Update gravity.dm
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@@ -1,90 +1,73 @@
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/obj/item/projectile/gravityrepulse
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/obj/item/projectile/gravity
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name = "gravity bolt"
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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hitsound = 'sound/weapons/wave.ogg'
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damage = 0
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damage_type = BRUTE
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nodamage = TRUE
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var/power = 4
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var/list/thrown = list() //normally we wouldn't need this but incase on_hit is called multiple times, yeah.. this is a good idea.
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/obj/item/projectile/gravity/Initialize(mapload)
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. = ..()
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var/obj/item/ammo_casing/energy/gravity/G = loc
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if(istype(G))
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power = min(G.gun.power, 15)
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/obj/item/projectile/gravity/on_hit()
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. = ..()
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var/turf/T = get_turf(src)
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var/list/tothrow
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var/list/mobs = list()
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var/list/objs = list()
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var/list/cachedrange = range(T, power)
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for(var/mob/M in cachedrange)
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mobs += M
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for(var/obj/O in cachedrange)
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objs += O
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tothrow = mobs + objs //mobs priority
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var/safety = 50
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for(var/i in tothrow)
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if(!safety)
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break
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var/atom/movable/AM = i
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if(can_throw(AM, thrown) && do_the_throw(T, AM, thrown))
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safety--
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for(var/turf/F in range(T,power))
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new /obj/effect/temp_visual/gravpush(F)
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/obj/item/projectile/gravity/proc/can_throw(atom/movable/AM, list/thrown)
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return (AM != src) && (AM != firer) && !AM.anchored && !thrown[AM]
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/obj/item/projectile/garvity/proc/do_the_throw(turf/origin, atom/movable/AM, list/thrown)
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thrown[AM] = TRUE
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var/target = get_target(origin, AM)
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if(!target)
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return FALSE
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AM.throw_at(target, power + 1, 1)
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return TRUE
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/obj/item/projectile/gravity/proc/get_target(turf/origin, atom/movable/AM)
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return origin
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/obj/item/projectile/gravity/repulse
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name = "repulsion bolt"
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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hitsound = 'sound/weapons/wave.ogg'
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damage = 0
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damage_type = BRUTE
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nodamage = 1
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color = "#33CCFF"
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var/turf/T
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var/power = 4
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var/list/thrown_items = list()
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/obj/item/projectile/gravityrepulse/Initialize()
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. = ..()
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var/obj/item/ammo_casing/energy/gravity/repulse/C = loc
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if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
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power = min(C.gun.power, 15)
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/obj/item/projectile/gravity/repulse/get_target(turf/origin, atom/movable/AM)
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return get_turf_in_angle(Get_Angle(origin, AM), origin, power)
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/obj/item/projectile/gravityrepulse/on_hit()
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. = ..()
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T = get_turf(src)
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for(var/atom/movable/A in range(T, power))
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if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
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continue
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var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(A, src)))
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A.throw_at(throwtarget,power+1,1)
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thrown_items[A] = A
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for(var/turf/F in range(T,power))
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new /obj/effect/temp_visual/gravpush(F)
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/obj/item/projectile/gravityattract
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/obj/item/projectile/gravity/attract
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name = "attraction bolt"
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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hitsound = 'sound/weapons/wave.ogg'
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damage = 0
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damage_type = BRUTE
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nodamage = 1
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color = "#FF6600"
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var/turf/T
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var/power = 4
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var/list/thrown_items = list()
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/obj/item/projectile/gravityattract/Initialize()
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. = ..()
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var/obj/item/ammo_casing/energy/gravity/attract/C = loc
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if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
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power = min(C.gun.power, 15)
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/obj/item/projectile/gravity/attract/get_target(turf/origin, atom/movable/AM)
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return origin
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/obj/item/projectile/gravityattract/on_hit()
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. = ..()
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T = get_turf(src)
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for(var/atom/movable/A in range(T, power))
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if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
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continue
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A.throw_at(T, power+1, 1)
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thrown_items[A] = A
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for(var/turf/F in range(T,power))
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new /obj/effect/temp_visual/gravpush(F)
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/obj/item/projectile/gravitychaos
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/obj/item/projectile/gravity/chaos
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name = "gravitational blast"
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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hitsound = 'sound/weapons/wave.ogg'
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damage = 0
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damage_type = BRUTE
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nodamage = 1
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color = "#101010"
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var/turf/T
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var/power = 4
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var/list/thrown_items = list()
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/obj/item/projectile/gravitychaos/Initialize()
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. = ..()
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var/obj/item/ammo_casing/energy/gravity/chaos/C = loc
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if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
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power = min(C.gun.power, 15)
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/obj/item/projectile/gravitychaos/on_hit()
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. = ..()
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T = get_turf(src)
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for(var/atom/movable/A in range(T, power))
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if(A == src|| (firer && A == src.firer) || A.anchored || thrown_items[A])
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continue
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A.throw_at(get_edge_target_turf(A, pick(GLOB.cardinals)), power+1, 1)
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thrown_items[A] = A
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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/item/projectile/gravity/chaos/get_target(turf/origin, atom/movable/AM)
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return get_turf_in_angle(rand(0, 359), origin, power)
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