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Merge pull request #9415 from variableundefined/SpeshulGunlog
Minor attack log overhaul
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@@ -28,16 +28,17 @@
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var/speed = 1 //Amount of deciseconds it takes for projectile to travel
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var/Angle = 0
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var/spread = 0 //amount (in degrees) of projectile spread
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var/legacy = 0 //legacy projectile system
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var/legacy = FALSE //legacy projectile system
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animate_movement = 0
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var/damage = 10
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
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var/nodamage = FALSE //Determines if the projectile will skip any damage inflictions
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var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
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var/projectile_type = "/obj/item/projectile"
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var/range = 50 //This will de-increment every step. When 0, it will delete the projectile.
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var/is_reflectable = FALSE // Can it be reflected or not?
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var/alwayslog = FALSE // ALWAYS log this projectile on hit even if it doesn't hit a living target. Useful for AOE explosion / EMP.
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//Effects
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var/stun = 0
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var/weaken = 0
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@@ -68,6 +69,8 @@
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/obj/item/projectile/proc/on_hit(atom/target, blocked = 0, hit_zone)
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var/turf/target_loca = get_turf(target)
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if(alwayslog)
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add_attack_logs(firer, target, "Shot with a [type]")
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if(!isliving(target))
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return 0
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var/mob/living/L = target
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@@ -121,7 +124,7 @@
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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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if(!log_override && firer && original)
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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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@@ -2,43 +2,46 @@
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name = "ion bolt"
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icon_state = "ion"
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damage = 0
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alwayslog = TRUE
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damage_type = BURN
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nodamage = 1
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flag = "energy"
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/obj/item/projectile/ion/on_hit(var/atom/target, var/blocked = 0)
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..()
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empulse(target, 1, 1, 1)
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empulse(target, 1, 1, 1, cause = "[type] fired by [key_name(firer)]")
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return 1
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/obj/item/projectile/ion/weak
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/obj/item/projectile/ion/weak/on_hit(atom/target, blocked = 0)
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..()
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empulse(target, 0, 0, 1)
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empulse(target, 0, 0, 1, cause = "[type] fired by [key_name(firer)]")
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return 1
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/obj/item/projectile/bullet/gyro
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name ="explosive bolt"
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icon_state= "bolter"
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damage = 50
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alwayslog = TRUE
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flag = "bullet"
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/obj/item/projectile/bullet/gyro/on_hit(var/atom/target, var/blocked = 0)
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..()
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explosion(target, -1, 0, 2)
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explosion(target, -1, 0, 2, cause = "[type] fired by [key_name(firer)]")
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return 1
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/obj/item/projectile/bullet/a40mm
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name ="40mm grenade"
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desc = "USE A WEEL GUN"
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icon_state= "bolter"
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alwayslog = TRUE
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damage = 60
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flag = "bullet"
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/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = 0)
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..()
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explosion(target, -1, 0, 2, 1, 0, flame_range = 3)
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explosion(target, -1, 0, 2, 1, 0, flame_range = 3, cause = "[type] fired by [key_name(firer)]")
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return 1
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/obj/item/projectile/temp
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@@ -229,6 +232,7 @@
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name ="explosive slug"
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damage = 25
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weaken = 5
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alwayslog = TRUE
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/obj/item/projectile/bullet/frag12/on_hit(atom/target, blocked = 0)
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..()
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@@ -276,6 +280,7 @@
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icon_state = "bluespace"
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damage = 0
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nodamage = 1
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alwayslog = TRUE
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var/teleport_target = null
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/obj/item/projectile/energy/teleport/New(loc, tele_target)
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@@ -289,6 +294,7 @@
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do_teleport(target, teleport_target, 0)//teleport what's in the tile to the beacon
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else
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do_teleport(target, target, 15) //Otherwise it just warps you off somewhere.
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add_attack_logs(firer, target, "Shot with a [type] [teleport_target ? "(Destination: [teleport_target])" : ""]")
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/obj/item/projectile/snowball
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name = "snowball"
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