[MIRROR] Fixes language code ignoring holder restrictions (#858)
* Fixes language code ignoring holder restrictions * resolve .rej file.
This commit is contained in:
committed by
Poojawa
parent
e84191b5c3
commit
8bcaa54cbe
@@ -1,236 +1,236 @@
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/obj/item/ammo_casing/energy
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name = "energy weapon lens"
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desc = "The part of the gun that makes the laser go pew"
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caliber = "energy"
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projectile_type = /obj/item/projectile/energy
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var/e_cost = 100 //The amount of energy a cell needs to expend to create this shot.
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var/select_name = "energy"
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fire_sound = 'sound/weapons/Laser.ogg'
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firing_effect_type = /obj/effect/overlay/temp/dir_setting/firing_effect/energy
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/obj/item/ammo_casing/energy/chameleon
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e_cost = 0
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var/list/projectile_vars = list()
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/obj/item/ammo_casing/energy/chameleon/ready_proj()
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. = ..()
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if(!BB)
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newshot()
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for(var/V in projectile_vars)
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if(BB.vars[V])
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BB.vars[V] = projectile_vars[V]
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/obj/item/ammo_casing/energy/laser
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projectile_type = /obj/item/projectile/beam/laser
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select_name = "kill"
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/obj/item/ammo_casing/energy/lasergun
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projectile_type = /obj/item/projectile/beam/laser
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e_cost = 83
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select_name = "kill"
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/obj/item/ammo_casing/energy/laser/hos
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e_cost = 100
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/obj/item/ammo_casing/energy/laser/practice
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projectile_type = /obj/item/projectile/beam/practice
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select_name = "practice"
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/obj/item/ammo_casing/energy/laser/scatter
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projectile_type = /obj/item/projectile/beam/scatter
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pellets = 5
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variance = 25
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select_name = "scatter"
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/obj/item/ammo_casing/energy/laser/scatter/disabler
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projectile_type = /obj/item/projectile/beam/disabler
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pellets = 3
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variance = 15
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/obj/item/ammo_casing/energy/laser/heavy
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projectile_type = /obj/item/projectile/beam/laser/heavylaser
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select_name = "anti-vehicle"
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fire_sound = 'sound/weapons/lasercannonfire.ogg'
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/obj/item/ammo_casing/energy/laser/pulse
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projectile_type = /obj/item/projectile/beam/pulse
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e_cost = 200
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select_name = "DESTROY"
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fire_sound = 'sound/weapons/pulse.ogg'
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/obj/item/ammo_casing/energy/laser/bluetag
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projectile_type = /obj/item/projectile/beam/lasertag/bluetag
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select_name = "bluetag"
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/obj/item/ammo_casing/energy/laser/redtag
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projectile_type = /obj/item/projectile/beam/lasertag/redtag
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select_name = "redtag"
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/obj/item/ammo_casing/energy/xray
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projectile_type = /obj/item/projectile/beam/xray
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e_cost = 50
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fire_sound = 'sound/weapons/laser3.ogg'
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/obj/item/ammo_casing/energy/electrode
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projectile_type = /obj/item/projectile/energy/electrode
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select_name = "stun"
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fire_sound = 'sound/weapons/taser.ogg'
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e_cost = 200
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/obj/item/ammo_casing/energy/electrode/gun
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fire_sound = 'sound/weapons/gunshot.ogg'
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e_cost = 100
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/obj/item/ammo_casing/energy/electrode/hos
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e_cost = 200
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/obj/item/ammo_casing/energy/ion
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projectile_type = /obj/item/projectile/ion
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select_name = "ion"
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fire_sound = 'sound/weapons/IonRifle.ogg'
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/obj/item/ammo_casing/energy/declone
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projectile_type = /obj/item/projectile/energy/declone
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select_name = "declone"
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fire_sound = 'sound/weapons/pulse3.ogg'
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/obj/item/ammo_casing/energy/mindflayer
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projectile_type = /obj/item/projectile/beam/mindflayer
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select_name = "MINDFUCK"
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fire_sound = 'sound/weapons/Laser.ogg'
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/obj/item/ammo_casing/energy/flora
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fire_sound = 'sound/effects/stealthoff.ogg'
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/obj/item/ammo_casing/energy/flora/yield
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projectile_type = /obj/item/projectile/energy/florayield
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select_name = "yield"
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/obj/item/ammo_casing/energy/flora/mut
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projectile_type = /obj/item/projectile/energy/floramut
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select_name = "mutation"
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/obj/item/ammo_casing/energy/temp
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projectile_type = /obj/item/projectile/temp
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select_name = "freeze"
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e_cost = 250
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fire_sound = 'sound/weapons/pulse3.ogg'
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/obj/item/ammo_casing/energy/temp/hot
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projectile_type = /obj/item/projectile/temp/hot
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select_name = "bake"
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/obj/item/ammo_casing/energy/meteor
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projectile_type = /obj/item/projectile/meteor
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select_name = "goddamn meteor"
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/obj/item/ammo_casing/energy/disabler
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projectile_type = /obj/item/projectile/beam/disabler
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select_name = "disable"
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e_cost = 50
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fire_sound = 'sound/weapons/taser2.ogg'
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/obj/item/ammo_casing/energy/plasma
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projectile_type = /obj/item/projectile/plasma
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select_name = "plasma burst"
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fire_sound = 'sound/weapons/plasma_cutter.ogg'
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delay = 15
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e_cost = 25
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/obj/item/ammo_casing/energy/plasma/adv
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projectile_type = /obj/item/projectile/plasma/adv
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delay = 10
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e_cost = 10
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/obj/item/ammo_casing/energy/wormhole
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projectile_type = /obj/item/projectile/beam/wormhole
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e_cost = 0
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fire_sound = 'sound/weapons/pulse3.ogg'
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var/obj/item/weapon/gun/energy/wormhole_projector/gun = null
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select_name = "blue"
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/obj/item/ammo_casing/energy/wormhole/orange
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projectile_type = /obj/item/projectile/beam/wormhole/orange
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select_name = "orange"
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/obj/item/ammo_casing/energy/bolt
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projectile_type = /obj/item/projectile/energy/bolt
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select_name = "bolt"
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e_cost = 500
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fire_sound = 'sound/weapons/Genhit.ogg'
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/obj/item/ammo_casing/energy/bolt/halloween
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projectile_type = /obj/item/projectile/energy/bolt/halloween
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/obj/item/ammo_casing/energy/bolt/large
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projectile_type = /obj/item/projectile/energy/bolt/large
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select_name = "heavy bolt"
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/obj/item/ammo_casing/energy/net
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projectile_type = /obj/item/projectile/energy/net
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select_name = "netting"
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pellets = 6
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variance = 40
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/obj/item/ammo_casing/energy/trap
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projectile_type = /obj/item/projectile/energy/trap
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select_name = "snare"
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/obj/item/ammo_casing/energy/instakill
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projectile_type = /obj/item/projectile/beam/instakill
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e_cost = 0
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select_name = "DESTROY"
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/obj/item/ammo_casing/energy/instakill/blue
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projectile_type = /obj/item/projectile/beam/instakill/blue
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/obj/item/ammo_casing/energy/instakill/red
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projectile_type = /obj/item/projectile/beam/instakill/red
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/obj/item/ammo_casing/energy/tesla_revolver
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fire_sound = 'sound/magic/lightningbolt.ogg'
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e_cost = 200
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select_name = "stun"
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projectile_type = /obj/item/projectile/energy/tesla/revolver
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/obj/item/ammo_casing/energy/gravityrepulse
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projectile_type = /obj/item/projectile/gravityrepulse
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e_cost = 0
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fire_sound = 'sound/weapons/wave.ogg'
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select_name = "repulse"
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delay = 50
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var/obj/item/weapon/gun/energy/gravity_gun/gun = null
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/obj/item/ammo_casing/energy/gravityrepulse/New(var/obj/item/weapon/gun/energy/gravity_gun/G)
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gun = G
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/obj/item/ammo_casing/energy/gravityattract
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projectile_type = /obj/item/projectile/gravityattract
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e_cost = 0
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fire_sound = 'sound/weapons/wave.ogg'
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select_name = "attract"
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delay = 50
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var/obj/item/weapon/gun/energy/gravity_gun/gun = null
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/obj/item/ammo_casing/energy/gravityattract/New(var/obj/item/weapon/gun/energy/gravity_gun/G)
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gun = G
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/obj/item/ammo_casing/energy/gravitychaos
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projectile_type = /obj/item/projectile/gravitychaos
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e_cost = 0
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fire_sound = 'sound/weapons/wave.ogg'
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select_name = "chaos"
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delay = 50
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var/obj/item/weapon/gun/energy/gravity_gun/gun = null
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/obj/item/ammo_casing/energy/gravitychaos/New(var/obj/item/weapon/gun/energy/gravity_gun/G)
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gun = G
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/obj/item/ammo_casing/energy/plasma
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projectile_type = /obj/item/projectile/plasma
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select_name = "plasma burst"
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fire_sound = 'sound/weapons/pulse.ogg'
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/obj/item/ammo_casing/energy/plasma/adv
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projectile_type = /obj/item/projectile/plasma/adv
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/obj/item/ammo_casing/energy
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name = "energy weapon lens"
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desc = "The part of the gun that makes the laser go pew"
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caliber = "energy"
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projectile_type = /obj/item/projectile/energy
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var/e_cost = 100 //The amount of energy a cell needs to expend to create this shot.
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var/select_name = "energy"
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fire_sound = 'sound/weapons/Laser.ogg'
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firing_effect_type = /obj/effect/overlay/temp/dir_setting/firing_effect/energy
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/obj/item/ammo_casing/energy/chameleon
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e_cost = 0
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var/list/projectile_vars = list()
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/obj/item/ammo_casing/energy/chameleon/ready_proj()
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. = ..()
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if(!BB)
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newshot()
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for(var/V in projectile_vars)
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if(BB.vars[V])
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BB.vars[V] = projectile_vars[V]
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/obj/item/ammo_casing/energy/laser
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projectile_type = /obj/item/projectile/beam/laser
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select_name = "kill"
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/obj/item/ammo_casing/energy/lasergun
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projectile_type = /obj/item/projectile/beam/laser
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e_cost = 83
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select_name = "kill"
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/obj/item/ammo_casing/energy/laser/hos
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e_cost = 100
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/obj/item/ammo_casing/energy/laser/practice
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projectile_type = /obj/item/projectile/beam/practice
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select_name = "practice"
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/obj/item/ammo_casing/energy/laser/scatter
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projectile_type = /obj/item/projectile/beam/scatter
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pellets = 5
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variance = 25
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select_name = "scatter"
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/obj/item/ammo_casing/energy/laser/scatter/disabler
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projectile_type = /obj/item/projectile/beam/disabler
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pellets = 3
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variance = 15
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/obj/item/ammo_casing/energy/laser/heavy
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projectile_type = /obj/item/projectile/beam/laser/heavylaser
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select_name = "anti-vehicle"
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fire_sound = 'sound/weapons/lasercannonfire.ogg'
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/obj/item/ammo_casing/energy/laser/pulse
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projectile_type = /obj/item/projectile/beam/pulse
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e_cost = 200
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select_name = "DESTROY"
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fire_sound = 'sound/weapons/pulse.ogg'
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/obj/item/ammo_casing/energy/laser/bluetag
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projectile_type = /obj/item/projectile/beam/lasertag/bluetag
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select_name = "bluetag"
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/obj/item/ammo_casing/energy/laser/redtag
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projectile_type = /obj/item/projectile/beam/lasertag/redtag
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select_name = "redtag"
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/obj/item/ammo_casing/energy/xray
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projectile_type = /obj/item/projectile/beam/xray
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e_cost = 50
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fire_sound = 'sound/weapons/laser3.ogg'
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/obj/item/ammo_casing/energy/electrode
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projectile_type = /obj/item/projectile/energy/electrode
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select_name = "stun"
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fire_sound = 'sound/weapons/taser.ogg'
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e_cost = 200
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/obj/item/ammo_casing/energy/electrode/gun
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fire_sound = 'sound/weapons/gunshot.ogg'
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e_cost = 100
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/obj/item/ammo_casing/energy/electrode/hos
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e_cost = 200
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/obj/item/ammo_casing/energy/ion
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projectile_type = /obj/item/projectile/ion
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select_name = "ion"
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fire_sound = 'sound/weapons/IonRifle.ogg'
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/obj/item/ammo_casing/energy/declone
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projectile_type = /obj/item/projectile/energy/declone
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select_name = "declone"
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fire_sound = 'sound/weapons/pulse3.ogg'
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/obj/item/ammo_casing/energy/mindflayer
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projectile_type = /obj/item/projectile/beam/mindflayer
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select_name = "MINDFUCK"
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fire_sound = 'sound/weapons/Laser.ogg'
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/obj/item/ammo_casing/energy/flora
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fire_sound = 'sound/effects/stealthoff.ogg'
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/obj/item/ammo_casing/energy/flora/yield
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projectile_type = /obj/item/projectile/energy/florayield
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select_name = "yield"
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/obj/item/ammo_casing/energy/flora/mut
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projectile_type = /obj/item/projectile/energy/floramut
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select_name = "mutation"
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/obj/item/ammo_casing/energy/temp
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projectile_type = /obj/item/projectile/temp
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select_name = "freeze"
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e_cost = 250
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fire_sound = 'sound/weapons/pulse3.ogg'
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/obj/item/ammo_casing/energy/temp/hot
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projectile_type = /obj/item/projectile/temp/hot
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select_name = "bake"
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/obj/item/ammo_casing/energy/meteor
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projectile_type = /obj/item/projectile/meteor
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select_name = "goddamn meteor"
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/obj/item/ammo_casing/energy/disabler
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projectile_type = /obj/item/projectile/beam/disabler
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select_name = "disable"
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e_cost = 50
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fire_sound = 'sound/weapons/taser2.ogg'
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/obj/item/ammo_casing/energy/plasma
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projectile_type = /obj/item/projectile/plasma
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select_name = "plasma burst"
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fire_sound = 'sound/weapons/plasma_cutter.ogg'
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delay = 15
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e_cost = 25
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/obj/item/ammo_casing/energy/plasma/adv
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projectile_type = /obj/item/projectile/plasma/adv
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delay = 10
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e_cost = 10
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/obj/item/ammo_casing/energy/wormhole
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projectile_type = /obj/item/projectile/beam/wormhole
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e_cost = 0
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fire_sound = 'sound/weapons/pulse3.ogg'
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var/obj/item/weapon/gun/energy/wormhole_projector/gun = null
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select_name = "blue"
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/obj/item/ammo_casing/energy/wormhole/orange
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projectile_type = /obj/item/projectile/beam/wormhole/orange
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select_name = "orange"
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/obj/item/ammo_casing/energy/bolt
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projectile_type = /obj/item/projectile/energy/bolt
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select_name = "bolt"
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e_cost = 500
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fire_sound = 'sound/weapons/Genhit.ogg'
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/obj/item/ammo_casing/energy/bolt/halloween
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projectile_type = /obj/item/projectile/energy/bolt/halloween
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/obj/item/ammo_casing/energy/bolt/large
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projectile_type = /obj/item/projectile/energy/bolt/large
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select_name = "heavy bolt"
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/obj/item/ammo_casing/energy/net
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projectile_type = /obj/item/projectile/energy/net
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select_name = "netting"
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pellets = 6
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variance = 40
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/obj/item/ammo_casing/energy/trap
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projectile_type = /obj/item/projectile/energy/trap
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select_name = "snare"
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/obj/item/ammo_casing/energy/instakill
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projectile_type = /obj/item/projectile/beam/instakill
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e_cost = 0
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select_name = "DESTROY"
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/obj/item/ammo_casing/energy/instakill/blue
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projectile_type = /obj/item/projectile/beam/instakill/blue
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/obj/item/ammo_casing/energy/instakill/red
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projectile_type = /obj/item/projectile/beam/instakill/red
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/obj/item/ammo_casing/energy/tesla_revolver
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fire_sound = 'sound/magic/lightningbolt.ogg'
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e_cost = 200
|
||||
select_name = "stun"
|
||||
projectile_type = /obj/item/projectile/energy/tesla/revolver
|
||||
|
||||
/obj/item/ammo_casing/energy/gravityrepulse
|
||||
projectile_type = /obj/item/projectile/gravityrepulse
|
||||
e_cost = 0
|
||||
fire_sound = 'sound/weapons/wave.ogg'
|
||||
select_name = "repulse"
|
||||
delay = 50
|
||||
var/obj/item/weapon/gun/energy/gravity_gun/gun = null
|
||||
|
||||
/obj/item/ammo_casing/energy/gravityrepulse/New(var/obj/item/weapon/gun/energy/gravity_gun/G)
|
||||
gun = G
|
||||
|
||||
/obj/item/ammo_casing/energy/gravityattract
|
||||
projectile_type = /obj/item/projectile/gravityattract
|
||||
e_cost = 0
|
||||
fire_sound = 'sound/weapons/wave.ogg'
|
||||
select_name = "attract"
|
||||
delay = 50
|
||||
var/obj/item/weapon/gun/energy/gravity_gun/gun = null
|
||||
|
||||
|
||||
/obj/item/ammo_casing/energy/gravityattract/New(var/obj/item/weapon/gun/energy/gravity_gun/G)
|
||||
gun = G
|
||||
|
||||
/obj/item/ammo_casing/energy/gravitychaos
|
||||
projectile_type = /obj/item/projectile/gravitychaos
|
||||
e_cost = 0
|
||||
fire_sound = 'sound/weapons/wave.ogg'
|
||||
select_name = "chaos"
|
||||
delay = 50
|
||||
var/obj/item/weapon/gun/energy/gravity_gun/gun = null
|
||||
|
||||
/obj/item/ammo_casing/energy/gravitychaos/New(var/obj/item/weapon/gun/energy/gravity_gun/G)
|
||||
gun = G
|
||||
|
||||
/obj/item/ammo_casing/energy/plasma
|
||||
projectile_type = /obj/item/projectile/plasma
|
||||
select_name = "plasma burst"
|
||||
fire_sound = 'sound/weapons/pulse.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/plasma/adv
|
||||
projectile_type = /obj/item/projectile/plasma/adv
|
||||
|
||||
@@ -1,313 +1,313 @@
|
||||
/obj/item/projectile
|
||||
name = "projectile"
|
||||
icon = 'icons/obj/projectiles.dmi'
|
||||
icon_state = "bullet"
|
||||
density = 0
|
||||
anchored = 1
|
||||
flags = ABSTRACT
|
||||
pass_flags = PASSTABLE
|
||||
mouse_opacity = 0
|
||||
hitsound = 'sound/weapons/pierce.ogg'
|
||||
var/hitsound_wall = ""
|
||||
|
||||
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
||||
var/def_zone = "" //Aiming at
|
||||
var/mob/firer = null//Who shot it
|
||||
var/suppressed = 0 //Attack message
|
||||
var/yo = null
|
||||
var/xo = null
|
||||
var/current = null
|
||||
var/atom/original = null // the original target clicked
|
||||
var/turf/starting = null // the projectile's starting turf
|
||||
var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
|
||||
var/paused = FALSE //for suspending the projectile midair
|
||||
var/p_x = 16
|
||||
var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
|
||||
var/speed = 0.8 //Amount of deciseconds it takes for projectile to travel
|
||||
var/Angle = 0
|
||||
var/spread = 0 //amount (in degrees) of projectile spread
|
||||
var/legacy = 0 //legacy projectile system
|
||||
animate_movement = 0 //Use SLIDE_STEPS in conjunction with legacy
|
||||
|
||||
var/damage = 10
|
||||
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
|
||||
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
|
||||
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
|
||||
var/projectile_type = /obj/item/projectile
|
||||
var/range = 50 //This will de-increment every step. When 0, it will delete the projectile.
|
||||
//Effects
|
||||
var/stun = 0
|
||||
var/weaken = 0
|
||||
var/paralyze = 0
|
||||
var/irradiate = 0
|
||||
var/stutter = 0
|
||||
var/slur = 0
|
||||
var/eyeblur = 0
|
||||
var/drowsy = 0
|
||||
var/stamina = 0
|
||||
var/jitter = 0
|
||||
var/forcedodge = 0 //to pass through everything
|
||||
var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all.
|
||||
var/impact_effect_type //what type of impact effect to show when hitting something
|
||||
var/log_override = FALSE //is this type spammed enough to not log? (KAs)
|
||||
|
||||
/obj/item/projectile/New()
|
||||
permutated = list()
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/proc/Range()
|
||||
range--
|
||||
if(range <= 0 && loc)
|
||||
on_range()
|
||||
|
||||
/obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range
|
||||
qdel(src)
|
||||
|
||||
//to get the correct limb (if any) for the projectile hit message
|
||||
/mob/living/proc/check_limb_hit(hit_zone)
|
||||
if(has_limbs)
|
||||
return hit_zone
|
||||
|
||||
/mob/living/carbon/check_limb_hit(hit_zone)
|
||||
if(get_bodypart(hit_zone))
|
||||
return hit_zone
|
||||
else //when a limb is missing the damage is actually passed to the chest
|
||||
return "chest"
|
||||
|
||||
/obj/item/projectile/proc/prehit(atom/target)
|
||||
return
|
||||
|
||||
/obj/item/projectile/proc/on_hit(atom/target, blocked = 0)
|
||||
var/turf/target_loca = get_turf(target)
|
||||
if(!isliving(target))
|
||||
if(impact_effect_type)
|
||||
new impact_effect_type(target_loca, target, src)
|
||||
return 0
|
||||
var/mob/living/L = target
|
||||
if(blocked != 100) // not completely blocked
|
||||
if(damage && L.blood_volume && damage_type == BRUTE)
|
||||
var/splatter_dir = dir
|
||||
if(starting)
|
||||
splatter_dir = get_dir(starting, target_loca)
|
||||
if(isalien(L))
|
||||
new /obj/effect/overlay/temp/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir)
|
||||
else
|
||||
new /obj/effect/overlay/temp/dir_setting/bloodsplatter(target_loca, splatter_dir)
|
||||
if(prob(33))
|
||||
L.add_splatter_floor(target_loca)
|
||||
else if(impact_effect_type)
|
||||
new impact_effect_type(target_loca, target, src)
|
||||
|
||||
var/organ_hit_text = ""
|
||||
var/limb_hit = L.check_limb_hit(def_zone)//to get the correct message info.
|
||||
if(limb_hit)
|
||||
organ_hit_text = " in \the [parse_zone(limb_hit)]"
|
||||
if(suppressed)
|
||||
playsound(loc, hitsound, 5, 1, -1)
|
||||
to_chat(L, "<span class='userdanger'>You're shot by \a [src][organ_hit_text]!</span>")
|
||||
else
|
||||
if(hitsound)
|
||||
var/volume = vol_by_damage()
|
||||
playsound(loc, hitsound, volume, 1, -1)
|
||||
L.visible_message("<span class='danger'>[L] is hit by \a [src][organ_hit_text]!</span>", \
|
||||
"<span class='userdanger'>[L] is hit by \a [src][organ_hit_text]!</span>", null, COMBAT_MESSAGE_RANGE)
|
||||
L.on_hit(src)
|
||||
|
||||
var/reagent_note
|
||||
if(reagents && reagents.reagent_list)
|
||||
reagent_note = " REAGENTS:"
|
||||
for(var/datum/reagent/R in reagents.reagent_list)
|
||||
reagent_note += R.id + " ("
|
||||
reagent_note += num2text(R.volume) + ") "
|
||||
|
||||
add_logs(firer, L, "shot", src, reagent_note)
|
||||
return L.apply_effects(stun, weaken, paralyze, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter)
|
||||
|
||||
/obj/item/projectile/proc/vol_by_damage()
|
||||
if(src.damage)
|
||||
return Clamp((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then clamp the value between 30 and 100
|
||||
else
|
||||
return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
|
||||
|
||||
/obj/item/projectile/Bump(atom/A, yes)
|
||||
if(!yes) //prevents double bumps.
|
||||
return
|
||||
if(firer)
|
||||
if(A == firer || (A == firer.loc && istype(A, /obj/mecha))) //cannot shoot yourself or your mech
|
||||
loc = A.loc
|
||||
return 0
|
||||
|
||||
var/distance = get_dist(get_turf(A), starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
|
||||
def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
|
||||
|
||||
if(isturf(A) && hitsound_wall)
|
||||
var/volume = Clamp(vol_by_damage() + 20, 0, 100)
|
||||
if(suppressed)
|
||||
volume = 5
|
||||
playsound(loc, hitsound_wall, volume, 1, -1)
|
||||
|
||||
var/turf/target_turf = get_turf(A)
|
||||
|
||||
prehit(A)
|
||||
var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null
|
||||
if(permutation == -1 || forcedodge)// the bullet passes through a dense object!
|
||||
loc = target_turf
|
||||
if(A)
|
||||
permutated.Add(A)
|
||||
return 0
|
||||
else
|
||||
if(A && A.density && !ismob(A) && !(A.flags & ON_BORDER)) //if we hit a dense non-border obj or dense turf then we also hit one of the mobs on that tile.
|
||||
var/list/mobs_list = list()
|
||||
for(var/mob/living/L in target_turf)
|
||||
mobs_list += L
|
||||
if(mobs_list.len)
|
||||
var/mob/living/picked_mob = pick(mobs_list)
|
||||
prehit(picked_mob)
|
||||
picked_mob.bullet_act(src, def_zone)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/projectile/Process_Spacemove(var/movement_dir = 0)
|
||||
return 1 //Bullets don't drift in space
|
||||
|
||||
/obj/item/projectile/proc/fire(setAngle, atom/direct_target)
|
||||
if(!log_override && firer && original)
|
||||
add_logs(firer, original, "fired at", src, " [get_area(src)]")
|
||||
if(direct_target)
|
||||
prehit(direct_target)
|
||||
direct_target.bullet_act(src, def_zone)
|
||||
qdel(src)
|
||||
return
|
||||
if(setAngle)
|
||||
Angle = setAngle
|
||||
var/old_pixel_x = pixel_x
|
||||
var/old_pixel_y = pixel_y
|
||||
if(!legacy) //new projectiles
|
||||
set waitfor = 0
|
||||
var/next_run = world.time
|
||||
while(loc)
|
||||
if(paused)
|
||||
next_run = world.time
|
||||
sleep(1)
|
||||
continue
|
||||
|
||||
if((!( current ) || loc == current))
|
||||
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
|
||||
|
||||
if(!Angle)
|
||||
Angle=round(Get_Angle(src,current))
|
||||
if(spread)
|
||||
Angle += (rand() - 0.5) * spread
|
||||
var/matrix/M = new
|
||||
M.Turn(Angle)
|
||||
transform = M
|
||||
|
||||
var/Pixel_x=round((sin(Angle)+16*sin(Angle)*2), 1) //round() is a floor operation when only one argument is supplied, we don't want that here
|
||||
var/Pixel_y=round((cos(Angle)+16*cos(Angle)*2), 1)
|
||||
var/pixel_x_offset = old_pixel_x + Pixel_x
|
||||
var/pixel_y_offset = old_pixel_y + Pixel_y
|
||||
var/new_x = x
|
||||
var/new_y = y
|
||||
|
||||
while(pixel_x_offset > 16)
|
||||
pixel_x_offset -= 32
|
||||
old_pixel_x -= 32
|
||||
new_x++// x++
|
||||
while(pixel_x_offset < -16)
|
||||
pixel_x_offset += 32
|
||||
old_pixel_x += 32
|
||||
new_x--
|
||||
while(pixel_y_offset > 16)
|
||||
pixel_y_offset -= 32
|
||||
old_pixel_y -= 32
|
||||
new_y++
|
||||
while(pixel_y_offset < -16)
|
||||
pixel_y_offset += 32
|
||||
old_pixel_y += 32
|
||||
new_y--
|
||||
|
||||
pixel_x = old_pixel_x
|
||||
pixel_y = old_pixel_y
|
||||
step_towards(src, locate(new_x, new_y, z))
|
||||
next_run += max(world.tick_lag, speed)
|
||||
var/delay = next_run - world.time
|
||||
if(delay <= world.tick_lag*2)
|
||||
pixel_x = pixel_x_offset
|
||||
pixel_y = pixel_y_offset
|
||||
else
|
||||
animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (delay <= 3 ? delay - 1 : delay)), flags = ANIMATION_END_NOW)
|
||||
old_pixel_x = pixel_x_offset
|
||||
old_pixel_y = pixel_y_offset
|
||||
|
||||
if(original && (original.layer>=2.75) || ismob(original))
|
||||
if(loc == get_turf(original))
|
||||
if(!(original in permutated))
|
||||
Bump(original, 1)
|
||||
Range()
|
||||
if (delay > 0)
|
||||
sleep(delay)
|
||||
|
||||
else //old projectile system
|
||||
set waitfor = 0
|
||||
while(loc)
|
||||
if(!paused)
|
||||
if((!( current ) || loc == current))
|
||||
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
|
||||
step_towards(src, current)
|
||||
if(original && (original.layer>=2.75) || ismob(original))
|
||||
if(loc == get_turf(original))
|
||||
if(!(original in permutated))
|
||||
Bump(original, 1)
|
||||
Range()
|
||||
sleep(config.run_speed * 0.9)
|
||||
|
||||
|
||||
/obj/item/projectile/proc/preparePixelProjectile(atom/target, var/turf/targloc, mob/living/user, params, spread)
|
||||
var/turf/curloc = get_turf(user)
|
||||
src.loc = get_turf(user)
|
||||
src.starting = get_turf(user)
|
||||
src.current = curloc
|
||||
src.yo = targloc.y - curloc.y
|
||||
src.xo = targloc.x - curloc.x
|
||||
|
||||
if(params)
|
||||
var/list/mouse_control = params2list(params)
|
||||
if(mouse_control["icon-x"])
|
||||
src.p_x = text2num(mouse_control["icon-x"])
|
||||
if(mouse_control["icon-y"])
|
||||
src.p_y = text2num(mouse_control["icon-y"])
|
||||
if(mouse_control["screen-loc"])
|
||||
//Split screen-loc up into X+Pixel_X and Y+Pixel_Y
|
||||
var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",")
|
||||
|
||||
//Split X+Pixel_X up into list(X, Pixel_X)
|
||||
var/list/screen_loc_X = splittext(screen_loc_params[1],":")
|
||||
|
||||
//Split Y+Pixel_Y up into list(Y, Pixel_Y)
|
||||
var/list/screen_loc_Y = splittext(screen_loc_params[2],":")
|
||||
// to_chat(world, "X: [screen_loc_X[1]] PixelX: [screen_loc_X[2]] / Y: [screen_loc_Y[1]] PixelY: [screen_loc_Y[2]]")
|
||||
var/x = text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32
|
||||
var/y = text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32
|
||||
|
||||
//Calculate the "resolution" of screen based on client's view and world's icon size. This will work if the user can view more tiles than average.
|
||||
var/screenview = (user.client.view * 2 + 1) * world.icon_size //Refer to http://www.byond.com/docs/ref/info.html#/client/var/view for mad maths
|
||||
|
||||
var/ox = round(screenview/2) //"origin" x
|
||||
var/oy = round(screenview/2) //"origin" y
|
||||
// to_chat(world, "Pixel position: [x] [y]")
|
||||
var/angle = Atan2(y - oy, x - ox)
|
||||
// to_chat(world, "Angle: [angle]")
|
||||
src.Angle = angle
|
||||
if(spread)
|
||||
src.Angle += spread
|
||||
|
||||
|
||||
/obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it.
|
||||
..()
|
||||
if(isliving(AM) && AM.density && !checkpass(PASSMOB))
|
||||
Bump(AM, 1)
|
||||
|
||||
/obj/item/projectile/Destroy()
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/experience_pressure_difference()
|
||||
return
|
||||
/obj/item/projectile
|
||||
name = "projectile"
|
||||
icon = 'icons/obj/projectiles.dmi'
|
||||
icon_state = "bullet"
|
||||
density = 0
|
||||
anchored = 1
|
||||
flags = ABSTRACT
|
||||
pass_flags = PASSTABLE
|
||||
mouse_opacity = 0
|
||||
hitsound = 'sound/weapons/pierce.ogg'
|
||||
var/hitsound_wall = ""
|
||||
|
||||
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
||||
var/def_zone = "" //Aiming at
|
||||
var/mob/firer = null//Who shot it
|
||||
var/suppressed = 0 //Attack message
|
||||
var/yo = null
|
||||
var/xo = null
|
||||
var/current = null
|
||||
var/atom/original = null // the original target clicked
|
||||
var/turf/starting = null // the projectile's starting turf
|
||||
var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
|
||||
var/paused = FALSE //for suspending the projectile midair
|
||||
var/p_x = 16
|
||||
var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
|
||||
var/speed = 0.8 //Amount of deciseconds it takes for projectile to travel
|
||||
var/Angle = 0
|
||||
var/spread = 0 //amount (in degrees) of projectile spread
|
||||
var/legacy = 0 //legacy projectile system
|
||||
animate_movement = 0 //Use SLIDE_STEPS in conjunction with legacy
|
||||
|
||||
var/damage = 10
|
||||
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
|
||||
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
|
||||
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
|
||||
var/projectile_type = /obj/item/projectile
|
||||
var/range = 50 //This will de-increment every step. When 0, it will delete the projectile.
|
||||
//Effects
|
||||
var/stun = 0
|
||||
var/weaken = 0
|
||||
var/paralyze = 0
|
||||
var/irradiate = 0
|
||||
var/stutter = 0
|
||||
var/slur = 0
|
||||
var/eyeblur = 0
|
||||
var/drowsy = 0
|
||||
var/stamina = 0
|
||||
var/jitter = 0
|
||||
var/forcedodge = 0 //to pass through everything
|
||||
var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all.
|
||||
var/impact_effect_type //what type of impact effect to show when hitting something
|
||||
var/log_override = FALSE //is this type spammed enough to not log? (KAs)
|
||||
|
||||
/obj/item/projectile/New()
|
||||
permutated = list()
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/proc/Range()
|
||||
range--
|
||||
if(range <= 0 && loc)
|
||||
on_range()
|
||||
|
||||
/obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range
|
||||
qdel(src)
|
||||
|
||||
//to get the correct limb (if any) for the projectile hit message
|
||||
/mob/living/proc/check_limb_hit(hit_zone)
|
||||
if(has_limbs)
|
||||
return hit_zone
|
||||
|
||||
/mob/living/carbon/check_limb_hit(hit_zone)
|
||||
if(get_bodypart(hit_zone))
|
||||
return hit_zone
|
||||
else //when a limb is missing the damage is actually passed to the chest
|
||||
return "chest"
|
||||
|
||||
/obj/item/projectile/proc/prehit(atom/target)
|
||||
return
|
||||
|
||||
/obj/item/projectile/proc/on_hit(atom/target, blocked = 0)
|
||||
var/turf/target_loca = get_turf(target)
|
||||
if(!isliving(target))
|
||||
if(impact_effect_type)
|
||||
new impact_effect_type(target_loca, target, src)
|
||||
return 0
|
||||
var/mob/living/L = target
|
||||
if(blocked != 100) // not completely blocked
|
||||
if(damage && L.blood_volume && damage_type == BRUTE)
|
||||
var/splatter_dir = dir
|
||||
if(starting)
|
||||
splatter_dir = get_dir(starting, target_loca)
|
||||
if(isalien(L))
|
||||
new /obj/effect/overlay/temp/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir)
|
||||
else
|
||||
new /obj/effect/overlay/temp/dir_setting/bloodsplatter(target_loca, splatter_dir)
|
||||
if(prob(33))
|
||||
L.add_splatter_floor(target_loca)
|
||||
else if(impact_effect_type)
|
||||
new impact_effect_type(target_loca, target, src)
|
||||
|
||||
var/organ_hit_text = ""
|
||||
var/limb_hit = L.check_limb_hit(def_zone)//to get the correct message info.
|
||||
if(limb_hit)
|
||||
organ_hit_text = " in \the [parse_zone(limb_hit)]"
|
||||
if(suppressed)
|
||||
playsound(loc, hitsound, 5, 1, -1)
|
||||
to_chat(L, "<span class='userdanger'>You're shot by \a [src][organ_hit_text]!</span>")
|
||||
else
|
||||
if(hitsound)
|
||||
var/volume = vol_by_damage()
|
||||
playsound(loc, hitsound, volume, 1, -1)
|
||||
L.visible_message("<span class='danger'>[L] is hit by \a [src][organ_hit_text]!</span>", \
|
||||
"<span class='userdanger'>[L] is hit by \a [src][organ_hit_text]!</span>", null, COMBAT_MESSAGE_RANGE)
|
||||
L.on_hit(src)
|
||||
|
||||
var/reagent_note
|
||||
if(reagents && reagents.reagent_list)
|
||||
reagent_note = " REAGENTS:"
|
||||
for(var/datum/reagent/R in reagents.reagent_list)
|
||||
reagent_note += R.id + " ("
|
||||
reagent_note += num2text(R.volume) + ") "
|
||||
|
||||
add_logs(firer, L, "shot", src, reagent_note)
|
||||
return L.apply_effects(stun, weaken, paralyze, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter)
|
||||
|
||||
/obj/item/projectile/proc/vol_by_damage()
|
||||
if(src.damage)
|
||||
return Clamp((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then clamp the value between 30 and 100
|
||||
else
|
||||
return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
|
||||
|
||||
/obj/item/projectile/Bump(atom/A, yes)
|
||||
if(!yes) //prevents double bumps.
|
||||
return
|
||||
if(firer)
|
||||
if(A == firer || (A == firer.loc && istype(A, /obj/mecha))) //cannot shoot yourself or your mech
|
||||
loc = A.loc
|
||||
return 0
|
||||
|
||||
var/distance = get_dist(get_turf(A), starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
|
||||
def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
|
||||
|
||||
if(isturf(A) && hitsound_wall)
|
||||
var/volume = Clamp(vol_by_damage() + 20, 0, 100)
|
||||
if(suppressed)
|
||||
volume = 5
|
||||
playsound(loc, hitsound_wall, volume, 1, -1)
|
||||
|
||||
var/turf/target_turf = get_turf(A)
|
||||
|
||||
prehit(A)
|
||||
var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null
|
||||
if(permutation == -1 || forcedodge)// the bullet passes through a dense object!
|
||||
loc = target_turf
|
||||
if(A)
|
||||
permutated.Add(A)
|
||||
return 0
|
||||
else
|
||||
if(A && A.density && !ismob(A) && !(A.flags & ON_BORDER)) //if we hit a dense non-border obj or dense turf then we also hit one of the mobs on that tile.
|
||||
var/list/mobs_list = list()
|
||||
for(var/mob/living/L in target_turf)
|
||||
mobs_list += L
|
||||
if(mobs_list.len)
|
||||
var/mob/living/picked_mob = pick(mobs_list)
|
||||
prehit(picked_mob)
|
||||
picked_mob.bullet_act(src, def_zone)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/projectile/Process_Spacemove(var/movement_dir = 0)
|
||||
return 1 //Bullets don't drift in space
|
||||
|
||||
/obj/item/projectile/proc/fire(setAngle, atom/direct_target)
|
||||
if(!log_override && firer && original)
|
||||
add_logs(firer, original, "fired at", src, " [get_area(src)]")
|
||||
if(direct_target)
|
||||
prehit(direct_target)
|
||||
direct_target.bullet_act(src, def_zone)
|
||||
qdel(src)
|
||||
return
|
||||
if(setAngle)
|
||||
Angle = setAngle
|
||||
var/old_pixel_x = pixel_x
|
||||
var/old_pixel_y = pixel_y
|
||||
if(!legacy) //new projectiles
|
||||
set waitfor = 0
|
||||
var/next_run = world.time
|
||||
while(loc)
|
||||
if(paused)
|
||||
next_run = world.time
|
||||
sleep(1)
|
||||
continue
|
||||
|
||||
if((!( current ) || loc == current))
|
||||
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
|
||||
|
||||
if(!Angle)
|
||||
Angle=round(Get_Angle(src,current))
|
||||
if(spread)
|
||||
Angle += (rand() - 0.5) * spread
|
||||
var/matrix/M = new
|
||||
M.Turn(Angle)
|
||||
transform = M
|
||||
|
||||
var/Pixel_x=round((sin(Angle)+16*sin(Angle)*2), 1) //round() is a floor operation when only one argument is supplied, we don't want that here
|
||||
var/Pixel_y=round((cos(Angle)+16*cos(Angle)*2), 1)
|
||||
var/pixel_x_offset = old_pixel_x + Pixel_x
|
||||
var/pixel_y_offset = old_pixel_y + Pixel_y
|
||||
var/new_x = x
|
||||
var/new_y = y
|
||||
|
||||
while(pixel_x_offset > 16)
|
||||
pixel_x_offset -= 32
|
||||
old_pixel_x -= 32
|
||||
new_x++// x++
|
||||
while(pixel_x_offset < -16)
|
||||
pixel_x_offset += 32
|
||||
old_pixel_x += 32
|
||||
new_x--
|
||||
while(pixel_y_offset > 16)
|
||||
pixel_y_offset -= 32
|
||||
old_pixel_y -= 32
|
||||
new_y++
|
||||
while(pixel_y_offset < -16)
|
||||
pixel_y_offset += 32
|
||||
old_pixel_y += 32
|
||||
new_y--
|
||||
|
||||
pixel_x = old_pixel_x
|
||||
pixel_y = old_pixel_y
|
||||
step_towards(src, locate(new_x, new_y, z))
|
||||
next_run += max(world.tick_lag, speed)
|
||||
var/delay = next_run - world.time
|
||||
if(delay <= world.tick_lag*2)
|
||||
pixel_x = pixel_x_offset
|
||||
pixel_y = pixel_y_offset
|
||||
else
|
||||
animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (delay <= 3 ? delay - 1 : delay)), flags = ANIMATION_END_NOW)
|
||||
old_pixel_x = pixel_x_offset
|
||||
old_pixel_y = pixel_y_offset
|
||||
|
||||
if(original && (original.layer>=2.75) || ismob(original))
|
||||
if(loc == get_turf(original))
|
||||
if(!(original in permutated))
|
||||
Bump(original, 1)
|
||||
Range()
|
||||
if (delay > 0)
|
||||
sleep(delay)
|
||||
|
||||
else //old projectile system
|
||||
set waitfor = 0
|
||||
while(loc)
|
||||
if(!paused)
|
||||
if((!( current ) || loc == current))
|
||||
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
|
||||
step_towards(src, current)
|
||||
if(original && (original.layer>=2.75) || ismob(original))
|
||||
if(loc == get_turf(original))
|
||||
if(!(original in permutated))
|
||||
Bump(original, 1)
|
||||
Range()
|
||||
sleep(config.run_speed * 0.9)
|
||||
|
||||
|
||||
/obj/item/projectile/proc/preparePixelProjectile(atom/target, var/turf/targloc, mob/living/user, params, spread)
|
||||
var/turf/curloc = get_turf(user)
|
||||
src.loc = get_turf(user)
|
||||
src.starting = get_turf(user)
|
||||
src.current = curloc
|
||||
src.yo = targloc.y - curloc.y
|
||||
src.xo = targloc.x - curloc.x
|
||||
|
||||
if(params)
|
||||
var/list/mouse_control = params2list(params)
|
||||
if(mouse_control["icon-x"])
|
||||
src.p_x = text2num(mouse_control["icon-x"])
|
||||
if(mouse_control["icon-y"])
|
||||
src.p_y = text2num(mouse_control["icon-y"])
|
||||
if(mouse_control["screen-loc"])
|
||||
//Split screen-loc up into X+Pixel_X and Y+Pixel_Y
|
||||
var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",")
|
||||
|
||||
//Split X+Pixel_X up into list(X, Pixel_X)
|
||||
var/list/screen_loc_X = splittext(screen_loc_params[1],":")
|
||||
|
||||
//Split Y+Pixel_Y up into list(Y, Pixel_Y)
|
||||
var/list/screen_loc_Y = splittext(screen_loc_params[2],":")
|
||||
// to_chat(world, "X: [screen_loc_X[1]] PixelX: [screen_loc_X[2]] / Y: [screen_loc_Y[1]] PixelY: [screen_loc_Y[2]]")
|
||||
var/x = text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32
|
||||
var/y = text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32
|
||||
|
||||
//Calculate the "resolution" of screen based on client's view and world's icon size. This will work if the user can view more tiles than average.
|
||||
var/screenview = (user.client.view * 2 + 1) * world.icon_size //Refer to http://www.byond.com/docs/ref/info.html#/client/var/view for mad maths
|
||||
|
||||
var/ox = round(screenview/2) //"origin" x
|
||||
var/oy = round(screenview/2) //"origin" y
|
||||
// to_chat(world, "Pixel position: [x] [y]")
|
||||
var/angle = Atan2(y - oy, x - ox)
|
||||
// to_chat(world, "Angle: [angle]")
|
||||
src.Angle = angle
|
||||
if(spread)
|
||||
src.Angle += spread
|
||||
|
||||
|
||||
/obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it.
|
||||
..()
|
||||
if(isliving(AM) && AM.density && !checkpass(PASSMOB))
|
||||
Bump(AM, 1)
|
||||
|
||||
/obj/item/projectile/Destroy()
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/experience_pressure_difference()
|
||||
return
|
||||
|
||||
Reference in New Issue
Block a user