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Refactors rocket launchers, adds it to nukie uplink (#21273)
* initial changes to rocket launcher * moves the missiles to special projectiles * gonna keep it real, im too high for mechcode * missiles are now projectiles * pt. 2 of last commit * Now we don't need process fire to handle all this * shoots you with my gun that makes you explode * uplink time * I hate mechs I hate mechs I hate mechs * minor typo detected * tech origin fix * whoops the light ones explode twice * THIS JUST MAKES IT WORK???? * maybe balance is a good thing * Renamed ammo in uplink Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * sirryans reviews, ill learn to document someday * Forcemove time Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> --------- Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
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@@ -46,6 +46,14 @@
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surplus = 25
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uplinktypes = list(UPLINK_TYPE_NUCLEAR, UPLINK_TYPE_SST)
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/datum/uplink_item/dangerous/rocket_launcher
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name = "Rocket Launcher"
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desc = "Not many things can survive a direct hit from this. (Ammunition sold separately, keep away from children.)"
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reference = "RL"
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item = /obj/item/gun/rocketlauncher
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cost = 8
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uplinktypes = list(UPLINK_TYPE_NUCLEAR, UPLINK_TYPE_SST)
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/datum/uplink_item/dangerous/flamethrower
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name = "Flamethrower"
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desc = "A flamethrower, fuelled by a portion of highly flammable bio-toxins stolen previously from Nanotrasen stations. Make a statement by roasting the filth in their own greed. Use with caution."
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@@ -256,6 +264,14 @@
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cost = 4
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uplinktypes = list(UPLINK_TYPE_NUCLEAR, UPLINK_TYPE_SST)
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/datum/uplink_item/ammo/rocket
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name = "Rocket Launcher Shell"
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desc = "An extra shell for your RPG. Make sure your bestie isn't standing in front of you."
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reference = "HE"
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item = /obj/item/ammo_casing/rocket
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cost = 6
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uplinktypes = list(UPLINK_TYPE_NUCLEAR, UPLINK_TYPE_SST)
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/datum/uplink_item/ammo/machinegun
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name = "L6 SAW - 5.56x45mm Box Magazine"
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desc = "A 50-round magazine of 5.56x45mm ammunition for use in the L6 SAW machine gun. By the time you need to use this, you'll already be on a pile of corpses."
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@@ -334,53 +334,18 @@
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name = "\improper SRM-8 Light Missile Rack"
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icon_state = "mecha_missilerack"
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origin_tech = "combat=5;materials=4;engineering=4"
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projectile = /obj/item/missile
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projectile = /obj/item/projectile/missile/light
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fire_sound = 'sound/effects/bang.ogg'
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projectiles = 8
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projectile_energy_cost = 1000
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equip_cooldown = 60
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var/missile_speed = 2
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var/missile_range = 30
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var/heavy_missile = 0
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harmful = TRUE
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/action(target, params)
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if(!action_checks(target))
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return
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set_ready_state(0)
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var/obj/item/missile/M = new projectile(chassis.loc)
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M.primed = 1
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if(heavy_missile)
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M.heavy_missile = 1
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playsound(chassis, fire_sound, 50, 1)
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M.throw_at(target, missile_range, missile_speed, spin = FALSE)
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projectiles--
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log_message("Fired from [name], targeting [target].")
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var/turf/T = get_turf(src)
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add_attack_logs(chassis.occupant, target, "fired a [src]", ATKLOG_FEW)
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log_game("[key_name(chassis.occupant)] fired a [src] in [T.x], [T.y], [T.z]")
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do_after_cooldown()
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/heavy
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name = "\improper SRX-13 Heavy Missile Launcher"
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heavy_missile = 1
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/obj/item/missile
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icon = 'icons/obj/grenade.dmi'
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icon_state = "missile"
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var/primed = null
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var/heavy_missile = 0
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throwforce = 15
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/obj/item/missile/throw_impact(atom/hit_atom)
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if(primed)
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if(heavy_missile)
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explosion(hit_atom, 2, 3, 4, 6, 0)
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else
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explosion(hit_atom, 0, 0, 2, 4, 0)
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qdel(src)
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else
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..()
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projectile = /obj/item/projectile/missile
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang
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name = "\improper SGL-6 Flashbang Launcher"
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@@ -326,7 +326,7 @@
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name = "rocket shell"
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desc = "A high explosive designed to be fired from a launcher."
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icon_state = "rocketshell"
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projectile_type = /obj/item/missile
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projectile_type = /obj/item/projectile/missile
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caliber = "rocket"
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_STRONG
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muzzle_flash_range = MUZZLE_FLASH_RANGE_STRONG
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@@ -1,55 +1,41 @@
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/obj/item/gun/rocketlauncher
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var/projectile
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name = "rocket launcher"
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desc = "Say hello to my little friend"
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desc = "A rocket propelled grenade launcher. Holds one shell at a time."
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icon_state = "rocket"
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item_state = "rocket"
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w_class = WEIGHT_CLASS_BULKY
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throw_speed = 2
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throw_range = 10
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force = 5.0
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throw_range = 3
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force = 15
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flags = CONDUCT
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origin_tech = "combat=6"
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origin_tech = "combat=6;syndicate=7"
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fire_sound = 'sound/weapons/blastcannon.ogg'
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fire_delay = 40
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recoil = 2
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zoomable = TRUE
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zoom_amt = 7
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var/missile_speed = 2
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var/missile_range = 30
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var/max_rockets = 1
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var/list/rockets = new/list()
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/obj/item/gun/rocketlauncher/examine(mob/user)
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. = ..()
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. += "<span class='notice'>[rockets.len] / [max_rockets] rockets.</span>"
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. += "<span class='notice'>It is currently [chambered ? "" : "un"]loaded.</span>"
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/obj/item/gun/rocketlauncher/Destroy()
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QDEL_LIST_CONTENTS(rockets)
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rockets = null
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return ..()
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/obj/item/gun/rocketlauncher/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/ammo_casing/rocket))
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if(rockets.len < max_rockets)
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user.drop_item()
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I.loc = src
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rockets += I
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to_chat(user, "<span class='notice'>You put the rocket in [src].</span>")
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to_chat(user, "<span class='notice'>[rockets.len] / [max_rockets] rockets.</span>")
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else
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to_chat(user, "<span class='notice'>[src] cannot hold more rockets.</span>")
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else
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if(!istype(I, /obj/item/ammo_casing/rocket))
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return ..()
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if(!chambered)
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user.unEquip(I)
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I.forceMove(src)
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chambered = I
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to_chat(user, "<span class='notice'>You put the rocket in [src].</span>")
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else
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to_chat(user, "<span class='notice'>[src] cannot hold another rocket.</span>")
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/obj/item/gun/rocketlauncher/process_chamber()
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QDEL_NULL(chambered)
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/obj/item/gun/rocketlauncher/can_shoot()
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return rockets.len
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/obj/item/gun/rocketlauncher/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, message = 1, params, zone_override = "")
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if(rockets.len)
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var/obj/item/ammo_casing/rocket/I = rockets[1]
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var/obj/item/missile/M = new /obj/item/missile(user.loc)
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playsound(user.loc, 'sound/effects/bang.ogg', 50, 1)
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M.primed = 1
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M.throw_at(target, missile_range, missile_speed, user, 1)
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message_admins("[key_name_admin(user)] fired a rocket from a rocket launcher ([name]).")
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log_game("[key_name_admin(user)] used a rocket launcher ([name]).")
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rockets -= I
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qdel(I)
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else
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to_chat(user, "<span class='warning'>[src] is empty.</span>")
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return chambered
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@@ -13,7 +13,7 @@
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/obj/item/projectile/ion/on_hit(atom/target, blocked = 0)
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..()
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empulse(target, strong_emp, weak_emp, TRUE, cause = "[type] fired by [key_name(firer)]")
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return 1
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return TRUE
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/obj/item/projectile/ion/weak
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strong_emp = 0
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@@ -29,7 +29,7 @@
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/obj/item/projectile/bullet/gyro/on_hit(atom/target, blocked = 0)
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..()
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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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return TRUE
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/obj/item/projectile/bullet/a40mm
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name ="40mm grenade"
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@@ -42,7 +42,7 @@
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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, cause = "[type] fired by [key_name(firer)]")
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return 1
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return TRUE
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/obj/item/projectile/temp
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name = "temperature beam"
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@@ -123,6 +123,25 @@
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shake_camera(M, 3, 1)
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qdel(src)
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/obj/item/projectile/missile
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icon = 'icons/obj/grenade.dmi'
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icon_state = "missile"
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damage = 50
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///If the missile will have a heavy, or light explosion.
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var/heavy = TRUE
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/obj/item/projectile/missile/on_hit(atom/target, blocked, hit_zone)
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..()
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if(heavy)
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explosion(target, 1, 2, 3, cause = "[type] fired by [key_name(firer)]")
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else
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explosion(target, -1, 0, 2, cause = "[type] fired by [key_name(firer)]")
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return TRUE
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/obj/item/projectile/missile/light
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damage = 15
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heavy = FALSE
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/obj/item/projectile/energy/floramut
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name = "alpha somatoray"
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icon_state = "energy"
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