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New bullet types, projectile rewrite
* Refactors projectile Bump() * Converts projectile_type var strings to paths * Reorganizes bullet projectile paths * Made a pass through all the bullet_act() definitions. Mainly ensured that damage_type is checked when dealing damage to certain objects. Removed stupid /turf bullet_act() override, replaced with on_hit() overrides on the relevant projectiles. * Adds shotgun pellets projectile. Adds Raptor's shotgun slug sprite. * Gives stunshots more of their own identity, refluffs them as taser cartridges for shotguns. They still aren't obtainable anywhere unless spawned. * Makes projectiles pass through girders and cultgirders with a certain probability, unless the girder itself was clicked. * Projectiles are also able to pass through grilles. Low damage projectiles have a chance to be blocked by grilles. High damage projectiles have a chance to have some damage absorbed by the grille. * Makes projectiles for blanks invisible. * Adds flash bullet types * Adds support for 'penetrating' projectiles * Swaps .45 and 9mm projectile types. .45s hit slightly harder, 9mils have more ammo capacity.
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@@ -21,11 +21,11 @@
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B.health -= damage
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B.update_icon()
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new/obj/effect/effect/smoke/flashbang(src.loc)
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new/obj/effect/effect/smoke/illumination(src.loc, brightness=15)
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del(src)
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return
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proc/bang(var/turf/T , var/mob/living/carbon/M) // Added a new proc called 'bang' that takes a location and a person to be banged.
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proc/bang(var/turf/T , var/mob/living/carbon/M) // Added a new proc called 'bang' that takes a location and a person to be banged.
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if (locate(/obj/item/weapon/cloaking_device, M)) // Called during the loop that bangs people in lockers/containers and when banging
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for(var/obj/item/weapon/cloaking_device/S in M) // people in normal view. Could theroetically be called during other explosions.
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S.active = 0 // -- Polymorph
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@@ -100,16 +100,6 @@
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M << "\red Your ears start to ring!"
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M.update_icons()
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/obj/effect/effect/smoke/flashbang
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name = "illumination"
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time_to_live = 10
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opacity = 0
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icon_state = "sparks"
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/obj/effect/effect/smoke/flashbang/New()
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..()
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SetLuminosity(15)
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/obj/item/weapon/grenade/flashbang/clusterbang//Created by Polymorph, fixed by Sieve
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desc = "Use of this weapon may constiute a war crime in your area, consult your local captain."
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name = "clusterbang"
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