[DNM][DNM][WIP] Projectile backend code port and update
Ports#54924, #65061, #59804 from /tg. adds auxiliary code from /tg to make code work.
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@@ -92,9 +92,9 @@
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if(prob(I.force))
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push_over()
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/obj/item/cardboard_cutout/bullet_act(obj/item/projectile/P)
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/obj/item/cardboard_cutout/bullet_act(obj/item/projectile/P, def_zone, piercing_hit = FALSE)
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if(istype(P, /obj/item/projectile/bullet/reusable))
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P.on_hit(src, 0)
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P.on_hit(src, 0, piercing_hit)
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visible_message("<span class='danger'>[src] has been hit by [P]!</span>")
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playsound(src, 'sound/weapons/slice.ogg', 50, 1)
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if(prob(P.damage))
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@@ -84,6 +84,7 @@
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layer = ABOVE_ALL_MOB_LAYER
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anchored = TRUE
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density = TRUE
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pass_flags_self = PASSGLASS
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mouse_opacity = MOUSE_OPACITY_OPAQUE
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resistance_flags = INDESTRUCTIBLE
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CanAtmosPass = ATMOS_PASS_DENSITY
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@@ -101,11 +102,6 @@
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generator = null
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return ..()
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/obj/structure/projected_forcefield/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && (mover.pass_flags & PASSGLASS))
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return 1
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return !density
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/obj/structure/projected_forcefield/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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playsound(loc, 'sound/weapons/egloves.ogg', 80, 1)
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