Adds Necropolis curses for cursed items in Necropolis ruins
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@@ -161,6 +161,8 @@
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var/turf/target_turf = get_turf(A)
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if(!prehit(A))
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if(forcedodge)
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loc = target_turf
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return FALSE
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var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null
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if(permutation == -1 || forcedodge)// the bullet passes through a dense object!
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@@ -264,7 +266,7 @@
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old_pixel_x = pixel_x_offset
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old_pixel_y = pixel_y_offset
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if(original && (original.layer>=2.75) || ismob(original))
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if(original && (original.layer >= PROJECTILE_HIT_THRESHHOLD_LAYER) || ismob(original))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original, 1)
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@@ -279,7 +281,7 @@
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if((!( current ) || loc == current))
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current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
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step_towards(src, current)
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if(original && (original.layer>=2.75) || ismob(original))
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if(original && (original.layer >= PROJECTILE_HIT_THRESHHOLD_LAYER) || ismob(original))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original, 1)
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@@ -334,3 +334,57 @@
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for(var/turf/Z in range(T,power))
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new /obj/effect/temp_visual/gravpush(Z)
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/obj/effect/ebeam/curse_arm
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name = "curse arm"
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layer = LARGE_MOB_LAYER
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/obj/item/projectile/curse_hand
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name = "curse hand"
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icon_state = "cursehand"
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hitsound = 'sound/effects/curse4.ogg'
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layer = LARGE_MOB_LAYER
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damage_type = BURN
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damage = 10
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knockdown = 20
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speed = 2
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range = 16
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forcedodge = TRUE
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var/datum/beam/arm
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var/handedness = 0
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/obj/item/projectile/curse_hand/Initialize(mapload)
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. = ..()
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handedness = prob(50)
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update_icon()
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/obj/item/projectile/curse_hand/update_icon()
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icon_state = "[icon_state][handedness]"
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/obj/item/projectile/curse_hand/fire(setAngle)
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if(starting)
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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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forcedodge = FALSE
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else if(!isturf(target))
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return FALSE
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return ..()
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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(forcedodge)
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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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new/obj/effect/temp_visual/dir_setting/curse/hand(T, dir, handedness)
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for(var/obj/effect/temp_visual/dir_setting/curse/grasp_portal/G in starting)
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qdel(G)
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new /obj/effect/temp_visual/dir_setting/curse/grasp_portal/fading(starting, dir)
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var/datum/beam/D = starting.Beam(T, icon_state = "curse[handedness]", time = 32, maxdistance = INFINITY, beam_type=/obj/effect/ebeam/curse_arm, beam_sleep_time = 1)
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for(var/b in D.elements)
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var/obj/effect/ebeam/B = b
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animate(B, alpha = 0, time = 32)
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return ..()
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