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https://github.com/CHOMPStation2/CHOMPStation2.git
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A Tale of Blobs and Man
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@@ -49,7 +49,6 @@
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on_impact(loc)
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return ..()
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/obj/item/projectile/arc/launch_projectile(atom/target, target_zone, mob/user, params, angle_override, forced_spread = 0)
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fired_dir = get_dir(user, target) // Used to determine if the projectile should turn in the air.
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distance_to_fly = calculate_initial_pixel_distance(user, target) // Calculates how many pixels to travel before hitting the ground.
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@@ -168,3 +167,34 @@
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/obj/item/projectile/arc/radioactive/on_impact(turf/T)
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SSradiation.radiate(T, rad_power)
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// Blob mortar
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/obj/item/projectile/arc/spore
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name = "spore"
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icon_state = "declone"
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damage = 20
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damage_type = BIOACID
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armor_penetration = 30
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fire_sound = 'sound/effects/slime_squish.ogg'
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/obj/item/projectile/arc/spore/on_impact(turf/T)
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for(var/mob/living/L in T)
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attack_mob(L)
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spawn()
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T.visible_message("<span class='warning'>\The [src] covers \the [T] in a corrosive paste!</span>")
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for(var/turf/simulated/floor/F in view(2, T))
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spawn()
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var/obj/effect/effect/water/splash = new(T)
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splash.create_reagents(15)
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splash.reagents.add_reagent("stomacid", 5)
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splash.reagents.add_reagent("blood", 10,list("blood_colour" = "#ec4940"))
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splash.set_color()
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splash.set_up(F, 2, 3)
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var/obj/effect/decal/cleanable/chemcoating/acid = locate() in T
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if(!istype(acid))
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acid = new(T)
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acid.reagents.add_reagent("stomacid", 5)
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acid.update_icon()
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@@ -28,9 +28,9 @@
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/obj/item/projectile/energy/blob/on_impact(var/atom/A)
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if(splatter)
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var/turf/location = get_turf(src)
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var/datum/effect/effect/system/smoke_spread/chem/S = new /datum/effect/effect/system/smoke_spread/chem
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var/datum/effect/effect/system/smoke_spread/chem/blob/S = new /datum/effect/effect/system/smoke_spread/chem/blob
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S.attach(location)
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S.set_up(reagents, splatter_volume, 0, location)
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S.set_up(reagents, rand(1, splatter_volume), 0, location)
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playsound(location, 'sound/effects/slime_squish.ogg', 30, 1, -3)
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spawn(0)
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S.start()
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@@ -70,3 +70,12 @@
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/obj/item/projectile/energy/blob/freezing/splattering
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splatter = TRUE
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/obj/item/projectile/bullet/thorn
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name = "spike"
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icon_state = "SpearFlight"
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damage = 20
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damage_type = BIOACID
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armor_penetration = 20
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penetrating = 3
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fire_sound = 'sound/effects/slime_squish.ogg'
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