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37bc259bb0 [MIRROR] Refactor removing unused defines. (#26998)
* Refactor removing unused defines. (#82115)

Refactors a lot of the unused defines.

Refactors a lot of the unused defines.

Nothing player facing

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Co-authored-by: san7890 <the@san7890.com>

* Oh well. I hope this works fine.

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Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-03 03:39:46 +02:00

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/obj/projectile/gravityrepulse
name = "repulsion bolt"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
color = COLOR_BLUE_LIGHT
var/turf/T
var/power = 4
var/list/thrown_items = list()
/obj/projectile/gravityrepulse/Initialize(mapload)
. = ..()
var/obj/item/ammo_casing/energy/gravity/repulse/C = loc
if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
power = min(C.gun?.power, 15)
/obj/projectile/gravityrepulse/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
T = get_turf(src)
for(var/atom/movable/A in range(T, power))
if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
continue
if(ismob(A)) //because (ismob(A) && A:mob_negates_gravity()) is a recipe for bugs.
var/mob/M = A
if(M.mob_negates_gravity())
continue
var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(A, src)))
A.safe_throw_at(throwtarget,power+1,1, force = MOVE_FORCE_EXTREMELY_STRONG)
thrown_items[A] = A
for(var/turf/F in RANGE_TURFS(power, T))
new /obj/effect/temp_visual/gravpush(F)
/obj/projectile/gravityattract
name = "attraction bolt"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
color = "#FF6600"
var/turf/T
var/power = 4
var/list/thrown_items = list()
/obj/projectile/gravityattract/Initialize(mapload)
. = ..()
var/obj/item/ammo_casing/energy/gravity/attract/C = loc
if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
power = min(C.gun?.power, 15)
/obj/projectile/gravityattract/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
T = get_turf(src)
for(var/atom/movable/A in range(T, power))
if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
continue
if(ismob(A))
var/mob/M = A
if(M.mob_negates_gravity())
continue
A.safe_throw_at(T, power+1, 1, force = MOVE_FORCE_EXTREMELY_STRONG)
thrown_items[A] = A
for(var/turf/F in RANGE_TURFS(power, T))
new /obj/effect/temp_visual/gravpush(F)
/obj/projectile/gravitychaos
name = "gravitational blast"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
color = COLOR_FULL_TONER_BLACK
var/turf/T
var/power = 4
var/list/thrown_items = list()
/obj/projectile/gravitychaos/Initialize(mapload)
. = ..()
var/obj/item/ammo_casing/energy/gravity/chaos/C = loc
if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
power = min(C.gun?.power, 15)
/obj/projectile/gravitychaos/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
T = get_turf(src)
for(var/atom/movable/A in range(T, power))
if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
continue
if(ismob(A))
var/mob/M = A
if(M.mob_negates_gravity())
continue
A.safe_throw_at(get_edge_target_turf(A, pick(GLOB.cardinals)), power+1, 1, force = MOVE_FORCE_EXTREMELY_STRONG)
thrown_items[A] = A
for(var/turf/Z as anything in RANGE_TURFS(power,T))
new /obj/effect/temp_visual/gravpush(Z)