Merge pull request #10450 from Citadel-Station-13/kevinz000-patch-8
(is this really a good idea) hitscan emitters
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@@ -30,7 +30,7 @@
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var/locked = FALSE
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var/allow_switch_interact = TRUE
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var/projectile_type = /obj/item/projectile/beam/emitter
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var/projectile_type = /obj/item/projectile/beam/emitter/hitscan
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var/projectile_sound = 'sound/weapons/emitter.ogg'
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var/datum/effect_system/spark_spread/sparks
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@@ -57,6 +57,8 @@
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var/muzzle_type
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var/impact_type
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var/turf/last_angle_set_hitscan_store //last turf we stored a hitscan segment while changing angles. without this you'll have potentially hundreds of segments from a homing projectile or something.
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//Fancy hitscan lighting effects!
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var/hitscan_light_intensity = 1.5
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var/hitscan_light_range = 0.75
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@@ -410,12 +412,16 @@
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START_PROCESSING(SSprojectiles, src)
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pixel_move(1, FALSE) //move it now!
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/obj/item/projectile/proc/setAngle(new_angle) //wrapper for overrides.
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/obj/item/projectile/proc/setAngle(new_angle, hitscan_store_segment = TRUE) //wrapper for overrides.
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Angle = new_angle
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if(!nondirectional_sprite)
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var/matrix/M = new
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M.Turn(Angle)
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transform = M
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if(fired && hitscan && trajectory && isloc(loc) && (loc != last_angle_set_hitscan_store))
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last_angle_set_hitscan_store = loc
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var/datum/point/pcache = trajectory.copy_to()
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store_hitscan_collision(pcache)
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if(trajectory)
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trajectory.set_angle(new_angle)
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return TRUE
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@@ -462,7 +468,7 @@
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beam_segments[beam_index] = null //record start.
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/obj/item/projectile/proc/process_hitscan()
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var/safety = range * 3
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var/safety = range * 10
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record_hitscan_start(RETURN_POINT_VECTOR_INCREMENT(src, Angle, MUZZLE_EFFECT_PIXEL_INCREMENT, 1))
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while(loc && !QDELETED(src))
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if(paused)
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@@ -647,7 +653,7 @@
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/obj/item/projectile/proc/cleanup_beam_segments()
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QDEL_LIST_ASSOC(beam_segments)
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beam_segments = list()
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qdel(beam_index)
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QDEL_NULL(beam_index)
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/obj/item/projectile/proc/finalize_hitscan_and_generate_tracers(impacting = TRUE)
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if(trajectory && beam_index)
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@@ -118,7 +118,14 @@
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light_color = LIGHT_COLOR_GREEN
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/obj/item/projectile/beam/emitter/singularity_pull()
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return //don't want the emitters to miss
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return
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/obj/item/projectile/beam/emitter/hitscan
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hitscan = TRUE
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muzzle_type = /obj/effect/projectile/muzzle/laser/emitter
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tracer_type = /obj/effect/projectile/tracer/laser/emitter
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impact_type = /obj/effect/projectile/impact/laser/emitter
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impact_effect_type = null
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/obj/item/projectile/beam/lasertag
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name = "laser tag beam"
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