mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-22 04:24:20 +01:00
Let's try this
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@@ -10,8 +10,9 @@
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var/caliber = "" //Which kind of guns it can be loaded into
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var/projectile_type = ""//The bullet type to create when New() is called
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var/obj/item/projectile/BB = null //The loaded bullet
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var/buck = 0
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var/pellets = 0
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var/deviation = 0
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var/spread = 0
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/obj/item/ammo_casing/New()
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@@ -50,6 +51,12 @@
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else
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user << "\blue There is no bullet in the casing to inscribe anything into."
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/obj/item/ammo_casing/proc/newshot() //For energy weapons, shotgun shells and wands (!).
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if (!BB)
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BB = new projectile_type(src)
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return
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//Boxes of ammo
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/obj/item/ammo_box
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@@ -46,7 +46,7 @@
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desc = "A 12 gauge buckshot shell."
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icon_state = "gshell"
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projectile_type = "/obj/item/projectile/bullet/pellet"
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buck = 5
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pellets = 5
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deviation = 0.8
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@@ -64,7 +64,7 @@
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icon_state = "gshell"
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projectile_type = "/obj/item/projectile/bullet/pellet/weak"
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m_amt = 250
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buck = 5
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pellets = 5
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deviation = 0.8
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/obj/item/ammo_casing/shotgun/improvised/overload
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@@ -74,12 +74,12 @@
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icon_state = "improvshell"
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projectile_type = /obj/item/projectile/bullet/pellet/random
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m_amt = 250
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buck = 5
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pellets = 5
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deviation = 1.0
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/obj/item/ammo_casing/shotgun/improvised/overload/New()
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..()
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buck = rand(3, 8)
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pellets = rand(3, 8)
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/obj/item/ammo_casing/shotgun/stunslug
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name = "taser slug"
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@@ -120,7 +120,7 @@
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desc = "A shotgun shell which fires a spread of incendiary pellets."
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icon_state = "ishell2"
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projectile_type = "/obj/item/projectile/bullet/incendiary/shell/dragonsbreath"
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buck = 4
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pellets = 4
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deviation = 0.9
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/obj/item/ammo_casing/shotgun/ion
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@@ -129,7 +129,7 @@
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The unique properties of the crystal splot the pulse into a spread of individually weaker bolts."
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icon_state = "ionshell"
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projectile_type = /obj/item/projectile/ion/weak
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buck = 4
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pellets = 4
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deviation = 0.9
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/obj/item/ammo_casing/shotgun/laserslug
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@@ -35,13 +35,14 @@
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var/automatic = 0 //Used to determine if you can target multiple people.
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var/tmp/mob/living/last_moved_mob //Used to fire faster at more than one person.
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var/tmp/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
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var/firerate = 1 // 0 for one bullet after tarrget moves and aim is lowered,
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var/firerate = 1 // 0 for one bullet after tarrget moves and aim is lowered,
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//1 for keep shooting until aim is lowered
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var/fire_delay = 0
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var/last_fired = 0
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var/obj/item/device/flashlight/F = null
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var/can_flashlight = 0
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var/heavy_weapon = 0
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var/randomspread = 0
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proc/ready_to_fire()
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if(world.time >= last_fired + fire_delay)
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@@ -73,8 +74,8 @@
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return
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/obj/item/weapon/gun/afterattack(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
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if(flag) return //we're placing gun on a table or in backpack
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if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
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if(flag) return //we're placing gun on a table or in backpack
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if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
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if(user && user.client && user.client.gun_mode && !(A in target))
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PreFire(A,user,params) //They're using the new gun system, locate what they're aiming at.
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else
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@@ -180,28 +181,47 @@
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in_chamber.yo = targloc.y - curloc.y
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in_chamber.xo = targloc.x - curloc.x
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if(istype(user, /mob/living/carbon))
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var/spread = 0
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if(istype(user, /mob/living/carbon)) //Instead of modifying projectile's originl pixels, we can increase spread.
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var/mob/living/carbon/mob = user
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if(mob.shock_stage > 120)
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in_chamber.yo += rand(-2,2)
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in_chamber.xo += rand(-2,2)
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spread += rand(-2,2)
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else if(mob.shock_stage > 70)
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in_chamber.yo += rand(-1,1)
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in_chamber.xo += rand(-1,1)
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spread += rand(-1,1)
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if(params)
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var/list/mouse_control = params2list(params)
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if(mouse_control["icon-x"])
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in_chamber.p_x = text2num(mouse_control["icon-x"])
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if(mouse_control["icon-y"])
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in_chamber.p_y = text2num(mouse_control["icon-y"])
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if(mouse_control["screen-loc"])
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//Split screen-loc up into X+Pixel_X and Y+Pixel_Y
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var/list/screen_loc_params = text2list(mouse_control["screen-loc"], ",")
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//Split X+Pixel_X up into list(X, Pixel_X)
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var/list/screen_loc_X = text2list(screen_loc_params[1],":")
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//Split Y+Pixel_Y up into list(Y, Pixel_Y)
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var/list/screen_loc_Y = text2list(screen_loc_params[2],":")
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var/x = text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32
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var/y = text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32
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var/ox = round(544/2) //"origin" x - Basically center of the screen. This is a bad way of doing it because if you are able to view MORE than 17 tiles at a time your aim will get fucked.
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var/oy = round(544/2) //"origin" y - Basically center of the screen.
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var/angle = Atan2(y - oy, x - ox)
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in_chamber.Angle = angle
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if(chambered)
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for (var/i = max(1, chambered.pellets), i > 0, i--) //Previous way of doing it fucked up math for spreading. This way, even the first projectile is part of the spread code.
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if(randomspread) //Random spread
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spread = (rand() - 0.5) * chambered.deviation
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else //Smart spread
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spread = (i / chambered.pellets - 0.5) * chambered.deviation
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if(chambered) // Beep boop buckshot
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var/target_x = targloc.x
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var/target_y = targloc.y
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var/target_z = targloc.z
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if(in_chamber)
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in_chamber.process()
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while(chambered.buck > 0)
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var/dx = round(gaussian(0,chambered.deviation),1)
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var/dy = round(gaussian(0,chambered.deviation),1)
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targloc = locate(target_x+dx, target_y+dy, target_z)
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if(!targloc || targloc == curloc)
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break
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in_chamber = new chambered.projectile_type()
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prepare_shot(in_chamber)
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in_chamber.original = target
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@@ -210,26 +230,19 @@
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in_chamber.current = curloc
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in_chamber.yo = targloc.y - curloc.y
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in_chamber.xo = targloc.x - curloc.x
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if(spread)
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in_chamber.Angle += chambered.spread
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if(in_chamber)
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in_chamber.process()
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chambered.buck--
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if(params)
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var/list/mouse_control = params2list(params)
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if(mouse_control["icon-x"])
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in_chamber.p_x = text2num(mouse_control["icon-x"])
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if(mouse_control["icon-y"])
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in_chamber.p_y = text2num(mouse_control["icon-y"])
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spawn()
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else
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if(spread)
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in_chamber.Angle += chambered.spread
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if(in_chamber)
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in_chamber.process()
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sleep(1)
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in_chamber = null
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sleep(1)
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in_chamber = null
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update_icon()
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if(user.hand)
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user.update_inv_l_hand()
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else
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@@ -378,4 +391,5 @@
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if(F)
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if(F.on)
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user.AddLuminosity(-F.brightness_on)
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SetLuminosity(F.brightness_on)
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SetLuminosity(F.brightness_on)
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@@ -60,6 +60,10 @@
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var/chatlog_attacks = 1
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var/speed = 1 //Amount of deciseconds it takes for projectile to travel. Animation is adjusted accordingly.
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var/Angle = 0 //For new projectiles
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var/spread = 0 //Amount of degrees by which the projectiles will be spread DURING MOVEMENT. It exists for chaotic types of projectiles, like bees or something.
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proc/delete()
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// Garbage collect the projectiles
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loc = null
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