mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 12:07:27 +01:00
Fixes paths, snipers, turrets, mechas, some other things.
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@@ -35,7 +35,7 @@
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allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank, /obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/crowbar, \
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/obj/item/weapon/screwdriver, /obj/item/weapon/weldingtool, /obj/item/weapon/wirecutters, /obj/item/weapon/wrench, /obj/item/device/multitool, \
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/obj/item/device/radio, /obj/item/device/analyzer, /obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/pulse, \
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/obj/item/weapon/gun/energy/advtaser, /obj/item/weapon/melee/baton, /obj/item/weapon/gun/energy/gun)
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/obj/item/weapon/gun/energy/gun/advtaser, /obj/item/weapon/melee/baton, /obj/item/weapon/gun/energy/gun)
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strip_delay = 130
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//Commander
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@@ -44,7 +44,7 @@
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/obj/item/robot_parts/r_leg = 1,
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/obj/item/stack/sheet/metal = 5,
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/obj/item/stack/cable_coil = 5,
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/obj/item/weapon/gun/energy/advtaser = 1,
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/obj/item/weapon/gun/energy/gun/advtaser = 1,
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/obj/item/weapon/stock_parts/cell = 1,
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/obj/item/device/assembly/prox_sensor = 1,
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/obj/item/robot_parts/r_arm = 1)
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@@ -26,7 +26,7 @@
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then click where you want to fire. Most energy weapons can fire through windows harmlessly. To switch between stun and lethal, click the weapon \
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in your hand. To recharge this weapon, use a weapon recharger."
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/obj/item/weapon/gun/energy/advtaser
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/obj/item/weapon/gun/energy/gun/advtaser
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description_info = "This is an energy weapon. To fire the weapon, have your gun mode set to 'fire', \
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then click where you want to fire. To recharge this weapon, use a weapon recharger. \
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To switch between insta-stun and disabler beams, click the weapon in your hand. This weapon can only fire through glass if it is set to disabler beams."
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@@ -55,11 +55,6 @@
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then click where you want to fire. After firing, you will need to pump the gun, by clicking on the gun in your hand. To reload, load more shotgun \
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shells into the gun."
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/obj/item/weapon/gun/projectile/heavysniper
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description_info = "This is a ballistic weapon. To fire the weapon, have your gun mode set to 'fire', \
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then click where you want to fire. The gun's chamber can be opened or closed by using it in your hand. To reload, open the chamber, add a new bullet \
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then close it. To use the scope, use the appropriate verb in the object tab."
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//*******
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//*Melee*
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//*******
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@@ -99,7 +99,7 @@
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/datum/manufacture/taser
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name = "Advanced Taser"
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item = /obj/item/weapon/gun/energy/advtaser
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item = /obj/item/weapon/gun/energy/gun/advtaser
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cost1 = /obj/item/weapon/ore/iron
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cname1 = "Iron"
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amount1 = 15
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@@ -66,7 +66,7 @@
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if("Warden","Security Officer","Security Pod Pilot")
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suit=/obj/item/clothing/suit/space/eva/plasmaman/security/
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helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/security/
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H.equip_or_collect(new /obj/item/weapon/gun/energy/advtaser(H), slot_in_backpack)
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H.equip_or_collect(new /obj/item/weapon/gun/energy/gun/advtaser(H), slot_in_backpack)
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if("Magistrate")
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suit=/obj/item/clothing/suit/space/eva/plasmaman/magistrate
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helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/magistrate
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@@ -158,7 +158,7 @@
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return
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newname = "redtag ED-209 assembly"
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if("")
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if(!istype(W, /obj/item/weapon/gun/energy/advtaser))
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if(!istype(W, /obj/item/weapon/gun/energy/gun/advtaser))
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return
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newname = "taser ED-209 assembly"
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else
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@@ -365,7 +365,7 @@ Auto Patrol[]"},
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new /obj/item/device/assembly/prox_sensor(Tsec)
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if(!lasercolor)
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var/obj/item/weapon/gun/energy/advtaser/G = new /obj/item/weapon/gun/energy/advtaser(Tsec)
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var/obj/item/weapon/gun/energy/gun/advtaser/G = new /obj/item/weapon/gun/energy/gun/advtaser(Tsec)
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G.power_supply.charge = 0
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G.update_icon()
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else if(lasercolor == "b")
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@@ -262,7 +262,8 @@
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var/obj/item/projectile/A = new projectiletype(src.loc)
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playsound(user, projectilesound, 100, 1)
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if(!A) return
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if(!A)
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return
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A.current = target
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A.firer = src
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@@ -272,7 +273,7 @@
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newtonian_move(get_dir(target, user))
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A.original = target
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spawn( 0 )
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A.process()
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A.fire()
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return
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/mob/living/simple_animal/hostile/proc/DestroySurroundings()
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@@ -81,8 +81,8 @@
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//Split Y+Pixel_Y up into list(Y, Pixel_Y)
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var/list/screen_loc_Y = splittext(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/x = text2num(screen_loc_X[1]) * world.icon_size + text2num(screen_loc_X[2]) - world.icon_size + (user.client ? user.client.pixel_x : 0)
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var/y = text2num(screen_loc_Y[1]) * world.icon_size + text2num(screen_loc_Y[2]) - world.icon_size + (user.client ? user.client.pixel_y : 0)
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//Calculate the "resolution" of screen based on client's view and world's icon size. This will work if the user can view more tiles than average.
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var/screenview = (user.client.view * 2 + 1) * world.icon_size //Refer to http://www.byond.com/docs/ref/info.html#/client/var/view for mad maths
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@@ -187,7 +187,7 @@ obj/item/weapon/gun/proc/newshot()
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sprd = round((rand() - 0.5) * spread)
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else
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sprd = round((i / burst_size - 0.5) * spread)
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if(!chambered.fire(target, user, params, suppressed, zone_override, sprd))
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if(!chambered.fire(target, user, params, ,suppressed, zone_override, sprd))
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shoot_with_empty_chamber(user)
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break
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else
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@@ -360,14 +360,6 @@
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item_state = "instagibblue"
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ammo_type = list(/obj/item/ammo_casing/energy/instakill/blue)
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obj/item/weapon/gun/energy/staff/focus
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name = "mental focus"
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desc = "An artefact that channels the will of the user into destructive bolts of force. If you aren't careful with it, you might poke someone's brain out."
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icon = 'icons/obj/wizard.dmi'
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icon_state = "focus"
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item_state = "focus"
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ammo_type = list(/obj/item/ammo_casing/forcebolt)
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/obj/item/weapon/gun/energy/clown
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name = "HONK Rifle"
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desc = "Clown Planet's finest."
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@@ -4,6 +4,7 @@
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icon = 'icons/obj/guns/magic.dmi'
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icon_state = "staffofnothing"
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item_state = "staff"
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fire_sound = 'sound/weapons/emitter.ogg'
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fire_sound_text = "energy blast"
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flags = CONDUCT
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w_class = 5
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@@ -54,3 +54,11 @@ obj/item/weapon/gun/magic/staff/door
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item_state = "honker"
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max_charges = 4
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recharge_rate = 8
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obj/item/weapon/gun/magic/staff/focus
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name = "mental focus"
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desc = "An artefact that channels the will of the user into destructive bolts of force. If you aren't careful with it, you might poke someone's brain out."
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icon = 'icons/obj/wizard.dmi'
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icon_state = "focus"
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item_state = "focus"
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ammo_type = list(/obj/item/ammo_casing/forcebolt)
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@@ -239,7 +239,7 @@ obj/item/projectile/kinetic/New()
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if(istype(target_turf, /turf/simulated/mineral))
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var/turf/simulated/mineral/M = target_turf
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M.gets_drilled(firer)
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new /obj/item/effect/kinetic_blast(target_turf)
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new /obj/effect/kinetic_blast(target_turf)
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if(splash)
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for(var/turf/T in range(splash, target_turf))
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if(istype(T, /turf/simulated/mineral))
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@@ -252,7 +252,7 @@ obj/item/projectile/kinetic/New()
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icon_state = "kinetic_blast"
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layer = 4.1
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/obj/item/effect/kinetic_blast/New()
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/obj/effect/kinetic_blast/New()
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spawn(4)
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qdel(src)
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