mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
* Adds Necropolis curses for cursed items in Necropolis ruins * Adds sounds credit @FuryMcFlurry * stat tweak * these are painful enough * a bit stronger * i kind of wish there was a version of get_ranged_target_turf() that worked off of angle.... but there isn't * smart coder 2000 * bossed around
391 lines
9.7 KiB
Plaintext
391 lines
9.7 KiB
Plaintext
/obj/item/projectile/ion
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name = "ion bolt"
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icon_state = "ion"
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damage = 0
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damage_type = BURN
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nodamage = 1
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flag = "energy"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/ion
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/obj/item/projectile/ion/on_hit(atom/target, blocked = 0)
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..()
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empulse(target, 1, 1)
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return 1
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/obj/item/projectile/ion/weak
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/obj/item/projectile/ion/weak/on_hit(atom/target, blocked = 0)
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..()
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empulse(target, 0, 0)
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return 1
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/obj/item/projectile/bullet/gyro
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name ="explosive bolt"
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icon_state= "bolter"
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damage = 50
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/obj/item/projectile/bullet/gyro/on_hit(atom/target, blocked = 0)
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..()
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explosion(target, -1, 0, 2)
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return 1
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/obj/item/projectile/bullet/a40mm
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name ="40mm grenade"
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desc = "USE A WEEL GUN"
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icon_state= "bolter"
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damage = 60
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/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = 0)
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..()
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explosion(target, -1, 0, 2, 1, 0, flame_range = 3)
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return 1
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/obj/item/projectile/bullet/a84mm
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name ="anti-armour rocket"
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desc = "USE A WEEL GUN"
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icon_state= "atrocket"
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damage = 80
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var/anti_armour_damage = 200
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armour_penetration = 100
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dismemberment = 100
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/obj/item/projectile/bullet/a84mm/on_hit(atom/target, blocked = 0)
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..()
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explosion(target, -1, 1, 3, 1, 0, flame_range = 4)
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if(istype(target, /obj/mecha))
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var/obj/mecha/M = target
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M.take_damage(anti_armour_damage)
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if(issilicon(target))
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var/mob/living/silicon/S = target
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S.take_overall_damage(anti_armour_damage*0.75, anti_armour_damage*0.25)
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return 1
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/obj/item/projectile/bullet/srmrocket
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name ="SRM-8 Rocket"
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desc = "Boom"
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icon_state = "missile"
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damage = 30
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/obj/item/projectile/bullet/srmrocket/on_hit(atom/target, blocked=0)
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..()
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if(!isliving(target)) //if the target isn't alive, so is a wall or something
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explosion(target, 0, 1, 2, 4)
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else
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explosion(target, 0, 0, 2, 4)
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return 1
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/obj/item/projectile/temp
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name = "freeze beam"
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icon_state = "ice_2"
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damage = 0
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damage_type = BURN
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nodamage = 1
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flag = "energy"
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var/temperature = 100
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/obj/item/projectile/temp/on_hit(atom/target, blocked = 0)//These two could likely check temp protection on the mob
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..()
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if(isliving(target))
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var/mob/M = target
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M.bodytemperature = temperature
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return 1
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/obj/item/projectile/temp/hot
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name = "heat beam"
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temperature = 400
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/obj/item/projectile/meteor
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name = "meteor"
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icon = 'icons/obj/meteor.dmi'
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icon_state = "small1"
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damage = 0
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damage_type = BRUTE
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nodamage = 1
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flag = "bullet"
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/obj/item/projectile/meteor/Bump(atom/A, yes)
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if(!yes) //prevents multi bumps.
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return
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if(A == firer)
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loc = A.loc
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return
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A.ex_act(2)
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playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
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for(var/mob/M in urange(10, src))
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if(!M.stat)
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shake_camera(M, 3, 1)
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qdel(src)
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/obj/item/projectile/energy/floramut
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name = "alpha somatoray"
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icon_state = "energy"
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damage = 0
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damage_type = TOX
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nodamage = 1
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flag = "energy"
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/obj/item/projectile/energy/floramut/on_hit(atom/target, blocked = 0)
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. = ..()
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if(iscarbon(target))
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var/mob/living/carbon/C = target
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if(C.dna.species.id == "pod")
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C.randmuti()
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C.randmut()
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C.updateappearance()
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C.domutcheck()
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/obj/item/projectile/energy/florayield
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name = "beta somatoray"
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icon_state = "energy2"
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damage = 0
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damage_type = TOX
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nodamage = 1
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flag = "energy"
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/obj/item/projectile/beam/mindflayer
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name = "flayer ray"
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/obj/item/projectile/beam/mindflayer/on_hit(atom/target, blocked = 0)
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. = ..()
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if(ishuman(target))
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var/mob/living/carbon/human/M = target
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M.adjustBrainLoss(20)
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M.hallucination += 20
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/obj/item/projectile/beam/wormhole
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name = "bluespace beam"
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icon_state = "spark"
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hitsound = "sparks"
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damage = 3
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var/obj/item/weapon/gun/energy/wormhole_projector/gun
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color = "#33CCFF"
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/obj/item/projectile/beam/wormhole/orange
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name = "orange bluespace beam"
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color = "#FF6600"
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/obj/item/projectile/beam/wormhole/New(var/obj/item/ammo_casing/energy/wormhole/casing)
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if(casing)
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gun = casing.gun
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/obj/item/ammo_casing/energy/wormhole/New(var/obj/item/weapon/gun/energy/wormhole_projector/wh)
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gun = wh
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/obj/item/projectile/beam/wormhole/on_hit(atom/target)
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if(ismob(target))
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var/turf/portal_destination = pick(orange(6, src))
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do_teleport(target, portal_destination)
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return ..()
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if(!gun)
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qdel(src)
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gun.create_portal(src, get_turf(src))
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/obj/item/projectile/bullet/frag12
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name ="explosive slug"
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damage = 25
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knockdown = 50
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/obj/item/projectile/bullet/frag12/on_hit(atom/target, blocked = 0)
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..()
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explosion(target, -1, 0, 1)
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return 1
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/obj/item/projectile/plasma
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name = "plasma blast"
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icon_state = "plasmacutter"
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damage_type = BRUTE
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damage = 20
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range = 4
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dismemberment = 20
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impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
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var/pressure_decrease_active = FALSE
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var/pressure_decrease = 0.25
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var/mine_range = 3 //mines this many additional tiles of rock
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/obj/item/projectile/plasma/Initialize()
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. = ..()
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if(!lavaland_equipment_pressure_check(get_turf(src)))
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name = "weakened [name]"
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damage = damage * pressure_decrease
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pressure_decrease_active = TRUE
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/obj/item/projectile/plasma/on_hit(atom/target)
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. = ..()
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if(ismineralturf(target))
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var/turf/closed/mineral/M = target
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M.gets_drilled(firer)
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if(mine_range)
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mine_range--
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range++
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if(range > 0)
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return -1
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/obj/item/projectile/plasma/adv
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damage = 28
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range = 5
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mine_range = 5
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/obj/item/projectile/plasma/adv/mech
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damage = 40
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range = 9
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mine_range = 3
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/obj/item/projectile/plasma/turret
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//Between normal and advanced for damage, made a beam so not the turret does not destroy glass
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name = "plasma beam"
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damage = 24
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range = 7
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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/obj/item/projectile/gravityrepulse
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name = "repulsion bolt"
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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hitsound = 'sound/weapons/wave.ogg'
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damage = 0
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damage_type = BRUTE
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nodamage = 1
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color = "#33CCFF"
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var/turf/T
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var/power = 4
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var/list/thrown_items = list()
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/obj/item/projectile/gravityrepulse/Initialize()
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. = ..()
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var/obj/item/ammo_casing/energy/gravityrepulse/C = loc
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if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
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power = min(C.gun.power, 15)
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/obj/item/projectile/gravityrepulse/on_hit()
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. = ..()
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T = get_turf(src)
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for(var/atom/movable/A in range(T, power))
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if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
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continue
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var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(A, src)))
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A.throw_at(throwtarget,power+1,1)
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thrown_items[A] = A
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for(var/turf/F in range(T,power))
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new /obj/effect/temp_visual/gravpush(F)
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/obj/item/projectile/gravityattract
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name = "attraction bolt"
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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hitsound = 'sound/weapons/wave.ogg'
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damage = 0
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damage_type = BRUTE
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nodamage = 1
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color = "#FF6600"
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var/turf/T
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var/power = 4
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var/list/thrown_items = list()
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/obj/item/projectile/gravityattract/Initialize()
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. = ..()
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var/obj/item/ammo_casing/energy/gravityattract/C = loc
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if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
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power = min(C.gun.power, 15)
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/obj/item/projectile/gravityattract/on_hit()
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. = ..()
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T = get_turf(src)
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for(var/atom/movable/A in range(T, power))
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if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
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continue
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A.throw_at(T, power+1, 1)
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thrown_items[A] = A
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for(var/turf/F in range(T,power))
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new /obj/effect/temp_visual/gravpush(F)
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/obj/item/projectile/gravitychaos
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name = "gravitational blast"
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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hitsound = 'sound/weapons/wave.ogg'
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damage = 0
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damage_type = BRUTE
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nodamage = 1
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color = "#101010"
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var/turf/T
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var/power = 4
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var/list/thrown_items = list()
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/obj/item/projectile/gravitychaos/Initialize()
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. = ..()
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var/obj/item/ammo_casing/energy/gravitychaos/C = loc
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if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
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power = min(C.gun.power, 15)
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/obj/item/projectile/gravitychaos/on_hit()
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. = ..()
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T = get_turf(src)
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for(var/atom/movable/A in range(T, power))
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if(A == src|| (firer && A == src.firer) || A.anchored || thrown_items[A])
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continue
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A.throw_at(get_edge_target_turf(A, pick(GLOB.cardinal)), power+1, 1)
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thrown_items[A] = A
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for(var/turf/Z in range(T,power))
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new /obj/effect/temp_visual/gravpush(Z)
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/obj/effect/ebeam/curse_arm
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name = "curse arm"
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layer = LARGE_MOB_LAYER
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/obj/item/projectile/curse_hand
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name = "curse hand"
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icon_state = "cursehand"
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hitsound = 'sound/effects/curse4.ogg'
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layer = LARGE_MOB_LAYER
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damage_type = BURN
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damage = 10
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knockdown = 20
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speed = 2
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range = 16
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forcedodge = TRUE
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var/datum/beam/arm
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var/handedness = 0
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/obj/item/projectile/curse_hand/Initialize(mapload)
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. = ..()
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handedness = prob(50)
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update_icon()
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/obj/item/projectile/curse_hand/update_icon()
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icon_state = "[icon_state][handedness]"
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/obj/item/projectile/curse_hand/fire(setAngle)
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if(starting)
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arm = starting.Beam(src, icon_state = "curse[handedness]", time = INFINITY, maxdistance = INFINITY, beam_type=/obj/effect/ebeam/curse_arm)
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..()
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/obj/item/projectile/curse_hand/prehit(atom/target)
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if(target == original)
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forcedodge = FALSE
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else if(!isturf(target))
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return FALSE
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return ..()
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/obj/item/projectile/curse_hand/Destroy()
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if(arm)
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arm.End()
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arm = null
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if(forcedodge)
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playsound(src, 'sound/effects/curse3.ogg', 25, 1, -1)
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var/turf/T = get_step(src, dir)
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new/obj/effect/temp_visual/dir_setting/curse/hand(T, dir, handedness)
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for(var/obj/effect/temp_visual/dir_setting/curse/grasp_portal/G in starting)
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qdel(G)
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new /obj/effect/temp_visual/dir_setting/curse/grasp_portal/fading(starting, dir)
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var/datum/beam/D = starting.Beam(T, icon_state = "curse[handedness]", time = 32, maxdistance = INFINITY, beam_type=/obj/effect/ebeam/curse_arm, beam_sleep_time = 1)
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for(var/b in D.elements)
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var/obj/effect/ebeam/B = b
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animate(B, alpha = 0, time = 32)
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return ..()
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