mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-19 03:49:10 +01:00
@@ -134,3 +134,10 @@ Proc for attack log creation, because really why not
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return 0
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var/mob/living/silicon/robot/R = thing.loc
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return (thing in R.module.modules)
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/proc/get_exposed_defense_zone(var/atom/movable/target)
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var/obj/item/weapon/grab/G = locate() in target
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if (G && G.state >= GRAB_NECK)
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return pick("head", "l_hand", "r_hand", "l_foot", "r_foot", "l_arm", "r_arm", "l_leg", "r_leg")
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else
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return pick("chest", "groin")
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@@ -618,7 +618,6 @@ var/list/turret_icons
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else
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A = new projectile(loc)
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playsound(loc, shot_sound, 75, 1)
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A.original = target
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// Lethal/emagged turrets use twice the power due to higher energy beams
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// Emagged turrets again use twice as much power due to higher firing rates
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@@ -626,19 +625,9 @@ var/list/turret_icons
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//Turrets aim for the center of mass by default.
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//If the target is grabbing someone then the turret smartly aims for extremities
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var/obj/item/weapon/grab/G = locate() in target
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if(G && G.state >= GRAB_NECK) //works because mobs are currently not allowed to upgrade to NECK if they are grabbing two people.
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A.def_zone = pick("head", "l_hand", "r_hand", "l_foot", "r_foot", "l_arm", "r_arm", "l_leg", "r_leg")
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else
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A.def_zone = pick("chest", "groin")
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var/def_zone = get_exposed_defense_zone(target)
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//Shooting Code:
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A.current = T
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A.starting = T
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A.yo = U.y - T.y
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A.xo = U.x - T.x
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spawn(1)
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A.process()
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A.launch(target, def_zone)
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/datum/turret_checks
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var/enabled
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@@ -261,26 +261,17 @@
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A = new /obj/item/projectile/beam/lastertag/blue( loc )
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if(6)
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A = new /obj/item/projectile/beam/lastertag/red( loc )
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A.original = target
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use_power(500)
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else
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A = new /obj/item/projectile/energy/electrode( loc )
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use_power(200)
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//Turrets aim for the center of mass by default.
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//If the target is grabbing someone then the turret smartly aims for extremities
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var/obj/item/weapon/grab/G = locate() in target
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if(G && G.state >= GRAB_NECK) //works because mobs are currently not allowed to upgrade to NECK if they are grabbing two people.
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A.def_zone = pick("head", "l_hand", "r_hand", "l_foot", "r_foot", "l_arm", "r_arm", "l_leg", "r_leg")
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else
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A.def_zone = pick("chest", "groin")
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A.current = T
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A.starting = T
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A.yo = U.y - T.y
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A.xo = U.x - T.x
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spawn( 0 )
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A.process()
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var/def_zone = get_exposed_defense_zone(target)
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A.launch(target, def_zone)
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return
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@@ -507,25 +498,16 @@
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cur_target = null
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return
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src.set_dir(get_dir(src,target))
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var/turf/targloc = get_turf(target)
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var/target_x = targloc.x
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var/target_y = targloc.y
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var/target_z = targloc.z
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targloc = null
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spawn for(var/i=1 to min(projectiles, projectiles_per_shot))
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if(!src) break
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var/turf/curloc = get_turf(src)
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targloc = locate(target_x+GaussRandRound(deviation,1),target_y+GaussRandRound(deviation,1),target_z)
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if (!targloc || !curloc)
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continue
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if (targloc == curloc)
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continue
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playsound(src, 'sound/weapons/Gunshot.ogg', 50, 1)
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var/obj/item/projectile/A = new /obj/item/projectile(curloc)
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src.projectiles--
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A.current = curloc
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A.yo = targloc.y - curloc.y
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A.xo = targloc.x - curloc.x
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A.process()
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var/def_zone = get_exposed_defense_zone(target)
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A.launch(target, def_zone)
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sleep(2)
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return
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@@ -48,14 +48,11 @@
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/obj/item/mecha_parts/mecha_equipment/weapon/proc/Fire(atom/A, atom/target, turf/aimloc)
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var/obj/item/projectile/P = A
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P.shot_from = src
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P.original = target
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P.starting = P.loc
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P.current = P.loc
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P.firer = chassis.occupant
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P.yo = aimloc.y - P.loc.y
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P.xo = aimloc.x - P.loc.x
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P.process()
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var/def_zone
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if (chassis && istype(chassis.occupant, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = chassis.occupant
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def_zone = H.zone_sel.selecting
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P.launch(target, def_zone)
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/obj/item/mecha_parts/mecha_equipment/weapon/energy
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name = "general energy weapon"
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@@ -280,4 +277,4 @@
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return "<span style=\"color:[equip_ready?"#0f0":"#f00"];\">*</span> [chassis.selected==src?"<b>":"<a href='?src=\ref[chassis];select_equip=\ref[src]'>"][src.name][chassis.selected==src?"</b>":"</a>"]\[[src.projectiles]\]"
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/clusterbang/limited/rearm()
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return//Extra bit of security
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return//Extra bit of security
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@@ -56,8 +56,6 @@
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return
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last_shot = world.time
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var/turf/T = get_turf(src)
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var/turf/U = get_turf(A)
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var/projectile = /obj/item/projectile/beam/stun
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if(emagged)
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@@ -65,14 +63,9 @@
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playsound(loc, emagged ? 'sound/weapons/Laser.ogg' : 'sound/weapons/Taser.ogg', 50, 1)
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var/obj/item/projectile/P = new projectile(loc)
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var/def_zone = get_exposed_defense_zone(A)
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P.launch(A, def_zone)
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P.original = A
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P.starting = T
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P.current = T
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P.yo = U.y - T.y
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P.xo = U.x - T.x
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spawn()
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P.process()
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return
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// Assembly
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@@ -171,29 +171,8 @@
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visible_message("<span class='warning'>[src] spits neurotoxin at [target]!</span>", "<span class='alium'>You spit neurotoxin at [target].</span>")
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//I'm not motivated enough to revise this. Prjectile code in general needs update.
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// Maybe change this to use throw_at? ~ Z
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var/turf/T = loc
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var/turf/U = (istype(target, /atom/movable) ? target.loc : target)
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if(!U || !T)
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return
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while(U && !istype(U,/turf))
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U = U.loc
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if(!istype(T, /turf))
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return
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if (U == T)
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usr.bullet_act(new /obj/item/projectile/energy/neurotoxin(usr.loc), get_organ_target())
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return
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if(!istype(U, /turf))
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return
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var/obj/item/projectile/energy/neurotoxin/A = new /obj/item/projectile/energy/neurotoxin(usr.loc)
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A.current = U
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A.yo = U.y - T.y
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A.xo = U.x - T.x
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A.process()
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return
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A.launch(target, get_organ_target())
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/mob/living/carbon/human/proc/resin() // -- TLE
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set name = "Secrete Resin (75)"
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@@ -217,4 +196,4 @@
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new /obj/effect/alien/resin/membrane(loc)
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if("resin nest")
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new /obj/structure/bed/nest(loc)
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return
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return
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@@ -155,22 +155,21 @@
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var/target = target_mob
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visible_message("\red <b>[src]</b> fires at [target]!", 1)
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var/tturf = get_turf(target)
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if(rapid)
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spawn(1)
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Shoot(tturf, src.loc, src)
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Shoot(target, src.loc, src)
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if(casingtype)
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new casingtype(get_turf(src))
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spawn(4)
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Shoot(tturf, src.loc, src)
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Shoot(target, src.loc, src)
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if(casingtype)
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new casingtype(get_turf(src))
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spawn(6)
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Shoot(tturf, src.loc, src)
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Shoot(target, src.loc, src)
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if(casingtype)
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new casingtype(get_turf(src))
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else
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Shoot(tturf, src.loc, src)
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Shoot(target, src.loc, src)
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if(casingtype)
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new casingtype
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@@ -187,16 +186,9 @@
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playsound(user, projectilesound, 100, 1)
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if(!A) return
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if (!istype(target, /turf))
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qdel(A)
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return
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A.current = target
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A.starting = get_turf(src)
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A.original = get_turf(target)
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A.yo = target:y - start:y
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A.xo = target:x - start:x
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spawn( 0 )
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A.process()
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var/def_zone = get_exposed_defense_zone(target)
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A.launch(target, def_zone)
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return
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/mob/living/simple_animal/hostile/proc/DestroySurroundings()
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@@ -129,27 +129,16 @@
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//need to calculate the power per shot as the emitter doesn't fire continuously.
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var/burst_time = (min_burst_delay + max_burst_delay)/2 + 2*(burst_shots-1)
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var/power_per_shot = active_power_usage * (burst_time/10) / burst_shots
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var/obj/item/projectile/beam/emitter/A = new /obj/item/projectile/beam/emitter( src.loc )
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A.damage = round(power_per_shot/EMITTER_DAMAGE_POWER_TRANSFER)
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playsound(src.loc, 'sound/weapons/emitter.ogg', 25, 1)
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if(prob(35))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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A.set_dir(src.dir)
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A.starting = get_turf(src)
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switch(dir)
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if(NORTH)
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A.original = locate(x, y+1, z)
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if(EAST)
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A.original = locate(x+1, y, z)
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if(WEST)
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A.original = locate(x-1, y, z)
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else // Any other
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A.original = locate(x, y-1, z)
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A.process()
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var/obj/item/projectile/beam/emitter/A = new /obj/item/projectile/beam/emitter( src.loc )
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playsound(src.loc, 'sound/weapons/emitter.ogg', 25, 1)
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A.damage = round(power_per_shot/EMITTER_DAMAGE_POWER_TRANSFER)
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A.launch(get_step(src.loc, src.dir))
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/obj/machinery/power/emitter/attackby(obj/item/W, mob/user)
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@@ -235,4 +224,4 @@
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return
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..()
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return
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return
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Reference in New Issue
Block a user