mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-22 04:22:39 +01:00
Refactored the projectile code, mostly in line with TG's now. Refactored various procs that are used or depends on it. Projectiles can now ricochet if enabled to. Damage falloffs with distance. Homing projectiles can now have accuracy falloff with distance. Projectiles have a maximum range. Muzzle flash is configurable per projectile. Impact effect of the projectile is configurable per projectile. Accuracy decreases with distance. Projectiles work with signals and emits them, for easy hooking up from other parts of the code. Meatshielding is now less effective . Impact sound is now configurable per projectile. High risk.
135 lines
3.6 KiB
Plaintext
135 lines
3.6 KiB
Plaintext
/turf/simulated/floor/asphalt
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name = "asphalt"
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desc = "Once-hot asphalt."
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icon = 'icons/turf/flooring/urban_turfs.dmi'
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icon_state = "asphalt0"
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/turf/simulated/floor/asphalt/Initialize(mapload)
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. = ..()
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icon_state = "asphalt[rand(0,3)]"
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/turf/simulated/floor/sidewalk
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name = "weathered tiling"
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desc = "Great for speeding on."
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icon = 'icons/turf/flooring/urban_turfs.dmi'
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icon_state = "sidewalk-tile"
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/turf/simulated/floor/sidewalk/detail
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icon_state = "sidewalk-tile-detail"
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/turf/simulated/floor/sidewalk/paved
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name = "paved tiles"
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icon_state = "brick-paver"
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/turf/simulated/floor/sidewalk/flat
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name = "flat paved tiles"
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icon_state = "flat"
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/turf/simulated/floor/sidewalk/flat/Initialize(mapload)
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. = ..()
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icon_state = "flat[rand(1,3)]"
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/turf/simulated/floor/sidewalk/blocks
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name = "blocked sidewalk tiles"
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icon_state = "blocks"
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/turf/simulated/floor/sidewalk/blocks/Initialize(mapload)
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. = ..()
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icon_state = "blocks[rand(1,3)]"
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/turf/simulated/floor/sidewalk/dark
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icon_state = "sidewalk_alt"
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/turf/simulated/floor/sidewalk/dark/detail
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icon_state = "sidewalk_alt_detail"
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/turf/simulated/floor/sidewalk/dark/grid
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icon_state = "sidewalk_alt_grid"
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/turf/simulated/floor/foundation
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name = "foundation"
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desc = "The unclean but highly compacted solid foundation for a building or structure."
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icon = 'icons/turf/flooring/urban_turfs.dmi'
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icon_state = "rust"
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/turf/simulated/floor/foundation/Initialize(mapload)
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. = ..()
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icon_state = "rust[rand(1,12)]"
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/turf/simulated/floor/roofing_tiles
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name = "roofing tiles"
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desc = "You're on top of the world!"
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icon = 'icons/turf/flooring/urban_turfs.dmi'
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icon_state = "rooftop"
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/turf/simulated/floor/roofing_tiles/Initialize(mapload)
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. = ..()
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icon_state = "rooftop[rand(1,3)]"
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/obj/structure/ledge
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name = "tall ledge"
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desc = "A tall ledge that seems difficult to surpass. You'd need some effort to get over this!"
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icon = 'icons/obj/structure/urban/ledges.dmi'
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icon_state = "half-height"
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layer = 2
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anchored = TRUE
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density = FALSE
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climbable = TRUE
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/obj/structure/ledge/corner
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icon_state = "half-corner"
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/obj/structure/ledge/quarter
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name = "short ledge"
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desc = "A short ledge that an adult-sized Human wouldn't have much trouble traversing. At best, an oversized step."
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icon_state = "quarter-height"
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/obj/structure/ledge/quarter/corner
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icon_state = "quarter-corner"
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/obj/structure/ledge/roof
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name = "roof ledge"
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desc = "A basic roofing ledge to mark the edge of a rooftop. Don't trip!"
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icon_state = "roof_ledge"
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layer = ABOVE_HUMAN_LAYER
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/obj/structure/ledge/roof/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(mover?.movement_type & PHASING)
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return TRUE
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if(istype(mover,/obj/projectile))
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return TRUE
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if(!istype(mover) || mover.pass_flags & PASSRAILING)
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return TRUE
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if(mover.throwing)
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return TRUE
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if(get_dir(loc, target) == dir)
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return !density
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return TRUE
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/obj/structure/ledge/roof/CheckExit(var/atom/movable/O, var/turf/target)
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if(istype(O) && CanPass(O, target))
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return TRUE
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if(get_dir(O.loc, target) == dir)
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if(!density)
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return TRUE
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return FALSE
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return TRUE
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/obj/structure/ledge/roof/corner
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icon_state = "roof_ledge_corner"
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/turf/simulated/floor/concrete // The more conk they crete the more brutalismer it is
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name = "concrete"
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icon = 'icons/turf/flooring/concrete.dmi'
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icon_state = "concrete0"
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initial_flooring = /singleton/flooring/concrete
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/turf/simulated/floor/concrete/square
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icon_state = "concrete3"
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tile_outline = "tiled"
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tile_decal_state = "tiled_light"
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tile_outline_alpha = 125
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broken_overlay = "tiled"
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burned_overlay = "tiled"
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initial_flooring = /singleton/flooring/concrete/square
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