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https://github.com/Skyrat-SS13/Skyrat-tg.git
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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
102 lines
4.5 KiB
Plaintext
102 lines
4.5 KiB
Plaintext
/obj/item/ammo_casing/proc/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from)
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distro += variance
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var/targloc = get_turf(target)
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ready_proj(target, user, quiet, zone_override, fired_from)
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var/obj/projectile/thrown_proj
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if(pellets == 1)
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if(distro) //We have to spread a pixel-precision bullet. throw_proj was called before so angles should exist by now...
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if(randomspread)
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spread = round((rand() - 0.5) * distro)
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else //Smart spread
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spread = round(1 - 0.5) * distro
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thrown_proj = throw_proj(target, targloc, user, params, spread, fired_from)
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if(isnull(thrown_proj))
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return FALSE
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else
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if(isnull(loaded_projectile))
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return FALSE
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AddComponent(/datum/component/pellet_cloud, projectile_type, pellets)
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//var/next_delay = click_cooldown_override || CLICK_CD_RANGE // SKYRAT EDIT: ORIGINAL
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var/next_delay = click_cooldown_override || ((user.staminaloss <= STAMINA_THRESHOLD_TIRED_CLICK_CD) ? CLICK_CD_RANGE : CLICK_CD_RANGE_TIRED) // SKYRAT EDIT CHANGE
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if(HAS_TRAIT(user, TRAIT_DOUBLE_TAP))
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next_delay = round(next_delay * 0.5)
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user.changeNext_move(next_delay)
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if(!tk_firing(user, fired_from))
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user.newtonian_move(get_dir(target, user))
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else if(ismovable(fired_from))
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var/atom/movable/firer = fired_from
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if(!firer.newtonian_move(get_dir(target, fired_from), instant = TRUE))
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var/throwtarget = get_step(fired_from, get_dir(target, fired_from))
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firer.safe_throw_at(throwtarget, 1, 2)
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update_appearance()
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SEND_SIGNAL(src, COMSIG_FIRE_CASING, target, user, fired_from, randomspread, spread, zone_override, params, distro, thrown_proj)
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return TRUE
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/obj/item/ammo_casing/proc/tk_firing(mob/living/user, atom/fired_from)
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return fired_from != user && !user.contains(fired_from)
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/obj/item/ammo_casing/proc/ready_proj(atom/target, mob/living/user, quiet, zone_override = "", atom/fired_from)
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if (!loaded_projectile)
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return
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loaded_projectile.original = target
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loaded_projectile.firer = user
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loaded_projectile.fired_from = fired_from
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loaded_projectile.hit_prone_targets = user.combat_mode
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if (zone_override)
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loaded_projectile.def_zone = zone_override
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else
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loaded_projectile.def_zone = user.zone_selected
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loaded_projectile.suppressed = quiet
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if(isgun(fired_from))
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var/obj/item/gun/gun = fired_from
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var/integrity_mult = 0.5 + gun.get_integrity_percentage() * 0.5
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if(integrity_mult >= 0.95) //Guns that are only mildly smudged don't debuff projectiles.
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integrity_mult = 1
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loaded_projectile.damage *= gun.projectile_damage_multiplier * integrity_mult
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loaded_projectile.stamina *= gun.projectile_damage_multiplier * integrity_mult
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loaded_projectile.wound_bonus += gun.projectile_wound_bonus
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loaded_projectile.wound_bonus *= loaded_projectile.wound_bonus >= 0 ? 1 : 2 - integrity_mult
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loaded_projectile.bare_wound_bonus += gun.projectile_wound_bonus
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loaded_projectile.bare_wound_bonus *= loaded_projectile.bare_wound_bonus >= 0 ? 1 : 2 - integrity_mult
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if(tk_firing(user, fired_from))
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loaded_projectile.ignore_source_check = TRUE
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if(reagents && loaded_projectile.reagents)
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reagents.trans_to(loaded_projectile, reagents.total_volume, transferred_by = user) //For chemical darts/bullets
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qdel(reagents)
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SEND_SIGNAL(src, COMSIG_CASING_READY_PROJECTILE, target, user, quiet, zone_override, fired_from)
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/obj/item/ammo_casing/proc/throw_proj(atom/target, turf/targloc, mob/living/user, params, spread, atom/fired_from)
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var/turf/curloc = get_turf(fired_from)
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if (!istype(targloc) || !istype(curloc) || !loaded_projectile)
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return null
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var/firing_dir
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if(loaded_projectile.firer)
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firing_dir = get_dir(fired_from, target)
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if(!loaded_projectile.suppressed && firing_effect_type && !tk_firing(user, fired_from))
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new firing_effect_type(get_turf(src), firing_dir)
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var/direct_target
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if(target && curloc.Adjacent(targloc, target=targloc, mover=src)) //if the target is right on our location or adjacent (including diagonally if reachable) we'll skip the travelling code in the proj's fire()
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direct_target = target
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loaded_projectile.preparePixelProjectile(target, fired_from, params2list(params), spread)
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var/obj/projectile/loaded_projectile_cache = loaded_projectile
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loaded_projectile = null
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loaded_projectile_cache.fire(null, direct_target)
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return loaded_projectile_cache
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/obj/item/ammo_casing/proc/spread(turf/target, turf/current, distro)
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var/dx = abs(target.x - current.x)
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var/dy = abs(target.y - current.y)
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return locate(target.x + round(gaussian(0, distro) * (dy+2)/8, 1), target.y + round(gaussian(0, distro) * (dx+2)/8, 1), target.z)
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