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Fix legion beam damage output. (#27886)
* fix legion beam damage output * Update code/datums/beam.dm Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/datums/beam.dm Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/datums/beam.dm Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com> --------- Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
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@@ -97,21 +97,21 @@
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if(DY == 0)
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Pixel_y = 0
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else
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Pixel_y = round(cos(Angle)+32*cos(Angle)*(N+16)/32)
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Pixel_y = round(cos(Angle) + 32 * cos(Angle) * (N + 16) / 32)
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//Position the effect so the beam is one continous line
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var/a
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var/final_x = X.x
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var/final_y = X.y
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if(abs(Pixel_x)>32)
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a = Pixel_x > 0 ? round(Pixel_x/32) : CEILING(Pixel_x/32, 1)
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X.x += a
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final_x += Pixel_x > 0 ? round(Pixel_x / 32) : CEILING(Pixel_x / 32, 1)
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Pixel_x %= 32
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if(abs(Pixel_y)>32)
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a = Pixel_y > 0 ? round(Pixel_y/32) : CEILING(Pixel_y/32, 1)
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X.y += a
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final_y += Pixel_y > 0 ? round(Pixel_y / 32) : CEILING(Pixel_y / 32, 1)
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Pixel_y %= 32
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X.pixel_x = Pixel_x
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X.pixel_y = Pixel_y
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X.forceMove(locate(final_x, final_y, X.z))
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X.pixel_x = origin.pixel_x + Pixel_x
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X.pixel_y = origin.pixel_y + Pixel_y
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/obj/effect/ebeam
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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