mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-24 13:30:42 +01:00
@@ -32,6 +32,7 @@
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var/damage_flags = DAM_BULLET
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var/nodamage = FALSE //Determines if the projectile will skip any damage inflictions
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var/check_armour = "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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var/stun = 0
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var/weaken = 0
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@@ -108,14 +109,13 @@
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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 == 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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if (istype(H) && H.species && H.species.blood_color)
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splatter_color = H.species.blood_color
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var/splatter_dir = starting ? get_dir(starting, target.loc) : dir
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target.loc, splatter_dir, splatter_color)
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if(hit_effect)
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new hit_effect(target.loc)
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@@ -4,6 +4,7 @@
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 30
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damage_type = BURN
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impact_sounds = list(BULLET_IMPACT_MEAT = SOUNDS_LASER_MEAT, BULLET_IMPACT_METAL = SOUNDS_LASER_METAL)
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check_armour = "laser"
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eyeblur = 4
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damage_flags = DAM_LASER
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@@ -3,10 +3,11 @@
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icon_state = "bullet"
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damage = 60
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damage_type = BRUTE
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nodamage = 0
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impact_sounds = list(BULLET_IMPACT_MEAT = SOUNDS_BULLET_MEAT, BULLET_IMPACT_METAL = SOUNDS_BULLET_METAL)
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nodamage = FALSE
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check_armour = "bullet"
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embed = 1
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sharp = 1
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embed = TRUE
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sharp = TRUE
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shrapnel_type = /obj/item/material/shard/shrapnel
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var/mob_passthrough_check = 0
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