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Adds generic impact noises to all projectiles
Overrides the generic sounds with specific ones for electrodes and lasers. Conflicts: code/modules/projectiles/projectile.dm code/modules/projectiles/projectile/energy.dm
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@@ -19,6 +19,7 @@
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flags = FPRINT | TABLEPASS
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pass_flags = PASSTABLE
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mouse_opacity = 0
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hitsound = 'sound/weapons/pierce.ogg'
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var/bumped = 0 //Prevents it from hitting more than one guy at once
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var/def_zone = "" //Aiming at
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var/mob/firer = null//Who shot it
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@@ -113,8 +114,10 @@
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forcedodge = -1
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else
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if(silenced)
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playsound(loc, hitsound, 5, 1, -1)
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M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
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else
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playsound(loc, hitsound, 20, 1, -1)
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visible_message("\red [A.name] is hit by the [src.name] in the [parse_zone(def_zone)]!")//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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if(istype(firer, /mob))
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M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
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@@ -174,6 +174,7 @@ var/list/beam_master = list()
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 40
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damage_type = BURN
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hitsound = 'sound/weapons/sear.ogg'
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flag = "laser"
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eyeblur = 4
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var/frequency = 1
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@@ -273,4 +274,4 @@ var/list/beam_master = list()
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damage = 60
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stun = 5
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weaken = 5
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stutter = 5
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stutter = 5
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@@ -17,10 +17,9 @@
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*/
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agony = 40
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damage_type = HALLOSS
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hitsound = 'sound/weapons/tase.ogg'
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//Damage will be handled on the MOB side, to prevent window shattering.
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/obj/item/projectile/energy/declone
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name = "declone"
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icon_state = "declone"
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