || (casted_projectile.projectile_type & PROJECTILE_TYPE_BEAM)) + if(prob(casted_projectile.damage_force / legacy_projectile_damage_drop_divisor)) return // drop the shield . = ..() if(!.) diff --git a/code/game/objects/items/shooting_range.dm b/code/game/objects/items/shooting_range.dm index 8925f463c05..1d91ff635b3 100644 --- a/code/game/objects/items/shooting_range.dm +++ b/code/game/objects/items/shooting_range.dm @@ -90,7 +90,7 @@ if( virtualIcon.GetPixel(p_x, p_y) ) // if the located pixel isn't blank (null) - hp -= proj.damage + hp -= proj.damage_force if(hp <= 0) for(var/mob/O in oviewers()) if ((O.client && !( O.has_status_effect(/datum/status_effect/sight/blindness) ))) @@ -111,7 +111,7 @@ bmark.pixel_x-- bmark.pixel_y-- - if(proj.damage >= 20 || istype(proj, /obj/projectile/beam/practice)) + if(proj.damage_force >= 20 || istype(proj, /obj/projectile/beam/practice)) bmark.icon_state = "scorch" bmark.setDir(pick(NORTH,SOUTH,EAST,WEST)) // random scorch design @@ -123,12 +123,12 @@ // Bullets are hard. They make dents! bmark.icon_state = "dent" - if(proj.damage >= 10 && bulletholes.len <= 35) // maximum of 35 bullet holes + if(proj.damage_force >= 10 && bulletholes.len <= 35) // maximum of 35 bullet holes if(decaltype == 2) // bullet - if(prob(proj.damage+30)) // bullets make holes more commonly! + if(prob(proj.damage_force+30)) // bullets make holes more commonly! new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole else // Lasers! - if(prob(proj.damage-10)) // lasers make holes less commonly + if(prob(proj.damage_force-10)) // lasers make holes less commonly new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole // draw bullet holes diff --git a/code/game/objects/structures/crates_lockers/crates.dm b/code/game/objects/structures/crates_lockers/crates.dm index 33e09af3771..42913bb4687 100644 --- a/code/game/objects/structures/crates_lockers/crates.dm +++ b/code/game/objects/structures/crates_lockers/crates.dm @@ -265,7 +265,7 @@ if(!(proj.damage_type == BRUTE || proj.damage_type == BURN)) return ..() - if(locked && tamper_proof && integrity <= proj.damage) + if(locked && tamper_proof && integrity <= proj.damage_force) if(tamper_proof == 2) // Mainly used for events to prevent any chance of opening the box improperly. visible_message("The anti-tamper mechanism of [src] triggers an explosion!") var/turf/T = get_turf(src.loc) diff --git a/code/game/objects/structures/props/projectile_lock.dm b/code/game/objects/structures/props/projectile_lock.dm index 110d54c74a5..bc4437f1a23 100644 --- a/code/game/objects/structures/props/projectile_lock.dm +++ b/code/game/objects/structures/props/projectile_lock.dm @@ -48,7 +48,7 @@ if(timing) return PROJECTILE_IMPACT_DELETE - if(istype(proj, /obj/projectile/beam/heavylaser/cannon) || istype(proj, /obj/projectile/beam/emitter) || (proj.damage >= 80 && proj.damtype == BURN)) + if(istype(proj, /obj/projectile/beam/heavylaser/cannon) || istype(proj, /obj/projectile/beam/emitter) || (proj.damage_force >= 80 && proj.damtype == BURN)) toggle_lock() visible_message("\The [src] [enabled ? "disengages" : "engages"] its locking mechanism.") diff --git a/code/game/turfs/simulated/wall/wall-defense.dm b/code/game/turfs/simulated/wall/wall-defense.dm index eeed876c8cc..954f3502d6a 100644 --- a/code/game/turfs/simulated/wall/wall-defense.dm +++ b/code/game/turfs/simulated/wall/wall-defense.dm @@ -85,9 +85,9 @@ return ..() //! legacy code handling - if((proj.projectile_type & (PROJECTILE_TYPE_ENERGY | PROJECTILE_TYPE_BEAM)) && !proj.nodamage && proj.damage) + if((proj.projectile_type & (PROJECTILE_TYPE_ENERGY | PROJECTILE_TYPE_BEAM)) && !proj.nodamage && proj.damage_force) burn(2500) - if(proj.damage_type == BURN && proj.damage && !proj.nodamage) + if(proj.damage_type == BURN && proj.damage_force && !proj.nodamage) if(thermite) thermitemelt() if(proj.ricochet_sounds && prob(15)) diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index 2c335cd6b5c..80f006814d1 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -54,7 +54,7 @@ else to_chat(user, "DPS calculation by this verb is not supported for \the [G]'s type. Energy or Ballistic only, sorry.") - weapon_damage = P.damage + weapon_damage = P.damage_force weapon_attack_speed = G.fire_delay / 10 qdel(P) diff --git a/code/modules/mining/kinetic_crusher.dm b/code/modules/mining/kinetic_crusher.dm index 4bc04ca17d2..4e593ad17d1 100644 --- a/code/modules/mining/kinetic_crusher.dm +++ b/code/modules/mining/kinetic_crusher.dm @@ -307,7 +307,7 @@ name = "destabilizing force" icon_state = "pulse1" nodamage = TRUE - damage = 0 //We're just here to mark people. This is still a melee weapon. + damage_force = 0 //We're just here to mark people. This is still a melee weapon. damage_type = BRUTE damage_flag = ARMOR_BOMB range = WORLD_ICON_SIZE * 6 diff --git a/code/modules/mob/living/carbon/human/human-defense.dm b/code/modules/mob/living/carbon/human/human-defense.dm index 4de1b17baac..a605de256eb 100644 --- a/code/modules/mob/living/carbon/human/human-defense.dm +++ b/code/modules/mob/living/carbon/human/human-defense.dm @@ -15,13 +15,13 @@ var/obj/item/organ/external/organ = get_organ() if(!proj.nodamage) - organ.add_autopsy_data("[proj.name]", proj.damage) + organ.add_autopsy_data("[proj.name]", proj.damage_force) //Shrapnel if(proj.can_embed()) var/armor = getarmor_organ(organ, "bullet") if(!prob(armor/2)) //Even if the armor doesn't stop the bullet from hurting you, it might stop it from embedding. - var/hit_embed_chance = proj.embed_chance + (proj.damage - armor) //More damage equals more chance to embed + var/hit_embed_chance = proj.embed_chance + (proj.damage_force - armor) //More damage equals more chance to embed if(prob(max(hit_embed_chance, 0))) var/obj/item/material/shard/shrapnel/SP = new() SP.name = (proj.name != "shrapnel")? "[proj.name] shrapnel" : "shrapnel" diff --git a/code/modules/mob/living/silicon/robot/robot.dm b/code/modules/mob/living/silicon/robot/robot.dm index 89781e21ebb..3e70ef88d92 100644 --- a/code/modules/mob/living/silicon/robot/robot.dm +++ b/code/modules/mob/living/silicon/robot/robot.dm @@ -538,7 +538,7 @@ if(. & PROJECTILE_IMPACT_FLAGS_UNCONDITIONAL_ABORT) return // todo: why is this in bullet act and not where we take damage maybe? - if(prob(75) && proj.damage > 0) + if(prob(75) && proj.damage_force > 0) spark_system.start() /mob/living/silicon/robot/attackby(obj/item/W as obj, mob/user as mob) diff --git a/code/modules/mob/living/simple_animal/aliens/drone.dm b/code/modules/mob/living/simple_animal/aliens/drone.dm index 7cbdcfc4a7e..38f4085482c 100644 --- a/code/modules/mob/living/simple_animal/aliens/drone.dm +++ b/code/modules/mob/living/simple_animal/aliens/drone.dm @@ -281,10 +281,10 @@ ..() /obj/projectile/beam/drone - damage = 15 + damage_force = 15 /obj/projectile/beam/pulse/drone - damage = 10 + damage_force = 10 // A slightly easier drone, for POIs. // Difference is that it should not be faster than you. diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/combat_drone.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/combat_drone.dm index ccc4a81b2d3..33a003e76ae 100644 --- a/code/modules/mob/living/simple_mob/subtypes/mechanical/combat_drone.dm +++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/combat_drone.dm @@ -81,7 +81,7 @@ return TRUE /obj/projectile/beam/drone - damage = 10 + damage_force = 10 /obj/item/shield_projector/rectangle/automatic/drone shield_health = 150 diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/cyber_horror/cyber_horror.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/cyber_horror/cyber_horror.dm index ffc0042e0b9..f1a3af03bba 100644 --- a/code/modules/mob/living/simple_mob/subtypes/mechanical/cyber_horror/cyber_horror.dm +++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/cyber_horror/cyber_horror.dm @@ -323,7 +323,7 @@ /obj/projectile/arc/blue_energy name = "energy missle" icon_state = "force_missile" - damage = 12 + damage_force = 12 damage_type = BURN //Direct Ranged Mob @@ -389,11 +389,11 @@ //These are the projectiles mobs use /obj/projectile/beam/drone - damage = 3 + damage_force = 3 /obj/projectile/arc/blue_energy name = "energy missle" icon_state = "force_missile" - damage = 12 + damage_force = 12 damage_type = BURN //Boss Mob - The High Priest @@ -430,7 +430,7 @@ /obj/projectile/arc/blue_energy/priest name = "nanite cloud" icon_state = "particle-heavy" - damage = 15 + damage_force = 15 damage_type = BRUTE /obj/projectile/arc/blue_energy/priest/on_impact(atom/target, impact_flags, def_zone, efficiency) diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/hivebot.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/hivebot.dm index f16bc3c8923..0f9f0af3d52 100644 --- a/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/hivebot.dm +++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/hivebot.dm @@ -54,7 +54,7 @@ // The hivebot's default projectile. /obj/projectile/bullet/hivebot - damage = 10 + damage_force = 10 damage_type = BRUTE sharp = FALSE edge = FALSE diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/ranged_damage.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/ranged_damage.dm index ba2be85fb94..73243bb462f 100644 --- a/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/ranged_damage.dm +++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/ranged_damage.dm @@ -87,7 +87,7 @@ icon_state = "explosion_particle" modifier_type_to_apply = /datum/modifier/fire modifier_duration = 6 SECONDS // About 15 damage per stack, as Life() ticks every two seconds. - damage = 0 + damage_force = 0 nodamage = TRUE @@ -125,7 +125,7 @@ /obj/projectile/arc/blue_energy name = "energy missile" icon_state = "force_missile" - damage = 15 // A bit stronger since arcing projectiles are much easier to avoid than traditional ones. + damage_force = 15 // A bit stronger since arcing projectiles are much easier to avoid than traditional ones. damage_type = BURN // Very long ranged hivebot that rains down hell. @@ -249,7 +249,7 @@ /obj/projectile/beam/smalllaser/hivebot - damage = 25 + damage_force = 25 agony = 20 muzzle_type = /obj/effect/projectile/muzzle/lightning tracer_type = /obj/effect/projectile/tracer/lightning @@ -273,5 +273,5 @@ /obj/projectile/beam/cyan/hivebot - damage = 45 + damage_force = 45 armor_penetration = 15 diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/adv_dark_gygax.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/adv_dark_gygax.dm index 478bc8fd872..be19896e88c 100644 --- a/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/adv_dark_gygax.dm +++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/adv_dark_gygax.dm @@ -121,7 +121,7 @@ /obj/projectile/energy/homing_bolt name = "homing bolt" icon_state = "force_missile" - damage = 20 + damage_force = 20 damage_type = BURN damage_flag = ARMOR_LASER speed = 5 * WORLD_ICON_SIZE diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/odysseus.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/odysseus.dm index 9781a461877..098a0a72366 100644 --- a/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/odysseus.dm +++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/odysseus.dm @@ -64,7 +64,7 @@ /obj/projectile/fake_syringe name = "syringe" icon_state = "syringe" - damage = 5 // Getting hit with a launched syringe probably hurts, and makes it at least slightly relevant against synthetics. + damage_force = 5 // Getting hit with a launched syringe probably hurts, and makes it at least slightly relevant against synthetics. var/piercing = FALSE // If true, ignores thick material. /obj/projectile/fake_syringe/on_impact(atom/target, impact_flags, def_zone, efficiency) diff --git a/code/modules/mob/living/simple_mob/subtypes/occult/constructs/juggernaut.dm b/code/modules/mob/living/simple_mob/subtypes/occult/constructs/juggernaut.dm index 56ddbc516b3..a83f4307fb8 100644 --- a/code/modules/mob/living/simple_mob/subtypes/occult/constructs/juggernaut.dm +++ b/code/modules/mob/living/simple_mob/subtypes/occult/constructs/juggernaut.dm @@ -64,11 +64,11 @@ AddComponent(/datum/component/horror_aura/strong) /mob/living/simple_mob/construct/juggernaut/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args) - var/reflectchance = 80 - round(proj.damage/3) + var/reflectchance = 80 - round(proj.damage_force/3) if(prob(reflectchance) && !istype(src, /mob/living/simple_mob/construct/juggernaut/behemoth)) var/damage_mod = rand(2,4) var/projectile_dam_type = proj.damage_type - var/incoming_damage = (round(proj.damage / damage_mod) - (round((proj.damage / damage_mod) * 0.3))) + var/incoming_damage = (round(proj.damage_force / damage_mod) - (round((proj.damage_force / damage_mod) * 0.3))) var/armorcheck = run_armor_check(null, proj.damage_flag) var/soakedcheck = get_armor_soak(null, proj.damage_flag) if(!(istype(proj, /obj/projectile/energy) || istype(proj, /obj/projectile/beam))) @@ -84,7 +84,7 @@ visible_message("The [proj.name] gets reflected by [src]'s shell!", \ "The [proj.name] gets reflected by [src]'s shell!") damage_mod = rand(3,5) - incoming_damage = (round(proj.damage / damage_mod) - (round((proj.damage / damage_mod) * 0.3))) + incoming_damage = (round(proj.damage_force / damage_mod) - (round((proj.damage_force / damage_mod) * 0.3))) if(!(proj.damage_type == BRUTE || proj.damage_type == BURN)) projectile_dam_type = BURN incoming_damage = round(incoming_damage / 4) //Damage from strange sources is converted to burn for energy-type projectiles, though severely decreased. @@ -138,7 +138,7 @@ ) /mob/living/simple_mob/construct/juggernaut/behemoth/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args) - var/reflectchance = 80 - round(proj.damage/3) + var/reflectchance = 80 - round(proj.damage_force/3) if(prob(reflectchance)) visible_message("The [proj.name] gets reflected by [src]'s shell!", \ "The [proj.name] gets reflected by [src]'s shell!") diff --git a/code/modules/mob/living/simple_mob/subtypes/slime/feral/feral.dm b/code/modules/mob/living/simple_mob/subtypes/slime/feral/feral.dm index 6165ec87ae7..c407ff73241 100644 --- a/code/modules/mob/living/simple_mob/subtypes/slime/feral/feral.dm +++ b/code/modules/mob/living/simple_mob/subtypes/slime/feral/feral.dm @@ -64,7 +64,7 @@ /obj/projectile/icicle name = "icicle" icon_state = "ice_2" - damage = 40 + damage_force = 40 damage_type = BRUTE damage_flag = ARMOR_MELEE armor_penetration = 30 @@ -80,7 +80,7 @@ playsound(get_turf(target), "shatter", 70, 1) /obj/projectile/icicle/get_structure_damage() - return damage / 2 // They're really deadly against mobs, but less effective against solid things. + return damage_force / 2 // They're really deadly against mobs, but less effective against solid things. /mob/living/simple_mob/slime/feral/dark_blue/handle_special() if(stat != DEAD) diff --git a/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/subtypes.dm b/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/subtypes.dm index 8923e161059..2106c9d7dbf 100644 --- a/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/subtypes.dm +++ b/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/subtypes.dm @@ -201,7 +201,7 @@ /mob/living/simple_mob/slime/xenobio/dark_purple/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args) . = ..() - if(proj.damage_type && proj.damage_type == BURN && proj.damage) // Most bullets won't trigger the explosion, as a mercy towards Security. + if(proj.damage_type && proj.damage_type == BURN && proj.damage_force) // Most bullets won't trigger the explosion, as a mercy towards Security. log_and_message_admins("[src] ignited due to bring hit by a burning projectile[proj.firer ? " by [key_name(proj.firer)]" : ""].") ignite() @@ -654,7 +654,7 @@ /mob/living/simple_mob/slime/xenobio/oil/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args) . = ..() - if(proj.damage_type && proj.damage_type == BURN && proj.damage) // Most bullets won't trigger the explosion, as a mercy towards Security. + if(proj.damage_type && proj.damage_type == BURN && proj.damage_force) // Most bullets won't trigger the explosion, as a mercy towards Security. log_and_message_admins("[src] exploded due to bring hit by a burning projectile[proj.firer ? " by [key_name(proj.firer)]" : ""].") explode() diff --git a/code/modules/modular_computers/computers/modular_computer/damage.dm b/code/modules/modular_computers/computers/modular_computer/damage.dm index 32da9c40a24..9a1f0c5cad0 100644 --- a/code/modules/modular_computers/computers/modular_computer/damage.dm +++ b/code/modules/modular_computers/computers/modular_computer/damage.dm @@ -55,8 +55,8 @@ . = ..() switch(proj.damage_type) if(BRUTE) - take_damage_legacy(proj.damage, proj.damage / 2) + take_damage_legacy(proj.damage_force, proj.damage_force / 2) if(HALLOSS) - take_damage_legacy(proj.damage, proj.damage / 3, 0) + take_damage_legacy(proj.damage_force, proj.damage_force / 3, 0) if(BURN) - take_damage_legacy(proj.damage, proj.damage / 1.5) + take_damage_legacy(proj.damage_force, proj.damage_force / 1.5) diff --git a/code/modules/power/antimatter/control.dm b/code/modules/power/antimatter/control.dm index e9cae20586a..070ba89511e 100644 --- a/code/modules/power/antimatter/control.dm +++ b/code/modules/power/antimatter/control.dm @@ -119,7 +119,7 @@ /obj/machinery/power/am_control_unit/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args) if(proj.damage_flag != ARMOR_BULLET) - stability -= proj.damage + stability -= proj.damage_force return ..() /obj/machinery/power/am_control_unit/power_change() diff --git a/code/modules/power/antimatter/shielding.dm b/code/modules/power/antimatter/shielding.dm index d7997462c6d..a60118d3eae 100644 --- a/code/modules/power/antimatter/shielding.dm +++ b/code/modules/power/antimatter/shielding.dm @@ -102,7 +102,7 @@ . = ..() if(proj.damage_flag != "bullet") - stability -= proj.damage/2 + stability -= proj.damage_force / 2 /obj/machinery/am_shielding/update_icon() cut_overlays() diff --git a/code/modules/power/fusion/core/core_field.dm b/code/modules/power/fusion/core/core_field.dm index ec9c2ab3410..3affe544ef3 100644 --- a/code/modules/power/fusion/core/core_field.dm +++ b/code/modules/power/fusion/core/core_field.dm @@ -65,7 +65,7 @@ GLOBAL_VAR_INIT(max_fusion_air_heat, INFINITY) /obj/effect/fusion_em_field/bullet_act(obj/projectile/proj, impact_flags, def_zone, efficiency) if(!(proj.projectile_type & PROJECTILE_TYPE_BEAM)) return ..() - AddEnergy(proj.damage) + AddEnergy(proj.damage_force) update_icon() impact_flags |= PROJECTILE_IMPACT_DELETE return ..() diff --git a/code/modules/power/fusion/gyrotron/gyrotron.dm b/code/modules/power/fusion/gyrotron/gyrotron.dm index 0291e70f59c..97f38449b39 100644 --- a/code/modules/power/fusion/gyrotron/gyrotron.dm +++ b/code/modules/power/fusion/gyrotron/gyrotron.dm @@ -43,7 +43,7 @@ var/list/gyrotrons = list() /obj/machinery/power/emitter/gyrotron/get_emitter_beam() var/obj/projectile/beam/emitter/E = ..() - E.damage = mega_energy * 50 + E.damage_force = mega_energy * 50 return E /obj/machinery/power/emitter/gyrotron/update_icon() diff --git a/code/modules/power/singularity/emitter.dm b/code/modules/power/singularity/emitter.dm index a62c8516fdc..ff418ba83c8 100644 --- a/code/modules/power/singularity/emitter.dm +++ b/code/modules/power/singularity/emitter.dm @@ -141,7 +141,7 @@ s.start() var/obj/projectile/beam/emitter/A = get_emitter_beam() - A.damage = round(power_per_shot/EMITTER_DAMAGE_POWER_TRANSFER) + A.damage_force = round(power_per_shot/EMITTER_DAMAGE_POWER_TRANSFER) A.firer = src A.fire(dir2angle(dir)) diff --git a/code/modules/power/singularity/field_generator.dm b/code/modules/power/singularity/field_generator.dm index ebd211036a7..90e62cede1f 100644 --- a/code/modules/power/singularity/field_generator.dm +++ b/code/modules/power/singularity/field_generator.dm @@ -157,7 +157,7 @@ field_generator power level display /obj/machinery/field_generator/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args) if(istype(proj, /obj/projectile/beam)) - power += proj.damage * EMITTER_DAMAGE_POWER_TRANSFER + power += proj.damage_force * EMITTER_DAMAGE_POWER_TRANSFER update_icon() return PROJECTILE_IMPACT_DELETE return ..() diff --git a/code/modules/power/singularity/particle_accelerator/particle_smasher.dm b/code/modules/power/singularity/particle_accelerator/particle_smasher.dm index fb7500fcf42..c6c107fd588 100644 --- a/code/modules/power/singularity/particle_accelerator/particle_smasher.dm +++ b/code/modules/power/singularity/particle_accelerator/particle_smasher.dm @@ -130,7 +130,7 @@ /obj/machinery/particle_smasher/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args) if(istype(proj, /obj/projectile/beam)) - if(proj.damage >= 50) + if(proj.damage_force >= 50) TryCraft() return PROJECTILE_IMPACT_DELETE return ..() diff --git a/code/modules/projectiles/ammunition/calibers/normal/a9_5mm.dm b/code/modules/projectiles/ammunition/calibers/normal/a9_5mm.dm index d1705c5909d..8fd16c0df20 100644 --- a/code/modules/projectiles/ammunition/calibers/normal/a9_5mm.dm +++ b/code/modules/projectiles/ammunition/calibers/normal/a9_5mm.dm @@ -30,4 +30,4 @@ //* Projectiles *// /obj/projectile/bullet/rifle/a95 - damage = 40 + damage_force = 40 diff --git a/code/modules/projectiles/ammunition/calibers/special/dart.dm b/code/modules/projectiles/ammunition/calibers/special/dart.dm index a4772c10cd3..84c0cf73326 100644 --- a/code/modules/projectiles/ammunition/calibers/special/dart.dm +++ b/code/modules/projectiles/ammunition/calibers/special/dart.dm @@ -53,7 +53,7 @@ /obj/projectile/bullet/chemdart name = "dart" icon_state = "dart" - damage = 5 + damage_force = 5 var/reagent_amount = 15 range = WORLD_ICON_SIZE * 15 diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 8fb6cf408a3..b8855840d8c 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -656,7 +656,7 @@ damage_mult = 2.5 else if(grabstate >= GRAB_AGGRESSIVE) damage_mult = 1.5 - P.damage *= damage_mult + P.damage_force *= damage_mult /obj/item/gun/proc/process_accuracy(obj/projectile, mob/living/user, atom/target, var/burst, var/held_twohanded) var/obj/projectile/P = projectile @@ -756,7 +756,7 @@ // in_chamber.on_hit(M) // if(in_chamber.damage_type != HALLOSS && !in_chamber.nodamage) // log_and_message_admins("[key_name(user)] commited suicide using \a [src]") -// user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1) +// user.apply_damage(in_chamber.damage_force*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1) // user.death() // else if(in_chamber.damage_type == HALLOSS) // to_chat(user, "Ow...") diff --git a/code/modules/projectiles/guns/ballistic/microbattery/medigun_cells.dm b/code/modules/projectiles/guns/ballistic/microbattery/medigun_cells.dm index caeac99fe5e..5a71dff1343 100644 --- a/code/modules/projectiles/guns/ballistic/microbattery/medigun_cells.dm +++ b/code/modules/projectiles/guns/ballistic/microbattery/medigun_cells.dm @@ -10,7 +10,7 @@ name = "\improper healing beam" icon_state = "medbeam" nodamage = 1 - damage = 0 + damage_force = 0 damage_flag = ARMOR_LASER light_color = "#80F5FF" diff --git a/code/modules/projectiles/guns/ballistic/microbattery/revolver_cells.dm b/code/modules/projectiles/guns/ballistic/microbattery/revolver_cells.dm index e43caa1981c..ad64c9ff383 100644 --- a/code/modules/projectiles/guns/ballistic/microbattery/revolver_cells.dm +++ b/code/modules/projectiles/guns/ballistic/microbattery/revolver_cells.dm @@ -37,7 +37,7 @@ /obj/projectile/bullet/pellet/e_shot_stun icon_state = "spell" - damage = 2 + damage_force = 2 agony = 20 pellets = 6 //number of pellets embed_chance = 0 diff --git a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm index ef599f88a7c..e0ed59bba5c 100644 --- a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm +++ b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm @@ -204,7 +204,7 @@ /obj/projectile/kinetic name = "kinetic force" icon_state = null - damage = 30 + damage_force = 30 damage_type = BRUTE damage_flag = ARMOR_BOMB range = WORLD_ICON_SIZE * 4 @@ -215,7 +215,7 @@ var/obj/item/gun/energy/kinetic_accelerator/kinetic_gun /obj/projectile/kinetic/premium - damage = 40 + damage_force = 40 damage_type = BRUTE range = 5 @@ -230,7 +230,7 @@ M.projectile_prehit(src, target, kinetic_gun) if(!pressure_decrease_active && !lavaland_environment_check(get_turf(src))) name = "weakened [name]" - damage = damage * pressure_decrease + damage_force = damage_force * pressure_decrease pressure_decrease_active = TRUE return ..() @@ -247,7 +247,7 @@ /obj/projectile/kinetic/proc/strike_thing(atom/target) if(!pressure_decrease_active && !lavaland_environment_check(get_turf(src))) name = "weakened [name]" - damage = damage * pressure_decrease + damage_force = damage_force * pressure_decrease pressure_decrease_active = TRUE var/turf/target_turf = get_turf(target) if(!target_turf) @@ -401,7 +401,7 @@ denied_type = /obj/item/ka_modkit/capacity /obj/item/ka_modkit/capacity/modify_projectile(obj/projectile/kinetic/K) - K.damage += modifier + K.damage_force += modifier //AoE blasts @@ -444,8 +444,8 @@ for(var/mob/living/L in range(1, target_turf) - K.firer - target) var/armor = L.run_armor_check(K.def_zone, K.damage_flag) // var/armor = L.run_armor_check(K.def_zone, K.flag, null, null, K.armour_penetration) - L.apply_damage(K.damage*modifier, K.damage_type, K.def_zone, armor) - // L.apply_damage(K.damage*modifier, K.damage_type, K.def_zone, armor) + L.apply_damage(K.damage_force*modifier, K.damage_type, K.def_zone, armor) + // L.apply_damage(K.damage_force*modifier, K.damage_type, K.def_zone, armor) to_chat(L, "You're struck by a [K.name]!") /obj/item/ka_modkit/aoe/turfs diff --git a/code/modules/projectiles/guns/energy/particle.dm b/code/modules/projectiles/guns/energy/particle.dm index 52184f2956c..0f748741ae0 100644 --- a/code/modules/projectiles/guns/energy/particle.dm +++ b/code/modules/projectiles/guns/energy/particle.dm @@ -173,7 +173,7 @@ name = "antimatter pellet" icon = 'icons/obj/projectiles_vr.dmi' icon_state = "particle" - damage = 40 + damage_force = 40 damage_type = BURN damage_flag = ARMOR_ENERGY embed_chance = 0 @@ -181,7 +181,7 @@ /obj/projectile/bullet/particle/heavy name = "antimatter slug" icon_state = "particle-heavy" - damage = 80 // same as a laser cannon + damage_force = 80 // same as a laser cannon armor_penetration = 25 //it explodes on the surface of things, so less armor pen than the laser cannon light_range = 3 light_power = 1 @@ -190,6 +190,6 @@ /turf/simulated/mineral/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args) . = ..() if(istype(proj, /obj/projectile/bullet/particle)) - if(prob(proj.damage)) + if(prob(proj.damage_force)) GetDrilled() diff --git a/code/modules/projectiles/guns/energy/sizegun_vr.dm b/code/modules/projectiles/guns/energy/sizegun_vr.dm index 73b690bbd4c..ca628cdc019 100644 --- a/code/modules/projectiles/guns/energy/sizegun_vr.dm +++ b/code/modules/projectiles/guns/energy/sizegun_vr.dm @@ -65,7 +65,7 @@ name = "size beam" icon_state = "xray" nodamage = 1 - damage = 0 + damage_force = 0 damage_flag = ARMOR_LASER var/set_size = 1 //Let's default to 100% diff --git a/code/modules/projectiles/guns/legacy_vr_guns/pummeler.dm b/code/modules/projectiles/guns/legacy_vr_guns/pummeler.dm index 85a97302a6f..da545d3156c 100644 --- a/code/modules/projectiles/guns/legacy_vr_guns/pummeler.dm +++ b/code/modules/projectiles/guns/legacy_vr_guns/pummeler.dm @@ -29,7 +29,7 @@ /obj/projectile/pummel name = "sonic blast" icon_state = "sound" - damage = 5 + damage_force = 5 damage_type = BRUTE damage_flag = ARMOR_MELEE embed_chance = 0 diff --git a/code/modules/projectiles/guns/legacy_vr_guns/secutor.dm b/code/modules/projectiles/guns/legacy_vr_guns/secutor.dm index dabf9b8d152..c986ae23379 100644 --- a/code/modules/projectiles/guns/legacy_vr_guns/secutor.dm +++ b/code/modules/projectiles/guns/legacy_vr_guns/secutor.dm @@ -56,7 +56,7 @@ muzzle_type = /obj/effect/projectile/muzzle/secutorkill tracer_type = /obj/effect/projectile/tracer/secutorkill impact_type = /obj/effect/projectile/impact/secutorkill - damage = 20 + damage_force = 20 //--------------- Projectiles ---------------- /obj/projectile/energy/electrode/secutor @@ -75,7 +75,7 @@ light_power = 0.6 light_color = "#cea036" range = WORLD_ICON_SIZE * 20 - damage = 5 //minor penalty for repeated FF + damage_force = 5 //minor penalty for repeated FF SA_bonus_damage = 25 // 30 total on animals - lowest of all phasers SA_vulnerability = MOB_CLASS_ANIMAL diff --git a/code/modules/projectiles/guns/legacy_vr_guns/sickshot.dm b/code/modules/projectiles/guns/legacy_vr_guns/sickshot.dm index 72b43ca83f1..8619942623d 100644 --- a/code/modules/projectiles/guns/legacy_vr_guns/sickshot.dm +++ b/code/modules/projectiles/guns/legacy_vr_guns/sickshot.dm @@ -26,7 +26,7 @@ /obj/projectile/sickshot name = "discombobulator pulse" icon_state = "sound" - damage = 5 + damage_force = 5 armor_penetration = 30 damage_type = BURN damage_flag = ARMOR_MELEE diff --git a/code/modules/projectiles/guns/vox.dm b/code/modules/projectiles/guns/vox.dm index ca21ee38d08..b9426a4e359 100644 --- a/code/modules/projectiles/guns/vox.dm +++ b/code/modules/projectiles/guns/vox.dm @@ -89,7 +89,7 @@ name = "dark matter bolt" icon_state = "darkb" fire_sound = 'sound/weapons/eLuger.ogg' - damage = 35 + damage_force = 35 armor_penetration = 35 damage_type = BRUTE damage_flag = ARMOR_ENERGY @@ -105,7 +105,7 @@ name = "dark matter pellet" icon_state = "dark_pellet" fire_sound = 'sound/weapons/eLuger.ogg' - damage = 20 + damage_force = 20 armor_penetration = 35 damage_type = BRUTE damage_flag = ARMOR_ENERGY @@ -138,7 +138,7 @@ name = "sonic pulse" icon_state = "sound" fire_sound = 'sound/effects/basscannon.ogg' - damage = 5 + damage_force = 5 armor_penetration = 30 damage_type = BRUTE damage_flag = ARMOR_MELEE @@ -149,7 +149,7 @@ agony = 50 /obj/projectile/sonic/strong - damage = 45 + damage_force = 45 /obj/projectile/sonic/strong/on_impact(atom/target, impact_flags, def_zone, efficiency) . = ..() diff --git a/code/modules/projectiles/projectile/projectile-tracing.dm b/code/modules/projectiles/projectile/projectile-tracing.dm index 7c4b4d10014..e156e6af477 100644 --- a/code/modules/projectiles/projectile/projectile-tracing.dm +++ b/code/modules/projectiles/projectile/projectile-tracing.dm @@ -6,7 +6,7 @@ invisibility = INVISIBILITY_ABSTRACT hitscan = TRUE has_tracer = FALSE - damage = 0 + damage_force = 0 nodamage = TRUE projectile_type = PROJECTILE_TYPE_TRACE diff --git a/code/modules/projectiles/projectile/projectile.dm b/code/modules/projectiles/projectile/projectile.dm index dd6fc8e9bab..dd060dc2ca3 100644 --- a/code/modules/projectiles/projectile/projectile.dm +++ b/code/modules/projectiles/projectile/projectile.dm @@ -286,7 +286,7 @@ //? Damage - default handling /// damage amount - var/damage = 10 + var/damage_force = 10 /// damage tier - goes hand in hand with [damage_armor] var/damage_tier = BULLET_TIER_DEFAULT /// todo: legacy - BRUTE, BURN, TOX, OXY, CLONE, HALLOSS, ELECTROCUTE, BIOACID are the only things that should be in here @@ -504,8 +504,8 @@ set_angle(get_visual_angle(source, target)) /obj/projectile/proc/vol_by_damage() - if(damage) - return clamp((damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then clamp the value between 30 and 100 + if(damage_force) + return clamp((damage_force) * 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. @@ -518,7 +518,7 @@ /obj/projectile/proc/get_structure_damage() if(damage_type == BRUTE || damage_type == BURN) - return damage + return damage_force return 0 /obj/projectile/proc/check_fire(atom/target as mob, mob/living/user as mob) //Checks if you can hit them or not. @@ -550,7 +550,7 @@ var/damage_override = null if(spread_submunition_damage) - damage_override = damage + damage_override = damage_force if(nodamage) damage_override = 0 @@ -568,7 +568,7 @@ SM.shot_from = shot_from SM.silenced = silenced if(!isnull(damage_override)) - SM.damage = damage_override + SM.damage_force = damage_override if(submunition_constant_spread) SM.dispersion = 0 var/calculated = angle + round((count / amt - 0.5) * submunition_spread_max, 1) @@ -613,7 +613,7 @@ * @return Damage to apply to target. */ /obj/projectile/proc/run_damage_vulnerability(atom/target) - var/final_damage = damage + var/final_damage = damage_force if(isliving(target)) var/mob/living/L = target if(issimple(target)) @@ -965,7 +965,7 @@ /obj/projectile/proc/on_impact(atom/target, impact_flags, def_zone, efficiency = 1) //! legacy shit var/blocked = clamp((1 - efficiency) * 100, 0, 100) - if(damage && damage_type == BURN) + if(damage_force && damage_type == BURN) var/turf/T = get_turf(target) if(T) T.hotspot_expose(700, 5) @@ -1097,7 +1097,7 @@ //! LEGACY COMBAT CODE // SHIM!!! - var/list/shieldcall_modified_args = target.check_damage_instance(damage, damage_type, damage_tier, damage_flag, damage_mode, ATTACK_TYPE_PROJECTILE, src, SHIELDCALL_FLAG_SECOND_CALL, hit_zone) + var/list/shieldcall_modified_args = target.check_damage_instance(damage_force, damage_type, damage_tier, damage_flag, damage_mode, ATTACK_TYPE_PROJECTILE, src, SHIELDCALL_FLAG_SECOND_CALL, hit_zone) // todo: this handling very obviously should not be here // dear lord this code is a dumpster fire if(shieldcall_modified_args[SHIELDCALL_ARG_FLAGS] & SHIELDCALL_FLAGS_PIERCE_ATTACK) @@ -1114,7 +1114,7 @@ var/proj_edge = has_edge(src) var/final_damage = src.get_final_damage(target) * efficiency - if ((proj_sharp || proj_edge) && (soaked >= round(src.damage*0.8))) + if ((proj_sharp || proj_edge) && (soaked >= round(src.damage_force*0.8))) proj_sharp = 0 proj_edge = 0 @@ -1160,9 +1160,9 @@ */ /obj/projectile/proc/dampen_on_pierce_experimental(atom/entity, force, tier) var/tdiff = damage_tier - tier - var/dmult = src.damage / force + var/dmult = src.damage_force / force var/malus = dmult >= 1 ? ((1 / dmult) ** tdiff * 10) : (10 * ((1 / dmult) / (1 + tdiff))) - src.damage = clamp(src.damage - malus, src.damage * 0.5, src.damage) + src.damage_force = clamp(src.damage_force - malus, src.damage_force * 0.5, src.damage_force) //* Targeting *// diff --git a/code/modules/projectiles/projectile/subtypes/animate.dm b/code/modules/projectiles/projectile/subtypes/animate.dm index 2052f40c424..3f09f36a370 100644 --- a/code/modules/projectiles/projectile/subtypes/animate.dm +++ b/code/modules/projectiles/projectile/subtypes/animate.dm @@ -1,7 +1,7 @@ /obj/projectile/animate name = "bolt of animation" icon_state = "ice_1" - damage = 0 + damage_force = 0 damage_type = BURN nodamage = 1 damage_flag = ARMOR_ENERGY diff --git a/code/modules/projectiles/projectile/subtypes/arc.dm b/code/modules/projectiles/projectile/subtypes/arc.dm index 7245b300111..743ecdc05f7 100644 --- a/code/modules/projectiles/projectile/subtypes/arc.dm +++ b/code/modules/projectiles/projectile/subtypes/arc.dm @@ -17,7 +17,7 @@ /obj/projectile/arc/blue_energy name = "energy missile" icon_state = "force_missile" - damage = 15 + damage_force = 15 damage_type = BURN /obj/projectile/arc/blue_energy/on_impact(atom/target, impact_flags, def_zone, efficiency) diff --git a/code/modules/projectiles/projectile/subtypes/beam/beams.dm b/code/modules/projectiles/projectile/subtypes/beam/beams.dm index 617097a40de..37133be7eac 100644 --- a/code/modules/projectiles/projectile/subtypes/beam/beams.dm +++ b/code/modules/projectiles/projectile/subtypes/beam/beams.dm @@ -3,7 +3,7 @@ icon_state = "laser" fire_sound = 'sound/weapons/weaponsounds_laserstrong.ogg' pass_flags = ATOM_PASS_TABLE | ATOM_PASS_GLASS | ATOM_PASS_GRILLE - damage = 40 + damage_force = 40 damage_type = BURN damage_flag = ARMOR_LASER projectile_type = PROJECTILE_TYPE_BEAM | PROJECTILE_TYPE_PHOTONIC @@ -23,7 +23,7 @@ /obj/projectile/beam/practice name = "laser" icon_state = "laser" - damage = 0 + damage_force = 0 damage_type = BURN damage_flag = ARMOR_LASER eyeblur = 2 @@ -33,20 +33,20 @@ name = "weak laser" icon_state = "laser" fire_sound = 'sound/weapons/weaponsounds_laserweak.ogg' - damage = 15 + damage_force = 15 /obj/projectile/beam/smalllaser - damage = 25 + damage_force = 25 fire_sound = 'sound/weapons/weaponsounds_laserweak.ogg' /obj/projectile/beam/burstlaser - damage = 30 + damage_force = 30 fire_sound = 'sound/weapons/weaponsounds_lasermid.ogg' armor_penetration = 10 /obj/projectile/beam/midlaser - damage = 40 + damage_force = 40 fire_sound = 'sound/weapons/weaponsounds_lasermid.ogg' armor_penetration = 10 @@ -54,7 +54,7 @@ name = "heavy laser" icon_state = "heavylaser" fire_sound = 'sound/weapons/weaponsounds_laserstrong.ogg' - damage = 60 + damage_force = 60 armor_penetration = 30 light_range = 3 light_power = 1 @@ -76,7 +76,7 @@ impact_type = /obj/effect/projectile/impact/emitter /obj/projectile/beam/heavylaser/cannon - damage = 80 + damage_force = 80 armor_penetration = 45 light_color = "#FF0D00" @@ -84,7 +84,7 @@ name = "xray beam" icon_state = "xray" fire_sound = 'sound/weapons/eluger.ogg' - damage = 30 + damage_force = 30 armor_penetration = 50 light_color = "#00CC33" @@ -96,7 +96,7 @@ name = "gamma beam" icon_state = "xray" fire_sound = 'sound/weapons/eluger.ogg' - damage = 10 + damage_force = 10 armor_penetration = 90 irradiate = 20 light_color = "#00CC33" @@ -109,7 +109,7 @@ name = "cyan beam" icon_state = "cyan" fire_sound = 'sound/weapons/weaponsounds_alienlaser.ogg' - damage = 40 + damage_force = 40 light_color = "#00C6FF" muzzle_type = /obj/effect/projectile/muzzle/laser_omni @@ -120,7 +120,7 @@ name = "weak cyan beam" icon_state = "cyan" fire_sound = 'sound/weapons/Taser.ogg' - damage = 20 + damage_force = 20 light_color = "#74b1c2" muzzle_type = /obj/effect/projectile/muzzle/laser_omni @@ -132,7 +132,7 @@ name = "emitter beam" icon_state = "emitter" fire_sound = 'sound/weapons/emitter.ogg' - damage = 40 + damage_force = 40 armor_penetration = 70 light_color = "#00CC33" excavation_amount = 70 // 3 shots to mine a turf @@ -143,7 +143,7 @@ /obj/projectile/beam/lasertag name = "lasertag beam" - damage = 0 + damage_force = 0 eyeblur = 0 damage_type = BURN damage_flag = ARMOR_LASER @@ -201,7 +201,7 @@ name = "sniper beam" icon_state = "xray" fire_sound = 'sound/weapons/gauss_shoot.ogg' - damage = 60 + damage_force = 60 armor_penetration = 10 light_color = "#00CC33" @@ -296,7 +296,7 @@ tracer_type = /obj/effect/projectile/tracer/lightning impact_type = /obj/effect/projectile/impact/lightning - damage = 30 + damage_force = 30 agony = 15 eyeblur = 2 @@ -305,7 +305,7 @@ icon_state = "emitter" fire_sound = 'sound/weapons/weaponsounds_laserweak.ogg' light_color = "#00CC33" - damage = 1 //mining tool + damage_force = 1 //mining tool excavation_amount = 1000 // 1 shot to dig a standard rock turf. Made for mining. Should be able to consistently one hit rocks now muzzle_type = /obj/effect/projectile/muzzle/emitter @@ -315,7 +315,7 @@ /obj/projectile/beam/pointdefense name = "point defense salvo" icon_state = "laser" - damage = 15 + damage_force = 15 damage_type = ELECTROCUTE //You should be safe inside a voidsuit sharp = FALSE //"Wide" spectrum beam light_color = "#A9980A" diff --git a/code/modules/projectiles/projectile/subtypes/beam/beams_vr.dm b/code/modules/projectiles/projectile/subtypes/beam/beams_vr.dm index 7e21f84b61c..dab42cccdf8 100644 --- a/code/modules/projectiles/projectile/subtypes/beam/beams_vr.dm +++ b/code/modules/projectiles/projectile/subtypes/beam/beams_vr.dm @@ -49,7 +49,7 @@ /obj/projectile/beam/medigun name = "healing beam" icon_state = "healbeam" - damage = 0 //stops it damaging walls + damage_force = 0 //stops it damaging walls nodamage = TRUE damage_type = BURN damage_flag = ARMOR_LASER diff --git a/code/modules/projectiles/projectile/subtypes/beam/blaster.dm b/code/modules/projectiles/projectile/subtypes/beam/blaster.dm index cf6cc0b71c7..38e8e9609c2 100644 --- a/code/modules/projectiles/projectile/subtypes/beam/blaster.dm +++ b/code/modules/projectiles/projectile/subtypes/beam/blaster.dm @@ -1,9 +1,9 @@ /obj/projectile/beam/blaster hitscan = FALSE icon_state = "laser" - damage = 20 + damage_force = 20 damage_type = BURN damage_flag = ARMOR_LASER /obj/projectile/beam/blaster/pellet - damage = 15 + damage_force = 15 diff --git a/code/modules/projectiles/projectile/subtypes/blob.dm b/code/modules/projectiles/projectile/subtypes/blob.dm index cbb0fae0657..0e6371173b7 100644 --- a/code/modules/projectiles/projectile/subtypes/blob.dm +++ b/code/modules/projectiles/projectile/subtypes/blob.dm @@ -1,7 +1,7 @@ /obj/projectile/energy/blob //Not super strong. name = "spore" icon_state = "declone" - damage = 3 + damage_force = 3 armor_penetration = 40 damage_type = BRUTE damage_flag = ARMOR_MELEE diff --git a/code/modules/projectiles/projectile/subtypes/bullets.dm b/code/modules/projectiles/projectile/subtypes/bullets.dm index 11458f9cd56..3a02c4d664d 100644 --- a/code/modules/projectiles/projectile/subtypes/bullets.dm +++ b/code/modules/projectiles/projectile/subtypes/bullets.dm @@ -2,7 +2,7 @@ name = "bullet" icon_state = "bullet" fire_sound = 'sound/weapons/weaponsounds_rifleshot.ogg' - damage = 60 + damage_force = 60 damage_type = BRUTE nodamage = 0 damage_flag = ARMOR_BULLET @@ -26,49 +26,49 @@ shake_camera(L, 3, 2) /obj/projectile/bullet/process_legacy_penetration(atom/A) - var/chance = damage + var/chance = damage_force if(istype(A, /turf/simulated/wall)) var/turf/simulated/wall/W = A - chance = round(damage/W.material_outer.density*1.8) + chance = round(damage_force/W.material_outer.density*1.8) else if(istype(A, /obj/machinery/door)) var/obj/machinery/door/D = A - chance = round(damage/D.integrity_max*180) + chance = round(damage_force/D.integrity_max*180) if(D.glass) chance *= 2 else if(istype(A, /obj/structure/girder)) chance = 100 else if(ismob(A)) - chance = damage >= 20 && prob(damage) + chance = damage_force >= 20 && prob(damage_force) . = prob(chance) if(.) - damage *= 0.7 + damage_force *= 0.7 /* short-casing projectiles, like the kind used in pistols or SMGs */ /obj/projectile/bullet/pistol // 9mm pistols and most SMGs. Sacrifice power for capacity. fire_sound = 'sound/weapons/weaponsounds_smallpistolshot.ogg' - damage = 20 + damage_force = 20 /obj/projectile/bullet/pistol/lap //Light Armor Piercing - damage = 20 + damage_force = 20 armor_penetration = 10 /obj/projectile/bullet/pistol/ap - damage = 15 + damage_force = 15 armor_penetration = 30 /obj/projectile/bullet/pistol/hp - damage = 25 + damage_force = 25 armor_penetration = -50 /obj/projectile/bullet/pistol/hunter - damage = 15 + damage_force = 15 SA_bonus_damage = 25 // 40 total against animals SA_vulnerability = MOB_CLASS_ANIMAL embed_chance = -1 /obj/projectile/bullet/pistol/silver - damage = 15 + damage_force = 15 SA_bonus_damage = 25 // 40 total against demons SA_vulnerability = MOB_CLASS_DEMONIC embed_chance = -1 @@ -76,24 +76,24 @@ /obj/projectile/bullet/pistol/medium // .45 (and maybe .40 if it ever gets added) caliber security pistols. Balance between capacity and power. fire_sound = 'sound/weapons/weaponsounds_pistolshot.ogg' // Snappier sound. - damage = 25 + damage_force = 25 /obj/projectile/bullet/pistol/medium/ap - damage = 20 + damage_force = 20 armor_penetration = 15 /obj/projectile/bullet/pistol/medium/hp - damage = 30 + damage_force = 30 armor_penetration = -50 /obj/projectile/bullet/pistol/medium/hunter - damage = 15 + damage_force = 15 SA_bonus_damage = 45 // 60 total against animals SA_vulnerability = MOB_CLASS_ANIMAL embed_chance = -1 /obj/projectile/bullet/pistol/medium/silver - damage = 15 + damage_force = 15 SA_bonus_damage = 45 // 60 total against demons SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION embed_chance = -1 @@ -102,7 +102,7 @@ /obj/projectile/bullet/pistol/medium/ap/suppressor // adminspawn only name = "suppressor bullet" // this guy is Important and also Hates You fire_sound = 'sound/weapons/doompistol.ogg' // converted from .wavs extracted from doom 2 - damage = 10 // high rof kinda fucked up lets be real + damage_force = 10 // high rof kinda fucked up lets be real agony = 10 // brute easily heals, agony not so much armor_penetration = 30 // reduces shield blockchance accuracy_overall_modify = 0.8 // heehoo @@ -113,11 +113,11 @@ /obj/projectile/bullet/pistol/strong // .357 and .44 caliber stuff. High power pistols like the Mateba or Desert Eagle. Sacrifice capacity for power. fire_sound = 'sound/weapons/weaponsounds_heavypistolshot.ogg' - damage = 60 + damage_force = 60 /obj/projectile/bullet/pistol/strong/silver //Because all Demons need to die fire_sound = 'sound/weapons/weaponsounds_heavypistolshot.ogg' - damage = 40 + damage_force = 40 SA_bonus_damage = 80 // 120 total against demons SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION embed_chance = -1 @@ -125,7 +125,7 @@ /obj/projectile/bullet/pistol/rubber/strong // "Rubber" bullets for high power pistols. fire_sound = 'sound/weapons/weaponsounds_heavypistolshot.ogg' // Rubber shots have less powder, but these still have more punch than normal rubber shot. - damage = 10 + damage_force = 10 agony = 60 embed_chance = 0 sharp = 0 @@ -133,7 +133,7 @@ /obj/projectile/bullet/pistol/rubber // "Rubber" bullets for all other pistols. name = "rubber bullet" - damage = 5 + damage_force = 5 agony = 40 embed_chance = 0 sharp = 0 @@ -142,7 +142,7 @@ /obj/projectile/bullet/pistol/spin // Special weak ammo for Service Spin mode. fire_sound = 'sound/weapons/weaponsounds_smallpistolshot.ogg' - damage = 5 + damage_force = 5 SA_bonus_damage = 10 // 15 total against demons SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION holy = TRUE @@ -152,12 +152,12 @@ /obj/projectile/bullet/shotgun name = "slug" fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg' - damage = 50 + damage_force = 50 armor_penetration = 15 /obj/projectile/bullet/shotgun/beanbag //because beanbags are not bullets name = "beanbag" - damage = 20 + damage_force = 20 agony = 60 embed_chance = 0 sharp = 0 @@ -168,24 +168,24 @@ /obj/projectile/bullet/pellet/shotgun name = "shrapnel" fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg' - damage = 13 + damage_force = 13 pellets = 6 pellet_loss = 0.66 / WORLD_ICON_SIZE /obj/projectile/bullet/pellet/shotgun_improvised name = "shrapnel" - damage = 4 + damage_force = 4 pellets = 10 /obj/projectile/bullet/pellet/shotgun/flak - damage = 2 //The main weapon using these fires four at a time, usually with different destinations. Usually. + damage_force = 2 //The main weapon using these fires four at a time, usually with different destinations. Usually. armor_penetration = 10 // This is my boomstick, /obj/projectile/bullet/pellet/shotgun/silver name = "shrapnel" fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg' - damage = 10 + damage_force = 10 SA_bonus_damage = 16 // Potential 156 Damage against demons at point blank. SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION embed_chance = -1 @@ -195,7 +195,7 @@ /obj/projectile/bullet/shotgun/stake name = "stake" fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg' - damage = 50 + damage_force = 50 armor_penetration = 15 SA_bonus_damage = 16 // Potential 156 Damage against demons at point blank. SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION @@ -205,7 +205,7 @@ /obj/projectile/bullet/shotgun/ion name = "ion slug" fire_sound = 'sound/weapons/gunshot/gunshot_tech_huge.ogg' - damage = 15 + damage_force = 15 embed_chance = 0 sharp = 0 damage_flag = ARMOR_MELEE @@ -222,7 +222,7 @@ //Frag shot /obj/projectile/bullet/shotgun/frag12 name ="frag12 slug" - damage = 25 + damage_force = 25 /obj/projectile/bullet/shotgun/frag12/on_impact(atom/target, impact_flags, def_zone, efficiency) . = ..() @@ -240,68 +240,68 @@ /obj/projectile/bullet/rifle/a762 fire_sound = 'sound/weapons/weaponsounds_heavyrifleshot.ogg' - damage = 35 + damage_force = 35 /obj/projectile/bullet/rifle/a762/sniper // Hitscan specifically for sniper ammo; to be implimented at a later date, probably for the SVD. -Ace fire_sound = 'sound/weapons/weaponsounds_heavyrifleshot.ogg' hitscan = 1 //so the ammo isn't useless as a sniper weapon /obj/projectile/bullet/rifle/a762/ap - damage = 30 + damage_force = 30 armor_penetration = 50 // At 30 or more armor, this will do more damage than standard rounds. /obj/projectile/bullet/rifle/a762/ap/silver - damage = 30 + damage_force = 30 armor_penetration = 50 // At 30 or more armor, this will do more damage than standard rounds. SA_bonus_damage = 30 // 60 total against demons SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION holy = TRUE /obj/projectile/bullet/rifle/a762/hp - damage = 40 + damage_force = 40 armor_penetration = -50 legacy_penetrating = 0 /obj/projectile/bullet/rifle/a762/hunter // Optimized for killing simple animals and not people, because Balance(tm) - damage = 25 + damage_force = 25 SA_bonus_damage = 45 // 70 total on animals. SA_vulnerability = MOB_CLASS_ANIMAL embed_chance = -1 /obj/projectile/bullet/rifle/a762/sniperhunter - damage = 25 + damage_force = 25 SA_bonus_damage = 45 // 70 total on animals. SA_vulnerability = MOB_CLASS_ANIMAL embed_chance = -1 speed = 25 * WORLD_ICON_SIZE /obj/projectile/bullet/rifle/a762/silver // Hunting Demons with bolt action rifles. - damage = 20 + damage_force = 20 SA_bonus_damage = 50 // 70 total on animals. SA_vulnerability = MOB_CLASS_DEMONIC holy = TRUE /obj/projectile/bullet/rifle/a556 fire_sound = 'sound/weapons/weaponsounds_rifleshot.ogg' - damage = 25 + damage_force = 25 /obj/projectile/bullet/rifle/a556/ap - damage = 20 + damage_force = 20 armor_penetration = 50 // At 40 or more armor, this will do more damage than standard rounds. /obj/projectile/bullet/rifle/a556/hp - damage = 35 + damage_force = 35 armor_penetration = -50 legacy_penetrating = 0 /obj/projectile/bullet/rifle/a556/hunter - damage = 15 + damage_force = 15 SA_bonus_damage = 35 // 50 total on animals. SA_vulnerability = MOB_CLASS_ANIMAL /obj/projectile/bullet/rifle/a12_7mm fire_sound = 'sound/weapons/Gunshot_cannon.ogg' // This is literally an anti-tank rifle caliber. It better sound like a fucking cannon. - damage = 80 + damage_force = 80 stun = 3 weaken = 3 legacy_penetrating = 5 @@ -310,7 +310,7 @@ /obj/projectile/bullet/mecha/a12mm_gauss //Mecha gauss rifle round. fire_sound = 'sound/weapons/Gunshot_cannon.ogg' // This is literally an anti-tank rifle caliber. It better sound like a fucking cannon. - damage = 60 + damage_force = 60 legacy_penetrating = 1 armor_penetration = 60 @@ -318,17 +318,17 @@ /obj/projectile/bullet/suffocationbullet//How does this even work? name = "co bullet" - damage = 20 + damage_force = 20 damage_type = OXY /obj/projectile/bullet/cyanideround name = "poison bullet" - damage = 40 + damage_force = 40 damage_type = TOX /obj/projectile/bullet/cyanideround/jezzail name = "toxic penetrator shard" - damage = 25 + damage_force = 25 armor_penetration = 20 agony = 5 embed_chance = 1 @@ -337,7 +337,7 @@ /obj/projectile/bullet/burstbullet name = "exploding bullet" fire_sound = 'sound/soundbytes/effects/explosion/explosion1.ogg' - damage = 20 + damage_force = 20 embed_chance = 0 edge = 1 @@ -351,7 +351,7 @@ /obj/projectile/bullet/burstbullet/service name = "charge bullet" fire_sound = 'sound/soundbytes/effects/explosion/explosion1.ogg' - damage = 20 + damage_force = 20 embed_chance = 0 edge = 1 SA_bonus_damage = 40 // 60 total damage against demons. @@ -370,24 +370,24 @@ /obj/projectile/bullet/musket // Big Slow and bad against armor. fire_sound = 'sound/weapons/weaponsounds_heavypistolshot.ogg' - damage = 60 + damage_force = 60 speed = 8.3 * WORLD_ICON_SIZE armor_penetration = -50 /obj/projectile/bullet/musket/silver // What its a classic - damage = 25 + damage_force = 25 SA_bonus_damage = 75 SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION embed_chance = -1 holy = TRUE /obj/projectile/bullet/pellet/blunderbuss //More Damage at close range greater falloff - damage = 10 + damage_force = 10 pellets = 8 pellet_loss = 1.5 / WORLD_ICON_SIZE /obj/projectile/bullet/pellet/blunderbuss/silver - damage = 5 + damage_force = 5 SA_bonus_damage = 15 SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION embed_chance = -1 @@ -397,15 +397,15 @@ /obj/projectile/bullet/heavy_shotgun name = "heavy slug" fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg' - damage = 60 + damage_force = 60 armor_penetration = 25 /obj/projectile/bullet/pellet/heavy_shotgun //I want this to use similar calcuations to blunderbuss shot for falloff. - damage = 3 //Fires five pellets at a time. + damage_force = 3 //Fires five pellets at a time. armor_penetration = 10 /obj/projectile/bullet/pellet/heavy_shotgun/silver - damage = 3 + damage_force = 3 SA_bonus_damage = 3 SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION holy = TRUE @@ -446,7 +446,7 @@ /obj/projectile/bullet/incendiary name = "incendiary bullet" icon_state = "bullet_alt" - damage = 15 + damage_force = 15 damage_type = BURN incendiary = 1 flammability = 2 @@ -454,7 +454,7 @@ /obj/projectile/bullet/incendiary/shotgun name = "dragonsbreath pellet" icon_state = "bullet_alt" - damage = 10 + damage_force = 10 damage_type = BURN incendiary = 1 flammability = 2 @@ -463,7 +463,7 @@ name = "ball of fire" desc = "Don't stand in the fire." icon_state = "fireball" - damage = 10 + damage_force = 10 embed_chance = 0 //incendiary = 2 //The Trail of Fire doesn't work. flammability = 4 @@ -475,13 +475,13 @@ flammability = 2 /obj/projectile/bullet/incendiary/flamethrower/large - damage = 15 + damage_force = 15 range = WORLD_ICON_SIZE * 6 /obj/projectile/bullet/incendiary/caseless name = "12.7mm phoron slug" icon_state = "bullet_alt" - damage = 60 + damage_force = 60 damage_type = BRUTE incendiary = 1 flammability = 4 @@ -501,7 +501,7 @@ /obj/projectile/bullet/incendiary/phoronshrap name = "phoron shrapnel slug" icon_state = "bullet_alt" - damage = 40 + damage_force = 40 armor_penetration = 30 damage_type = BRUTE incendiary = 1 @@ -513,13 +513,13 @@ /* Practice rounds and blanks */ /obj/projectile/bullet/practice - damage = 5 + damage_force = 5 /obj/projectile/bullet/pistol/cap // Just the primer, such as a cap gun. name = "cap" damage_type = HALLOSS fire_sound = 'sound/effects/snap.ogg' - damage = 0 + damage_force = 0 nodamage = 1 embed_chance = 0 sharp = 0 @@ -536,7 +536,7 @@ name = "blank" damage_type = HALLOSS fire_sound = 'sound/weapons/weaponsounds_rifleshot.ogg' // Blanks still make loud noises. - damage = 0 + damage_force = 0 nodamage = 1 embed_chance = 0 sharp = 0 diff --git a/code/modules/projectiles/projectile/subtypes/bullets_vr.dm b/code/modules/projectiles/projectile/subtypes/bullets_vr.dm index a8198510700..d0fbfd4ed02 100644 --- a/code/modules/projectiles/projectile/subtypes/bullets_vr.dm +++ b/code/modules/projectiles/projectile/subtypes/bullets_vr.dm @@ -1,5 +1,5 @@ /obj/projectile/bullet/pistol/rubber/strong //"rubber" bullets for revolvers and matebas - damage = 10 + damage_force = 10 agony = 60 embed_chance = 0 sharp = 0 @@ -8,7 +8,7 @@ /obj/projectile/energy/flash/strong name = "chemical shell" icon_state = "bullet" - damage = 10 + damage_force = 10 range = WORLD_ICON_SIZE * 15 //if the shell hasn't hit anything after travelling this far it just explodes. flash_strength = 15 brightness = 15 @@ -16,6 +16,6 @@ /obj/projectile/energy/electrode/stunshot/strong name = "stunshot" icon_state = "bullet" - damage = 10 + damage_force = 10 taser_effect = 1 agony = 100 diff --git a/code/modules/projectiles/projectile/subtypes/change.dm b/code/modules/projectiles/projectile/subtypes/change.dm index 187c92e96e7..6b9c73ce769 100644 --- a/code/modules/projectiles/projectile/subtypes/change.dm +++ b/code/modules/projectiles/projectile/subtypes/change.dm @@ -1,7 +1,7 @@ /obj/projectile/change name = "bolt of change" icon_state = "ice_1" - damage = 0 + damage_force = 0 damage_type = BURN nodamage = 1 damage_flag = ARMOR_ENERGY diff --git a/code/modules/projectiles/projectile/subtypes/energy.dm b/code/modules/projectiles/projectile/subtypes/energy.dm index 48717e3024a..389f63b6ab4 100644 --- a/code/modules/projectiles/projectile/subtypes/energy.dm +++ b/code/modules/projectiles/projectile/subtypes/energy.dm @@ -1,7 +1,7 @@ /obj/projectile/energy name = "energy" icon_state = "spark" - damage = 0 + damage_force = 0 damage_type = BURN damage_flag = ARMOR_ENERGY projectile_type = PROJECTILE_TYPE_ENERGY @@ -12,7 +12,7 @@ name = "chemical shell" icon_state = "bullet" fire_sound = 'sound/weapons/gunshot_pathetic.ogg' - damage = 5 + damage_force = 5 range = WORLD_ICON_SIZE * 15 //if the shell hasn't hit anything after travelling this far it just explodes. var/flash_range = 0 var/brightness = 7 @@ -51,7 +51,7 @@ //No longer blinds, and flash strength has been greatly lowered but now set's on fire. /obj/projectile/energy/flash/flare fire_sound = 'sound/weapons/grenade_launcher.ogg' - damage = 20 + damage_force = 20 flash_range = 1 brightness = 15 flash_strength = 10 @@ -80,7 +80,7 @@ /obj/projectile/energy/electrode/stunshot name = "stunshot" - damage = 5 + damage_force = 5 agony = 80 /obj/projectile/energy/electrode/goldenbolt // MIGHTY GOLDEN BOLT @@ -103,7 +103,7 @@ /obj/projectile/energy/dart name = "dart" icon_state = "toxin" - damage = 5 + damage_force = 5 damage_type = TOX agony = 120 damage_flag = ARMOR_ENERGY @@ -113,20 +113,20 @@ /obj/projectile/energy/bolt name = "bolt" icon_state = "cbbolt" - damage = 10 + damage_force = 10 damage_type = TOX agony = 40 stutter = 10 /obj/projectile/energy/bolt/large name = "largebolt" - damage = 20 + damage_force = 20 /obj/projectile/energy/acid //Slightly up-gunned (Read: The thing does agony and checks bio resist) variant of the simple alien mob's projectile, for queens and sentinels. name = "acidic spit" icon_state = "neurotoxin" fire_sound = 'sound/effects/splat.ogg' - damage = 40 + damage_force = 40 damage_type = BURN agony = 10 damage_flag = ARMOR_BIO @@ -138,7 +138,7 @@ name = "neurotoxic spit" icon_state = "neurotoxin" fire_sound = 'sound/effects/splat.ogg' - damage = 5 + damage_force = 5 damage_type = BIOACID agony = 23 damage_flag = ARMOR_BIO @@ -150,7 +150,7 @@ name = "neurotoxic spit" icon_state = "neurotoxin" fire_sound = 'sound/effects/splat.ogg' - damage = 20 + damage_force = 20 damage_type = BIOACID agony = 30 damage_flag = ARMOR_BIO @@ -161,7 +161,7 @@ name = "phoron bolt" icon_state = "energy" fire_sound = 'sound/effects/stealthoff.ogg' - damage = 20 + damage_force = 20 damage_type = TOX irradiate = 20 light_range = 2 @@ -176,7 +176,7 @@ fire_sound = 'sound/weapons/blaster.ogg' armor_penetration = 10 range = WORLD_ICON_SIZE * 4 - damage = 5 + damage_force = 5 agony = 55 damage_type = BURN vacuum_traversal = 0 //Projectile disappears in empty space @@ -215,7 +215,7 @@ name = "suppressive pellet" icon_state = "blue_pellet" fire_sound = 'sound/weapons/Laser.ogg' - damage = 5 + damage_force = 5 armor_penetration = 75 pass_flags = ATOM_PASS_TABLE | ATOM_PASS_GLASS | ATOM_PASS_GRILLE damage_type = BURN @@ -229,7 +229,7 @@ name = "phase wave" icon_state = "phase" range = WORLD_ICON_SIZE * 25 - damage = 5 + damage_force = 5 SA_bonus_damage = 45 // 50 total on animals SA_vulnerability = MOB_CLASS_ANIMAL @@ -243,5 +243,5 @@ /obj/projectile/energy/phase/heavy/cannon range = WORLD_ICON_SIZE * 30 - damage = 15 + damage_force = 15 SA_bonus_damage = 60 // 75 total on animals diff --git a/code/modules/projectiles/projectile/subtypes/explosive.dm b/code/modules/projectiles/projectile/subtypes/explosive.dm index 8139b108fe4..175054f2f5c 100644 --- a/code/modules/projectiles/projectile/subtypes/explosive.dm +++ b/code/modules/projectiles/projectile/subtypes/explosive.dm @@ -5,7 +5,7 @@ desc = "Boom" icon = 'icons/obj/grenade.dmi' icon_state = "missile" - damage = 30 //Meaty whack. *Chuckles* + damage_force = 30 //Meaty whack. *Chuckles* movable_flags = MOVABLE_NO_THROW_SPIN | MOVABLE_NO_THROW_DAMAGE_SCALING | MOVABLE_NO_THROW_SPEED_SCALING /obj/projectile/bullet/srmrocket/on_impact(atom/target, impact_flags, def_zone, efficiency) @@ -16,7 +16,7 @@ return PROJECTILE_IMPACT_DELETE /obj/projectile/bullet/srmrocket/weak //Used in the jury rigged one. - damage = 10 + damage_force = 10 /obj/projectile/bullet/srmrocket/weak/on_impact(atom/target, impact_flags, def_zone, efficiency) explosion(target, 0, 0, 2, 4)//No need to have a question. diff --git a/code/modules/projectiles/projectile/subtypes/force.dm b/code/modules/projectiles/projectile/subtypes/force.dm index 05e11a848f6..22ca0982eb1 100644 --- a/code/modules/projectiles/projectile/subtypes/force.dm +++ b/code/modules/projectiles/projectile/subtypes/force.dm @@ -2,7 +2,7 @@ name = "force bolt" icon = 'icons/obj/projectiles.dmi' icon_state = "ice_1" - damage = 20 + damage_force = 20 damage_flag = ARMOR_ENERGY combustion = FALSE diff --git a/code/modules/projectiles/projectile/subtypes/hook.dm b/code/modules/projectiles/projectile/subtypes/hook.dm index bcf0837c688..df45961bb1a 100644 --- a/code/modules/projectiles/projectile/subtypes/hook.dm +++ b/code/modules/projectiles/projectile/subtypes/hook.dm @@ -8,7 +8,7 @@ var/beam_state = "b_beam" - damage = 5 + damage_force = 5 speed = 7.5 * WORLD_ICON_SIZE damage_type = BURN damage_flag = ARMOR_ENERGY @@ -39,7 +39,7 @@ switch(launcher_intent) if(INTENT_HARM) damage_flag = ARMOR_BULLET - damage *= 3 + damage_force *= 3 sharp = 1 agony = 20 if(INTENT_GRAB) @@ -186,4 +186,4 @@ name = "green orb" icon_state = "green_laser" beam_state = "n_beam" - damage = 3 + damage_force = 3 diff --git a/code/modules/projectiles/projectile/subtypes/magnetic.dm b/code/modules/projectiles/projectile/subtypes/magnetic.dm index 0133907721b..03e41a3bb9b 100644 --- a/code/modules/projectiles/projectile/subtypes/magnetic.dm +++ b/code/modules/projectiles/projectile/subtypes/magnetic.dm @@ -3,7 +3,7 @@ name = "rod" icon_state = "rod" fire_sound = 'sound/weapons/railgun.ogg' - damage = 65 + damage_force = 65 stun = 1 weaken = 1 legacy_penetrating = 5 @@ -12,14 +12,14 @@ /obj/projectile/bullet/magnetic/slug name = "slug" icon_state = "gauss_silenced" - damage = 75 + damage_force = 75 armor_penetration = 90 /obj/projectile/bullet/magnetic/flechette name = "flechette" icon_state = "flechette" fire_sound = 'sound/weapons/rapidslice.ogg' - damage = 20 + damage_force = 20 armor_penetration = 100 /obj/projectile/bullet/magnetic/flechette/hunting @@ -33,13 +33,13 @@ icon_state = "gauss" weaken = 0 stun = 0 - damage = 30 + damage_force = 30 damage_type = SEARING embed_chance = 0 /obj/projectile/bullet/magnetic/heated/weak icon_state = "gauss_silenced" - damage = 15 + damage_force = 15 agony = 5 embed_chance = 0 armor_penetration = 50 @@ -47,7 +47,7 @@ /obj/projectile/bullet/magnetic/fuelrod name = "fuel rod" icon_state = "fuel-deuterium" - damage = 70 //it's a fusion fuel rod propelled faster than sound, it should hurt. + damage_force = 70 //it's a fusion fuel rod propelled faster than sound, it should hurt. stun = 1 weaken = 0 agony = 50 @@ -98,7 +98,7 @@ /obj/projectile/bullet/magnetic/fuelrod/tritium icon_state = "fuel-tritium" - damage = 100 //Much harder to get than tritium - needs mhydrogen + damage_force = 100 //Much harder to get than tritium - needs mhydrogen flammability = -1 armor_penetration = 50 legacy_penetrating = 3 @@ -106,7 +106,7 @@ /obj/projectile/bullet/magnetic/fuelrod/phoron name = "blazing fuel rod" icon_state = "fuel-phoron" - damage = 65 //leaves a trail of fire, irradiates and is much easier to get than the other two, so less damage is fine + damage_force = 65 //leaves a trail of fire, irradiates and is much easier to get than the other two, so less damage is fine incendiary = 2 flammability = 2 armor_penetration = 60 @@ -117,7 +117,7 @@ /obj/projectile/bullet/magnetic/fuelrod/supermatter name = "painfully incandescent fuel rod" icon_state = "fuel-supermatter" - damage = 15 //it qdels things + damage_force = 15 //it qdels things incendiary = 2 flammability = 4 weaken = 2 @@ -144,7 +144,7 @@ /obj/projectile/bullet/magnetic/bore name = "phorogenic blast" icon_state = "purpleemitter" - damage = 20 + damage_force = 20 incendiary = 1 armor_penetration = 20 legacy_penetrating = 0 @@ -171,7 +171,7 @@ /obj/projectile/bullet/magnetic/bore/powerful name = "energetic phorogenic blast" icon_state = "purpleemitter" - damage = 30 + damage_force = 30 incendiary = 2 armor_penetration = 20 legacy_penetrating = 0 diff --git a/code/modules/projectiles/projectile/subtypes/pellet.dm b/code/modules/projectiles/projectile/subtypes/pellet.dm index cd9891e7f3c..5be41a1006a 100644 --- a/code/modules/projectiles/projectile/subtypes/pellet.dm +++ b/code/modules/projectiles/projectile/subtypes/pellet.dm @@ -5,7 +5,7 @@ /obj/projectile/bullet/pellet name = "shrapnel" //'shrapnel' sounds more dangerous (i.e. cooler) than 'pellet' - damage = 20 + damage_force = 20 /// number of pelelts var/pellets = 4 @@ -102,36 +102,36 @@ //Explosive grenade projectile, borrowed from fragmentation grenade code. /obj/projectile/bullet/pellet/fragment - damage = 10 + damage_force = 10 armor_penetration = 30 silenced = 1 //embedding messages are still produced so it's kind of weird when enabled. muzzle_type = null /obj/projectile/bullet/pellet/fragment/strong - damage = 15 + damage_force = 15 armor_penetration = 20 /obj/projectile/bullet/pellet/fragment/weak - damage = 4 + damage_force = 4 armor_penetration = 40 /obj/projectile/bullet/pellet/fragment/rubber name = "stingball shrapnel" - damage = 3 + damage_force = 3 agony = 8 sharp = FALSE edge = FALSE damage_flag = ARMOR_MELEE /obj/projectile/bullet/pellet/fragment/rubber/strong - damage = 8 + damage_force = 8 agony = 16 // Tank rupture fragments /obj/projectile/bullet/pellet/fragment/tank name = "metal fragment" - damage = 9 //Big chunks flying off. + damage_force = 9 //Big chunks flying off. armor_penetration = 20 @@ -141,13 +141,13 @@ /obj/projectile/bullet/pellet/fragment/tank/small name = "small metal fragment" - damage = 6 + damage_force = 6 armor_penetration = 5 pellets = 5 /obj/projectile/bullet/pellet/fragment/tank/big name = "large metal fragment" - damage = 17 + damage_force = 17 armor_penetration = 10 pellet_loss = 0.2 / WORLD_ICON_SIZE pellets = 1 diff --git a/code/modules/projectiles/projectile/subtypes/reusable.dm b/code/modules/projectiles/projectile/subtypes/reusable.dm index 4c2f5904ff8..dd8167c41b2 100644 --- a/code/modules/projectiles/projectile/subtypes/reusable.dm +++ b/code/modules/projectiles/projectile/subtypes/reusable.dm @@ -22,7 +22,7 @@ /obj/projectile/bullet/reusable/arrow name = "wooden arrow" desc = "Woosh!" - damage = 15 + damage_force = 15 icon_state = "arrow" ammo_type = /obj/item/ammo_casing/arrow/wood //broken_type = /obj/item/trash/broken_arrow @@ -31,20 +31,20 @@ /obj/projectile/bullet/reusable/arrow/bone name = "bone arrow" desc = "Arrow made of bone and sinew." - damage = 15 + damage_force = 15 icon_state = "arrow" ammo_type = /obj/item/ammo_casing/arrow/bone /obj/projectile/bullet/reusable/arrow/ash name = "ashen arrow" desc = "Fire harderned arrow." - damage = 25 + damage_force = 25 ammo_type = /obj/item/ammo_casing/arrow/ash /obj/projectile/bullet/reusable/arrow/bone_ap //AP for ashwalkers name = "hardened bone arrow" desc = "Arrow made of bone and sinew." - damage = 35 + damage_force = 35 armor_penetration = 10 ammo_type = /obj/item/ammo_casing/arrow/bone_ap @@ -58,7 +58,7 @@ /obj/projectile/bullet/reusable/plunger name = "plunger" desc = "It's a plunger, for plunging." - damage = 15 + damage_force = 15 icon_state = "plunger" ammo_type = /obj/item/ammo_casing/arrow/plunger @@ -81,13 +81,13 @@ /obj/projectile/bullet/reusable/foam name = "foam dart" desc = "A soft projectile made out of orange foam with a blue plastic tip." - damage = 0 + damage_force = 0 ammo_type = /obj/item/ammo_casing/foam embed_chance = 0 // nope /obj/projectile/bullet/reusable/foam/riot name = "riot dart" desc = "A flexible projectile made out of hardened orange foam with a red plastic tip." - damage = 10 + damage_force = 10 damage_type = HALLOSS ammo_type = /obj/item/ammo_casing/foam/riot diff --git a/code/modules/projectiles/projectile/subtypes/scatter.dm b/code/modules/projectiles/projectile/subtypes/scatter.dm index 11f78d5ee41..6c3c839c958 100644 --- a/code/modules/projectiles/projectile/subtypes/scatter.dm +++ b/code/modules/projectiles/projectile/subtypes/scatter.dm @@ -10,7 +10,7 @@ use_submunitions = TRUE - damage = 8 + damage_force = 8 spread_submunition_damage = TRUE only_submunitions = TRUE range = WORLD_ICON_SIZE * 0 // Immediately deletes itself after firing, as its only job is to fire other projectiles. @@ -24,7 +24,7 @@ //Spread Shot /obj/projectile/scatter/heavy_shotgun - damage = 15 + damage_force = 15 submunition_spread_max = 100 submunition_spread_min = 30 @@ -34,7 +34,7 @@ ) /obj/projectile/scatter/heavy_shotgun/accurized - damage = 15 + damage_force = 15 submunition_spread_max = 30 submunition_spread_min = 10 @@ -44,7 +44,7 @@ ) /obj/projectile/scatter/heavy_shotgun/silver - damage = 15 + damage_force = 15 submunition_spread_max = 30 submunition_spread_min = 10 @@ -71,21 +71,21 @@ ) /obj/projectile/scatter/laser/weak - damage = 15 + damage_force = 15 submunitions = list( /obj/projectile/beam/weaklaser = 3 ) /obj/projectile/scatter/laser/pulse //Badmin only. - damage = 100 + damage_force = 100 armor_penetration = 100 submunitions = list( /obj/projectile/beam/pulse = 3 ) /obj/projectile/scatter/gamma - damage = 10 + damage_force = 10 submunition_spread_max = 60 submunition_spread_min = 30 submunitions = list( @@ -93,14 +93,14 @@ ) /obj/projectile/scatter/laser/heavylaser - damage = 60 + damage_force = 60 armor_penetration = 30 submunitions = list( /obj/projectile/beam/heavylaser = 1 //nope ) /obj/projectile/scatter/laser/heavylaser/cannon - damage = 80 + damage_force = 80 armor_penetration = 50 submunitions = list( /obj/projectile/beam/heavylaser/cannon = 1 //haha no @@ -129,7 +129,7 @@ agony = 55 /obj/projectile/scatter/ion - damage = 0 + damage_force = 0 submunition_spread_max = 60 submunition_constant_spread = TRUE @@ -139,7 +139,7 @@ ) /obj/projectile/scatter/excavation - damage = 2 //mining tool + damage_force = 2 //mining tool submunition_spread_max = 80 submunition_spread_min = 40 fire_sound = 'sound/weapons/weaponsounds_laserweak.ogg' @@ -148,7 +148,7 @@ ) /obj/projectile/scatter/shock - damage = 25 + damage_force = 25 submunition_spread_max = 80 submunition_spread_min = 20 submunitions = list( @@ -165,7 +165,7 @@ agony = 5 /obj/projectile/scatter/phase - damage = 5 + damage_force = 5 submunition_spread_max = 70 submunition_spread_min = 30 submunitions = list( diff --git a/code/modules/projectiles/projectile/subtypes/special.dm b/code/modules/projectiles/projectile/subtypes/special.dm index 1846df5ce77..4a9a66057a4 100644 --- a/code/modules/projectiles/projectile/subtypes/special.dm +++ b/code/modules/projectiles/projectile/subtypes/special.dm @@ -2,7 +2,7 @@ name = "ion bolt" icon_state = "ion" fire_sound = 'sound/weapons/Laser.ogg' - damage = 0 + damage_force = 0 damage_type = BURN nodamage = 1 damage_flag = ARMOR_ENERGY @@ -39,7 +39,7 @@ /obj/projectile/bullet/gyro name ="explosive bolt" icon_state= "bolter" - damage = 50 + damage_force = 50 damage_flag = ARMOR_BULLET sharp = 1 edge = 1 @@ -55,7 +55,7 @@ name = "freeze beam" icon_state = "ice_2" fire_sound = 'sound/weapons/pulse3.ogg' - damage = 0 + damage_force = 0 damage_type = BURN pass_flags = ATOM_PASS_TABLE | ATOM_PASS_GLASS | ATOM_PASS_GRILLE nodamage = 1 @@ -102,7 +102,7 @@ name = "meteor" icon = 'icons/obj/meteor.dmi' icon_state = "smallf" - damage = 0 + damage_force = 0 damage_type = BRUTE nodamage = 1 damage_flag = ARMOR_BULLET @@ -121,7 +121,7 @@ /obj/projectile/meteor/slug name = "meteor" - damage = 25 + damage_force = 25 damage_type = BRUTE nodamage = 0 @@ -129,7 +129,7 @@ name = "alpha somatoray" icon_state = "energy" fire_sound = 'sound/effects/stealthoff.ogg' - damage = 0 + damage_force = 0 damage_type = TOX nodamage = 1 damage_flag = ARMOR_ENERGY @@ -178,7 +178,7 @@ name = "gamma somatoray" icon_state = "energy2" fire_sound = 'sound/effects/stealthoff.ogg' - damage = 0 + damage_force = 0 damage_type = TOX nodamage = 1 damage_flag = ARMOR_ENERGY @@ -188,7 +188,7 @@ name = "beta somatoray" icon_state = "energy2" fire_sound = 'sound/effects/stealthoff.ogg' - damage = 0 + damage_force = 0 damage_type = TOX nodamage = 1 damage_flag = ARMOR_ENERGY @@ -223,7 +223,7 @@ /obj/projectile/chameleon name = "bullet" icon_state = "bullet" - damage = 1 // stop trying to murderbone with a fake gun dumbass!!! + damage_force = 1 // stop trying to murderbone with a fake gun dumbass!!! embed_chance = 0 // nope nodamage = 1 damage_type = HALLOSS @@ -232,7 +232,7 @@ /obj/projectile/bola name = "bola" icon_state = "bola" - damage = 5 + damage_force = 5 embed_chance = 0 //Nada. damage_type = HALLOSS muzzle_type = null @@ -253,7 +253,7 @@ /obj/projectile/webball name = "ball of web" icon_state = "bola" - damage = 10 + damage_force = 10 embed_chance = 0 //Nada. damage_type = BRUTE muzzle_type = null @@ -276,7 +276,7 @@ icon_state = "energy" fire_sound = 'sound/weapons/gauss_shoot.ogg' pass_flags = ATOM_PASS_TABLE | ATOM_PASS_GRILLE - damage = 70 + damage_force = 70 damage_type = BURN damage_flag = ARMOR_LASER light_range = 4 @@ -343,7 +343,7 @@ explosion(blastloc, -1, -1, 2, 3) /obj/projectile/bullet/honker - damage = 0 + damage_force = 0 nodamage = TRUE impact_sounds = 'sound/items/bikehorn.ogg' icon = 'icons/obj/items.dmi' @@ -355,7 +355,7 @@ SpinAnimation() /obj/projectile/bullet/honker/lethal - damage = 20 + damage_force = 20 nodamage = FALSE damage_type = BRUTE @@ -364,14 +364,14 @@ SpinAnimation() /obj/projectile/bullet/honker/lethal/light - damage = 10 + damage_force = 10 /obj/projectile/bullet/honker/lethal/heavy - damage = 40 + damage_force = 40 //Bio-Organic /obj/projectile/bullet/organic - damage = 10 + damage_force = 10 damage_type = BRUTE damage_flag = ARMOR_BULLET impact_sounds = 'sound/effects/splat.ogg' @@ -383,7 +383,7 @@ icon_state = "organic" /obj/projectile/bullet/organic/stinger - damage = 15 + damage_force = 15 damage_type = TOX impact_sounds = 'sound/weapons/bladeslice.ogg' icon_state = "SpearFlight" @@ -392,7 +392,7 @@ /obj/projectile/plasma name ="plasma bolt" icon_state= "fuel-tritium" - damage = 50 + damage_force = 50 damage_type = BURN damage_flag = ARMOR_ENERGY light_range = 4 @@ -413,7 +413,7 @@ /obj/projectile/plasma/hot name ="heavy plasma bolt" - damage = 75 + damage_force = 75 light_range = 5 light_power = 4 light_color = "#00ccff" diff --git a/code/modules/projectiles/projectile/subtypes/trace.dm b/code/modules/projectiles/projectile/subtypes/trace.dm index 9c825bc3f75..6d368a86559 100644 --- a/code/modules/projectiles/projectile/subtypes/trace.dm +++ b/code/modules/projectiles/projectile/subtypes/trace.dm @@ -18,7 +18,7 @@ invisibility = 101 //Nope! Can't see me! hitscan = TRUE nodamage = TRUE - damage = 0 + damage_force = 0 has_tracer = FALSE projectile_type = PROJECTILE_TYPE_TRACE var/list/hit = list() diff --git a/code/modules/projectiles/unsorted/magic.dm b/code/modules/projectiles/unsorted/magic.dm index 690cd6a04e2..5eabd3194d3 100644 --- a/code/modules/projectiles/unsorted/magic.dm +++ b/code/modules/projectiles/unsorted/magic.dm @@ -1,7 +1,7 @@ /obj/projectile/magic name = "bolt of nothing" icon_state = "energy" - damage = 0 + damage_force = 0 damage_type = OXY nodamage = 1 armor_penetration = 100 @@ -27,7 +27,7 @@ /obj/projectile/magic/resurrection name = "bolt of resurrection" icon_state = "ion" - damage = 0 + damage_force = 0 damage_type = OXY nodamage = 1 @@ -50,7 +50,7 @@ /obj/projectile/magic/teleport name = "bolt of teleportation" icon_state = "bluespace" - damage = 0 + damage_force = 0 damage_type = OXY nodamage = 1 var/inner_tele_radius = 0 @@ -81,7 +81,7 @@ /obj/projectile/magic/door name = "bolt of door creation" icon_state = "energy" - damage = 0 + damage_force = 0 damage_type = OXY nodamage = 1 var/list/door_types = list(/obj/structure/simple_door/wood, /obj/structure/simple_door/iron, /obj/structure/simple_door/silver, /obj/structure/simple_door/gold, /obj/structure/simple_door/uranium, /obj/structure/simple_door/sandstone, /obj/structure/simple_door/phoron, /obj/structure/simple_door/diamond) @@ -112,7 +112,7 @@ /obj/projectile/magic/change name = "bolt of change" icon_state = "ice_1" - damage = 0 + damage_force = 0 damage_type = BURN nodamage = 1 @@ -261,7 +261,7 @@ /obj/projectile/magic/animate name = "bolt of animation" icon_state = "red_1" - damage = 0 + damage_force = 0 damage_type = BURN nodamage = 1 @@ -307,7 +307,7 @@ /obj/projectile/magic/spellblade name = "blade energy" icon_state = "lavastaff" - damage = 15 + damage_force = 15 damage_type = BURN sharp = TRUE magic = TRUE @@ -327,7 +327,7 @@ /obj/projectile/magic/arcane_barrage name = "arcane bolt" icon_state = "arcane_barrage" - damage = 20 + damage_force = 20 damage_type = BURN nodamage = 0 armor_penetration = 0 @@ -422,7 +422,7 @@ /obj/projectile/magic/aoe name = "Area Bolt" desc = "What the fuck does this do?!" - damage = 0 + damage_force = 0 var/proxdet = TRUE /obj/projectile/magic/aoe/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change) @@ -435,7 +435,7 @@ /obj/projectile/magic/aoe/lightning name = "lightning bolt" icon_state = "tesla_projectile" //Better sprites are REALLY needed and appreciated!~ - damage = 15 + damage_force = 15 damage_type = BURN nodamage = 0 magic = TRUE @@ -469,7 +469,7 @@ /obj/projectile/magic/aoe/fireball name = "bolt of fireball" icon_state = "fireball" - damage = 10 + damage_force = 10 damage_type = BRUTE nodamage = 0 @@ -543,7 +543,7 @@ desc = "A piece of paper enchanted to give it extreme durability and stiffness, along with a very hot burn to anyone unfortunate enough to get hit by a charged one." icon_state = "spellcard" damage_type = BURN - damage = 2 + damage_force = 2 /obj/projectile/magic/spellcard/book nodamage = FALSE @@ -551,11 +551,11 @@ desc = "A piece of paper enchanted to give it extreme durability and stiffness, along with a very hot burn to anyone unfortunate enough to get hit by a charged one." icon_state = "spellcard" damage_type = BURN - damage = 12 + damage_force = 12 magic = TRUE /obj/projectile/magic/spellcard/book/spark - damage = 4 + damage_force = 4 var/fire_stacks = 4 /obj/projectile/magic/spellcard/book/spark/on_impact(atom/target, impact_flags, def_zone, efficiency) @@ -573,17 +573,17 @@ M.IgniteMob() return else - damage = 20 //If we are a simplemob we deal 5x damage + damage_force = 20 //If we are a simplemob we deal 5x damage /obj/projectile/magic/spellcard/book/shock - damage = 0 + damage_force = 0 stutter = 5 agony = 20 stun = 10 /* //Still need help on healing procs. /obj/projectile/magic/spellcard/book/heal - damage = 0 + damage_force = 0 nodamage = TRUE /obj/projectile/magic/spellcard/book/heal/on_hit(atom/target, blocked = FALSE) diff --git a/code/modules/tension/tension.dm b/code/modules/tension/tension.dm index 7c4fd2bff7d..7dd781ed0de 100644 --- a/code/modules/tension/tension.dm +++ b/code/modules/tension/tension.dm @@ -35,7 +35,7 @@ if(P.nodamage || P.taser_effect) // Tasers are somewhat less scary. potential_damage = P.agony / 2 else - potential_damage = P.damage + potential_damage = P.damage_force if(P.damage_type == HALLOSS) // Not sure if any projectiles do this, but can't be too safe. potential_damage /= 2 // Rubber bullets, I guess. @@ -192,7 +192,7 @@ P = new G.projectile_type() if(P) // Does the gun even have a projectile type? - weapon_damage = P.damage + weapon_damage = P.damage_force if(will_point_blank && a_intent == INTENT_HARM) weapon_damage *= 1.5 weapon_attack_speed = G.fire_delay / (1 SECOND) diff --git a/code/modules/vehicles/sealed/mecha/mecha.dm b/code/modules/vehicles/sealed/mecha/mecha.dm index a7107c0848f..d6f4171eaea 100644 --- a/code/modules/vehicles/sealed/mecha/mecha.dm +++ b/code/modules/vehicles/sealed/mecha/mecha.dm @@ -1192,7 +1192,7 @@ if(!(Proj.nodamage)) var/ignore_threshold - var/pass_damage = Proj.damage + var/pass_damage = Proj.damage_force var/pass_damage_reduc_mod for(var/obj/item/mecha_parts/mecha_equipment/ME in equipment) pass_damage = ME.handle_projectile_contact(Proj, pass_damage) @@ -1222,7 +1222,7 @@ //AP projectiles have a chance to cause additional damage if(Proj.legacy_penetrating) var/hit_occupant = 1 //only allow the occupant to be hit once - for(var/i in 1 to min(Proj.legacy_penetrating, round(Proj.damage/15))) + for(var/i in 1 to min(Proj.legacy_penetrating, round(Proj.damage_force/15))) if(src.occupant_legacy && hit_occupant && prob(20)) Proj.impact(occupant_legacy) hit_occupant = 0 diff --git a/code/modules/vehicles/sealed/mecha/subtypes/combat/gorilla.dm b/code/modules/vehicles/sealed/mecha/subtypes/combat/gorilla.dm index 10e46a3ccd1..9b8fde3a890 100644 --- a/code/modules/vehicles/sealed/mecha/subtypes/combat/gorilla.dm +++ b/code/modules/vehicles/sealed/mecha/subtypes/combat/gorilla.dm @@ -126,7 +126,7 @@ name ="armor-piercing shell" icon = 'icons/obj/projectiles.dmi' icon_state = "shell" - damage = 1000 // In order to 1-hit any other mech and royally fuck anyone unfortunate enough to get in the way. + damage_force = 1000 // In order to 1-hit any other mech and royally fuck anyone unfortunate enough to get in the way. /obj/projectile/bullet/cannon/on_impact(atom/target, impact_flags, def_zone, efficiency) . = ..() @@ -144,7 +144,7 @@ /obj/projectile/bullet/cannon/weak name ="canister shell" icon_state = "canister" - damage = 120 //Do not get fucking shot. + damage_force = 120 //Do not get fucking shot. /* // GLITCHY UND LAGGY. Will later look into fixing. /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/mg42 diff --git a/code/modules/vehicles/sealed/mecha/subtypes/combat/phazon.dm b/code/modules/vehicles/sealed/mecha/subtypes/combat/phazon.dm index 781f1c6fded..6028fa12a3f 100644 --- a/code/modules/vehicles/sealed/mecha/subtypes/combat/phazon.dm +++ b/code/modules/vehicles/sealed/mecha/subtypes/combat/phazon.dm @@ -117,12 +117,12 @@ return /obj/vehicle/sealed/mecha/combat/phazon/janus/dynbulletdamage(var/obj/projectile/Proj) - if((Proj.damage && !Proj.nodamage) && !istype(Proj, /obj/projectile/beam) && prob(max(1, 33 - round(Proj.damage / 4)))) + if((Proj.damage_force && !Proj.nodamage) && !istype(Proj, /obj/projectile/beam) && prob(max(1, 33 - round(Proj.damage_force / 4)))) src.occupant_message("The armor absorbs the incoming projectile's force, negating it!") src.visible_message("The [src.name] absorbs the incoming projectile's force, negating it!") src.log_append_to_last("Armor negated.") return - else if((Proj.damage && !Proj.nodamage) && istype(Proj, /obj/projectile/beam) && prob(max(1, (50 - round((Proj.damage / 2) * damage_absorption["laser"])) * (1 - (Proj.armor_penetration / 100))))) // Base 50% chance to deflect a beam,lowered by half the beam's damage scaled to laser absorption, then multiplied by the remaining percent of non-penetrated armor, with a minimum chance of 1%. + else if((Proj.damage_force && !Proj.nodamage) && istype(Proj, /obj/projectile/beam) && prob(max(1, (50 - round((Proj.damage_force / 2) * damage_absorption["laser"])) * (1 - (Proj.armor_penetration / 100))))) // Base 50% chance to deflect a beam,lowered by half the beam's damage scaled to laser absorption, then multiplied by the remaining percent of non-penetrated armor, with a minimum chance of 1%. src.occupant_message("The armor reflects the incoming beam, negating it!") src.visible_message("The [src.name] reflects the incoming beam, negating it!") src.log_append_to_last("Armor reflected.")