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Ports the radiation subsystem and cleans up damage flags. (#15715)
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@@ -28,8 +28,8 @@
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//Effects
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var/damage = 10
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE, PAIN are the only things that should be in here
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var/damage_flags = DAM_BULLET
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var/damage_type = DAMAGE_BRUTE //DAMAGE_BRUTE, DAMAGE_BURN, DAMAGE_TOXIN, DAMAGE_OXY, DAMAGE_CLONE, DAMAGE_PAIN are the only things that should be in here
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var/damage_flags = DAMAGE_FLAG_BULLET
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var/nodamage = FALSE //Determines if the projectile will skip any damage inflictions
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var/check_armor = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
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var/list/impact_sounds //for different categories, IMPACT_MEAT etc
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@@ -114,7 +114,7 @@
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if(isanimal(target))
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return FALSE
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var/mob/living/L = target
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if(damage_type == BRUTE && damage > 5) //weak hits shouldn't make you gush blood
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if(damage_type == DAMAGE_BRUTE && damage > 5) //weak hits shouldn't make you gush blood
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var/splatter_color = "#A10808"
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var/mob/living/carbon/human/H = target
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if (istype(H) && H.species && H.species.blood_color)
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@@ -126,7 +126,7 @@
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L.apply_effects(0, weaken, paralyze, 0, stutter, eyeblur, drowsy, 0, incinerate, blocked)
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L.stun_effect_act(stun, agony, def_zone, src, damage_flags)
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L.apply_damage(irradiate, IRRADIATE, damage_flags = DAM_DISPERSED) //radiation protection is handled separately from other armor types.
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L.apply_damage(irradiate, DAMAGE_RADIATION, damage_flags = DAMAGE_FLAG_DISPERSED) //radiation protection is handled separately from other armor types.
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return 1
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//called when the projectile stops flying because it collided with something
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@@ -136,7 +136,7 @@
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//Checks if the projectile is eligible for embedding. Not that it necessarily will.
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/obj/item/projectile/proc/can_embed()
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//embed must be enabled and damage type must be brute
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if(!embed || damage_type != BRUTE)
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if(!embed || damage_type != DAMAGE_BRUTE)
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return FALSE
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return TRUE
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@@ -151,7 +151,7 @@
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return SP
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/obj/item/projectile/proc/get_structure_damage()
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if(damage_type == BRUTE || damage_type == BURN)
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if(damage_type == DAMAGE_BRUTE || damage_type == DAMAGE_BURN)
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return damage * anti_materiel_potential
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return FALSE
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