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More projectiles now ignite things
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@@ -49,6 +49,7 @@
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//Effects
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var/incendiary = 0 //1 for ignite on hit, 2 for trail of fire. 3 maybe later for burst of fire around the impact point. - Mech
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var/flammability = 0 //Amount of fire stacks to add for the above.
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var/combustion = TRUE //Does this set off flammable objects on fire/hit?
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var/stun = 0
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var/weaken = 0
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var/paralyze = 0
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@@ -90,6 +91,10 @@
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//called when the projectile stops flying because it collided with something
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/obj/item/projectile/proc/on_impact(var/atom/A)
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impact_effect(effect_transform) // generate impact effect
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if(damage && damage_type == BURN)
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var/turf/T = get_turf(A)
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if(T)
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T.hotspot_expose(700, 5)
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return
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//Checks if the projectile is eligible for embedding. Not that it necessarily will.
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@@ -132,6 +137,9 @@
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if (!istype(targloc) || !istype(curloc))
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return 1
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if(combustion)
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curloc.hotspot_expose(700, 5)
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if(targloc == curloc) //Shooting something in the same turf
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target.bullet_act(src, target_zone)
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on_impact(target)
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