Merge branch 'master' into Ghommie-cit539
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@@ -90,6 +90,10 @@
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var/decayedRange //stores original range
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var/reflect_range_decrease = 5 //amount of original range that falls off when reflecting, so it doesn't go forever
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var/is_reflectable = FALSE // Can it be reflected or not?
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/// factor to multiply by for zone accuracy percent.
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var/zone_accuracy_factor = 1
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//Effects
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var/stun = 0
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var/knockdown = 0
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@@ -185,10 +189,6 @@
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color())
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if(iscarbon(L) && !HAS_TRAIT(L, TRAIT_NOMARROW))
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var/mob/living/carbon/C = L
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C.bleed(damage)
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else
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L.add_splatter_floor(target_loca)
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else if(impact_effect_type && !hitscan)
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new impact_effect_type(target_loca, hitx, hity)
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@@ -250,7 +250,8 @@
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return TRUE
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var/distance = get_dist(T, starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
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def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
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if(check_zone(def_zone) != BODY_ZONE_CHEST)
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def_zone = ran_zone(def_zone, max(100-(7*distance), 5) * zone_accuracy_factor) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
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if(isturf(A) && hitsound_wall)
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var/volume = CLAMP(vol_by_damage() + 20, 0, 100)
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@@ -640,11 +641,11 @@
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Bump(original)
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/obj/item/projectile/Destroy()
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STOP_PROCESSING(SSprojectiles, src)
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if(hitscan)
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finalize_hitscan_and_generate_tracers()
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STOP_PROCESSING(SSprojectiles, src)
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cleanup_beam_segments()
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qdel(trajectory)
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QDEL_NULL(trajectory)
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return ..()
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/obj/item/projectile/proc/cleanup_beam_segments()
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