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Paradise/code/datums/spells/projectile_spell.dm
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eee8878024 Datumizes spells (#24242)
* datumized spells

* finished

* last changes

* conflict

* Update code/datums/spells/alien_spells/transfer_plasma.dm

* conflicts

* shitty runtime fix until i get to this tomorrow

* Update code/datums/spell.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update code/datums/spell_handler/alien_spell_handler.dm

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* Update code/datums/spells/alien_spells/regurgitate.dm

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* Update code/datums/spells/alien_spells/regurgitate.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update code/datums/spells/bloodcrawl.dm

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* Update code/datums/spells/bloodcrawl.dm

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* Update code/modules/antagonists/vampire/vampire_powers/hemomancer_powers.dm

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* Update code/modules/antagonists/vampire/vampire_powers/vampire_powers.dm

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* Update code/modules/awaymissions/mission_code/ruins/wizardcrash.dm

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* Update code/modules/research/xenobiology/xenobiology.dm

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* Update code/modules/mob/living/carbon/superheroes.dm

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* Update code/datums/spells/conjure.dm

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* Update code/datums/spells/ethereal_jaunt.dm

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* Update code/datums/spells/emplosion.dm

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* Update code/datums/spells/turf_teleport.dm

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* Update code/datums/spells/wizard_spells.dm

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* Update code/datums/spells/wizard_spells.dm

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* Update code/game/dna/mutations/mutation_powers.dm

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* Update code/datums/spells/wizard_spells.dm

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* Update code/datums/spells/wizard_spells.dm

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* Update code/game/dna/mutations/mutation_powers.dm

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* Update code/game/gamemodes/miniantags/revenant/revenant_abilities.dm

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* guess who just rework the entire malf ai actionsf ai

* gc better

---------

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2024-04-01 07:42:21 +00:00

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/datum/spell/projectile
desc = "This spell summons projectiles which try to hit the targets."
var/proj_icon = 'icons/obj/projectiles.dmi'
var/proj_icon_state = "spell"
var/proj_name = "a spell projectile"
var/proj_trail = 0 //if it leaves a trail
var/proj_trail_lifespan = 0 //deciseconds
var/proj_trail_icon = 'icons/obj/wizard.dmi'
var/proj_trail_icon_state = "trail"
/// The projectile we spawn. Make sure to override this
var/proj_type
var/proj_lingering = 0 //if it lingers or disappears upon hitting an obstacle
var/proj_homing = 1 //if it follows the target
var/proj_insubstantial = FALSE //if it can pass through dense objects or not
var/proj_trigger_range = 0 //the range from target at which the projectile triggers cast(target)
var/proj_lifespan = 15 //in deciseconds * proj_step_delay
var/proj_step_delay = 1 //lower = faster
/datum/spell/projectile/cast(list/targets, mob/user = usr)
for(var/mob/living/target in targets)
spawn(0)
var/obj/item/projectile/projectile = new proj_type(get_turf(user))
projectile.icon = proj_icon
projectile.icon_state = proj_icon_state
projectile.dir = get_dir(target, projectile)
projectile.name = proj_name
var/current_loc = get_turf(projectile)
for(var/i in 1 to proj_lifespan)
if(!projectile)
break
if(proj_homing)
if(proj_insubstantial)
projectile.dir = get_dir(projectile,target)
projectile.forceMove(get_step_to(projectile, target))
else
step_to(projectile,target)
else
if(proj_insubstantial)
projectile.forceMove(get_step(projectile, projectile.dir))
else
step(projectile, projectile.dir)
if(!projectile) // step and step_to sleeps so we'll have to check again.
break
if(!proj_lingering && (get_turf(projectile) == current_loc)) //if it didn't move since last time
qdel(projectile)
break
if(proj_trail && projectile)
spawn(0)
if(projectile)
var/obj/effect/overlay/trail = new /obj/effect/overlay(get_turf(projectile))
trail.icon = proj_trail_icon
trail.icon_state = proj_trail_icon_state
trail.density = FALSE
spawn(proj_trail_lifespan)
qdel(trail)
current_loc = get_turf(projectile)
sleep(proj_step_delay)
if(projectile)
qdel(projectile)