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Merge pull request #2397 from Yoshax/flashrounds
Projectile flash rounds will now do the same as a flash when hitting a target
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@@ -4,6 +4,7 @@
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damage = 0
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damage_type = BURN
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check_armour = "energy"
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var/flash_strength = 10
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//releases a burst of light on impact or after travelling a distance
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@@ -24,6 +25,15 @@
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for (var/mob/living/carbon/M in viewers(T, flash_range))
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if(M.eyecheck() < 1)
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M.flash_eyes()
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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flash_strength *= H.species.flash_mod
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if(flash_strength > 0)
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H.confused = max(H.confused, flash_strength + 5)
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H.eye_blind = max(H.eye_blind, flash_strength)
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H.eye_blurry = max(H.eye_blurry, flash_strength + 5)
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//snap pop
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playsound(src, 'sound/effects/snap.ogg', 50, 1)
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@@ -35,11 +45,13 @@
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new /obj/effect/decal/cleanable/ash(src.loc) //always use src.loc so that ash doesn't end up inside windows
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new /obj/effect/effect/smoke/illumination(T, 5, brightness, brightness, light_colour)
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//blinds people like the flash round, but can also be used for temporary illumination
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/obj/item/projectile/energy/flash/flare
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damage = 10
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flash_range = 1
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brightness = 15
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flash_strength = 20
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/obj/item/projectile/energy/flash/flare/on_impact(var/atom/A)
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light_colour = pick("#e58775", "#ffffff", "#90ff90", "#a09030")
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