Merge branch 'master' into upstream-merge-32311
This commit is contained in:
@@ -16,7 +16,7 @@
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/obj/effect/landmark/start
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name = "start"
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icon = 'icons/mob/landmarks.dmi'
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "x"
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anchored = TRUE
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var/jobspawn_override = FALSE
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@@ -40,9 +40,9 @@
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// START LANDMARKS FOLLOW. Don't change the names unless
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// you are refactoring shitty landmark code.
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/obj/effect/landmark/start/assistant
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name = "Assistant"
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icon_state = "Assistant"
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/obj/effect/landmark/start/assistant/override
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jobspawn_override = TRUE
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@@ -50,135 +50,102 @@
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/obj/effect/landmark/start/janitor
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name = "Janitor"
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icon_state = "Janitor"
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/obj/effect/landmark/start/cargo_technician
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name = "Cargo Technician"
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icon_state = "Cargo Technician"
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/obj/effect/landmark/start/bartender
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name = "Bartender"
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icon_state = "Bartender"
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/obj/effect/landmark/start/clown
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name = "Clown"
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icon_state = "Clown"
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/obj/effect/landmark/start/mime
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name = "Mime"
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icon_state = "Mime"
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/obj/effect/landmark/start/quartermaster
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name = "Quartermaster"
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icon_state = "Quartermaster"
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/obj/effect/landmark/start/atmospheric_technician
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name = "Atmospheric Technician"
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icon_state = "Atmospheric Technician"
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/obj/effect/landmark/start/cook
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name = "Cook"
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icon_state = "Cook"
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/obj/effect/landmark/start/shaft_miner
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name = "Shaft Miner"
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icon_state = "Shaft Miner"
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/obj/effect/landmark/start/security_officer
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name = "Security Officer"
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icon_state = "Security Officer"
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/obj/effect/landmark/start/botanist
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name = "Botanist"
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icon_state = "Botanist"
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/obj/effect/landmark/start/head_of_security
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name = "Head of Security"
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icon_state = "Head of Security"
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/obj/effect/landmark/start/captain
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name = "Captain"
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icon_state = "Captain"
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/obj/effect/landmark/start/detective
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name = "Detective"
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icon_state = "Detective"
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/obj/effect/landmark/start/warden
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name = "Warden"
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icon_state = "Warden"
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/obj/effect/landmark/start/chief_engineer
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name = "Chief Engineer"
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icon_state = "Chief Engineer"
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/obj/effect/landmark/start/head_of_personnel
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name = "Head of Personnel"
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icon_state = "Head of Personnel"
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/obj/effect/landmark/start/librarian
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name = "Curator"
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icon_state = "Curator"
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/obj/effect/landmark/start/lawyer
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name = "Lawyer"
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icon_state = "Lawyer"
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/obj/effect/landmark/start/station_engineer
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name = "Station Engineer"
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icon_state = "Station Engineer"
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/obj/effect/landmark/start/medical_doctor
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name = "Medical Doctor"
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icon_state = "Medical Doctor"
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/obj/effect/landmark/start/scientist
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name = "Scientist"
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icon_state = "Scientist"
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/obj/effect/landmark/start/chemist
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name = "Chemist"
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icon_state = "Chemist"
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/obj/effect/landmark/start/roboticist
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name = "Roboticist"
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icon_state = "Roboticist"
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/obj/effect/landmark/start/research_director
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name = "Research Director"
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icon_state = "Research Director"
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/obj/effect/landmark/start/geneticist
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name = "Geneticist"
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icon_state = "Geneticist"
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/obj/effect/landmark/start/chief_medical_officer
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name = "Chief Medical Officer"
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icon_state = "Chief Medical Officer"
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/obj/effect/landmark/start/virologist
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name = "Virologist"
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icon_state = "Virologist"
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/obj/effect/landmark/start/chaplain
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name = "Chaplain"
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icon_state = "Chaplain"
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/obj/effect/landmark/start/cyborg
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name = "Cyborg"
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icon_state = "Cyborg"
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/obj/effect/landmark/start/ai
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name = "AI"
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icon_state = "AI"
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delete_after_roundstart = FALSE
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/obj/effect/landmark/start/captain
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name = "Captain"
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/obj/effect/landmark/start/detective
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name = "Detective"
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/obj/effect/landmark/start/warden
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name = "Warden"
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/obj/effect/landmark/start/chief_engineer
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name = "Chief Engineer"
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/obj/effect/landmark/start/cyborg
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name = "Cyborg"
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/obj/effect/landmark/start/head_of_personnel
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name = "Head of Personnel"
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/obj/effect/landmark/start/librarian
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name = "Curator"
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/obj/effect/landmark/start/lawyer
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name = "Lawyer"
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/obj/effect/landmark/start/station_engineer
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name = "Station Engineer"
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/obj/effect/landmark/start/medical_doctor
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name = "Medical Doctor"
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/obj/effect/landmark/start/scientist
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name = "Scientist"
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/obj/effect/landmark/start/chemist
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name = "Chemist"
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/obj/effect/landmark/start/roboticist
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name = "Roboticist"
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/obj/effect/landmark/start/research_director
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name = "Research Director"
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/obj/effect/landmark/start/geneticist
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name = "Geneticist"
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/obj/effect/landmark/start/chief_medical_officer
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name = "Chief Medical Officer"
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/obj/effect/landmark/start/virologist
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name = "Virologist"
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/obj/effect/landmark/start/chaplain
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name = "Chaplain"
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//Department Security spawns
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/obj/effect/landmark/start/depsec
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name = "department_sec"
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icon_state = "Security Officer"
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/obj/effect/landmark/start/depsec/New()
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..()
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@@ -1,70 +1,70 @@
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/proc/generate_projectile_beam_between_points(datum/point/starting, datum/point/ending, beam_type, color, qdel_in = 5) //Do not pass z-crossing points as that will not be properly (and likely will never be properly until it's absolutely needed) supported!
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if(!istype(starting) || !istype(ending) || !ispath(beam_type))
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return
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var/datum/point/midpoint = point_midpoint_points(starting, ending)
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var/obj/effect/projectile_beam/PB = new beam_type
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PB.apply_vars(angle_between_points(starting, ending), midpoint.return_px(), midpoint.return_py(), color, pixel_length_between_points(starting, ending) / world.icon_size, midpoint.return_turf(), 0)
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. = PB
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if(qdel_in)
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QDEL_IN(PB, qdel_in)
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/obj/effect/projectile_beam
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icon = 'icons/obj/projectiles.dmi'
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layer = ABOVE_MOB_LAYER
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anchored = TRUE
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light_power = 1
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light_range = 2
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light_color = "#00ffff"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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flags_1 = ABSTRACT_1
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appearance_flags = 0
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/obj/effect/projectile_beam/singularity_pull()
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return
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/obj/effect/projectile_beam/singularity_act()
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return
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/obj/effect/projectile_beam/proc/scale_to(nx,ny,override=TRUE)
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var/matrix/M
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if(!override)
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M = transform
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else
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M = new
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M.Scale(nx,ny)
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transform = M
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/obj/effect/projectile_beam/proc/turn_to(angle,override=TRUE)
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var/matrix/M
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if(!override)
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M = transform
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else
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M = new
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M.Turn(angle)
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transform = M
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/obj/effect/projectile_beam/New(angle_override, p_x, p_y, color_override, scaling = 1)
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if(angle_override && p_x && p_y && color_override && scaling)
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apply_vars(angle_override, p_x, p_y, color_override, scaling)
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return ..()
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/obj/effect/projectile_beam/proc/apply_vars(angle_override, p_x = 0, p_y = 0, color_override, scaling = 1, new_loc, increment = 0)
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var/mutable_appearance/look = new(src)
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look.pixel_x = p_x
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look.pixel_y = p_y
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if(color_override)
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look.color = color_override
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appearance = look
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scale_to(1,scaling, FALSE)
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turn_to(angle_override, FALSE)
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if(!isnull(new_loc)) //If you want to null it just delete it...
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forceMove(new_loc)
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for(var/i in 1 to increment)
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pixel_x += round((sin(angle_override)+16*sin(angle_override)*2), 1)
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pixel_y += round((cos(angle_override)+16*cos(angle_override)*2), 1)
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/obj/effect/projectile_beam/tracer
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icon_state = "tracer_beam"
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/obj/effect/projectile_beam/tracer/aiming
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icon_state = "gbeam"
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/proc/generate_projectile_beam_between_points(datum/point/starting, datum/point/ending, beam_type, color, qdel_in = 5) //Do not pass z-crossing points as that will not be properly (and likely will never be properly until it's absolutely needed) supported!
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if(!istype(starting) || !istype(ending) || !ispath(beam_type))
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return
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var/datum/point/midpoint = point_midpoint_points(starting, ending)
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var/obj/effect/projectile_beam/PB = new beam_type
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PB.apply_vars(angle_between_points(starting, ending), midpoint.return_px(), midpoint.return_py(), color, pixel_length_between_points(starting, ending) / world.icon_size, midpoint.return_turf(), 0)
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. = PB
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if(qdel_in)
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QDEL_IN(PB, qdel_in)
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/obj/effect/projectile_beam
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icon = 'icons/obj/projectiles.dmi'
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layer = ABOVE_MOB_LAYER
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anchored = TRUE
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light_power = 1
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light_range = 2
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light_color = "#00ffff"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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flags_1 = ABSTRACT_1
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appearance_flags = 0
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/obj/effect/projectile_beam/singularity_pull()
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return
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/obj/effect/projectile_beam/singularity_act()
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return
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/obj/effect/projectile_beam/proc/scale_to(nx,ny,override=TRUE)
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var/matrix/M
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if(!override)
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M = transform
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else
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M = new
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M.Scale(nx,ny)
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transform = M
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/obj/effect/projectile_beam/proc/turn_to(angle,override=TRUE)
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var/matrix/M
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if(!override)
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M = transform
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else
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M = new
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M.Turn(angle)
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transform = M
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/obj/effect/projectile_beam/New(angle_override, p_x, p_y, color_override, scaling = 1)
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if(angle_override && p_x && p_y && color_override && scaling)
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apply_vars(angle_override, p_x, p_y, color_override, scaling)
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return ..()
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/obj/effect/projectile_beam/proc/apply_vars(angle_override, p_x = 0, p_y = 0, color_override, scaling = 1, new_loc, increment = 0)
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var/mutable_appearance/look = new(src)
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look.pixel_x = p_x
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look.pixel_y = p_y
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if(color_override)
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look.color = color_override
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appearance = look
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scale_to(1,scaling, FALSE)
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turn_to(angle_override, FALSE)
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if(!isnull(new_loc)) //If you want to null it just delete it...
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forceMove(new_loc)
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for(var/i in 1 to increment)
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pixel_x += round((sin(angle_override)+16*sin(angle_override)*2), 1)
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pixel_y += round((cos(angle_override)+16*cos(angle_override)*2), 1)
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/obj/effect/projectile_beam/tracer
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icon_state = "tracer_beam"
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/obj/effect/projectile_beam/tracer/aiming
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icon_state = "gbeam"
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