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Adds flags to atoms to allow them to reflect projectiles based on that projectile's reflection chance! (can be overridden later for angle-based chances but this is good for now, ja?) Gives titanium walls an 80% chance to reflect beams and 30% chance to reflect everything else! Mostly-realistic reflection angles If the math isn't fucked (I tested and the glitches seem to be from pixel projectile movement, not the math itself), this means we can have pixel projectile reflectors soon 😂😂😂😂😂 🆑 rscadd: Nanotrasen's new titanium wall blueprints are smooth enough that it can reflect projectiles! /🆑 https://puu.sh/vYzMA/4f00c2a4a1.gif o ya if this goes through i'll add pixel projectile support for reflectors when i have time so we can finally dump legacy b00lits.
331 lines
11 KiB
Plaintext
331 lines
11 KiB
Plaintext
/obj/item/projectile
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name = "projectile"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "bullet"
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density = 0
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anchored = 1
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flags = ABSTRACT
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pass_flags = PASSTABLE
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mouse_opacity = 0
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hitsound = 'sound/weapons/pierce.ogg'
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var/hitsound_wall = ""
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resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/def_zone = "" //Aiming at
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var/mob/firer = null//Who shot it
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var/suppressed = 0 //Attack message
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var/yo = null
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var/xo = null
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var/current = null
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var/atom/original = null // the original target clicked
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var/turf/starting = null // the projectile's starting turf
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var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
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var/paused = FALSE //for suspending the projectile midair
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var/p_x = 16
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var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
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var/speed = 0.8 //Amount of deciseconds it takes for projectile to travel
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var/Angle = 0
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var/spread = 0 //amount (in degrees) of projectile spread
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var/legacy = 0 //legacy projectile system
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animate_movement = 0 //Use SLIDE_STEPS in conjunction with legacy
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var/ricochets = 0
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var/ricochets_max = 2
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var/ricochet_chance = 30
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var/damage = 10
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
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var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
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var/projectile_type = /obj/item/projectile
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var/range = 50 //This will de-increment every step. When 0, it will delete the projectile.
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//Effects
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var/stun = 0
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var/weaken = 0
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var/paralyze = 0
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var/irradiate = 0
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var/stutter = 0
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var/slur = 0
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var/eyeblur = 0
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var/drowsy = 0
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var/stamina = 0
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var/jitter = 0
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var/forcedodge = 0 //to pass through everything
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var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all.
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var/impact_effect_type //what type of impact effect to show when hitting something
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var/log_override = FALSE //is this type spammed enough to not log? (KAs)
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/obj/item/projectile/New()
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permutated = list()
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return ..()
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/obj/item/projectile/proc/Range()
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range--
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if(range <= 0 && loc)
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on_range()
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/obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range
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qdel(src)
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//to get the correct limb (if any) for the projectile hit message
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/mob/living/proc/check_limb_hit(hit_zone)
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if(has_limbs)
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return hit_zone
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/mob/living/carbon/check_limb_hit(hit_zone)
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if(get_bodypart(hit_zone))
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return hit_zone
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else //when a limb is missing the damage is actually passed to the chest
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return "chest"
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/obj/item/projectile/proc/prehit(atom/target)
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return
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/obj/item/projectile/proc/on_hit(atom/target, blocked = 0)
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var/turf/target_loca = get_turf(target)
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if(!isliving(target))
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if(impact_effect_type)
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new impact_effect_type(target_loca, target, src)
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return 0
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var/mob/living/L = target
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if(blocked != 100) // not completely blocked
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if(damage && L.blood_volume && damage_type == BRUTE)
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var/splatter_dir = dir
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if(starting)
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splatter_dir = get_dir(starting, target_loca)
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if(isalien(L))
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new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir)
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir)
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if(prob(33))
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L.add_splatter_floor(target_loca)
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else if(impact_effect_type)
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new impact_effect_type(target_loca, target, src)
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var/organ_hit_text = ""
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var/limb_hit = L.check_limb_hit(def_zone)//to get the correct message info.
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if(limb_hit)
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organ_hit_text = " in \the [parse_zone(limb_hit)]"
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if(suppressed)
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playsound(loc, hitsound, 5, 1, -1)
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to_chat(L, "<span class='userdanger'>You're shot by \a [src][organ_hit_text]!</span>")
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else
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if(hitsound)
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var/volume = vol_by_damage()
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playsound(loc, hitsound, volume, 1, -1)
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L.visible_message("<span class='danger'>[L] is hit by \a [src][organ_hit_text]!</span>", \
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"<span class='userdanger'>[L] is hit by \a [src][organ_hit_text]!</span>", null, COMBAT_MESSAGE_RANGE)
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L.on_hit(src)
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var/reagent_note
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if(reagents && reagents.reagent_list)
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reagent_note = " REAGENTS:"
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for(var/datum/reagent/R in reagents.reagent_list)
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reagent_note += R.id + " ("
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reagent_note += num2text(R.volume) + ") "
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add_logs(firer, L, "shot", src, reagent_note)
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return L.apply_effects(stun, weaken, paralyze, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter)
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/obj/item/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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else
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return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
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/obj/item/projectile/Bump(atom/A, yes)
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if(!yes) //prevents double bumps.
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return
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if(check_ricochet() && check_ricochet_flag(A) && ricochets < ricochets_max)
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ricochets++
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if(A.handle_ricochet(src))
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return FALSE
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if(firer && !ricochets)
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if(A == firer || (A == firer.loc && istype(A, /obj/mecha))) //cannot shoot yourself or your mech
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loc = A.loc
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return 0
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var/distance = get_dist(get_turf(A), starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
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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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if(suppressed)
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volume = 5
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playsound(loc, hitsound_wall, volume, 1, -1)
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var/turf/target_turf = get_turf(A)
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prehit(A)
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var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null
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if(permutation == -1 || forcedodge)// the bullet passes through a dense object!
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loc = target_turf
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if(A)
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permutated.Add(A)
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return 0
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else
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if(A && A.density && !ismob(A) && !(A.flags & ON_BORDER)) //if we hit a dense non-border obj or dense turf then we also hit one of the mobs on that tile.
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var/list/mobs_list = list()
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for(var/mob/living/L in target_turf)
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mobs_list += L
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if(mobs_list.len)
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var/mob/living/picked_mob = pick(mobs_list)
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prehit(picked_mob)
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picked_mob.bullet_act(src, def_zone)
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qdel(src)
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/obj/item/projectile/proc/check_ricochet()
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if(prob(ricochet_chance))
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return TRUE
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return FALSE
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/obj/item/projectile/proc/check_ricochet_flag(atom/A)
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if(A.flags & CHECK_RICOCHET)
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return TRUE
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return FALSE
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/obj/item/projectile/Process_Spacemove(var/movement_dir = 0)
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return 1 //Bullets don't drift in space
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/obj/item/projectile/proc/fire(setAngle, atom/direct_target)
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if(!log_override && firer && original)
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add_logs(firer, original, "fired at", src, " [get_area(src)]")
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if(direct_target)
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prehit(direct_target)
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direct_target.bullet_act(src, def_zone)
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qdel(src)
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return
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if(setAngle)
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Angle = setAngle
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var/old_pixel_x = pixel_x
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var/old_pixel_y = pixel_y
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if(!legacy) //new projectiles
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set waitfor = 0
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var/next_run = world.time
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while(loc)
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if(paused)
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next_run = world.time
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sleep(1)
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continue
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if((!( current ) || loc == current))
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current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
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if(!Angle)
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Angle=round(Get_Angle(src,current))
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if(spread)
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Angle += (rand() - 0.5) * spread
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var/matrix/M = new
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M.Turn(Angle)
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transform = M
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var/Pixel_x=round((sin(Angle)+16*sin(Angle)*2), 1) //round() is a floor operation when only one argument is supplied, we don't want that here
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var/Pixel_y=round((cos(Angle)+16*cos(Angle)*2), 1)
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var/pixel_x_offset = old_pixel_x + Pixel_x
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var/pixel_y_offset = old_pixel_y + Pixel_y
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var/new_x = x
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var/new_y = y
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while(pixel_x_offset > 16)
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pixel_x_offset -= 32
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old_pixel_x -= 32
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new_x++// x++
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while(pixel_x_offset < -16)
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pixel_x_offset += 32
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old_pixel_x += 32
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new_x--
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while(pixel_y_offset > 16)
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pixel_y_offset -= 32
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old_pixel_y -= 32
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new_y++
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while(pixel_y_offset < -16)
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pixel_y_offset += 32
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old_pixel_y += 32
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new_y--
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pixel_x = old_pixel_x
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pixel_y = old_pixel_y
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step_towards(src, locate(new_x, new_y, z))
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next_run += max(world.tick_lag, speed)
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var/delay = next_run - world.time
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if(delay <= world.tick_lag*2)
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pixel_x = pixel_x_offset
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pixel_y = pixel_y_offset
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else
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animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (delay <= 3 ? delay - 1 : delay)), flags = ANIMATION_END_NOW)
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old_pixel_x = pixel_x_offset
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old_pixel_y = pixel_y_offset
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if(original && (original.layer>=2.75) || ismob(original))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original, 1)
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Range()
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if (delay > 0)
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sleep(delay)
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else //old projectile system
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set waitfor = 0
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while(loc)
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if(!paused)
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if((!( current ) || loc == current))
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current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
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step_towards(src, current)
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if(original && (original.layer>=2.75) || ismob(original))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original, 1)
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Range()
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sleep(config.run_speed * 0.9)
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/obj/item/projectile/proc/preparePixelProjectile(atom/target, var/turf/targloc, mob/living/user, params, spread)
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var/turf/curloc = get_turf(user)
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src.loc = get_turf(user)
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src.starting = get_turf(user)
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src.current = curloc
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src.yo = targloc.y - curloc.y
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src.xo = targloc.x - curloc.x
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if(params)
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var/list/mouse_control = params2list(params)
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if(mouse_control["icon-x"])
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src.p_x = text2num(mouse_control["icon-x"])
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if(mouse_control["icon-y"])
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src.p_y = text2num(mouse_control["icon-y"])
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if(mouse_control["screen-loc"])
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//Split screen-loc up into X+Pixel_X and Y+Pixel_Y
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var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",")
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//Split X+Pixel_X up into list(X, Pixel_X)
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var/list/screen_loc_X = splittext(screen_loc_params[1],":")
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//Split Y+Pixel_Y up into list(Y, Pixel_Y)
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var/list/screen_loc_Y = splittext(screen_loc_params[2],":")
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// to_chat(world, "X: [screen_loc_X[1]] PixelX: [screen_loc_X[2]] / Y: [screen_loc_Y[1]] PixelY: [screen_loc_Y[2]]")
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var/x = text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32
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var/y = text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32
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//Calculate the "resolution" of screen based on client's view and world's icon size. This will work if the user can view more tiles than average.
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var/screenview = (user.client.view * 2 + 1) * world.icon_size //Refer to http://www.byond.com/docs/ref/info.html#/client/var/view for mad maths
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var/ox = round(screenview/2) //"origin" x
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var/oy = round(screenview/2) //"origin" y
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// to_chat(world, "Pixel position: [x] [y]")
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var/angle = Atan2(y - oy, x - ox)
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// to_chat(world, "Angle: [angle]")
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src.Angle = angle
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if(spread)
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src.Angle += spread
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/obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it.
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..()
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if(isliving(AM) && AM.density && !checkpass(PASSMOB))
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Bump(AM, 1)
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/obj/item/projectile/Destroy()
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return ..()
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/obj/item/projectile/experience_pressure_difference()
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return
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