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Improves existing projectile logging. Deflect/Reflect etc (#15281)
Co-authored-by: joep van der velden <15887760+farie82@users.noreply.github.com>
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co-authored by
joep van der velden
parent
14e9e92508
commit
4224400ae7
@@ -148,19 +148,18 @@
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L.visible_message("<span class='danger'>[L] is hit by \a [src][organ_hit_text]!</span>", \
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"<span class='userdanger'>[L] is hit by \a [src][organ_hit_text]!</span>") //X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
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var/reagent_note
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var/has_reagents = FALSE
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var/additional_log_text
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if(blocked)
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additional_log_text = " [blocked]% blocked"
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if(reagents && reagents.reagent_list)
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reagent_note = " REAGENTS:"
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var/reagent_note = "REAGENTS:"
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for(var/datum/reagent/R in reagents.reagent_list)
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reagent_note += R.id + " ("
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reagent_note += num2text(R.volume) + ") "
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has_reagents = TRUE
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additional_log_text = "[additional_log_text] (containing [reagent_note])"
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if(!log_override && firer && !alwayslog)
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if(has_reagents)
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add_attack_logs(firer, L, "Shot with a [type] (containing [reagent_note])")
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else
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add_attack_logs(firer, L, "Shot with a [type]")
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add_attack_logs(firer, L, "Shot with a [type][additional_log_text]")
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return L.apply_effects(stun, weaken, paralyze, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter)
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/obj/item/projectile/proc/get_splatter_blockage(var/turf/step_over, var/atom/target, var/splatter_dir, var/target_loca) //Check whether the place we want to splatter blood is blocked (i.e. by windows).
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