Ports "Replaces the rpg loot datum with a component and makes some suffixes have real effects" & co
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@@ -1,8 +1,8 @@
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/obj/item/ammo_casing/proc/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread)
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/obj/item/ammo_casing/proc/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from)
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distro += variance
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for (var/i = max(1, pellets), i > 0, i--)
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var/targloc = get_turf(target)
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ready_proj(target, user, quiet, zone_override)
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ready_proj(target, user, quiet, zone_override, fired_from)
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if(distro) //We have to spread a pixel-precision bullet. throw_proj was called before so angles should exist by now...
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if(randomspread)
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spread = round((rand() - 0.5) * distro)
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@@ -20,11 +20,12 @@
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update_icon()
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return 1
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/obj/item/ammo_casing/proc/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
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/obj/item/ammo_casing/proc/ready_proj(atom/target, mob/living/user, quiet, zone_override = "", fired_from)
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if (!BB)
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return
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BB.original = target
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BB.firer = user
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BB.fired_from = fired_from
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if (zone_override)
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BB.def_zone = zone_override
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else
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@@ -3,7 +3,7 @@
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firing_effect_type = null
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heavy_metal = FALSE
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/obj/item/ammo_casing/caseless/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread)
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/obj/item/ammo_casing/caseless/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from)
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if (..()) //successfully firing
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moveToNullspace()
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QDEL_NULL(src)
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@@ -233,7 +233,7 @@
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else //Smart spread
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sprd = round((((rand_spr/burst_size) * iteration) - (0.5 + (rand_spr * 0.25))) * (randomized_gun_spread + randomized_bonus_spread), 1)
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if(!chambered.fire_casing(target, user, params, ,suppressed, zone_override, sprd))
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if(!chambered.fire_casing(target, user, params, ,suppressed, zone_override, sprd, src))
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shoot_with_empty_chamber(user)
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firing_burst = FALSE
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return FALSE
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@@ -280,7 +280,7 @@
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to_chat(user, "<span class='notice'> [src] is lethally chambered! You don't want to risk harming anyone...</span>")
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return
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sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread))
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if(!chambered.fire_casing(target, user, params, , suppressed, zone_override, sprd))
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if(!chambered.fire_casing(target, user, params, , suppressed, zone_override, sprd, src))
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shoot_with_empty_chamber(user)
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return
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else
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@@ -17,6 +17,7 @@
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resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/def_zone = "" //Aiming at
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var/atom/movable/firer = null//Who shot it
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var/atom/fired_from = null // the atom that the projectile was fired from (gun, turret)
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var/suppressed = FALSE //Attack message
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var/candink = FALSE //Can this projectile play the dink sound when hitting the head?
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var/yo = null
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@@ -131,6 +132,8 @@
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return TRUE
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/obj/item/projectile/proc/on_hit(atom/target, blocked = FALSE)
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if(fired_from)
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SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_ON_HIT, firer, target, Angle)
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var/turf/target_loca = get_turf(target)
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var/hitx
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@@ -356,6 +359,8 @@
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pixel_move(1, FALSE)
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/obj/item/projectile/proc/fire(angle, atom/direct_target)
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if(fired_from)
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SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_BEFORE_FIRE, src, original)
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//If no angle needs to resolve it from xo/yo!
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if(!log_override && firer && original)
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log_combat(firer, original, "fired at", src, "from [get_area_name(src, TRUE)]")
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