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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 19:44:09 +01:00
last tweaks
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@@ -8,7 +8,7 @@ emp_act
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*/
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/mob/living/carbon/human/bullet_act(var/obj/item/projectile/P, var/def_zone)
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/mob/living/carbon/human/bullet_act(obj/item/projectile/P, def_zone)
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if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
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if(check_reflect(def_zone)) // Checks if you've passed a reflection% check
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@@ -41,20 +41,6 @@ emp_act
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. = bullet_act(P, "chest") //act on chest instead
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return
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//Shrapnel
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if(P.damage_type == BRUTE)
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var/armor = getarmor_organ(organ, "bullet")
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if((P.embed && prob(20 + max(P.damage - armor, -10))))
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var/obj/item/weapon/shard/shrapnel/SP = new()
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SP.name = "[P.name] shrapnel"
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if(P.ammo_casing && P.ammo_casing.caliber)
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SP.desc = "[SP.desc] It looks like it is a [P.ammo_casing.caliber] caliber round."
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else
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SP.desc = "[SP.desc] The round's caliber is unidentifiable."
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throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
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organ.embedded_objects |= SP
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SP.forceMove(src)
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organ.add_autopsy_data(P.name, P.damage) // Add the bullet's name to the autopsy data
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return (..(P , def_zone))
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@@ -260,10 +260,6 @@
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stored_comms["glass"]++
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else if(istype(W,/obj/item/ammo_casing))
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stored_comms["metal"]++
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else if(istype(W,/obj/item/weapon/shard/shrapnel))
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stored_comms["metal"]++
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stored_comms["metal"]++
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stored_comms["metal"]++
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else if(istype(W,/obj/item/weapon/shard))
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stored_comms["glass"]++
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stored_comms["glass"]++
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@@ -101,6 +101,5 @@
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flag = "bullet"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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embed = 0
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weaken = 5
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stun = 5
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@@ -170,8 +170,6 @@
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/obj/item/weapon/arrow/rod/removed()
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if(superheated) // The rod has been superheated - we don't want it to be useable when removed from the bow.
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visible_message("[src] shatters into a scattering of overstressed metal shards as it leaves the crossbow.")
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var/obj/item/weapon/shard/shrapnel/S = new /obj/item/weapon/shard/shrapnel
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S.loc = get_turf(src)
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qdel(src)
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#undef XBOW_TENSION_20
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@@ -48,7 +48,6 @@
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var/drowsy = 0
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var/stamina = 0
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var/jitter = 0
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var/embed = 0 // whether or not the projectile can embed itself in the mob
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var/forcedodge = 0 //to pass through everything
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var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all.
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@@ -4,7 +4,6 @@
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damage = 60
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damage_type = BRUTE
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flag = "bullet"
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embed = 1
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sharp = 1
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hitsound_wall = "ricochet"
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@@ -14,11 +13,9 @@
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stamina = 80
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/obj/item/projectile/bullet/weakbullet/rubber //beanbag that shells that don't embed
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/weakbullet/booze
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embed = 0
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/obj/item/projectile/bullet/weakbullet/booze/on_hit(atom/target, blocked = 0)
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if(..(target, blocked))
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@@ -45,7 +42,6 @@
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icon_state = "bullet-r"
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/obj/item/projectile/bullet/weakbullet2/rubber //detective's bullets that don't embed
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/weakbullet3
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@@ -56,7 +52,6 @@
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damage = 5
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stamina = 30
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icon_state = "bullet-r"
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/toxinbullet
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@@ -145,7 +140,6 @@
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name = "rubber pellet"
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damage = 3
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stamina = 25
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embed = 0
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sharp = 0
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icon_state = "bullet-r"
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@@ -157,7 +151,6 @@
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stutter = 5
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jitter = 20
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range = 7
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embed = 0
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sharp = 0
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icon_state = "spark"
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color = "#FFFF00"
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@@ -209,7 +202,6 @@
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stun = 5
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forcedodge = 1
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nodamage = 1
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embed = 0
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sharp = 0
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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hitsound = 'sound/items/bikehorn.ogg'
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@@ -244,7 +236,6 @@
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name = "dart"
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icon_state = "cbbolt"
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damage = 6
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embed = 0
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sharp = 0
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var/piercing = 0
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@@ -307,7 +298,6 @@
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name = "cap"
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damage = 0
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nodamage = 1
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/cap/fire()
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@@ -4,7 +4,6 @@
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icon_state = "ice_1"
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damage = 20
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flag = "energy"
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embed = 1
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/obj/item/projectile/forcebolt/strong
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name = "force bolt"
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@@ -36,7 +36,6 @@
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range = 10
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var/obj/item/weapon/pen/pen = null
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edge = 0
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embed = 0
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log_override = TRUE//it won't log even when there's a pen inside, but since the damage will be so low, I don't think there's any point in making it any more complex
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/obj/item/projectile/bullet/reusable/foam_dart/handle_drop()
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