[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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@@ -12,7 +12,6 @@
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knockdown = 20
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pixels_per_second = TILES_TO_PIXELS(5)
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range = 16
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movement_type = FLYING | UNSTOPPABLE
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var/datum/beam/arm
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var/handedness = 0
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@@ -29,18 +28,14 @@
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arm = starting.Beam(src, icon_state = "curse[handedness]", time = INFINITY, maxdistance = INFINITY, beam_type=/obj/effect/ebeam/curse_arm)
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..()
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/obj/item/projectile/curse_hand/prehit(atom/target)
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if(target == original)
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movement_type &= ~(UNSTOPPABLE)
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else if(!isturf(target))
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return FALSE
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return ..()
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/obj/projectile/curse_hand/prehit_pierce(atom/target)
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return (target == original)? PROJECTILE_PIERCE_NONE : PROJECTILE_PIERCE_PHASE
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/obj/item/projectile/curse_hand/Destroy()
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if(arm)
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arm.End()
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arm = null
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if((movement_type & UNSTOPPABLE))
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if((movement_type & PHASING))
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playsound(src, 'sound/effects/curse3.ogg', 25, 1, -1)
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var/turf/T = get_step(src, dir)
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var/obj/effect/temp_visual/dir_setting/curse/hand/leftover = new(T, dir)
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