mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-29 23:17:02 +01:00
Timestop Spell Port and Sepia Slimes
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@@ -31,6 +31,7 @@
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var/atom/original = null // the original target clicked
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var/turf/starting = null // the projectile's starting turf
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var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
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var/paused = FALSE //for suspending the projectile midair
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var/p_x = 16
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var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
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@@ -202,73 +203,74 @@
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if(kill_count < 1)
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del(src)
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return
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kill_count--
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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(!paused)
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kill_count--
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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(!Angle)
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Angle=round(Get_Angle(src,current))
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//world << "[Angle] angle"
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//overlays.Cut()
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//var/icon/I=new(initial(icon),icon_state) //using initial(icon) makes sure that the angle for that is reset as well
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//I.Turn(Angle)
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//I.DrawBox(rgb(255,0,0,50),1,1,32,32)
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//icon = I
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if(spread) //Chaotic spread
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Angle += (rand() - 0.5) * spread
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var/matrix/M = new//matrix(transform)
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M.Turn(Angle)
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transform = M
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if(!Angle)
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Angle=round(Get_Angle(src,current))
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//world << "[Angle] angle"
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//overlays.Cut()
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//var/icon/I=new(initial(icon),icon_state) //using initial(icon) makes sure that the angle for that is reset as well
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//I.Turn(Angle)
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//I.DrawBox(rgb(255,0,0,50),1,1,32,32)
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//icon = I
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if(spread) //Chaotic spread
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Angle += (rand() - 0.5) * spread
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var/matrix/M = new//matrix(transform)
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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_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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var/new_y = y
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//Not sure if using whiles for this is good
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while(pixel_x_offset > 16)
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//world << "Pre-adjust coords (x++): xy [pixel_x] xy offset [pixel_x_offset]"
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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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while(pixel_x_offset < -16)
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//world << "Pre-adjust coords (x--): xy [pixel_x] xy offset [pixel_x_offset]"
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pixel_x_offset += 32
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pixel_x += 32
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new_x--
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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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var/new_y = y
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//Not sure if using whiles for this is good
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while(pixel_x_offset > 16)
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//world << "Pre-adjust coords (x++): xy [pixel_x] xy offset [pixel_x_offset]"
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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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while(pixel_x_offset < -16)
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//world << "Pre-adjust coords (x--): xy [pixel_x] xy offset [pixel_x_offset]"
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pixel_x_offset += 32
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pixel_x += 32
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new_x--
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while(pixel_y_offset > 16)
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//world << "Pre-adjust coords (y++): py [pixel_y] py offset [pixel_y_offset]"
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pixel_y_offset -= 32
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pixel_y -= 32
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new_y++
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while(pixel_y_offset < -16)
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//world << "Pre-adjust coords (y--): py [pixel_y] py offset [pixel_y_offset]"
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pixel_y_offset += 32
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pixel_y += 32
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new_y--
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while(pixel_y_offset > 16)
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//world << "Pre-adjust coords (y++): py [pixel_y] py offset [pixel_y_offset]"
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pixel_y_offset -= 32
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pixel_y -= 32
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new_y++
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while(pixel_y_offset < -16)
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//world << "Pre-adjust coords (y--): py [pixel_y] py offset [pixel_y_offset]"
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pixel_y_offset += 32
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pixel_y += 32
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new_y--
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speed = round(speed) //Just in case.
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step_towards(src, locate(new_x, new_y, z)) //Original projectiles stepped towards 'current'
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if(speed <= 1) //We should really only animate at speed 2
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pixel_x = pixel_x_offset
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pixel_y = pixel_y_offset
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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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speed = round(speed) //Just in case.
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step_towards(src, locate(new_x, new_y, z)) //Original projectiles stepped towards 'current'
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if(speed <= 1) //We should really only animate at speed 2
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pixel_x = pixel_x_offset
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pixel_y = pixel_y_offset
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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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/*
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var/turf/T = get_turf(src)
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if(T)
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T.color = "#6666FF"
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spawn(10)
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T.color = initial(T.color)
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*/
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/*
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var/turf/T = get_turf(src)
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if(T)
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T.color = "#6666FF"
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spawn(10)
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T.color = initial(T.color)
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*/
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if(!bumped && ((original && original.layer>=2.75) || ismob(original)))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original)
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if(!bumped && ((original && original.layer>=2.75) || ismob(original)))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original)
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Range()
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sleep(max(1, speed))
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else
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@@ -277,19 +279,20 @@
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if(kill_count < 1)
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del(src)
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return
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kill_count--
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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(!Angle)
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Angle=round(Get_Angle(src,current))
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var/matrix/M = new//matrix(transform)
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M.Turn(Angle)
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transform = M //So there's no need to give icons directions again
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step_towards(src, current)
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if(!bumped && ((original && original.layer>=2.75) || ismob(original)))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original)
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if(!paused)
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kill_count--
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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(!Angle)
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Angle=round(Get_Angle(src,current))
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var/matrix/M = new//matrix(transform)
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M.Turn(Angle)
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transform = M //So there's no need to give icons directions again
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step_towards(src, current)
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if(!bumped && ((original && original.layer>=2.75) || ismob(original)))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original)
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Range()
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sleep(1)
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