From 65d9e8e9d74b789b826e35506a4adb4c5b190237 Mon Sep 17 00:00:00 2001 From: Julian56 <117036822+Huffie56@users.noreply.github.com> Date: Wed, 18 Oct 2023 21:35:08 +0200 Subject: [PATCH] Refactor ammo_datums file. (#4682) # About the pull request # Explain why it's good for the game # Testing Photographs and Procedure
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# Changelog :cl: refactor: refactor ammo_datums file. /:cl: --------- Co-authored-by: Julien --- code/datums/ammo/ammo.dm | 237 ++ code/datums/ammo/bullet/bullet.dm | 81 + code/datums/ammo/bullet/lever_action.dm | 72 + code/datums/ammo/bullet/pistol.dm | 265 ++ code/datums/ammo/bullet/revolver.dm | 179 ++ code/datums/ammo/bullet/rifle.dm | 210 ++ code/datums/ammo/bullet/shotgun.dm | 362 +++ code/datums/ammo/bullet/smg.dm | 147 + code/datums/ammo/bullet/sniper.dm | 170 ++ code/datums/ammo/bullet/special_ammo.dm | 176 ++ code/datums/ammo/bullet/tank.dm | 74 + code/datums/ammo/energy.dm | 241 ++ code/datums/ammo/misc.dm | 294 ++ code/datums/ammo/rocket.dm | 300 ++ code/datums/ammo/shrapnel.dm | 157 ++ code/datums/ammo/xeno.dm | 394 +++ code/modules/projectiles/ammo_datums.dm | 3447 ----------------------- colonialmarines.dme | 17 +- 18 files changed, 3375 insertions(+), 3448 deletions(-) create mode 100644 code/datums/ammo/ammo.dm create mode 100644 code/datums/ammo/bullet/bullet.dm create mode 100644 code/datums/ammo/bullet/lever_action.dm create mode 100644 code/datums/ammo/bullet/pistol.dm create mode 100644 code/datums/ammo/bullet/revolver.dm create mode 100644 code/datums/ammo/bullet/rifle.dm create mode 100644 code/datums/ammo/bullet/shotgun.dm create mode 100644 code/datums/ammo/bullet/smg.dm create mode 100644 code/datums/ammo/bullet/sniper.dm create mode 100644 code/datums/ammo/bullet/special_ammo.dm create mode 100644 code/datums/ammo/bullet/tank.dm create mode 100644 code/datums/ammo/energy.dm create mode 100644 code/datums/ammo/misc.dm create mode 100644 code/datums/ammo/rocket.dm create mode 100644 code/datums/ammo/shrapnel.dm create mode 100644 code/datums/ammo/xeno.dm delete mode 100644 code/modules/projectiles/ammo_datums.dm diff --git a/code/datums/ammo/ammo.dm b/code/datums/ammo/ammo.dm new file mode 100644 index 000000000000..c536ac83484c --- /dev/null +++ b/code/datums/ammo/ammo.dm @@ -0,0 +1,237 @@ +/datum/ammo + var/name = "generic bullet" + //Icon state when a human is permanently killed with it by execution/suicide. + var/headshot_state = null + var/icon = 'icons/obj/items/weapons/projectiles.dmi' + var/icon_state = "bullet" + /// The icon that is displayed when the bullet bounces off something. + var/ping = "ping_b" + /// When it deals damage. + var/sound_hit + /// When it's blocked by human armor. + var/sound_armor + /// When it misses someone. + var/sound_miss + /// When it bounces off something. + var/sound_bounce + /// When the bullet is absorbed by a xeno_shield + var/sound_shield_hit + /// Snipers use this to simulate poor accuracy at close ranges + var/accurate_range_min = 0 + /// How much the ammo scatters when burst fired, added to gun scatter, along with other mods + var/scatter = 0 + var/stamina_damage = 0 + /// This is the base damage of the bullet as it is fired + var/damage = 0 + /// BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here + var/damage_type = BRUTE + /// How much armor it ignores before calculations take place + var/penetration = 0 + /// The % chance it will imbed in a human + var/shrapnel_chance = 0 + /// The shrapnel type the ammo will embed, if the chance rolls + var/shrapnel_type = 0 + /// Type path of the extra projectiles + var/bonus_projectiles_type + /// How many extra projectiles it shoots out. Works kind of like firing on burst, but all of the projectiles travel together + var/bonus_projectiles_amount = 0 + /// Stun,knockdown,knockout,irradiate,stutter,eyeblur,drowsy,agony + var/debilitate[] = null + /// how much armor breaking will be done per point of penetration. This is for weapons that penetrate with their shape (like needle bullets) + var/pen_armor_punch = 0.5 + /// how much armor breaking is done by sheer weapon force. This is for big blunt weapons + var/damage_armor_punch = 0.5 + /// if we should play a special sound when firing. + var/sound_override = null + var/flags_ammo_behavior = NO_FLAGS + + /// This is added to the bullet's base accuracy. + var/accuracy = HIT_ACCURACY_TIER_1 + /// How much the accuracy varies when fired. // This REDUCES the lower bound of accuracy variance by 2%, to 96%. + var/accuracy_var_low = PROJECTILE_VARIANCE_TIER_9 + /// This INCREASES the upper bound of accuracy variance by 2%, to 107%. + var/accuracy_var_high = PROJECTILE_VARIANCE_TIER_9 + /// For most guns, this is where the bullet dramatically looses accuracy. Not for snipers though. + var/accurate_range = 6 + /// This will de-increment a counter on the bullet. + var/max_range = 22 + /// Same as with accuracy variance. + var/damage_var_low = PROJECTILE_VARIANCE_TIER_9 + /// This INCREASES the upper bound of damage variance by 2%, to 107%. + var/damage_var_high = PROJECTILE_VARIANCE_TIER_9 + /// How much damage the bullet loses per turf traveled after the effective range + var/damage_falloff = DAMAGE_FALLOFF_TIER_10 + /// How much damage the bullet loses per turf away before the effective range + var/damage_buildup = DAMAGE_BUILDUP_TIER_1 + /// What minimum range the ammo deals full damage, builds up the closer you get. 0 for no minimum. Added onto gun range as a modifier. + var/effective_range_min = EFFECTIVE_RANGE_OFF + /// What maximum range the ammo deals full damage, tapers off using damage_falloff after hitting this value. 0 for no maximum. Added onto gun range as a modifier. + var/effective_range_max = EFFECTIVE_RANGE_OFF + /// How fast the projectile moves. + var/shell_speed = AMMO_SPEED_TIER_1 + + var/handful_type = /obj/item/ammo_magazine/handful + var/handful_color + /// custom handful sprite, for shotgun shells or etc. + var/handful_state = "bullet" + /// so handfuls say 'buckshot shells' not 'shell' + var/multiple_handful_name + + /// Does this apply xenomorph behaviour delegate? + var/apply_delegate = TRUE + + /// An assoc list in the format list(/datum/element/bullet_trait_to_give = list(...args)) + /// that will be given to a projectile with the current ammo datum + var/list/list/traits_to_give + + var/flamer_reagent_type = /datum/reagent/napalm/ut + + /// The flicker that plays when a bullet hits a target. Usually red. Can be nulled so it doesn't show up at all. + var/hit_effect_color = "#FF0000" + +/datum/ammo/New() + set_bullet_traits() + +/datum/ammo/proc/on_bullet_generation(obj/projectile/generated_projectile, mob/bullet_generator) //NOT used on New(), applied to the projectiles. + return + +/// Populate traits_to_give in this proc +/datum/ammo/proc/set_bullet_traits() + return + +/datum/ammo/can_vv_modify() + return FALSE + +/datum/ammo/proc/do_at_half_range(obj/projectile/P) + SHOULD_NOT_SLEEP(TRUE) + return + +/datum/ammo/proc/on_embed(mob/embedded_mob, obj/limb/target_organ) + return + +/datum/ammo/proc/do_at_max_range(obj/projectile/P) + SHOULD_NOT_SLEEP(TRUE) + return + +/datum/ammo/proc/on_shield_block(mob/M, obj/projectile/P) //Does it do something special when shield blocked? Ie. a flare or grenade that still blows up. + return + +/datum/ammo/proc/on_hit_turf(turf/T, obj/projectile/P) //Special effects when hitting dense turfs. + SHOULD_NOT_SLEEP(TRUE) + return + +/datum/ammo/proc/on_hit_mob(mob/M, obj/projectile/P, mob/user) //Special effects when hitting mobs. + SHOULD_NOT_SLEEP(TRUE) + return + +///Special effects when pointblanking mobs. Ultimately called from /living/attackby(). Return TRUE to end the PB attempt. +/datum/ammo/proc/on_pointblank(mob/living/L, obj/projectile/P, mob/living/user, obj/item/weapon/gun/fired_from) + return + +/datum/ammo/proc/on_hit_obj(obj/O, obj/projectile/P) //Special effects when hitting objects. + SHOULD_NOT_SLEEP(TRUE) + return + +/datum/ammo/proc/on_near_target(turf/T, obj/projectile/P) //Special effects when passing near something. Range of things that triggers it is controlled by other ammo flags. + return 0 //return 0 means it flies even after being near something. Return 1 means it stops + +/datum/ammo/proc/knockback(mob/living/living_mob, obj/projectile/fired_projectile, max_range = 2) + if(!living_mob || living_mob == fired_projectile.firer) + return + if(fired_projectile.distance_travelled > max_range || living_mob.lying) + return //Two tiles away or more, basically. + + if(living_mob.mob_size >= MOB_SIZE_BIG) + return //Big xenos are not affected. + + shake_camera(living_mob, 3, 4) + knockback_effects(living_mob, fired_projectile) + slam_back(living_mob, fired_projectile) + +/datum/ammo/proc/slam_back(mob/living/living_mob, obj/projectile/fired_projectile) + /// Either knockback or slam them into an obstacle. + var/direction = Get_Compass_Dir(fired_projectile.z ? fired_projectile : fired_projectile.firer, living_mob) //More precise than get_dir. + if(!direction) //Same tile. + return + if(!step(living_mob, direction)) + living_mob.animation_attack_on(get_step(living_mob, direction)) + playsound(living_mob.loc, "punch", 25, 1) + living_mob.visible_message(SPAN_DANGER("[living_mob] slams into an obstacle!"), + isxeno(living_mob) ? SPAN_XENODANGER("You slam into an obstacle!") : SPAN_HIGHDANGER("You slam into an obstacle!"), null, 4, CHAT_TYPE_TAKING_HIT) + living_mob.apply_damage(MELEE_FORCE_TIER_2) + +///The applied effects for knockback(), overwrite to change slow/stun amounts for different ammo datums +/datum/ammo/proc/knockback_effects(mob/living/living_mob, obj/projectile/fired_projectile) + if(iscarbonsizexeno(living_mob)) + var/mob/living/carbon/xenomorph/target = living_mob + target.apply_effect(0.7, WEAKEN) // 0.9 seconds of stun, per agreement from Balance Team when switched from MC stuns to exact stuns + target.apply_effect(1, SUPERSLOW) + target.apply_effect(2, SLOW) + to_chat(target, SPAN_XENODANGER("You are shaken by the sudden impact!")) + else + living_mob.apply_stamina_damage(fired_projectile.ammo.damage, fired_projectile.def_zone, ARMOR_BULLET) + +/datum/ammo/proc/pushback(mob/target_mob, obj/projectile/fired_projectile, max_range = 2) + if(!target_mob || target_mob == fired_projectile.firer || fired_projectile.distance_travelled > max_range || target_mob.lying) + return + + if(target_mob.mob_size >= MOB_SIZE_BIG) + return //too big to push + + to_chat(target_mob, isxeno(target_mob) ? SPAN_XENODANGER("You are pushed back by the sudden impact!") : SPAN_HIGHDANGER("You are pushed back by the sudden impact!"), null, 4, CHAT_TYPE_TAKING_HIT) + slam_back(target_mob, fired_projectile, max_range) + +/datum/ammo/proc/burst(atom/target, obj/projectile/P, damage_type = BRUTE, range = 1, damage_div = 2, show_message = SHOW_MESSAGE_VISIBLE) //damage_div says how much we divide damage + if(!target || !P) return + for(var/mob/living/carbon/M in orange(range,target)) + if(P.firer == M) + continue + if(show_message) + var/msg = "You are hit by backlash from \a [P.name]!" + M.visible_message(SPAN_DANGER("[M] is hit by backlash from \a [P.name]!"),isxeno(M) ? SPAN_XENODANGER("[msg]"):SPAN_HIGHDANGER("[msg]")) + var/damage = P.damage/damage_div + + var/mob/living/carbon/xenomorph/XNO = null + + if(isxeno(M)) + XNO = M + var/total_explosive_resistance = XNO.caste.xeno_explosion_resistance + XNO.armor_explosive_buff + damage = armor_damage_reduction(GLOB.xeno_explosive, damage, total_explosive_resistance , 60, 0, 0.5, XNO.armor_integrity) + var/armor_punch = armor_break_calculation(GLOB.xeno_explosive, damage, total_explosive_resistance, 60, 0, 0.5, XNO.armor_integrity) + XNO.apply_armorbreak(armor_punch) + + M.apply_damage(damage,damage_type) + + if(XNO && XNO.xeno_shields.len) + P.play_shielded_hit_effect(M) + else + P.play_hit_effect(M) + +/datum/ammo/proc/fire_bonus_projectiles(obj/projectile/original_P) + set waitfor = 0 + + var/turf/curloc = get_turf(original_P.shot_from) + var/initial_angle = Get_Angle(curloc, original_P.target_turf) + + for(var/i in 1 to bonus_projectiles_amount) //Want to run this for the number of bonus projectiles. + var/final_angle = initial_angle + + var/obj/projectile/P = new /obj/projectile(curloc, original_P.weapon_cause_data) + P.generate_bullet(GLOB.ammo_list[bonus_projectiles_type]) //No bonus damage or anything. + P.accuracy = round(P.accuracy * original_P.accuracy/initial(original_P.accuracy)) //if the gun changes the accuracy of the main projectile, it also affects the bonus ones. + original_P.give_bullet_traits(P) + + var/total_scatter_angle = P.scatter + final_angle += rand(-total_scatter_angle, total_scatter_angle) + var/turf/new_target = get_angle_target_turf(curloc, final_angle, 30) + + P.fire_at(new_target, original_P.firer, original_P.shot_from, P.ammo.max_range, P.ammo.shell_speed, original_P.original) //Fire! + +/datum/ammo/proc/drop_flame(turf/T, datum/cause_data/cause_data) // ~Art updated fire 20JAN17 + if(!istype(T)) + return + if(locate(/obj/flamer_fire) in T) + return + + var/datum/reagent/R = new flamer_reagent_type() + new /obj/flamer_fire(T, cause_data, R) diff --git a/code/datums/ammo/bullet/bullet.dm b/code/datums/ammo/bullet/bullet.dm new file mode 100644 index 000000000000..dadb644201df --- /dev/null +++ b/code/datums/ammo/bullet/bullet.dm @@ -0,0 +1,81 @@ +/* +//====== + Default Ammo +//====== +*/ +//Only when things screw up do we use this as a placeholder. +/datum/ammo/bullet + name = "default bullet" + icon_state = "bullet" + headshot_state = HEADSHOT_OVERLAY_LIGHT + flags_ammo_behavior = AMMO_BALLISTIC + sound_hit = "ballistic_hit" + sound_armor = "ballistic_armor" + sound_miss = "ballistic_miss" + sound_bounce = "ballistic_bounce" + sound_shield_hit = "ballistic_shield_hit" + + accurate_range_min = 0 + damage = 10 + shrapnel_chance = SHRAPNEL_CHANCE_TIER_1 + shrapnel_type = /obj/item/shard/shrapnel + shell_speed = AMMO_SPEED_TIER_4 + +/datum/ammo/bullet/proc/handle_battlefield_execution(datum/ammo/firing_ammo, mob/living/hit_mob, obj/projectile/firing_projectile, mob/living/user, obj/item/weapon/gun/fired_from) + SIGNAL_HANDLER + + if(!user || hit_mob == user || user.zone_selected != "head" || user.a_intent != INTENT_HARM || !ishuman_strict(hit_mob)) + return + + if(!skillcheck(user, SKILL_EXECUTION, SKILL_EXECUTION_TRAINED)) + to_chat(user, SPAN_DANGER("You don't know how to execute someone correctly.")) + return + + var/mob/living/carbon/human/execution_target = hit_mob + + if(execution_target.status_flags & PERMANENTLY_DEAD) + to_chat(user, SPAN_DANGER("[execution_target] has already been executed!")) + return + + INVOKE_ASYNC(src, PROC_REF(attempt_battlefield_execution), src, execution_target, firing_projectile, user, fired_from) + + return COMPONENT_CANCEL_AMMO_POINT_BLANK + +/datum/ammo/bullet/proc/attempt_battlefield_execution(datum/ammo/firing_ammo, mob/living/carbon/human/execution_target, obj/projectile/firing_projectile, mob/living/user, obj/item/weapon/gun/fired_from) + user.affected_message(execution_target, + SPAN_HIGHDANGER("You aim \the [fired_from] at [execution_target]'s head!"), + SPAN_HIGHDANGER("[user] aims \the [fired_from] directly at your head!"), + SPAN_DANGER("[user] aims \the [fired_from] at [execution_target]'s head!")) + + user.next_move += 1.1 SECONDS //PB has no click delay; readding it here to prevent people accidentally queuing up multiple executions. + + if(!do_after(user, 1 SECONDS, INTERRUPT_ALL, BUSY_ICON_HOSTILE) || !user.Adjacent(execution_target)) + fired_from.delete_bullet(firing_projectile, TRUE) + return + + if(!(fired_from.flags_gun_features & GUN_SILENCED)) + playsound(user, fired_from.fire_sound, fired_from.firesound_volume, FALSE) + else + playsound(user, fired_from.fire_sound, 25, FALSE) + + shake_camera(user, 1, 2) + + execution_target.apply_damage(damage * 3, BRUTE, "head", no_limb_loss = TRUE, permanent_kill = TRUE) //Apply gobs of damage and make sure they can't be revived later... + execution_target.apply_damage(200, OXY) //...fill out the rest of their health bar with oxyloss... + execution_target.death(create_cause_data("execution", user)) //...make certain they're properly dead... + shake_camera(execution_target, 3, 4) + execution_target.update_headshot_overlay(headshot_state) //...and add a gory headshot overlay. + + execution_target.visible_message(SPAN_HIGHDANGER(uppertext("[execution_target] WAS EXECUTED!")), \ + SPAN_HIGHDANGER("You WERE EXECUTED!")) + + user.count_niche_stat(STATISTICS_NICHE_EXECUTION, 1, firing_projectile.weapon_cause_data?.cause_name) + + var/area/execution_area = get_area(execution_target) + + msg_admin_attack(FONT_SIZE_HUGE("[key_name(usr)] has battlefield executed [key_name(execution_target)] in [get_area(usr)] ([usr.loc.x],[usr.loc.y],[usr.loc.z])."), usr.loc.x, usr.loc.y, usr.loc.z) + log_attack("[key_name(usr)] battlefield executed [key_name(execution_target)] at [execution_area.name].") + + if(flags_ammo_behavior & AMMO_EXPLOSIVE) + execution_target.gib() + diff --git a/code/datums/ammo/bullet/lever_action.dm b/code/datums/ammo/bullet/lever_action.dm new file mode 100644 index 000000000000..2770231b6811 --- /dev/null +++ b/code/datums/ammo/bullet/lever_action.dm @@ -0,0 +1,72 @@ +/* +//====== + Lever Action +//====== +*/ + +/datum/ammo/bullet/lever_action + name = "lever-action bullet" + + damage = 80 + penetration = 0 + accuracy = HIT_ACCURACY_TIER_1 + shell_speed = AMMO_SPEED_TIER_6 + accurate_range = 14 + handful_state = "lever_action_bullet" + +//unused and not working. need to refactor MD code. Unobtainable. +//intended mechanic is to have xenos hit with it show up very frequently on any MDs around +/datum/ammo/bullet/lever_action/tracker + name = "tracking lever-action bullet" + icon_state = "redbullet" + damage = 70 + penetration = ARMOR_PENETRATION_TIER_3 + accuracy = HIT_ACCURACY_TIER_1 + handful_state = "tracking_lever_action_bullet" + +/datum/ammo/bullet/lever_action/tracker/on_hit_mob(mob/M, obj/projectile/P, mob/user) + //SEND_SIGNAL(user, COMSIG_BULLET_TRACKING, user, M) + M.visible_message(SPAN_DANGER("You hear a faint beep under [M]'s [M.mob_size > MOB_SIZE_HUMAN ? "chitin" : "skin"].")) + +/datum/ammo/bullet/lever_action/training + name = "lever-action blank" + icon_state = "blank" + damage = 70 //blanks CAN hurt you if shot very close + penetration = 0 + accuracy = HIT_ACCURACY_TIER_1 + damage_falloff = DAMAGE_FALLOFF_BLANK //not much, though (comparatively) + shell_speed = AMMO_SPEED_TIER_5 + handful_state = "training_lever_action_bullet" + +//unused, and unobtainable... for now +/datum/ammo/bullet/lever_action/marksman + name = "marksman lever-action bullet" + shrapnel_chance = 0 + damage_falloff = 0 + accurate_range = 12 + damage = 70 + penetration = ARMOR_PENETRATION_TIER_6 + shell_speed = AMMO_SPEED_TIER_6 + handful_state = "marksman_lever_action_bullet" + +/datum/ammo/bullet/lever_action/xm88 + name = ".458 SOCOM round" + + damage = 80 + penetration = ARMOR_PENETRATION_TIER_2 + accuracy = HIT_ACCURACY_TIER_1 + shell_speed = AMMO_SPEED_TIER_6 + accurate_range = 14 + handful_state = "boomslang_bullet" + +/datum/ammo/bullet/lever_action/xm88/pen20 + penetration = ARMOR_PENETRATION_TIER_4 + +/datum/ammo/bullet/lever_action/xm88/pen30 + penetration = ARMOR_PENETRATION_TIER_6 + +/datum/ammo/bullet/lever_action/xm88/pen40 + penetration = ARMOR_PENETRATION_TIER_8 + +/datum/ammo/bullet/lever_action/xm88/pen50 + penetration = ARMOR_PENETRATION_TIER_10 diff --git a/code/datums/ammo/bullet/pistol.dm b/code/datums/ammo/bullet/pistol.dm new file mode 100644 index 000000000000..8be63b0a15af --- /dev/null +++ b/code/datums/ammo/bullet/pistol.dm @@ -0,0 +1,265 @@ +/* +//====== + Pistol Ammo +//====== +*/ + +// Used by M4A3, M4A3 Custom and B92FS +/datum/ammo/bullet/pistol + name = "pistol bullet" + headshot_state = HEADSHOT_OVERLAY_MEDIUM + accuracy = -HIT_ACCURACY_TIER_3 + accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 + damage = 40 + penetration= ARMOR_PENETRATION_TIER_2 + shrapnel_chance = SHRAPNEL_CHANCE_TIER_2 + +/datum/ammo/bullet/pistol/tiny + name = "light pistol bullet" + +/datum/ammo/bullet/pistol/tranq + name = "tranquilizer bullet" + flags_ammo_behavior = AMMO_BALLISTIC|AMMO_IGNORE_RESIST + stamina_damage = 30 + damage = 15 + +//2020 rebalance: is supposed to counter runners and lurkers, dealing high damage to the only castes with no armor. +//Limited by its lack of versatility and lower supply, so marines finally have an answer for flanker castes that isn't just buckshot. + +/datum/ammo/bullet/pistol/hollow + name = "hollowpoint pistol bullet" + + damage = 55 //hollowpoint is strong + penetration = 0 //hollowpoint can't pierce armor! + shrapnel_chance = SHRAPNEL_CHANCE_TIER_3 //hollowpoint causes shrapnel + +// Used by M4A3 AP and mod88 +/datum/ammo/bullet/pistol/ap + name = "armor-piercing pistol bullet" + + damage = 25 + accuracy = HIT_ACCURACY_TIER_2 + penetration= ARMOR_PENETRATION_TIER_8 + shrapnel_chance = SHRAPNEL_CHANCE_TIER_2 + +/datum/ammo/bullet/pistol/ap/penetrating + name = "wall-penetrating pistol bullet" + shrapnel_chance = 0 + + damage = 30 + penetration = ARMOR_PENETRATION_TIER_10 + +/datum/ammo/bullet/pistol/ap/penetrating/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating) + )) + +/datum/ammo/bullet/pistol/ap/toxin + name = "toxic pistol bullet" + var/acid_per_hit = 10 + var/organic_damage_mult = 3 + +/datum/ammo/bullet/pistol/ap/toxin/on_hit_mob(mob/M, obj/projectile/P) + . = ..() + M.AddComponent(/datum/component/toxic_buildup, acid_per_hit) + +/datum/ammo/bullet/pistol/ap/toxin/on_hit_turf(turf/T, obj/projectile/P) + . = ..() + if(T.flags_turf & TURF_ORGANIC) + P.damage *= organic_damage_mult + +/datum/ammo/bullet/pistol/ap/toxin/on_hit_obj(obj/O, obj/projectile/P) + . = ..() + if(O.flags_obj & OBJ_ORGANIC) + P.damage *= organic_damage_mult + +/datum/ammo/bullet/pistol/le + name = "armor-shredding pistol bullet" + + damage = 15 + penetration = ARMOR_PENETRATION_TIER_4 + pen_armor_punch = 3 + +/datum/ammo/bullet/pistol/rubber + name = "rubber pistol bullet" + sound_override = 'sound/weapons/gun_c99.ogg' + + damage = 0 + stamina_damage = 25 + shrapnel_chance = 0 + +// Reskinned rubber bullet used for the ES-4 CL pistol. +/datum/ammo/bullet/pistol/rubber/stun + name = "stun pistol bullet" + sound_override = null + +// Used by M1911, Deagle and KT-42 +/datum/ammo/bullet/pistol/heavy + name = "heavy pistol bullet" + headshot_state = HEADSHOT_OVERLAY_MEDIUM + accuracy = -HIT_ACCURACY_TIER_3 + accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 + damage = 55 + penetration = ARMOR_PENETRATION_TIER_3 + shrapnel_chance = SHRAPNEL_CHANCE_TIER_2 + +/datum/ammo/bullet/pistol/heavy/super //Commander's variant + name = ".50 heavy pistol bullet" + damage = 60 + damage_var_low = PROJECTILE_VARIANCE_TIER_8 + damage_var_high = PROJECTILE_VARIANCE_TIER_6 + penetration = ARMOR_PENETRATION_TIER_4 + +/datum/ammo/bullet/pistol/heavy/super/highimpact + name = ".50 high-impact pistol bullet" + penetration = ARMOR_PENETRATION_TIER_1 + debilitate = list(0,1.5,0,0,0,1,0,0) + flags_ammo_behavior = AMMO_BALLISTIC + +/datum/ammo/bullet/pistol/heavy/super/highimpact/ap + name = ".50 high-impact armor piercing pistol bullet" + penetration = ARMOR_PENETRATION_TIER_10 + damage = 45 + +/datum/ammo/bullet/pistol/heavy/super/highimpact/upp + name = "high-impact pistol bullet" + sound_override = 'sound/weapons/gun_DE50.ogg' + penetration = ARMOR_PENETRATION_TIER_6 + debilitate = list(0,1.5,0,0,0,1,0,0) + flags_ammo_behavior = AMMO_BALLISTIC + +/datum/ammo/bullet/pistol/heavy/super/highimpact/New() + ..() + RegisterSignal(src, COMSIG_AMMO_POINT_BLANK, PROC_REF(handle_battlefield_execution)) + +/datum/ammo/bullet/pistol/heavy/super/highimpact/on_hit_mob(mob/M, obj/projectile/P) + knockback(M, P, 4) + +/datum/ammo/bullet/pistol/deagle + name = ".50 heavy pistol bullet" + damage = 45 + headshot_state = HEADSHOT_OVERLAY_HEAVY + accuracy = -HIT_ACCURACY_TIER_3 + accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 + penetration = ARMOR_PENETRATION_TIER_6 + shrapnel_chance = SHRAPNEL_CHANCE_TIER_5 + +/datum/ammo/bullet/pistol/incendiary + name = "incendiary pistol bullet" + damage_type = BURN + shrapnel_chance = 0 + flags_ammo_behavior = AMMO_BALLISTIC + + accuracy = HIT_ACCURACY_TIER_3 + damage = 20 + +/datum/ammo/bullet/pistol/incendiary/set_bullet_traits() + ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) + )) + +// Used by the hipower +// I know that the 'high power' in the name is supposed to mean its 'impressive' magazine capacity +// but this is CM, half our guns have baffling misconceptions and mistakes (how do you grab the type-71?) so it's on-brand. +// maybe in the far flung future of 2280 someone screwed up the design. + +/datum/ammo/bullet/pistol/highpower + name = "high-powered pistol bullet" + headshot_state = HEADSHOT_OVERLAY_MEDIUM + + accuracy = HIT_ACCURACY_TIER_3 + damage = 36 + penetration = ARMOR_PENETRATION_TIER_5 + damage_falloff = DAMAGE_FALLOFF_TIER_7 + +// Used by VP78 and Auto 9 +/datum/ammo/bullet/pistol/squash + name = "squash-head pistol bullet" + headshot_state = HEADSHOT_OVERLAY_MEDIUM + debilitate = list(0,0,0,0,0,0,0,2) + + accuracy = HIT_ACCURACY_TIER_4 + damage = 45 + penetration= ARMOR_PENETRATION_TIER_6 + shrapnel_chance = SHRAPNEL_CHANCE_TIER_2 + damage_falloff = DAMAGE_FALLOFF_TIER_6 //"VP78 - the only pistol viable as a primary."-Vampmare, probably. + +/datum/ammo/bullet/pistol/squash/toxin + name = "toxic squash-head pistol bullet" + var/acid_per_hit = 10 + var/organic_damage_mult = 3 + +/datum/ammo/bullet/pistol/squash/toxin/on_hit_mob(mob/M, obj/projectile/P) + . = ..() + M.AddComponent(/datum/component/toxic_buildup, acid_per_hit) + +/datum/ammo/bullet/pistol/squash/toxin/on_hit_turf(turf/T, obj/projectile/P) + . = ..() + if(T.flags_turf & TURF_ORGANIC) + P.damage *= organic_damage_mult + +/datum/ammo/bullet/pistol/squash/toxin/on_hit_obj(obj/O, obj/projectile/P) + . = ..() + if(O.flags_obj & OBJ_ORGANIC) + P.damage *= organic_damage_mult + +/datum/ammo/bullet/pistol/squash/penetrating + name = "wall-penetrating squash-head pistol bullet" + shrapnel_chance = 0 + penetration = ARMOR_PENETRATION_TIER_10 + +/datum/ammo/bullet/pistol/squash/penetrating/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating) + )) + +/datum/ammo/bullet/pistol/squash/incendiary + name = "incendiary squash-head pistol bullet" + damage_type = BURN + shrapnel_chance = 0 + flags_ammo_behavior = AMMO_BALLISTIC + accuracy = HIT_ACCURACY_TIER_3 + damage = 35 + +/datum/ammo/bullet/pistol/squash/incendiary/set_bullet_traits() + ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) + )) + + +/datum/ammo/bullet/pistol/mankey + name = "live monkey" + icon_state = "monkey1" + ping = null //no bounce off. + damage_type = BURN + debilitate = list(4,4,0,0,0,0,0,0) + flags_ammo_behavior = AMMO_IGNORE_ARMOR + + damage = 15 + damage_var_high = PROJECTILE_VARIANCE_TIER_5 + shell_speed = AMMO_SPEED_TIER_2 + +/datum/ammo/bullet/pistol/mankey/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) + )) + +/datum/ammo/bullet/pistol/mankey/on_hit_mob(mob/M,obj/projectile/P) + if(P && P.loc && !M.stat && !istype(M,/mob/living/carbon/human/monkey)) + P.visible_message(SPAN_DANGER("The [src] chimpers furiously!")) + new /mob/living/carbon/human/monkey(P.loc) + +/datum/ammo/bullet/pistol/smart + name = "smartpistol bullet" + flags_ammo_behavior = AMMO_BALLISTIC + + accuracy = HIT_ACCURACY_TIER_8 + damage = 30 + penetration = 20 + shrapnel_chance = SHRAPNEL_CHANCE_TIER_2 + diff --git a/code/datums/ammo/bullet/revolver.dm b/code/datums/ammo/bullet/revolver.dm new file mode 100644 index 000000000000..339609f57be7 --- /dev/null +++ b/code/datums/ammo/bullet/revolver.dm @@ -0,0 +1,179 @@ +/* +//====== + Revolver Ammo +//====== +*/ + +/datum/ammo/bullet/revolver + name = "revolver bullet" + headshot_state = HEADSHOT_OVERLAY_MEDIUM + + damage = 55 + penetration = ARMOR_PENETRATION_TIER_1 + accuracy = HIT_ACCURACY_TIER_1 + +/datum/ammo/bullet/revolver/marksman + name = "marksman revolver bullet" + + shrapnel_chance = 0 + damage_falloff = 0 + accurate_range = 12 + penetration = ARMOR_PENETRATION_TIER_7 + +/datum/ammo/bullet/revolver/heavy + name = "heavy revolver bullet" + + damage = 35 + penetration = ARMOR_PENETRATION_TIER_4 + accuracy = HIT_ACCURACY_TIER_3 + +/datum/ammo/bullet/revolver/heavy/on_hit_mob(mob/M, obj/projectile/P) + knockback(M, P, 4) + +/datum/ammo/bullet/revolver/incendiary + name = "incendiary revolver bullet" + damage = 40 + +/datum/ammo/bullet/revolver/incendiary/set_bullet_traits() + ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) + )) + +/datum/ammo/bullet/revolver/marksman/toxin + name = "toxic revolver bullet" + var/acid_per_hit = 10 + var/organic_damage_mult = 3 + +/datum/ammo/bullet/revolver/marksman/toxin/on_hit_mob(mob/M, obj/projectile/P) + . = ..() + M.AddComponent(/datum/component/toxic_buildup, acid_per_hit) + +/datum/ammo/bullet/revolver/marksman/toxin/on_hit_turf(turf/T, obj/projectile/P) + . = ..() + if(T.flags_turf & TURF_ORGANIC) + P.damage *= organic_damage_mult + +/datum/ammo/bullet/revolver/marksman/toxin/on_hit_obj(obj/O, obj/projectile/P) + . = ..() + if(O.flags_obj & OBJ_ORGANIC) + P.damage *= organic_damage_mult + +/datum/ammo/bullet/revolver/penetrating + name = "wall-penetrating revolver bullet" + shrapnel_chance = 0 + + penetration = ARMOR_PENETRATION_TIER_10 + +/datum/ammo/bullet/revolver/penetrating/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating) + )) + +/datum/ammo/bullet/revolver/upp + name = "heavy revolver bullet" + headshot_state = HEADSHOT_OVERLAY_MEDIUM + penetration = ARMOR_PENETRATION_TIER_4 + damage = 70 + + +/datum/ammo/bullet/revolver/upp/shrapnel + name = "shrapnel shot" + headshot_state = HEADSHOT_OVERLAY_HEAVY //Gol-dang shotgun blow your fething head off. + debilitate = list(0,0,0,0,0,0,0,0) + icon_state = "shrapnelshot" + handful_state = "shrapnel" + bonus_projectiles_type = /datum/ammo/bullet/revolver/upp/shrapnel_bits + + max_range = 6 + damage = 40 // + TIER_4 * 3 + damage_falloff = DAMAGE_FALLOFF_TIER_7 + penetration = ARMOR_PENETRATION_TIER_8 + bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_3 + shrapnel_chance = 100 + shrapnel_type = /obj/item/shard/shrapnel/upp + //roughly 90 or so damage with the additional shrapnel, around 130 in total with primary round + +/datum/ammo/bullet/revolver/upp/shrapnel/on_hit_mob(mob/M, obj/projectile/P) + pushback(M, P, 1) + +/datum/ammo/bullet/revolver/upp/shrapnel_bits + name = "small shrapnel" + icon_state = "shrapnelshot_bit" + + max_range = 6 + damage = 30 + penetration = ARMOR_PENETRATION_TIER_4 + scatter = SCATTER_AMOUNT_TIER_1 + bonus_projectiles_amount = 0 + shrapnel_type = /obj/item/shard/shrapnel/upp/bits + +/datum/ammo/bullet/revolver/small + name = "small revolver bullet" + headshot_state = HEADSHOT_OVERLAY_LIGHT + + damage = 45 + + penetration = ARMOR_PENETRATION_TIER_3 + +/datum/ammo/bullet/revolver/small/hollowpoint + name = "small hollowpoint revolver bullet" + headshot_state = HEADSHOT_OVERLAY_MEDIUM + + damage = 75 // way too strong because it's hard to make a good balance between HP and normal with this system, but the damage falloff is really strong + penetration = 0 + damage_falloff = DAMAGE_FALLOFF_TIER_6 + +/datum/ammo/bullet/revolver/mateba + name = ".454 heavy revolver bullet" + + damage = 60 + damage_var_low = PROJECTILE_VARIANCE_TIER_8 + damage_var_high = PROJECTILE_VARIANCE_TIER_6 + penetration = ARMOR_PENETRATION_TIER_4 + +/datum/ammo/bullet/revolver/mateba/highimpact + name = ".454 heavy high-impact revolver bullet" + debilitate = list(0,2,0,0,0,1,0,0) + penetration = ARMOR_PENETRATION_TIER_1 + flags_ammo_behavior = AMMO_BALLISTIC + +/datum/ammo/bullet/revolver/mateba/highimpact/ap + name = ".454 heavy high-impact armor piercing revolver bullet" + penetration = ARMOR_PENETRATION_TIER_10 + damage = 45 + +/datum/ammo/bullet/revolver/mateba/highimpact/New() + ..() + RegisterSignal(src, COMSIG_AMMO_POINT_BLANK, PROC_REF(handle_battlefield_execution)) + +/datum/ammo/bullet/revolver/mateba/highimpact/on_hit_mob(mob/M, obj/projectile/P) + knockback(M, P, 4) + +/datum/ammo/bullet/revolver/mateba/highimpact/explosive //if you ever put this in normal gameplay, i am going to scream + name = ".454 heavy explosive revolver bullet" + damage = 100 + damage_var_low = PROJECTILE_VARIANCE_TIER_10 + damage_var_high = PROJECTILE_VARIANCE_TIER_1 + penetration = ARMOR_PENETRATION_TIER_10 + flags_ammo_behavior = AMMO_EXPLOSIVE|AMMO_BALLISTIC + +/datum/ammo/bullet/revolver/mateba/highimpact/explosive/on_hit_mob(mob/M, obj/projectile/P) + ..() + cell_explosion(get_turf(M), 120, 30, EXPLOSION_FALLOFF_SHAPE_LINEAR, P.dir, P.weapon_cause_data) + +/datum/ammo/bullet/revolver/mateba/highimpact/explosive/on_hit_obj(obj/O, obj/projectile/P) + ..() + cell_explosion(get_turf(O), 120, 30, EXPLOSION_FALLOFF_SHAPE_LINEAR, P.dir, P.weapon_cause_data) + +/datum/ammo/bullet/revolver/mateba/highimpact/explosive/on_hit_turf(turf/T, obj/projectile/P) + ..() + cell_explosion(T, 120, 30, EXPLOSION_FALLOFF_SHAPE_LINEAR, P.dir, P.weapon_cause_data) + +/datum/ammo/bullet/revolver/webley //Mateba round without the knockdown. + name = ".455 Webley bullet" + damage = 60 + damage_var_low = PROJECTILE_VARIANCE_TIER_8 + damage_var_high = PROJECTILE_VARIANCE_TIER_6 + penetration = ARMOR_PENETRATION_TIER_2 diff --git a/code/datums/ammo/bullet/rifle.dm b/code/datums/ammo/bullet/rifle.dm new file mode 100644 index 000000000000..b6085572e3b9 --- /dev/null +++ b/code/datums/ammo/bullet/rifle.dm @@ -0,0 +1,210 @@ +/* +//====== + Rifle Ammo +//====== +*/ + +/datum/ammo/bullet/rifle + name = "rifle bullet" + headshot_state = HEADSHOT_OVERLAY_MEDIUM + + damage = 40 + penetration = ARMOR_PENETRATION_TIER_1 + accurate_range = 16 + accuracy = HIT_ACCURACY_TIER_4 + scatter = SCATTER_AMOUNT_TIER_10 + shell_speed = AMMO_SPEED_TIER_6 + effective_range_max = 7 + damage_falloff = DAMAGE_FALLOFF_TIER_7 + max_range = 24 //So S8 users don't have their bullets magically disappaer at 22 tiles (S8 can see 24 tiles) + +/datum/ammo/bullet/rifle/holo_target + name = "holo-targeting rifle bullet" + damage = 30 + var/holo_stacks = 10 + +/datum/ammo/bullet/rifle/holo_target/on_hit_mob(mob/M, obj/projectile/P) + . = ..() + M.AddComponent(/datum/component/bonus_damage_stack, holo_stacks, world.time) + +/datum/ammo/bullet/rifle/holo_target/hunting + name = "holo-targeting hunting bullet" + damage = 25 + holo_stacks = 15 + +/datum/ammo/bullet/rifle/explosive + name = "explosive rifle bullet" + + damage = 25 + accurate_range = 22 + accuracy = 0 + shell_speed = AMMO_SPEED_TIER_4 + damage_falloff = DAMAGE_FALLOFF_TIER_9 + +/datum/ammo/bullet/rifle/explosive/on_hit_mob(mob/M, obj/projectile/P) + cell_explosion(get_turf(M), 80, 40, EXPLOSION_FALLOFF_SHAPE_LINEAR, P.dir, P.weapon_cause_data) + +/datum/ammo/bullet/rifle/explosive/on_hit_obj(obj/O, obj/projectile/P) + cell_explosion(get_turf(O), 80, 40, EXPLOSION_FALLOFF_SHAPE_LINEAR, P.dir, P.weapon_cause_data) + +/datum/ammo/bullet/rifle/explosive/on_hit_turf(turf/T, obj/projectile/P) + if(T.density) + cell_explosion(T, 80, 40, EXPLOSION_FALLOFF_SHAPE_LINEAR, P.dir, P.weapon_cause_data) + +/datum/ammo/bullet/rifle/ap + name = "armor-piercing rifle bullet" + + damage = 30 + penetration = ARMOR_PENETRATION_TIER_8 + +// Basically AP but better. Focused at taking out armour temporarily +/datum/ammo/bullet/rifle/ap/toxin + name = "toxic rifle bullet" + var/acid_per_hit = 7 + var/organic_damage_mult = 3 + +/datum/ammo/bullet/rifle/ap/toxin/on_hit_mob(mob/M, obj/projectile/P) + . = ..() + M.AddComponent(/datum/component/toxic_buildup, acid_per_hit) + +/datum/ammo/bullet/rifle/ap/toxin/on_hit_turf(turf/T, obj/projectile/P) + . = ..() + if(T.flags_turf & TURF_ORGANIC) + P.damage *= organic_damage_mult + +/datum/ammo/bullet/rifle/ap/toxin/on_hit_obj(obj/O, obj/projectile/P) + . = ..() + if(O.flags_obj & OBJ_ORGANIC) + P.damage *= organic_damage_mult + + +/datum/ammo/bullet/rifle/ap/penetrating + name = "wall-penetrating rifle bullet" + shrapnel_chance = 0 + + damage = 35 + penetration = ARMOR_PENETRATION_TIER_10 + +/datum/ammo/bullet/rifle/ap/penetrating/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating) + )) + +/datum/ammo/bullet/rifle/le + name = "armor-shredding rifle bullet" + + damage = 20 + penetration = ARMOR_PENETRATION_TIER_4 + pen_armor_punch = 5 + +/datum/ammo/bullet/rifle/heap + name = "high-explosive armor-piercing rifle bullet" + + headshot_state = HEADSHOT_OVERLAY_HEAVY + damage = 55//big damage, doesn't actually blow up because thats stupid. + penetration = ARMOR_PENETRATION_TIER_8 + +/datum/ammo/bullet/rifle/rubber + name = "rubber rifle bullet" + sound_override = 'sound/weapons/gun_c99.ogg' + + damage = 0 + stamina_damage = 15 + shrapnel_chance = 0 + +/datum/ammo/bullet/rifle/incendiary + name = "incendiary rifle bullet" + damage_type = BURN + shrapnel_chance = 0 + flags_ammo_behavior = AMMO_BALLISTIC + + damage = 30 + shell_speed = AMMO_SPEED_TIER_4 + accuracy = -HIT_ACCURACY_TIER_2 + damage_falloff = DAMAGE_FALLOFF_TIER_10 + +/datum/ammo/bullet/rifle/incendiary/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) + )) + +/datum/ammo/bullet/rifle/m4ra + name = "A19 high velocity bullet" + shrapnel_chance = 0 + damage_falloff = 0 + flags_ammo_behavior = AMMO_BALLISTIC + accurate_range_min = 4 + + damage = 55 + scatter = -SCATTER_AMOUNT_TIER_8 + penetration= ARMOR_PENETRATION_TIER_7 + shell_speed = AMMO_SPEED_TIER_6 + +/datum/ammo/bullet/rifle/m4ra/incendiary + name = "A19 high velocity incendiary bullet" + flags_ammo_behavior = AMMO_BALLISTIC + + damage = 40 + accuracy = HIT_ACCURACY_TIER_4 + scatter = -SCATTER_AMOUNT_TIER_8 + penetration= ARMOR_PENETRATION_TIER_5 + shell_speed = AMMO_SPEED_TIER_6 + +/datum/ammo/bullet/rifle/m4ra/incendiary/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) + )) + +/datum/ammo/bullet/rifle/m4ra/impact + name = "A19 high velocity impact bullet" + flags_ammo_behavior = AMMO_BALLISTIC + + damage = 40 + accuracy = -HIT_ACCURACY_TIER_2 + scatter = -SCATTER_AMOUNT_TIER_8 + penetration = ARMOR_PENETRATION_TIER_10 + shell_speed = AMMO_SPEED_TIER_6 + +/datum/ammo/bullet/rifle/m4ra/impact/on_hit_mob(mob/M, obj/projectile/P) + knockback(M, P, 32) // Can knockback basically at max range + +/datum/ammo/bullet/rifle/m4ra/impact/knockback_effects(mob/living/living_mob, obj/projectile/fired_projectile) + if(iscarbonsizexeno(living_mob)) + var/mob/living/carbon/xenomorph/target = living_mob + to_chat(target, SPAN_XENODANGER("You are shaken and slowed by the sudden impact!")) + target.apply_effect(0.5, WEAKEN) + target.apply_effect(2, SUPERSLOW) + target.apply_effect(5, SLOW) + else + if(!isyautja(living_mob)) //Not predators. + living_mob.apply_effect(1, SUPERSLOW) + living_mob.apply_effect(2, SLOW) + to_chat(living_mob, SPAN_HIGHDANGER("The impact knocks you off-balance!")) + living_mob.apply_stamina_damage(fired_projectile.ammo.damage, fired_projectile.def_zone, ARMOR_BULLET) + +/datum/ammo/bullet/rifle/mar40 + name = "heavy rifle bullet" + + damage = 55 + +/datum/ammo/bullet/rifle/type71 + name = "heavy rifle bullet" + + damage = 55 + penetration = ARMOR_PENETRATION_TIER_3 + +/datum/ammo/bullet/rifle/type71/ap + name = "heavy armor-piercing rifle bullet" + + damage = 40 + penetration = ARMOR_PENETRATION_TIER_10 + +/datum/ammo/bullet/rifle/type71/heap + name = "heavy high-explosive armor-piercing rifle bullet" + + headshot_state = HEADSHOT_OVERLAY_HEAVY + damage = 65 + penetration = ARMOR_PENETRATION_TIER_10 diff --git a/code/datums/ammo/bullet/shotgun.dm b/code/datums/ammo/bullet/shotgun.dm new file mode 100644 index 000000000000..4cedb8b3ee69 --- /dev/null +++ b/code/datums/ammo/bullet/shotgun.dm @@ -0,0 +1,362 @@ +/* +//====== + Shotgun Ammo +//====== +*/ + +/datum/ammo/bullet/shotgun + headshot_state = HEADSHOT_OVERLAY_HEAVY + +/datum/ammo/bullet/shotgun/slug + name = "shotgun slug" + handful_state = "slug_shell" + + accurate_range = 6 + max_range = 8 + damage = 70 + penetration = ARMOR_PENETRATION_TIER_4 + damage_armor_punch = 2 + handful_state = "slug_shell" + +/datum/ammo/bullet/shotgun/slug/on_hit_mob(mob/M,obj/projectile/P) + knockback(M, P, 6) + +/datum/ammo/bullet/shotgun/slug/knockback_effects(mob/living/living_mob, obj/projectile/fired_projectile) + if(iscarbonsizexeno(living_mob)) + var/mob/living/carbon/xenomorph/target = living_mob + to_chat(target, SPAN_XENODANGER("You are shaken and slowed by the sudden impact!")) + target.apply_effect(0.5, WEAKEN) + target.apply_effect(1, SUPERSLOW) + target.apply_effect(3, SLOW) + else + if(!isyautja(living_mob)) //Not predators. + living_mob.apply_effect(1, SUPERSLOW) + living_mob.apply_effect(2, SLOW) + to_chat(living_mob, SPAN_HIGHDANGER("The impact knocks you off-balance!")) + living_mob.apply_stamina_damage(fired_projectile.ammo.damage, fired_projectile.def_zone, ARMOR_BULLET) + +/datum/ammo/bullet/shotgun/beanbag + name = "beanbag slug" + headshot_state = HEADSHOT_OVERLAY_LIGHT //It's not meant to kill people... but if you put it in your mouth, it will. + handful_state = "beanbag_slug" + icon_state = "beanbag" + flags_ammo_behavior = AMMO_BALLISTIC|AMMO_IGNORE_RESIST + sound_override = 'sound/weapons/gun_shotgun_riot.ogg' + + max_range = 12 + shrapnel_chance = 0 + damage = 0 + stamina_damage = 45 + accuracy = HIT_ACCURACY_TIER_3 + shell_speed = AMMO_SPEED_TIER_3 + handful_state = "beanbag_slug" + +/datum/ammo/bullet/shotgun/beanbag/on_hit_mob(mob/M, obj/projectile/P) + if(!M || M == P.firer) return + if(ishuman(M)) + var/mob/living/carbon/human/H = M + shake_camera(H, 2, 1) + + +/datum/ammo/bullet/shotgun/incendiary + name = "incendiary slug" + handful_state = "incendiary_slug" + damage_type = BURN + flags_ammo_behavior = AMMO_BALLISTIC + + accuracy = -HIT_ACCURACY_TIER_2 + max_range = 12 + damage = 55 + penetration= ARMOR_PENETRATION_TIER_1 + handful_state = "incendiary_slug" + +/datum/ammo/bullet/shotgun/incendiary/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) + )) + +/datum/ammo/bullet/shotgun/incendiary/on_hit_mob(mob/M,obj/projectile/P) + burst(get_turf(M),P,damage_type) + knockback(M,P) + +/datum/ammo/bullet/shotgun/incendiary/on_hit_obj(obj/O,obj/projectile/P) + burst(get_turf(P),P,damage_type) + +/datum/ammo/bullet/shotgun/incendiary/on_hit_turf(turf/T,obj/projectile/P) + burst(get_turf(T),P,damage_type) + + +/datum/ammo/bullet/shotgun/flechette + name = "flechette shell" + icon_state = "flechette" + handful_state = "flechette_shell" + bonus_projectiles_type = /datum/ammo/bullet/shotgun/flechette_spread + + accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 + accuracy_var_high = PROJECTILE_VARIANCE_TIER_6 + max_range = 12 + damage = 30 + damage_var_low = PROJECTILE_VARIANCE_TIER_8 + damage_var_high = PROJECTILE_VARIANCE_TIER_8 + penetration = ARMOR_PENETRATION_TIER_7 + bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_3 + handful_state = "flechette_shell" + multiple_handful_name = TRUE + +/datum/ammo/bullet/shotgun/flechette_spread + name = "additional flechette" + icon_state = "flechette" + + accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 + accuracy_var_high = PROJECTILE_VARIANCE_TIER_6 + max_range = 12 + damage = 30 + damage_var_low = PROJECTILE_VARIANCE_TIER_8 + damage_var_high = PROJECTILE_VARIANCE_TIER_8 + penetration = ARMOR_PENETRATION_TIER_7 + scatter = SCATTER_AMOUNT_TIER_5 + +/datum/ammo/bullet/shotgun/buckshot + name = "buckshot shell" + icon_state = "buckshot" + handful_state = "buckshot_shell" + multiple_handful_name = TRUE + bonus_projectiles_type = /datum/ammo/bullet/shotgun/spread + + accuracy_var_low = PROJECTILE_VARIANCE_TIER_5 + accuracy_var_high = PROJECTILE_VARIANCE_TIER_5 + accurate_range = 4 + max_range = 4 + damage = 65 + damage_var_low = PROJECTILE_VARIANCE_TIER_8 + damage_var_high = PROJECTILE_VARIANCE_TIER_8 + penetration = ARMOR_PENETRATION_TIER_1 + bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_3 + shell_speed = AMMO_SPEED_TIER_2 + damage_armor_punch = 0 + pen_armor_punch = 0 + handful_state = "buckshot_shell" + multiple_handful_name = TRUE + +/datum/ammo/bullet/shotgun/buckshot/incendiary + name = "incendiary buckshot shell" + handful_state = "incen_buckshot" + handful_type = /obj/item/ammo_magazine/handful/shotgun/buckshot/incendiary + +/datum/ammo/bullet/shotgun/buckshot/incendiary/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) + )) + +/datum/ammo/bullet/shotgun/buckshot/on_hit_mob(mob/M,obj/projectile/P) + knockback(M,P) + +//buckshot variant only used by the masterkey shotgun attachment. +/datum/ammo/bullet/shotgun/buckshot/masterkey + bonus_projectiles_type = /datum/ammo/bullet/shotgun/spread/masterkey + + damage = 55 + +/datum/ammo/bullet/shotgun/spread + name = "additional buckshot" + icon_state = "buckshot" + + accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 + accuracy_var_high = PROJECTILE_VARIANCE_TIER_6 + accurate_range = 4 + max_range = 6 + damage = 65 + damage_var_low = PROJECTILE_VARIANCE_TIER_8 + damage_var_high = PROJECTILE_VARIANCE_TIER_8 + penetration = ARMOR_PENETRATION_TIER_1 + shell_speed = AMMO_SPEED_TIER_2 + scatter = SCATTER_AMOUNT_TIER_1 + damage_armor_punch = 0 + pen_armor_punch = 0 + +/datum/ammo/bullet/shotgun/spread/masterkey + damage = 20 + +/* + 8 GAUGE SHOTGUN AMMO +*/ + +/datum/ammo/bullet/shotgun/heavy/buckshot + name = "heavy buckshot shell" + icon_state = "buckshot" + handful_state = "heavy_buckshot" + multiple_handful_name = TRUE + bonus_projectiles_type = /datum/ammo/bullet/shotgun/heavy/buckshot/spread + bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_3 + accurate_range = 3 + max_range = 3 + damage = 75 + penetration = 0 + shell_speed = AMMO_SPEED_TIER_2 + damage_armor_punch = 0 + pen_armor_punch = 0 + +/datum/ammo/bullet/shotgun/heavy/buckshot/on_hit_mob(mob/M,obj/projectile/P) + knockback(M,P) + +/datum/ammo/bullet/shotgun/heavy/buckshot/spread + name = "additional heavy buckshot" + max_range = 4 + scatter = SCATTER_AMOUNT_TIER_1 + bonus_projectiles_amount = 0 + +//basically the same +/datum/ammo/bullet/shotgun/heavy/buckshot/dragonsbreath + name = "dragon's breath shell" + handful_state = "heavy_dragonsbreath" + multiple_handful_name = TRUE + damage_type = BURN + damage = 60 + accurate_range = 3 + max_range = 4 + bonus_projectiles_type = /datum/ammo/bullet/shotgun/heavy/buckshot/dragonsbreath/spread + +/datum/ammo/bullet/shotgun/heavy/buckshot/dragonsbreath/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) + )) + +/datum/ammo/bullet/shotgun/heavy/buckshot/dragonsbreath/spread + name = "additional dragon's breath" + bonus_projectiles_amount = 0 + accurate_range = 4 + max_range = 5 //make use of the ablaze property + shell_speed = AMMO_SPEED_TIER_4 // so they hit before the main shell stuns + + +/datum/ammo/bullet/shotgun/heavy/slug + name = "heavy shotgun slug" + handful_state = "heavy_slug" + + accurate_range = 7 + max_range = 8 + damage = 90 //ouch. + penetration = ARMOR_PENETRATION_TIER_6 + damage_armor_punch = 2 + +/datum/ammo/bullet/shotgun/heavy/slug/on_hit_mob(mob/M,obj/projectile/P) + knockback(M, P, 7) + +/datum/ammo/bullet/shotgun/heavy/slug/knockback_effects(mob/living/living_mob, obj/projectile/fired_projectile) + if(iscarbonsizexeno(living_mob)) + var/mob/living/carbon/xenomorph/target = living_mob + to_chat(target, SPAN_XENODANGER("You are shaken and slowed by the sudden impact!")) + target.apply_effect(0.5, WEAKEN) + target.apply_effect(2, SUPERSLOW) + target.apply_effect(5, SLOW) + else + if(!isyautja(living_mob)) //Not predators. + living_mob.apply_effect(1, SUPERSLOW) + living_mob.apply_effect(2, SLOW) + to_chat(living_mob, SPAN_HIGHDANGER("The impact knocks you off-balance!")) + living_mob.apply_stamina_damage(fired_projectile.ammo.damage, fired_projectile.def_zone, ARMOR_BULLET) + +/datum/ammo/bullet/shotgun/heavy/beanbag + name = "heavy beanbag slug" + icon_state = "beanbag" + headshot_state = HEADSHOT_OVERLAY_MEDIUM + handful_state = "heavy_beanbag" + flags_ammo_behavior = AMMO_BALLISTIC|AMMO_IGNORE_RESIST + sound_override = 'sound/weapons/gun_shotgun_riot.ogg' + + max_range = 7 + shrapnel_chance = 0 + damage = 0 + stamina_damage = 100 + accuracy = HIT_ACCURACY_TIER_2 + shell_speed = AMMO_SPEED_TIER_2 + +/datum/ammo/bullet/shotgun/heavy/beanbag/on_hit_mob(mob/M, obj/projectile/P) + if(!M || M == P.firer) + return + if(ishuman(M)) + var/mob/living/carbon/human/H = M + shake_camera(H, 2, 1) + +/datum/ammo/bullet/shotgun/heavy/flechette + name = "heavy flechette shell" + icon_state = "flechette" + handful_state = "heavy_flechette" + multiple_handful_name = TRUE + bonus_projectiles_type = /datum/ammo/bullet/shotgun/heavy/flechette_spread + + accuracy_var_low = PROJECTILE_VARIANCE_TIER_3 + accuracy_var_high = PROJECTILE_VARIANCE_TIER_3 + max_range = 12 + damage = 45 + damage_var_low = PROJECTILE_VARIANCE_TIER_8 + damage_var_high = PROJECTILE_VARIANCE_TIER_8 + penetration = ARMOR_PENETRATION_TIER_10 + bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_2 + +/datum/ammo/bullet/shotgun/heavy/flechette_spread + name = "additional heavy flechette" + icon_state = "flechette" + accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 + accuracy_var_high = PROJECTILE_VARIANCE_TIER_6 + max_range = 12 + damage = 45 + damage_var_low = PROJECTILE_VARIANCE_TIER_8 + damage_var_high = PROJECTILE_VARIANCE_TIER_8 + penetration = ARMOR_PENETRATION_TIER_10 + scatter = SCATTER_AMOUNT_TIER_4 + +//Enormous shell for Van Bandolier's superheavy double-barreled hunting gun. +/datum/ammo/bullet/shotgun/twobore + name = "two bore bullet" + icon_state = "autocannon" + handful_state = "twobore" + + accurate_range = 8 //Big low-velocity projectile; this is for blasting dangerous game at close range. + max_range = 14 //At this range, it's lost all its damage anyway. + damage = 300 //Hits like a buckshot PB. + penetration = ARMOR_PENETRATION_TIER_3 + damage_falloff = DAMAGE_FALLOFF_TIER_1 * 3 //It has a lot of energy, but the 26mm bullet drops off fast. + effective_range_max = EFFECTIVE_RANGE_MAX_TIER_2 //Full damage up to this distance, then falloff for each tile beyond. + var/hit_messages = list() + +/datum/ammo/bullet/shotgun/twobore/on_hit_mob(mob/living/M, obj/projectile/P) + var/mob/shooter = P.firer + if(shooter && ismob(shooter) && HAS_TRAIT(shooter, TRAIT_TWOBORE_TRAINING) && M.stat != DEAD && prob(40)) //Death is handled by periodic life() checks so this should have a chance to fire on a killshot. + if(!length(hit_messages)) //Pick and remove lines, refill on exhaustion. + hit_messages = list("Got you!", "Aha!", "Bullseye!", "It's curtains for you, Sonny Jim!", "Your head will look fantastic on my wall!", "I have you now!", "You miserable coward! Come and fight me like a man!", "Tally ho!") + var/message = pick_n_take(hit_messages) + shooter.say(message) + + if(P.distance_travelled > 8) + knockback(M, P, 12) + + else if(!M || M == P.firer || M.lying) //These checks are included in knockback and would be redundant above. + return + + shake_camera(M, 3, 4) + M.apply_effect(2, WEAKEN) + M.apply_effect(4, SLOW) + if(iscarbonsizexeno(M)) + to_chat(M, SPAN_XENODANGER("The impact knocks you off your feet!")) + else //This will hammer a Yautja as hard as a human. + to_chat(M, SPAN_HIGHDANGER("The impact knocks you off your feet!")) + + step(M, get_dir(P.firer, M)) + +/datum/ammo/bullet/shotgun/twobore/knockback_effects(mob/living/living_mob, obj/projectile/fired_projectile) + if(iscarbonsizexeno(living_mob)) + var/mob/living/carbon/xenomorph/target = living_mob + to_chat(target, SPAN_XENODANGER("You are shaken and slowed by the sudden impact!")) + target.apply_effect(0.5, WEAKEN) + target.apply_effect(2, SUPERSLOW) + target.apply_effect(5, SLOW) + else + if(!isyautja(living_mob)) //Not predators. + living_mob.apply_effect(1, SUPERSLOW) + living_mob.apply_effect(2, SLOW) + to_chat(living_mob, SPAN_HIGHDANGER("The impact knocks you off-balance!")) + living_mob.apply_stamina_damage(fired_projectile.ammo.damage, fired_projectile.def_zone, ARMOR_BULLET) diff --git a/code/datums/ammo/bullet/smg.dm b/code/datums/ammo/bullet/smg.dm new file mode 100644 index 000000000000..e24b3021da97 --- /dev/null +++ b/code/datums/ammo/bullet/smg.dm @@ -0,0 +1,147 @@ +/* +//====== + SMG Ammo +//====== +*/ +//2020 SMG/ammo rebalance. default ammo actually has penetration so it can be useful, by 4khan: should be meh against t3s, better under 15 armor. Perfectly does this right now (oct 2020) +//has reduced falloff compared to the m39. this means it is best for kiting castes (mostly t2s and below admittedly) +//while the m39 ap is better for shredding them at close range, but has reduced velocity, so it's better for just running in and erasing armor-centric castes (defender, crusher) +// which i think is really interesting and good balance, giving both ammo types a reason to exist even against ravagers. +//i feel it is necessary to reflavor the default bullet, because otherwise, people won't be able to notice it has less falloff and faster bullet speed. even with a changelog, +//way too many people don't read the changelog, and after one or two months the changelog entry is all but archive, so there needs to be an ingame description of what the ammo does +//in comparison to armor-piercing rounds. + +/datum/ammo/bullet/smg + name = "submachinegun bullet" + damage = 34 + accurate_range = 4 + effective_range_max = 4 + penetration = ARMOR_PENETRATION_TIER_1 + shell_speed = AMMO_SPEED_TIER_6 + damage_falloff = DAMAGE_FALLOFF_TIER_5 + scatter = SCATTER_AMOUNT_TIER_6 + accuracy = HIT_ACCURACY_TIER_3 + +/datum/ammo/bullet/smg/m39 + name = "high-velocity submachinegun bullet" //i don't want all smgs to inherit 'high velocity' + +/datum/ammo/bullet/smg/ap + name = "armor-piercing submachinegun bullet" + + damage = 26 + penetration = ARMOR_PENETRATION_TIER_6 + shell_speed = AMMO_SPEED_TIER_4 + +/datum/ammo/bullet/smg/heap + name = "high-explosive armor-piercing submachinegun bullet" + + damage = 45 + headshot_state = HEADSHOT_OVERLAY_MEDIUM + penetration = ARMOR_PENETRATION_TIER_6 + shell_speed = AMMO_SPEED_TIER_4 + +/datum/ammo/bullet/smg/ap/toxin + name = "toxic submachinegun bullet" + var/acid_per_hit = 5 + var/organic_damage_mult = 3 + +/datum/ammo/bullet/smg/ap/toxin/on_hit_mob(mob/M, obj/projectile/P) + . = ..() + M.AddComponent(/datum/component/toxic_buildup, acid_per_hit) + +/datum/ammo/bullet/smg/ap/toxin/on_hit_turf(turf/T, obj/projectile/P) + . = ..() + if(T.flags_turf & TURF_ORGANIC) + P.damage *= organic_damage_mult + +/datum/ammo/bullet/smg/ap/toxin/on_hit_obj(obj/O, obj/projectile/P) + . = ..() + if(O.flags_obj & OBJ_ORGANIC) + P.damage *= organic_damage_mult + +/datum/ammo/bullet/smg/nail + name = "7x45mm plasteel nail" + icon_state = "nail-projectile" + + damage = 25 + penetration = ARMOR_PENETRATION_TIER_5 + damage_falloff = DAMAGE_FALLOFF_TIER_6 + accurate_range = 5 + shell_speed = AMMO_SPEED_TIER_4 + +/datum/ammo/bullet/smg/incendiary + name = "incendiary submachinegun bullet" + damage_type = BURN + shrapnel_chance = 0 + flags_ammo_behavior = AMMO_BALLISTIC + + damage = 25 + accuracy = -HIT_ACCURACY_TIER_2 + +/datum/ammo/bullet/smg/incendiary/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) + )) + +/datum/ammo/bullet/smg/ap/penetrating + name = "wall-penetrating submachinegun bullet" + shrapnel_chance = 0 + + damage = 30 + penetration = ARMOR_PENETRATION_TIER_10 + +/datum/ammo/bullet/smg/ap/penetrating/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating) + )) + +/datum/ammo/bullet/smg/le + name = "armor-shredding submachinegun bullet" + + scatter = SCATTER_AMOUNT_TIER_10 + damage = 20 + penetration = ARMOR_PENETRATION_TIER_4 + shell_speed = AMMO_SPEED_TIER_3 + damage_falloff = DAMAGE_FALLOFF_TIER_10 + pen_armor_punch = 4 + +/datum/ammo/bullet/smg/rubber + name = "rubber submachinegun bullet" + sound_override = 'sound/weapons/gun_c99.ogg' + + damage = 0 + stamina_damage = 10 + shrapnel_chance = 0 + +/datum/ammo/bullet/smg/mp27 + name = "simple submachinegun bullet" + damage = 40 + accurate_range = 5 + effective_range_max = 7 + penetration = 0 + shell_speed = AMMO_SPEED_TIER_6 + damage_falloff = DAMAGE_FALLOFF_TIER_6 + scatter = SCATTER_AMOUNT_TIER_6 + accuracy = HIT_ACCURACY_TIER_2 + +// less damage than the m39, but better falloff, range, and AP + +/datum/ammo/bullet/smg/ppsh + name = "crude submachinegun bullet" + damage = 26 + accurate_range = 7 + effective_range_max = 7 + penetration = ARMOR_PENETRATION_TIER_2 + damage_falloff = DAMAGE_FALLOFF_TIER_7 + scatter = SCATTER_AMOUNT_TIER_5 + +/datum/ammo/bullet/smg/pps43 + name = "simple submachinegun bullet" + damage = 35 + accurate_range = 7 + effective_range_max = 10 + penetration = ARMOR_PENETRATION_TIER_4 + damage_falloff = DAMAGE_FALLOFF_TIER_6 + scatter = SCATTER_AMOUNT_TIER_6 diff --git a/code/datums/ammo/bullet/sniper.dm b/code/datums/ammo/bullet/sniper.dm new file mode 100644 index 000000000000..a82f00631608 --- /dev/null +++ b/code/datums/ammo/bullet/sniper.dm @@ -0,0 +1,170 @@ +/* +//====== + Sniper Ammo +//====== +*/ + +/datum/ammo/bullet/sniper + name = "sniper bullet" + headshot_state = HEADSHOT_OVERLAY_HEAVY + damage_falloff = 0 + flags_ammo_behavior = AMMO_BALLISTIC|AMMO_SNIPER|AMMO_IGNORE_COVER + accurate_range_min = 4 + + accuracy = HIT_ACCURACY_TIER_8 + accurate_range = 32 + max_range = 32 + scatter = 0 + damage = 70 + penetration= ARMOR_PENETRATION_TIER_10 + shell_speed = AMMO_SPEED_TIER_6 + damage_falloff = 0 + +/datum/ammo/bullet/sniper/on_hit_mob(mob/M,obj/projectile/P) + if((P.projectile_flags & PROJECTILE_BULLSEYE) && M == P.original) + var/mob/living/L = M + L.apply_armoured_damage(damage*2, ARMOR_BULLET, BRUTE, null, penetration) + to_chat(P.firer, SPAN_WARNING("Bullseye!")) + +/datum/ammo/bullet/sniper/incendiary + name = "incendiary sniper bullet" + damage_type = BRUTE + shrapnel_chance = 0 + flags_ammo_behavior = AMMO_BALLISTIC|AMMO_SNIPER|AMMO_IGNORE_COVER + + //Removed accuracy = 0, accuracy_var_high = Variance Tier 6, and scatter = 0. -Kaga + damage = 60 + penetration = ARMOR_PENETRATION_TIER_4 + +/datum/ammo/bullet/sniper/incendiary/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) + )) + +/datum/ammo/bullet/sniper/incendiary/on_hit_mob(mob/M,obj/projectile/P) + if((P.projectile_flags & PROJECTILE_BULLSEYE) && M == P.original) + var/mob/living/L = M + var/blind_duration = 5 + if(isxeno(M)) + var/mob/living/carbon/xenomorph/target = M + if(target.mob_size >= MOB_SIZE_BIG) + blind_duration = 2 + L.AdjustEyeBlur(blind_duration) + L.adjust_fire_stacks(10) + to_chat(P.firer, SPAN_WARNING("Bullseye!")) + +/datum/ammo/bullet/sniper/flak + name = "flak sniper bullet" + damage_type = BRUTE + flags_ammo_behavior = AMMO_BALLISTIC|AMMO_SNIPER|AMMO_IGNORE_COVER + + accuracy = HIT_ACCURACY_TIER_8 + scatter = SCATTER_AMOUNT_TIER_8 + damage = 55 + damage_var_high = PROJECTILE_VARIANCE_TIER_8 //Documenting old code: This converts to a variance of 96-109% damage. -Kaga + penetration = 0 + +/datum/ammo/bullet/sniper/flak/on_hit_mob(mob/M,obj/projectile/P) + if((P.projectile_flags & PROJECTILE_BULLSEYE) && M == P.original) + var/slow_duration = 7 + var/mob/living/L = M + if(isxeno(M)) + var/mob/living/carbon/xenomorph/target = M + if(target.mob_size >= MOB_SIZE_BIG) + slow_duration = 4 + M.adjust_effect(slow_duration, SUPERSLOW) + L.apply_armoured_damage(damage, ARMOR_BULLET, BRUTE, null, penetration) + to_chat(P.firer, SPAN_WARNING("Bullseye!")) + else + burst(get_turf(M),P,damage_type, 2 , 2) + burst(get_turf(M),P,damage_type, 1 , 2 , 0) + +/datum/ammo/bullet/sniper/flak/on_near_target(turf/T, obj/projectile/P) + burst(T,P,damage_type, 2 , 2) + burst(T,P,damage_type, 1 , 2, 0) + return 1 + +/datum/ammo/bullet/sniper/crude + name = "crude sniper bullet" + damage = 42 + penetration = ARMOR_PENETRATION_TIER_6 + +/datum/ammo/bullet/sniper/crude/on_hit_mob(mob/M, obj/projectile/P) + . = ..() + pushback(M, P, 3) + +/datum/ammo/bullet/sniper/upp + name = "armor-piercing sniper bullet" + damage = 80 + penetration = ARMOR_PENETRATION_TIER_10 + +/datum/ammo/bullet/sniper/anti_materiel + name = "anti-materiel sniper bullet" + + shrapnel_chance = 0 // This isn't leaving any shrapnel. + accuracy = HIT_ACCURACY_TIER_8 + damage = 125 + shell_speed = AMMO_SPEED_TIER_6 + +/datum/ammo/bullet/sniper/anti_materiel/on_hit_mob(mob/M,obj/projectile/P) + if((P.projectile_flags & PROJECTILE_BULLSEYE) && M == P.original) + var/mob/living/L = M + var/size_damage_mod = 0.8 + if(isxeno(M)) + var/mob/living/carbon/xenomorph/target = M + if(target.mob_size >= MOB_SIZE_XENO) + size_damage_mod += 0.6 + if(target.mob_size >= MOB_SIZE_BIG) + size_damage_mod += 0.6 + L.apply_armoured_damage(damage*size_damage_mod, ARMOR_BULLET, BRUTE, null, penetration) + // 180% damage to all targets (225), 240% (300) against non-Runner xenos, and 300% against Big xenos (375). -Kaga + to_chat(P.firer, SPAN_WARNING("Bullseye!")) + +/datum/ammo/bullet/sniper/anti_materiel/vulture + damage = 400 // Fully intended to vaporize anything smaller than a mini cooper + accurate_range_min = 10 + handful_state = "vulture_bullet" + sound_hit = 'sound/bullets/bullet_vulture_impact.ogg' + flags_ammo_behavior = AMMO_BALLISTIC|AMMO_SNIPER|AMMO_IGNORE_COVER|AMMO_ANTIVEHICLE + +/datum/ammo/bullet/sniper/anti_materiel/vulture/on_hit_mob(mob/hit_mob, obj/projectile/bullet) + . = ..() + knockback(hit_mob, bullet, 30) + hit_mob.apply_effect(3, SLOW) + +/datum/ammo/bullet/sniper/anti_materiel/vulture/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating/heavy) + )) + +/datum/ammo/bullet/sniper/elite + name = "supersonic sniper bullet" + + shrapnel_chance = 0 // This isn't leaving any shrapnel. + accuracy = HIT_ACCURACY_TIER_8 + damage = 150 + shell_speed = AMMO_SPEED_TIER_6 + AMMO_SPEED_TIER_2 + +/datum/ammo/bullet/sniper/elite/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating) + )) + +/datum/ammo/bullet/sniper/elite/on_hit_mob(mob/M,obj/projectile/P) + if((P.projectile_flags & PROJECTILE_BULLSEYE) && M == P.original) + var/mob/living/L = M + var/size_damage_mod = 0.5 + if(isxeno(M)) + var/mob/living/carbon/xenomorph/target = M + if(target.mob_size >= MOB_SIZE_XENO) + size_damage_mod += 0.5 + if(target.mob_size >= MOB_SIZE_BIG) + size_damage_mod += 1 + L.apply_armoured_damage(damage*size_damage_mod, ARMOR_BULLET, BRUTE, null, penetration) + else + L.apply_armoured_damage(damage, ARMOR_BULLET, BRUTE, null, penetration) + // 150% damage to runners (225), 300% against Big xenos (450), and 200% against all others (300). -Kaga + to_chat(P.firer, SPAN_WARNING("Bullseye!")) diff --git a/code/datums/ammo/bullet/special_ammo.dm b/code/datums/ammo/bullet/special_ammo.dm new file mode 100644 index 000000000000..cdf30b1af7fe --- /dev/null +++ b/code/datums/ammo/bullet/special_ammo.dm @@ -0,0 +1,176 @@ +/* +//====== + Special Ammo +//====== +*/ + +/datum/ammo/bullet/smartgun + name = "smartgun bullet" + icon_state = "redbullet" + flags_ammo_behavior = AMMO_BALLISTIC + + max_range = 12 + accuracy = HIT_ACCURACY_TIER_4 + damage = 30 + penetration = 0 + +/datum/ammo/bullet/smartgun/armor_piercing + name = "armor-piercing smartgun bullet" + icon_state = "bullet" + + accurate_range = 12 + accuracy = HIT_ACCURACY_TIER_2 + damage = 20 + penetration = ARMOR_PENETRATION_TIER_8 + damage_armor_punch = 1 + +/datum/ammo/bullet/smartgun/dirty + name = "irradiated smartgun bullet" + debilitate = list(0,0,0,3,0,0,0,1) + + shrapnel_chance = SHRAPNEL_CHANCE_TIER_7 + accurate_range = 32 + accuracy = HIT_ACCURACY_TIER_3 + damage = 40 + penetration = 0 + +/datum/ammo/bullet/smartgun/dirty/armor_piercing + debilitate = list(0,0,0,3,0,0,0,1) + + accurate_range = 22 + accuracy = HIT_ACCURACY_TIER_3 + damage = 30 + penetration = ARMOR_PENETRATION_TIER_7 + damage_armor_punch = 3 + +/datum/ammo/bullet/smartgun/holo_target //Royal marines smartgun bullet has only diff between regular ammo is this one does holostacks + name = "holo-targeting smartgun bullet" + damage = 30 + ///Stuff for the HRP holotargetting stacks + var/holo_stacks = 15 + +/datum/ammo/bullet/smartgun/holo_target/on_hit_mob(mob/M, obj/projectile/P) + . = ..() + M.AddComponent(/datum/component/bonus_damage_stack, holo_stacks, world.time) + +/datum/ammo/bullet/smartgun/holo_target/ap + name = "armor-piercing smartgun bullet" + icon_state = "bullet" + + accurate_range = 12 + accuracy = HIT_ACCURACY_TIER_2 + damage = 20 + penetration = ARMOR_PENETRATION_TIER_8 + damage_armor_punch = 1 + +/datum/ammo/bullet/smartgun/m56_fpw + name = "\improper M56 FPW bullet" + icon_state = "redbullet" + flags_ammo_behavior = AMMO_BALLISTIC + + max_range = 7 + accuracy = HIT_ACCURACY_TIER_7 + damage = 35 + penetration = ARMOR_PENETRATION_TIER_1 + +/datum/ammo/bullet/turret + name = "autocannon bullet" + icon_state = "redbullet" //Red bullets to indicate friendly fire restriction + flags_ammo_behavior = AMMO_BALLISTIC|AMMO_IGNORE_COVER + + accurate_range = 22 + accuracy_var_low = PROJECTILE_VARIANCE_TIER_8 + accuracy_var_high = PROJECTILE_VARIANCE_TIER_8 + max_range = 22 + damage = 30 + penetration = ARMOR_PENETRATION_TIER_7 + damage_armor_punch = 0 + pen_armor_punch = 0 + shell_speed = 2*AMMO_SPEED_TIER_6 + accuracy = HIT_ACCURACY_TIER_5 + +/datum/ammo/bullet/turret/dumb + icon_state = "bullet" + flags_ammo_behavior = AMMO_BALLISTIC + +/datum/ammo/bullet/machinegun //Adding this for the MG Nests (~Art) + name = "machinegun bullet" + icon_state = "bullet" // Keeping it bog standard with the turret but allows it to be changed + + accurate_range = 12 + damage = 35 + penetration= ARMOR_PENETRATION_TIER_10 //Bumped the penetration to serve a different role from sentries, MGs are a bit more offensive + accuracy = HIT_ACCURACY_TIER_3 + +/datum/ammo/bullet/machinegun/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_iff) + )) + +/datum/ammo/bullet/machinegun/auto // for M2C, automatic variant for M56D, stats for bullet should always be moderately overtuned to fulfill its ultra-offense + flank-push purpose + name = "heavy machinegun bullet" + + accurate_range = 10 + damage = 50 + penetration = ARMOR_PENETRATION_TIER_6 + accuracy = -HIT_ACCURACY_TIER_2 // 75 accuracy + shell_speed = AMMO_SPEED_TIER_2 + max_range = 15 + effective_range_max = 7 + damage_falloff = DAMAGE_FALLOFF_TIER_8 + +/datum/ammo/bullet/machinegun/auto/set_bullet_traits() + return + +/datum/ammo/bullet/minigun + name = "minigun bullet" + headshot_state = HEADSHOT_OVERLAY_MEDIUM + + accuracy = -HIT_ACCURACY_TIER_3 + accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 + accuracy_var_high = PROJECTILE_VARIANCE_TIER_6 + accurate_range = 12 + damage = 35 + penetration = ARMOR_PENETRATION_TIER_6 + +/datum/ammo/bullet/minigun/New() + ..() + if(SSticker.mode && MODE_HAS_FLAG(MODE_FACTION_CLASH)) + damage = 15 + else if(SSticker.current_state < GAME_STATE_PLAYING) + RegisterSignal(SSdcs, COMSIG_GLOB_MODE_PRESETUP, PROC_REF(setup_hvh_damage)) + +/datum/ammo/bullet/minigun/proc/setup_hvh_damage() + if(MODE_HAS_FLAG(MODE_FACTION_CLASH)) + damage = 15 + +/datum/ammo/bullet/minigun/tank + accuracy = -HIT_ACCURACY_TIER_1 + accuracy_var_low = PROJECTILE_VARIANCE_TIER_8 + accuracy_var_high = PROJECTILE_VARIANCE_TIER_8 + accurate_range = 12 + +/datum/ammo/bullet/m60 + name = "M60 bullet" + headshot_state = HEADSHOT_OVERLAY_MEDIUM + + accuracy = HIT_ACCURACY_TIER_2 + accuracy_var_low = PROJECTILE_VARIANCE_TIER_8 + accuracy_var_high = PROJECTILE_VARIANCE_TIER_6 + accurate_range = 12 + damage = 45 //7.62x51 is scary + penetration= ARMOR_PENETRATION_TIER_6 + shrapnel_chance = SHRAPNEL_CHANCE_TIER_2 + +/datum/ammo/bullet/pkp + name = "machinegun bullet" + headshot_state = HEADSHOT_OVERLAY_MEDIUM + + accuracy = HIT_ACCURACY_TIER_1 + accuracy_var_low = PROJECTILE_VARIANCE_TIER_8 + accuracy_var_high = PROJECTILE_VARIANCE_TIER_6 + accurate_range = 14 + damage = 35 + penetration= ARMOR_PENETRATION_TIER_6 + shrapnel_chance = SHRAPNEL_CHANCE_TIER_2 diff --git a/code/datums/ammo/bullet/tank.dm b/code/datums/ammo/bullet/tank.dm new file mode 100644 index 000000000000..70a953c6e273 --- /dev/null +++ b/code/datums/ammo/bullet/tank.dm @@ -0,0 +1,74 @@ +/* +//====== + Tank Ammo +//====== +*/ + +/datum/ammo/bullet/tank/flak + name = "flak autocannon bullet" + icon_state = "autocannon" + damage_falloff = 0 + flags_ammo_behavior = AMMO_BALLISTIC + accurate_range_min = 4 + + accuracy = HIT_ACCURACY_TIER_8 + scatter = 0 + damage = 60 + damage_var_high = PROJECTILE_VARIANCE_TIER_8 + penetration = ARMOR_PENETRATION_TIER_6 + accurate_range = 32 + max_range = 32 + shell_speed = AMMO_SPEED_TIER_6 + +/datum/ammo/bullet/tank/flak/on_hit_mob(mob/M,obj/projectile/P) + burst(get_turf(M),P,damage_type, 2 , 3) + burst(get_turf(M),P,damage_type, 1 , 3 , 0) + +/datum/ammo/bullet/tank/flak/on_near_target(turf/T, obj/projectile/P) + burst(get_turf(T),P,damage_type, 2 , 3) + burst(get_turf(T),P,damage_type, 1 , 3, 0) + return 1 + +/datum/ammo/bullet/tank/flak/on_hit_obj(obj/O,obj/projectile/P) + burst(get_turf(P),P,damage_type, 2 , 3) + burst(get_turf(P),P,damage_type, 1 , 3 , 0) + +/datum/ammo/bullet/tank/flak/on_hit_turf(turf/T,obj/projectile/P) + burst(get_turf(T),P,damage_type, 2 , 3) + burst(get_turf(T),P,damage_type, 1 , 3 , 0) + +/datum/ammo/bullet/tank/dualcannon + name = "dualcannon bullet" + icon_state = "autocannon" + damage_falloff = 0 + flags_ammo_behavior = AMMO_BALLISTIC + + accuracy = HIT_ACCURACY_TIER_8 + scatter = 0 + damage = 50 + damage_var_high = PROJECTILE_VARIANCE_TIER_8 + penetration = ARMOR_PENETRATION_TIER_3 + accurate_range = 10 + max_range = 12 + shell_speed = AMMO_SPEED_TIER_5 + +/datum/ammo/bullet/tank/dualcannon/on_hit_mob(mob/M,obj/projectile/P) + for(var/mob/living/carbon/L in get_turf(M)) + if(L.stat == CONSCIOUS && L.mob_size <= MOB_SIZE_XENO) + shake_camera(L, 1, 1) + +/datum/ammo/bullet/tank/dualcannon/on_near_target(turf/T, obj/projectile/P) + for(var/mob/living/carbon/L in T) + if(L.stat == CONSCIOUS && L.mob_size <= MOB_SIZE_XENO) + shake_camera(L, 1, 1) + return 1 + +/datum/ammo/bullet/tank/dualcannon/on_hit_obj(obj/O,obj/projectile/P) + for(var/mob/living/carbon/L in get_turf(O)) + if(L.stat == CONSCIOUS && L.mob_size <= MOB_SIZE_XENO) + shake_camera(L, 1, 1) + +/datum/ammo/bullet/tank/dualcannon/on_hit_turf(turf/T,obj/projectile/P) + for(var/mob/living/carbon/L in T) + if(L.stat == CONSCIOUS && L.mob_size <= MOB_SIZE_XENO) + shake_camera(L, 1, 1) diff --git a/code/datums/ammo/energy.dm b/code/datums/ammo/energy.dm new file mode 100644 index 000000000000..01c69ffa0015 --- /dev/null +++ b/code/datums/ammo/energy.dm @@ -0,0 +1,241 @@ +/* +//====== + Energy Ammo +//====== +*/ + +/datum/ammo/energy + ping = null //no bounce off. We can have one later. + sound_hit = "energy_hit" + sound_miss = "energy_miss" + sound_bounce = "energy_bounce" + + damage_type = BURN + flags_ammo_behavior = AMMO_ENERGY + + accuracy = HIT_ACCURACY_TIER_4 + +/datum/ammo/energy/emitter //Damage is determined in emitter.dm + name = "emitter bolt" + icon_state = "emitter" + flags_ammo_behavior = AMMO_ENERGY|AMMO_IGNORE_ARMOR + + accurate_range = 6 + max_range = 6 + +/datum/ammo/energy/taser + name = "taser bolt" + icon_state = "stun" + damage_type = OXY + flags_ammo_behavior = AMMO_ENERGY|AMMO_IGNORE_RESIST|AMMO_ALWAYS_FF //Not that ignoring will do much right now. + + stamina_damage = 45 + accuracy = HIT_ACCURACY_TIER_8 + shell_speed = AMMO_SPEED_TIER_1 // Slightly faster + hit_effect_color = "#FFFF00" + +/datum/ammo/energy/taser/on_hit_mob(mob/M, obj/projectile/P) + if(ishuman(M)) + var/mob/living/carbon/human/H = M + H.disable_special_items() // Disables scout cloak + +/datum/ammo/energy/taser/precise + name = "precise taser bolt" + flags_ammo_behavior = AMMO_ENERGY|AMMO_IGNORE_RESIST|AMMO_MP + +/datum/ammo/energy/rxfm_eva + name = "laser blast" + icon_state = "laser_new" + flags_ammo_behavior = AMMO_LASER + accurate_range = 14 + max_range = 22 + damage = 45 + stamina_damage = 25 //why not + shell_speed = AMMO_SPEED_TIER_3 + +/datum/ammo/energy/rxfm_eva/on_hit_mob(mob/living/M, obj/projectile/P) + ..() + if(prob(10)) //small chance for one to ignite on hit + M.fire_act() + +/datum/ammo/energy/laz_uzi + name = "laser bolt" + icon_state = "laser_new" + flags_ammo_behavior = AMMO_ENERGY + damage = 40 + accurate_range = 5 + effective_range_max = 7 + max_range = 10 + shell_speed = AMMO_SPEED_TIER_4 + scatter = SCATTER_AMOUNT_TIER_6 + accuracy = HIT_ACCURACY_TIER_3 + damage_falloff = DAMAGE_FALLOFF_TIER_8 + +/datum/ammo/energy/yautja + headshot_state = HEADSHOT_OVERLAY_MEDIUM + accurate_range = 12 + shell_speed = AMMO_SPEED_TIER_3 + damage_type = BURN + flags_ammo_behavior = AMMO_IGNORE_RESIST + +/datum/ammo/energy/yautja/pistol + name = "plasma pistol bolt" + icon_state = "ion" + + damage = 40 + shell_speed = AMMO_SPEED_TIER_2 + +/datum/ammo/energy/yautja/pistol/incendiary + damage = 10 + +/datum/ammo/energy/yautja/pistol/incendiary/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) + )) + +/datum/ammo/bullet/shrapnel/plasma + name = "plasma wave" + shrapnel_chance = 0 + penetration = ARMOR_PENETRATION_TIER_10 + accuracy = HIT_ACCURACY_TIER_MAX + damage = 15 + icon_state = "shrapnel_plasma" + damage_type = BURN + +/datum/ammo/bullet/shrapnel/plasma/on_hit_mob(mob/hit_mob, obj/projectile/hit_projectile) + hit_mob.apply_effect(2, WEAKEN) + +/datum/ammo/energy/yautja/caster + name = "root caster bolt" + icon_state = "ion" + +/datum/ammo/energy/yautja/caster/stun + name = "low power stun bolt" + debilitate = list(2,2,0,0,0,1,0,0) + + damage = 0 + flags_ammo_behavior = AMMO_ENERGY|AMMO_IGNORE_RESIST + +/datum/ammo/energy/yautja/caster/bolt + name = "plasma bolt" + icon_state = "pulse1" + flags_ammo_behavior = AMMO_IGNORE_RESIST + shell_speed = AMMO_SPEED_TIER_6 + damage = 35 + +/datum/ammo/energy/yautja/caster/bolt/stun + name = "high power stun bolt" + var/stun_time = 2 + + damage = 0 + flags_ammo_behavior = AMMO_ENERGY|AMMO_IGNORE_RESIST + +/datum/ammo/energy/yautja/caster/bolt/stun/on_hit_mob(mob/M, obj/projectile/P) + var/mob/living/carbon/C = M + var/stun_time = src.stun_time + if(istype(C)) + if(isyautja(C) || ispredalien(C)) + return + to_chat(C, SPAN_DANGER("An electric shock ripples through your body, freezing you in place!")) + log_attack("[key_name(C)] was stunned by a high power stun bolt from [key_name(P.firer)] at [get_area(P)]") + + if(ishuman(C)) + var/mob/living/carbon/human/H = C + stun_time++ + H.apply_effect(stun_time, WEAKEN) + else + M.apply_effect(stun_time, WEAKEN) + + C.apply_effect(stun_time, STUN) + ..() + +/datum/ammo/energy/yautja/caster/sphere + name = "plasma eradicator" + icon_state = "bluespace" + flags_ammo_behavior = AMMO_EXPLOSIVE|AMMO_HITS_TARGET_TURF + shell_speed = AMMO_SPEED_TIER_4 + accuracy = HIT_ACCURACY_TIER_8 + + damage = 55 + + accurate_range = 8 + max_range = 8 + + var/vehicle_slowdown_time = 5 SECONDS + +/datum/ammo/energy/yautja/caster/sphere/on_hit_mob(mob/M, obj/projectile/P) + cell_explosion(P, 170, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + +/datum/ammo/energy/yautja/caster/sphere/on_hit_turf(turf/T, obj/projectile/P) + cell_explosion(P, 170, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + +/datum/ammo/energy/yautja/caster/sphere/on_hit_obj(obj/O, obj/projectile/P) + if(istype(O, /obj/vehicle/multitile)) + var/obj/vehicle/multitile/multitile_vehicle = O + multitile_vehicle.next_move = world.time + vehicle_slowdown_time + playsound(multitile_vehicle, 'sound/effects/meteorimpact.ogg', 35) + multitile_vehicle.at_munition_interior_explosion_effect(cause_data = create_cause_data("Plasma Eradicator", P.firer)) + multitile_vehicle.interior_crash_effect() + multitile_vehicle.ex_act(150, P.dir, P.weapon_cause_data, 100) + cell_explosion(get_turf(P), 170, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + +/datum/ammo/energy/yautja/caster/sphere/do_at_max_range(obj/projectile/P) + cell_explosion(get_turf(P), 170, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + + +/datum/ammo/energy/yautja/caster/sphere/stun + name = "plasma immobilizer" + damage = 0 + flags_ammo_behavior = AMMO_ENERGY|AMMO_IGNORE_RESIST + accurate_range = 20 + max_range = 20 + + var/stun_range = 4 // Big + var/stun_time = 6 + +/datum/ammo/energy/yautja/caster/sphere/stun/on_hit_mob(mob/M, obj/projectile/P) + do_area_stun(P) + +/datum/ammo/energy/yautja/caster/sphere/stun/on_hit_turf(turf/T,obj/projectile/P) + do_area_stun(P) + +/datum/ammo/energy/yautja/caster/sphere/stun/on_hit_obj(obj/O,obj/projectile/P) + do_area_stun(P) + +/datum/ammo/energy/yautja/caster/sphere/stun/do_at_max_range(obj/projectile/P) + do_area_stun(P) + +/datum/ammo/energy/yautja/caster/sphere/stun/proc/do_area_stun(obj/projectile/P) + playsound(P, 'sound/weapons/wave.ogg', 75, 1, 25) + for (var/mob/living/carbon/M in view(src.stun_range, get_turf(P))) + var/stun_time = src.stun_time + log_attack("[key_name(M)] was stunned by a plasma immobilizer from [key_name(P.firer)] at [get_area(P)]") + if (isyautja(M)) + stun_time -= 2 + if(ispredalien(M)) + continue + to_chat(M, SPAN_DANGER("A powerful electric shock ripples through your body, freezing you in place!")) + M.apply_effect(stun_time, STUN) + + if (ishuman(M)) + var/mob/living/carbon/human/H = M + H.apply_effect(stun_time, WEAKEN) + else + M.apply_effect(stun_time, WEAKEN) + +/datum/ammo/energy/yautja/rifle/bolt + name = "plasma rifle bolt" + icon_state = "ion" + damage_type = BURN + debilitate = list(0,2,0,0,0,0,0,0) + flags_ammo_behavior = AMMO_IGNORE_RESIST + + damage = 55 + penetration = ARMOR_PENETRATION_TIER_10 + +/datum/ammo/energy/yautja/rifle/bolt/on_hit_mob(mob/hit_mob, obj/projectile/hit_projectile) + if(isxeno(hit_mob)) + var/mob/living/carbon/xenomorph/xeno = hit_mob + xeno.apply_damage(damage * 0.75, BURN) + xeno.interference = 30 diff --git a/code/datums/ammo/misc.dm b/code/datums/ammo/misc.dm new file mode 100644 index 000000000000..bdb284753dc4 --- /dev/null +++ b/code/datums/ammo/misc.dm @@ -0,0 +1,294 @@ +/* +//====== + Misc Ammo +//====== +*/ + +/datum/ammo/alloy_spike + name = "alloy spike" + headshot_state = HEADSHOT_OVERLAY_MEDIUM + ping = "ping_s" + icon_state = "MSpearFlight" + sound_hit = "alloy_hit" + sound_armor = "alloy_armor" + sound_bounce = "alloy_bounce" + + accuracy = HIT_ACCURACY_TIER_8 + accurate_range = 12 + max_range = 12 + damage = 30 + penetration= ARMOR_PENETRATION_TIER_10 + shrapnel_chance = SHRAPNEL_CHANCE_TIER_7 + shrapnel_type = /obj/item/shard/shrapnel + +/datum/ammo/flamethrower + name = "flame" + icon_state = "pulse0" + damage_type = BURN + flags_ammo_behavior = AMMO_IGNORE_ARMOR|AMMO_HITS_TARGET_TURF + + max_range = 6 + damage = 35 + +/datum/ammo/flamethrower/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) + )) + +/datum/ammo/flamethrower/on_hit_mob(mob/M, obj/projectile/P) + drop_flame(get_turf(M), P.weapon_cause_data) + +/datum/ammo/flamethrower/on_hit_obj(obj/O, obj/projectile/P) + drop_flame(get_turf(O), P.weapon_cause_data) + +/datum/ammo/flamethrower/on_hit_turf(turf/T, obj/projectile/P) + drop_flame(T, P.weapon_cause_data) + +/datum/ammo/flamethrower/do_at_max_range(obj/projectile/P) + drop_flame(get_turf(P), P.weapon_cause_data) + +/datum/ammo/flamethrower/tank_flamer + flamer_reagent_type = /datum/reagent/napalm/blue + +/datum/ammo/flamethrower/sentry_flamer + flags_ammo_behavior = AMMO_IGNORE_ARMOR|AMMO_IGNORE_COVER|AMMO_FLAME + flamer_reagent_type = /datum/reagent/napalm/blue + + accuracy = HIT_ACCURACY_TIER_8 + accurate_range = 6 + max_range = 12 + shell_speed = AMMO_SPEED_TIER_3 + +/datum/ammo/flamethrower/sentry_flamer/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) + )) + +/datum/ammo/flamethrower/sentry_flamer/glob + max_range = 14 + accurate_range = 10 + var/datum/effect_system/smoke_spread/phosphorus/smoke + +/datum/ammo/flamethrower/sentry_flamer/glob/New() + . = ..() + smoke = new() + +/datum/ammo/flamethrower/sentry_flamer/glob/drop_flame(turf/T, datum/cause_data/cause_data) + if(!istype(T)) + return + smoke.set_up(1, 0, T, new_cause_data = cause_data) + smoke.start() + +/datum/ammo/flamethrower/sentry_flamer/glob/Destroy() + qdel(smoke) + return ..() + +/datum/ammo/flamethrower/sentry_flamer/mini + name = "normal fire" + +/datum/ammo/flamethrower/sentry_flamer/mini/drop_flame(turf/T, datum/cause_data/cause_data) + if(!istype(T)) + return + var/datum/reagent/napalm/ut/R = new() + R.durationfire = BURN_TIME_INSTANT + new /obj/flamer_fire(T, cause_data, R, 0) + +/datum/ammo/flare + name = "flare" + ping = null //no bounce off. + damage_type = BURN + flags_ammo_behavior = AMMO_HITS_TARGET_TURF + icon_state = "flare" + + damage = 15 + accuracy = HIT_ACCURACY_TIER_3 + max_range = 14 + shell_speed = AMMO_SPEED_TIER_3 + + var/flare_type = /obj/item/device/flashlight/flare/on/gun + handful_type = /obj/item/device/flashlight/flare + +/datum/ammo/flare/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) + )) + +/datum/ammo/flare/on_hit_mob(mob/M,obj/projectile/P) + drop_flare(get_turf(M), P, P.firer) + +/datum/ammo/flare/on_hit_obj(obj/O,obj/projectile/P) + drop_flare(get_turf(P), P, P.firer) + +/datum/ammo/flare/on_hit_turf(turf/T, obj/projectile/P) + if(T.density && isturf(P.loc)) + drop_flare(P.loc, P, P.firer) + else + drop_flare(T, P, P.firer) + +/datum/ammo/flare/do_at_max_range(obj/projectile/P, mob/firer) + drop_flare(get_turf(P), P, P.firer) + +/datum/ammo/flare/proc/drop_flare(turf/T, obj/projectile/fired_projectile, mob/firer) + var/obj/item/device/flashlight/flare/G = new flare_type(T) + var/matrix/rotation = matrix() + rotation.Turn(fired_projectile.angle - 90) + G.apply_transform(rotation) + G.visible_message(SPAN_WARNING("\A [G] bursts into brilliant light nearby!")) + return G + +/datum/ammo/flare/signal + name = "signal flare" + icon_state = "flare_signal" + flare_type = /obj/item/device/flashlight/flare/signal/gun + handful_type = /obj/item/device/flashlight/flare/signal + +/datum/ammo/flare/signal/drop_flare(turf/T, obj/projectile/fired_projectile, mob/firer) + var/obj/item/device/flashlight/flare/signal/gun/signal_flare = ..() + signal_flare.activate_signal(firer) + if(istype(fired_projectile.shot_from, /obj/item/weapon/gun/flare)) + var/obj/item/weapon/gun/flare/flare_gun_fired_from = fired_projectile.shot_from + flare_gun_fired_from.last_signal_flare_name = signal_flare.name + +/datum/ammo/flare/starshell + name = "starshell ash" + icon_state = "starshell_bullet" + max_range = 5 + flare_type = /obj/item/device/flashlight/flare/on/starshell_ash + +/datum/ammo/flare/starshell/set_bullet_traits() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_iff, /datum/element/bullet_trait_incendiary) + )) + +/datum/ammo/souto + name = "Souto Can" + ping = null //no bounce off. + damage_type = BRUTE + shrapnel_type = /obj/item/reagent_container/food/drinks/cans/souto/classic + flags_ammo_behavior = AMMO_SKIPS_ALIENS|AMMO_IGNORE_ARMOR|AMMO_IGNORE_RESIST|AMMO_BALLISTIC|AMMO_STOPPED_BY_COVER|AMMO_SPECIAL_EMBED + var/obj/item/reagent_container/food/drinks/cans/souto/can_type + icon_state = "souto_classic" + + max_range = 12 + shrapnel_chance = 10 + accuracy = HIT_ACCURACY_TIER_8 + HIT_ACCURACY_TIER_8 + accurate_range = 12 + shell_speed = AMMO_SPEED_TIER_1 + +/datum/ammo/souto/on_embed(mob/embedded_mob, obj/limb/target_organ) + if(ishuman(embedded_mob) && !isyautja(embedded_mob)) + if(istype(target_organ)) + target_organ.embed(new can_type) + +/datum/ammo/souto/on_hit_mob(mob/M, obj/projectile/P) + if(!M || M == P.firer) return + if(M.throw_mode && !M.get_active_hand()) //empty active hand and we're in throw mode. If so we catch the can. + if(!M.is_mob_incapacitated()) // People who are not able to catch cannot catch. + if(P.contents.len == 1) + for(var/obj/item/reagent_container/food/drinks/cans/souto/S in P.contents) + M.put_in_active_hand(S) + for(var/mob/O in viewers(world_view_size, P)) //find all people in view. + O.show_message(SPAN_DANGER("[M] catches the [S]!"), SHOW_MESSAGE_VISIBLE) //Tell them the can was caught. + return //Can was caught. + if(ishuman(M)) + var/mob/living/carbon/human/H = M + if(H.species.name == "Human") //no effect on synths or preds. + H.apply_effect(6, STUN) + H.apply_effect(8, WEAKEN) + H.apply_effect(15, DAZE) + H.apply_effect(15, SLOW) + shake_camera(H, 2, 1) + if(P.contents.len) + drop_can(P.loc, P) //We make a can at the location. + +/datum/ammo/souto/on_hit_obj(obj/O,obj/projectile/P) + drop_can(P.loc, P) //We make a can at the location. + +/datum/ammo/souto/on_hit_turf(turf/T, obj/projectile/P) + drop_can(P.loc, P) //We make a can at the location. + +/datum/ammo/souto/do_at_max_range(obj/projectile/P) + drop_can(P.loc, P) //We make a can at the location. + +/datum/ammo/souto/on_shield_block(mob/M, obj/projectile/P) + drop_can(P.loc, P) //We make a can at the location. + +/datum/ammo/souto/proc/drop_can(loc, obj/projectile/P) + if(P.contents.len) + for(var/obj/item/I in P.contents) + I.forceMove(loc) + randomize_projectile(P) + +/datum/ammo/souto/proc/randomize_projectile(obj/projectile/P) + shrapnel_type = pick(typesof(/obj/item/reagent_container/food/drinks/cans/souto)-/obj/item/reagent_container/food/drinks/cans/souto) + +/datum/ammo/grenade_container + name = "grenade shell" + ping = null + damage_type = BRUTE + var/nade_type = /obj/item/explosive/grenade/high_explosive + icon_state = "grenade" + flags_ammo_behavior = AMMO_IGNORE_COVER|AMMO_SKIPS_ALIENS + + damage = 15 + accuracy = HIT_ACCURACY_TIER_3 + max_range = 6 + +/datum/ammo/grenade_container/on_hit_mob(mob/M,obj/projectile/P) + drop_nade(P) + +/datum/ammo/grenade_container/on_hit_obj(obj/O,obj/projectile/P) + drop_nade(P) + +/datum/ammo/grenade_container/on_hit_turf(turf/T,obj/projectile/P) + drop_nade(P) + +/datum/ammo/grenade_container/do_at_max_range(obj/projectile/P) + drop_nade(P) + +/datum/ammo/grenade_container/proc/drop_nade(obj/projectile/P) + var/turf/T = get_turf(P) + var/obj/item/explosive/grenade/G = new nade_type(T) + G.visible_message(SPAN_WARNING("\A [G] lands on [T]!")) + G.det_time = 10 + G.cause_data = P.weapon_cause_data + G.activate() + +/datum/ammo/grenade_container/rifle + flags_ammo_behavior = NO_FLAGS + +/datum/ammo/grenade_container/smoke + name = "smoke grenade shell" + nade_type = /obj/item/explosive/grenade/smokebomb + icon_state = "smoke_shell" + +/datum/ammo/hugger_container + name = "hugger shell" + ping = null + damage_type = BRUTE + var/hugger_hive = XENO_HIVE_NORMAL + icon_state = "smoke_shell" + + damage = 15 + accuracy = HIT_ACCURACY_TIER_3 + max_range = 6 + +/datum/ammo/hugger_container/on_hit_mob(mob/M,obj/projectile/P) + spawn_hugger(get_turf(P)) + +/datum/ammo/hugger_container/on_hit_obj(obj/O,obj/projectile/P) + spawn_hugger(get_turf(P)) + +/datum/ammo/hugger_container/on_hit_turf(turf/T,obj/projectile/P) + spawn_hugger(get_turf(P)) + +/datum/ammo/hugger_container/do_at_max_range(obj/projectile/P) + spawn_hugger(get_turf(P)) + +/datum/ammo/hugger_container/proc/spawn_hugger(turf/T) + var/obj/item/clothing/mask/facehugger/child = new(T) + child.hivenumber = hugger_hive + INVOKE_ASYNC(child, TYPE_PROC_REF(/obj/item/clothing/mask/facehugger, leap_at_nearest_target)) diff --git a/code/datums/ammo/rocket.dm b/code/datums/ammo/rocket.dm new file mode 100644 index 000000000000..52914f745110 --- /dev/null +++ b/code/datums/ammo/rocket.dm @@ -0,0 +1,300 @@ +/* +//====== + Rocket Ammo +//====== +*/ + +/datum/ammo/rocket + name = "high explosive rocket" + icon_state = "missile" + ping = null //no bounce off. + sound_bounce = "rocket_bounce" + damage_falloff = 0 + flags_ammo_behavior = AMMO_EXPLOSIVE|AMMO_ROCKET|AMMO_STRIKES_SURFACE + var/datum/effect_system/smoke_spread/smoke + + accuracy = HIT_ACCURACY_TIER_2 + accurate_range = 7 + max_range = 7 + damage = 15 + shell_speed = AMMO_SPEED_TIER_2 + +/datum/ammo/rocket/New() + ..() + smoke = new() + +/datum/ammo/rocket/Destroy() + qdel(smoke) + smoke = null + . = ..() + +/datum/ammo/rocket/on_hit_mob(mob/M, obj/projectile/P) + cell_explosion(get_turf(M), 150, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + smoke.set_up(1, get_turf(M)) + if(ishuman_strict(M)) // No yautya or synths. Makes humans gib on direct hit. + M.ex_act(350, P.dir, P.weapon_cause_data, 100) + smoke.start() + +/datum/ammo/rocket/on_hit_obj(obj/O, obj/projectile/P) + cell_explosion(get_turf(O), 150, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + smoke.set_up(1, get_turf(O)) + smoke.start() + +/datum/ammo/rocket/on_hit_turf(turf/T, obj/projectile/P) + cell_explosion(T, 150, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + smoke.set_up(1, T) + smoke.start() + +/datum/ammo/rocket/do_at_max_range(obj/projectile/P) + cell_explosion(get_turf(P), 150, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + smoke.set_up(1, get_turf(P)) + smoke.start() + +/datum/ammo/rocket/ap + name = "anti-armor rocket" + damage_falloff = 0 + flags_ammo_behavior = AMMO_EXPLOSIVE|AMMO_ROCKET + + accuracy = HIT_ACCURACY_TIER_8 + accuracy_var_low = PROJECTILE_VARIANCE_TIER_9 + accurate_range = 6 + max_range = 6 + damage = 10 + penetration= ARMOR_PENETRATION_TIER_10 + +/datum/ammo/rocket/ap/on_hit_mob(mob/M, obj/projectile/P) + var/turf/T = get_turf(M) + M.ex_act(150, P.dir, P.weapon_cause_data, 100) + M.apply_effect(2, WEAKEN) + M.apply_effect(2, PARALYZE) + if(ishuman_strict(M)) // No yautya or synths. Makes humans gib on direct hit. + M.ex_act(300, P.dir, P.weapon_cause_data, 100) + cell_explosion(T, 100, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + smoke.set_up(1, T) + smoke.start() + +/datum/ammo/rocket/ap/on_hit_obj(obj/O, obj/projectile/P) + var/turf/T = get_turf(O) + O.ex_act(150, P.dir, P.weapon_cause_data, 100) + cell_explosion(T, 100, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + smoke.set_up(1, T) + smoke.start() + +/datum/ammo/rocket/ap/on_hit_turf(turf/T, obj/projectile/P) + var/hit_something = 0 + for(var/mob/M in T) + M.ex_act(150, P.dir, P.weapon_cause_data, 100) + M.apply_effect(4, WEAKEN) + M.apply_effect(4, PARALYZE) + hit_something = 1 + continue + if(!hit_something) + for(var/obj/O in T) + if(O.density) + O.ex_act(150, P.dir, P.weapon_cause_data, 100) + hit_something = 1 + continue + if(!hit_something) + T.ex_act(150, P.dir, P.weapon_cause_data, 200) + + cell_explosion(T, 100, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + smoke.set_up(1, T) + smoke.start() + +/datum/ammo/rocket/ap/do_at_max_range(obj/projectile/P) + var/turf/T = get_turf(P) + var/hit_something = 0 + for(var/mob/M in T) + M.ex_act(250, P.dir, P.weapon_cause_data, 100) + M.apply_effect(2, WEAKEN) + M.apply_effect(2, PARALYZE) + hit_something = 1 + continue + if(!hit_something) + for(var/obj/O in T) + if(O.density) + O.ex_act(250, P.dir, P.weapon_cause_data, 100) + hit_something = 1 + continue + if(!hit_something) + T.ex_act(250, P.dir, P.weapon_cause_data) + cell_explosion(T, 100, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + smoke.set_up(1, T) + smoke.start() + +/datum/ammo/rocket/ap/anti_tank + name = "anti-tank rocket" + damage = 100 + var/vehicle_slowdown_time = 5 SECONDS + shrapnel_chance = 5 + shrapnel_type = /obj/item/large_shrapnel/at_rocket_dud + +/datum/ammo/rocket/ap/anti_tank/on_hit_obj(obj/O, obj/projectile/P) + if(istype(O, /obj/vehicle/multitile)) + var/obj/vehicle/multitile/M = O + M.next_move = world.time + vehicle_slowdown_time + playsound(M, 'sound/effects/meteorimpact.ogg', 35) + M.at_munition_interior_explosion_effect(cause_data = create_cause_data("Anti-Tank Rocket")) + M.interior_crash_effect() + var/turf/T = get_turf(M.loc) + M.ex_act(150, P.dir, P.weapon_cause_data, 100) + smoke.set_up(1, T) + smoke.start() + return + return ..() + + +/datum/ammo/rocket/ltb + name = "cannon round" + icon_state = "ltb" + flags_ammo_behavior = AMMO_EXPLOSIVE|AMMO_ROCKET|AMMO_STRIKES_SURFACE + + accuracy = HIT_ACCURACY_TIER_3 + accurate_range = 32 + max_range = 32 + damage = 25 + shell_speed = AMMO_SPEED_TIER_3 + +/datum/ammo/rocket/ltb/on_hit_mob(mob/M, obj/projectile/P) + cell_explosion(get_turf(M), 220, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + cell_explosion(get_turf(M), 200, 100, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + +/datum/ammo/rocket/ltb/on_hit_obj(obj/O, obj/projectile/P) + cell_explosion(get_turf(O), 220, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + cell_explosion(get_turf(O), 200, 100, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + +/datum/ammo/rocket/ltb/on_hit_turf(turf/T, obj/projectile/P) + cell_explosion(get_turf(T), 220, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + cell_explosion(get_turf(T), 200, 100, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + +/datum/ammo/rocket/ltb/do_at_max_range(obj/projectile/P) + cell_explosion(get_turf(P), 220, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + cell_explosion(get_turf(P), 200, 100, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) + +/datum/ammo/rocket/wp + name = "white phosphorous rocket" + flags_ammo_behavior = AMMO_ROCKET|AMMO_EXPLOSIVE|AMMO_STRIKES_SURFACE + damage_type = BURN + + accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 + accurate_range = 8 + damage = 90 + max_range = 8 + +/datum/ammo/rocket/wp/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) + )) + +/datum/ammo/rocket/wp/drop_flame(turf/T, datum/cause_data/cause_data) + playsound(T, 'sound/weapons/gun_flamethrower3.ogg', 75, 1, 7) + if(!istype(T)) return + smoke.set_up(1, T) + smoke.start() + var/datum/reagent/napalm/blue/R = new() + new /obj/flamer_fire(T, cause_data, R, 3) + + var/datum/effect_system/smoke_spread/phosphorus/landingSmoke = new /datum/effect_system/smoke_spread/phosphorus + landingSmoke.set_up(3, 0, T, null, 6, cause_data) + landingSmoke.start() + landingSmoke = null + +/datum/ammo/rocket/wp/on_hit_mob(mob/M, obj/projectile/P) + drop_flame(get_turf(M), P.weapon_cause_data) + +/datum/ammo/rocket/wp/on_hit_obj(obj/O, obj/projectile/P) + drop_flame(get_turf(O), P.weapon_cause_data) + +/datum/ammo/rocket/wp/on_hit_turf(turf/T, obj/projectile/P) + drop_flame(T, P.weapon_cause_data) + +/datum/ammo/rocket/wp/do_at_max_range(obj/projectile/P) + drop_flame(get_turf(P), P.weapon_cause_data) + +/datum/ammo/rocket/wp/upp + name = "extreme-intensity incendiary rocket" + flags_ammo_behavior = AMMO_ROCKET|AMMO_EXPLOSIVE|AMMO_STRIKES_SURFACE + damage_type = BURN + + accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 + accurate_range = 8 + damage = 150 + max_range = 10 + +/datum/ammo/rocket/wp/upp/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) + )) + +/datum/ammo/rocket/wp/upp/drop_flame(turf/T, datum/cause_data/cause_data) + playsound(T, 'sound/weapons/gun_flamethrower3.ogg', 75, 1, 7) + if(!istype(T)) return + smoke.set_up(1, T) + smoke.start() + var/datum/reagent/napalm/upp/R = new() + new /obj/flamer_fire(T, cause_data, R, 3) + +/datum/ammo/rocket/wp/upp/on_hit_mob(mob/M, obj/projectile/P) + drop_flame(get_turf(M), P.weapon_cause_data) + +/datum/ammo/rocket/wp/upp/on_hit_obj(obj/O, obj/projectile/P) + drop_flame(get_turf(O), P.weapon_cause_data) + +/datum/ammo/rocket/wp/upp/on_hit_turf(turf/T, obj/projectile/P) + drop_flame(T, P.weapon_cause_data) + +/datum/ammo/rocket/wp/upp/do_at_max_range(obj/projectile/P) + drop_flame(get_turf(P), P.weapon_cause_data) + +/datum/ammo/rocket/wp/quad + name = "thermobaric rocket" + flags_ammo_behavior = AMMO_ROCKET|AMMO_STRIKES_SURFACE + + damage = 100 + max_range = 32 + shell_speed = AMMO_SPEED_TIER_3 + +/datum/ammo/rocket/wp/quad/on_hit_mob(mob/M, obj/projectile/P) + drop_flame(get_turf(M), P.weapon_cause_data) + explosion(P.loc, -1, 2, 4, 5, , , ,P.weapon_cause_data) + +/datum/ammo/rocket/wp/quad/on_hit_obj(obj/O, obj/projectile/P) + drop_flame(get_turf(O), P.weapon_cause_data) + explosion(P.loc, -1, 2, 4, 5, , , ,P.weapon_cause_data) + +/datum/ammo/rocket/wp/quad/on_hit_turf(turf/T, obj/projectile/P) + drop_flame(T, P.weapon_cause_data) + explosion(P.loc, -1, 2, 4, 5, , , ,P.weapon_cause_data) + +/datum/ammo/rocket/wp/quad/do_at_max_range(obj/projectile/P) + drop_flame(get_turf(P), P.weapon_cause_data) + explosion(P.loc, -1, 2, 4, 5, , , ,P.weapon_cause_data) + +/datum/ammo/rocket/custom + name = "custom rocket" + +/datum/ammo/rocket/custom/proc/prime(atom/A, obj/projectile/P) + var/obj/item/weapon/gun/launcher/rocket/launcher = P.shot_from + var/obj/item/ammo_magazine/rocket/custom/rocket = launcher.current_mag + if(rocket.locked && rocket.warhead && rocket.warhead.detonator) + if(rocket.fuel && rocket.fuel.reagents.get_reagent_amount(rocket.fuel_type) >= rocket.fuel_requirement) + rocket.forceMove(P.loc) + rocket.warhead.cause_data = P.weapon_cause_data + rocket.warhead.prime() + qdel(rocket) + smoke.set_up(1, get_turf(A)) + smoke.start() + +/datum/ammo/rocket/custom/on_hit_mob(mob/M, obj/projectile/P) + prime(M, P) + +/datum/ammo/rocket/custom/on_hit_obj(obj/O, obj/projectile/P) + prime(O, P) + +/datum/ammo/rocket/custom/on_hit_turf(turf/T, obj/projectile/P) + prime(T, P) + +/datum/ammo/rocket/custom/do_at_max_range(obj/projectile/P) + prime(null, P) diff --git a/code/datums/ammo/shrapnel.dm b/code/datums/ammo/shrapnel.dm new file mode 100644 index 000000000000..e27caa4b277d --- /dev/null +++ b/code/datums/ammo/shrapnel.dm @@ -0,0 +1,157 @@ +/* +//====== + Shrapnel +//====== +*/ +/datum/ammo/bullet/shrapnel + name = "shrapnel" + icon_state = "buckshot" + accurate_range_min = 5 + flags_ammo_behavior = AMMO_BALLISTIC|AMMO_STOPPED_BY_COVER + + accuracy = HIT_ACCURACY_TIER_3 + accurate_range = 32 + max_range = 8 + damage = 25 + damage_var_low = -PROJECTILE_VARIANCE_TIER_6 + damage_var_high = PROJECTILE_VARIANCE_TIER_6 + penetration = ARMOR_PENETRATION_TIER_4 + shell_speed = AMMO_SPEED_TIER_2 + shrapnel_chance = 5 + +/datum/ammo/bullet/shrapnel/on_hit_obj(obj/O, obj/projectile/P) + if(istype(O, /obj/structure/barricade)) + var/obj/structure/barricade/B = O + B.health -= rand(2, 5) + B.update_health(1) + +/datum/ammo/bullet/shrapnel/rubber + name = "rubber pellets" + icon_state = "rubber_pellets" + flags_ammo_behavior = AMMO_STOPPED_BY_COVER + + damage = 0 + stamina_damage = 25 + shrapnel_chance = 0 + + +/datum/ammo/bullet/shrapnel/hornet_rounds + name = ".22 hornet round" + icon_state = "hornet_round" + flags_ammo_behavior = AMMO_BALLISTIC + damage = 20 + shrapnel_chance = 0 + shell_speed = AMMO_SPEED_TIER_3//she fast af boi + penetration = ARMOR_PENETRATION_TIER_5 + +/datum/ammo/bullet/shrapnel/hornet_rounds/on_hit_mob(mob/M, obj/projectile/P) + . = ..() + M.AddComponent(/datum/component/bonus_damage_stack, 10, world.time) + +/datum/ammo/bullet/shrapnel/incendiary + name = "flaming shrapnel" + icon_state = "beanbag" // looks suprisingly a lot like flaming shrapnel chunks + flags_ammo_behavior = AMMO_STOPPED_BY_COVER + + shell_speed = AMMO_SPEED_TIER_1 + damage = 20 + penetration = ARMOR_PENETRATION_TIER_4 + +/datum/ammo/bullet/shrapnel/incendiary/set_bullet_traits() + . = ..() + LAZYADD(traits_to_give, list( + BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) + )) + +/datum/ammo/bullet/shrapnel/metal + name = "metal shrapnel" + icon_state = "shrapnelshot_bit" + flags_ammo_behavior = AMMO_STOPPED_BY_COVER|AMMO_BALLISTIC + shell_speed = AMMO_SPEED_TIER_1 + damage = 30 + shrapnel_chance = 15 + accuracy = HIT_ACCURACY_TIER_8 + penetration = ARMOR_PENETRATION_TIER_4 + +/datum/ammo/bullet/shrapnel/light // weak shrapnel + name = "light shrapnel" + icon_state = "shrapnel_light" + + damage = 10 + penetration = ARMOR_PENETRATION_TIER_1 + shell_speed = AMMO_SPEED_TIER_1 + shrapnel_chance = 0 + +/datum/ammo/bullet/shrapnel/light/human + name = "human bone fragments" + icon_state = "shrapnel_human" + + shrapnel_chance = 50 + shrapnel_type = /obj/item/shard/shrapnel/bone_chips/human + +/datum/ammo/bullet/shrapnel/light/human/var1 // sprite variants + icon_state = "shrapnel_human1" + +/datum/ammo/bullet/shrapnel/light/human/var2 // sprite variants + icon_state = "shrapnel_human2" + +/datum/ammo/bullet/shrapnel/light/xeno + name = "alien bone fragments" + icon_state = "shrapnel_xeno" + + shrapnel_chance = 50 + shrapnel_type = /obj/item/shard/shrapnel/bone_chips/xeno + +/datum/ammo/bullet/shrapnel/spall // weak shrapnel + name = "spall" + icon_state = "shrapnel_light" + + damage = 10 + penetration = ARMOR_PENETRATION_TIER_1 + shell_speed = AMMO_SPEED_TIER_1 + shrapnel_chance = 0 + +/datum/ammo/bullet/shrapnel/light/glass + name = "glass shrapnel" + icon_state = "shrapnel_glass" + +/datum/ammo/bullet/shrapnel/light/effect/ // no damage, but looks bright and neat + name = "sparks" + + damage = 1 // Tickle tickle + +/datum/ammo/bullet/shrapnel/light/effect/ver1 + icon_state = "shrapnel_bright1" + +/datum/ammo/bullet/shrapnel/light/effect/ver2 + icon_state = "shrapnel_bright2" + +/datum/ammo/bullet/shrapnel/jagged + shrapnel_chance = SHRAPNEL_CHANCE_TIER_2 + accuracy = HIT_ACCURACY_TIER_MAX + +/datum/ammo/bullet/shrapnel/jagged/on_hit_mob(mob/M, obj/projectile/P) + if(isxeno(M)) + M.apply_effect(0.4, SLOW) + +/* +//======== + CAS 30mm impacters +//======== +*/ +/datum/ammo/bullet/shrapnel/gau //for the GAU to have a impact bullet instead of firecrackers + name = "30mm Multi-Purpose shell" + + damage = 1 // ALL DAMAGE IS IN dropship_ammo SO WE CAN DEAL DAMAGE TO RESTING MOBS, these will still remain however so that we can get cause_data and status effects. + damage_type = BRUTE + penetration = ARMOR_PENETRATION_TIER_2 + accuracy = HIT_ACCURACY_TIER_MAX + max_range = 0 + shrapnel_chance = 100 //the least of your problems + +/datum/ammo/bullet/shrapnel/gau/at + name = "30mm Anti-Tank shell" + + damage = 1 // ALL DAMAGE IS IN dropship_ammo SO WE CAN DEAL DAMAGE TO RESTING MOBS, these will still remain however so that we can get cause_data and status effects. + penetration = ARMOR_PENETRATION_TIER_8 + accuracy = HIT_ACCURACY_TIER_MAX diff --git a/code/datums/ammo/xeno.dm b/code/datums/ammo/xeno.dm new file mode 100644 index 000000000000..9d91920ac6f8 --- /dev/null +++ b/code/datums/ammo/xeno.dm @@ -0,0 +1,394 @@ +/* +//====== + Xeno Spits +//====== +*/ +/datum/ammo/xeno + icon_state = "neurotoxin" + ping = "ping_x" + damage_type = TOX + flags_ammo_behavior = AMMO_XENO + + ///used to make cooldown of the different spits vary. + var/added_spit_delay = 0 + var/spit_cost + + /// Should there be a windup for this spit? + var/spit_windup = FALSE + + /// Should there be an additional warning while winding up? (do not put to true if there is not a windup) + var/pre_spit_warn = FALSE + accuracy = HIT_ACCURACY_TIER_8*2 + max_range = 12 + +/datum/ammo/xeno/toxin + name = "neurotoxic spit" + damage_falloff = 0 + flags_ammo_behavior = AMMO_XENO|AMMO_IGNORE_RESIST + spit_cost = 25 + var/effect_power = XENO_NEURO_TIER_4 + var/datum/callback/neuro_callback + + shell_speed = AMMO_SPEED_TIER_3 + max_range = 7 + +/datum/ammo/xeno/toxin/New() + ..() + + neuro_callback = CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(apply_neuro)) + +/proc/apply_neuro(mob/M, power, insta_neuro) + if(skillcheck(M, SKILL_ENDURANCE, SKILL_ENDURANCE_MAX) && !insta_neuro) + M.visible_message(SPAN_DANGER("[M] withstands the neurotoxin!")) + return //endurance 5 makes you immune to weak neurotoxin + if(ishuman(M)) + var/mob/living/carbon/human/H = M + if(H.chem_effect_flags & CHEM_EFFECT_RESIST_NEURO || H.species.flags & NO_NEURO) + H.visible_message(SPAN_DANGER("[M] shrugs off the neurotoxin!")) + return //species like zombies or synths are immune to neurotoxin + + if(!isxeno(M)) + if(insta_neuro) + if(M.knocked_down < 3) + M.adjust_effect(1 * power, WEAKEN) + return + + if(ishuman(M)) + M.apply_effect(2.5, SUPERSLOW) + M.visible_message(SPAN_DANGER("[M]'s movements are slowed.")) + + var/no_clothes_neuro = FALSE + + if(ishuman(M)) + var/mob/living/carbon/human/H = M + if(!H.wear_suit || H.wear_suit.slowdown == 0) + no_clothes_neuro = TRUE + + if(no_clothes_neuro) + if(M.knocked_down < 5) + M.adjust_effect(1 * power, WEAKEN) // KD them a bit more + M.visible_message(SPAN_DANGER("[M] falls prone.")) + +/proc/apply_scatter_neuro(mob/M) + if(ishuman(M)) + var/mob/living/carbon/human/H = M + if(skillcheck(M, SKILL_ENDURANCE, SKILL_ENDURANCE_MAX)) + M.visible_message(SPAN_DANGER("[M] withstands the neurotoxin!")) + return //endurance 5 makes you immune to weak neuro + if(H.chem_effect_flags & CHEM_EFFECT_RESIST_NEURO || H.species.flags & NO_NEURO) + H.visible_message(SPAN_DANGER("[M] shrugs off the neurotoxin!")) + return + + if(M.knocked_down < 0.7) // apply knockdown only if current knockdown is less than 0.7 second + M.apply_effect(0.7, WEAKEN) + M.visible_message(SPAN_DANGER("[M] falls prone.")) + +/datum/ammo/xeno/toxin/on_hit_mob(mob/M,obj/projectile/P) + if(ishuman(M)) + var/mob/living/carbon/human/H = M + if(H.status_flags & XENO_HOST) + neuro_callback.Invoke(H, effect_power, TRUE) + return + + neuro_callback.Invoke(M, effect_power, FALSE) + +/datum/ammo/xeno/toxin/medium //Spitter + name = "neurotoxic spatter" + spit_cost = 50 + effect_power = 1 + + shell_speed = AMMO_SPEED_TIER_3 + +/datum/ammo/xeno/toxin/queen + name = "neurotoxic spit" + spit_cost = 50 + effect_power = 2 + + accuracy = HIT_ACCURACY_TIER_5*2 + max_range = 6 - 1 + +/datum/ammo/xeno/toxin/queen/on_hit_mob(mob/M,obj/projectile/P) + neuro_callback.Invoke(M, effect_power, TRUE) + +/datum/ammo/xeno/toxin/shotgun + name = "neurotoxic droplet" + flags_ammo_behavior = AMMO_XENO|AMMO_IGNORE_RESIST + bonus_projectiles_type = /datum/ammo/xeno/toxin/shotgun/additional + + accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 + accuracy_var_high = PROJECTILE_VARIANCE_TIER_6 + accurate_range = 5 + max_range = 5 + scatter = SCATTER_AMOUNT_NEURO + bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_4 + +/datum/ammo/xeno/toxin/shotgun/New() + ..() + + neuro_callback = CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(apply_scatter_neuro)) + +/datum/ammo/xeno/toxin/shotgun/additional + name = "additional neurotoxic droplets" + + bonus_projectiles_amount = 0 + +/datum/ammo/xeno/acid + name = "acid spit" + icon_state = "xeno_acid" + sound_hit = "acid_hit" + sound_bounce = "acid_bounce" + damage_type = BURN + spit_cost = 25 + flags_ammo_behavior = AMMO_ACIDIC|AMMO_XENO + accuracy = HIT_ACCURACY_TIER_5 + damage = 20 + max_range = 8 // 7 will disappear on diagonals. i love shitcode + penetration = ARMOR_PENETRATION_TIER_2 + shell_speed = AMMO_SPEED_TIER_3 + +/datum/ammo/xeno/acid/on_shield_block(mob/M, obj/projectile/P) + burst(M,P,damage_type) + +/datum/ammo/xeno/acid/on_hit_mob(mob/M, obj/projectile/P) + if(iscarbon(M)) + var/mob/living/carbon/C = M + if(C.status_flags & XENO_HOST && HAS_TRAIT(C, TRAIT_NESTED) || C.stat == DEAD) + return FALSE + ..() + +/datum/ammo/xeno/acid/spatter + name = "acid spatter" + + damage = 30 + max_range = 6 + +/datum/ammo/xeno/acid/spatter/on_hit_mob(mob/M, obj/projectile/P) + . = ..() + if(. == FALSE) + return + + new /datum/effects/acid(M, P.firer) + +/datum/ammo/xeno/acid/praetorian + name = "acid splash" + + accuracy = HIT_ACCURACY_TIER_10 + HIT_ACCURACY_TIER_5 + max_range = 8 + damage = 30 + shell_speed = AMMO_SPEED_TIER_2 + added_spit_delay = 0 + +/datum/ammo/xeno/acid/dot + name = "acid spit" + +/datum/ammo/xeno/acid/prae_nade // Used by base prae's acid nade + name = "acid scatter" + + flags_ammo_behavior = AMMO_STOPPED_BY_COVER + accuracy = HIT_ACCURACY_TIER_5 + accurate_range = 32 + max_range = 4 + damage = 25 + shell_speed = AMMO_SPEED_TIER_1 + scatter = SCATTER_AMOUNT_TIER_6 + + apply_delegate = FALSE + +/datum/ammo/xeno/acid/prae_nade/on_hit_mob(mob/M, obj/projectile/P) + if (!ishuman(M)) + return + + var/mob/living/carbon/human/H = M + + var/datum/effects/prae_acid_stacks/PAS = null + for (var/datum/effects/prae_acid_stacks/prae_acid_stacks in H.effects_list) + PAS = prae_acid_stacks + break + + if (PAS == null) + PAS = new /datum/effects/prae_acid_stacks(H) + else + PAS.increment_stack_count() + +/datum/ammo/xeno/boiler_gas + name = "glob of neuro gas" + icon_state = "neuro_glob" + ping = "ping_x" + debilitate = list(2,2,0,1,11,12,1,10) // Stun,knockdown,knockout,irradiate,stutter,eyeblur,drowsy,agony + flags_ammo_behavior = AMMO_SKIPS_ALIENS|AMMO_EXPLOSIVE|AMMO_IGNORE_RESIST|AMMO_HITS_TARGET_TURF|AMMO_ACIDIC + var/datum/effect_system/smoke_spread/smoke_system + spit_cost = 200 + pre_spit_warn = TRUE + spit_windup = 5 SECONDS + accuracy_var_high = PROJECTILE_VARIANCE_TIER_4 + accuracy_var_low = PROJECTILE_VARIANCE_TIER_4 + accuracy = HIT_ACCURACY_TIER_2 + scatter = SCATTER_AMOUNT_TIER_4 + shell_speed = 0.75 + max_range = 16 + /// range on the smoke in tiles from center + var/smokerange = 4 + var/lifetime_mult = 1.0 + +/datum/ammo/xeno/boiler_gas/New() + ..() + set_xeno_smoke() + +/datum/ammo/xeno/boiler_gas/Destroy() + qdel(smoke_system) + smoke_system = null + . = ..() + +/datum/ammo/xeno/boiler_gas/on_hit_mob(mob/moob, obj/projectile/proj) + if(iscarbon(moob)) + var/mob/living/carbon/carbon = moob + if(carbon.status_flags & XENO_HOST && HAS_TRAIT(carbon, TRAIT_NESTED) || carbon.stat == DEAD) + return + var/datum/effects/neurotoxin/neuro_effect = locate() in moob.effects_list + if(!neuro_effect) + neuro_effect = new /datum/effects/neurotoxin(moob, proj.firer) + neuro_effect.duration += 5 + moob.apply_effect(3, DAZE) + to_chat(moob, SPAN_HIGHDANGER("Neurotoxic liquid spreads all over you and immediately soaks into your pores and orifices! Oh fuck!")) // Fucked up but have a chance to escape rather than being game-ended + drop_nade(get_turf(proj), proj,TRUE) + +/datum/ammo/xeno/boiler_gas/on_hit_obj(obj/outbacksteakhouse, obj/projectile/proj) + drop_nade(get_turf(proj), proj) + +/datum/ammo/xeno/boiler_gas/on_hit_turf(turf/Turf, obj/projectile/proj) + if(Turf.density && isturf(proj.loc)) + drop_nade(proj.loc, proj) //we don't want the gas globs to land on dense turfs, they block smoke expansion. + else + drop_nade(Turf, proj) + +/datum/ammo/xeno/boiler_gas/do_at_max_range(obj/projectile/proj) + drop_nade(get_turf(proj), proj) + +/datum/ammo/xeno/boiler_gas/proc/set_xeno_smoke(obj/projectile/proj) + smoke_system = new /datum/effect_system/smoke_spread/xeno_weaken() + +/datum/ammo/xeno/boiler_gas/proc/drop_nade(turf/turf, obj/projectile/proj) + var/lifetime_mult = 1.0 + var/datum/cause_data + if(isboiler(proj.firer)) + cause_data = proj.weapon_cause_data + smoke_system.set_up(smokerange, 0, turf, new_cause_data = cause_data) + smoke_system.lifetime = 12 * lifetime_mult + smoke_system.start() + turf.visible_message(SPAN_DANGER("A glob of acid lands with a splat and explodes into noxious fumes!")) + + +/datum/ammo/xeno/boiler_gas/acid + name = "glob of acid gas" + icon_state = "acid_glob" + ping = "ping_x" + accuracy_var_high = PROJECTILE_VARIANCE_TIER_4 + smokerange = 3 + + +/datum/ammo/xeno/boiler_gas/acid/set_xeno_smoke(obj/projectile/proj) + smoke_system = new /datum/effect_system/smoke_spread/xeno_acid() + +/datum/ammo/xeno/boiler_gas/acid/on_hit_mob(mob/moob, obj/projectile/proj) + if(iscarbon(moob)) + var/mob/living/carbon/carbon = moob + if(carbon.status_flags & XENO_HOST && HAS_TRAIT(carbon, TRAIT_NESTED) || carbon.stat == DEAD) + return + to_chat(moob,SPAN_HIGHDANGER("Acid covers your body! Oh fuck!")) + playsound(moob,"acid_strike",75,1) + INVOKE_ASYNC(moob, TYPE_PROC_REF(/mob, emote), "pain") // why do I need this bullshit + new /datum/effects/acid(moob, proj.firer) + drop_nade(get_turf(proj), proj,TRUE) + +/datum/ammo/xeno/bone_chips + name = "bone chips" + icon_state = "shrapnel_light" + ping = null + flags_ammo_behavior = AMMO_XENO|AMMO_SKIPS_ALIENS|AMMO_STOPPED_BY_COVER|AMMO_IGNORE_ARMOR + damage_type = BRUTE + bonus_projectiles_type = /datum/ammo/xeno/bone_chips/spread + + damage = 8 + max_range = 6 + accuracy = HIT_ACCURACY_TIER_8 + accuracy_var_low = PROJECTILE_VARIANCE_TIER_7 + accuracy_var_high = PROJECTILE_VARIANCE_TIER_7 + bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_7 + shrapnel_type = /obj/item/shard/shrapnel/bone_chips + shrapnel_chance = 60 + +/datum/ammo/xeno/bone_chips/on_hit_mob(mob/M, obj/projectile/P) + if(iscarbon(M)) + var/mob/living/carbon/C = M + if((HAS_FLAG(C.status_flags, XENO_HOST) && HAS_TRAIT(C, TRAIT_NESTED)) || C.stat == DEAD) + return + if(ishuman_strict(M) || isxeno(M)) + playsound(M, 'sound/effects/spike_hit.ogg', 25, 1, 1) + if(M.slowed < 3) + M.apply_effect(3, SLOW) + +/datum/ammo/xeno/bone_chips/spread + name = "small bone chips" + + scatter = 30 // We want a wild scatter angle + max_range = 5 + bonus_projectiles_amount = 0 + +/datum/ammo/xeno/bone_chips/spread/short_range + name = "small bone chips" + + max_range = 3 // Very short range + +/datum/ammo/xeno/bone_chips/spread/runner_skillshot + name = "bone chips" + + scatter = 0 + max_range = 5 + damage = 10 + shrapnel_chance = 0 + +/datum/ammo/xeno/bone_chips/spread/runner/on_hit_mob(mob/M, obj/projectile/P) + if(iscarbon(M)) + var/mob/living/carbon/C = M + if((HAS_FLAG(C.status_flags, XENO_HOST) && HAS_TRAIT(C, TRAIT_NESTED)) || C.stat == DEAD) + return + if(ishuman_strict(M) || isxeno(M)) + playsound(M, 'sound/effects/spike_hit.ogg', 25, 1, 1) + if(M.slowed < 6) + M.apply_effect(6, SLOW) + +/datum/ammo/xeno/oppressor_tail + name = "tail hook" + icon_state = "none" + ping = null + flags_ammo_behavior = AMMO_XENO|AMMO_SKIPS_ALIENS|AMMO_STOPPED_BY_COVER|AMMO_IGNORE_ARMOR + damage_type = BRUTE + + damage = XENO_DAMAGE_TIER_5 + max_range = 4 + accuracy = HIT_ACCURACY_TIER_MAX + +/datum/ammo/xeno/oppressor_tail/on_bullet_generation(obj/projectile/generated_projectile, mob/bullet_generator) + //The projectile has no icon, so the overlay shows up in FRONT of the projectile, and the beam connects to it in the middle. + var/image/hook_overlay = new(icon = 'icons/effects/beam.dmi', icon_state = "oppressor_tail_hook", layer = BELOW_MOB_LAYER) + generated_projectile.overlays += hook_overlay + +/datum/ammo/xeno/oppressor_tail/on_hit_mob(mob/target, obj/projectile/fired_proj) + var/mob/living/carbon/xenomorph/xeno_firer = fired_proj.firer + if(xeno_firer.can_not_harm(target)) + return + + shake_camera(target, 5, 0.1 SECONDS) + var/obj/effect/beam/tail_beam = fired_proj.firer.beam(target, "oppressor_tail", 'icons/effects/beam.dmi', 0.5 SECONDS, 5) + var/image/tail_image = image('icons/effects/status_effects.dmi', "hooked") + target.overlays += tail_image + + new /datum/effects/xeno_slow(target, fired_proj.firer, ttl = 0.5 SECONDS) + target.apply_effect(0.5, STUN) + INVOKE_ASYNC(target, TYPE_PROC_REF(/atom/movable, throw_atom), fired_proj.firer, get_dist(fired_proj.firer, target)-1, SPEED_VERY_FAST) + + qdel(tail_beam) + addtimer(CALLBACK(src, TYPE_PROC_REF(/datum/ammo/xeno/oppressor_tail, remove_tail_overlay), target, tail_image), 0.5 SECONDS) //needed so it can actually be seen as it gets deleted too quickly otherwise. + +/datum/ammo/xeno/oppressor_tail/proc/remove_tail_overlay(mob/overlayed_mob, image/tail_image) + overlayed_mob.overlays -= tail_image diff --git a/code/modules/projectiles/ammo_datums.dm b/code/modules/projectiles/ammo_datums.dm deleted file mode 100644 index 783b982f10bd..000000000000 --- a/code/modules/projectiles/ammo_datums.dm +++ /dev/null @@ -1,3447 +0,0 @@ -/datum/ammo - var/name = "generic bullet" - var/headshot_state = null //Icon state when a human is permanently killed with it by execution/suicide. - var/icon = 'icons/obj/items/weapons/projectiles.dmi' - var/icon_state = "bullet" - var/ping = "ping_b" //The icon that is displayed when the bullet bounces off something. - var/sound_hit //When it deals damage. - var/sound_armor //When it's blocked by human armor. - var/sound_miss //When it misses someone. - var/sound_bounce //When it bounces off something. - var/sound_shield_hit //When the bullet is absorbed by a xeno_shield - - var/accurate_range_min = 0 // Snipers use this to simulate poor accuracy at close ranges - var/scatter = 0 // How much the ammo scatters when burst fired, added to gun scatter, along with other mods - var/stamina_damage = 0 - var/damage = 0 // This is the base damage of the bullet as it is fired - var/damage_type = BRUTE // BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here - var/penetration = 0 // How much armor it ignores before calculations take place - var/shrapnel_chance = 0 // The % chance it will imbed in a human - var/shrapnel_type = 0 // The shrapnel type the ammo will embed, if the chance rolls - var/bonus_projectiles_type // Type path of the extra projectiles - var/bonus_projectiles_amount = 0 // How many extra projectiles it shoots out. Works kind of like firing on burst, but all of the projectiles travel together - var/debilitate[] = null // Stun,knockdown,knockout,irradiate,stutter,eyeblur,drowsy,agony - var/pen_armor_punch = 0.5 // how much armor breaking will be done per point of penetration. This is for weapons that penetrate with their shape (like needle bullets) - var/damage_armor_punch = 0.5 // how much armor breaking is done by sheer weapon force. This is for big blunt weapons - var/sound_override = null // if we should play a special sound when firing. - var/flags_ammo_behavior = NO_FLAGS - - var/accuracy = HIT_ACCURACY_TIER_1 // This is added to the bullet's base accuracy. - var/accuracy_var_low = PROJECTILE_VARIANCE_TIER_9 // How much the accuracy varies when fired. // This REDUCES the lower bound of accuracy variance by 2%, to 96%. - var/accuracy_var_high = PROJECTILE_VARIANCE_TIER_9 // This INCREASES the upper bound of accuracy variance by 2%, to 107%. - var/accurate_range = 6 // For most guns, this is where the bullet dramatically looses accuracy. Not for snipers though. - var/max_range = 22 // This will de-increment a counter on the bullet. - var/damage_var_low = PROJECTILE_VARIANCE_TIER_9 // Same as with accuracy variance. - var/damage_var_high = PROJECTILE_VARIANCE_TIER_9 // This INCREASES the upper bound of damage variance by 2%, to 107%. - var/damage_falloff = DAMAGE_FALLOFF_TIER_10 // How much damage the bullet loses per turf traveled after the effective range - var/damage_buildup = DAMAGE_BUILDUP_TIER_1 // How much damage the bullet loses per turf away before the effective range - var/effective_range_min = EFFECTIVE_RANGE_OFF //What minimum range the ammo deals full damage, builds up the closer you get. 0 for no minimum. Added onto gun range as a modifier. - var/effective_range_max = EFFECTIVE_RANGE_OFF //What maximum range the ammo deals full damage, tapers off using damage_falloff after hitting this value. 0 for no maximum. Added onto gun range as a modifier. - var/shell_speed = AMMO_SPEED_TIER_1 // How fast the projectile moves. - - var/handful_type = /obj/item/ammo_magazine/handful - var/handful_color - var/handful_state = "bullet" //custom handful sprite, for shotgun shells or etc. - var/multiple_handful_name //so handfuls say 'buckshot shells' not 'shell' - - /// Does this apply xenomorph behaviour delegate? - var/apply_delegate = TRUE - - /// An assoc list in the format list(/datum/element/bullet_trait_to_give = list(...args)) - /// that will be given to a projectile with the current ammo datum - var/list/list/traits_to_give - - var/flamer_reagent_type = /datum/reagent/napalm/ut - - /// The flicker that plays when a bullet hits a target. Usually red. Can be nulled so it doesn't show up at all. - var/hit_effect_color = "#FF0000" - -/datum/ammo/New() - set_bullet_traits() - -/datum/ammo/proc/on_bullet_generation(obj/projectile/generated_projectile, mob/bullet_generator) //NOT used on New(), applied to the projectiles. - return - -/// Populate traits_to_give in this proc -/datum/ammo/proc/set_bullet_traits() - return - -/datum/ammo/can_vv_modify() - return FALSE - -/datum/ammo/proc/do_at_half_range(obj/projectile/P) - SHOULD_NOT_SLEEP(TRUE) - return - -/datum/ammo/proc/on_embed(mob/embedded_mob, obj/limb/target_organ) - return - -/datum/ammo/proc/do_at_max_range(obj/projectile/P) - SHOULD_NOT_SLEEP(TRUE) - return - -/datum/ammo/proc/on_shield_block(mob/M, obj/projectile/P) //Does it do something special when shield blocked? Ie. a flare or grenade that still blows up. - return - -/datum/ammo/proc/on_hit_turf(turf/T, obj/projectile/P) //Special effects when hitting dense turfs. - SHOULD_NOT_SLEEP(TRUE) - return - -/datum/ammo/proc/on_hit_mob(mob/M, obj/projectile/P, mob/user) //Special effects when hitting mobs. - SHOULD_NOT_SLEEP(TRUE) - return - -///Special effects when pointblanking mobs. Ultimately called from /living/attackby(). Return TRUE to end the PB attempt. -/datum/ammo/proc/on_pointblank(mob/living/L, obj/projectile/P, mob/living/user, obj/item/weapon/gun/fired_from) - return - -/datum/ammo/proc/on_hit_obj(obj/O, obj/projectile/P) //Special effects when hitting objects. - SHOULD_NOT_SLEEP(TRUE) - return - -/datum/ammo/proc/on_near_target(turf/T, obj/projectile/P) //Special effects when passing near something. Range of things that triggers it is controlled by other ammo flags. - return 0 //return 0 means it flies even after being near something. Return 1 means it stops - -/datum/ammo/proc/knockback(mob/living/living_mob, obj/projectile/fired_projectile, max_range = 2) - if(!living_mob || living_mob == fired_projectile.firer) - return - if(fired_projectile.distance_travelled > max_range || living_mob.lying) - return //Two tiles away or more, basically. - - if(living_mob.mob_size >= MOB_SIZE_BIG) - return //Big xenos are not affected. - - shake_camera(living_mob, 3, 4) - knockback_effects(living_mob, fired_projectile) - slam_back(living_mob, fired_projectile) - -/datum/ammo/proc/slam_back(mob/living/living_mob, obj/projectile/fired_projectile) - //Either knockback or slam them into an obstacle. - var/direction = Get_Compass_Dir(fired_projectile.z ? fired_projectile : fired_projectile.firer, living_mob) //More precise than get_dir. - if(!direction) //Same tile. - return - if(!step(living_mob, direction)) - living_mob.animation_attack_on(get_step(living_mob, direction)) - playsound(living_mob.loc, "punch", 25, 1) - living_mob.visible_message(SPAN_DANGER("[living_mob] slams into an obstacle!"), - isxeno(living_mob) ? SPAN_XENODANGER("You slam into an obstacle!") : SPAN_HIGHDANGER("You slam into an obstacle!"), null, 4, CHAT_TYPE_TAKING_HIT) - living_mob.apply_damage(MELEE_FORCE_TIER_2) - -///The applied effects for knockback(), overwrite to change slow/stun amounts for different ammo datums -/datum/ammo/proc/knockback_effects(mob/living/living_mob, obj/projectile/fired_projectile) - if(iscarbonsizexeno(living_mob)) - var/mob/living/carbon/xenomorph/target = living_mob - target.apply_effect(0.7, WEAKEN) // 0.9 seconds of stun, per agreement from Balance Team when switched from MC stuns to exact stuns - target.apply_effect(1, SUPERSLOW) - target.apply_effect(2, SLOW) - to_chat(target, SPAN_XENODANGER("You are shaken by the sudden impact!")) - else - living_mob.apply_stamina_damage(fired_projectile.ammo.damage, fired_projectile.def_zone, ARMOR_BULLET) - -/datum/ammo/proc/pushback(mob/target_mob, obj/projectile/fired_projectile, max_range = 2) - if(!target_mob || target_mob == fired_projectile.firer || fired_projectile.distance_travelled > max_range || target_mob.lying) - return - - if(target_mob.mob_size >= MOB_SIZE_BIG) - return //too big to push - - to_chat(target_mob, isxeno(target_mob) ? SPAN_XENODANGER("You are pushed back by the sudden impact!") : SPAN_HIGHDANGER("You are pushed back by the sudden impact!"), null, 4, CHAT_TYPE_TAKING_HIT) - slam_back(target_mob, fired_projectile, max_range) - -/datum/ammo/proc/burst(atom/target, obj/projectile/P, damage_type = BRUTE, range = 1, damage_div = 2, show_message = SHOW_MESSAGE_VISIBLE) //damage_div says how much we divide damage - if(!target || !P) return - for(var/mob/living/carbon/M in orange(range,target)) - if(P.firer == M) - continue - if(show_message) - var/msg = "You are hit by backlash from \a [P.name]!" - M.visible_message(SPAN_DANGER("[M] is hit by backlash from \a [P.name]!"),isxeno(M) ? SPAN_XENODANGER("[msg]"):SPAN_HIGHDANGER("[msg]")) - var/damage = P.damage/damage_div - - var/mob/living/carbon/xenomorph/XNO = null - - if(isxeno(M)) - XNO = M - var/total_explosive_resistance = XNO.caste.xeno_explosion_resistance + XNO.armor_explosive_buff - damage = armor_damage_reduction(GLOB.xeno_explosive, damage, total_explosive_resistance , 60, 0, 0.5, XNO.armor_integrity) - var/armor_punch = armor_break_calculation(GLOB.xeno_explosive, damage, total_explosive_resistance, 60, 0, 0.5, XNO.armor_integrity) - XNO.apply_armorbreak(armor_punch) - - M.apply_damage(damage,damage_type) - - if(XNO && XNO.xeno_shields.len) - P.play_shielded_hit_effect(M) - else - P.play_hit_effect(M) - -/datum/ammo/proc/fire_bonus_projectiles(obj/projectile/original_P) - set waitfor = 0 - - var/turf/curloc = get_turf(original_P.shot_from) - var/initial_angle = Get_Angle(curloc, original_P.target_turf) - - for(var/i in 1 to bonus_projectiles_amount) //Want to run this for the number of bonus projectiles. - var/final_angle = initial_angle - - var/obj/projectile/P = new /obj/projectile(curloc, original_P.weapon_cause_data) - P.generate_bullet(GLOB.ammo_list[bonus_projectiles_type]) //No bonus damage or anything. - P.accuracy = round(P.accuracy * original_P.accuracy/initial(original_P.accuracy)) //if the gun changes the accuracy of the main projectile, it also affects the bonus ones. - original_P.give_bullet_traits(P) - - var/total_scatter_angle = P.scatter - final_angle += rand(-total_scatter_angle, total_scatter_angle) - var/turf/new_target = get_angle_target_turf(curloc, final_angle, 30) - - P.fire_at(new_target, original_P.firer, original_P.shot_from, P.ammo.max_range, P.ammo.shell_speed, original_P.original) //Fire! - -/datum/ammo/proc/drop_flame(turf/T, datum/cause_data/cause_data) // ~Art updated fire 20JAN17 - if(!istype(T)) - return - if(locate(/obj/flamer_fire) in T) - return - - var/datum/reagent/R = new flamer_reagent_type() - new /obj/flamer_fire(T, cause_data, R) - - -/* -//====== - Default Ammo -//====== -*/ -//Only when things screw up do we use this as a placeholder. -/datum/ammo/bullet - name = "default bullet" - icon_state = "bullet" - headshot_state = HEADSHOT_OVERLAY_LIGHT - flags_ammo_behavior = AMMO_BALLISTIC - sound_hit = "ballistic_hit" - sound_armor = "ballistic_armor" - sound_miss = "ballistic_miss" - sound_bounce = "ballistic_bounce" - sound_shield_hit = "ballistic_shield_hit" - - accurate_range_min = 0 - damage = 10 - shrapnel_chance = SHRAPNEL_CHANCE_TIER_1 - shrapnel_type = /obj/item/shard/shrapnel - shell_speed = AMMO_SPEED_TIER_4 - -/datum/ammo/bullet/proc/handle_battlefield_execution(datum/ammo/firing_ammo, mob/living/hit_mob, obj/projectile/firing_projectile, mob/living/user, obj/item/weapon/gun/fired_from) - SIGNAL_HANDLER - - if(!user || hit_mob == user || user.zone_selected != "head" || user.a_intent != INTENT_HARM || !ishuman_strict(hit_mob)) - return - - if(!skillcheck(user, SKILL_EXECUTION, SKILL_EXECUTION_TRAINED)) - to_chat(user, SPAN_DANGER("You don't know how to execute someone correctly.")) - return - - var/mob/living/carbon/human/execution_target = hit_mob - - if(execution_target.status_flags & PERMANENTLY_DEAD) - to_chat(user, SPAN_DANGER("[execution_target] has already been executed!")) - return - - INVOKE_ASYNC(src, PROC_REF(attempt_battlefield_execution), src, execution_target, firing_projectile, user, fired_from) - - return COMPONENT_CANCEL_AMMO_POINT_BLANK - -/datum/ammo/bullet/proc/attempt_battlefield_execution(datum/ammo/firing_ammo, mob/living/carbon/human/execution_target, obj/projectile/firing_projectile, mob/living/user, obj/item/weapon/gun/fired_from) - user.affected_message(execution_target, - SPAN_HIGHDANGER("You aim \the [fired_from] at [execution_target]'s head!"), - SPAN_HIGHDANGER("[user] aims \the [fired_from] directly at your head!"), - SPAN_DANGER("[user] aims \the [fired_from] at [execution_target]'s head!")) - - user.next_move += 1.1 SECONDS //PB has no click delay; readding it here to prevent people accidentally queuing up multiple executions. - - if(!do_after(user, 1 SECONDS, INTERRUPT_ALL, BUSY_ICON_HOSTILE) || !user.Adjacent(execution_target)) - fired_from.delete_bullet(firing_projectile, TRUE) - return - - if(!(fired_from.flags_gun_features & GUN_SILENCED)) - playsound(user, fired_from.fire_sound, fired_from.firesound_volume, FALSE) - else - playsound(user, fired_from.fire_sound, 25, FALSE) - - shake_camera(user, 1, 2) - - execution_target.apply_damage(damage * 3, BRUTE, "head", no_limb_loss = TRUE, permanent_kill = TRUE) //Apply gobs of damage and make sure they can't be revived later... - execution_target.apply_damage(200, OXY) //...fill out the rest of their health bar with oxyloss... - execution_target.death(create_cause_data("execution", user)) //...make certain they're properly dead... - shake_camera(execution_target, 3, 4) - execution_target.update_headshot_overlay(headshot_state) //...and add a gory headshot overlay. - - execution_target.visible_message(SPAN_HIGHDANGER(uppertext("[execution_target] WAS EXECUTED!")), \ - SPAN_HIGHDANGER("You WERE EXECUTED!")) - - user.count_niche_stat(STATISTICS_NICHE_EXECUTION, 1, firing_projectile.weapon_cause_data?.cause_name) - - var/area/execution_area = get_area(execution_target) - - msg_admin_attack(FONT_SIZE_HUGE("[key_name(usr)] has battlefield executed [key_name(execution_target)] in [get_area(usr)] ([usr.loc.x],[usr.loc.y],[usr.loc.z])."), usr.loc.x, usr.loc.y, usr.loc.z) - log_attack("[key_name(usr)] battlefield executed [key_name(execution_target)] at [execution_area.name].") - - if(flags_ammo_behavior & AMMO_EXPLOSIVE) - execution_target.gib() - - -/* -//====== - Pistol Ammo -//====== -*/ - -// Used by M4A3, M4A3 Custom and B92FS -/datum/ammo/bullet/pistol - name = "pistol bullet" - headshot_state = HEADSHOT_OVERLAY_MEDIUM - accuracy = -HIT_ACCURACY_TIER_3 - accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 - damage = 40 - penetration= ARMOR_PENETRATION_TIER_2 - shrapnel_chance = SHRAPNEL_CHANCE_TIER_2 - -/datum/ammo/bullet/pistol/tiny - name = "light pistol bullet" - -/datum/ammo/bullet/pistol/tranq - name = "tranquilizer bullet" - flags_ammo_behavior = AMMO_BALLISTIC|AMMO_IGNORE_RESIST - stamina_damage = 30 - damage = 15 - -//2020 rebalance: is supposed to counter runners and lurkers, dealing high damage to the only castes with no armor. -//Limited by its lack of versatility and lower supply, so marines finally have an answer for flanker castes that isn't just buckshot. - -/datum/ammo/bullet/pistol/hollow - name = "hollowpoint pistol bullet" - - damage = 55 //hollowpoint is strong - penetration = 0 //hollowpoint can't pierce armor! - shrapnel_chance = SHRAPNEL_CHANCE_TIER_3 //hollowpoint causes shrapnel - -// Used by M4A3 AP and mod88 -/datum/ammo/bullet/pistol/ap - name = "armor-piercing pistol bullet" - - damage = 25 - accuracy = HIT_ACCURACY_TIER_2 - penetration= ARMOR_PENETRATION_TIER_8 - shrapnel_chance = SHRAPNEL_CHANCE_TIER_2 - -/datum/ammo/bullet/pistol/ap/penetrating - name = "wall-penetrating pistol bullet" - shrapnel_chance = 0 - - damage = 30 - penetration = ARMOR_PENETRATION_TIER_10 - -/datum/ammo/bullet/pistol/ap/penetrating/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating) - )) - -/datum/ammo/bullet/pistol/ap/toxin - name = "toxic pistol bullet" - var/acid_per_hit = 10 - var/organic_damage_mult = 3 - -/datum/ammo/bullet/pistol/ap/toxin/on_hit_mob(mob/M, obj/projectile/P) - . = ..() - M.AddComponent(/datum/component/toxic_buildup, acid_per_hit) - -/datum/ammo/bullet/pistol/ap/toxin/on_hit_turf(turf/T, obj/projectile/P) - . = ..() - if(T.flags_turf & TURF_ORGANIC) - P.damage *= organic_damage_mult - -/datum/ammo/bullet/pistol/ap/toxin/on_hit_obj(obj/O, obj/projectile/P) - . = ..() - if(O.flags_obj & OBJ_ORGANIC) - P.damage *= organic_damage_mult - -/datum/ammo/bullet/pistol/le - name = "armor-shredding pistol bullet" - - damage = 15 - penetration = ARMOR_PENETRATION_TIER_4 - pen_armor_punch = 3 - -/datum/ammo/bullet/pistol/rubber - name = "rubber pistol bullet" - sound_override = 'sound/weapons/gun_c99.ogg' - - damage = 0 - stamina_damage = 25 - shrapnel_chance = 0 - -// Reskinned rubber bullet used for the ES-4 CL pistol. -/datum/ammo/bullet/pistol/rubber/stun - name = "stun pistol bullet" - sound_override = null - -// Used by M1911, Deagle and KT-42 -/datum/ammo/bullet/pistol/heavy - name = "heavy pistol bullet" - headshot_state = HEADSHOT_OVERLAY_MEDIUM - accuracy = -HIT_ACCURACY_TIER_3 - accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 - damage = 55 - penetration = ARMOR_PENETRATION_TIER_3 - shrapnel_chance = SHRAPNEL_CHANCE_TIER_2 - -/datum/ammo/bullet/pistol/heavy/super //Commander's variant - name = ".50 heavy pistol bullet" - damage = 60 - damage_var_low = PROJECTILE_VARIANCE_TIER_8 - damage_var_high = PROJECTILE_VARIANCE_TIER_6 - penetration = ARMOR_PENETRATION_TIER_4 - -/datum/ammo/bullet/pistol/heavy/super/highimpact - name = ".50 high-impact pistol bullet" - penetration = ARMOR_PENETRATION_TIER_1 - debilitate = list(0,1.5,0,0,0,1,0,0) - flags_ammo_behavior = AMMO_BALLISTIC - -/datum/ammo/bullet/pistol/heavy/super/highimpact/ap - name = ".50 high-impact armor piercing pistol bullet" - penetration = ARMOR_PENETRATION_TIER_10 - damage = 45 - -/datum/ammo/bullet/pistol/heavy/super/highimpact/upp - name = "high-impact pistol bullet" - sound_override = 'sound/weapons/gun_DE50.ogg' - penetration = ARMOR_PENETRATION_TIER_6 - debilitate = list(0,1.5,0,0,0,1,0,0) - flags_ammo_behavior = AMMO_BALLISTIC - -/datum/ammo/bullet/pistol/heavy/super/highimpact/New() - ..() - RegisterSignal(src, COMSIG_AMMO_POINT_BLANK, PROC_REF(handle_battlefield_execution)) - -/datum/ammo/bullet/pistol/heavy/super/highimpact/on_hit_mob(mob/M, obj/projectile/P) - knockback(M, P, 4) - -/datum/ammo/bullet/pistol/deagle - name = ".50 heavy pistol bullet" - damage = 45 - headshot_state = HEADSHOT_OVERLAY_HEAVY - accuracy = -HIT_ACCURACY_TIER_3 - accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 - penetration = ARMOR_PENETRATION_TIER_6 - shrapnel_chance = SHRAPNEL_CHANCE_TIER_5 - -/datum/ammo/bullet/pistol/incendiary - name = "incendiary pistol bullet" - damage_type = BURN - shrapnel_chance = 0 - flags_ammo_behavior = AMMO_BALLISTIC - - accuracy = HIT_ACCURACY_TIER_3 - damage = 20 - -/datum/ammo/bullet/pistol/incendiary/set_bullet_traits() - ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) - )) - -// Used by the hipower -// I know that the 'high power' in the name is supposed to mean its 'impressive' magazine capacity -// but this is CM, half our guns have baffling misconceptions and mistakes (how do you grab the type-71?) so it's on-brand. -// maybe in the far flung future of 2280 someone screwed up the design. - -/datum/ammo/bullet/pistol/highpower - name = "high-powered pistol bullet" - headshot_state = HEADSHOT_OVERLAY_MEDIUM - - accuracy = HIT_ACCURACY_TIER_3 - damage = 36 - penetration = ARMOR_PENETRATION_TIER_5 - damage_falloff = DAMAGE_FALLOFF_TIER_7 - -// Used by VP78 and Auto 9 -/datum/ammo/bullet/pistol/squash - name = "squash-head pistol bullet" - headshot_state = HEADSHOT_OVERLAY_MEDIUM - debilitate = list(0,0,0,0,0,0,0,2) - - accuracy = HIT_ACCURACY_TIER_4 - damage = 45 - penetration= ARMOR_PENETRATION_TIER_6 - shrapnel_chance = SHRAPNEL_CHANCE_TIER_2 - damage_falloff = DAMAGE_FALLOFF_TIER_6 //"VP78 - the only pistol viable as a primary."-Vampmare, probably. - -/datum/ammo/bullet/pistol/squash/toxin - name = "toxic squash-head pistol bullet" - var/acid_per_hit = 10 - var/organic_damage_mult = 3 - -/datum/ammo/bullet/pistol/squash/toxin/on_hit_mob(mob/M, obj/projectile/P) - . = ..() - M.AddComponent(/datum/component/toxic_buildup, acid_per_hit) - -/datum/ammo/bullet/pistol/squash/toxin/on_hit_turf(turf/T, obj/projectile/P) - . = ..() - if(T.flags_turf & TURF_ORGANIC) - P.damage *= organic_damage_mult - -/datum/ammo/bullet/pistol/squash/toxin/on_hit_obj(obj/O, obj/projectile/P) - . = ..() - if(O.flags_obj & OBJ_ORGANIC) - P.damage *= organic_damage_mult - -/datum/ammo/bullet/pistol/squash/penetrating - name = "wall-penetrating squash-head pistol bullet" - shrapnel_chance = 0 - penetration = ARMOR_PENETRATION_TIER_10 - -/datum/ammo/bullet/pistol/squash/penetrating/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating) - )) - -/datum/ammo/bullet/pistol/squash/incendiary - name = "incendiary squash-head pistol bullet" - damage_type = BURN - shrapnel_chance = 0 - flags_ammo_behavior = AMMO_BALLISTIC - accuracy = HIT_ACCURACY_TIER_3 - damage = 35 - -/datum/ammo/bullet/pistol/squash/incendiary/set_bullet_traits() - ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) - )) - - -/datum/ammo/bullet/pistol/mankey - name = "live monkey" - icon_state = "monkey1" - ping = null //no bounce off. - damage_type = BURN - debilitate = list(4,4,0,0,0,0,0,0) - flags_ammo_behavior = AMMO_IGNORE_ARMOR - - damage = 15 - damage_var_high = PROJECTILE_VARIANCE_TIER_5 - shell_speed = AMMO_SPEED_TIER_2 - -/datum/ammo/bullet/pistol/mankey/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) - )) - -/datum/ammo/bullet/pistol/mankey/on_hit_mob(mob/M,obj/projectile/P) - if(P && P.loc && !M.stat && !istype(M,/mob/living/carbon/human/monkey)) - P.visible_message(SPAN_DANGER("The [src] chimpers furiously!")) - new /mob/living/carbon/human/monkey(P.loc) - -/datum/ammo/bullet/pistol/smart - name = "smartpistol bullet" - flags_ammo_behavior = AMMO_BALLISTIC - - accuracy = HIT_ACCURACY_TIER_8 - damage = 30 - penetration = 20 - shrapnel_chance = SHRAPNEL_CHANCE_TIER_2 - -/* -//====== - Revolver Ammo -//====== -*/ - -/datum/ammo/bullet/revolver - name = "revolver bullet" - headshot_state = HEADSHOT_OVERLAY_MEDIUM - - damage = 55 - penetration = ARMOR_PENETRATION_TIER_1 - accuracy = HIT_ACCURACY_TIER_1 - -/datum/ammo/bullet/revolver/marksman - name = "marksman revolver bullet" - - shrapnel_chance = 0 - damage_falloff = 0 - accurate_range = 12 - penetration = ARMOR_PENETRATION_TIER_7 - -/datum/ammo/bullet/revolver/heavy - name = "heavy revolver bullet" - - damage = 35 - penetration = ARMOR_PENETRATION_TIER_4 - accuracy = HIT_ACCURACY_TIER_3 - -/datum/ammo/bullet/revolver/heavy/on_hit_mob(mob/M, obj/projectile/P) - knockback(M, P, 4) - -/datum/ammo/bullet/revolver/incendiary - name = "incendiary revolver bullet" - damage = 40 - -/datum/ammo/bullet/revolver/incendiary/set_bullet_traits() - ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) - )) - -/datum/ammo/bullet/revolver/marksman/toxin - name = "toxic revolver bullet" - var/acid_per_hit = 10 - var/organic_damage_mult = 3 - -/datum/ammo/bullet/revolver/marksman/toxin/on_hit_mob(mob/M, obj/projectile/P) - . = ..() - M.AddComponent(/datum/component/toxic_buildup, acid_per_hit) - -/datum/ammo/bullet/revolver/marksman/toxin/on_hit_turf(turf/T, obj/projectile/P) - . = ..() - if(T.flags_turf & TURF_ORGANIC) - P.damage *= organic_damage_mult - -/datum/ammo/bullet/revolver/marksman/toxin/on_hit_obj(obj/O, obj/projectile/P) - . = ..() - if(O.flags_obj & OBJ_ORGANIC) - P.damage *= organic_damage_mult - -/datum/ammo/bullet/revolver/penetrating - name = "wall-penetrating revolver bullet" - shrapnel_chance = 0 - - penetration = ARMOR_PENETRATION_TIER_10 - -/datum/ammo/bullet/revolver/penetrating/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating) - )) - -/datum/ammo/bullet/revolver/upp - name = "heavy revolver bullet" - headshot_state = HEADSHOT_OVERLAY_MEDIUM - penetration = ARMOR_PENETRATION_TIER_4 - damage = 70 - - -/datum/ammo/bullet/revolver/upp/shrapnel - name = "shrapnel shot" - headshot_state = HEADSHOT_OVERLAY_HEAVY //Gol-dang shotgun blow your fething head off. - debilitate = list(0,0,0,0,0,0,0,0) - icon_state = "shrapnelshot" - handful_state = "shrapnel" - bonus_projectiles_type = /datum/ammo/bullet/revolver/upp/shrapnel_bits - - max_range = 6 - damage = 40 // + TIER_4 * 3 - damage_falloff = DAMAGE_FALLOFF_TIER_7 - penetration = ARMOR_PENETRATION_TIER_8 - bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_3 - shrapnel_chance = 100 - shrapnel_type = /obj/item/shard/shrapnel/upp - //roughly 90 or so damage with the additional shrapnel, around 130 in total with primary round - -/datum/ammo/bullet/revolver/upp/shrapnel/on_hit_mob(mob/M, obj/projectile/P) - pushback(M, P, 1) - -/datum/ammo/bullet/revolver/upp/shrapnel_bits - name = "small shrapnel" - icon_state = "shrapnelshot_bit" - - max_range = 6 - damage = 30 - penetration = ARMOR_PENETRATION_TIER_4 - scatter = SCATTER_AMOUNT_TIER_1 - bonus_projectiles_amount = 0 - shrapnel_type = /obj/item/shard/shrapnel/upp/bits - -/datum/ammo/bullet/revolver/small - name = "small revolver bullet" - headshot_state = HEADSHOT_OVERLAY_LIGHT - - damage = 45 - - penetration = ARMOR_PENETRATION_TIER_3 - -/datum/ammo/bullet/revolver/small/hollowpoint - name = "small hollowpoint revolver bullet" - headshot_state = HEADSHOT_OVERLAY_MEDIUM - - damage = 75 // way too strong because it's hard to make a good balance between HP and normal with this system, but the damage falloff is really strong - penetration = 0 - damage_falloff = DAMAGE_FALLOFF_TIER_6 - -/datum/ammo/bullet/revolver/mateba - name = ".454 heavy revolver bullet" - - damage = 60 - damage_var_low = PROJECTILE_VARIANCE_TIER_8 - damage_var_high = PROJECTILE_VARIANCE_TIER_6 - penetration = ARMOR_PENETRATION_TIER_4 - -/datum/ammo/bullet/revolver/mateba/highimpact - name = ".454 heavy high-impact revolver bullet" - debilitate = list(0,2,0,0,0,1,0,0) - penetration = ARMOR_PENETRATION_TIER_1 - flags_ammo_behavior = AMMO_BALLISTIC - -/datum/ammo/bullet/revolver/mateba/highimpact/ap - name = ".454 heavy high-impact armor piercing revolver bullet" - penetration = ARMOR_PENETRATION_TIER_10 - damage = 45 - -/datum/ammo/bullet/revolver/mateba/highimpact/New() - ..() - RegisterSignal(src, COMSIG_AMMO_POINT_BLANK, PROC_REF(handle_battlefield_execution)) - -/datum/ammo/bullet/revolver/mateba/highimpact/on_hit_mob(mob/M, obj/projectile/P) - knockback(M, P, 4) - -/datum/ammo/bullet/revolver/mateba/highimpact/explosive //if you ever put this in normal gameplay, i am going to scream - name = ".454 heavy explosive revolver bullet" - damage = 100 - damage_var_low = PROJECTILE_VARIANCE_TIER_10 - damage_var_high = PROJECTILE_VARIANCE_TIER_1 - penetration = ARMOR_PENETRATION_TIER_10 - flags_ammo_behavior = AMMO_EXPLOSIVE|AMMO_BALLISTIC - -/datum/ammo/bullet/revolver/mateba/highimpact/explosive/on_hit_mob(mob/M, obj/projectile/P) - ..() - cell_explosion(get_turf(M), 120, 30, EXPLOSION_FALLOFF_SHAPE_LINEAR, P.dir, P.weapon_cause_data) - -/datum/ammo/bullet/revolver/mateba/highimpact/explosive/on_hit_obj(obj/O, obj/projectile/P) - ..() - cell_explosion(get_turf(O), 120, 30, EXPLOSION_FALLOFF_SHAPE_LINEAR, P.dir, P.weapon_cause_data) - -/datum/ammo/bullet/revolver/mateba/highimpact/explosive/on_hit_turf(turf/T, obj/projectile/P) - ..() - cell_explosion(T, 120, 30, EXPLOSION_FALLOFF_SHAPE_LINEAR, P.dir, P.weapon_cause_data) - -/datum/ammo/bullet/revolver/webley //Mateba round without the knockdown. - name = ".455 Webley bullet" - damage = 60 - damage_var_low = PROJECTILE_VARIANCE_TIER_8 - damage_var_high = PROJECTILE_VARIANCE_TIER_6 - penetration = ARMOR_PENETRATION_TIER_2 - -/* -//====== - SMG Ammo -//====== -*/ -//2020 SMG/ammo rebalance. default ammo actually has penetration so it can be useful, by 4khan: should be meh against t3s, better under 15 armor. Perfectly does this right now (oct 2020) -//has reduced falloff compared to the m39. this means it is best for kiting castes (mostly t2s and below admittedly) -//while the m39 ap is better for shredding them at close range, but has reduced velocity, so it's better for just running in and erasing armor-centric castes (defender, crusher) -// which i think is really interesting and good balance, giving both ammo types a reason to exist even against ravagers. -//i feel it is necessary to reflavor the default bullet, because otherwise, people won't be able to notice it has less falloff and faster bullet speed. even with a changelog, -//way too many people don't read the changelog, and after one or two months the changelog entry is all but archive, so there needs to be an ingame description of what the ammo does -//in comparison to armor-piercing rounds. - -/datum/ammo/bullet/smg - name = "submachinegun bullet" - damage = 34 - accurate_range = 4 - effective_range_max = 4 - penetration = ARMOR_PENETRATION_TIER_1 - shell_speed = AMMO_SPEED_TIER_6 - damage_falloff = DAMAGE_FALLOFF_TIER_5 - scatter = SCATTER_AMOUNT_TIER_6 - accuracy = HIT_ACCURACY_TIER_3 - -/datum/ammo/bullet/smg/m39 - name = "high-velocity submachinegun bullet" //i don't want all smgs to inherit 'high velocity' - -/datum/ammo/bullet/smg/ap - name = "armor-piercing submachinegun bullet" - - damage = 26 - penetration = ARMOR_PENETRATION_TIER_6 - shell_speed = AMMO_SPEED_TIER_4 - -/datum/ammo/bullet/smg/heap - name = "high-explosive armor-piercing submachinegun bullet" - - damage = 45 - headshot_state = HEADSHOT_OVERLAY_MEDIUM - penetration = ARMOR_PENETRATION_TIER_6 - shell_speed = AMMO_SPEED_TIER_4 - -/datum/ammo/bullet/smg/ap/toxin - name = "toxic submachinegun bullet" - var/acid_per_hit = 5 - var/organic_damage_mult = 3 - -/datum/ammo/bullet/smg/ap/toxin/on_hit_mob(mob/M, obj/projectile/P) - . = ..() - M.AddComponent(/datum/component/toxic_buildup, acid_per_hit) - -/datum/ammo/bullet/smg/ap/toxin/on_hit_turf(turf/T, obj/projectile/P) - . = ..() - if(T.flags_turf & TURF_ORGANIC) - P.damage *= organic_damage_mult - -/datum/ammo/bullet/smg/ap/toxin/on_hit_obj(obj/O, obj/projectile/P) - . = ..() - if(O.flags_obj & OBJ_ORGANIC) - P.damage *= organic_damage_mult - -/datum/ammo/bullet/smg/nail - name = "7x45mm plasteel nail" - icon_state = "nail-projectile" - - damage = 25 - penetration = ARMOR_PENETRATION_TIER_5 - damage_falloff = DAMAGE_FALLOFF_TIER_6 - accurate_range = 5 - shell_speed = AMMO_SPEED_TIER_4 - -/datum/ammo/bullet/smg/incendiary - name = "incendiary submachinegun bullet" - damage_type = BURN - shrapnel_chance = 0 - flags_ammo_behavior = AMMO_BALLISTIC - - damage = 25 - accuracy = -HIT_ACCURACY_TIER_2 - -/datum/ammo/bullet/smg/incendiary/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) - )) - -/datum/ammo/bullet/smg/ap/penetrating - name = "wall-penetrating submachinegun bullet" - shrapnel_chance = 0 - - damage = 30 - penetration = ARMOR_PENETRATION_TIER_10 - -/datum/ammo/bullet/smg/ap/penetrating/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating) - )) - -/datum/ammo/bullet/smg/le - name = "armor-shredding submachinegun bullet" - - scatter = SCATTER_AMOUNT_TIER_10 - damage = 20 - penetration = ARMOR_PENETRATION_TIER_4 - shell_speed = AMMO_SPEED_TIER_3 - damage_falloff = DAMAGE_FALLOFF_TIER_10 - pen_armor_punch = 4 - -/datum/ammo/bullet/smg/rubber - name = "rubber submachinegun bullet" - sound_override = 'sound/weapons/gun_c99.ogg' - - damage = 0 - stamina_damage = 10 - shrapnel_chance = 0 - -/datum/ammo/bullet/smg/mp27 - name = "simple submachinegun bullet" - damage = 40 - accurate_range = 5 - effective_range_max = 7 - penetration = 0 - shell_speed = AMMO_SPEED_TIER_6 - damage_falloff = DAMAGE_FALLOFF_TIER_6 - scatter = SCATTER_AMOUNT_TIER_6 - accuracy = HIT_ACCURACY_TIER_2 - -// less damage than the m39, but better falloff, range, and AP - -/datum/ammo/bullet/smg/ppsh - name = "crude submachinegun bullet" - damage = 26 - accurate_range = 7 - effective_range_max = 7 - penetration = ARMOR_PENETRATION_TIER_2 - damage_falloff = DAMAGE_FALLOFF_TIER_7 - scatter = SCATTER_AMOUNT_TIER_5 - -/datum/ammo/bullet/smg/pps43 - name = "simple submachinegun bullet" - damage = 35 - accurate_range = 7 - effective_range_max = 10 - penetration = ARMOR_PENETRATION_TIER_4 - damage_falloff = DAMAGE_FALLOFF_TIER_6 - scatter = SCATTER_AMOUNT_TIER_6 - -/* -//====== - Rifle Ammo -//====== -*/ - -/datum/ammo/bullet/rifle - name = "rifle bullet" - headshot_state = HEADSHOT_OVERLAY_MEDIUM - - damage = 40 - penetration = ARMOR_PENETRATION_TIER_1 - accurate_range = 16 - accuracy = HIT_ACCURACY_TIER_4 - scatter = SCATTER_AMOUNT_TIER_10 - shell_speed = AMMO_SPEED_TIER_6 - effective_range_max = 7 - damage_falloff = DAMAGE_FALLOFF_TIER_7 - max_range = 24 //So S8 users don't have their bullets magically disappaer at 22 tiles (S8 can see 24 tiles) - -/datum/ammo/bullet/rifle/holo_target - name = "holo-targeting rifle bullet" - damage = 30 - var/holo_stacks = 10 - -/datum/ammo/bullet/rifle/holo_target/on_hit_mob(mob/M, obj/projectile/P) - . = ..() - M.AddComponent(/datum/component/bonus_damage_stack, holo_stacks, world.time) - -/datum/ammo/bullet/rifle/holo_target/hunting - name = "holo-targeting hunting bullet" - damage = 25 - holo_stacks = 15 - -/datum/ammo/bullet/rifle/explosive - name = "explosive rifle bullet" - - damage = 25 - accurate_range = 22 - accuracy = 0 - shell_speed = AMMO_SPEED_TIER_4 - damage_falloff = DAMAGE_FALLOFF_TIER_9 - -/datum/ammo/bullet/rifle/explosive/on_hit_mob(mob/M, obj/projectile/P) - cell_explosion(get_turf(M), 80, 40, EXPLOSION_FALLOFF_SHAPE_LINEAR, P.dir, P.weapon_cause_data) - -/datum/ammo/bullet/rifle/explosive/on_hit_obj(obj/O, obj/projectile/P) - cell_explosion(get_turf(O), 80, 40, EXPLOSION_FALLOFF_SHAPE_LINEAR, P.dir, P.weapon_cause_data) - -/datum/ammo/bullet/rifle/explosive/on_hit_turf(turf/T, obj/projectile/P) - if(T.density) - cell_explosion(T, 80, 40, EXPLOSION_FALLOFF_SHAPE_LINEAR, P.dir, P.weapon_cause_data) - -/datum/ammo/bullet/rifle/ap - name = "armor-piercing rifle bullet" - - damage = 30 - penetration = ARMOR_PENETRATION_TIER_8 - -// Basically AP but better. Focused at taking out armour temporarily -/datum/ammo/bullet/rifle/ap/toxin - name = "toxic rifle bullet" - var/acid_per_hit = 7 - var/organic_damage_mult = 3 - -/datum/ammo/bullet/rifle/ap/toxin/on_hit_mob(mob/M, obj/projectile/P) - . = ..() - M.AddComponent(/datum/component/toxic_buildup, acid_per_hit) - -/datum/ammo/bullet/rifle/ap/toxin/on_hit_turf(turf/T, obj/projectile/P) - . = ..() - if(T.flags_turf & TURF_ORGANIC) - P.damage *= organic_damage_mult - -/datum/ammo/bullet/rifle/ap/toxin/on_hit_obj(obj/O, obj/projectile/P) - . = ..() - if(O.flags_obj & OBJ_ORGANIC) - P.damage *= organic_damage_mult - - -/datum/ammo/bullet/rifle/ap/penetrating - name = "wall-penetrating rifle bullet" - shrapnel_chance = 0 - - damage = 35 - penetration = ARMOR_PENETRATION_TIER_10 - -/datum/ammo/bullet/rifle/ap/penetrating/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating) - )) - -/datum/ammo/bullet/rifle/le - name = "armor-shredding rifle bullet" - - damage = 20 - penetration = ARMOR_PENETRATION_TIER_4 - pen_armor_punch = 5 - -/datum/ammo/bullet/rifle/heap - name = "high-explosive armor-piercing rifle bullet" - - headshot_state = HEADSHOT_OVERLAY_HEAVY - damage = 55//big damage, doesn't actually blow up because thats stupid. - penetration = ARMOR_PENETRATION_TIER_8 - -/datum/ammo/bullet/rifle/rubber - name = "rubber rifle bullet" - sound_override = 'sound/weapons/gun_c99.ogg' - - damage = 0 - stamina_damage = 15 - shrapnel_chance = 0 - -/datum/ammo/bullet/rifle/incendiary - name = "incendiary rifle bullet" - damage_type = BURN - shrapnel_chance = 0 - flags_ammo_behavior = AMMO_BALLISTIC - - damage = 30 - shell_speed = AMMO_SPEED_TIER_4 - accuracy = -HIT_ACCURACY_TIER_2 - damage_falloff = DAMAGE_FALLOFF_TIER_10 - -/datum/ammo/bullet/rifle/incendiary/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) - )) - -/datum/ammo/bullet/rifle/m4ra - name = "A19 high velocity bullet" - shrapnel_chance = 0 - damage_falloff = 0 - flags_ammo_behavior = AMMO_BALLISTIC - accurate_range_min = 4 - - damage = 55 - scatter = -SCATTER_AMOUNT_TIER_8 - penetration= ARMOR_PENETRATION_TIER_7 - shell_speed = AMMO_SPEED_TIER_6 - -/datum/ammo/bullet/rifle/m4ra/incendiary - name = "A19 high velocity incendiary bullet" - flags_ammo_behavior = AMMO_BALLISTIC - - damage = 40 - accuracy = HIT_ACCURACY_TIER_4 - scatter = -SCATTER_AMOUNT_TIER_8 - penetration= ARMOR_PENETRATION_TIER_5 - shell_speed = AMMO_SPEED_TIER_6 - -/datum/ammo/bullet/rifle/m4ra/incendiary/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) - )) - -/datum/ammo/bullet/rifle/m4ra/impact - name = "A19 high velocity impact bullet" - flags_ammo_behavior = AMMO_BALLISTIC - - damage = 40 - accuracy = -HIT_ACCURACY_TIER_2 - scatter = -SCATTER_AMOUNT_TIER_8 - penetration = ARMOR_PENETRATION_TIER_10 - shell_speed = AMMO_SPEED_TIER_6 - -/datum/ammo/bullet/rifle/m4ra/impact/on_hit_mob(mob/M, obj/projectile/P) - knockback(M, P, 32) // Can knockback basically at max range - -/datum/ammo/bullet/rifle/m4ra/impact/knockback_effects(mob/living/living_mob, obj/projectile/fired_projectile) - if(iscarbonsizexeno(living_mob)) - var/mob/living/carbon/xenomorph/target = living_mob - to_chat(target, SPAN_XENODANGER("You are shaken and slowed by the sudden impact!")) - target.apply_effect(0.5, WEAKEN) - target.apply_effect(2, SUPERSLOW) - target.apply_effect(5, SLOW) - else - if(!isyautja(living_mob)) //Not predators. - living_mob.apply_effect(1, SUPERSLOW) - living_mob.apply_effect(2, SLOW) - to_chat(living_mob, SPAN_HIGHDANGER("The impact knocks you off-balance!")) - living_mob.apply_stamina_damage(fired_projectile.ammo.damage, fired_projectile.def_zone, ARMOR_BULLET) - -/datum/ammo/bullet/rifle/mar40 - name = "heavy rifle bullet" - - damage = 55 - -/datum/ammo/bullet/rifle/type71 - name = "heavy rifle bullet" - - damage = 55 - penetration = ARMOR_PENETRATION_TIER_3 - -/datum/ammo/bullet/rifle/type71/ap - name = "heavy armor-piercing rifle bullet" - - damage = 40 - penetration = ARMOR_PENETRATION_TIER_10 - -/datum/ammo/bullet/rifle/type71/heap - name = "heavy high-explosive armor-piercing rifle bullet" - - headshot_state = HEADSHOT_OVERLAY_HEAVY - damage = 65 - penetration = ARMOR_PENETRATION_TIER_10 - -/* -//====== - Shotgun Ammo -//====== -*/ - -/datum/ammo/bullet/shotgun - headshot_state = HEADSHOT_OVERLAY_HEAVY - -/datum/ammo/bullet/shotgun/slug - name = "shotgun slug" - handful_state = "slug_shell" - - accurate_range = 6 - max_range = 8 - damage = 70 - penetration = ARMOR_PENETRATION_TIER_4 - damage_armor_punch = 2 - handful_state = "slug_shell" - -/datum/ammo/bullet/shotgun/slug/on_hit_mob(mob/M,obj/projectile/P) - knockback(M, P, 6) - -/datum/ammo/bullet/shotgun/slug/knockback_effects(mob/living/living_mob, obj/projectile/fired_projectile) - if(iscarbonsizexeno(living_mob)) - var/mob/living/carbon/xenomorph/target = living_mob - to_chat(target, SPAN_XENODANGER("You are shaken and slowed by the sudden impact!")) - target.apply_effect(0.5, WEAKEN) - target.apply_effect(1, SUPERSLOW) - target.apply_effect(3, SLOW) - else - if(!isyautja(living_mob)) //Not predators. - living_mob.apply_effect(1, SUPERSLOW) - living_mob.apply_effect(2, SLOW) - to_chat(living_mob, SPAN_HIGHDANGER("The impact knocks you off-balance!")) - living_mob.apply_stamina_damage(fired_projectile.ammo.damage, fired_projectile.def_zone, ARMOR_BULLET) - -/datum/ammo/bullet/shotgun/beanbag - name = "beanbag slug" - headshot_state = HEADSHOT_OVERLAY_LIGHT //It's not meant to kill people... but if you put it in your mouth, it will. - handful_state = "beanbag_slug" - icon_state = "beanbag" - flags_ammo_behavior = AMMO_BALLISTIC|AMMO_IGNORE_RESIST - sound_override = 'sound/weapons/gun_shotgun_riot.ogg' - - max_range = 12 - shrapnel_chance = 0 - damage = 0 - stamina_damage = 45 - accuracy = HIT_ACCURACY_TIER_3 - shell_speed = AMMO_SPEED_TIER_3 - handful_state = "beanbag_slug" - -/datum/ammo/bullet/shotgun/beanbag/on_hit_mob(mob/M, obj/projectile/P) - if(!M || M == P.firer) return - if(ishuman(M)) - var/mob/living/carbon/human/H = M - shake_camera(H, 2, 1) - - -/datum/ammo/bullet/shotgun/incendiary - name = "incendiary slug" - handful_state = "incendiary_slug" - damage_type = BURN - flags_ammo_behavior = AMMO_BALLISTIC - - accuracy = -HIT_ACCURACY_TIER_2 - max_range = 12 - damage = 55 - penetration= ARMOR_PENETRATION_TIER_1 - handful_state = "incendiary_slug" - -/datum/ammo/bullet/shotgun/incendiary/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) - )) - -/datum/ammo/bullet/shotgun/incendiary/on_hit_mob(mob/M,obj/projectile/P) - burst(get_turf(M),P,damage_type) - knockback(M,P) - -/datum/ammo/bullet/shotgun/incendiary/on_hit_obj(obj/O,obj/projectile/P) - burst(get_turf(P),P,damage_type) - -/datum/ammo/bullet/shotgun/incendiary/on_hit_turf(turf/T,obj/projectile/P) - burst(get_turf(T),P,damage_type) - - -/datum/ammo/bullet/shotgun/flechette - name = "flechette shell" - icon_state = "flechette" - handful_state = "flechette_shell" - bonus_projectiles_type = /datum/ammo/bullet/shotgun/flechette_spread - - accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 - accuracy_var_high = PROJECTILE_VARIANCE_TIER_6 - max_range = 12 - damage = 30 - damage_var_low = PROJECTILE_VARIANCE_TIER_8 - damage_var_high = PROJECTILE_VARIANCE_TIER_8 - penetration = ARMOR_PENETRATION_TIER_7 - bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_3 - handful_state = "flechette_shell" - multiple_handful_name = TRUE - -/datum/ammo/bullet/shotgun/flechette_spread - name = "additional flechette" - icon_state = "flechette" - - accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 - accuracy_var_high = PROJECTILE_VARIANCE_TIER_6 - max_range = 12 - damage = 30 - damage_var_low = PROJECTILE_VARIANCE_TIER_8 - damage_var_high = PROJECTILE_VARIANCE_TIER_8 - penetration = ARMOR_PENETRATION_TIER_7 - scatter = SCATTER_AMOUNT_TIER_5 - -/datum/ammo/bullet/shotgun/buckshot - name = "buckshot shell" - icon_state = "buckshot" - handful_state = "buckshot_shell" - multiple_handful_name = TRUE - bonus_projectiles_type = /datum/ammo/bullet/shotgun/spread - - accuracy_var_low = PROJECTILE_VARIANCE_TIER_5 - accuracy_var_high = PROJECTILE_VARIANCE_TIER_5 - accurate_range = 4 - max_range = 4 - damage = 65 - damage_var_low = PROJECTILE_VARIANCE_TIER_8 - damage_var_high = PROJECTILE_VARIANCE_TIER_8 - penetration = ARMOR_PENETRATION_TIER_1 - bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_3 - shell_speed = AMMO_SPEED_TIER_2 - damage_armor_punch = 0 - pen_armor_punch = 0 - handful_state = "buckshot_shell" - multiple_handful_name = TRUE - -/datum/ammo/bullet/shotgun/buckshot/incendiary - name = "incendiary buckshot shell" - handful_state = "incen_buckshot" - handful_type = /obj/item/ammo_magazine/handful/shotgun/buckshot/incendiary - -/datum/ammo/bullet/shotgun/buckshot/incendiary/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) - )) - -/datum/ammo/bullet/shotgun/buckshot/on_hit_mob(mob/M,obj/projectile/P) - knockback(M,P) - -//buckshot variant only used by the masterkey shotgun attachment. -/datum/ammo/bullet/shotgun/buckshot/masterkey - bonus_projectiles_type = /datum/ammo/bullet/shotgun/spread/masterkey - - damage = 55 - -/datum/ammo/bullet/shotgun/spread - name = "additional buckshot" - icon_state = "buckshot" - - accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 - accuracy_var_high = PROJECTILE_VARIANCE_TIER_6 - accurate_range = 4 - max_range = 6 - damage = 65 - damage_var_low = PROJECTILE_VARIANCE_TIER_8 - damage_var_high = PROJECTILE_VARIANCE_TIER_8 - penetration = ARMOR_PENETRATION_TIER_1 - shell_speed = AMMO_SPEED_TIER_2 - scatter = SCATTER_AMOUNT_TIER_1 - damage_armor_punch = 0 - pen_armor_punch = 0 - -/datum/ammo/bullet/shotgun/spread/masterkey - damage = 20 - -/* - 8 GAUGE SHOTGUN AMMO -*/ - -/datum/ammo/bullet/shotgun/heavy/buckshot - name = "heavy buckshot shell" - icon_state = "buckshot" - handful_state = "heavy_buckshot" - multiple_handful_name = TRUE - bonus_projectiles_type = /datum/ammo/bullet/shotgun/heavy/buckshot/spread - bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_3 - accurate_range = 3 - max_range = 3 - damage = 75 - penetration = 0 - shell_speed = AMMO_SPEED_TIER_2 - damage_armor_punch = 0 - pen_armor_punch = 0 - -/datum/ammo/bullet/shotgun/heavy/buckshot/on_hit_mob(mob/M,obj/projectile/P) - knockback(M,P) - -/datum/ammo/bullet/shotgun/heavy/buckshot/spread - name = "additional heavy buckshot" - max_range = 4 - scatter = SCATTER_AMOUNT_TIER_1 - bonus_projectiles_amount = 0 - -//basically the same -/datum/ammo/bullet/shotgun/heavy/buckshot/dragonsbreath - name = "dragon's breath shell" - handful_state = "heavy_dragonsbreath" - multiple_handful_name = TRUE - damage_type = BURN - damage = 60 - accurate_range = 3 - max_range = 4 - bonus_projectiles_type = /datum/ammo/bullet/shotgun/heavy/buckshot/dragonsbreath/spread - -/datum/ammo/bullet/shotgun/heavy/buckshot/dragonsbreath/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) - )) - -/datum/ammo/bullet/shotgun/heavy/buckshot/dragonsbreath/spread - name = "additional dragon's breath" - bonus_projectiles_amount = 0 - accurate_range = 4 - max_range = 5 //make use of the ablaze property - shell_speed = AMMO_SPEED_TIER_4 // so they hit before the main shell stuns - - -/datum/ammo/bullet/shotgun/heavy/slug - name = "heavy shotgun slug" - handful_state = "heavy_slug" - - accurate_range = 7 - max_range = 8 - damage = 90 //ouch. - penetration = ARMOR_PENETRATION_TIER_6 - damage_armor_punch = 2 - -/datum/ammo/bullet/shotgun/heavy/slug/on_hit_mob(mob/M,obj/projectile/P) - knockback(M, P, 7) - -/datum/ammo/bullet/shotgun/heavy/slug/knockback_effects(mob/living/living_mob, obj/projectile/fired_projectile) - if(iscarbonsizexeno(living_mob)) - var/mob/living/carbon/xenomorph/target = living_mob - to_chat(target, SPAN_XENODANGER("You are shaken and slowed by the sudden impact!")) - target.apply_effect(0.5, WEAKEN) - target.apply_effect(2, SUPERSLOW) - target.apply_effect(5, SLOW) - else - if(!isyautja(living_mob)) //Not predators. - living_mob.apply_effect(1, SUPERSLOW) - living_mob.apply_effect(2, SLOW) - to_chat(living_mob, SPAN_HIGHDANGER("The impact knocks you off-balance!")) - living_mob.apply_stamina_damage(fired_projectile.ammo.damage, fired_projectile.def_zone, ARMOR_BULLET) - -/datum/ammo/bullet/shotgun/heavy/beanbag - name = "heavy beanbag slug" - icon_state = "beanbag" - headshot_state = HEADSHOT_OVERLAY_MEDIUM - handful_state = "heavy_beanbag" - flags_ammo_behavior = AMMO_BALLISTIC|AMMO_IGNORE_RESIST - sound_override = 'sound/weapons/gun_shotgun_riot.ogg' - - max_range = 7 - shrapnel_chance = 0 - damage = 0 - stamina_damage = 100 - accuracy = HIT_ACCURACY_TIER_2 - shell_speed = AMMO_SPEED_TIER_2 - -/datum/ammo/bullet/shotgun/heavy/beanbag/on_hit_mob(mob/M, obj/projectile/P) - if(!M || M == P.firer) - return - if(ishuman(M)) - var/mob/living/carbon/human/H = M - shake_camera(H, 2, 1) - -/datum/ammo/bullet/shotgun/heavy/flechette - name = "heavy flechette shell" - icon_state = "flechette" - handful_state = "heavy_flechette" - multiple_handful_name = TRUE - bonus_projectiles_type = /datum/ammo/bullet/shotgun/heavy/flechette_spread - - accuracy_var_low = PROJECTILE_VARIANCE_TIER_3 - accuracy_var_high = PROJECTILE_VARIANCE_TIER_3 - max_range = 12 - damage = 45 - damage_var_low = PROJECTILE_VARIANCE_TIER_8 - damage_var_high = PROJECTILE_VARIANCE_TIER_8 - penetration = ARMOR_PENETRATION_TIER_10 - bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_2 - -/datum/ammo/bullet/shotgun/heavy/flechette_spread - name = "additional heavy flechette" - icon_state = "flechette" - accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 - accuracy_var_high = PROJECTILE_VARIANCE_TIER_6 - max_range = 12 - damage = 45 - damage_var_low = PROJECTILE_VARIANCE_TIER_8 - damage_var_high = PROJECTILE_VARIANCE_TIER_8 - penetration = ARMOR_PENETRATION_TIER_10 - scatter = SCATTER_AMOUNT_TIER_4 - -//Enormous shell for Van Bandolier's superheavy double-barreled hunting gun. -/datum/ammo/bullet/shotgun/twobore - name = "two bore bullet" - icon_state = "autocannon" - handful_state = "twobore" - - accurate_range = 8 //Big low-velocity projectile; this is for blasting dangerous game at close range. - max_range = 14 //At this range, it's lost all its damage anyway. - damage = 300 //Hits like a buckshot PB. - penetration = ARMOR_PENETRATION_TIER_3 - damage_falloff = DAMAGE_FALLOFF_TIER_1 * 3 //It has a lot of energy, but the 26mm bullet drops off fast. - effective_range_max = EFFECTIVE_RANGE_MAX_TIER_2 //Full damage up to this distance, then falloff for each tile beyond. - var/hit_messages = list() - -/datum/ammo/bullet/shotgun/twobore/on_hit_mob(mob/living/M, obj/projectile/P) - var/mob/shooter = P.firer - if(shooter && ismob(shooter) && HAS_TRAIT(shooter, TRAIT_TWOBORE_TRAINING) && M.stat != DEAD && prob(40)) //Death is handled by periodic life() checks so this should have a chance to fire on a killshot. - if(!length(hit_messages)) //Pick and remove lines, refill on exhaustion. - hit_messages = list("Got you!", "Aha!", "Bullseye!", "It's curtains for you, Sonny Jim!", "Your head will look fantastic on my wall!", "I have you now!", "You miserable coward! Come and fight me like a man!", "Tally ho!") - var/message = pick_n_take(hit_messages) - shooter.say(message) - - if(P.distance_travelled > 8) - knockback(M, P, 12) - - else if(!M || M == P.firer || M.lying) //These checks are included in knockback and would be redundant above. - return - - shake_camera(M, 3, 4) - M.apply_effect(2, WEAKEN) - M.apply_effect(4, SLOW) - if(iscarbonsizexeno(M)) - to_chat(M, SPAN_XENODANGER("The impact knocks you off your feet!")) - else //This will hammer a Yautja as hard as a human. - to_chat(M, SPAN_HIGHDANGER("The impact knocks you off your feet!")) - - step(M, get_dir(P.firer, M)) - -/datum/ammo/bullet/shotgun/twobore/knockback_effects(mob/living/living_mob, obj/projectile/fired_projectile) - if(iscarbonsizexeno(living_mob)) - var/mob/living/carbon/xenomorph/target = living_mob - to_chat(target, SPAN_XENODANGER("You are shaken and slowed by the sudden impact!")) - target.apply_effect(0.5, WEAKEN) - target.apply_effect(2, SUPERSLOW) - target.apply_effect(5, SLOW) - else - if(!isyautja(living_mob)) //Not predators. - living_mob.apply_effect(1, SUPERSLOW) - living_mob.apply_effect(2, SLOW) - to_chat(living_mob, SPAN_HIGHDANGER("The impact knocks you off-balance!")) - living_mob.apply_stamina_damage(fired_projectile.ammo.damage, fired_projectile.def_zone, ARMOR_BULLET) - -/datum/ammo/bullet/lever_action - name = "lever-action bullet" - - damage = 80 - penetration = 0 - accuracy = HIT_ACCURACY_TIER_1 - shell_speed = AMMO_SPEED_TIER_6 - accurate_range = 14 - handful_state = "lever_action_bullet" - -//unused and not working. need to refactor MD code. Unobtainable. -//intended mechanic is to have xenos hit with it show up very frequently on any MDs around -/datum/ammo/bullet/lever_action/tracker - name = "tracking lever-action bullet" - icon_state = "redbullet" - damage = 70 - penetration = ARMOR_PENETRATION_TIER_3 - accuracy = HIT_ACCURACY_TIER_1 - handful_state = "tracking_lever_action_bullet" - -/datum/ammo/bullet/lever_action/tracker/on_hit_mob(mob/M, obj/projectile/P, mob/user) - //SEND_SIGNAL(user, COMSIG_BULLET_TRACKING, user, M) - M.visible_message(SPAN_DANGER("You hear a faint beep under [M]'s [M.mob_size > MOB_SIZE_HUMAN ? "chitin" : "skin"].")) - -/datum/ammo/bullet/lever_action/training - name = "lever-action blank" - icon_state = "blank" - damage = 70 //blanks CAN hurt you if shot very close - penetration = 0 - accuracy = HIT_ACCURACY_TIER_1 - damage_falloff = DAMAGE_FALLOFF_BLANK //not much, though (comparatively) - shell_speed = AMMO_SPEED_TIER_5 - handful_state = "training_lever_action_bullet" - -//unused, and unobtainable... for now -/datum/ammo/bullet/lever_action/marksman - name = "marksman lever-action bullet" - shrapnel_chance = 0 - damage_falloff = 0 - accurate_range = 12 - damage = 70 - penetration = ARMOR_PENETRATION_TIER_6 - shell_speed = AMMO_SPEED_TIER_6 - handful_state = "marksman_lever_action_bullet" - -/datum/ammo/bullet/lever_action/xm88 - name = ".458 SOCOM round" - - damage = 80 - penetration = ARMOR_PENETRATION_TIER_2 - accuracy = HIT_ACCURACY_TIER_1 - shell_speed = AMMO_SPEED_TIER_6 - accurate_range = 14 - handful_state = "boomslang_bullet" - -/datum/ammo/bullet/lever_action/xm88/pen20 - penetration = ARMOR_PENETRATION_TIER_4 - -/datum/ammo/bullet/lever_action/xm88/pen30 - penetration = ARMOR_PENETRATION_TIER_6 - -/datum/ammo/bullet/lever_action/xm88/pen40 - penetration = ARMOR_PENETRATION_TIER_8 - -/datum/ammo/bullet/lever_action/xm88/pen50 - penetration = ARMOR_PENETRATION_TIER_10 - -/* -//====== - Sniper Ammo -//====== -*/ - -/datum/ammo/bullet/sniper - name = "sniper bullet" - headshot_state = HEADSHOT_OVERLAY_HEAVY - damage_falloff = 0 - flags_ammo_behavior = AMMO_BALLISTIC|AMMO_SNIPER|AMMO_IGNORE_COVER - accurate_range_min = 4 - - accuracy = HIT_ACCURACY_TIER_8 - accurate_range = 32 - max_range = 32 - scatter = 0 - damage = 70 - penetration= ARMOR_PENETRATION_TIER_10 - shell_speed = AMMO_SPEED_TIER_6 - damage_falloff = 0 - -/datum/ammo/bullet/sniper/on_hit_mob(mob/M,obj/projectile/P) - if((P.projectile_flags & PROJECTILE_BULLSEYE) && M == P.original) - var/mob/living/L = M - L.apply_armoured_damage(damage*2, ARMOR_BULLET, BRUTE, null, penetration) - to_chat(P.firer, SPAN_WARNING("Bullseye!")) - -/datum/ammo/bullet/sniper/incendiary - name = "incendiary sniper bullet" - damage_type = BRUTE - shrapnel_chance = 0 - flags_ammo_behavior = AMMO_BALLISTIC|AMMO_SNIPER|AMMO_IGNORE_COVER - - //Removed accuracy = 0, accuracy_var_high = Variance Tier 6, and scatter = 0. -Kaga - damage = 60 - penetration = ARMOR_PENETRATION_TIER_4 - -/datum/ammo/bullet/sniper/incendiary/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) - )) - -/datum/ammo/bullet/sniper/incendiary/on_hit_mob(mob/M,obj/projectile/P) - if((P.projectile_flags & PROJECTILE_BULLSEYE) && M == P.original) - var/mob/living/L = M - var/blind_duration = 5 - if(isxeno(M)) - var/mob/living/carbon/xenomorph/target = M - if(target.mob_size >= MOB_SIZE_BIG) - blind_duration = 2 - L.AdjustEyeBlur(blind_duration) - L.adjust_fire_stacks(10) - to_chat(P.firer, SPAN_WARNING("Bullseye!")) - -/datum/ammo/bullet/sniper/flak - name = "flak sniper bullet" - damage_type = BRUTE - flags_ammo_behavior = AMMO_BALLISTIC|AMMO_SNIPER|AMMO_IGNORE_COVER - - accuracy = HIT_ACCURACY_TIER_8 - scatter = SCATTER_AMOUNT_TIER_8 - damage = 55 - damage_var_high = PROJECTILE_VARIANCE_TIER_8 //Documenting old code: This converts to a variance of 96-109% damage. -Kaga - penetration = 0 - -/datum/ammo/bullet/sniper/flak/on_hit_mob(mob/M,obj/projectile/P) - if((P.projectile_flags & PROJECTILE_BULLSEYE) && M == P.original) - var/slow_duration = 7 - var/mob/living/L = M - if(isxeno(M)) - var/mob/living/carbon/xenomorph/target = M - if(target.mob_size >= MOB_SIZE_BIG) - slow_duration = 4 - M.adjust_effect(slow_duration, SUPERSLOW) - L.apply_armoured_damage(damage, ARMOR_BULLET, BRUTE, null, penetration) - to_chat(P.firer, SPAN_WARNING("Bullseye!")) - else - burst(get_turf(M),P,damage_type, 2 , 2) - burst(get_turf(M),P,damage_type, 1 , 2 , 0) - -/datum/ammo/bullet/sniper/flak/on_near_target(turf/T, obj/projectile/P) - burst(T,P,damage_type, 2 , 2) - burst(T,P,damage_type, 1 , 2, 0) - return 1 - -/datum/ammo/bullet/sniper/crude - name = "crude sniper bullet" - damage = 42 - penetration = ARMOR_PENETRATION_TIER_6 - -/datum/ammo/bullet/sniper/crude/on_hit_mob(mob/M, obj/projectile/P) - . = ..() - pushback(M, P, 3) - -/datum/ammo/bullet/sniper/upp - name = "armor-piercing sniper bullet" - damage = 80 - penetration = ARMOR_PENETRATION_TIER_10 - -/datum/ammo/bullet/sniper/anti_materiel - name = "anti-materiel sniper bullet" - - shrapnel_chance = 0 // This isn't leaving any shrapnel. - accuracy = HIT_ACCURACY_TIER_8 - damage = 125 - shell_speed = AMMO_SPEED_TIER_6 - -/datum/ammo/bullet/sniper/anti_materiel/on_hit_mob(mob/M,obj/projectile/P) - if((P.projectile_flags & PROJECTILE_BULLSEYE) && M == P.original) - var/mob/living/L = M - var/size_damage_mod = 0.8 - if(isxeno(M)) - var/mob/living/carbon/xenomorph/target = M - if(target.mob_size >= MOB_SIZE_XENO) - size_damage_mod += 0.6 - if(target.mob_size >= MOB_SIZE_BIG) - size_damage_mod += 0.6 - L.apply_armoured_damage(damage*size_damage_mod, ARMOR_BULLET, BRUTE, null, penetration) - // 180% damage to all targets (225), 240% (300) against non-Runner xenos, and 300% against Big xenos (375). -Kaga - to_chat(P.firer, SPAN_WARNING("Bullseye!")) - -/datum/ammo/bullet/sniper/anti_materiel/vulture - damage = 400 // Fully intended to vaporize anything smaller than a mini cooper - accurate_range_min = 10 - handful_state = "vulture_bullet" - sound_hit = 'sound/bullets/bullet_vulture_impact.ogg' - flags_ammo_behavior = AMMO_BALLISTIC|AMMO_SNIPER|AMMO_IGNORE_COVER|AMMO_ANTIVEHICLE - -/datum/ammo/bullet/sniper/anti_materiel/vulture/on_hit_mob(mob/hit_mob, obj/projectile/bullet) - . = ..() - knockback(hit_mob, bullet, 30) - hit_mob.apply_effect(3, SLOW) - -/datum/ammo/bullet/sniper/anti_materiel/vulture/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating/heavy) - )) - -/datum/ammo/bullet/sniper/elite - name = "supersonic sniper bullet" - - shrapnel_chance = 0 // This isn't leaving any shrapnel. - accuracy = HIT_ACCURACY_TIER_8 - damage = 150 - shell_speed = AMMO_SPEED_TIER_6 + AMMO_SPEED_TIER_2 - -/datum/ammo/bullet/sniper/elite/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_penetrating) - )) - -/datum/ammo/bullet/sniper/elite/on_hit_mob(mob/M,obj/projectile/P) - if((P.projectile_flags & PROJECTILE_BULLSEYE) && M == P.original) - var/mob/living/L = M - var/size_damage_mod = 0.5 - if(isxeno(M)) - var/mob/living/carbon/xenomorph/target = M - if(target.mob_size >= MOB_SIZE_XENO) - size_damage_mod += 0.5 - if(target.mob_size >= MOB_SIZE_BIG) - size_damage_mod += 1 - L.apply_armoured_damage(damage*size_damage_mod, ARMOR_BULLET, BRUTE, null, penetration) - else - L.apply_armoured_damage(damage, ARMOR_BULLET, BRUTE, null, penetration) - // 150% damage to runners (225), 300% against Big xenos (450), and 200% against all others (300). -Kaga - to_chat(P.firer, SPAN_WARNING("Bullseye!")) - -/datum/ammo/bullet/tank/flak - name = "flak autocannon bullet" - icon_state = "autocannon" - damage_falloff = 0 - flags_ammo_behavior = AMMO_BALLISTIC - accurate_range_min = 4 - - accuracy = HIT_ACCURACY_TIER_8 - scatter = 0 - damage = 60 - damage_var_high = PROJECTILE_VARIANCE_TIER_8 - penetration = ARMOR_PENETRATION_TIER_6 - accurate_range = 32 - max_range = 32 - shell_speed = AMMO_SPEED_TIER_6 - -/datum/ammo/bullet/tank/flak/on_hit_mob(mob/M,obj/projectile/P) - burst(get_turf(M),P,damage_type, 2 , 3) - burst(get_turf(M),P,damage_type, 1 , 3 , 0) - -/datum/ammo/bullet/tank/flak/on_near_target(turf/T, obj/projectile/P) - burst(get_turf(T),P,damage_type, 2 , 3) - burst(get_turf(T),P,damage_type, 1 , 3, 0) - return 1 - -/datum/ammo/bullet/tank/flak/on_hit_obj(obj/O,obj/projectile/P) - burst(get_turf(P),P,damage_type, 2 , 3) - burst(get_turf(P),P,damage_type, 1 , 3 , 0) - -/datum/ammo/bullet/tank/flak/on_hit_turf(turf/T,obj/projectile/P) - burst(get_turf(T),P,damage_type, 2 , 3) - burst(get_turf(T),P,damage_type, 1 , 3 , 0) - -/datum/ammo/bullet/tank/dualcannon - name = "dualcannon bullet" - icon_state = "autocannon" - damage_falloff = 0 - flags_ammo_behavior = AMMO_BALLISTIC - - accuracy = HIT_ACCURACY_TIER_8 - scatter = 0 - damage = 50 - damage_var_high = PROJECTILE_VARIANCE_TIER_8 - penetration = ARMOR_PENETRATION_TIER_3 - accurate_range = 10 - max_range = 12 - shell_speed = AMMO_SPEED_TIER_5 - -/datum/ammo/bullet/tank/dualcannon/on_hit_mob(mob/M,obj/projectile/P) - for(var/mob/living/carbon/L in get_turf(M)) - if(L.stat == CONSCIOUS && L.mob_size <= MOB_SIZE_XENO) - shake_camera(L, 1, 1) - -/datum/ammo/bullet/tank/dualcannon/on_near_target(turf/T, obj/projectile/P) - for(var/mob/living/carbon/L in T) - if(L.stat == CONSCIOUS && L.mob_size <= MOB_SIZE_XENO) - shake_camera(L, 1, 1) - return 1 - -/datum/ammo/bullet/tank/dualcannon/on_hit_obj(obj/O,obj/projectile/P) - for(var/mob/living/carbon/L in get_turf(O)) - if(L.stat == CONSCIOUS && L.mob_size <= MOB_SIZE_XENO) - shake_camera(L, 1, 1) - -/datum/ammo/bullet/tank/dualcannon/on_hit_turf(turf/T,obj/projectile/P) - for(var/mob/living/carbon/L in T) - if(L.stat == CONSCIOUS && L.mob_size <= MOB_SIZE_XENO) - shake_camera(L, 1, 1) - -/* -//====== - Special Ammo -//====== -*/ - -/datum/ammo/bullet/smartgun - name = "smartgun bullet" - icon_state = "redbullet" - flags_ammo_behavior = AMMO_BALLISTIC - - max_range = 12 - accuracy = HIT_ACCURACY_TIER_4 - damage = 30 - penetration = 0 - -/datum/ammo/bullet/smartgun/armor_piercing - name = "armor-piercing smartgun bullet" - icon_state = "bullet" - - accurate_range = 12 - accuracy = HIT_ACCURACY_TIER_2 - damage = 20 - penetration = ARMOR_PENETRATION_TIER_8 - damage_armor_punch = 1 - -/datum/ammo/bullet/smartgun/dirty - name = "irradiated smartgun bullet" - debilitate = list(0,0,0,3,0,0,0,1) - - shrapnel_chance = SHRAPNEL_CHANCE_TIER_7 - accurate_range = 32 - accuracy = HIT_ACCURACY_TIER_3 - damage = 40 - penetration = 0 - -/datum/ammo/bullet/smartgun/dirty/armor_piercing - debilitate = list(0,0,0,3,0,0,0,1) - - accurate_range = 22 - accuracy = HIT_ACCURACY_TIER_3 - damage = 30 - penetration = ARMOR_PENETRATION_TIER_7 - damage_armor_punch = 3 - -/datum/ammo/bullet/smartgun/holo_target //Royal marines smartgun bullet has only diff between regular ammo is this one does holostacks - name = "holo-targeting smartgun bullet" - damage = 30 -///Stuff for the HRP holotargetting stacks - var/holo_stacks = 15 - -/datum/ammo/bullet/smartgun/holo_target/on_hit_mob(mob/M, obj/projectile/P) - . = ..() - M.AddComponent(/datum/component/bonus_damage_stack, holo_stacks, world.time) - -/datum/ammo/bullet/smartgun/holo_target/ap - name = "armor-piercing smartgun bullet" - icon_state = "bullet" - - accurate_range = 12 - accuracy = HIT_ACCURACY_TIER_2 - damage = 20 - penetration = ARMOR_PENETRATION_TIER_8 - damage_armor_punch = 1 - -/datum/ammo/bullet/smartgun/m56_fpw - name = "\improper M56 FPW bullet" - icon_state = "redbullet" - flags_ammo_behavior = AMMO_BALLISTIC - - max_range = 7 - accuracy = HIT_ACCURACY_TIER_7 - damage = 35 - penetration = ARMOR_PENETRATION_TIER_1 - -/datum/ammo/bullet/turret - name = "autocannon bullet" - icon_state = "redbullet" //Red bullets to indicate friendly fire restriction - flags_ammo_behavior = AMMO_BALLISTIC|AMMO_IGNORE_COVER - - accurate_range = 22 - accuracy_var_low = PROJECTILE_VARIANCE_TIER_8 - accuracy_var_high = PROJECTILE_VARIANCE_TIER_8 - max_range = 22 - damage = 30 - penetration = ARMOR_PENETRATION_TIER_7 - damage_armor_punch = 0 - pen_armor_punch = 0 - shell_speed = 2*AMMO_SPEED_TIER_6 - accuracy = HIT_ACCURACY_TIER_5 - -/datum/ammo/bullet/turret/dumb - icon_state = "bullet" - flags_ammo_behavior = AMMO_BALLISTIC - -/datum/ammo/bullet/machinegun //Adding this for the MG Nests (~Art) - name = "machinegun bullet" - icon_state = "bullet" // Keeping it bog standard with the turret but allows it to be changed - - accurate_range = 12 - damage = 35 - penetration= ARMOR_PENETRATION_TIER_10 //Bumped the penetration to serve a different role from sentries, MGs are a bit more offensive - accuracy = HIT_ACCURACY_TIER_3 - -/datum/ammo/bullet/machinegun/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_iff) - )) - -/datum/ammo/bullet/machinegun/auto // for M2C, automatic variant for M56D, stats for bullet should always be moderately overtuned to fulfill its ultra-offense + flank-push purpose - name = "heavy machinegun bullet" - - accurate_range = 10 - damage = 50 - penetration = ARMOR_PENETRATION_TIER_6 - accuracy = -HIT_ACCURACY_TIER_2 // 75 accuracy - shell_speed = AMMO_SPEED_TIER_2 - max_range = 15 - effective_range_max = 7 - damage_falloff = DAMAGE_FALLOFF_TIER_8 - -/datum/ammo/bullet/machinegun/auto/set_bullet_traits() - return - -/datum/ammo/bullet/minigun - name = "minigun bullet" - headshot_state = HEADSHOT_OVERLAY_MEDIUM - - accuracy = -HIT_ACCURACY_TIER_3 - accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 - accuracy_var_high = PROJECTILE_VARIANCE_TIER_6 - accurate_range = 12 - damage = 35 - penetration = ARMOR_PENETRATION_TIER_6 - -/datum/ammo/bullet/minigun/New() - ..() - if(SSticker.mode && MODE_HAS_FLAG(MODE_FACTION_CLASH)) - damage = 15 - else if(SSticker.current_state < GAME_STATE_PLAYING) - RegisterSignal(SSdcs, COMSIG_GLOB_MODE_PRESETUP, PROC_REF(setup_hvh_damage)) - -/datum/ammo/bullet/minigun/proc/setup_hvh_damage() - if(MODE_HAS_FLAG(MODE_FACTION_CLASH)) - damage = 15 - -/datum/ammo/bullet/minigun/tank - accuracy = -HIT_ACCURACY_TIER_1 - accuracy_var_low = PROJECTILE_VARIANCE_TIER_8 - accuracy_var_high = PROJECTILE_VARIANCE_TIER_8 - accurate_range = 12 - -/datum/ammo/bullet/m60 - name = "M60 bullet" - headshot_state = HEADSHOT_OVERLAY_MEDIUM - - accuracy = HIT_ACCURACY_TIER_2 - accuracy_var_low = PROJECTILE_VARIANCE_TIER_8 - accuracy_var_high = PROJECTILE_VARIANCE_TIER_6 - accurate_range = 12 - damage = 45 //7.62x51 is scary - penetration= ARMOR_PENETRATION_TIER_6 - shrapnel_chance = SHRAPNEL_CHANCE_TIER_2 - -/datum/ammo/bullet/pkp - name = "machinegun bullet" - headshot_state = HEADSHOT_OVERLAY_MEDIUM - - accuracy = HIT_ACCURACY_TIER_1 - accuracy_var_low = PROJECTILE_VARIANCE_TIER_8 - accuracy_var_high = PROJECTILE_VARIANCE_TIER_6 - accurate_range = 14 - damage = 35 - penetration= ARMOR_PENETRATION_TIER_6 - shrapnel_chance = SHRAPNEL_CHANCE_TIER_2 - -/* -//====== - Rocket Ammo -//====== -*/ - -/datum/ammo/rocket - name = "high explosive rocket" - icon_state = "missile" - ping = null //no bounce off. - sound_bounce = "rocket_bounce" - damage_falloff = 0 - flags_ammo_behavior = AMMO_EXPLOSIVE|AMMO_ROCKET|AMMO_STRIKES_SURFACE - var/datum/effect_system/smoke_spread/smoke - - accuracy = HIT_ACCURACY_TIER_2 - accurate_range = 7 - max_range = 7 - damage = 15 - shell_speed = AMMO_SPEED_TIER_2 - -/datum/ammo/rocket/New() - ..() - smoke = new() - -/datum/ammo/rocket/Destroy() - qdel(smoke) - smoke = null - . = ..() - -/datum/ammo/rocket/on_hit_mob(mob/M, obj/projectile/P) - cell_explosion(get_turf(M), 150, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - smoke.set_up(1, get_turf(M)) - if(ishuman_strict(M)) // No yautya or synths. Makes humans gib on direct hit. - M.ex_act(350, P.dir, P.weapon_cause_data, 100) - smoke.start() - -/datum/ammo/rocket/on_hit_obj(obj/O, obj/projectile/P) - cell_explosion(get_turf(O), 150, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - smoke.set_up(1, get_turf(O)) - smoke.start() - -/datum/ammo/rocket/on_hit_turf(turf/T, obj/projectile/P) - cell_explosion(T, 150, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - smoke.set_up(1, T) - smoke.start() - -/datum/ammo/rocket/do_at_max_range(obj/projectile/P) - cell_explosion(get_turf(P), 150, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - smoke.set_up(1, get_turf(P)) - smoke.start() - -/datum/ammo/rocket/ap - name = "anti-armor rocket" - damage_falloff = 0 - flags_ammo_behavior = AMMO_EXPLOSIVE|AMMO_ROCKET - - accuracy = HIT_ACCURACY_TIER_8 - accuracy_var_low = PROJECTILE_VARIANCE_TIER_9 - accurate_range = 6 - max_range = 6 - damage = 10 - penetration= ARMOR_PENETRATION_TIER_10 - -/datum/ammo/rocket/ap/on_hit_mob(mob/M, obj/projectile/P) - var/turf/T = get_turf(M) - M.ex_act(150, P.dir, P.weapon_cause_data, 100) - M.apply_effect(2, WEAKEN) - M.apply_effect(2, PARALYZE) - if(ishuman_strict(M)) // No yautya or synths. Makes humans gib on direct hit. - M.ex_act(300, P.dir, P.weapon_cause_data, 100) - cell_explosion(T, 100, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - smoke.set_up(1, T) - smoke.start() - -/datum/ammo/rocket/ap/on_hit_obj(obj/O, obj/projectile/P) - var/turf/T = get_turf(O) - O.ex_act(150, P.dir, P.weapon_cause_data, 100) - cell_explosion(T, 100, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - smoke.set_up(1, T) - smoke.start() - -/datum/ammo/rocket/ap/on_hit_turf(turf/T, obj/projectile/P) - var/hit_something = 0 - for(var/mob/M in T) - M.ex_act(150, P.dir, P.weapon_cause_data, 100) - M.apply_effect(4, WEAKEN) - M.apply_effect(4, PARALYZE) - hit_something = 1 - continue - if(!hit_something) - for(var/obj/O in T) - if(O.density) - O.ex_act(150, P.dir, P.weapon_cause_data, 100) - hit_something = 1 - continue - if(!hit_something) - T.ex_act(150, P.dir, P.weapon_cause_data, 200) - - cell_explosion(T, 100, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - smoke.set_up(1, T) - smoke.start() - -/datum/ammo/rocket/ap/do_at_max_range(obj/projectile/P) - var/turf/T = get_turf(P) - var/hit_something = 0 - for(var/mob/M in T) - M.ex_act(250, P.dir, P.weapon_cause_data, 100) - M.apply_effect(2, WEAKEN) - M.apply_effect(2, PARALYZE) - hit_something = 1 - continue - if(!hit_something) - for(var/obj/O in T) - if(O.density) - O.ex_act(250, P.dir, P.weapon_cause_data, 100) - hit_something = 1 - continue - if(!hit_something) - T.ex_act(250, P.dir, P.weapon_cause_data) - cell_explosion(T, 100, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - smoke.set_up(1, T) - smoke.start() - -/datum/ammo/rocket/ap/anti_tank - name = "anti-tank rocket" - damage = 100 - var/vehicle_slowdown_time = 5 SECONDS - shrapnel_chance = 5 - shrapnel_type = /obj/item/large_shrapnel/at_rocket_dud - -/datum/ammo/rocket/ap/anti_tank/on_hit_obj(obj/O, obj/projectile/P) - if(istype(O, /obj/vehicle/multitile)) - var/obj/vehicle/multitile/M = O - M.next_move = world.time + vehicle_slowdown_time - playsound(M, 'sound/effects/meteorimpact.ogg', 35) - M.at_munition_interior_explosion_effect(cause_data = create_cause_data("Anti-Tank Rocket")) - M.interior_crash_effect() - var/turf/T = get_turf(M.loc) - M.ex_act(150, P.dir, P.weapon_cause_data, 100) - smoke.set_up(1, T) - smoke.start() - return - return ..() - - -/datum/ammo/rocket/ltb - name = "cannon round" - icon_state = "ltb" - flags_ammo_behavior = AMMO_EXPLOSIVE|AMMO_ROCKET|AMMO_STRIKES_SURFACE - - accuracy = HIT_ACCURACY_TIER_3 - accurate_range = 32 - max_range = 32 - damage = 25 - shell_speed = AMMO_SPEED_TIER_3 - -/datum/ammo/rocket/ltb/on_hit_mob(mob/M, obj/projectile/P) - cell_explosion(get_turf(M), 220, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - cell_explosion(get_turf(M), 200, 100, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - -/datum/ammo/rocket/ltb/on_hit_obj(obj/O, obj/projectile/P) - cell_explosion(get_turf(O), 220, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - cell_explosion(get_turf(O), 200, 100, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - -/datum/ammo/rocket/ltb/on_hit_turf(turf/T, obj/projectile/P) - cell_explosion(get_turf(T), 220, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - cell_explosion(get_turf(T), 200, 100, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - -/datum/ammo/rocket/ltb/do_at_max_range(obj/projectile/P) - cell_explosion(get_turf(P), 220, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - cell_explosion(get_turf(P), 200, 100, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - -/datum/ammo/rocket/wp - name = "white phosphorous rocket" - flags_ammo_behavior = AMMO_ROCKET|AMMO_EXPLOSIVE|AMMO_STRIKES_SURFACE - damage_type = BURN - - accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 - accurate_range = 8 - damage = 90 - max_range = 8 - -/datum/ammo/rocket/wp/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) - )) - -/datum/ammo/rocket/wp/drop_flame(turf/T, datum/cause_data/cause_data) - playsound(T, 'sound/weapons/gun_flamethrower3.ogg', 75, 1, 7) - if(!istype(T)) return - smoke.set_up(1, T) - smoke.start() - var/datum/reagent/napalm/blue/R = new() - new /obj/flamer_fire(T, cause_data, R, 3) - - var/datum/effect_system/smoke_spread/phosphorus/landingSmoke = new /datum/effect_system/smoke_spread/phosphorus - landingSmoke.set_up(3, 0, T, null, 6, cause_data) - landingSmoke.start() - landingSmoke = null - -/datum/ammo/rocket/wp/on_hit_mob(mob/M, obj/projectile/P) - drop_flame(get_turf(M), P.weapon_cause_data) - -/datum/ammo/rocket/wp/on_hit_obj(obj/O, obj/projectile/P) - drop_flame(get_turf(O), P.weapon_cause_data) - -/datum/ammo/rocket/wp/on_hit_turf(turf/T, obj/projectile/P) - drop_flame(T, P.weapon_cause_data) - -/datum/ammo/rocket/wp/do_at_max_range(obj/projectile/P) - drop_flame(get_turf(P), P.weapon_cause_data) - -/datum/ammo/rocket/wp/upp - name = "extreme-intensity incendiary rocket" - flags_ammo_behavior = AMMO_ROCKET|AMMO_EXPLOSIVE|AMMO_STRIKES_SURFACE - damage_type = BURN - - accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 - accurate_range = 8 - damage = 150 - max_range = 10 - -/datum/ammo/rocket/wp/upp/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) - )) - -/datum/ammo/rocket/wp/upp/drop_flame(turf/T, datum/cause_data/cause_data) - playsound(T, 'sound/weapons/gun_flamethrower3.ogg', 75, 1, 7) - if(!istype(T)) return - smoke.set_up(1, T) - smoke.start() - var/datum/reagent/napalm/upp/R = new() - new /obj/flamer_fire(T, cause_data, R, 3) - -/datum/ammo/rocket/wp/upp/on_hit_mob(mob/M, obj/projectile/P) - drop_flame(get_turf(M), P.weapon_cause_data) - -/datum/ammo/rocket/wp/upp/on_hit_obj(obj/O, obj/projectile/P) - drop_flame(get_turf(O), P.weapon_cause_data) - -/datum/ammo/rocket/wp/upp/on_hit_turf(turf/T, obj/projectile/P) - drop_flame(T, P.weapon_cause_data) - -/datum/ammo/rocket/wp/upp/do_at_max_range(obj/projectile/P) - drop_flame(get_turf(P), P.weapon_cause_data) - -/datum/ammo/rocket/wp/quad - name = "thermobaric rocket" - flags_ammo_behavior = AMMO_ROCKET|AMMO_STRIKES_SURFACE - - damage = 100 - max_range = 32 - shell_speed = AMMO_SPEED_TIER_3 - -/datum/ammo/rocket/wp/quad/on_hit_mob(mob/M, obj/projectile/P) - drop_flame(get_turf(M), P.weapon_cause_data) - explosion(P.loc, -1, 2, 4, 5, , , ,P.weapon_cause_data) - -/datum/ammo/rocket/wp/quad/on_hit_obj(obj/O, obj/projectile/P) - drop_flame(get_turf(O), P.weapon_cause_data) - explosion(P.loc, -1, 2, 4, 5, , , ,P.weapon_cause_data) - -/datum/ammo/rocket/wp/quad/on_hit_turf(turf/T, obj/projectile/P) - drop_flame(T, P.weapon_cause_data) - explosion(P.loc, -1, 2, 4, 5, , , ,P.weapon_cause_data) - -/datum/ammo/rocket/wp/quad/do_at_max_range(obj/projectile/P) - drop_flame(get_turf(P), P.weapon_cause_data) - explosion(P.loc, -1, 2, 4, 5, , , ,P.weapon_cause_data) - -/datum/ammo/rocket/custom - name = "custom rocket" - -/datum/ammo/rocket/custom/proc/prime(atom/A, obj/projectile/P) - var/obj/item/weapon/gun/launcher/rocket/launcher = P.shot_from - var/obj/item/ammo_magazine/rocket/custom/rocket = launcher.current_mag - if(rocket.locked && rocket.warhead && rocket.warhead.detonator) - if(rocket.fuel && rocket.fuel.reagents.get_reagent_amount(rocket.fuel_type) >= rocket.fuel_requirement) - rocket.forceMove(P.loc) - rocket.warhead.cause_data = P.weapon_cause_data - rocket.warhead.prime() - qdel(rocket) - smoke.set_up(1, get_turf(A)) - smoke.start() - -/datum/ammo/rocket/custom/on_hit_mob(mob/M, obj/projectile/P) - prime(M, P) - -/datum/ammo/rocket/custom/on_hit_obj(obj/O, obj/projectile/P) - prime(O, P) - -/datum/ammo/rocket/custom/on_hit_turf(turf/T, obj/projectile/P) - prime(T, P) - -/datum/ammo/rocket/custom/do_at_max_range(obj/projectile/P) - prime(null, P) - -/* -//====== - Energy Ammo -//====== -*/ - -/datum/ammo/energy - ping = null //no bounce off. We can have one later. - sound_hit = "energy_hit" - sound_miss = "energy_miss" - sound_bounce = "energy_bounce" - - damage_type = BURN - flags_ammo_behavior = AMMO_ENERGY - - accuracy = HIT_ACCURACY_TIER_4 - -/datum/ammo/energy/emitter //Damage is determined in emitter.dm - name = "emitter bolt" - icon_state = "emitter" - flags_ammo_behavior = AMMO_ENERGY|AMMO_IGNORE_ARMOR - - accurate_range = 6 - max_range = 6 - -/datum/ammo/energy/taser - name = "taser bolt" - icon_state = "stun" - damage_type = OXY - flags_ammo_behavior = AMMO_ENERGY|AMMO_IGNORE_RESIST|AMMO_ALWAYS_FF //Not that ignoring will do much right now. - - stamina_damage = 45 - accuracy = HIT_ACCURACY_TIER_8 - shell_speed = AMMO_SPEED_TIER_1 // Slightly faster - hit_effect_color = "#FFFF00" - -/datum/ammo/energy/taser/on_hit_mob(mob/M, obj/projectile/P) - if(ishuman(M)) - var/mob/living/carbon/human/H = M - H.disable_special_items() // Disables scout cloak - -/datum/ammo/energy/taser/precise - name = "precise taser bolt" - flags_ammo_behavior = AMMO_ENERGY|AMMO_IGNORE_RESIST|AMMO_MP - -/datum/ammo/energy/rxfm_eva - name = "laser blast" - icon_state = "laser_new" - flags_ammo_behavior = AMMO_LASER - accurate_range = 14 - max_range = 22 - damage = 45 - stamina_damage = 25 //why not - shell_speed = AMMO_SPEED_TIER_3 - -/datum/ammo/energy/rxfm_eva/on_hit_mob(mob/living/M, obj/projectile/P) - ..() - if(prob(10)) //small chance for one to ignite on hit - M.fire_act() - -/datum/ammo/energy/laz_uzi - name = "laser bolt" - icon_state = "laser_new" - flags_ammo_behavior = AMMO_ENERGY - damage = 40 - accurate_range = 5 - effective_range_max = 7 - max_range = 10 - shell_speed = AMMO_SPEED_TIER_4 - scatter = SCATTER_AMOUNT_TIER_6 - accuracy = HIT_ACCURACY_TIER_3 - damage_falloff = DAMAGE_FALLOFF_TIER_8 - -/datum/ammo/energy/yautja - headshot_state = HEADSHOT_OVERLAY_MEDIUM - accurate_range = 12 - shell_speed = AMMO_SPEED_TIER_3 - damage_type = BURN - flags_ammo_behavior = AMMO_IGNORE_RESIST - -/datum/ammo/energy/yautja/pistol - name = "plasma pistol bolt" - icon_state = "ion" - - damage = 40 - shell_speed = AMMO_SPEED_TIER_2 - -/datum/ammo/energy/yautja/pistol/incendiary - damage = 10 - -/datum/ammo/energy/yautja/pistol/incendiary/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) - )) - -/datum/ammo/bullet/shrapnel/plasma - name = "plasma wave" - shrapnel_chance = 0 - penetration = ARMOR_PENETRATION_TIER_10 - accuracy = HIT_ACCURACY_TIER_MAX - damage = 15 - icon_state = "shrapnel_plasma" - damage_type = BURN - -/datum/ammo/bullet/shrapnel/plasma/on_hit_mob(mob/hit_mob, obj/projectile/hit_projectile) - hit_mob.apply_effect(2, WEAKEN) - -/datum/ammo/energy/yautja/caster - name = "root caster bolt" - icon_state = "ion" - -/datum/ammo/energy/yautja/caster/stun - name = "low power stun bolt" - debilitate = list(2,2,0,0,0,1,0,0) - - damage = 0 - flags_ammo_behavior = AMMO_ENERGY|AMMO_IGNORE_RESIST - -/datum/ammo/energy/yautja/caster/bolt - name = "plasma bolt" - icon_state = "pulse1" - flags_ammo_behavior = AMMO_IGNORE_RESIST - shell_speed = AMMO_SPEED_TIER_6 - damage = 35 - -/datum/ammo/energy/yautja/caster/bolt/stun - name = "high power stun bolt" - var/stun_time = 2 - - damage = 0 - flags_ammo_behavior = AMMO_ENERGY|AMMO_IGNORE_RESIST - -/datum/ammo/energy/yautja/caster/bolt/stun/on_hit_mob(mob/M, obj/projectile/P) - var/mob/living/carbon/C = M - var/stun_time = src.stun_time - if(istype(C)) - if(isyautja(C) || ispredalien(C)) - return - to_chat(C, SPAN_DANGER("An electric shock ripples through your body, freezing you in place!")) - log_attack("[key_name(C)] was stunned by a high power stun bolt from [key_name(P.firer)] at [get_area(P)]") - - if(ishuman(C)) - var/mob/living/carbon/human/H = C - stun_time++ - H.apply_effect(stun_time, WEAKEN) - else - M.apply_effect(stun_time, WEAKEN) - - C.apply_effect(stun_time, STUN) - ..() - -/datum/ammo/energy/yautja/caster/sphere - name = "plasma eradicator" - icon_state = "bluespace" - flags_ammo_behavior = AMMO_EXPLOSIVE|AMMO_HITS_TARGET_TURF - shell_speed = AMMO_SPEED_TIER_4 - accuracy = HIT_ACCURACY_TIER_8 - - damage = 55 - - accurate_range = 8 - max_range = 8 - - var/vehicle_slowdown_time = 5 SECONDS - -/datum/ammo/energy/yautja/caster/sphere/on_hit_mob(mob/M, obj/projectile/P) - cell_explosion(P, 170, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - -/datum/ammo/energy/yautja/caster/sphere/on_hit_turf(turf/T, obj/projectile/P) - cell_explosion(P, 170, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - -/datum/ammo/energy/yautja/caster/sphere/on_hit_obj(obj/O, obj/projectile/P) - if(istype(O, /obj/vehicle/multitile)) - var/obj/vehicle/multitile/multitile_vehicle = O - multitile_vehicle.next_move = world.time + vehicle_slowdown_time - playsound(multitile_vehicle, 'sound/effects/meteorimpact.ogg', 35) - multitile_vehicle.at_munition_interior_explosion_effect(cause_data = create_cause_data("Plasma Eradicator", P.firer)) - multitile_vehicle.interior_crash_effect() - multitile_vehicle.ex_act(150, P.dir, P.weapon_cause_data, 100) - cell_explosion(get_turf(P), 170, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - -/datum/ammo/energy/yautja/caster/sphere/do_at_max_range(obj/projectile/P) - cell_explosion(get_turf(P), 170, 50, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, P.weapon_cause_data) - - -/datum/ammo/energy/yautja/caster/sphere/stun - name = "plasma immobilizer" - damage = 0 - flags_ammo_behavior = AMMO_ENERGY|AMMO_IGNORE_RESIST - accurate_range = 20 - max_range = 20 - - var/stun_range = 4 // Big - var/stun_time = 6 - -/datum/ammo/energy/yautja/caster/sphere/stun/on_hit_mob(mob/M, obj/projectile/P) - do_area_stun(P) - -/datum/ammo/energy/yautja/caster/sphere/stun/on_hit_turf(turf/T,obj/projectile/P) - do_area_stun(P) - -/datum/ammo/energy/yautja/caster/sphere/stun/on_hit_obj(obj/O,obj/projectile/P) - do_area_stun(P) - -/datum/ammo/energy/yautja/caster/sphere/stun/do_at_max_range(obj/projectile/P) - do_area_stun(P) - -/datum/ammo/energy/yautja/caster/sphere/stun/proc/do_area_stun(obj/projectile/P) - playsound(P, 'sound/weapons/wave.ogg', 75, 1, 25) - for (var/mob/living/carbon/M in view(src.stun_range, get_turf(P))) - var/stun_time = src.stun_time - log_attack("[key_name(M)] was stunned by a plasma immobilizer from [key_name(P.firer)] at [get_area(P)]") - if (isyautja(M)) - stun_time -= 2 - if(ispredalien(M)) - continue - to_chat(M, SPAN_DANGER("A powerful electric shock ripples through your body, freezing you in place!")) - M.apply_effect(stun_time, STUN) - - if (ishuman(M)) - var/mob/living/carbon/human/H = M - H.apply_effect(stun_time, WEAKEN) - else - M.apply_effect(stun_time, WEAKEN) - -/datum/ammo/energy/yautja/rifle/bolt - name = "plasma rifle bolt" - icon_state = "ion" - damage_type = BURN - debilitate = list(0,2,0,0,0,0,0,0) - flags_ammo_behavior = AMMO_IGNORE_RESIST - - damage = 55 - penetration = ARMOR_PENETRATION_TIER_10 - -/datum/ammo/energy/yautja/rifle/bolt/on_hit_mob(mob/hit_mob, obj/projectile/hit_projectile) - if(isxeno(hit_mob)) - var/mob/living/carbon/xenomorph/xeno = hit_mob - xeno.apply_damage(damage * 0.75, BURN) - xeno.interference = 30 - -/* -//====== - Xeno Spits -//====== -*/ -/datum/ammo/xeno - icon_state = "neurotoxin" - ping = "ping_x" - damage_type = TOX - flags_ammo_behavior = AMMO_XENO - - ///used to make cooldown of the different spits vary. - var/added_spit_delay = 0 - var/spit_cost - - /// Should there be a windup for this spit? - var/spit_windup = FALSE - - /// Should there be an additional warning while winding up? (do not put to true if there is not a windup) - var/pre_spit_warn = FALSE - accuracy = HIT_ACCURACY_TIER_8*2 - max_range = 12 - -/datum/ammo/xeno/toxin - name = "neurotoxic spit" - damage_falloff = 0 - flags_ammo_behavior = AMMO_XENO|AMMO_IGNORE_RESIST - spit_cost = 25 - var/effect_power = XENO_NEURO_TIER_4 - var/datum/callback/neuro_callback - - shell_speed = AMMO_SPEED_TIER_3 - max_range = 7 - -/datum/ammo/xeno/toxin/New() - ..() - - neuro_callback = CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(apply_neuro)) - -/proc/apply_neuro(mob/M, power, insta_neuro) - if(skillcheck(M, SKILL_ENDURANCE, SKILL_ENDURANCE_MAX) && !insta_neuro) - M.visible_message(SPAN_DANGER("[M] withstands the neurotoxin!")) - return //endurance 5 makes you immune to weak neurotoxin - if(ishuman(M)) - var/mob/living/carbon/human/H = M - if(H.chem_effect_flags & CHEM_EFFECT_RESIST_NEURO || H.species.flags & NO_NEURO) - H.visible_message(SPAN_DANGER("[M] shrugs off the neurotoxin!")) - return //species like zombies or synths are immune to neurotoxin - - if(!isxeno(M)) - if(insta_neuro) - if(M.knocked_down < 3) - M.adjust_effect(1 * power, WEAKEN) - return - - if(ishuman(M)) - M.apply_effect(2.5, SUPERSLOW) - M.visible_message(SPAN_DANGER("[M]'s movements are slowed.")) - - var/no_clothes_neuro = FALSE - - if(ishuman(M)) - var/mob/living/carbon/human/H = M - if(!H.wear_suit || H.wear_suit.slowdown == 0) - no_clothes_neuro = TRUE - - if(no_clothes_neuro) - if(M.knocked_down < 5) - M.adjust_effect(1 * power, WEAKEN) // KD them a bit more - M.visible_message(SPAN_DANGER("[M] falls prone.")) - -/proc/apply_scatter_neuro(mob/M) - if(ishuman(M)) - var/mob/living/carbon/human/H = M - if(skillcheck(M, SKILL_ENDURANCE, SKILL_ENDURANCE_MAX)) - M.visible_message(SPAN_DANGER("[M] withstands the neurotoxin!")) - return //endurance 5 makes you immune to weak neuro - if(H.chem_effect_flags & CHEM_EFFECT_RESIST_NEURO || H.species.flags & NO_NEURO) - H.visible_message(SPAN_DANGER("[M] shrugs off the neurotoxin!")) - return - - if(M.knocked_down < 0.7) // apply knockdown only if current knockdown is less than 0.7 second - M.apply_effect(0.7, WEAKEN) - M.visible_message(SPAN_DANGER("[M] falls prone.")) - -/datum/ammo/xeno/toxin/on_hit_mob(mob/M,obj/projectile/P) - if(ishuman(M)) - var/mob/living/carbon/human/H = M - if(H.status_flags & XENO_HOST) - neuro_callback.Invoke(H, effect_power, TRUE) - return - - neuro_callback.Invoke(M, effect_power, FALSE) - -/datum/ammo/xeno/toxin/medium //Spitter - name = "neurotoxic spatter" - spit_cost = 50 - effect_power = 1 - - shell_speed = AMMO_SPEED_TIER_3 - -/datum/ammo/xeno/toxin/queen - name = "neurotoxic spit" - spit_cost = 50 - effect_power = 2 - - accuracy = HIT_ACCURACY_TIER_5*2 - max_range = 6 - 1 - -/datum/ammo/xeno/toxin/queen/on_hit_mob(mob/M,obj/projectile/P) - neuro_callback.Invoke(M, effect_power, TRUE) - -/datum/ammo/xeno/toxin/shotgun - name = "neurotoxic droplet" - flags_ammo_behavior = AMMO_XENO|AMMO_IGNORE_RESIST - bonus_projectiles_type = /datum/ammo/xeno/toxin/shotgun/additional - - accuracy_var_low = PROJECTILE_VARIANCE_TIER_6 - accuracy_var_high = PROJECTILE_VARIANCE_TIER_6 - accurate_range = 5 - max_range = 5 - scatter = SCATTER_AMOUNT_NEURO - bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_4 - -/datum/ammo/xeno/toxin/shotgun/New() - ..() - - neuro_callback = CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(apply_scatter_neuro)) - -/datum/ammo/xeno/toxin/shotgun/additional - name = "additional neurotoxic droplets" - - bonus_projectiles_amount = 0 - -/*proc/neuro_flak(turf/T, obj/projectile/P, datum/callback/CB, power, insta_neuro, radius) - if(!T) return FALSE - var/firer = P.firer - var/hit_someone = FALSE - for(var/mob/living/carbon/M in orange(radius,T)) - if(isxeno(M) && isxeno(firer) && M:hivenumber == firer:hivenumber) - continue - - if(HAS_TRAIT(M, TRAIT_NESTED)) - continue - - hit_someone = TRUE - CB.Invoke(M, power, insta_neuro) - - P.play_hit_effect(M) - - return hit_someone - -/datum/ammo/xeno/toxin/burst //sentinel burst - name = "neurotoxic air splash" - effect_power = XENO_NEURO_TIER_1 - spit_cost = 50 - flags_ammo_behavior = AMMO_XENO|AMMO_IGNORE_RESIST - -/datum/ammo/xeno/toxin/burst/on_hit_mob(mob/M, obj/projectile/P) - if(isxeno(M) && isxeno(P.firer) && M:hivenumber == P.firer:hivenumber) - neuro_callback.Invoke(M, effect_power*1.5, TRUE) - - neuro_flak(get_turf(M), P, neuro_callback, effect_power, FALSE, 1) - -/datum/ammo/xeno/toxin/burst/on_near_target(turf/T, obj/projectile/P) - return neuro_flak(T, P, neuro_callback, effect_power, FALSE, 1) - -/datum/ammo/xeno/sticky - name = "sticky resin spit" - icon_state = "sticky" - ping = null - flags_ammo_behavior = AMMO_SKIPS_ALIENS|AMMO_EXPLOSIVE - added_spit_delay = 5 - spit_cost = 40 - - shell_speed = AMMO_SPEED_TIER_3 - accuracy_var_high = PROJECTILE_VARIANCE_TIER_4 - max_range = 32 - -/datum/ammo/xeno/sticky/on_hit_mob(mob/M,obj/projectile/P) - drop_resin(get_turf(P)) - -/datum/ammo/xeno/sticky/on_hit_obj(obj/O,obj/projectile/P) - drop_resin(get_turf(P)) - -/datum/ammo/xeno/sticky/on_hit_turf(turf/T,obj/projectile/P) - drop_resin(T) - -/datum/ammo/xeno/sticky/do_at_max_range(obj/projectile/P) - drop_resin(get_turf(P)) - -/datum/ammo/xeno/sticky/proc/drop_resin(turf/T) - if(T.density) - return - - for(var/obj/O in T.contents) - if(istype(O, /obj/item/clothing/mask/facehugger)) - return - if(istype(O, /obj/effect/alien/egg)) - return - if(istype(O, /obj/structure/mineral_door) || istype(O, /obj/effect/alien/resin) || istype(O, /obj/structure/bed)) - return - if(O.density && !(O.flags_atom & ON_BORDER)) - return - - new /obj/effect/alien/resin/sticky/thin(T) */ - -/datum/ammo/xeno/acid - name = "acid spit" - icon_state = "xeno_acid" - sound_hit = "acid_hit" - sound_bounce = "acid_bounce" - damage_type = BURN - spit_cost = 25 - flags_ammo_behavior = AMMO_ACIDIC|AMMO_XENO - accuracy = HIT_ACCURACY_TIER_5 - damage = 20 - max_range = 8 // 7 will disappear on diagonals. i love shitcode - penetration = ARMOR_PENETRATION_TIER_2 - shell_speed = AMMO_SPEED_TIER_3 - -/datum/ammo/xeno/acid/on_shield_block(mob/M, obj/projectile/P) - burst(M,P,damage_type) - -/datum/ammo/xeno/acid/on_hit_mob(mob/M, obj/projectile/P) - if(iscarbon(M)) - var/mob/living/carbon/C = M - if(C.status_flags & XENO_HOST && HAS_TRAIT(C, TRAIT_NESTED) || C.stat == DEAD) - return FALSE - ..() - -/datum/ammo/xeno/acid/spatter - name = "acid spatter" - - damage = 30 - max_range = 6 - -/datum/ammo/xeno/acid/spatter/on_hit_mob(mob/M, obj/projectile/P) - . = ..() - if(. == FALSE) - return - - new /datum/effects/acid(M, P.firer) - -/datum/ammo/xeno/acid/praetorian - name = "acid splash" - - accuracy = HIT_ACCURACY_TIER_10 + HIT_ACCURACY_TIER_5 - max_range = 8 - damage = 30 - shell_speed = AMMO_SPEED_TIER_2 - added_spit_delay = 0 - -/datum/ammo/xeno/acid/dot - name = "acid spit" - -/datum/ammo/xeno/acid/prae_nade // Used by base prae's acid nade - name = "acid scatter" - - flags_ammo_behavior = AMMO_STOPPED_BY_COVER - accuracy = HIT_ACCURACY_TIER_5 - accurate_range = 32 - max_range = 4 - damage = 25 - shell_speed = AMMO_SPEED_TIER_1 - scatter = SCATTER_AMOUNT_TIER_6 - - apply_delegate = FALSE - -/datum/ammo/xeno/acid/prae_nade/on_hit_mob(mob/M, obj/projectile/P) - if (!ishuman(M)) - return - - var/mob/living/carbon/human/H = M - - var/datum/effects/prae_acid_stacks/PAS = null - for (var/datum/effects/prae_acid_stacks/prae_acid_stacks in H.effects_list) - PAS = prae_acid_stacks - break - - if (PAS == null) - PAS = new /datum/effects/prae_acid_stacks(H) - else - PAS.increment_stack_count() - -/*datum/ammo/xeno/prae_skillshot - name = "blob of acid" - icon_state = "boiler_gas2" - ping = "ping_x" - flags_ammo_behavior = AMMO_XENO|AMMO_SKIPS_ALIENS|AMMO_EXPLOSIVE|AMMO_IGNORE_RESIST - - accuracy = HIT_ACCURACY_TIER_5 - accurate_range = 32 - max_range = 8 - damage = 20 - damage_falloff = DAMAGE_FALLOFF_TIER_10 - shell_speed = AMMO_SPEED_TIER_1 - scatter = SCATTER_AMOUNT_TIER_10 - -/datum/ammo/xeno/prae_skillshot/on_hit_mob(mob/M, obj/projectile/P) - acid_stacks_aoe(get_turf(P)) - -/datum/ammo/xeno/prae_skillshot/on_hit_obj(obj/O, obj/projectile/P) - acid_stacks_aoe(get_turf(P)) - -/datum/ammo/xeno/prae_skillshot/on_hit_turf(turf/T, obj/projectile/P) - acid_stacks_aoe(get_turf(P)) - -/datum/ammo/xeno/prae_skillshot/do_at_max_range(obj/projectile/P) - acid_stacks_aoe(get_turf(P)) - -/datum/ammo/xeno/prae_skillshot/proc/acid_stacks_aoe(turf/T) - - if (!istype(T)) - return - - for (var/mob/living/carbon/human/H in orange(1, T)) - to_chat(H, SPAN_XENODANGER("You are spattered with acid!")) - animation_flash_color(H) - var/datum/effects/prae_acid_stacks/PAS = null - for (var/datum/effects/prae_acid_stacks/prae_acid_stacks in H.effects_list) - PAS = prae_acid_stacks - break - - if (PAS == null) - PAS = new /datum/effects/prae_acid_stacks(H) - PAS.increment_stack_count() - else - PAS.increment_stack_count() - PAS.increment_stack_count() */ - -/datum/ammo/xeno/boiler_gas - name = "glob of neuro gas" - icon_state = "neuro_glob" - ping = "ping_x" - debilitate = list(2,2,0,1,11,12,1,10) // Stun,knockdown,knockout,irradiate,stutter,eyeblur,drowsy,agony - flags_ammo_behavior = AMMO_SKIPS_ALIENS|AMMO_EXPLOSIVE|AMMO_IGNORE_RESIST|AMMO_HITS_TARGET_TURF|AMMO_ACIDIC - var/datum/effect_system/smoke_spread/smoke_system - spit_cost = 200 - pre_spit_warn = TRUE - spit_windup = 5 SECONDS - accuracy_var_high = PROJECTILE_VARIANCE_TIER_4 - accuracy_var_low = PROJECTILE_VARIANCE_TIER_4 - accuracy = HIT_ACCURACY_TIER_2 - scatter = SCATTER_AMOUNT_TIER_4 - shell_speed = 0.75 - max_range = 16 - /// range on the smoke in tiles from center - var/smokerange = 4 - var/lifetime_mult = 1.0 - -/datum/ammo/xeno/boiler_gas/New() - ..() - set_xeno_smoke() - -/datum/ammo/xeno/boiler_gas/Destroy() - qdel(smoke_system) - smoke_system = null - . = ..() - -/datum/ammo/xeno/boiler_gas/on_hit_mob(mob/moob, obj/projectile/proj) - if(iscarbon(moob)) - var/mob/living/carbon/carbon = moob - if(carbon.status_flags & XENO_HOST && HAS_TRAIT(carbon, TRAIT_NESTED) || carbon.stat == DEAD) - return - var/datum/effects/neurotoxin/neuro_effect = locate() in moob.effects_list - if(!neuro_effect) - neuro_effect = new /datum/effects/neurotoxin(moob, proj.firer) - neuro_effect.duration += 5 - moob.apply_effect(3, DAZE) - to_chat(moob, SPAN_HIGHDANGER("Neurotoxic liquid spreads all over you and immediately soaks into your pores and orifices! Oh fuck!")) // Fucked up but have a chance to escape rather than being game-ended - drop_nade(get_turf(proj), proj,TRUE) - -/datum/ammo/xeno/boiler_gas/on_hit_obj(obj/outbacksteakhouse, obj/projectile/proj) - drop_nade(get_turf(proj), proj) - -/datum/ammo/xeno/boiler_gas/on_hit_turf(turf/Turf, obj/projectile/proj) - if(Turf.density && isturf(proj.loc)) - drop_nade(proj.loc, proj) //we don't want the gas globs to land on dense turfs, they block smoke expansion. - else - drop_nade(Turf, proj) - -/datum/ammo/xeno/boiler_gas/do_at_max_range(obj/projectile/proj) - drop_nade(get_turf(proj), proj) - -/datum/ammo/xeno/boiler_gas/proc/set_xeno_smoke(obj/projectile/proj) - smoke_system = new /datum/effect_system/smoke_spread/xeno_weaken() - -/datum/ammo/xeno/boiler_gas/proc/drop_nade(turf/turf, obj/projectile/proj) - var/lifetime_mult = 1.0 - var/datum/cause_data - if(isboiler(proj.firer)) - cause_data = proj.weapon_cause_data - smoke_system.set_up(smokerange, 0, turf, new_cause_data = cause_data) - smoke_system.lifetime = 12 * lifetime_mult - smoke_system.start() - turf.visible_message(SPAN_DANGER("A glob of acid lands with a splat and explodes into noxious fumes!")) - - -/datum/ammo/xeno/boiler_gas/acid - name = "glob of acid gas" - icon_state = "acid_glob" - ping = "ping_x" - accuracy_var_high = PROJECTILE_VARIANCE_TIER_4 - smokerange = 3 - - -/datum/ammo/xeno/boiler_gas/acid/set_xeno_smoke(obj/projectile/proj) - smoke_system = new /datum/effect_system/smoke_spread/xeno_acid() - -/datum/ammo/xeno/boiler_gas/acid/on_hit_mob(mob/moob, obj/projectile/proj) - if(iscarbon(moob)) - var/mob/living/carbon/carbon = moob - if(carbon.status_flags & XENO_HOST && HAS_TRAIT(carbon, TRAIT_NESTED) || carbon.stat == DEAD) - return - to_chat(moob,SPAN_HIGHDANGER("Acid covers your body! Oh fuck!")) - playsound(moob,"acid_strike",75,1) - INVOKE_ASYNC(moob, TYPE_PROC_REF(/mob, emote), "pain") // why do I need this bullshit - new /datum/effects/acid(moob, proj.firer) - drop_nade(get_turf(proj), proj,TRUE) - -/datum/ammo/xeno/bone_chips - name = "bone chips" - icon_state = "shrapnel_light" - ping = null - flags_ammo_behavior = AMMO_XENO|AMMO_SKIPS_ALIENS|AMMO_STOPPED_BY_COVER|AMMO_IGNORE_ARMOR - damage_type = BRUTE - bonus_projectiles_type = /datum/ammo/xeno/bone_chips/spread - - damage = 8 - max_range = 6 - accuracy = HIT_ACCURACY_TIER_8 - accuracy_var_low = PROJECTILE_VARIANCE_TIER_7 - accuracy_var_high = PROJECTILE_VARIANCE_TIER_7 - bonus_projectiles_amount = EXTRA_PROJECTILES_TIER_7 - shrapnel_type = /obj/item/shard/shrapnel/bone_chips - shrapnel_chance = 60 - -/datum/ammo/xeno/bone_chips/on_hit_mob(mob/M, obj/projectile/P) - if(iscarbon(M)) - var/mob/living/carbon/C = M - if((HAS_FLAG(C.status_flags, XENO_HOST) && HAS_TRAIT(C, TRAIT_NESTED)) || C.stat == DEAD) - return - if(ishuman_strict(M) || isxeno(M)) - playsound(M, 'sound/effects/spike_hit.ogg', 25, 1, 1) - if(M.slowed < 3) - M.apply_effect(3, SLOW) - -/datum/ammo/xeno/bone_chips/spread - name = "small bone chips" - - scatter = 30 // We want a wild scatter angle - max_range = 5 - bonus_projectiles_amount = 0 - -/datum/ammo/xeno/bone_chips/spread/short_range - name = "small bone chips" - - max_range = 3 // Very short range - -/datum/ammo/xeno/bone_chips/spread/runner_skillshot - name = "bone chips" - - scatter = 0 - max_range = 5 - damage = 10 - shrapnel_chance = 0 - -/datum/ammo/xeno/bone_chips/spread/runner/on_hit_mob(mob/M, obj/projectile/P) - if(iscarbon(M)) - var/mob/living/carbon/C = M - if((HAS_FLAG(C.status_flags, XENO_HOST) && HAS_TRAIT(C, TRAIT_NESTED)) || C.stat == DEAD) - return - if(ishuman_strict(M) || isxeno(M)) - playsound(M, 'sound/effects/spike_hit.ogg', 25, 1, 1) - if(M.slowed < 6) - M.apply_effect(6, SLOW) - -/datum/ammo/xeno/oppressor_tail - name = "tail hook" - icon_state = "none" - ping = null - flags_ammo_behavior = AMMO_XENO|AMMO_SKIPS_ALIENS|AMMO_STOPPED_BY_COVER|AMMO_IGNORE_ARMOR - damage_type = BRUTE - - damage = XENO_DAMAGE_TIER_5 - max_range = 4 - accuracy = HIT_ACCURACY_TIER_MAX - -/datum/ammo/xeno/oppressor_tail/on_bullet_generation(obj/projectile/generated_projectile, mob/bullet_generator) - //The projectile has no icon, so the overlay shows up in FRONT of the projectile, and the beam connects to it in the middle. - var/image/hook_overlay = new(icon = 'icons/effects/beam.dmi', icon_state = "oppressor_tail_hook", layer = BELOW_MOB_LAYER) - generated_projectile.overlays += hook_overlay - -/datum/ammo/xeno/oppressor_tail/on_hit_mob(mob/target, obj/projectile/fired_proj) - var/mob/living/carbon/xenomorph/xeno_firer = fired_proj.firer - if(xeno_firer.can_not_harm(target)) - return - - shake_camera(target, 5, 0.1 SECONDS) - var/obj/effect/beam/tail_beam = fired_proj.firer.beam(target, "oppressor_tail", 'icons/effects/beam.dmi', 0.5 SECONDS, 5) - var/image/tail_image = image('icons/effects/status_effects.dmi', "hooked") - target.overlays += tail_image - - new /datum/effects/xeno_slow(target, fired_proj.firer, ttl = 0.5 SECONDS) - target.apply_effect(0.5, STUN) - INVOKE_ASYNC(target, TYPE_PROC_REF(/atom/movable, throw_atom), fired_proj.firer, get_dist(fired_proj.firer, target)-1, SPEED_VERY_FAST) - - qdel(tail_beam) - addtimer(CALLBACK(src, TYPE_PROC_REF(/datum/ammo/xeno/oppressor_tail, remove_tail_overlay), target, tail_image), 0.5 SECONDS) //needed so it can actually be seen as it gets deleted too quickly otherwise. - -/datum/ammo/xeno/oppressor_tail/proc/remove_tail_overlay(mob/overlayed_mob, image/tail_image) - overlayed_mob.overlays -= tail_image - -/* -//====== - Shrapnel -//====== -*/ -/datum/ammo/bullet/shrapnel - name = "shrapnel" - icon_state = "buckshot" - accurate_range_min = 5 - flags_ammo_behavior = AMMO_BALLISTIC|AMMO_STOPPED_BY_COVER - - accuracy = HIT_ACCURACY_TIER_3 - accurate_range = 32 - max_range = 8 - damage = 25 - damage_var_low = -PROJECTILE_VARIANCE_TIER_6 - damage_var_high = PROJECTILE_VARIANCE_TIER_6 - penetration = ARMOR_PENETRATION_TIER_4 - shell_speed = AMMO_SPEED_TIER_2 - shrapnel_chance = 5 - -/datum/ammo/bullet/shrapnel/on_hit_obj(obj/O, obj/projectile/P) - if(istype(O, /obj/structure/barricade)) - var/obj/structure/barricade/B = O - B.health -= rand(2, 5) - B.update_health(1) - -/datum/ammo/bullet/shrapnel/rubber - name = "rubber pellets" - icon_state = "rubber_pellets" - flags_ammo_behavior = AMMO_STOPPED_BY_COVER - - damage = 0 - stamina_damage = 25 - shrapnel_chance = 0 - - -/datum/ammo/bullet/shrapnel/hornet_rounds - name = ".22 hornet round" - icon_state = "hornet_round" - flags_ammo_behavior = AMMO_BALLISTIC - damage = 20 - shrapnel_chance = 0 - shell_speed = AMMO_SPEED_TIER_3//she fast af boi - penetration = ARMOR_PENETRATION_TIER_5 - -/datum/ammo/bullet/shrapnel/hornet_rounds/on_hit_mob(mob/M, obj/projectile/P) - . = ..() - M.AddComponent(/datum/component/bonus_damage_stack, 10, world.time) - -/datum/ammo/bullet/shrapnel/incendiary - name = "flaming shrapnel" - icon_state = "beanbag" // looks suprisingly a lot like flaming shrapnel chunks - flags_ammo_behavior = AMMO_STOPPED_BY_COVER - - shell_speed = AMMO_SPEED_TIER_1 - damage = 20 - penetration = ARMOR_PENETRATION_TIER_4 - -/datum/ammo/bullet/shrapnel/incendiary/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) - )) - -/datum/ammo/bullet/shrapnel/metal - name = "metal shrapnel" - icon_state = "shrapnelshot_bit" - flags_ammo_behavior = AMMO_STOPPED_BY_COVER|AMMO_BALLISTIC - shell_speed = AMMO_SPEED_TIER_1 - damage = 30 - shrapnel_chance = 15 - accuracy = HIT_ACCURACY_TIER_8 - penetration = ARMOR_PENETRATION_TIER_4 - -/datum/ammo/bullet/shrapnel/light // weak shrapnel - name = "light shrapnel" - icon_state = "shrapnel_light" - - damage = 10 - penetration = ARMOR_PENETRATION_TIER_1 - shell_speed = AMMO_SPEED_TIER_1 - shrapnel_chance = 0 - -/datum/ammo/bullet/shrapnel/light/human - name = "human bone fragments" - icon_state = "shrapnel_human" - - shrapnel_chance = 50 - shrapnel_type = /obj/item/shard/shrapnel/bone_chips/human - -/datum/ammo/bullet/shrapnel/light/human/var1 // sprite variants - icon_state = "shrapnel_human1" - -/datum/ammo/bullet/shrapnel/light/human/var2 // sprite variants - icon_state = "shrapnel_human2" - -/datum/ammo/bullet/shrapnel/light/xeno - name = "alien bone fragments" - icon_state = "shrapnel_xeno" - - shrapnel_chance = 50 - shrapnel_type = /obj/item/shard/shrapnel/bone_chips/xeno - -/datum/ammo/bullet/shrapnel/spall // weak shrapnel - name = "spall" - icon_state = "shrapnel_light" - - damage = 10 - penetration = ARMOR_PENETRATION_TIER_1 - shell_speed = AMMO_SPEED_TIER_1 - shrapnel_chance = 0 - -/datum/ammo/bullet/shrapnel/light/glass - name = "glass shrapnel" - icon_state = "shrapnel_glass" - -/datum/ammo/bullet/shrapnel/light/effect/ // no damage, but looks bright and neat - name = "sparks" - - damage = 1 // Tickle tickle - -/datum/ammo/bullet/shrapnel/light/effect/ver1 - icon_state = "shrapnel_bright1" - -/datum/ammo/bullet/shrapnel/light/effect/ver2 - icon_state = "shrapnel_bright2" - -/datum/ammo/bullet/shrapnel/jagged - shrapnel_chance = SHRAPNEL_CHANCE_TIER_2 - accuracy = HIT_ACCURACY_TIER_MAX - -/datum/ammo/bullet/shrapnel/jagged/on_hit_mob(mob/M, obj/projectile/P) - if(isxeno(M)) - M.apply_effect(0.4, SLOW) - -/* -//======== - CAS 30mm impacters -//======== -*/ -/datum/ammo/bullet/shrapnel/gau //for the GAU to have a impact bullet instead of firecrackers - name = "30mm Multi-Purpose shell" - - damage = 1 // ALL DAMAGE IS IN dropship_ammo SO WE CAN DEAL DAMAGE TO RESTING MOBS, these will still remain however so that we can get cause_data and status effects. - damage_type = BRUTE - penetration = ARMOR_PENETRATION_TIER_2 - accuracy = HIT_ACCURACY_TIER_MAX - max_range = 0 - shrapnel_chance = 100 //the least of your problems - -/datum/ammo/bullet/shrapnel/gau/at - name = "30mm Anti-Tank shell" - - damage = 1 // ALL DAMAGE IS IN dropship_ammo SO WE CAN DEAL DAMAGE TO RESTING MOBS, these will still remain however so that we can get cause_data and status effects. - penetration = ARMOR_PENETRATION_TIER_8 - accuracy = HIT_ACCURACY_TIER_MAX -/* -//====== - Misc Ammo -//====== -*/ - -/datum/ammo/alloy_spike - name = "alloy spike" - headshot_state = HEADSHOT_OVERLAY_MEDIUM - ping = "ping_s" - icon_state = "MSpearFlight" - sound_hit = "alloy_hit" - sound_armor = "alloy_armor" - sound_bounce = "alloy_bounce" - - accuracy = HIT_ACCURACY_TIER_8 - accurate_range = 12 - max_range = 12 - damage = 30 - penetration= ARMOR_PENETRATION_TIER_10 - shrapnel_chance = SHRAPNEL_CHANCE_TIER_7 - shrapnel_type = /obj/item/shard/shrapnel - -/datum/ammo/flamethrower - name = "flame" - icon_state = "pulse0" - damage_type = BURN - flags_ammo_behavior = AMMO_IGNORE_ARMOR|AMMO_HITS_TARGET_TURF - - max_range = 6 - damage = 35 - -/datum/ammo/flamethrower/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) - )) - -/datum/ammo/flamethrower/on_hit_mob(mob/M, obj/projectile/P) - drop_flame(get_turf(M), P.weapon_cause_data) - -/datum/ammo/flamethrower/on_hit_obj(obj/O, obj/projectile/P) - drop_flame(get_turf(O), P.weapon_cause_data) - -/datum/ammo/flamethrower/on_hit_turf(turf/T, obj/projectile/P) - drop_flame(T, P.weapon_cause_data) - -/datum/ammo/flamethrower/do_at_max_range(obj/projectile/P) - drop_flame(get_turf(P), P.weapon_cause_data) - -/datum/ammo/flamethrower/tank_flamer - flamer_reagent_type = /datum/reagent/napalm/blue - -/datum/ammo/flamethrower/sentry_flamer - flags_ammo_behavior = AMMO_IGNORE_ARMOR|AMMO_IGNORE_COVER|AMMO_FLAME - flamer_reagent_type = /datum/reagent/napalm/blue - - accuracy = HIT_ACCURACY_TIER_8 - accurate_range = 6 - max_range = 12 - shell_speed = AMMO_SPEED_TIER_3 - -/datum/ammo/flamethrower/sentry_flamer/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) - )) - -/datum/ammo/flamethrower/sentry_flamer/glob - max_range = 14 - accurate_range = 10 - var/datum/effect_system/smoke_spread/phosphorus/smoke - -/datum/ammo/flamethrower/sentry_flamer/glob/New() - . = ..() - smoke = new() - -/datum/ammo/flamethrower/sentry_flamer/glob/drop_flame(turf/T, datum/cause_data/cause_data) - if(!istype(T)) - return - smoke.set_up(1, 0, T, new_cause_data = cause_data) - smoke.start() - -/datum/ammo/flamethrower/sentry_flamer/glob/Destroy() - qdel(smoke) - return ..() - -/datum/ammo/flamethrower/sentry_flamer/mini - name = "normal fire" - -/datum/ammo/flamethrower/sentry_flamer/mini/drop_flame(turf/T, datum/cause_data/cause_data) - if(!istype(T)) - return - var/datum/reagent/napalm/ut/R = new() - R.durationfire = BURN_TIME_INSTANT - new /obj/flamer_fire(T, cause_data, R, 0) - -/datum/ammo/flare - name = "flare" - ping = null //no bounce off. - damage_type = BURN - flags_ammo_behavior = AMMO_HITS_TARGET_TURF - icon_state = "flare" - - damage = 15 - accuracy = HIT_ACCURACY_TIER_3 - max_range = 14 - shell_speed = AMMO_SPEED_TIER_3 - - var/flare_type = /obj/item/device/flashlight/flare/on/gun - handful_type = /obj/item/device/flashlight/flare - -/datum/ammo/flare/set_bullet_traits() - . = ..() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_incendiary) - )) - -/datum/ammo/flare/on_hit_mob(mob/M,obj/projectile/P) - drop_flare(get_turf(M), P, P.firer) - -/datum/ammo/flare/on_hit_obj(obj/O,obj/projectile/P) - drop_flare(get_turf(P), P, P.firer) - -/datum/ammo/flare/on_hit_turf(turf/T, obj/projectile/P) - if(T.density && isturf(P.loc)) - drop_flare(P.loc, P, P.firer) - else - drop_flare(T, P, P.firer) - -/datum/ammo/flare/do_at_max_range(obj/projectile/P, mob/firer) - drop_flare(get_turf(P), P, P.firer) - -/datum/ammo/flare/proc/drop_flare(turf/T, obj/projectile/fired_projectile, mob/firer) - var/obj/item/device/flashlight/flare/G = new flare_type(T) - var/matrix/rotation = matrix() - rotation.Turn(fired_projectile.angle - 90) - G.apply_transform(rotation) - G.visible_message(SPAN_WARNING("\A [G] bursts into brilliant light nearby!")) - return G - -/datum/ammo/flare/signal - name = "signal flare" - icon_state = "flare_signal" - flare_type = /obj/item/device/flashlight/flare/signal/gun - handful_type = /obj/item/device/flashlight/flare/signal - -/datum/ammo/flare/signal/drop_flare(turf/T, obj/projectile/fired_projectile, mob/firer) - var/obj/item/device/flashlight/flare/signal/gun/signal_flare = ..() - signal_flare.activate_signal(firer) - if(istype(fired_projectile.shot_from, /obj/item/weapon/gun/flare)) - var/obj/item/weapon/gun/flare/flare_gun_fired_from = fired_projectile.shot_from - flare_gun_fired_from.last_signal_flare_name = signal_flare.name - -/datum/ammo/flare/starshell - name = "starshell ash" - icon_state = "starshell_bullet" - max_range = 5 - flare_type = /obj/item/device/flashlight/flare/on/starshell_ash - -/datum/ammo/flare/starshell/set_bullet_traits() - LAZYADD(traits_to_give, list( - BULLET_TRAIT_ENTRY(/datum/element/bullet_trait_iff, /datum/element/bullet_trait_incendiary) - )) - -/datum/ammo/souto - name = "Souto Can" - ping = null //no bounce off. - damage_type = BRUTE - shrapnel_type = /obj/item/reagent_container/food/drinks/cans/souto/classic - flags_ammo_behavior = AMMO_SKIPS_ALIENS|AMMO_IGNORE_ARMOR|AMMO_IGNORE_RESIST|AMMO_BALLISTIC|AMMO_STOPPED_BY_COVER|AMMO_SPECIAL_EMBED - var/obj/item/reagent_container/food/drinks/cans/souto/can_type - icon_state = "souto_classic" - - max_range = 12 - shrapnel_chance = 10 - accuracy = HIT_ACCURACY_TIER_8 + HIT_ACCURACY_TIER_8 - accurate_range = 12 - shell_speed = AMMO_SPEED_TIER_1 - -/datum/ammo/souto/on_embed(mob/embedded_mob, obj/limb/target_organ) - if(ishuman(embedded_mob) && !isyautja(embedded_mob)) - if(istype(target_organ)) - target_organ.embed(new can_type) - -/datum/ammo/souto/on_hit_mob(mob/M, obj/projectile/P) - if(!M || M == P.firer) return - if(M.throw_mode && !M.get_active_hand()) //empty active hand and we're in throw mode. If so we catch the can. - if(!M.is_mob_incapacitated()) // People who are not able to catch cannot catch. - if(P.contents.len == 1) - for(var/obj/item/reagent_container/food/drinks/cans/souto/S in P.contents) - M.put_in_active_hand(S) - for(var/mob/O in viewers(world_view_size, P)) //find all people in view. - O.show_message(SPAN_DANGER("[M] catches the [S]!"), SHOW_MESSAGE_VISIBLE) //Tell them the can was caught. - return //Can was caught. - if(ishuman(M)) - var/mob/living/carbon/human/H = M - if(H.species.name == "Human") //no effect on synths or preds. - H.apply_effect(6, STUN) - H.apply_effect(8, WEAKEN) - H.apply_effect(15, DAZE) - H.apply_effect(15, SLOW) - shake_camera(H, 2, 1) - if(P.contents.len) - drop_can(P.loc, P) //We make a can at the location. - -/datum/ammo/souto/on_hit_obj(obj/O,obj/projectile/P) - drop_can(P.loc, P) //We make a can at the location. - -/datum/ammo/souto/on_hit_turf(turf/T, obj/projectile/P) - drop_can(P.loc, P) //We make a can at the location. - -/datum/ammo/souto/do_at_max_range(obj/projectile/P) - drop_can(P.loc, P) //We make a can at the location. - -/datum/ammo/souto/on_shield_block(mob/M, obj/projectile/P) - drop_can(P.loc, P) //We make a can at the location. - -/datum/ammo/souto/proc/drop_can(loc, obj/projectile/P) - if(P.contents.len) - for(var/obj/item/I in P.contents) - I.forceMove(loc) - randomize_projectile(P) - -/datum/ammo/souto/proc/randomize_projectile(obj/projectile/P) - shrapnel_type = pick(typesof(/obj/item/reagent_container/food/drinks/cans/souto)-/obj/item/reagent_container/food/drinks/cans/souto) - -/datum/ammo/grenade_container - name = "grenade shell" - ping = null - damage_type = BRUTE - var/nade_type = /obj/item/explosive/grenade/high_explosive - icon_state = "grenade" - flags_ammo_behavior = AMMO_IGNORE_COVER|AMMO_SKIPS_ALIENS - - damage = 15 - accuracy = HIT_ACCURACY_TIER_3 - max_range = 6 - -/datum/ammo/grenade_container/on_hit_mob(mob/M,obj/projectile/P) - drop_nade(P) - -/datum/ammo/grenade_container/on_hit_obj(obj/O,obj/projectile/P) - drop_nade(P) - -/datum/ammo/grenade_container/on_hit_turf(turf/T,obj/projectile/P) - drop_nade(P) - -/datum/ammo/grenade_container/do_at_max_range(obj/projectile/P) - drop_nade(P) - -/datum/ammo/grenade_container/proc/drop_nade(obj/projectile/P) - var/turf/T = get_turf(P) - var/obj/item/explosive/grenade/G = new nade_type(T) - G.visible_message(SPAN_WARNING("\A [G] lands on [T]!")) - G.det_time = 10 - G.cause_data = P.weapon_cause_data - G.activate() - -/datum/ammo/grenade_container/rifle - flags_ammo_behavior = NO_FLAGS - -/datum/ammo/grenade_container/smoke - name = "smoke grenade shell" - nade_type = /obj/item/explosive/grenade/smokebomb - icon_state = "smoke_shell" - -/datum/ammo/hugger_container - name = "hugger shell" - ping = null - damage_type = BRUTE - var/hugger_hive = XENO_HIVE_NORMAL - icon_state = "smoke_shell" - - damage = 15 - accuracy = HIT_ACCURACY_TIER_3 - max_range = 6 - -/datum/ammo/hugger_container/on_hit_mob(mob/M,obj/projectile/P) - spawn_hugger(get_turf(P)) - -/datum/ammo/hugger_container/on_hit_obj(obj/O,obj/projectile/P) - spawn_hugger(get_turf(P)) - -/datum/ammo/hugger_container/on_hit_turf(turf/T,obj/projectile/P) - spawn_hugger(get_turf(P)) - -/datum/ammo/hugger_container/do_at_max_range(obj/projectile/P) - spawn_hugger(get_turf(P)) - -/datum/ammo/hugger_container/proc/spawn_hugger(turf/T) - var/obj/item/clothing/mask/facehugger/child = new(T) - child.hivenumber = hugger_hive - INVOKE_ASYNC(child, TYPE_PROC_REF(/obj/item/clothing/mask/facehugger, leap_at_nearest_target)) diff --git a/colonialmarines.dme b/colonialmarines.dme index 094abc940d70..6c62448b54fb 100644 --- a/colonialmarines.dme +++ b/colonialmarines.dme @@ -354,6 +354,22 @@ s// DM Environment file for colonialmarines.dme. #include "code\datums\agents\tools\toolbox.dm" #include "code\datums\agents\tools\tracker.dm" #include "code\datums\agents\tools\tranq_gun.dm" +#include "code\datums\ammo\ammo.dm" +#include "code\datums\ammo\energy.dm" +#include "code\datums\ammo\misc.dm" +#include "code\datums\ammo\rocket.dm" +#include "code\datums\ammo\shrapnel.dm" +#include "code\datums\ammo\xeno.dm" +#include "code\datums\ammo\bullet\bullet.dm" +#include "code\datums\ammo\bullet\lever_action.dm" +#include "code\datums\ammo\bullet\pistol.dm" +#include "code\datums\ammo\bullet\revolver.dm" +#include "code\datums\ammo\bullet\rifle.dm" +#include "code\datums\ammo\bullet\shotgun.dm" +#include "code\datums\ammo\bullet\smg.dm" +#include "code\datums\ammo\bullet\sniper.dm" +#include "code\datums\ammo\bullet\special_ammo.dm" +#include "code\datums\ammo\bullet\tank.dm" #include "code\datums\autocells\auto_cell.dm" #include "code\datums\autocells\explosion.dm" #include "code\datums\autocells\vomit_wave.dm" @@ -2123,7 +2139,6 @@ s// DM Environment file for colonialmarines.dme. #include "code\modules\power\smes_construction.dm" #include "code\modules\power\terminal.dm" #include "code\modules\power\turbine.dm" -#include "code\modules\projectiles\ammo_datums.dm" #include "code\modules\projectiles\ammunition.dm" #include "code\modules\projectiles\gun.dm" #include "code\modules\projectiles\gun_attachables.dm"