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Split up and rename var/flags (#17794)
* Split up and rename `var/flags` * Various fixes * CL * Don't rename Phoron Guard phoron preset --------- Co-authored-by: Cody Brittain <cbrittain10@live.com>
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@@ -4,7 +4,7 @@
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icon = 'icons/obj/ammo.dmi'
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icon_state = "s-casing"
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randpixel = 10
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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slot_flags = SLOT_BELT | SLOT_EARS
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throwforce = 1
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w_class = ITEMSIZE_TINY
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@@ -94,7 +94,7 @@
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desc = "A magazine for some kind of gun."
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icon_state = "357"
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icon = 'icons/obj/ammo.dmi'
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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slot_flags = SLOT_BELT
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item_state = "box"
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matter = list(DEFAULT_WALL_MATERIAL = 500)
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@@ -50,7 +50,7 @@
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icon_state = "pistol"
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item_state = "pistol"
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contained_sprite = TRUE
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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w_class = ITEMSIZE_NORMAL
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@@ -212,7 +212,7 @@
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w_class = ITEMSIZE_LARGE
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accuracy = 1
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force = 10
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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slot_flags = SLOT_BACK
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charge_cost = 300
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max_shots = 4
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@@ -320,7 +320,7 @@
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edge = TRUE
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anchored = 0
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armor_penetration = 40
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flags = NOBLOODY
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atom_flags = ATOM_FLAG_NO_BLOOD
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can_embed = 0
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self_recharge = 1
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recharge_time = 2
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@@ -5,7 +5,7 @@
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switching to HARM intent, then click where you wish to fire. To reload it, insert the appropriate items. Some weapons may require additional drawing of the string or charging, \
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which can typically be done with the Unique-Action macro or button located in the bottom right of the screen."
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w_class = ITEMSIZE_HUGE
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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slot_flags = SLOT_BACK
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var/release_force = 0
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@@ -6,7 +6,7 @@
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item_state = "pneumatic"
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slot_flags = SLOT_BELT
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w_class = ITEMSIZE_HUGE
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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fire_sound_text = "a loud whoosh of moving air"
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fire_delay = 50
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fire_sound = 'sound/weapons/tablehit1.ogg'
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@@ -8,7 +8,7 @@
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throw_speed = 2
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throw_range = 10
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force = 5.0
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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slot_flags = 0
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origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 5)
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fire_sound = 'sound/weapons/rocketlaunch.ogg'
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@@ -5,7 +5,7 @@
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icon_state = "syringe-cartridge"
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var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
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matter = list(DEFAULT_WALL_MATERIAL = 125, MATERIAL_GLASS = 375)
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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slot_flags = SLOT_BELT | SLOT_EARS
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throwforce = 3
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force = 3
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@@ -51,7 +51,7 @@
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max_shells = 4
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w_class = ITEMSIZE_LARGE
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force = 10
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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slot_flags = SLOT_BACK
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caliber = "shotgun"
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origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
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@@ -140,7 +140,7 @@
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max_shells = 2
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w_class = ITEMSIZE_LARGE
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force = 10
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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is_wieldable = TRUE
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var/has_wield_state = TRUE
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slot_flags = SLOT_BACK
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@@ -12,7 +12,7 @@ Firing pins as a rule can't be removed without replacing them, blame a really sh
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icon_state = "firing_pin"
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item_state = "pen"
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origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 2)
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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w_class = ITEMSIZE_TINY
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attack_verb = list("poked")
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var/emagged = FALSE
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@@ -100,7 +100,7 @@ Pins Below.
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/obj/item/device/firing_pin/test_range/pin_auth(mob/living/user)
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var/area/A = get_area(src)
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if (A && (A.flags & FIRING_RANGE))
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if (A && (A.area_flags & AREA_FLAG_FIRING_RANGE))
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return 1
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else
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return 0
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@@ -1,19 +1,21 @@
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//Helper proc to check if you can hit them or not.
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/proc/check_trajectory(atom/target as mob|obj, atom/firer as mob|obj, var/pass_flags=PASSTABLE|PASSGLASS|PASSGRILLE|PASSRAILING, flags=null)
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/proc/check_trajectory(atom/target as mob|obj, atom/firer as mob|obj, pass_flags=PASSTABLE|PASSGLASS|PASSGRILLE|PASSRAILING, obj_flags=null, item_flags=null)
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if(!istype(target) || !istype(firer))
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return 0
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var/obj/item/projectile/test/trace = new /obj/item/projectile/test(get_turf(firer)) //Making the test....
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//Set the flags and pass flags to that of the real projectile...
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if(!isnull(flags))
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trace.flags = flags
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if(!isnull(obj_flags))
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trace.obj_flags = obj_flags
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if(!isnull(item_flags))
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trace.item_flags = item_flags
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trace.pass_flags = pass_flags
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return trace.launch_projectile(target) //Test it!
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/obj/item/projectile/proc/_check_fire(atom/target as mob, var/mob/living/user as mob) //Checks if you can hit them or not.
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check_trajectory(target, user, pass_flags, flags)
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/obj/item/projectile/proc/_check_fire(atom/target as mob, mob/living/user as mob) //Checks if you can hit them or not.
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check_trajectory(target, user, pass_flags, obj_flags, item_flags)
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//"Tracing" projectile
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/obj/item/projectile/test //Used to see if you can hit them.
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