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Adds muzzle flashes for guns depending on the ammo (#13322)
* Muzzle flashes added for guns * Use an muzzle flash effect now. * Unused var * sillenced guns have a lower alpha muzzleflash effect
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@@ -0,0 +1,19 @@
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/obj/effect/temp_visual/target_angled/muzzle_flash
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icon = 'icons/effects/projectile.dmi'
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icon_state = "firing_effect"
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duration = 0.2
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/obj/effect/temp_visual/target_angled/muzzle_flash/Initialize(mapload, atom/target, duration_override = null)
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if(duration_override)
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duration = duration_override
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. = ..()
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if(get_dir(src, target) & NORTH)
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layer = BELOW_MOB_LAYER
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/obj/effect/temp_visual/target_angled/muzzle_flash/energy
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icon_state = "firing_effect_energy"
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/obj/effect/temp_visual/target_angled/muzzle_flash/magic
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icon = 'icons/effects/effects.dmi'
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icon_state = "shieldsparkles"
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@@ -35,3 +35,13 @@
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if(set_dir)
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setDir(set_dir)
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. = ..()
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/obj/effect/temp_visual/target_angled
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randomdir = FALSE
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/obj/effect/temp_visual/target_angled/Initialize(mapload, atom/target)
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. = ..()
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if(target)
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var/matrix/M = new
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M.Turn(get_angle(src, target))
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transform = M
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@@ -141,6 +141,8 @@
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/obj/item/ammo_casing/energy/chrono_beam
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name = "eradication beam"
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projectile_type = /obj/item/projectile/energy/chrono_beam
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muzzle_flash_effect = /obj/effect/temp_visual/target_angled/muzzle_flash/energy
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muzzle_flash_color = null
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icon_state = "chronobolt"
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e_cost = 0
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