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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
262 lines
7.5 KiB
Plaintext
262 lines
7.5 KiB
Plaintext
/obj/projectile/beam
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name = "laser"
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icon_state = "laser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 20
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damage_type = BURN
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hitsound = 'sound/items/weapons/sear.ogg'
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hitsound_wall = 'sound/items/weapons/effects/searwall.ogg'
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armor_flag = LASER
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eyeblur = 4 SECONDS
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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light_system = OVERLAY_LIGHT
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light_range = 1
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light_power = 1.4
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light_color = COLOR_SOFT_RED
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ricochets_max = 50 //Honk!
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ricochet_chance = 80
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reflectable = REFLECT_NORMAL
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wound_bonus = -20
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bare_wound_bonus = 10
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/obj/projectile/beam/laser
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tracer_type = /obj/effect/projectile/tracer/laser
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muzzle_type = /obj/effect/projectile/muzzle/laser
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impact_type = /obj/effect/projectile/impact/laser
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wound_bonus = -20
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damage = 25
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bare_wound_bonus = 40
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/obj/projectile/beam/laser/carbine
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icon_state = "carbine_laser"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/yellow_laser
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damage = 10
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/obj/projectile/beam/laser/carbine/practice
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name = "practice laser"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/yellow_laser
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damage = 0
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/obj/projectile/beam/laser/carbine/cybersun
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name = "red plasma beam"
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icon_state = "lava"
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light_color = COLOR_DARK_RED
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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damage = 9
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wound_bonus = -40
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speed = 1.1
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//overclocked laser, does a bit more damage but has much higher wound power (-0 vs -20)
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/obj/projectile/beam/laser/hellfire
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name = "hellfire laser"
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icon_state = "hellfire"
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wound_bonus = 0
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damage = 30
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speed = 0.6 // higher power = faster, that's how light works right
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light_color = "#FF969D"
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/obj/projectile/beam/laser/heavylaser
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name = "heavy laser"
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icon_state = "heavylaser"
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damage = 40
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tracer_type = /obj/effect/projectile/tracer/heavy_laser
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muzzle_type = /obj/effect/projectile/muzzle/heavy_laser
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impact_type = /obj/effect/projectile/impact/heavy_laser
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/obj/projectile/beam/laser/on_hit(atom/target, blocked = 0, pierce_hit)
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. = ..()
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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M.ignite_mob()
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else if(isturf(target))
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser/wall
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/obj/projectile/beam/laser/musket
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name = "low-power laser"
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icon_state = "laser_musket"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
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damage = 28
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stamina = 35
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light_color = COLOR_STRONG_VIOLET
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weak_against_armour = TRUE
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/obj/projectile/beam/laser/musket/prime
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name = "mid-power laser"
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damage = 25
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stamina = 20
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weak_against_armour = FALSE
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/obj/projectile/beam/weak
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damage = 15
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/obj/projectile/beam/weak/penetrator
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armour_penetration = 50
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/obj/projectile/beam/practice
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name = "practice laser"
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damage = 0
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/obj/projectile/beam/scatter
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name = "laser pellet"
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icon_state = "scatterlaser"
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damage = 7.5
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wound_bonus = 5
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bare_wound_bonus = 5
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damage_falloff_tile = -0.45
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wound_falloff_tile = -2.5
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/obj/projectile/beam/scatter/pathetic
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name = "extremely weak laser pellet"
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damage = 1
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wound_bonus = 0
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damage_falloff_tile = -0.1
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color = "#dbc11d"
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hitsound = 'sound/items/bikehorn.ogg' //honk
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hitsound_wall = 'sound/items/bikehorn.ogg'
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/obj/projectile/beam/xray
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name = "\improper X-ray beam"
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icon_state = "xray"
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damage = 15
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range = 15
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armour_penetration = 100
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSCLOSEDTURF | PASSMACHINE | PASSSTRUCTURE | PASSDOORS
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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light_color = LIGHT_COLOR_GREEN
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tracer_type = /obj/effect/projectile/tracer/xray
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muzzle_type = /obj/effect/projectile/muzzle/xray
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impact_type = /obj/effect/projectile/impact/xray
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/obj/projectile/beam/disabler
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name = "disabler beam"
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icon_state = "omnilaser"
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damage = 30
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damage_type = STAMINA
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armor_flag = ENERGY
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hitsound = 'sound/items/weapons/sear_disabler.ogg'
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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light_color = LIGHT_COLOR_BLUE
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tracer_type = /obj/effect/projectile/tracer/disabler
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muzzle_type = /obj/effect/projectile/muzzle/disabler
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impact_type = /obj/effect/projectile/impact/disabler
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/obj/projectile/beam/disabler/weak
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damage = 15
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/obj/projectile/beam/disabler/smoothbore
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name = "unfocused disabler beam"
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weak_against_armour = TRUE
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/obj/projectile/beam/disabler/smoothbore/prime
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name = "focused disabler beam"
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weak_against_armour = FALSE
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damage = 35 //slight increase in damage just for the hell of it
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/obj/projectile/beam/pulse
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name = "pulse"
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icon_state = "u_laser"
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damage = 50
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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light_color = LIGHT_COLOR_BLUE
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tracer_type = /obj/effect/projectile/tracer/pulse
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muzzle_type = /obj/effect/projectile/muzzle/pulse
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impact_type = /obj/effect/projectile/impact/pulse
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wound_bonus = 10
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/obj/projectile/beam/pulse/on_hit(atom/target, blocked = 0, pierce_hit)
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. = ..()
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if (!QDELETED(target) && (isturf(target) || isstructure(target)))
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if(isobj(target))
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SSexplosions.med_mov_atom += target
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else
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SSexplosions.medturf += target
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/obj/projectile/beam/pulse/shotgun
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damage = 30
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/obj/projectile/beam/pulse/heavy
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name = "heavy pulse laser"
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icon_state = "pulse1_bl"
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projectile_piercing = ALL
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var/pierce_hits = 2
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/obj/projectile/beam/pulse/heavy/on_hit(atom/target, blocked = 0, pierce_hit)
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if(pierce_hits <= 0)
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projectile_piercing = NONE
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pierce_hits -= 1
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return ..()
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/obj/projectile/beam/emitter
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name = "emitter beam"
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icon_state = "emitter"
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damage = 30
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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light_color = LIGHT_COLOR_GREEN
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wound_bonus = -40
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bare_wound_bonus = 70
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/obj/projectile/beam/emitter/singularity_pull()
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return //don't want the emitters to miss
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/obj/projectile/beam/emitter/hitscan
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hitscan = TRUE
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muzzle_type = /obj/effect/projectile/muzzle/laser/emitter
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tracer_type = /obj/effect/projectile/tracer/laser/emitter
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impact_type = /obj/effect/projectile/impact/laser/emitter
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impact_effect_type = null
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hitscan_light_intensity = 3
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hitscan_light_range = 0.75
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hitscan_light_color_override = COLOR_LIME
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muzzle_flash_intensity = 6
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muzzle_flash_range = 2
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muzzle_flash_color_override = COLOR_LIME
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impact_light_intensity = 7
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impact_light_range = 2.5
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impact_light_color_override = COLOR_LIME
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/obj/projectile/beam/lasertag
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name = "laser tag beam"
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icon_state = "omnilaser"
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hitsound = null
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damage = 0
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damage_type = STAMINA
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var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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light_color = LIGHT_COLOR_BLUE
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/obj/projectile/beam/lasertag/on_hit(atom/target, blocked = 0, pierce_hit)
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. = ..()
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if(ishuman(target))
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var/mob/living/carbon/human/M = target
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if(istype(M.wear_suit))
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if(M.wear_suit.type in suit_types)
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M.adjustStaminaLoss(34)
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/obj/projectile/beam/lasertag/redtag
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icon_state = "laser"
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suit_types = list(/obj/item/clothing/suit/bluetag)
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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light_color = COLOR_SOFT_RED
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tracer_type = /obj/effect/projectile/tracer/laser
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muzzle_type = /obj/effect/projectile/muzzle/laser
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impact_type = /obj/effect/projectile/impact/laser
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/obj/projectile/beam/lasertag/redtag/hitscan
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hitscan = TRUE
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/obj/projectile/beam/lasertag/bluetag
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icon_state = "bluelaser"
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suit_types = list(/obj/item/clothing/suit/redtag)
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tracer_type = /obj/effect/projectile/tracer/laser/blue
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muzzle_type = /obj/effect/projectile/muzzle/laser/blue
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impact_type = /obj/effect/projectile/impact/laser/blue
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/obj/projectile/beam/lasertag/bluetag/hitscan
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hitscan = TRUE
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/obj/projectile/magic/shrink/alien
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antimagic_flags = NONE
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shrink_time = 9 SECONDS
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