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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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@@ -146,7 +146,7 @@
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/obj/structure/reagent_dispensers/fueltank/bullet_act(var/obj/item/projectile/Proj)
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if(istype(Proj ,/obj/item/projectile/beam)||istype(Proj,/obj/item/projectile/bullet))
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if(Proj.damage_type == BRUTE || Proj.damage_type == BURN)
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if(istype(Proj.firer))
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message_admins("[key_name_admin(Proj.firer)] shot fueltank at [loc.loc.name] ([loc.x],[loc.y],[loc.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[loc.x];Y=[loc.y];Z=[loc.z]'>JMP</a>).")
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log_game("[key_name(Proj.firer)] shot fueltank at [loc.loc.name] ([loc.x],[loc.y],[loc.z]).")
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