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Fixes #9037.
Just one of many potential qdel issues. More to come, yay.
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@@ -35,7 +35,7 @@
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var/accuracy = 0
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var/dispersion = 0.0
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var/damage = 10
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
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@@ -103,7 +103,7 @@
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p_x = text2num(mouse_control["icon-x"])
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if(mouse_control["icon-y"])
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p_y = text2num(mouse_control["icon-y"])
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//randomize clickpoint a bit based on dispersion
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if(dispersion)
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var/radius = round((dispersion*0.443)*world.icon_size*0.8) //0.443 = sqrt(pi)/4 = 2a, where a is the side length of a square that shares the same area as a circle with diameter = dispersion
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@@ -274,7 +274,7 @@
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//plot the initial trajectory
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setup_trajectory()
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spawn while(src)
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spawn while(src && src.loc)
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if(kill_count-- < 1)
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on_impact(src.loc) //for any final impact behaviours
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qdel(src)
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@@ -304,8 +304,8 @@
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if(!bumped && !isturf(original))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original)
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if(Bump(original))
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return
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if(!hitscan)
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sleep(step_delay) //add delay between movement iterations if it's not a hitscan weapon
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@@ -325,7 +325,7 @@
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// plot the initial trajectory
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trajectory = new()
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trajectory.setup(starting, original, pixel_x, pixel_y, angle_offset=offset)
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// generate this now since all visual effects the projectile makes can use it
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effect_transform = new()
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effect_transform.Scale(trajectory.return_hypotenuse(), 1)
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