mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-11 10:22:13 +00:00
fixes beam rifles and some micro optimizations to projectiles and readds the chameleon gun for debugging (#11528)
* wew * ah * k * k * faster
This commit is contained in:
@@ -181,13 +181,6 @@
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listeningTo = null
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return ..()
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/obj/item/gun/energy/beam_rifle/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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chambered = null
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recharge_newshot()
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/obj/item/gun/energy/beam_rifle/proc/aiming_beam(force_update = FALSE)
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var/diff = abs(aiming_lastangle - lastangle)
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if(!check_user())
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@@ -302,7 +295,7 @@
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if(istype(object, /obj/screen) && !istype(object, /obj/screen/click_catcher))
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return
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process_aim()
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if(aiming_time_left <= aiming_time_fire_threshold && check_user() && ((lastfire + delay) <= world.time))
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if(fire_check())
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sync_ammo()
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do_fire(M.client.mouseObject, M, FALSE, M.client.mouseParams, M.zone_selected)
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stop_aiming()
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@@ -310,11 +303,16 @@
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return ..()
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/obj/item/gun/energy/beam_rifle/do_fire(atom/target, mob/living/user, message = TRUE, params, zone_override = "", bonus_spread = 0)
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if(!fire_check())
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return
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. = ..()
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if(.)
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lastfire = world.time
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stop_aiming()
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/obj/item/gun/energy/beam_rifle/proc/fire_check()
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return (aiming_time_left <= aiming_time_fire_threshold) && check_user() && ((lastfire + delay) <= world.time)
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/obj/item/gun/energy/beam_rifle/proc/sync_ammo()
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for(var/obj/item/ammo_casing/energy/beam_rifle/AC in contents)
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AC.sync_stats()
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@@ -531,21 +529,15 @@
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tracer_type = /obj/effect/projectile/tracer/tracer/beam_rifle
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var/constant_tracer = FALSE
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/obj/item/projectile/beam/beam_rifle/hitscan/generate_hitscan_tracers(cleanup = TRUE, duration = 5, impacting = TRUE, highlander)
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set waitfor = FALSE
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if(isnull(highlander))
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highlander = constant_tracer
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if(highlander && istype(gun))
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QDEL_LIST(gun.current_tracers)
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for(var/datum/point/p in beam_segments)
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gun.current_tracers += generate_tracer_between_points(p, beam_segments[p], tracer_type, color, 0, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity)
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/obj/item/projectile/beam/beam_rifle/hitscan/generate_hitscan_tracers(cleanup = TRUE, duration = 5, impacting = TRUE, generation, highlander = constant_tracer)
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if(!highlander)
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return ..()
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else
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for(var/datum/point/p in beam_segments)
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generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity)
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if(cleanup)
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QDEL_LIST(beam_segments)
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beam_segments = null
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QDEL_NULL(beam_index)
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duration = 0
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. = ..()
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if(!generation) //first one
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QDEL_LIST(gun.current_tracers)
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gun.current_tracers += .
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/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam
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tracer_type = /obj/effect/projectile/tracer/tracer/aiming
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@@ -560,4 +552,5 @@
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hitscan_light_color_override = "#99ff99"
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/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam/prehit(atom/target)
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qdel(src)
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return FALSE
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169
code/modules/projectiles/guns/misc/chameleon.dm
Normal file
169
code/modules/projectiles/guns/misc/chameleon.dm
Normal file
@@ -0,0 +1,169 @@
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// this is all shitcode never ever add it to the game it's for debugging only.
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/datum/action/item_action/chameleon/change/gun/update_look(mob/user, obj/item/picked_item)
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. = ..()
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var/obj/item/gun/energy/laser/chameleon/CG = target
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CG.get_chameleon_projectile(picked_item)
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/obj/item/gun/energy/laser/chameleon
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name = "practice laser gun"
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desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
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ammo_type = list(/obj/item/ammo_casing/energy/chameleon)
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clumsy_check = 0
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item_flags = NONE
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pin = /obj/item/firing_pin
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cell_type = /obj/item/stock_parts/cell/bluespace
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var/datum/action/item_action/chameleon/change/gun/chameleon_action
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var/list/chameleon_projectile_vars
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var/list/chameleon_ammo_vars
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var/list/chameleon_gun_vars
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var/list/projectile_copy_vars
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var/list/ammo_copy_vars
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var/list/gun_copy_vars
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var/badmin_mode = FALSE
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var/can_hitscan = FALSE
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var/hitscan_mode = FALSE
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/obj/item/gun/energy/laser/chameleon/Initialize()
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. = ..()
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chameleon_action = new(src)
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chameleon_action.chameleon_type = /obj/item/gun
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chameleon_action.chameleon_name = "Gun"
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chameleon_action.chameleon_blacklist = typecacheof(/obj/item/gun/magic, ignore_root_path = FALSE)
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chameleon_action.initialize_disguises()
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projectile_copy_vars = list("name", "icon", "icon_state", "item_state", "speed", "color", "hitsound", "forcedodge", "impact_effect_type", "range", "suppressed", "hitsound_wall", "impact_effect_type", "pass_flags", "tracer_type", "muzzle_type", "impact_type")
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chameleon_projectile_vars = list("name" = "practice laser", "icon" = 'icons/obj/projectiles.dmi', "icon_state" = "laser")
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gun_copy_vars = list("fire_sound", "burst_size", "fire_delay")
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chameleon_gun_vars = list()
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ammo_copy_vars = list("firing_effect_type")
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chameleon_ammo_vars = list()
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recharge_newshot()
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get_chameleon_projectile(/obj/item/gun/energy/laser)
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/obj/item/gun/energy/laser/chameleon/emp_act(severity)
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return
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/obj/item/gun/energy/laser/chameleon/proc/reset_chameleon_vars()
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chameleon_ammo_vars = list()
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chameleon_gun_vars = list()
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chameleon_projectile_vars = list()
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var/static/list/blacklisted_vars = list("locs", "loc", "contents", "x", "y", "z", "parent_type", "type", "vars")
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if(chambered)
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for(var/v in ammo_copy_vars)
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if(v in blacklisted_vars) //Just in case admins go crazy.
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continue
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chambered.vv_edit_var(v, initial(chambered.vars[v]))
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for(var/v in gun_copy_vars)
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if(v in blacklisted_vars)
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continue
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vv_edit_var(v, initial(vars[v]))
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vars[v] = initial(vars[v])
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QDEL_NULL(chambered.BB)
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chambered.newshot()
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/obj/item/gun/energy/laser/chameleon/proc/set_chameleon_ammo(obj/item/ammo_casing/AC, passthrough = TRUE, reset = FALSE)
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if(!istype(AC))
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CRASH("[AC] is not /obj/item/ammo_casing!")
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return FALSE
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for(var/V in ammo_copy_vars)
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if(AC.vars.Find(V))
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chameleon_ammo_vars[V] = AC.vars[V]
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chambered?.vv_edit_var(V, AC.vars[V])
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if(passthrough)
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var/obj/item/projectile/P = AC.BB
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set_chameleon_projectile(P)
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/obj/item/gun/energy/laser/chameleon/proc/set_chameleon_projectile(obj/item/projectile/P)
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if(!istype(P))
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CRASH("[P] is not /obj/item/projectile!")
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return FALSE
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chameleon_projectile_vars = list("name" = "practice laser", "icon" = 'icons/obj/projectiles.dmi', "icon_state" = "laser", "nodamage" = TRUE)
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for(var/V in projectile_copy_vars)
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if(P.vars.Find(V))
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chameleon_projectile_vars[V] = P.vars[V]
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if(istype(chambered, /obj/item/ammo_casing/energy/chameleon))
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var/obj/item/ammo_casing/energy/chameleon/AC = chambered
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AC.projectile_vars = chameleon_projectile_vars.Copy()
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if(!P.tracer_type)
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can_hitscan = FALSE
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set_hitscan(FALSE)
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else
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can_hitscan = TRUE
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if(badmin_mode)
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qdel(chambered.BB)
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chambered.projectile_type = P.type
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chambered.newshot()
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/obj/item/gun/energy/laser/chameleon/proc/set_chameleon_gun(obj/item/gun/G , passthrough = TRUE)
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if(!istype(G))
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CRASH("[G] is not /obj/item/gun!")
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return FALSE
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for(var/V in gun_copy_vars)
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if(vars.Find(V) && G.vars.Find(V))
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chameleon_gun_vars[V] = G.vars[V]
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vv_edit_var(V, G.vars[V])
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if(passthrough)
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if(istype(G, /obj/item/gun/ballistic))
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var/obj/item/gun/ballistic/BG = G
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var/obj/item/ammo_box/AB = new BG.mag_type(G)
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qdel(BG)
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if(!istype(AB)||!AB.ammo_type)
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qdel(AB)
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return FALSE
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var/obj/item/ammo_casing/AC = new AB.ammo_type(G)
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set_chameleon_ammo(AC)
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else if(istype(G, /obj/item/gun/magic))
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var/obj/item/gun/magic/MG = G
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var/obj/item/ammo_casing/AC = new MG.ammo_type(G)
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set_chameleon_ammo(AC)
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else if(istype(G, /obj/item/gun/energy))
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var/obj/item/gun/energy/EG = G
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if(islist(EG.ammo_type) && EG.ammo_type.len)
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var/obj/item/ammo_casing/AC = EG.ammo_type[1]
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set_chameleon_ammo(AC)
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else if(istype(G, /obj/item/gun/syringe))
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var/obj/item/ammo_casing/AC = new /obj/item/ammo_casing/syringegun(src)
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set_chameleon_ammo(AC)
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/obj/item/gun/energy/laser/chameleon/attack_self(mob/user)
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. = ..()
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if(!can_hitscan)
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to_chat(user, "<span class='warning'>[src]'s current disguised gun does not allow it to enable high velocity mode!</span>")
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return
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if(!chambered)
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to_chat(user, "<span class='warning'>Unknown error in energy lens: Please reset chameleon disguise and try again.</span>")
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return
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set_hitscan(!hitscan_mode)
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to_chat(user, "<span class='notice'>You toggle [src]'s high velocity beam mode to [hitscan_mode? "on" : "off"].</span>")
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/obj/item/gun/energy/laser/chameleon/proc/set_hitscan(hitscan)
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var/obj/item/ammo_casing/energy/chameleon/AC = chambered
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AC.hitscan_mode = hitscan
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hitscan_mode = hitscan
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/obj/item/gun/energy/laser/chameleon/proc/get_chameleon_projectile(guntype)
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reset_chameleon_vars()
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var/obj/item/gun/G = new guntype(src)
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set_chameleon_gun(G)
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qdel(G)
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/obj/item/ammo_casing/energy/chameleon
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projectile_type = /obj/item/projectile/energy/chameleon
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e_cost = 0
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var/hitscan_mode = FALSE
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var/list/projectile_vars = list()
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/obj/item/ammo_casing/energy/chameleon/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
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. = ..()
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if(!BB)
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newshot()
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for(var/V in projectile_vars)
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if(BB.vars.Find(V))
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BB.vv_edit_var(V, projectile_vars[V])
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if(hitscan_mode)
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BB.hitscan = TRUE
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/obj/item/projectile/energy/chameleon
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nodamage = TRUE
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@@ -52,6 +52,8 @@
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var/hitscan = FALSE //Whether this is hitscan. If it is, speed is basically ignored.
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var/list/beam_segments //assoc list of datum/point or datum/point/vector, start = end. Used for hitscan effect generation.
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var/datum/point/beam_index
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/// Used in generate_hitscan_tracers to determine which "cycle" we're on.
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var/hitscan_effect_generation = 0
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var/tracer_type
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var/muzzle_type
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var/impact_type
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@@ -89,10 +91,10 @@
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var/decayedRange //stores original range
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var/reflect_range_decrease = 5 //amount of original range that falls off when reflecting, so it doesn't go forever
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var/is_reflectable = FALSE // Can it be reflected or not?
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/// factor to multiply by for zone accuracy percent.
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var/zone_accuracy_factor = 1
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//Effects
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var/stun = 0
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var/knockdown = 0
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@@ -656,18 +658,20 @@
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if(trajectory && beam_index)
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var/datum/point/pcache = trajectory.copy_to()
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beam_segments[beam_index] = pcache
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generate_hitscan_tracers(null, null, impacting)
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generate_hitscan_tracers(null, null, impacting, hitscan_effect_generation++)
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/obj/item/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 3, impacting = TRUE)
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/obj/item/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 3, impacting = TRUE, generation)
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if(!length(beam_segments))
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return
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. = list()
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if(tracer_type)
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var/tempref = REF(src)
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var/list/turfs = list()
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for(var/datum/point/p in beam_segments)
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generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity, tempref)
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. += generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity, turfs)
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if(muzzle_type && duration > 0)
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var/datum/point/p = beam_segments[1]
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var/atom/movable/thing = new muzzle_type
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. += thing
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p.move_atom_to_src(thing)
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var/matrix/M = new
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M.Turn(original_angle)
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@@ -678,6 +682,7 @@
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if(impacting && impact_type && duration > 0)
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var/datum/point/p = beam_segments[beam_segments[beam_segments.len]]
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var/atom/movable/thing = new impact_type
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. += thing
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p.move_atom_to_src(thing)
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var/matrix/M = new
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M.Turn(Angle)
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