Merge pull request #1050 from Citadel-Station-13/upstream-merge-27344
[MIRROR] Repaths /obj/effect/overlay/temp to /obj/effect/temp_visual
This commit is contained in:
@@ -16,7 +16,7 @@
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var/randomspread = 0 //Randomspread for automatics
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var/delay = 0 //Delay for energy weapons
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var/click_cooldown_override = 0 //Override this to make your gun have a faster fire rate, in tenths of a second. 4 is the default gun cooldown.
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var/firing_effect_type = /obj/effect/overlay/temp/dir_setting/firing_effect //the visual effect appearing when the ammo is fired.
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var/firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect //the visual effect appearing when the ammo is fired.
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/obj/item/ammo_casing/New()
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@@ -45,7 +45,7 @@
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icon_state = "s-casing-live"
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projectile_type = /obj/item/projectile/beam
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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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firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy
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/obj/item/ammo_casing/caseless/laser/gatling
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projectile_type = /obj/item/projectile/beam/weak
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@@ -6,7 +6,7 @@
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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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firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy
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/obj/item/ammo_casing/energy/chameleon
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projectile_type = /obj/item/projectile/energy/chameleon
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@@ -2,7 +2,7 @@
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name = "magic casing"
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desc = "I didn't even know magic needed ammo..."
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projectile_type = /obj/item/projectile/magic
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firing_effect_type = /obj/effect/overlay/temp/dir_setting/firing_effect/magic
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firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/magic
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/obj/item/ammo_casing/magic/change
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projectile_type = /obj/item/projectile/magic/change
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@@ -89,4 +89,4 @@
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select_name = "spraydown"
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fire_sound = 'sound/weapons/gunshot_smg.ogg'
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e_cost = 20
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firing_effect_type = /obj/effect/overlay/temp/dir_setting/firing_effect
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firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect
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@@ -198,7 +198,7 @@
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if(ismineralturf(target_turf))
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var/turf/closed/mineral/M = target_turf
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M.gets_drilled(firer)
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var/obj/effect/overlay/temp/kinetic_blast/K = new /obj/effect/overlay/temp/kinetic_blast(target_turf)
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var/obj/effect/temp_visual/kinetic_blast/K = new /obj/effect/temp_visual/kinetic_blast(target_turf)
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K.color = color
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for(var/obj/item/borg/upgrade/modkit/M in kinetic_modules)
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if(QDELETED(M)) //whoever shot this was very, very unfortunate.
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@@ -358,7 +358,7 @@
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/obj/item/borg/upgrade/modkit/aoe/projectile_strike(obj/item/projectile/kinetic/K, turf/target_turf, atom/target)
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if(stats_stolen)
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return
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new /obj/effect/overlay/temp/explosion/fast(target_turf)
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new /obj/effect/temp_visual/explosion/fast(target_turf)
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if(turf_aoe)
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for(var/T in RANGE_TURFS(1, target_turf) - target_turf)
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if(ismineralturf(T))
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@@ -370,7 +370,6 @@
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L.apply_damage(K.damage*modifier, K.damage_type, K.def_zone, armor)
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to_chat(L, "<span class='userdanger'>You're struck by a [K.name]!</span>")
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/obj/item/borg/upgrade/modkit/aoe/turfs
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name = "mining explosion"
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desc = "Causes the kinetic accelerator to destroy rock in an AoE."
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@@ -113,7 +113,7 @@
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/obj/item/weapon/gun/medbeam/proc/on_beam_tick(var/mob/living/target)
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if(target.health != target.maxHealth)
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new /obj/effect/overlay/temp/heal(get_turf(target), "#80F5FF")
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new /obj/effect/temp_visual/heal(get_turf(target), "#80F5FF")
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target.adjustBruteLoss(-4)
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target.adjustFireLoss(-4)
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return
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@@ -90,9 +90,9 @@
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if(starting)
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splatter_dir = get_dir(starting, target_loca)
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if(isalien(L))
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new /obj/effect/overlay/temp/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir)
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new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir)
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else
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new /obj/effect/overlay/temp/dir_setting/bloodsplatter(target_loca, splatter_dir)
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir)
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if(prob(33))
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L.add_splatter_floor(target_loca)
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else if(impact_effect_type)
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@@ -224,7 +224,7 @@
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pixel_y_offset += 32
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old_pixel_y += 32
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new_y--
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pixel_x = old_pixel_x
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pixel_y = old_pixel_y
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step_towards(src, locate(new_x, new_y, z))
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@@ -237,7 +237,7 @@
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animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (delay <= 3 ? delay - 1 : delay)), flags = ANIMATION_END_NOW)
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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(loc == get_turf(original))
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if(!(original in permutated))
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@@ -9,7 +9,7 @@
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hitsound_wall = 'sound/weapons/effects/searwall.ogg'
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flag = "laser"
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eyeblur = 2
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/red_laser
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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light_color = LIGHT_COLOR_RED
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/obj/item/projectile/beam/laser
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@@ -25,7 +25,7 @@
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var/mob/living/carbon/M = target
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M.IgniteMob()
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else if(isturf(target))
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/red_laser/wall
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser/wall
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/obj/item/projectile/beam/weak
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damage = 15
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@@ -48,7 +48,7 @@
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irradiate = 30
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range = 15
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forcedodge = 1
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/green_laser
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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light_color = LIGHT_COLOR_GREEN
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/obj/item/projectile/beam/disabler
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@@ -59,14 +59,14 @@
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flag = "energy"
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hitsound = 'sound/weapons/tap.ogg'
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eyeblur = 0
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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light_color = LIGHT_COLOR_BLUE
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/obj/item/projectile/beam/pulse
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name = "pulse"
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icon_state = "u_laser"
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damage = 50
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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light_color = LIGHT_COLOR_BLUE
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/obj/item/projectile/beam/pulse/on_hit(atom/target, blocked = 0)
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@@ -94,7 +94,7 @@
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damage = 30
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legacy = 1
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animate_movement = SLIDE_STEPS
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/green_laser
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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light_color = LIGHT_COLOR_GREEN
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/obj/item/projectile/beam/emitter/singularity_pull()
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@@ -108,7 +108,7 @@
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damage_type = STAMINA
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flag = "laser"
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var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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light_color = LIGHT_COLOR_BLUE
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/obj/item/projectile/beam/lasertag/on_hit(atom/target, blocked = 0)
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@@ -122,7 +122,7 @@
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/obj/item/projectile/beam/lasertag/redtag
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icon_state = "laser"
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suit_types = list(/obj/item/clothing/suit/bluetag)
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/red_laser
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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light_color = LIGHT_COLOR_RED
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/obj/item/projectile/beam/lasertag/bluetag
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@@ -134,17 +134,17 @@
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icon_state = "purple_laser"
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damage = 200
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damage_type = BURN
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/purple_laser
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impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
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light_color = LIGHT_COLOR_PURPLE
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/obj/item/projectile/beam/instakill/blue
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icon_state = "blue_laser"
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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light_color = LIGHT_COLOR_BLUE
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/obj/item/projectile/beam/instakill/red
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icon_state = "red_laser"
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/red_laser
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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light_color = LIGHT_COLOR_RED
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/obj/item/projectile/beam/instakill/on_hit(atom/target)
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@@ -6,7 +6,7 @@
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nodamage = 0
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flag = "bullet"
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hitsound_wall = "ricochet"
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impact_effect_type = /obj/effect/overlay/temp/impact_effect
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impact_effect_type = /obj/effect/temp_visual/impact_effect
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/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
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damage = 5
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@@ -135,7 +135,7 @@
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damage = 20
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damage_type = CLONE
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irradiate = 10
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/green_laser
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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/obj/item/projectile/energy/dart //ninja throwing dart
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name = "dart"
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@@ -164,7 +164,7 @@
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/obj/item/projectile/energy/tesla
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name = "tesla bolt"
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icon_state = "tesla_projectile"
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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var/chain
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/obj/item/projectile/energy/tesla/fire(setAngle)
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@@ -7,7 +7,6 @@ obj/item/projectile/energy/plasmabolt
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damage_type = BURN
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hitsound = 'sound/weapons/sear.ogg'
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hitsound_wall = 'sound/weapons/effects/searwall.ogg'
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/green_laser
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light_range = 3
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light_color = LIGHT_COLOR_GREEN
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@@ -5,7 +5,7 @@
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damage_type = BURN
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nodamage = 1
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flag = "energy"
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/ion
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impact_effect_type = /obj/effect/temp_visual/impact_effect/ion
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/obj/item/projectile/ion/on_hit(atom/target, blocked = 0)
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@@ -202,7 +202,7 @@
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damage = 5
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range = 3.5 //works as 4, but doubles to 7
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dismemberment = 20
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/purple_laser
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impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
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/obj/item/projectile/plasma/Initialize()
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. = ..()
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@@ -270,7 +270,7 @@
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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/overlay/temp/gravpush(F)
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new /obj/effect/temp_visual/gravpush(F)
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/obj/item/projectile/gravityattract
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name = "attraction bolt"
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@@ -300,7 +300,7 @@
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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/overlay/temp/gravpush(F)
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new /obj/effect/temp_visual/gravpush(F)
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/obj/item/projectile/gravitychaos
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name = "gravitational blast"
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@@ -330,5 +330,5 @@
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A.throw_at(get_edge_target_turf(A, pick(GLOB.cardinal)), 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/overlay/temp/gravpush(Z)
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new /obj/effect/temp_visual/gravpush(Z)
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