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Merge remote-tracking branch 'upstream/master' into dev-freeze
Conflicts: code/controllers/_DynamicAreaLighting_TG.dm code/game/objects/effects/chem/chemsmoke.dm code/game/objects/explosion.dm
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@@ -55,8 +55,10 @@
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targetTurfs = new()
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for(var/turf/T in view(range, location)) //build affected area list
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if(cheap_pythag(T.x - location.x, T.y - location.y) <= range) //cull turfs to circle
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//build affected area list
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for(var/turf/T in view(range, location))
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//cull turfs to circle
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if(sqrt((T.x - location.x)**2 + (T.y - location.y)**2) <= range)
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targetTurfs += T
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wallList = new()
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@@ -1,11 +1,5 @@
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//TODO: Flash range does nothing currently
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//A very crude linear approximatiaon of pythagoras theorem.
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/proc/cheap_pythag(var/dx, var/dy)
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dx = abs(dx); dy = abs(dy);
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if(dx>=dy) return dx + (0.5*dy) //The longest side add half the shortest side approximates the hypotenuse
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else return dy + (0.5*dx)
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///// Z-Level Stuff
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proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, z_transfer = 1)
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///// Z-Level Stuff
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@@ -141,7 +141,11 @@
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desc = "There are 0 caps left. Looks almost like the real thing! Ages 8 and up. Please recycle in an autolathe when you're out of caps!"
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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item_state = "gun"
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item_state = "revolver"
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item_icons = list(
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icon_l_hand = 'icons/mob/items/lefthand_guns.dmi',
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icon_r_hand = 'icons/mob/items/righthand_guns.dmi',
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)
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flags = CONDUCT
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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w_class = 3.0
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@@ -220,6 +224,10 @@
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icon = 'icons/obj/gun.dmi'
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icon_state = "crossbow"
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item_state = "crossbow"
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item_icons = list(
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icon_l_hand = 'icons/mob/items/lefthand_guns.dmi',
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icon_r_hand = 'icons/mob/items/righthand_guns.dmi',
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)
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w_class = 2.0
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attack_verb = list("attacked", "struck", "hit")
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var/bullets = 5
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