Backward 512 compatibility removal.
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@@ -232,7 +232,7 @@
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..()
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if(!automatic_charge_overlays)
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return
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var/ratio = can_shoot() ? CEILING(CLAMP(cell.charge / cell.maxcharge, 0, 1) * charge_sections, 1) : 0
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var/ratio = can_shoot() ? CEILING(clamp(cell.charge / cell.maxcharge, 0, 1) * charge_sections, 1) : 0
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// Sets the ratio to 0 if the gun doesn't have enough charge to fire, or if it's power cell is removed.
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// TG issues #5361 & #47908
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if(ratio == old_ratio && !force_update)
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@@ -318,7 +318,7 @@
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AC.sync_stats()
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/obj/item/gun/energy/beam_rifle/proc/delay_penalty(amount)
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aiming_time_left = CLAMP(aiming_time_left + amount, 0, aiming_time)
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aiming_time_left = clamp(aiming_time_left + amount, 0, aiming_time)
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/obj/item/ammo_casing/energy/beam_rifle
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name = "particle acceleration lens"
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@@ -369,11 +369,11 @@
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HS_BB.stun = projectile_stun
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HS_BB.impact_structure_damage = impact_structure_damage
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HS_BB.aoe_mob_damage = aoe_mob_damage
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HS_BB.aoe_mob_range = CLAMP(aoe_mob_range, 0, 15) //Badmin safety lock
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HS_BB.aoe_mob_range = clamp(aoe_mob_range, 0, 15) //Badmin safety lock
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HS_BB.aoe_fire_chance = aoe_fire_chance
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HS_BB.aoe_fire_range = aoe_fire_range
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HS_BB.aoe_structure_damage = aoe_structure_damage
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HS_BB.aoe_structure_range = CLAMP(aoe_structure_range, 0, 15) //Badmin safety lock
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HS_BB.aoe_structure_range = clamp(aoe_structure_range, 0, 15) //Badmin safety lock
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HS_BB.wall_devastate = wall_devastate
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HS_BB.wall_pierce_amount = wall_pierce_amount
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HS_BB.structure_pierce_amount = structure_piercing
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@@ -465,7 +465,7 @@
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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(ismovableatom(target))
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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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@@ -224,7 +224,7 @@
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/obj/item/projectile/proc/vol_by_damage()
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if(src.damage)
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return CLAMP((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then CLAMP the value between 30 and 100
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return clamp((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then CLAMP the value between 30 and 100
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else
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return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
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@@ -255,7 +255,7 @@
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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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var/volume = clamp(vol_by_damage() + 20, 0, 100)
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if(suppressed)
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volume = 5
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playsound(loc, hitsound_wall, volume, 1, -1)
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@@ -392,7 +392,7 @@
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stack_trace("WARNING: Projectile [type] deleted due to being unable to resolve a target after angle was null!")
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qdel(src)
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return
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var/turf/target = locate(CLAMP(starting + xo, 1, world.maxx), CLAMP(starting + yo, 1, world.maxy), starting.z)
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var/turf/target = locate(clamp(starting + xo, 1, world.maxx), clamp(starting + yo, 1, world.maxy), starting.z)
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setAngle(Get_Angle(src, target))
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original_angle = Angle
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if(!nondirectional_sprite)
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@@ -525,10 +525,10 @@
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if(!homing_target)
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return FALSE
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var/datum/point/PT = RETURN_PRECISE_POINT(homing_target)
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PT.x += CLAMP(homing_offset_x, 1, world.maxx)
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PT.y += CLAMP(homing_offset_y, 1, world.maxy)
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PT.x += clamp(homing_offset_x, 1, world.maxx)
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PT.y += clamp(homing_offset_y, 1, world.maxy)
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var/angle = closer_angle_difference(Angle, angle_between_points(RETURN_PRECISE_POINT(src), PT))
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setAngle(Angle + CLAMP(angle, -homing_turn_speed, homing_turn_speed))
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setAngle(Angle + clamp(angle, -homing_turn_speed, homing_turn_speed))
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/obj/item/projectile/proc/set_homing_target(atom/A)
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if(!A || (!isturf(A) && !isturf(A.loc)))
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@@ -622,7 +622,7 @@
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var/ox = round(screenviewX/2) - user.client.pixel_x //"origin" x
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var/oy = round(screenviewY/2) - user.client.pixel_y //"origin" y
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angle = ATAN2(y - oy, x - ox)
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angle = arctan(y - oy, x - ox)
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return list(angle, p_x, p_y)
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/obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it.
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@@ -60,11 +60,11 @@
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if(R.overdose_threshold == 0 || emptrig == TRUE) //Is there a possible OD?
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M.reagents.add_reagent(R.type, R.volume)
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else
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var/transVol = CLAMP(R.volume, 0, (R.overdose_threshold - M.reagents.get_reagent_amount(R.type)) -1)
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var/transVol = clamp(R.volume, 0, (R.overdose_threshold - M.reagents.get_reagent_amount(R.type)) -1)
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M.reagents.add_reagent(R.type, transVol)
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else
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if(!R.overdose_threshold == 0)
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var/transVol = CLAMP(R.volume, 0, R.overdose_threshold-1)
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var/transVol = clamp(R.volume, 0, R.overdose_threshold-1)
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M.reagents.add_reagent(R.type, transVol)
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else
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M.reagents.add_reagent(R.type, R.volume)
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@@ -51,7 +51,7 @@
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/obj/item/projectile/bullet/shotgun_meteorslug/on_hit(atom/target, blocked = FALSE)
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. = ..()
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if(ismovableatom(target))
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if(ismovable(target))
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var/atom/movable/M = target
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var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
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M.safe_throw_at(throw_target, 3, 2)
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