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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 11:37:40 +01:00
massive burndown (#29894)
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@@ -42,7 +42,6 @@
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impact_type = /obj/effect/projectile/impact/laser
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impact_effect_type = null
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hitscan_light_intensity = 3
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hitscan_light_range = 0.75
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hitscan_light_color_override = LIGHT_COLOR_DARKRED
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muzzle_flash_intensity = 6
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muzzle_flash_range = 2
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@@ -140,7 +139,6 @@
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tracer_type = /obj/effect/projectile/tracer/pulse
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impact_type = /obj/effect/projectile/impact/pulse
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hitscan_light_intensity = 3
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hitscan_light_range = 0.75
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hitscan_light_color_override = LIGHT_COLOR_DARKBLUE
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muzzle_flash_intensity = 6
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muzzle_flash_range = 2
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@@ -175,7 +173,6 @@
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impact_type = /obj/effect/projectile/impact/laser/emitter
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impact_effect_type = null
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hitscan_light_intensity = 3
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hitscan_light_range = 0.75
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hitscan_light_color_override = LIGHT_COLOR_GREEN
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muzzle_flash_intensity = 6
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muzzle_flash_range = 2
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@@ -194,7 +191,6 @@
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nodamage = 1
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damage = 0
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damage_type = STAMINA
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flag = "laser"
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var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
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log_override = TRUE
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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@@ -210,8 +206,6 @@
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return 1
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/obj/item/projectile/beam/lasertag/omni
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name = "laser tag beam"
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icon_state = "omnilaser"
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/obj/item/projectile/beam/lasertag/redtag
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icon_state = "laser"
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@@ -246,7 +240,6 @@
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impact_type = /obj/effect/projectile/impact/laser
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impact_effect_type = null
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hitscan_light_intensity = 3
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hitscan_light_range = 0.75
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hitscan_light_color_override = LIGHT_COLOR_FIRE
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muzzle_flash_intensity = 6
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muzzle_flash_range = 2
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@@ -260,7 +253,6 @@
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icon_state = "purple_laser"
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damage = 200
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armour_penetration_percentage = 100
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damage_type = BURN
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impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
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light_color = LIGHT_COLOR_PURPLE
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@@ -1,9 +1,6 @@
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/obj/item/projectile/bullet
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name = "bullet"
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icon_state = "bullet"
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damage = 60
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damage_type = BRUTE
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flag = "bullet"
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hitsound_wall = "ricochet"
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impact_effect_type = /obj/effect/temp_visual/impact_effect
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@@ -102,9 +99,6 @@
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/obj/item/projectile/bullet/pellet/rubber/stinger
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name = "stingball"
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damage = 1
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stamina = 12.5
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icon_state = "bullet-r"
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armour_penetration_flat = -10
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/obj/item/projectile/bullet/pellet/assassination
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damage = 12
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@@ -8,7 +8,6 @@
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/obj/item/projectile/energy/electrode
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name = "electrode"
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icon_state = "spark"
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color = "#FFFF00"
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nodamage = 1
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weaken = 10 SECONDS
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@@ -48,7 +47,6 @@
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icon_state = "cbbolt"
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damage = 15
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damage_type = TOX
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nodamage = FALSE
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stamina = 60
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eyeblur = 20 SECONDS
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knockdown = 2 SECONDS
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@@ -64,7 +62,6 @@
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icon_state = "bluespace"
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impact_effect_type = /obj/effect/temp_visual/bsg_kaboom
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damage = BSG_BASE_DAMAGE
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damage_type = BURN
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armour_penetration_flat = 50
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range = 9
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knockdown = 4 SECONDS //This is going to knock you off your feet
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@@ -129,7 +126,6 @@
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name = "plasma bolt"
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icon_state = "plasma_light"
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damage = 12.5
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damage_type = BURN
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/obj/item/projectile/homing/charged_plasma
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name = "charged plasma bolt"
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@@ -139,7 +135,6 @@
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flag = "energy"
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armour_penetration_flat = 10 // It can have a little armor pen, as a treat. Bigger than it looks, energy armor is often low.
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shield_buster = TRUE
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reflectability = REFLECTABILITY_PHYSICAL //I will let eswords block it like a normal projectile, but it's not getting reflected, and eshields will take the hit hard. Carp still can reflect though, screw you.
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var/reached_target = FALSE
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/obj/item/projectile/homing/charged_plasma/pixel_move(trajectory_multiplier)
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@@ -164,7 +159,6 @@
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name = "arc emitter"
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icon_state = "plasma_light"
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damage = ARC_REVOLVER_BASE_DAMAGE
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damage_type = BURN
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var/charge_number = null
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/obj/item/projectile/energy/arc_revolver/on_hit(atom/target)
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@@ -1,12 +1,10 @@
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/obj/item/projectile/forcebolt
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name = "force bolt"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "ice_1"
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damage = 20
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flag = "energy"
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/obj/item/projectile/forcebolt/strong
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name = "force bolt"
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/obj/item/projectile/forcebolt/on_hit(atom/movable/target, blocked = 0)
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. = ..()
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@@ -1,6 +1,5 @@
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/obj/item/projectile/homing
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name = "smart bullet"
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icon_state = "bullet"
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var/homing_active = TRUE
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/obj/item/projectile/homing/pixel_move(trajectory_multiplier)
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@@ -17,7 +17,6 @@
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tracer_type = /obj/effect/projectile/tracer/death
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impact_type = /obj/effect/projectile/impact/death
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hitscan_light_intensity = 3
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hitscan_light_range = 0.75
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hitscan_light_color_override = LIGHT_COLOR_PURPLE
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muzzle_flash_intensity = 6
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muzzle_flash_range = 2
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@@ -145,7 +144,6 @@
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/obj/item/projectile/magic/door
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name = "bolt of door creation"
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icon_state = "energy"
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var/list/door_types = list(/obj/structure/mineral_door/wood,/obj/structure/mineral_door/iron,/obj/structure/mineral_door/silver,\
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/obj/structure/mineral_door/gold,/obj/structure/mineral_door/uranium,/obj/structure/mineral_door/sandstone,/obj/structure/mineral_door/transparent/plasma,\
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/obj/structure/mineral_door/transparent/diamond)
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@@ -416,6 +414,4 @@ GLOBAL_LIST_INIT(wabbajack_docile_animals, list(
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damage = 20
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damage_type = BURN
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nodamage = FALSE
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armour_penetration_flat = 0
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flag = MAGIC
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hitsound = 'sound/weapons/barragespellhit.ogg'
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@@ -24,7 +24,6 @@
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icon_state= "bolter"
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damage = 50
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alwayslog = TRUE
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flag = "bullet"
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/obj/item/projectile/bullet/gyro/on_hit(atom/target, blocked = 0)
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..()
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@@ -36,8 +35,6 @@
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desc = "USE A WEEL GUN."
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icon_state= "bolter"
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alwayslog = TRUE
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damage = 60
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flag = "bullet"
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/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = 0)
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..()
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@@ -107,9 +104,7 @@
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icon = 'icons/obj/meteor.dmi'
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icon_state = "small"
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damage = 0
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damage_type = BRUTE
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nodamage = 1
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flag = "bullet"
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/obj/item/projectile/meteor/Bump(atom/A)
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if(A == firer)
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@@ -143,20 +138,16 @@
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/obj/item/projectile/energy/floramut
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name = "alpha somatoray"
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icon_state = "energy"
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damage = 0
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damage_type = TOX
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nodamage = TRUE
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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flag = "energy"
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/obj/item/projectile/energy/florayield
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name = "beta somatoray"
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icon_state = "energy2"
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damage = 0
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damage_type = TOX
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nodamage = TRUE
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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flag = "energy"
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/obj/item/projectile/energy/mindflayer
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name = "flayer ray"
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@@ -234,7 +225,6 @@
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/obj/item/projectile/plasma
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name = "plasma blast"
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icon_state = "plasmacutter"
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damage_type = BRUTE
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damage = 5
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range = 3
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dismemberment = 20
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@@ -245,7 +235,6 @@
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impact_type = /obj/effect/projectile/impact/plasma_cutter
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impact_effect_type = null
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hitscan_light_intensity = 3
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hitscan_light_range = 0.75
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hitscan_light_color_override = LIGHT_COLOR_CYAN
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muzzle_flash_intensity = 6
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muzzle_flash_range = 2
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@@ -285,7 +274,6 @@
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/obj/item/projectile/energy/teleport
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name = "teleportation burst"
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icon_state = "bluespace"
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damage = 0
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nodamage = 1
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alwayslog = TRUE
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var/obj/item/beacon/teleport_target
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@@ -308,10 +296,7 @@
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/obj/item/projectile/energy/demonic_grappler
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name = "demonic grappler"
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icon_state = "bluespace"
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damage = 0
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damage_type = BURN
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nodamage = 1
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flag = "energy"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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/obj/item/projectile/energy/demonic_grappler/on_hit(atom/target, blocked = 0)
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@@ -342,7 +327,6 @@
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icon_state = "ornament-1"
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hitsound = 'sound/effects/glasshit.ogg'
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damage = 7
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damage_type = BRUTE
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/obj/item/projectile/ornament/New()
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icon_state = pick("ornament-1", "ornament-2")
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