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Matt Atlas fa7214de3c Adds smooth movement/atom gliding, buffs everyone's speed by 2x. (#21662)
Revives https://github.com/Aurorastation/Aurora.3/pull/17215 with the
needed species changes.

As I said last time this was tried, the key issue is that our walkspeed
is a lot lower than any other server's. Even if we add atom gliding as
is, it would just look like gliding through molasses and would give you
motion sickness, because it takes a half-second to finish a glide to
another tile. Meaning that to compensate the movement speed has now been
significantly buffed for everyone. Yes, even dionae, G2, simple mobs,
everyone.

As compensation, m'sai/bishop/unathi sprint were especially nerfed
because otherwise they'd go lightspeed.



https://github.com/user-attachments/assets/7ba07389-b874-4a7d-8dd5-b5d3bfe611e4

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
2026-02-03 17:17:11 +00:00

223 lines
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/obj/projectile/energy
name = "energy"
icon_state = "spark"
damage = 0
damage_type = DAMAGE_BURN
check_armor = ENERGY
/// Releases a burst of light on impact or after travelling a distance.
/obj/projectile/energy/flash
name = "chemical shell"
icon_state = "bullet"
damage = 5
agony = 10
range = 15 //if the shell hasn't hit anything after travelling this far it just explodes.
var/flash_range = 0
var/brightness = 7
var/light_duration = 5
/obj/projectile/energy/flash/on_hit(atom/target, blocked, def_zone)
. = ..()
var/turf/T = flash_range ? src.loc : get_turf(target)
if(!istype(T))
return
//blind adjacent people
for(var/mob/living/M in viewers(T, flash_range))
if(M.flash_act(ignore_inherent = TRUE))
M.confused = rand(5, 15)
//snap pop
playsound(src, 'sound/effects/snap.ogg', 50, 1)
src.visible_message(SPAN_WARNING("\The [src] explodes in a bright flash!"))
new /obj/effect/decal/cleanable/ash(src.loc) //always use src.loc so that ash doesn't end up inside windows
single_spark(T)
new /obj/effect/smoke/illumination(T, brightness=max(flash_range*2, brightness), lifetime=light_duration)
/// blinds people like the flash round, but can also be used for temporary illumination
/obj/projectile/energy/flash/flare
damage = 10
flash_range = 1
brightness = 9 //similar to a flare
light_duration = 200
/obj/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
damage = 2 //Flavor.
damage_type = DAMAGE_BURN
agony = 40
eyeblur = 1
//Damage will be handled on the MOB side, to prevent window shattering.
/obj/projectile/energy/electrode/stunshot
name = "stunshot"
damage = 5
agony = 80
/obj/projectile/energy/declone
name = "decloner beam"
icon_state = "declone"
damage = 20
damage_type = DAMAGE_CLONE
irradiate = 40
/obj/projectile/energy/dart
name = "dart"
icon_state = "toxin"
damage = 5
damage_type = DAMAGE_TOXIN
weaken = 5
/obj/projectile/energy/bolt
name = "bolt"
icon_state = "cbbolt"
damage = 1
damage_type = DAMAGE_BURN
agony = 45
stutter = 10
/obj/projectile/energy/bolt/large
name = "largebolt"
damage = 2
damage_type = DAMAGE_BURN
agony = 60
/obj/projectile/energy/neurotoxin
name = "neuro"
icon_state = "neurotoxin"
damage = 5
damage_type = DAMAGE_TOXIN
weaken = 5
/obj/projectile/energy/phoron
name = "phoron bolt"
icon_state = "energy"
irradiate = 20
/obj/projectile/energy/bfg
name = "distortion"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bfg"
check_armor = BOMB
damage = 60
damage_type = DAMAGE_BRUTE
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSRAILING
range = 100
embed = 0
speed = 8
light_range = 4
light_color = "#b5ff5b"
/obj/projectile/energy/bfg/on_hit(atom/target, blocked, def_zone)
if(ismob(target))
var/mob/M = target
M.gib()
explosion(target, -1, 0, 5)
. = ..()
/obj/projectile/energy/bfg/New()
var/matrix/M = matrix()
M.Scale(2)
src.transform = M
..()
// /obj/projectile/energy/bfg/after_move()
// for(var/a in range(1, src))
// if(isliving(a) && a != firer)
// var/mob/living/M = a
// if(M.stat == DEAD)
// M.gib()
// else
// M.apply_damage(60, DAMAGE_BRUTE, BP_HEAD)
// playsound(src, 'sound/magic/LightningShock.ogg', 75, 1)
// else if(isturf(a) || isobj(a))
// var/atom/A = a
// if(!A.density)
// continue
// A.ex_act(2)
// playsound(src, 'sound/magic/LightningShock.ogg', 75, 1)
/obj/projectile/energy/gravitydisabler
name = "gravity disabler"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bluespace"
damage = 0
damage_type = DAMAGE_BRUTE
pass_flags = PASSTABLE | PASSGRILLE | PASSRAILING
range = 10
embed = 0
speed = 1
light_range = 4
light_color = "#b5ff5b"
/obj/projectile/energy/gravitydisabler/on_hit(atom/target, blocked, def_zone)
. = ..()
var/area/A = get_area(target)
if(A && A.has_gravity())
A.gravitychange(FALSE)
addtimer(CALLBACK(src, PROC_REF(turnongravity)), 150)
if(istype(target, /obj/machinery/gravity_generator/main))
var/obj/machinery/gravity_generator/main/T = target
T.eshutoff()
/obj/projectile/energy/gravitydisabler/proc/turnongravity(var/area/A)
A.gravitychange(TRUE)
/obj/projectile/energy/blaster
name = "blaster bolt"
icon_state = "laser"
damage = 30
check_armor = LASER
damage_type = DAMAGE_BURN
damage_flags = DAMAGE_FLAG_LASER
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSRAILING
muzzle_type = /obj/effect/projectile/muzzle/bolt
impact_effect_type = /obj/effect/temp_visual/blaster_effect
/obj/projectile/energy/blaster/disruptor
damage = 20
pass_flags = PASSTABLE | PASSRAILING
/obj/projectile/energy/blaster/disruptor/practice
damage = 5
damage_type = DAMAGE_PAIN
eyeblur = 0
/obj/projectile/energy/blaster/skrell // for nralakk fed consular pistol
damage = 30
armor_penetration = 5
pass_flags = PASSTABLE | PASSRAILING
/obj/projectile/energy/disruptorstun
name = "disruptor bolt"
icon_state = "bluelaser"
damage = 1
agony = 40
speed = 0.4
damage_type = DAMAGE_BURN
eyeblur = 1
pass_flags = PASSTABLE | PASSRAILING
muzzle_type = /obj/effect/projectile/muzzle/bolt
/obj/projectile/energy/disruptorstun/practice
damage = 5
damage_type = DAMAGE_PAIN
eyeblur = 0
/obj/projectile/energy/blaster/heavy
damage = 35
armor_penetration = 10
/obj/projectile/energy/blaster/incendiary
icon_state = "laser"
damage = 35
armor_penetration = 60
incinerate = 15
/obj/projectile/energy/disruptorstun/skrell // for nralakk fed consular pistol
agony = 45