Hard upstream sync (#6951)
* maps - none of our changes included yet i'll get them in after i finish up the rest of the sync * sync part 1 - underscore folders in code * controllers folder * datums folder * game folder * cmon, work * modules - admin to awaymissions * cargo to events * fields to lighting * mapping > ruins * rest of the code folder * rest of the folders in the root directory * DME * fixes compiling errors. it compiles so it works * readds map changes * fixes dogborg module select * fixes typo in moduleselect_alternate_icon filepath
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@@ -127,9 +127,10 @@
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user.visible_message("<span class='danger'>[user] fires [src]!</span>", null, null, COMBAT_MESSAGE_RANGE)
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/obj/item/gun/emp_act(severity)
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for(var/obj/O in contents)
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O.emp_act(severity)
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. = ..()
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if(!(. & EMP_PROTECT_CONTENTS))
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for(var/obj/O in contents)
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O.emp_act(severity)
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/obj/item/gun/afterattack(atom/target, mob/living/user, flag, params)
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if(firing_burst)
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@@ -22,10 +22,12 @@
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var/dead_cell = FALSE //set to true so the gun is given an empty cell
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/obj/item/gun/energy/emp_act(severity)
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cell.use(round(cell.charge / severity))
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chambered = null //we empty the chamber
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recharge_newshot() //and try to charge a new shot
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update_icon()
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. = ..()
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if(!(. & EMP_PROTECT_CONTENTS))
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cell.use(round(cell.charge / severity))
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chambered = null //we empty the chamber
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recharge_newshot() //and try to charge a new shot
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update_icon()
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/obj/item/gun/energy/get_cell()
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return cell
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@@ -127,7 +127,9 @@
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to_chat(M, "<span class='userdanger'>Your [name]'s reactor overloads!</span>")
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/obj/item/gun/energy/e_gun/nuclear/emp_act(severity)
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..()
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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fail_chance = min(fail_chance + round(15/severity), 100)
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/obj/item/gun/energy/e_gun/nuclear/update_icon()
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@@ -195,6 +195,9 @@
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return ..()
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/obj/item/gun/energy/beam_rifle/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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chambered = null
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recharge_newshot()
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@@ -36,7 +36,7 @@
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var/trajectory_ignore_forcemove = FALSE //instructs forceMove to NOT reset our trajectory to the new location!
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var/speed = 0.8 //Amount of deciseconds it takes for projectile to travel
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var/pixel_speed = 33 //pixels per move - DO NOT FUCK WITH THIS UNLESS YOU ABSOLUTELY KNOW WHAT YOU ARE DOING OR UNEXPECTED THINGS /WILL/ HAPPEN!
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var/pixel_speed = 32 //pixels per move - DO NOT FUCK WITH THIS UNLESS YOU ABSOLUTELY KNOW WHAT YOU ARE DOING OR UNEXPECTED THINGS /WILL/ HAPPEN!
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var/Angle = 0
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var/original_angle = 0 //Angle at firing
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var/nondirectional_sprite = FALSE //Set TRUE to prevent projectiles from having their sprites rotated based on firing angle
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@@ -3,12 +3,20 @@
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icon_state = "tesla_projectile"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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var/chain
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var/tesla_flags = TESLA_MOB_DAMAGE | TESLA_OBJ_DAMAGE
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var/zap_range = 3
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var/power = 10000
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/obj/item/projectile/energy/tesla/fire(setAngle)
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if(firer)
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chain = firer.Beam(src, icon_state = "lightning[rand(1, 12)]", time = INFINITY, maxdistance = INFINITY)
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..()
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/obj/item/projectile/energy/tesla/on_hit(atom/target)
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. = ..()
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tesla_zap(target, zap_range, power, tesla_flags)
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qdel(src)
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/obj/item/projectile/energy/tesla/Destroy()
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qdel(chain)
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return ..()
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@@ -16,16 +24,6 @@
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/obj/item/projectile/energy/tesla/revolver
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name = "energy orb"
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/obj/item/projectile/energy/tesla/revolver/on_hit(atom/target)
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. = ..()
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if(isliving(target))
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tesla_zap(target, 3, 10000)
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qdel(src)
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/obj/item/projectile/energy/tesla/cannon
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name = "tesla orb"
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/obj/item/projectile/energy/tesla/cannon/on_hit(atom/target)
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. = ..()
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tesla_zap(target, 3, 10000, explosive = FALSE, stun_mobs = FALSE)
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qdel(src)
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power = 20000
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@@ -360,7 +360,7 @@
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var/tesla_power = 20000
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var/tesla_range = 15
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var/tesla_boom = FALSE
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var/tesla_flags = TESLA_MOB_DAMAGE | TESLA_MOB_STUN | TESLA_OBJ_DAMAGE
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var/chain
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var/mob/living/caster
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@@ -377,7 +377,7 @@
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visible_message("<span class='warning'>[src] fizzles on contact with [target]!</span>")
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qdel(src)
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return
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tesla_zap(src, tesla_range, tesla_power, tesla_boom)
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tesla_zap(src, tesla_range, tesla_power, tesla_flags)
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qdel(src)
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/obj/item/projectile/magic/aoe/lightning/Destroy()
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