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Object spell system v1.1
Completely revamped the classes, it's even more streamlined now. Got a few bugs and tweaks (namely, blind doesn't work, fireball got buffed up as compensation for not dealing additional damage to the target), but it's okay, since nobody uses those anyway. Fixed the bug with emagged borg laws. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1465 316c924e-a436-60f5-8080-3fe189b3f50e
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/obj/spell/targeted/projectile
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name = "Projectile"
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desc = "This spell summons projectiles which try to hit the targets."
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var/proj_icon = 'projectiles.dmi'
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var/proj_icon_state = "spell"
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var/proj_name = "a spell projectile"
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var/proj_trail = 0 //if it leaves a trail
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var/proj_trail_lifespan = 0 //deciseconds
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var/proj_trail_icon = 'wizard.dmi'
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var/proj_trail_icon_state = "trail"
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var/proj_type = "/obj/spell/targeted" //IMPORTANT use only subtypes of this
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var/proj_lingering = 0 //if it lingers or disappears upon hitting an obstacle
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var/proj_homing = 1 //if it follows the target
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var/proj_insubstantial = 0 //if it can pass through dense objects or not
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var/proj_trigger_range = 1 //the range from target at which the projectile triggers cast(target)
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var/proj_lifespan = 15 //in deciseconds * proj_step_delay
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var/proj_step_delay = 1 //lower = faster
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/obj/spell/targeted/projectile/cast(list/targets)
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for(var/mob/target in targets)
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spawn(0)
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var/projectile_type = text2path(proj_type)
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var/obj/spell/targeted/projectile = new projectile_type(usr)
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projectile.icon = proj_icon
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projectile.icon_state = proj_icon_state
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projectile.dir = get_dir(target,projectile)
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projectile.name = proj_name
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var/current_loc = usr.loc
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for(var/i = 0,i < proj_lifespan,i++)
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if(!projectile)
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break
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if(proj_homing)
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if(proj_insubstantial)
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projectile.loc = get_step_to(projectile,target)
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else
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step_to(projectile,target)
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else
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if(proj_insubstantial)
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projectile.loc = get_step(projectile,dir)
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else
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step(projectile,dir)
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if(!proj_lingering && projectile.loc == current_loc) //if it didn't move since last time
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del(projectile)
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break
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if(proj_trail && projectile)
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spawn(0)
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if(projectile)
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var/obj/overlay/trail = new /obj/overlay(projectile.loc)
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trail.icon = proj_trail_icon
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trail.icon_state = proj_trail_icon_state
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trail.density = 0
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spawn(proj_trail_lifespan)
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del(trail)
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if(projectile.loc in range(target.loc,proj_trigger_range))
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projectile.perform(list(target))
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break
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current_loc = projectile.loc
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sleep(proj_step_delay)
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if(projectile)
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del(projectile)
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