mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-27 06:54:18 +01:00
Merge branch 'master' into development
This commit is contained in:
@@ -119,6 +119,18 @@
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/obj/effect/projectile/stun/impact
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icon_state = "impact_stun"
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//----------------------------
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// Eye beam
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//----------------------------
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/obj/effect/projectile/eyelaser/tracer
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icon_state = "eye"
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/obj/effect/projectile/eyelaser/muzzle
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icon_state = "muzzle_eye"
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/obj/effect/projectile/eyelaser/impact
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icon_state = "impact_eye"
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//----------------------------
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// Bullet
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//----------------------------
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@@ -323,7 +323,7 @@
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y_offset = rand(-1,1)
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x_offset = rand(-1,1)
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return !P.launch(target, user, src, target_zone, x_offset, y_offset)
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return !P.launch_from_gun(target, user, src, target_zone, x_offset, y_offset)
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//Suicide handling.
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/obj/item/weapon/gun/var/mouthshoot = 0 //To stop people from suiciding twice... >.>
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@@ -114,21 +114,13 @@
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p_x = between(0, p_x + rand(-radius, radius), world.icon_size)
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p_y = between(0, p_y + rand(-radius, radius), world.icon_size)
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//called to launch a projectile from a gun
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/obj/item/projectile/proc/launch(atom/target, mob/user, obj/item/weapon/gun/launcher, var/target_zone, var/x_offset=0, var/y_offset=0)
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var/turf/curloc = get_turf(user)
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//called to launch a projectile
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/obj/item/projectile/proc/launch(atom/target, var/target_zone, var/x_offset=0, var/y_offset=0, var/angle_offset=0)
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var/turf/curloc = get_turf(src)
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var/turf/targloc = get_turf(target)
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if (!istype(targloc) || !istype(curloc))
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return 1
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firer = user
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def_zone = target_zone
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if(user == target) //Shooting yourself
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user.bullet_act(src, target_zone)
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on_impact(user)
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qdel(src)
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return 0
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if(targloc == curloc) //Shooting something in the same turf
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target.bullet_act(src, target_zone)
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on_impact(target)
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@@ -136,31 +128,38 @@
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return 0
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original = target
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loc = curloc
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starting = curloc
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current = curloc
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yo = targloc.y - curloc.y + y_offset
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xo = targloc.x - curloc.x + x_offset
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shot_from = launcher
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silenced = launcher.silenced
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def_zone = target_zone
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spawn()
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setup_trajectory(curloc, targloc, x_offset, y_offset, angle_offset) //plot the initial trajectory
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process()
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return 0
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//called to launch a projectile from a gun
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/obj/item/projectile/proc/launch_from_gun(atom/target, mob/user, obj/item/weapon/gun/launcher, var/target_zone, var/x_offset=0, var/y_offset=0)
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if(user == target) //Shooting yourself
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user.bullet_act(src, target_zone)
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qdel(src)
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return 0
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loc = get_turf(user) //move the projectile out into the world
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firer = user
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shot_from = launcher.name
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silenced = launcher.silenced
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return launch(target, target_zone, x_offset, y_offset)
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//Used to change the direction of the projectile in flight.
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/obj/item/projectile/proc/redirect(var/new_x, var/new_y, var/atom/starting_loc, var/mob/new_firer=null)
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original = locate(new_x, new_y, src.z)
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starting = starting_loc
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current = starting_loc
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var/turf/new_target = locate(new_x, new_y, src.z)
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original = new_target
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if(new_firer)
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firer = src
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yo = new_y - starting_loc.y
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xo = new_x - starting_loc.x
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setup_trajectory()
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setup_trajectory(starting_loc, new_target)
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//Called when the projectile intercepts a mob. Returns 1 if the projectile hit the mob, 0 if it missed and should keep flying.
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/obj/item/projectile/proc/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier=0)
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@@ -177,14 +176,15 @@
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result = target_mob.bullet_act(src, def_zone)
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if(result == PROJECTILE_FORCE_MISS && (can_miss == 0)) //if you're shooting at point blank you can't miss.
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visible_message("<span class='notice'>\The [src] misses [target_mob] narrowly!</span>")
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if(!silenced)
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target_mob.visible_message("<span class='notice'>\The [src] misses [target_mob] narrowly!</span>")
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return 0
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//hit messages
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if(silenced)
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target_mob << "<span class='danger'>You've been hit in the [parse_zone(def_zone)] by \the [src]!</span>"
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else
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visible_message("<span class='danger'>\The [target_mob] is hit by \the [src] in the [parse_zone(def_zone)]!</span>")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
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target_mob.visible_message("<span class='danger'>\The [target_mob] is hit by \the [src] in the [parse_zone(def_zone)]!</span>")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
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//admin logs
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if(!no_attack_log)
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@@ -268,20 +268,15 @@
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qdel(src)
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return 1
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/obj/item/projectile/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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/obj/item/projectile/ex_act()
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return //explosions probably shouldn't delete projectiles
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if(istype(mover, /obj/item/projectile))
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return prob(95) //ha
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else
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return 1
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/obj/item/projectile/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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return 1
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/obj/item/projectile/process()
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var/first_step = 1
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//plot the initial trajectory
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setup_trajectory()
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spawn while(src && src.loc)
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if(kill_count-- < 1)
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on_impact(src.loc) //for any final impact behaviours
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@@ -319,9 +314,15 @@
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sleep(step_delay) //add delay between movement iterations if it's not a hitscan weapon
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/obj/item/projectile/proc/before_move()
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return
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return 0
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/obj/item/projectile/proc/setup_trajectory(turf/startloc, turf/targloc, var/x_offset = 0, var/y_offset = 0)
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// setup projectile state
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starting = startloc
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current = startloc
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yo = targloc.y - startloc.y + y_offset
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xo = targloc.x - startloc.x + x_offset
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/obj/item/projectile/proc/setup_trajectory()
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// trajectory dispersion
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var/offset = 0
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if(dispersion)
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@@ -380,7 +381,6 @@
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invisibility = 101 //Nope! Can't see me!
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yo = null
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xo = null
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var/target = null
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var/result = 0 //To pass the message back to the gun.
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/obj/item/projectile/test/Bump(atom/A as mob|obj|turf|area)
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@@ -395,25 +395,24 @@
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result = 1
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return
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/obj/item/projectile/test/process()
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/obj/item/projectile/test/launch(atom/target)
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var/turf/curloc = get_turf(src)
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var/turf/targloc = get_turf(target)
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if(!curloc || !targloc)
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return 0
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yo = targloc.y - curloc.y
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xo = targloc.x - curloc.x
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target = targloc
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original = target
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starting = curloc
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//plot the initial trajectory
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setup_trajectory()
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setup_trajectory(curloc, targloc)
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return process(targloc)
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/obj/item/projectile/test/process(var/turf/targloc)
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while(src) //Loop on through!
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if(result)
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return (result - 1)
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if((!( target ) || loc == target))
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target = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z) //Finding the target turf at map edge
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if((!( targloc ) || loc == targloc))
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targloc = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z) //Finding the target turf at map edge
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trajectory.increment() // increment the current location
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location = trajectory.return_location(location) // update the locally stored location data
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@@ -424,18 +423,22 @@
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if(istype(M)) //If there is someting living...
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return 1 //Return 1
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else
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M = locate() in get_step(src,target)
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M = locate() in get_step(src,targloc)
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if(istype(M))
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return 1
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/proc/check_trajectory(atom/target as mob|obj, atom/firer as mob|obj, var/pass_flags=PASSTABLE|PASSGLASS|PASSGRILLE, flags=null) //Checks if you can hit them or not.
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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, 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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trace.target = target
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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 //Set the flags...
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trace.pass_flags = pass_flags //And the pass flags to that of the real projectile...
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var/output = trace.process() //Test it!
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trace.flags = flags
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trace.pass_flags = pass_flags
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var/output = trace.launch(target) //Test it!
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qdel(trace) //No need for it anymore
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return output //Send it back to the gun!
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@@ -110,7 +110,7 @@
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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kill_count = 100
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embed = 0
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incinerate = 40
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// incinerate = 40
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weaken = 5
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stun = 5
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