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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 19:44:09 +01:00
Fixes issue #1971
Lasertag and practice beams won't explode tanks anymore.
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@@ -90,7 +90,7 @@ obj/item/weapon/gun/energy/laser/retro
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name = "laser tag gun"
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icon_state = "bluetag"
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desc = "Standard issue weapon of the Imperial Guard"
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projectile_type = "/obj/item/projectile/beam/bluetag"
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projectile_type = "/obj/item/projectile/beam/lastertag/blue"
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origin_tech = "combat=1;magnets=2"
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clumsy_check = 0
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var/charge_tick = 0
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@@ -127,7 +127,7 @@ obj/item/weapon/gun/energy/laser/retro
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name = "laser tag gun"
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icon_state = "redtag"
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desc = "Standard issue weapon of the Imperial Guard"
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projectile_type = "/obj/item/projectile/beam/redtag"
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projectile_type = "/obj/item/projectile/beam/lastertag/red"
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origin_tech = "combat=1;magnets=2"
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clumsy_check = 0
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var/charge_tick = 0
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@@ -111,7 +111,7 @@ var/list/beam_master = list()
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/obj/item/projectile/beam/bluetag
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/obj/item/projectile/beam/lastertag/blue
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name = "lasertag beam"
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icon_state = "bluelaser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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@@ -126,7 +126,7 @@ var/list/beam_master = list()
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M.Weaken(5)
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return 1
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/obj/item/projectile/beam/redtag
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/obj/item/projectile/beam/lastertag/red
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name = "lasertag beam"
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icon_state = "laser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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@@ -141,7 +141,7 @@ var/list/beam_master = list()
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M.Weaken(5)
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return 1
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/obj/item/projectile/beam/omnitag//A laser tag bolt that stuns EVERYONE
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/obj/item/projectile/beam/lastertag/omni//A laser tag bolt that stuns EVERYONE
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name = "lasertag beam"
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icon_state = "omnilaser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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@@ -145,7 +145,8 @@
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bullet_act(var/obj/item/projectile/Proj)
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if(istype(Proj ,/obj/item/projectile/beam)||istype(Proj,/obj/item/projectile/bullet))
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explode()
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if(!istype(Proj ,/obj/item/projectile/beam/lastertag) && !istype(Proj ,/obj/item/projectile/beam/practice) )
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explode()
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blob_act()
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explode()
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@@ -153,8 +153,6 @@
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if(istype(P,/obj/item/projectile/beam)) src.Artifact_Activate()
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else if(istype(P,/obj/item/projectile/ion)) src.Artifact_Activate()
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else if(istype(P,/obj/item/projectile/energy)) src.Artifact_Activate()
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else if(istype(P,/obj/item/projectile/beam/bluetag)) src.Artifact_Activate()
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else if(istype(P,/obj/item/projectile/beam/redtag)) src.Artifact_Activate()
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if (my_effect.trigger == "heat")
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if(istype(P,/obj/item/projectile/temp)) src.Artifact_Activate()
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