mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 03:57:13 +01:00
Massive traitor item overhaul
This commit is contained in:
@@ -74,6 +74,12 @@
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projectile_type = "/obj/item/projectile/bullet/weakbullet"
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m_amt = 500
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/obj/item/ammo_casing/shotgun/fakebeanbag
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name = "beanbag shell"
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desc = "A weak beanbag shell."
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icon_state = "bshell"
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projectile_type = "/obj/item/projectile/bullet/weakbullet/booze"
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m_amt = 12500
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/obj/item/ammo_casing/shotgun/stunshell
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name = "stun shell"
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@@ -7,11 +7,13 @@
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origin_tech = "combat=2;materials=2"
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ammo_type = "/obj/item/ammo_casing/c38"
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var/perfect = 0
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special_check(var/mob/living/carbon/human/M)
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if(caliber == initial(caliber))
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return 1
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if(prob(70 - (loaded.len * 10))) //minimum probability of 10, maximum of 60
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if(!perfect && prob(70 - (loaded.len * 10))) //minimum probability of 10, maximum of 60
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M << "<span class='danger'>[src] blows up in your face.</span>"
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M.take_organ_damage(0,20)
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M.drop_item()
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@@ -52,8 +54,14 @@
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return 1
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attackby(var/obj/item/A as obj, mob/user as mob)
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var/obj/item/weapon/conversion_kit/CK
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..()
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if(istype(A, /obj/item/weapon/screwdriver))
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if(isscrewdriver(A) || istype(A, /obj/item/weapon/conversion_kit))
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if(istype(A, /obj/item/weapon/conversion_kit))
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CK = A
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if(!CK.open)
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user << "<span class='notice'>This [CK.name] is useless unless you open it first. </span>"
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return
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if(caliber == "38")
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user << "<span class='notice'>You begin to reinforce the barrel of [src].</span>"
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if(loaded.len)
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@@ -68,6 +76,8 @@
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caliber = "357"
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desc = "The barrel and chamber assembly seems to have been modified."
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user << "<span class='warning'>You reinforce the barrel of [src]! Now it will fire .357 rounds.</span>"
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if(CK && istype(CK))
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perfect = 1
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else
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user << "<span class='notice'>You begin to revert the modifications to [src].</span>"
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if(loaded.len)
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@@ -82,6 +92,7 @@
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caliber = "38"
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desc = initial(desc)
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user << "<span class='warning'>You remove the modifications on [src]! Now it will fire .38 rounds.</span>"
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perfect = 0
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@@ -87,7 +87,7 @@
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var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
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loaded -= AC //Remove casing from loaded list.
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AC.desc += " This one is spent."
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AC.desc = "[initial(AC.desc)] This one is spent."
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if(AC.BB)
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in_chamber = AC.BB //Load projectile into chamber.
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@@ -94,7 +94,15 @@
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var/obj/item/weapon/gun/daddy = shot_from //Kinda balanced by fact you need like 2 seconds to aim
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if (daddy.target && original in daddy.target) //As opposed to no-delay pew pew
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miss_modifier += -30
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def_zone = get_zone_with_miss_chance(def_zone, M, -30 + 8*distance)
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if(istype(src, /obj/item/projectile/beam/lightning)) //Lightning is quite accurate
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miss_modifier += -200
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def_zone = get_zone_with_miss_chance(def_zone, M, miss_modifier)
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var/turf/simulated/floor/f = get_turf(A.loc)
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if(f && istype(f))
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f.break_tile()
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f.hotspot_expose(1000,CELL_VOLUME)
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else
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def_zone = get_zone_with_miss_chance(def_zone, M, miss_modifier + 8*distance)
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if(!def_zone)
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visible_message("\blue \The [src] misses [M] narrowly!")
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@@ -143,8 +151,9 @@
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O.bullet_act(src)
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for(var/mob/M in A)
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M.bullet_act(src, def_zone)
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density = 0
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invisibility = 101
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if(!istype(src, /obj/item/projectile/beam/lightning))
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density = 0
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invisibility = 101
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del(src)
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return 1
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@@ -8,6 +8,166 @@ var/list/beam_master = list()
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// icon_states/dirs for each placed beam image
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// turfs that have that icon_state/dir
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/obj/item/projectile/beam/lightning
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invisibility = 101
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name = "lightning"
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damage = 0
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icon = 'icons/obj/lightning.dmi'
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icon_state = "lightning"
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stun = 10
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weaken = 10
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stutter = 50
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eyeblur = 50
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var/tang = 0
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layer = 3
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var/turf/last = null
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kill_count = 6
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proc/adjustAngle(angle)
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angle = round(angle) + 45
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if(angle > 180)
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angle -= 180
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else
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angle += 180
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if(!angle)
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angle = 1
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/*if(angle < 0)
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//angle = (round(abs(get_angle(A, user))) + 45) - 90
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angle = round(angle) + 45 + 180
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else
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angle = round(angle) + 45*/
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return angle
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process()
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var/first = 1 //So we don't make the overlay in the same tile as the firer
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var/broke = 0
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var/broken
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var/atom/curr = current
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var/Angle=round(Get_Angle(firer,curr))
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var/icon/I=new('icons/obj/zap.dmi',"lightning")
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I.Turn(Angle)
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var/DX=(32*curr.x+curr.pixel_x)-(32*firer.x+firer.pixel_x)
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var/DY=(32*curr.y+curr.pixel_y)-(32*firer.y+firer.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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var/count = 0
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for(N,N<length,N+=32)
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if(count >= kill_count)
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break
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count++
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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 == firer.loc)
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continue
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if(TT.density)
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del(X)
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break
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for(var/atom/O in TT)
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if(!O.CanPass(src))
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del(X)
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broke = 1
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break
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for(var/mob/living/O in TT.contents)
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if(istype(O, /mob/living))
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if(O.density)
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del(X)
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broke = 1
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break
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if(broke)
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if(X)
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del(X)
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break
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spawn
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while(src) //Move until we hit something
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if(first)
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icon = midicon
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if((!( current ) || loc == current)) //If we pass our target
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broken = 1
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icon = endicon
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tang = adjustAngle(get_angle(original,current))
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if(tang > 180)
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tang -= 180
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else
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tang += 180
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icon_state = "[tang]"
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var/turf/simulated/floor/f = current
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if(f && istype(f))
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f.break_tile()
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f.hotspot_expose(1000,CELL_VOLUME)
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if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
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//world << "deleting"
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//del(src) //Delete if it passes the world edge
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broken = 1
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return
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if(kill_count < 1)
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//world << "deleting"
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//del(src)
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broken = 1
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kill_count--
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//world << "[x] [y]"
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if(!bumped && !isturf(original))
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if(loc == get_turf(original))
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if(!(original in permutated))
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icon = endicon
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if(!broken)
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tang = adjustAngle(get_angle(original,current))
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if(tang > 180)
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tang -= 180
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else
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tang += 180
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icon_state = "[tang]"
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Bump(original)
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first = 0
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if(broken)
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//world << "breaking"
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break
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else
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last = get_turf(src.loc)
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step_towards(src, current) //Move~
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if(src.loc != current)
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tang = adjustAngle(get_angle(src.loc,current))
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icon_state = "[tang]"
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del(src)
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return
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/*cleanup(reference) //Waits .3 seconds then removes the overlay.
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//world << "setting invisibility"
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sleep(50)
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src.invisibility = 101
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return*/
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on_hit(atom/target, blocked = 0)
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if(istype(target, /mob/living))
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var/mob/living/M = target
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M.playsound_local(src, "explosion", 50, 1)
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..()
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/obj/item/projectile/beam
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name = "laser"
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icon_state = "laser"
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@@ -10,12 +10,32 @@
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if (..(target, blocked))
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var/mob/living/L = target
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shake_camera(L, 3, 2)
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return 1
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return 0
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/obj/item/projectile/bullet/weakbullet
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damage = 10
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stun = 5
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weaken = 5
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/obj/item/projectile/bullet/weakbullet/booze
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on_hit(var/atom/target, var/blocked = 0)
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if(..(target, blocked))
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var/mob/living/M = target
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M.dizziness += 20
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M:slurring += 20
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M.confused += 20
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M.eye_blurry += 20
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M.drowsyness += 20
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for(var/datum/reagent/ethanol/A in M.reagents.reagent_list)
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M.paralysis += 2
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M.dizziness += 10
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M:slurring += 10
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M.confused += 10
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M.eye_blurry += 10
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M.drowsyness += 10
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A.volume += 5 //Because we can
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/obj/item/projectile/bullet/midbullet
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damage = 20
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