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https://github.com/vgstation-coders/vgstation13.git
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Object pool for beam projectile, minor changes to object pool.
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@@ -50,6 +50,35 @@
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var/drowsy = 0
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var/agony = 0
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resetVariables()
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bumped = initial(bumped)
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def_zone = initial(def_zone)
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firer = initial(firer)
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silenced = initial(silenced)
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yo = initial(yo)
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xo = initial(xo)
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current = initial(current)
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shot_from = initial(shot_from)
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original = initial(original)
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starting = initial(starting)
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permutated = initial(permutated)
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p_x = initial(p_x)
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p_y = initial(p_y)
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damage = initial(damage)
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damage_type = initial(damage_type)
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nodamage = initial(nodamage)
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flag = initial(flag)
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projectile_type = initial(projectile_type)
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kill_count = initial(kill_count)
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stun = initial(stun)
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weaken = initial(weaken)
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paralyze = initial(paralyze)
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irradiate = initial(irradiate)
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stutter = initial(stutter)
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eyeblur = initial(eyeblur)
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drowsy = initial(drowsy)
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agony = initial(agony)
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return ..()
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proc/on_hit(var/atom/target, var/blocked = 0)
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if(blocked >= 2) return 0//Full block
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@@ -1,17 +1,20 @@
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/*
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* Use: Caches beam state images and holds turfs that had these images overlaid.
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* Structure:
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* beam_master
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* icon_states/dirs of beams
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* image for that beam
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* references for fired beams
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* icon_states/dirs for each placed beam image
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* turfs that have that icon_state/dir
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*/
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var/list/beam_master = list()
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//Use: Caches beam state images and holds turfs that had these images overlaid.
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//Structure:
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//beam_master
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// icon_states/dirs of beams
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// image for that beam
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// references for fired beams
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// icon_states/dirs for each placed beam image
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// turfs that have that icon_state/dir
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//Special laser the captains gun uses
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/obj/item/projectile/beam/captain
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name = "captain laser"
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damage = 40
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/obj/item/projectile/beam/lightning
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invisibility = 101
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name = "lightning"
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@@ -26,6 +29,7 @@ var/list/beam_master = list()
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layer = 3
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var/turf/last = null
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kill_count = 6
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proc/adjustAngle(angle)
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angle = round(angle) + 45
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if(angle > 180)
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@@ -172,6 +176,11 @@ var/list/beam_master = list()
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M.playsound_local(src, "explosion", 50, 1)
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..()
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resetVariables()
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tang = initial(tang)
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last = initial(last)
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return ..()
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/obj/item/projectile/beam
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name = "laser"
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icon_state = "laser"
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@@ -181,6 +190,7 @@ var/list/beam_master = list()
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flag = "laser"
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eyeblur = 4
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var/frequency = 1
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process()
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var/reference = "\ref[src]" //So we do not have to recalculate it a ton
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var/first = 1 //So we don't make the overlay in the same tile as the firer
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@@ -189,12 +199,14 @@ var/list/beam_master = list()
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if((!( current ) || loc == current)) //If we pass our target
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current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)
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if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
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del(src) //Delete if it passes the world edge
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//del(src) //Delete if it passes the world edge
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returnToPool(src)
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return
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step_towards(src, current) //Move~
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if(kill_count < 1)
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del(src)
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//del(src)
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returnToPool(src)
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kill_count--
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if(!bumped && !isturf(original))
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@@ -293,6 +305,10 @@ var/list/beam_master = list()
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T.overlays -= beam_master[laser_state]
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return
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resetVariables()
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frequency = initial(frequency)
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return ..()
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/obj/item/projectile/beam/practice
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name = "laser"
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icon_state = "laser"
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