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All the changes required for coilgun FXs to work
Changes object/effects from "pointdefense" to "coildefense" to use when you prefer "projectile" PD turrets (point defense turrets vars and such should just use the old laser effects for cases where we wanna use those instead of the new ones Rykka and I added here!)
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@@ -225,10 +225,10 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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if(!istype(M))
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return
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//We throw a laser but it doesnt have to hit for meteor to explode
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var/obj/item/projectile/beam/pointdefense/beam = new(get_turf(src))
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var/obj/item/projectile/beam/coildefense/coil = new(get_turf(src))
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playsound(src, fire_sounds, 75, 1, 40, pressure_affected = FALSE, ignore_walls = TRUE) // CHOMPEdit: Pew
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use_power_oneoff(idle_power_usage * 10)
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beam.launch_projectile(target = M.loc, user = src)
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coil.launch_projectile(target = M.loc, user = src) // CHOMPEdit: Changing "beam" var to "coil" for the new coilgun type point defense turrets (to match the coilgun sprite and sfx names)
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spawn(10)
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playsound(src, fire_sounds, 75, 1, 40, pressure_affected = FALSE, ignore_walls = TRUE) // CHOMPEdit: Pew
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@@ -103,3 +103,11 @@
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//VOREStation edit ends
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/obj/effect/projectile/impact/pointdefense
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icon_state = "impact_pointdef"
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//CHOMPStation add coilgun pointdefense
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/obj/effect/projectile/impact/coildefense
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icon = 'icons/obj/projectiles_impact_ch.dmi'
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icon_state = "impact_coildef"
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light_range = 2
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light_power = 3
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light_color = "#FFFFFF"
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//CHOMPStation add end <3
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@@ -115,3 +115,11 @@
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//VOREStation edit ends
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/obj/effect/projectile/muzzle/pointdefense
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icon_state = "muzzle_pointdef"
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//CHOMPStation add coilgun pointdefense
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/obj/effect/projectile/muzzle/coildefense
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icon = 'icons/obj/projectiles_muzzle_ch.dmi'
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icon_state = "muzzle_coildef"
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light_range = 3
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light_power = 1
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light_color = "#FFFFFF"
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//CHOMPStation add end <3
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@@ -142,3 +142,11 @@
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//VOREStation edit ends
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/obj/effect/projectile/tracer/pointdefense
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icon_state = "beam_pointdef"
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//CHOMPStation add coilgun pointdefense
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/obj/effect/projectile/tracer/coildefense
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icon = 'icons/obj/projectiles_tracer_ch.dmi'
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icon_state = "tracer_coildef"
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light_range = 1
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light_power = 2
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light_color = "#FFFFFF"
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//CHOMPStation add end <3
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@@ -397,6 +397,21 @@
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tracer_type = /obj/effect/projectile/tracer/pointdefense
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impact_type = /obj/effect/projectile/impact/pointdefense
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// CHOMPADD a physical/projectile coil-gun type pointdefense
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/obj/item/projectile/beam/coildefense
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name = "defense coil salvo"
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icon_state = "coil"
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damage = 15
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damage_type = ELECTROCUTE //You should be safe inside a voidsuit
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sharp = FALSE //"Wide" spectrum beam
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light_color = "#FFFFFF"
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excavation_amount = 200 // Good at shooting rocks
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muzzle_type = /obj/effect/projectile/muzzle/coildefense
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tracer_type = /obj/effect/projectile/tracer/coildefense
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impact_type = /obj/effect/projectile/impact/coildefense
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/obj/item/projectile/beam/precursor //CHOMPedit added Precursor beam
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name = "precursor beam"
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