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* Removes bad `nodamage` var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage * wew * Update drinks.dm --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
100 lines
3.1 KiB
Plaintext
100 lines
3.1 KiB
Plaintext
/obj/projectile/gravityrepulse
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name = "repulsion bolt"
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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hitsound = 'sound/weapons/wave.ogg'
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damage = 0
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damage_type = BRUTE
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color = "#33CCFF"
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var/turf/T
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var/power = 4
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var/list/thrown_items = list()
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/obj/projectile/gravityrepulse/Initialize(mapload)
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. = ..()
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var/obj/item/ammo_casing/energy/gravity/repulse/C = loc
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if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
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power = min(C.gun?.power, 15)
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/obj/projectile/gravityrepulse/on_hit()
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. = ..()
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T = get_turf(src)
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for(var/atom/movable/A in range(T, power))
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if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
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continue
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if(ismob(A)) //because (ismob(A) && A:mob_negates_gravity()) is a recipe for bugs.
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var/mob/M = A
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if(M.mob_negates_gravity())
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continue
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var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(A, src)))
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A.safe_throw_at(throwtarget,power+1,1, force = MOVE_FORCE_EXTREMELY_STRONG)
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thrown_items[A] = A
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for(var/turf/F in RANGE_TURFS(power, T))
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new /obj/effect/temp_visual/gravpush(F)
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/obj/projectile/gravityattract
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name = "attraction bolt"
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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hitsound = 'sound/weapons/wave.ogg'
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damage = 0
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damage_type = BRUTE
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color = "#FF6600"
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var/turf/T
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var/power = 4
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var/list/thrown_items = list()
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/obj/projectile/gravityattract/Initialize(mapload)
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. = ..()
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var/obj/item/ammo_casing/energy/gravity/attract/C = loc
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if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
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power = min(C.gun?.power, 15)
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/obj/projectile/gravityattract/on_hit()
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. = ..()
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T = get_turf(src)
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for(var/atom/movable/A in range(T, power))
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if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
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continue
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if(ismob(A))
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var/mob/M = A
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if(M.mob_negates_gravity())
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continue
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A.safe_throw_at(T, power+1, 1, force = MOVE_FORCE_EXTREMELY_STRONG)
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thrown_items[A] = A
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for(var/turf/F in RANGE_TURFS(power, T))
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new /obj/effect/temp_visual/gravpush(F)
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/obj/projectile/gravitychaos
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name = "gravitational blast"
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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hitsound = 'sound/weapons/wave.ogg'
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damage = 0
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damage_type = BRUTE
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color = "#101010"
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var/turf/T
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var/power = 4
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var/list/thrown_items = list()
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/obj/projectile/gravitychaos/Initialize(mapload)
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. = ..()
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var/obj/item/ammo_casing/energy/gravity/chaos/C = loc
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if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
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power = min(C.gun?.power, 15)
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/obj/projectile/gravitychaos/on_hit()
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. = ..()
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T = get_turf(src)
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for(var/atom/movable/A in range(T, power))
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if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
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continue
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if(ismob(A))
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var/mob/M = A
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if(M.mob_negates_gravity())
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continue
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A.safe_throw_at(get_edge_target_turf(A, pick(GLOB.cardinals)), power+1, 1, force = MOVE_FORCE_EXTREMELY_STRONG)
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thrown_items[A] = A
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for(var/turf/Z as anything in RANGE_TURFS(power,T))
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new /obj/effect/temp_visual/gravpush(Z)
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