mirror of
https://github.com/ParadiseSS13/Paradise.git
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Merge pull request #2864 from Fox-McCloud/medigun
Ports TG Beam Code and Medigun
This commit is contained in:
@@ -0,0 +1,136 @@
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//Beam Datum and effect
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/datum/beam
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var/atom/origin = null
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var/atom/target = null
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var/list/elements = list()
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var/icon/base_icon = null
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var/icon
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var/icon_state = "" //icon state of the main segments of the beam
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var/max_distance = 0
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var/endtime = 0
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var/sleep_time = 3
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var/finished = 0
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var/target_oldloc = null
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var/origin_oldloc = null
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var/static_beam = 0
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var/beam_type = /obj/effect/ebeam //must be subtype
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/datum/beam/New(beam_origin,beam_target,beam_icon='icons/effects/beam.dmi',beam_icon_state="b_beam",time=50,maxdistance=10,btype = /obj/effect/ebeam)
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endtime = world.time+time
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origin = beam_origin
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origin_oldloc = origin.loc
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if(isarea(origin_oldloc))
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origin_oldloc = origin
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target = beam_target
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target_oldloc = target.loc
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if(isarea(target_oldloc))
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target_oldloc = target
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if(origin_oldloc == origin && target_oldloc == target)
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static_beam = 1
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max_distance = maxdistance
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base_icon = new(beam_icon,beam_icon_state)
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icon = beam_icon
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icon_state = beam_icon_state
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beam_type = btype
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/datum/beam/proc/Start()
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Draw()
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while(!finished && origin && target && world.time < endtime && get_dist(origin,target)<max_distance && origin.z == target.z)
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if(!static_beam && (origin.loc != origin_oldloc || target.loc != target_oldloc))
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origin_oldloc = origin.loc //so we don't keep checking against their initial positions, leading to endless Reset()+Draw() calls
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target_oldloc = target.loc
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Reset()
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Draw()
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sleep(sleep_time)
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qdel(src)
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/datum/beam/proc/End()
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finished = 1
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/datum/beam/proc/Reset()
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for(var/obj/effect/ebeam/B in elements)
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qdel(B)
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/datum/beam/Destroy()
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Reset()
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target = null
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origin = null
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return ..()
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/datum/beam/proc/Draw()
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var/Angle = round(Get_Angle(origin,target))
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var/matrix/rot_matrix = matrix()
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rot_matrix.Turn(Angle)
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//Translation vector for origin and target
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var/DX = (32*target.x+target.pixel_x)-(32*origin.x+origin.pixel_x)
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var/DY = (32*target.y+target.pixel_y)-(32*origin.y+origin.pixel_y)
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var/N = 0
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var/length = round(sqrt((DX)**2+(DY)**2)) //hypotenuse of the triangle formed by target and origin's displacement
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for(N in 0 to length-1 step 32)//-1 as we want < not <=, but we want the speed of X in Y to Z and step X
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var/obj/effect/ebeam/X = new beam_type(origin_oldloc)
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X.owner = src
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elements |= X
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//Assign icon, for main segments it's base_icon, for the end, it's icon+icon_state
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//cropped by a transparent box of length-N pixel size
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if(N+32>length)
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var/icon/II = new(icon, icon_state)
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II.DrawBox(null,1,(length-N),32,32)
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X.icon = II
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else
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X.icon = base_icon
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X.transform = rot_matrix
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//Calculate pixel offsets (If necessary)
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var/Pixel_x
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var/Pixel_y
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if(DX == 0)
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Pixel_x = 0
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else
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Pixel_x = round(sin(Angle)+32*sin(Angle)*(N+16)/32)
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if(DY == 0)
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Pixel_y = 0
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else
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Pixel_y = round(cos(Angle)+32*cos(Angle)*(N+16)/32)
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//Position the effect so the beam is one continous line
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var/a
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if(abs(Pixel_x)>32)
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a = Pixel_x > 0 ? round(Pixel_x/32) : Ceiling(Pixel_x/32)
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X.x += a
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Pixel_x %= 32
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if(abs(Pixel_y)>32)
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a = Pixel_y > 0 ? round(Pixel_y/32) : Ceiling(Pixel_y/32)
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X.y += a
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Pixel_y %= 32
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X.pixel_x = Pixel_x
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X.pixel_y = Pixel_y
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/obj/effect/ebeam
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mouse_opacity = 0
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anchored = 1
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var/datum/beam/owner
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/obj/effect/ebeam/Destroy()
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owner = null
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return ..()
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/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=50, maxdistance=10,beam_type=/obj/effect/ebeam)
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var/datum/beam/newbeam = new(src,BeamTarget,icon,icon_state,time,maxdistance,beam_type)
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spawn(0)
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newbeam.Start()
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return newbeam
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@@ -827,6 +827,15 @@ var/list/uplink_items = list()
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gamemodes = list("nuclear emergency")
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surplus = 20
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/datum/uplink_item/device_tools/medgun
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name = "Medbeam Gun"
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desc = "Medical Beam Gun, useful in prolonged firefights."
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item = /obj/item/weapon/gun/medbeam
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reference = "MBG"
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cost = 15
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gamemodes = list("nuclear emergency")
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// IMPLANTS
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/datum/uplink_item/implants
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@@ -131,94 +131,6 @@
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return found
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/*
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Beam code by Gunbuddy
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Beam() proc will only allow one beam to come from a source at a time. Attempting to call it more than
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once at a time per source will cause graphical errors.
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Also, the icon used for the beam will have to be vertical and 32x32.
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The math involved assumes that the icon is vertical to begin with so unless you want to adjust the math,
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its easier to just keep the beam vertical.
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*/
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/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=50, maxdistance=10)
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//BeamTarget represents the target for the beam, basically just means the other end.
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//Time is the duration to draw the beam
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//Icon is obviously which icon to use for the beam, default is beam.dmi
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//Icon_state is what icon state is used. Default is b_beam which is a blue beam.
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//Maxdistance is the longest range the beam will persist before it gives up.
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var/EndTime=world.time+time
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var/broken = 0
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var/obj/item/projectile/beam/lightning/light = new
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while(BeamTarget&&world.time<EndTime&&get_dist(src,BeamTarget)<maxdistance&&z==BeamTarget.z)
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//If the BeamTarget gets deleted, the time expires, or the BeamTarget gets out
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//of range or to another z-level, then the beam will stop. Otherwise it will
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//continue to draw.
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//dir=get_dir(src,BeamTarget) //Causes the source of the beam to rotate to continuosly face the BeamTarget.
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for(var/obj/effect/overlay/beam/O in orange(10,src)) //This section erases the previously drawn beam because I found it was easier to
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if(O.BeamSource==src) //just draw another instance of the beam instead of trying to manipulate all the
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qdel(O) //pieces to a new orientation.
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var/Angle=round(Get_Angle(src,BeamTarget))
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var/icon/I=new(icon,icon_state)
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I.Turn(Angle)
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var/DX=(32*BeamTarget.x+BeamTarget.pixel_x)-(32*x+pixel_x)
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var/DY=(32*BeamTarget.y+BeamTarget.pixel_y)-(32*y+pixel_y)
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var/N=0
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var/length=round(sqrt((DX)**2+(DY)**2))
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for(N,N<length,N+=32)
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var/obj/effect/overlay/beam/X=new(loc)
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X.BeamSource=src
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if(N+32>length)
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var/icon/II=new(icon,icon_state)
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II.DrawBox(null,1,(length-N),32,32)
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II.Turn(Angle)
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X.icon=II
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else X.icon=I
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var/Pixel_x=round(sin(Angle)+32*sin(Angle)*(N+16)/32)
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var/Pixel_y=round(cos(Angle)+32*cos(Angle)*(N+16)/32)
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if(DX==0) Pixel_x=0
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if(DY==0) Pixel_y=0
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if(Pixel_x>32)
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for(var/a=0, a<=Pixel_x,a+=32)
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X.x++
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Pixel_x-=32
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if(Pixel_x<-32)
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for(var/a=0, a>=Pixel_x,a-=32)
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X.x--
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Pixel_x+=32
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if(Pixel_y>32)
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for(var/a=0, a<=Pixel_y,a+=32)
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X.y++
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Pixel_y-=32
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if(Pixel_y<-32)
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for(var/a=0, a>=Pixel_y,a-=32)
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X.y--
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Pixel_y+=32
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X.pixel_x=Pixel_x
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X.pixel_y=Pixel_y
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var/turf/TT = get_turf(X.loc)
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if(TT.density)
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qdel(X)
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break
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for(var/obj/O in TT)
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if(!O.CanPass(light))
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broken = 1
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break
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else if(O.density)
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broken = 1
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break
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if(broken)
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qdel(X)
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break
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sleep(3) //Changing this to a lower value will cause the beam to follow more smoothly with movement, but it will also be more laggy.
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//I've found that 3 ticks provided a nice balance for my use.
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for(var/obj/effect/overlay/beam/O in orange(10,src)) if(O.BeamSource==src) qdel(O)
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//All atoms
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/atom/proc/examine(mob/user, var/distance = -1, var/infix = "", var/suffix = "")
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//This reformat names to get a/an properly working on item descriptions when they are bloody
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@@ -569,6 +569,8 @@ var/send_emergency_team
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M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/hypospray/combat/nanites(src), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/medbeam(M), slot_r_hand)
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if("Commander")
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat/swat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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@@ -0,0 +1,127 @@
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/obj/item/weapon/gun/medbeam
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name = "Medical Beamgun"
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desc = "Delivers medical nanites in a focused beam."
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icon = 'icons/obj/chronos.dmi'
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icon_state = "chronogun"
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item_state = "chronogun"
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w_class = 3.0
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var/mob/living/current_target
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var/last_check = 0
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var/check_delay = 10 //Check los as often as possible, max resolution is SSobj tick though
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var/max_range = 8
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var/active = 0
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var/datum/beam/current_beam = null
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heavy_weapon = 1
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/obj/item/weapon/gun/medbeam/New()
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..()
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processing_objects.Add(src)
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/obj/item/weapon/gun/medbeam/Destroy()
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processing_objects.Remove(src)
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return ..()
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/obj/item/weapon/gun/medbeam/dropped(mob/user)
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..()
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LoseTarget()
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/obj/item/weapon/gun/medbeam/proc/LoseTarget()
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if(active)
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qdel(current_beam)
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active = 0
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on_beam_relase(current_target)
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current_target = null
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/obj/item/weapon/gun/medbeam/Fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, params)
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add_fingerprint(user)
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if(!isliving(target))
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return
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if(current_target)
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LoseTarget()
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current_target = target
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active = 1
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current_beam = new(user,current_target,time=6000)
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spawn(0)
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current_beam.Start()
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feedback_add_details("gun_fired","[src.type]")
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/obj/item/weapon/gun/medbeam/afterattack(obj/target, mob/user, proximity)
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if(target.loc == loc || target == user)
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return
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if(!current_target && isliving(target))
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current_target = target
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active = 1
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current_beam = new(user,current_target,time=6000)
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spawn(0)
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current_beam.Start()
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/obj/item/weapon/gun/medbeam/process()
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var/mob/living/carbon/human/H = loc
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if(!istype(H))
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LoseTarget()
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return
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if(!current_target)
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LoseTarget()
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return
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if(world.time <= last_check+check_delay)
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return
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last_check = world.time
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if(get_dist(H,current_target)>max_range || !los_check(H,current_target))
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LoseTarget()
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H << "<span class='warning'>You lose control of the beam!</span>"
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return
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if(current_target)
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on_beam_tick(current_target)
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/obj/item/weapon/gun/medbeam/proc/los_check(mob/user,mob/target)
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var/turf/user_turf = user.loc
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if(!istype(user_turf))
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return 0
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var/obj/dummy = new(user_turf)
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dummy.pass_flags |= PASSTABLE & PASSGLASS & PASSGRILLE //Grille/Glass so it can be used through common windows
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for(var/turf/turf in getline(user_turf,target))
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if(turf.density)
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qdel(dummy)
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return 0
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for(var/atom/movable/AM in turf)
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if(!AM.CanPass(dummy,turf,1))
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qdel(dummy)
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return 0
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for(var/obj/effect/ebeam/medical/B in turf)// Don't cross the str-beams!
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if(B.owner != current_beam)
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explosion(B.loc,0,3,5,8)
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qdel(dummy)
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return 0
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qdel(dummy)
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return 1
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/obj/item/weapon/gun/medbeam/proc/on_beam_hit(var/mob/living/target)
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return
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/obj/item/weapon/gun/medbeam/proc/on_beam_tick(var/mob/living/target)
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target.adjustBruteLoss(-4)
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target.adjustFireLoss(-4)
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if(ishuman(target))
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var/var/mob/living/carbon/human/H = target
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for(var/obj/item/organ/external/E in H.organs)
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if(prob(10))
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if(E.mend_fracture())
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E.perma_injury = 0
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return
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/obj/item/weapon/gun/medbeam/proc/on_beam_relase(var/mob/living/target)
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return
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/obj/effect/ebeam/medical
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name = "medical beam"
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@@ -176,6 +176,7 @@
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#include "code\controllers\ProcessScheduler\core\processScheduler.dm"
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#include "code\datums\ai_law_sets.dm"
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#include "code\datums\ai_laws.dm"
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#include "code\datums\beam.dm"
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#include "code\datums\browser.dm"
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#include "code\datums\cargoprofile.dm"
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#include "code\datums\computerfiles.dm"
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@@ -1627,6 +1628,7 @@
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#include "code\modules\procedural_mapping\mapGenerators\syndicate.dm"
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#include "code\modules\projectiles\ammunition.dm"
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#include "code\modules\projectiles\gun.dm"
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#include "code\modules\projectiles\medbeam.dm"
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#include "code\modules\projectiles\projectile.dm"
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#include "code\modules\projectiles\targeting.dm"
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#include "code\modules\projectiles\ammunition\ammo_casings.dm"
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