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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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@@ -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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