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Merge pull request #20434 from ChangelingRain/idigtilmyshoveltellsasecretsweartotheearththatiwillkeepitbrushoffthedirtandletmychangeofheartoccur
Moves all beam icon states to beams.dmi
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@@ -55,7 +55,7 @@
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if(health < maxHealth)
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adjustHealth(-5)
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if(src != M)
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Beam(M,icon_state="sendbeam",icon='icons/effects/effects.dmi',time=4)
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Beam(M,icon_state="sendbeam",time=4)
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M.visible_message("<span class='danger'>[M] repairs some of \the <b>[src]'s</b> dents.</span>", \
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"<span class='cult'>You repair some of <b>[src]'s</b> dents, leaving <b>[src]</b> at <b>[health]/[maxHealth]</b> health.</span>")
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else
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@@ -30,7 +30,7 @@
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var/datum/beam/C = pick(enemychains)
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qdel(C)
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enemychains -= C
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enemychains += Beam(target,"lightning[rand(1,12)]",'icons/effects/effects.dmi',70, 7,/obj/effect/ebeam/chain)
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enemychains += Beam(target, "lightning[rand(1,12)]", time=70, maxdistance=7, beam_type=/obj/effect/ebeam/chain)
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/mob/living/simple_animal/hostile/guardian/beam/Destroy()
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removechains()
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@@ -39,7 +39,7 @@
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/mob/living/simple_animal/hostile/guardian/beam/Manifest()
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if(..())
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if(summoner)
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summonerchain = Beam(summoner,"lightning[rand(1,12)]",'icons/effects/effects.dmi',INFINITY, INFINITY,/obj/effect/ebeam/chain)
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summonerchain = Beam(summoner, "lightning[rand(1,12)]", time=INFINITY, maxdistance=INFINITY, beam_type=/obj/effect/ebeam/chain)
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while(loc != summoner)
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if(successfulshocks > 5)
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successfulshocks = 0
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@@ -57,7 +57,7 @@
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if(summonerchain && !qdeleted(summonerchain))
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. += chainshock(summonerchain)
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else
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summonerchain = Beam(summoner,"lightning[rand(1,12)]",'icons/effects/effects.dmi',INFINITY, INFINITY,/obj/effect/ebeam/chain)
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summonerchain = Beam(summoner, "lightning[rand(1,12)]", time=INFINITY, maxdistance=INFINITY, beam_type=/obj/effect/ebeam/chain)
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if(enemychains.len)
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for(var/chain in enemychains)
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if(!qdeleted(chain))
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@@ -21,7 +21,7 @@
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anchors += locate(x+2,y-2,z)
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for(var/turf/T in anchors)
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var/datum/beam/B = Beam(T,"vine",'icons/effects/spacevines.dmi',INFINITY, 5,/obj/effect/ebeam/vine)
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var/datum/beam/B = Beam(T, "vine", time=INFINITY, maxdistance=5, beam_type=/obj/effect/ebeam/vine)
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B.sleep_time = 10 //these shouldn't move, so let's slow down updates to 1 second (any slower and the deletion of the vines would be too slow)
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addtimer(src, "bear_fruit", growth_time)
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@@ -98,15 +98,15 @@
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if(A.density && A != L)
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continue grasping
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if(prob(grasp_chance))
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L << "<span class='userdanger'>\the [src] has you entangled!</span>"
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grasping[L] = Beam(L,"vine",'icons/effects/spacevines.dmi',INFINITY, 5,/obj/effect/ebeam/vine)
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L << "<span class='userdanger'>\The [src] has you entangled!</span>"
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grasping[L] = Beam(L, "vine", time=INFINITY, maxdistance=5, beam_type=/obj/effect/ebeam/vine)
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break //only take 1 new victim per cycle
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/mob/living/simple_animal/hostile/venus_human_trap/OpenFire(atom/the_target)
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var/dist = get_dist(src,the_target)
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Beam(the_target,"vine",'icons/effects/spacevines.dmi',dist*2, dist+2,/obj/effect/ebeam/vine)
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Beam(the_target, "vine", time=dist*2, maxdistance=dist+2, beam_type=/obj/effect/ebeam/vine)
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the_target.attack_animal(src)
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@@ -43,7 +43,7 @@
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if(istype(M, /mob/living/simple_animal/hostile/construct/builder))
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if(health < maxHealth)
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adjustHealth(-25)
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Beam(M,icon_state="sendbeam",icon='icons/effects/effects.dmi',time=4)
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Beam(M,icon_state="sendbeam",time=4)
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M.visible_message("<span class='danger'>[M] heals \the <b>[src]</b>.</span>", \
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"<span class='cult'>You heal <b>[src]</b>, leaving <b>[src]</b> at <b>[health]/[maxHealth]</b> health.</span>")
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else
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