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Frag grenades buff (#20135)
Frag grenades projectiles now apply some agony and eyeblur. Frag grenades projectiles have damage augmented by 3 points (~10%). Frag grenades projectiles have an augmented chance of leaving a shrapnel (+30%). Frag grenades projectiles have a chance to ricochet up to 2 times. Some code cleanup and removed some procs that were no longer used (nothing called them anymore) from the projectile refactor.
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@@ -209,9 +209,6 @@
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var/anti_materiel_potential = 1 //how much the damage of this bullet is increased against mechs
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///If the projectile launches a secondary projectile in addition to itself.
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var/secondary_projectile
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/*########################################
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END AURORA SNOWFLAKE VARS SECTION
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########################################*/
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@@ -1092,11 +1089,6 @@
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return FALSE
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return TRUE
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//return TRUE if the projectile should be allowed to pass through after all, FALSE if not.
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/obj/projectile/proc/check_penetrate(atom/A)
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return TRUE
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/obj/projectile/ex_act(var/severity = 2.0)
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return //explosions probably shouldn't delete projectiles
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@@ -29,37 +29,6 @@
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return 0
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return ..()
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/obj/projectile/bullet/check_penetrate(var/atom/A)
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if(!A || !A.density) return 1 //if whatever it was got destroyed when we hit it, then I guess we can just keep going
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if(ismob(A))
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if(!mob_passthrough_check)
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return 0
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if(iscarbon(A))
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damage *= 0.7 //squishy mobs absorb KE
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return 1
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var/chance = 0
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if(istype(A, /turf/simulated/wall))
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var/turf/simulated/wall/W = A
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chance = round(damage/W.material.integrity*180)
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else if(istype(A, /obj/machinery/door))
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var/obj/machinery/door/D = A
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chance = round(damage/D.maxhealth*180)
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if(D.glass) chance *= 2
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else if(istype(A, /obj/structure/girder))
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chance = 100
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else if(istype(A, /obj/machinery) || istype(A, /obj/structure))
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chance = damage
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if(prob(chance))
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if(A.opacity)
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//display a message so that people on the other side aren't so confused
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A.visible_message(SPAN_WARNING("\The [src] pierces through \the [A]!"))
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return 1
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return 0
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/**
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* # Pellet projectiles
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*
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@@ -281,7 +250,6 @@
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/obj/projectile/bullet/shotgun/moghes
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name = "wall shot"
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secondary_projectile = /obj/projectile/bullet/pellet/shotgun/canister
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//Should do about 80 damage at 1 tile distance (adjacent), and 50 damage at 3 tiles distance.
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//Overall less damage than slugs in exchange for more damage at very close range and more embedding
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@@ -579,11 +547,6 @@
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var/heavy_impact_range = -1
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var/light_impact_range = 2
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/obj/projectile/bullet/peac/check_penetrate(atom/hit_atom)
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if(hit_atom == original)
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return FALSE
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return ..()
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/obj/projectile/bullet/peac/on_hit(atom/target, blocked, def_zone)
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. = ..()
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@@ -199,7 +199,7 @@
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agony = 40
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speed = 0.4
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damage_type = DAMAGE_BURN
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eyeblur = TRUE
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eyeblur = 1
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pass_flags = PASSTABLE | PASSRAILING
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muzzle_type = /obj/effect/projectile/muzzle/bolt
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