implement blocktypes
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@@ -36,34 +36,43 @@
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/mob/living/proc/on_hit(obj/item/projectile/P)
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return BULLET_ACT_HIT
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/mob/living/proc/_reflect_bullet_check(obj/item/projectile/P, def_zone)
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if(P.is_reflectable && check_reflect(def_zone)) // Checks if you've passed a reflection% check
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visible_message("<span class='danger'>The [P.name] gets reflected by [src]!</span>", \
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"<span class='userdanger'>The [P.name] gets reflected by [src]!</span>")
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// Find a turf near or on the original location to bounce to
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if(P.starting)
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var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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var/turf/curloc = get_turf(src)
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// redirect the projectile
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P.original = locate(new_x, new_y, P.z)
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P.starting = curloc
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P.firer = src
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P.yo = new_y - curloc.y
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P.xo = new_x - curloc.x
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var/new_angle_s = P.Angle + rand(120,240)
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while(new_angle_s > 180) // Translate to regular projectile degrees
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new_angle_s -= 360
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P.setAngle(new_angle_s)
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return TRUE
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return FALSE
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/mob/living/proc/handle_projectile_attack_redirection(obj/item/projectile/P, redirection_mode, silent = FALSE)
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P.ignore_sourcE_check = TRUE
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switch(redirection_mode)
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if(REDIRECT_MODE_DEFLECT)
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P.setAngle(SIMPLIFY_DEGREES(P.Angle + rand(120, 240)))
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if(!silent)
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visible_message("<span class='danger'>[P] gets deflected by [src]!</span>", \
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"<span class='userdanger'>[P] gets deflected by [src]!</span>")
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if(REDIRECT_MODE_REFLECT)
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P.setAngle(SIMPLIFY_DEGREES(P.Angle + 180))
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if(!silent)
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visible_message("<span class='danger'>[P] gets reflected by [src]!</span>", \
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"<span class='userdanger'>[P] gets reflected by [src]!</span>")
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if(REDIRECT_MODE_PASSTHROUGH)
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if(!silent)
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visible_message("<span class='danger'>[P] passes through [src]!</span>", \
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"<span class='userdanger'>[P] passes through [src]!</span>")
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return
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if(REDIRECT_MODE_RETURN_TO_SENDER)
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if(!silent)
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visible_message("<span class='danger'>[src] deflects [P] back at their attacker!</span>", \
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"<span class='userdanger'>[src] deflects [P] back at their attacker!</span>")
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if(P.firer)
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P.setAngle(Get_Angle(src, P.firer))
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else
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P.setAngle(SIMPLIFY_DEGREES(P.Angle + 180))
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else
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CRASH("Invalid rediretion mode [redirection_mode]")
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/mob/living/bullet_act(obj/item/projectile/P, def_zone)
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#warn implement blocktypes
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if(P.original != src || P.firer != src) //try to block or reflect the bullet, can't do so when shooting oneself
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if(reflect_bullet_check(P, def_zone))
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return BULLET_ACT_FORCE_PIERCE // complete projectile permutation
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var/returned = run_block(P, P.damage, "the [P.name]", ATTACK_TYPE_PROJECTILE, P.armour_penetration, P.firer, def_zone)
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var/list/returnlist = list()
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var/returned = run_block(P, P.damage, "the [P.name]", ATTACK_TYPE_PROJECTILE, P.armour_penetration, P.firer, def_zone, returnlist)
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if(returned & BLOCK_SHOULD_REDIRECT)
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handle_projectile_attack_redirection(P, returnlist[BLOCK_RETURN_REDIRECT_METHOD])
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if(returned & BLOCK_REDIRECTED)
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return BULLET_ACT_FORCE_PIERCE
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if(returned & BLOCK_SUCCESS)
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P.on_hit(src, 100, def_zone)
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return BULLET_ACT_BLOCK
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@@ -112,10 +112,13 @@
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/mob/living/silicon/bullet_act(obj/item/projectile/P, def_zone)
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if(P.original != src || P.firer != src) //try to block or reflect the bullet, can't do so when shooting oneself
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if(reflect_bullet_check(P, def_zone))
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return -1 // complete projectile permutation
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#warn implement blocktypes
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if(run_block(P, P.damage, "the [P.name]", ATTACK_TYPE_PROJECTILE, P.armour_penetration) & BLOCK_SUCCESS)
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var/list/returnlist = list()
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var/returned = run_block(P, P.damage, "the [P.name]", ATTACK_TYPE_PROJECTILE, P.armour_penetration, P.firer, def_zone, returnlist)
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if(returned & BLOCK_SHOULD_REDIRECT)
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handle_projectile_attack_redirection(P, returnlist[BLOCK_RETURN_REDIRECT_METHOD])
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if(returned & BLOCK_REDIRECTED)
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return BULLET_ACT_FORCE_PIERCE
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if(returned & BLOCK_SUCCESS)
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P.on_hit(src, 100, def_zone)
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return BULLET_ACT_BLOCK
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if((P.damage_type == BRUTE || P.damage_type == BURN))
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