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refactor
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@@ -231,24 +231,24 @@
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return 1 //Bullets don't drift in space
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/obj/item/projectile/proc/fire(var/setAngle)
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set waitfor = 0
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set waitfor = FALSE
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if(setAngle)
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Angle = setAngle
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while(!QDELETED(src))
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if(!paused)
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if((!( current ) || loc == current))
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current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
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if((!current || loc == current))
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current = locate(Clamp(x + xo, 1, world.maxx), Clamp(y + yo, 1, world.maxy), z)
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if(isnull(Angle))
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Angle=round(Get_Angle(src,current))
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Angle = round(Get_Angle(src, current))
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if(spread)
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Angle += (rand() - 0.5) * spread
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var/matrix/M = new
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M.Turn(Angle)
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transform = M
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var/Pixel_x=round(sin(Angle)+16*sin(Angle)*2)
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var/Pixel_y=round(cos(Angle)+16*cos(Angle)*2)
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var/Pixel_x = round(sin(Angle) + 16 * sin(Angle) * 2)
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var/Pixel_y = round(cos(Angle) + 16 * cos(Angle) * 2)
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var/pixel_x_offset = pixel_x + Pixel_x
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var/pixel_y_offset = pixel_y + Pixel_y
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var/new_x = x
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@@ -257,7 +257,7 @@
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while(pixel_x_offset > 16)
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pixel_x_offset -= 32
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pixel_x -= 32
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new_x++// x++
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new_x++ // x++
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while(pixel_x_offset < -16)
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pixel_x_offset += 32
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pixel_x += 32
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@@ -280,10 +280,10 @@
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else
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animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (speed <= 3 ? speed - 1 : speed)))
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if(original && (original.layer>=2.75) || ismob(original))
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if(ismob(original) || (original && original.layer >= 2.75))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original, 1)
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Bump(original, TRUE)
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Range()
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sleep(max(1, speed))
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