[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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@@ -232,14 +232,14 @@
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kinetic_gun = null
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return ..()
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/obj/item/projectile/kinetic/prehit(atom/target)
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/obj/item/projectile/kinetic/prehit_pierce(atom/target)
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. = ..()
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if(.)
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if(kinetic_gun)
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var/list/mods = kinetic_gun.get_modkits()
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for(var/obj/item/borg/upgrade/modkit/M in mods)
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M.projectile_prehit(src, target, kinetic_gun)
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if(!lavaland_equipment_pressure_check(get_turf(target)))
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if(!pressure_decrease_active && !lavaland_equipment_pressure_check(get_turf(target)))
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name = "weakened [name]"
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damage = damage * pressure_decrease
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pressure_decrease_active = TRUE
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@@ -427,11 +427,9 @@
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var/aoe_mob_damage = 30
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var/impact_structure_damage = 0
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var/impact_direct_damage = 0
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var/turf/cached
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var/list/pierced = list()
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/obj/item/projectile/beam/beam_rifle/proc/AOE(turf/epicenter)
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set waitfor = FALSE
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if(!epicenter)
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return
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new /obj/effect/temp_visual/explosion/fast(epicenter)
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@@ -447,31 +445,22 @@
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continue
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O.take_damage(aoe_structure_damage * get_damage_coeff(O), BURN, "laser", FALSE)
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/obj/item/projectile/beam/beam_rifle/proc/check_pierce(atom/target)
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if(!do_pierce)
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return FALSE
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if(pierced[target]) //we already pierced them go away
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return TRUE
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if(isclosedturf(target))
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if(wall_pierce++ < wall_pierce_amount)
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if(prob(wall_devastate))
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if(iswallturf(target))
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var/turf/closed/wall/W = target
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W.dismantle_wall(TRUE, TRUE)
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else
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target.ex_act(EXPLODE_HEAVY)
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return TRUE
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if(ismovable(target))
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var/atom/movable/AM = target
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if(AM.density && !AM.CanPass(src, get_turf(target)) && !ismob(AM))
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if(structure_pierce < structure_pierce_amount)
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if(isobj(AM))
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var/obj/O = AM
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O.take_damage((impact_structure_damage + aoe_structure_damage) * structure_bleed_coeff * get_damage_coeff(AM), BURN, "energy", FALSE)
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pierced[AM] = TRUE
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structure_pierce++
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return TRUE
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return FALSE
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/obj/item/projectile/beam/beam_rifle/proc/check_pierce(atom/A)
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if(isclosedturf(A) && (wall_pierce < wall_pierce_amount))
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if(prob(wall_devastate))
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if(iswallturf(A))
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var/turf/closed/wall/W = A
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W.dismantle_wall(TRUE, TRUE)
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else
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target.ex_act(EXPLODE_HEAVY)
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++wall_pierce
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return PROJECTILE_PIERCE_PHASE // yeah this gun is a snowflakey piece of garbage - Silly-Cons
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if(isobj(A) && (structure_pierce < structure_pierce_amount))
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++structure_pierce
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var/obj/O = A
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O.take_damage((impact_structure_damage + aoe_structure_damage) * structure_bleed_coeff * get_damage_coeff(A), BURN, ENERGY, FALSE)
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return PROJECTILE_PIERCE_PHASE // ditto and this could be refactored to on_hit honestly - Silly-Cons
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return ..()
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/obj/item/projectile/beam/beam_rifle/proc/get_damage_coeff(atom/target)
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if(istype(target, /obj/machinery/door))
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@@ -491,32 +480,18 @@
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L.adjustFireLoss(impact_direct_damage)
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L.emote("scream")
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/obj/item/projectile/beam/beam_rifle/proc/handle_hit(atom/target)
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/obj/item/projectile/beam/beam_rifle/proc/handle_hit(atom/target, piercing_hit = FALSE)
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set waitfor = FALSE
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if(!cached && !QDELETED(target))
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cached = get_turf(target)
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if(nodamage)
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return FALSE
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playsound(cached, 'sound/effects/explosion3.ogg', 100, 1)
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AOE(cached)
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playsound(src, 'sound/effects/explosion3.ogg', 100, TRUE)
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if(!piercing_hit)
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AOE(get_turf(target) || get_turf(src))
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if(!QDELETED(target))
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handle_impact(target)
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/obj/item/projectile/beam/beam_rifle/Bump(atom/target)
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if(check_pierce(target))
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permutated += target
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trajectory_ignore_forcemove = TRUE
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forceMove(target.loc)
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trajectory_ignore_forcemove = FALSE
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return FALSE
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if(!QDELETED(target))
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cached = get_turf(target)
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. = ..()
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/obj/item/projectile/beam/beam_rifle/on_hit(atom/target, blocked = FALSE)
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if(!QDELETED(target))
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cached = get_turf(target)
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handle_hit(target)
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/obj/projectile/beam/beam_rifle/on_hit(atom/target, blocked = FALSE, piercing_hit = FALSE)
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handle_hit(target, piercing_hit)
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. = ..()
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/obj/item/projectile/beam/beam_rifle/hitscan
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@@ -547,6 +522,9 @@
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hitscan_light_intensity = 0
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hitscan_light_color_override = "#99ff99"
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/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam/prehit(atom/target)
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/obj/projectile/beam/beam_rifle/hitscan/aiming_beam/prehit_pierce(atom/target)
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return PROJECTILE_DELETE_WITHOUT_HITTING
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/obj/projectile/beam/beam_rifle/hitscan/aiming_beam/on_hit()
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qdel(src)
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return FALSE
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return BULLET_ACT_BLOCK
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@@ -114,7 +114,8 @@
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icon_state = "blastwave"
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damage = 0
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nodamage = FALSE
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movement_type = FLYING | UNSTOPPABLE
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movement_type = FLYING
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projectile_phasing = ALL // just blows up the turfs lmao - Silly-Cons
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var/heavyr = 0
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var/mediumr = 0
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var/lightr = 0
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