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Roiling Mold blob projectiles fly in shorter arcs. Fix projectile targeting recursion.
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@@ -21,6 +21,7 @@
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attack_message_synth = ", and your shell buckles"
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attack_verb = "lashes"
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spore_projectile = /obj/item/projectile/arc/spore
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factory_type = /obj/structure/blob/factory/turret
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/datum/blob_type/roiling_mold/proc/find_target(var/obj/structure/blob/B, var/tries = 0, var/list/previous_targets = null)
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if(tries > 3)
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@@ -33,7 +34,7 @@
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previous_targets |= L
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L = find_target(B, tries + 1, previous_targets)
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return find_target(B, tries + 1, previous_targets)
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return L
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@@ -16,6 +16,7 @@
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var/visual_y_offset = -16 // Adjusts how high the projectile and its shadow start, visually. This is so the projectile and shadow align with the center of the tile.
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var/projectile_speed_modifier = 0.5 // Slows it down to make the arcing more noticable, and improve pixel calculation accuracy.
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var/obj/effect/projectile_shadow/shadow = null // Visual indicator for the projectile's 'true' position. Needed due to being bound to two dimensions in reality.
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var/arc_height_multiplier = 1 // Modifies how 'high' the projectile flies.
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/obj/item/projectile/arc/Bump()
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return
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@@ -88,7 +89,7 @@
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// Now for the fake height.
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var/arc_max_pixel_height = distance_to_fly / 2
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var/sine_position = arc_progress * 180
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var/pixel_z_position = (arc_max_pixel_height * sin(sine_position)) + visual_y_offset
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var/pixel_z_position = (arc_max_pixel_height * sin(sine_position) * arc_height_multiplier) + visual_y_offset
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animate(src, pixel_z = pixel_z_position, time = 1, flags = ANIMATION_END_NOW)
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// Update our shadow.
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@@ -176,6 +177,7 @@
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damage_type = BIOACID
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armor_penetration = 30
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fire_sound = 'sound/effects/slime_squish.ogg'
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arc_height_multiplier = 0.5
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/obj/item/projectile/arc/spore/on_impact(turf/T)
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for(var/mob/living/L in T)
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