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New bullet types, projectile rewrite
* Refactors projectile Bump() * Converts projectile_type var strings to paths * Reorganizes bullet projectile paths * Made a pass through all the bullet_act() definitions. Mainly ensured that damage_type is checked when dealing damage to certain objects. Removed stupid /turf bullet_act() override, replaced with on_hit() overrides on the relevant projectiles. * Adds shotgun pellets projectile. Adds Raptor's shotgun slug sprite. * Gives stunshots more of their own identity, refluffs them as taser cartridges for shotguns. They still aren't obtainable anywhere unless spawned. * Makes projectiles pass through girders and cultgirders with a certain probability, unless the girder itself was clicked. * Projectiles are also able to pass through grilles. Low damage projectiles have a chance to be blocked by grilles. High damage projectiles have a chance to have some damage absorbed by the grille. * Makes projectiles for blanks invisible. * Adds flash bullet types * Adds support for 'penetrating' projectiles * Swaps .45 and 9mm projectile types. .45s hit slightly harder, 9mils have more ammo capacity.
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@@ -233,6 +233,21 @@ steam.start() -- spawns the effect
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return 0
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return 1
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/////////////////////////////////////////////
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// Illumination
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/////////////////////////////////////////////
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/obj/effect/effect/smoke/illumination
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name = "illumination"
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opacity = 0
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icon = 'icons/effects/effects.dmi'
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icon_state = "sparks"
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/obj/effect/effect/smoke/illumination/New(var/newloc, var/brightness=15, var/lifetime=10)
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time_to_live=lifetime
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..()
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SetLuminosity(brightness)
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/////////////////////////////////////////////
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// Bad smoke
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/////////////////////////////////////////////
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