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Conflict Resolution
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@@ -28,68 +28,6 @@
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QDEL_NULL(shadow)
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return ..()
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<<<<<<< HEAD
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/obj/item/projectile/arc/Bump(atom/A, forced=0)
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return 0
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// if(get_turf(src) != original)
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// return 0
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// else
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// return ..()
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// This is a test projectile in the sense that its testing the code to make sure it works,
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// as opposed to a 'can I hit this thing' projectile.
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/obj/item/projectile/arc/test/on_impact(turf/T)
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new /obj/effect/explosion(T)
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return ..()
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/obj/item/projectile/arc/old_style_target(target, source)
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var/source_loc = get_turf(source) || get_turf(src)
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var/expected_distance = get_dist(target, source_loc)
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range = expected_distance // So the projectile "hits the ground."
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target_distance = expected_distance
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fired_dir = get_dir(source_loc, target)
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..()
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if(fired_dir & EAST)
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transform = turn(transform, -45)
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else if(fired_dir & WEST)
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transform = turn(transform, 45)
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/obj/item/projectile/arc/on_range()
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on_impact(loc)
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return ..()
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// Visuals.
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/obj/item/projectile/arc/after_move()
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if(QDELETED(src))
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return
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// Handle projectile turning in flight.
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// This won't turn if fired north/south, as it looks weird.
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var/turn_per_step = 90 / target_distance
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if(fired_dir & EAST)
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transform = turn(transform, turn_per_step)
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else if(fired_dir & WEST)
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transform = turn(transform, -turn_per_step)
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// Now for the fake height.
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// We need to know how far along our "arc" we are.
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var/arc_progress = get_dist(src, original)
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var/arc_max_height = (target_distance * world.icon_size) / 2 // TODO: Real math.
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// var/arc_center = target_distance / 2
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// var/projectile_position = abs(arc_progress - arc_center)
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// var/height_multiplier = projectile_position / arc_center
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// height_multiplier = abs(height_multiplier - 1)
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// height_multiplier = height_multiplier ** 2
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// animate(src, pixel_z = arc_max_height * height_multiplier, time = step_delay)
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var/projectile_position = arc_progress / target_distance
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var/sine_position = projectile_position * 180
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var/pixel_z_position = arc_max_height * sin(sine_position)
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animate(src, pixel_z = pixel_z_position, time = speed)
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// Update our shadow.
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shadow.forceMove(loc)
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=======
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/obj/item/projectile/arc/proc/calculate_initial_pixel_distance(atom/user, atom/target)
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var/datum/point/A = new(user)
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@@ -160,7 +98,6 @@
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shadow.pixel_x = pixel_x
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shadow.pixel_y = pixel_y + visual_y_offset
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>>>>>>> f083fba... Merge pull request #5977 from Neerti/btw_i_use_fixed_arc
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/obj/effect/projectile_shadow
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name = "shadow"
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