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Merge pull request #49421 from ShizCalev/define-cleanup
Cleans up redundant math defines
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@@ -175,7 +175,7 @@
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///Used by update_icon_state() and update_overlays()
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/obj/item/gun/energy/proc/get_charge_ratio()
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return can_shoot() ? CEILING(CLAMP(cell.charge / cell.maxcharge, 0, 1) * charge_sections, 1) : 0
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return can_shoot() ? CEILING(clamp(cell.charge / cell.maxcharge, 0, 1) * charge_sections, 1) : 0
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// Sets the ratio to 0 if the gun doesn't have enough charge to fire, or if its power cell is removed.
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/obj/item/gun/energy/suicide_act(mob/living/user)
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@@ -317,7 +317,7 @@
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AC.sync_stats()
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/obj/item/gun/energy/beam_rifle/proc/delay_penalty(amount)
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aiming_time_left = CLAMP(aiming_time_left + amount, 0, aiming_time)
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aiming_time_left = clamp(aiming_time_left + amount, 0, aiming_time)
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/obj/item/ammo_casing/energy/beam_rifle
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name = "particle acceleration lens"
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@@ -368,11 +368,11 @@
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HS_BB.stun = projectile_stun
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HS_BB.impact_structure_damage = impact_structure_damage
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HS_BB.aoe_mob_damage = aoe_mob_damage
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HS_BB.aoe_mob_range = CLAMP(aoe_mob_range, 0, 15) //Badmin safety lock
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HS_BB.aoe_mob_range = clamp(aoe_mob_range, 0, 15) //Badmin safety lock
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HS_BB.aoe_fire_chance = aoe_fire_chance
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HS_BB.aoe_fire_range = aoe_fire_range
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HS_BB.aoe_structure_damage = aoe_structure_damage
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HS_BB.aoe_structure_range = CLAMP(aoe_structure_range, 0, 15) //Badmin safety lock
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HS_BB.aoe_structure_range = clamp(aoe_structure_range, 0, 15) //Badmin safety lock
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HS_BB.wall_devastate = wall_devastate
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HS_BB.wall_pierce_amount = wall_pierce_amount
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HS_BB.structure_pierce_amount = structure_piercing
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@@ -210,7 +210,7 @@
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/obj/projectile/proc/vol_by_damage()
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if(src.damage)
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return CLAMP((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then CLAMP the value between 30 and 100
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return clamp((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then CLAMP the value between 30 and 100
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else
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return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
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@@ -240,7 +240,7 @@
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def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
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if(isturf(A) && hitsound_wall)
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var/volume = CLAMP(vol_by_damage() + 20, 0, 100)
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var/volume = clamp(vol_by_damage() + 20, 0, 100)
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if(suppressed)
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volume = 5
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playsound(loc, hitsound_wall, volume, TRUE, -1)
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@@ -379,7 +379,7 @@
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stack_trace("WARNING: Projectile [type] deleted due to being unable to resolve a target after angle was null!")
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qdel(src)
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return
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var/turf/target = locate(CLAMP(starting + xo, 1, world.maxx), CLAMP(starting + yo, 1, world.maxy), starting.z)
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var/turf/target = locate(clamp(starting + xo, 1, world.maxx), clamp(starting + yo, 1, world.maxy), starting.z)
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setAngle(Get_Angle(src, target))
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original_angle = Angle
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if(!nondirectional_sprite)
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@@ -509,10 +509,10 @@
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if(!homing_target)
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return FALSE
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var/datum/point/PT = RETURN_PRECISE_POINT(homing_target)
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PT.x += CLAMP(homing_offset_x, 1, world.maxx)
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PT.y += CLAMP(homing_offset_y, 1, world.maxy)
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PT.x += clamp(homing_offset_x, 1, world.maxx)
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PT.y += clamp(homing_offset_y, 1, world.maxy)
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var/angle = closer_angle_difference(Angle, angle_between_points(RETURN_PRECISE_POINT(src), PT))
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setAngle(Angle + CLAMP(angle, -homing_turn_speed, homing_turn_speed))
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setAngle(Angle + clamp(angle, -homing_turn_speed, homing_turn_speed))
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/obj/projectile/proc/set_homing_target(atom/A)
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if(!A || (!isturf(A) && !isturf(A.loc)))
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