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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