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Dephase shots (#18609)
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@@ -144,6 +144,11 @@
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var/hud_state = "unknown" // What HUD state we use when we have ammunition.
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var/hud_state_empty = "unknown" // The empty state. DON'T USE _FLASH IN THE NAME OF THE EMPTY STATE STRING, THAT IS ADDED BY THE CODE.
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///If the rounds dephase or not
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var/dephasing = FALSE
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///If the rounds hit phased entities or not.
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var/hits_phased = FALSE
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var/obj/item/ammo_casing/my_case = null
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@@ -242,13 +247,15 @@
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Range()
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/obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it.
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if(AM.is_incorporeal())
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if(AM.is_incorporeal() && !hits_phased)
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return
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..()
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if(isliving(AM) && !(pass_flags & PASSMOB))
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var/mob/living/L = AM
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if(can_hit_target(L, permutated, (AM == original)))
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Bump(AM)
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if(dephasing)
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L.phase_in() //If the mob is phased, dephase them. If they're not phased, this does nothing.
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/obj/item/projectile/proc/process_homing() //may need speeding up in the future performance wise.
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if(!homing_target)
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@@ -554,7 +561,9 @@
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if(L.GetComponent(/datum/component/swarming) && L.stat != DEAD && !L.lying)
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return TRUE
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if(!L.density)
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return FALSE
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var/datum/component/shadekin/SK = L.GetComponent(/datum/component/shadekin)
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if(!SK || (SK.in_phase && !hits_phased)) //We don't have the phasing component, or we do but we're currently phased and the bullet can't hit phased things...This is needed for simple mobs.
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return FALSE
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return TRUE
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/obj/item/projectile/Bump(atom/A)
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@@ -678,7 +687,7 @@
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if(!istype(target_mob))
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return
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if(target_mob.is_incorporeal())
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if(target_mob.is_incorporeal() && !hits_phased)
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return
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if(target_mob in impacted_mobs)
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@@ -735,6 +744,10 @@
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if(istype(firer, /mob) && istype(target_mob))
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add_attack_logs(firer,target_mob,"Shot with \a [src.type] projectile")
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if(dephasing)
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target_mob.phase_in() //If the mob is phased, dephase them. If they're not phased, this does nothing.
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//sometimes bullet_act() will want the projectile to continue flying
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if (result == PROJECTILE_CONTINUE)
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return FALSE
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