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replaces atom.initialized with ATOM_INITIALIZED
refactors atom/var/flags to atom_flags and area_flags moves NOBLOODY, NOBLUDGEON, and PHORONGUARD to item_flags instead of atom_flags corrects various misapplied flags
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@@ -135,7 +135,7 @@
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var/impact_effect_type = null
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var/list/impacted_mobs = list()
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// TGMC Ammo HUD Port
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var/hud_state = "unknown" // What HUD state we use when we have ammunition.
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var/hud_state_empty = "unknown" // The empty state. DON'T USE _FLASH IN THE NAME OF THE EMPTY STATE STRING, THAT IS ADDED BY THE CODE.
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@@ -636,7 +636,7 @@
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return 1
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/obj/item/projectile/proc/check_fire(atom/target as mob, mob/living/user as mob) //Checks if you can hit them or not.
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check_trajectory(target, user, pass_flags, flags)
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check_trajectory(target, user, pass_flags, atom_flags)
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/obj/item/projectile/CanPass()
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return TRUE
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@@ -1,6 +1,6 @@
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// Helper proc to check if you can hit them or not.
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// Will return a list of hit mobs/objects.
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/proc/check_trajectory(atom/target as mob|obj, atom/firer as mob|obj, var/pass_flags=PASSTABLE|PASSGLASS|PASSGRILLE, flags=null)
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/proc/check_trajectory(atom/target as mob|obj, atom/firer as mob|obj, var/pass_flags=PASSTABLE|PASSGLASS|PASSGRILLE, flags=0)
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if(!istype(target) || !istype(firer))
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return 0
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@@ -8,13 +8,13 @@
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//Set the flags and pass flags to that of the real projectile...
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if(!isnull(flags))
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trace.flags = flags
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trace.atom_flags = flags
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trace.pass_flags = pass_flags
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return trace.launch_projectile(target) //Test it!
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/obj/item/projectile/proc/_check_fire(atom/target as mob, var/mob/living/user as mob) //Checks if you can hit them or not.
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check_trajectory(target, user, pass_flags, flags)
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check_trajectory(target, user, pass_flags, atom_flags)
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//"Tracing" projectile
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/obj/item/projectile/test //Used to see if you can hit them.
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