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Adds three flame-themed illegal Mech weapons and more. (#4058)
* Adds three flame-themed illegal Mech weapons. Allows anything using apply_effects to be incendiary and ignite/apply firestacks. Also absolute-paths the spilled fuel effects. * Removes world << because I'm a good coder honest. * Why does Git do this for no reason.
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@@ -45,6 +45,8 @@
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var/penetrating = 0 //If greater than zero, the projectile will pass through dense objects as specified by on_penetrate()
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var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile.
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//Effects
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var/incendiary = 0 //1 for ignite on hit, 2 for trail of fire. 3 maybe later for burst of fire around the impact point. - Mech
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var/flammability = 0 //Amount of fire stacks to add for the above.
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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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@@ -78,7 +80,7 @@
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if(!isliving(target)) return 0
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// if(isanimal(target)) return 0
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var/mob/living/L = target
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L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, agony, blocked) // add in AGONY!
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L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, agony, blocked, incendiary, flammability) // add in AGONY!
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return 1
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//called when the projectile stops flying because it collided with something
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@@ -322,6 +324,10 @@
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else if(!bumped)
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tracer_effect(effect_transform)
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if(incendiary >= 2)
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var/trail_volume = (flammability * 0.10)
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new /obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel(src.loc, trail_volume, src.dir)
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if(!hitscan)
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sleep(step_delay) //add delay between movement iterations if it's not a hitscan weapon
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@@ -252,6 +252,31 @@
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explosion(target, -1, 0, 2)
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..()
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/* Incendiary */
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/obj/item/projectile/bullet/incendiary
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name = "incendiary bullet"
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icon_state = "bullet_alt"
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damage = 15
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damage_type = BURN
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incendiary = 1
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flammability = 2
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/obj/item/projectile/bullet/incendiary/flamethrower
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name = "ball of fire"
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desc = "Don't stand in the fire."
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icon_state = "fireball"
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damage = 10
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embed_chance = 0
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incendiary = 2
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flammability = 4
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agony = 30
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kill_count = 4
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/obj/item/projectile/bullet/incendiary/flamethrower/large
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damage = 15
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kill_count = 6
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/obj/item/projectile/bullet/blank
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invisibility = 101
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damage = 1
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