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Special buckshot will now deal mostly normal buckshot #162

9 changes: 9 additions & 0 deletions code/__DEFINES/weapon_stats.dm
Original file line number Diff line number Diff line change
Expand Up @@ -278,6 +278,15 @@ As such, don't expect any values assigned to common firearms to even consider ho
#define EXTRA_PROJECTILES_TIER_8 8
#define EXTRA_PROJECTILES_TIER_9 9
#define EXTRA_PROJECTILES_TIER_10 10
#define EXTRA_PROJECTILES_TIER_11 11
#define EXTRA_PROJECTILES_TIER_12 12
#define EXTRA_PROJECTILES_TIER_13 13
#define EXTRA_PROJECTILES_TIER_14 14
#define EXTRA_PROJECTILES_TIER_15 15
#define EXTRA_PROJECTILES_TIER_16 16
#define EXTRA_PROJECTILES_TIER_17 17
#define EXTRA_PROJECTILES_TIER_18 18
#define EXTRA_PROJECTILES_TIER_19 19

/*
////PROJECTILE VARIANCE////
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20 changes: 15 additions & 5 deletions code/datums/ammo/bullet/shotgun.dm
Original file line number Diff line number Diff line change
Expand Up @@ -154,14 +154,19 @@
knockback(M,P)

/datum/ammo/bullet/shotgun/buckshot/special
name = "buckshot shell, USCM special type"
name = "special type buckshot"
bonus_projectiles_type = /datum/ammo/bullet/shotgun/spread/special

accurate_range = 8
max_range = 8
damage = 60
bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_8
damage = 25
bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_18
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This will likely cause lag weirdness, proooobably not this high lmao

I like what you're going for here, the decreased damage per pellet is probably too low if we lower the projectiles down again.

firing_freq_offset = SOUND_FREQ_LOW
//special B/S type is super buffed vs xenomorphs but not as much against anything else
/datum/ammo/bullet/shotgun/buckshot/special/on_hit_mob(mob/hit_mob, obj/projectile/hit_projectile)
if(isxeno(hit_mob))
var/mob/living/carbon/xenomorph/xeno = hit_mob
xeno.apply_armoured_damage(damage * 1.55, BRUTE)

//buckshot variant only used by the masterkey shotgun attachment.
/datum/ammo/bullet/shotgun/buckshot/masterkey
Expand Down Expand Up @@ -190,13 +195,18 @@
damage = 20

/datum/ammo/bullet/shotgun/spread/special
name = "additional buckshot, USCM special type"
name = "additional special type buckshot"

accurate_range = 8
max_range = 8
damage = 90
damage = 25
firing_freq_offset = SOUND_FREQ_LOW

/datum/ammo/bullet/shotgun/spread/special/on_hit_mob(mob/hit_mob, obj/projectile/hit_projectile)
if(isxeno(hit_mob))
var/mob/living/carbon/xenomorph/xeno = hit_mob
xeno.apply_armoured_damage(damage * 1.55, BRUTE)

/*
8 GAUGE SHOTGUN AMMO
*/
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6 changes: 6 additions & 0 deletions code/modules/projectiles/projectile.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1045,6 +1045,9 @@
emote("scream")
to_chat(src, SPAN_HIGHDANGER("You scream in pain as the impact sends <B>shrapnel</b> into the wound!"))
SEND_SIGNAL(P, COMSIG_POST_BULLET_ACT_HUMAN, src, damage, damage_result)
#if DEBUG_HUMAN_DEFENSE
to_world(SPAN_DEBUG("([P]) Damage: [damage] | damage_result: [damage_result]"))
#endif

//Deal with xeno bullets.
/mob/living/carbon/xenomorph/bullet_act(obj/projectile/P)
Expand Down Expand Up @@ -1126,6 +1129,9 @@
updatehealth()

SEND_SIGNAL(P, COMSIG_BULLET_ACT_XENO, src, damage, damage_result)
#if DEBUG_XENO_DEFENSE
to_world(SPAN_DEBUG("([P]) Damage: [damage] | damage_result: [damage_result]"))
#endif

return TRUE

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