diff --git a/modular_nova/modules/company_imports/code/armament_datums/vitezstvi_ammo.dm b/modular_nova/modules/company_imports/code/armament_datums/vitezstvi_ammo.dm index 12a456573e8..6626cd5c281 100644 --- a/modular_nova/modules/company_imports/code/armament_datums/vitezstvi_ammo.dm +++ b/modular_nova/modules/company_imports/code/armament_datums/vitezstvi_ammo.dm @@ -157,7 +157,7 @@ item_type = /obj/item/ammo_box/advanced/s12gauge/antitide /datum/armament_entry/company_import/vitezstvi/shot_shells/confetti - item_type = /obj/item/ammo_box/advanced/s12gauge/honk + item_type = /obj/item/ammo_box/advanced/s12gauge/honkshot // Boxes of kiboko launcher ammo diff --git a/modular_nova/modules/shotgunrebalance/code/ammobox.dm b/modular_nova/modules/shotgunrebalance/code/ammobox.dm index fd57302d783..270a152dbdd 100644 --- a/modular_nova/modules/shotgunrebalance/code/ammobox.dm +++ b/modular_nova/modules/shotgunrebalance/code/ammobox.dm @@ -77,9 +77,9 @@ ammo_type = /obj/item/ammo_casing/shotgun/incendiary max_ammo = 15 -/obj/item/ammo_box/advanced/s12gauge/honk - name = "Confetti ammo box" - desc = "A box of 35 shotgun shells. These ones contain harmless confetti, yippie!" +/obj/item/ammo_box/advanced/s12gauge/honkshot + name = "Confetti Honkshot ammo box" + desc = "A box of 35 shotgun shells." icon_state = "honk" - ammo_type = /obj/item/ammo_casing/shotgun/honk + ammo_type = /obj/item/ammo_casing/shotgun/honkshot max_ammo = 35 diff --git a/modular_nova/modules/shotgunrebalance/code/shotgun.dm b/modular_nova/modules/shotgunrebalance/code/shotgun.dm index 4deaea697fd..1c96b0ebeb2 100644 --- a/modular_nova/modules/shotgunrebalance/code/shotgun.dm +++ b/modular_nova/modules/shotgunrebalance/code/shotgun.dm @@ -255,35 +255,33 @@ /obj/projectile/bullet/pellet/shotgun_improvised weak_against_armour = TRUE // We will not have Improvised are Better 2.0 -/obj/item/ammo_casing/shotgun/honk +/obj/item/ammo_casing/shotgun/honkshot name = "confetti shell" - desc = "A 12 gauge buckshot shell thats been filled to the brim with confetti. Who is making all these?" + desc = "A 12 gauge buckshot shell thats been filled to the brim with confetti, yippie!" icon_state = "honkshell" - projectile_type = /obj/projectile/bullet/pellet/shotgun_buckshot/honk + projectile_type = /obj/projectile/bullet/honkshot pellets = 12 variance = 35 fire_sound = 'sound/items/bikehorn.ogg' harmful = FALSE -/obj/projectile/bullet/pellet/shotgun_buckshot/honk +/obj/projectile/bullet/honkshot name = "confetti" damage = 0 - stamina = 1 - stamina_falloff_tile = 0 - wound_bonus = 0 - bare_wound_bonus = 0 + sharpness = NONE + shrapnel_type = NONE + impact_effect_type = null + ricochet_chance = 0 jitter = 1 SECONDS eyeblur = 1 SECONDS - sharpness = NONE hitsound = SFX_CLOWN_STEP - range = 12 + range = 4 icon_state = "guardian" - embedding = null -/obj/projectile/bullet/pellet/shotgun_buckshot/honk/Initialize(mapload) +/obj/projectile/bullet/honkshot/Initialize(mapload) . = ..() SpinAnimation() - range = rand(6, 12) + range = rand(1, 4) color = pick( COLOR_PRIDE_RED, COLOR_PRIDE_ORANGE, @@ -293,6 +291,19 @@ COLOR_PRIDE_PURPLE, ) -/obj/projectile/bullet/pellet/shotgun_buckshot/honk/on_range() +// This proc addition will spawn a decal on each tile the projectile travels over +/obj/projectile/bullet/honkshot/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE) + new /obj/effect/decal/cleanable/confetti(get_turf(old_loc)) + return ..() + +// This proc addition will make living humanoids do a flip animation when hit by the projectile +/obj/projectile/bullet/honkshot/on_hit(atom/target, blocked, pierce_hit) + if(!isliving(target)) + return ..() + target.SpinAnimation(7,1) + return ..() + +// This proc addition adds a spark effect when the projectile expires/hits +/obj/projectile/bullet/honkshot/on_range() do_sparks(1, TRUE, src) - ..() + return ..()