Replaces all instances of spawn() with addtimer/INVOKE_ASYNC
This commit is contained in:
@@ -1,3 +1,6 @@
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//NEEDS MAJOR CODE CLEANUP
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/obj/effect/proc_holder/spell/dumbfire
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var/projectile_type = ""
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@@ -33,58 +36,65 @@
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/obj/effect/proc_holder/spell/dumbfire/cast(list/targets, mob/user = usr)
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playMagSound()
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for(var/turf/target in targets)
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spawn(0)
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var/obj/effect/proc_holder/spell/targeted/projectile
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if(istext(proj_type))
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var/projectile_type = text2path(proj_type)
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projectile = new projectile_type(user)
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else if(istype(proj_type,/obj/effect/proc_holder/spell))
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projectile = new /obj/effect/proc_holder/spell/targeted/trigger(user)
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projectile:linked_spells += proj_type
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else
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projectile = new proj_type(user)
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projectile.icon = proj_icon
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projectile.icon_state = proj_icon_state
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projectile.setDir(get_dir(projectile, target))
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projectile.name = proj_name
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var/current_loc = user.loc
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projectile.loc = current_loc
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for(var/i = 0,i < proj_lifespan,i++)
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if(!projectile)
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break
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if(proj_insubstantial)
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projectile.loc = get_step(projectile, projectile.dir)
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else
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step(projectile, projectile.dir)
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if(projectile.loc == current_loc || i == proj_lifespan)
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projectile.cast(current_loc,user=user)
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break
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var/mob/living/L = locate(/mob/living) in range(projectile, proj_trigger_range) - user
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if(L && L.stat != DEAD)
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projectile.cast(L.loc,user=user)
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break
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if(proj_trail && projectile)
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spawn(0)
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if(projectile)
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var/obj/effect/overlay/trail = new /obj/effect/overlay(projectile.loc)
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trail.icon = proj_trail_icon
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trail.icon_state = proj_trail_icon_state
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trail.density = 0
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QDEL_IN(trail, proj_trail_lifespan)
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current_loc = projectile.loc
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var/matrix/M = new
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M.Turn(dir2angle(projectile.dir))
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projectile.transform = M
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sleep(proj_step_delay)
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if(projectile)
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qdel(projectile)
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launch_at(target, user)
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/obj/effect/proc_holder/spell/dumbfire/proc/launch_at(turf/target, mob/user)
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set waitfor = FALSE
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var/obj/effect/proc_holder/spell/targeted/projectile
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if(istext(proj_type))
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var/projectile_type = text2path(proj_type)
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projectile = new projectile_type(user)
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else if(istype(proj_type,/obj/effect/proc_holder/spell))
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projectile = new /obj/effect/proc_holder/spell/targeted/trigger(user)
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var/obj/effect/proc_holder/spell/targeted/trigger/T = projectile
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T.linked_spells += proj_type
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else
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projectile = new proj_type(user)
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projectile.icon = proj_icon
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projectile.icon_state = proj_icon_state
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projectile.setDir(get_dir(projectile, target))
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projectile.name = proj_name
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var/current_loc = user.loc
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projectile.loc = current_loc
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for(var/i = 0,i < proj_lifespan,i++)
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if(!projectile)
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break
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if(proj_insubstantial)
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projectile.loc = get_step(projectile, projectile.dir)
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else
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step(projectile, projectile.dir)
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if(projectile.loc == current_loc || i == proj_lifespan)
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projectile.cast(current_loc,user=user)
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break
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var/mob/living/L = locate(/mob/living) in range(projectile, proj_trigger_range) - user
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if(L && L.stat != DEAD)
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projectile.cast(L.loc,user=user)
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break
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if(proj_trail && projectile)
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proj_trail(projectile)
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current_loc = projectile.loc
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var/matrix/M = new
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M.Turn(dir2angle(projectile.dir))
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projectile.transform = M
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sleep(proj_step_delay)
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if(projectile)
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qdel(projectile)
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/obj/effect/proc_holder/spell/dumbfire/proc/proj_trail(obj/effect/proc_holder/spell/targeted/projectile)
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set waitfor = FALSE
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if(projectile)
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var/obj/effect/overlay/trail = new /obj/effect/overlay(projectile.loc)
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trail.icon = proj_trail_icon
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trail.icon_state = proj_trail_icon_state
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trail.density = FALSE
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QDEL_IN(trail, proj_trail_lifespan)
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@@ -72,8 +72,9 @@
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name = "water"
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icon = 'icons/effects/effects.dmi'
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icon_state = "nothing"
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var/canmove = 1
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var/reappearing = 0
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var/movedelay = 0
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var/movespeed = 2
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density = 0
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anchored = 1
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invisibility = 60
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@@ -86,15 +87,14 @@
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return ..()
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/obj/effect/dummy/spell_jaunt/relaymove(var/mob/user, direction)
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if (!src.canmove || reappearing || !direction) return
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if ((movedelay > world.time) || reappearing || !direction) return
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var/turf/newLoc = get_step(src,direction)
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setDir(direction)
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if(!(newLoc.flags & NOJAUNT))
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loc = newLoc
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else
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to_chat(user, "<span class='warning'>Some strange aura is blocking the way!</span>")
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src.canmove = 0
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spawn(2) src.canmove = 1
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movedelay = world.time + movespeed
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/obj/effect/dummy/spell_jaunt/ex_act(blah)
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return
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@@ -23,8 +23,10 @@
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for(var/A in mutations)
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target.dna.add_mutation(A)
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target.disabilities |= disabilities
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spawn(duration)
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if(target && !QDELETED(target))
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for(var/A in mutations)
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target.dna.remove_mutation(A)
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target.disabilities &= ~disabilities
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addtimer(CALLBACK(src, .proc/remove, target), duration)
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/obj/effect/proc_holder/spell/targeted/genetic/proc/remove(mob/living/carbon/target)
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if(!QDELETED(target))
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for(var/A in mutations)
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target.dna.remove_mutation(A)
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target.disabilities &= ~disabilities
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@@ -1,3 +1,6 @@
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//NEEDS MAJOR CODE CLEANUP.
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/obj/effect/proc_holder/spell/targeted/projectile
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name = "Projectile"
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desc = "This spell summons projectiles which try to hit the targets."
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@@ -25,62 +28,69 @@
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/obj/effect/proc_holder/spell/targeted/projectile/cast(list/targets, mob/user = usr)
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playMagSound()
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for(var/mob/living/target in targets)
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spawn(0)
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var/obj/effect/proc_holder/spell/targeted/projectile
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if(istext(proj_type))
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var/projectile_type = text2path(proj_type)
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projectile = new projectile_type(user)
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if(istype(proj_type,/obj/effect/proc_holder/spell))
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projectile = new /obj/effect/proc_holder/spell/targeted/trigger(user)
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projectile:linked_spells += proj_type
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projectile.icon = proj_icon
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projectile.icon_state = proj_icon_state
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projectile.setDir(get_dir(target,projectile))
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projectile.name = proj_name
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var/current_loc = user.loc
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projectile.loc = current_loc
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for(var/i = 0,i < proj_lifespan,i++)
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if(!projectile)
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break
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if(proj_homing)
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if(proj_insubstantial)
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projectile.setDir(get_dir(projectile,target))
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projectile.loc = get_step_to(projectile,target)
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else
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step_to(projectile,target)
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else
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if(proj_insubstantial)
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projectile.loc = get_step(projectile,dir)
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else
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step(projectile,dir)
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if(!projectile) // step and step_to sleeps so we'll have to check again.
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break
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if(!target || (!proj_lingering && projectile.loc == current_loc)) //if it didn't move since last time
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qdel(projectile)
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break
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if(proj_trail && projectile)
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spawn(0)
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if(projectile)
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var/obj/effect/overlay/trail = new /obj/effect/overlay(projectile.loc)
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trail.icon = proj_trail_icon
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trail.icon_state = proj_trail_icon_state
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trail.density = 0
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QDEL_IN(trail, proj_trail_lifespan)
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if(projectile.loc in range(target.loc,proj_trigger_range))
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projectile.perform(list(target),user=user)
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break
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current_loc = projectile.loc
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sleep(proj_step_delay)
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if(projectile)
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qdel(projectile)
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launch(target, user)
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/obj/effect/proc_holder/spell/targeted/projectile/proc/launch(mob/living/target, mob/user)
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set waitfor = FALSE
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var/obj/effect/proc_holder/spell/targeted/projectile
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if(istext(proj_type))
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var/projectile_type = text2path(proj_type)
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projectile = new projectile_type(user)
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if(istype(proj_type,/obj/effect/proc_holder/spell))
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projectile = new /obj/effect/proc_holder/spell/targeted/trigger(user)
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var/obj/effect/proc_holder/spell/targeted/trigger/T = projectile
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T.linked_spells += proj_type
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projectile.icon = proj_icon
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projectile.icon_state = proj_icon_state
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projectile.setDir(get_dir(target,projectile))
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projectile.name = proj_name
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var/current_loc = user.loc
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projectile.loc = current_loc
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for(var/i = 0,i < proj_lifespan,i++)
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if(!projectile)
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break
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if(proj_homing)
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if(proj_insubstantial)
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projectile.setDir(get_dir(projectile,target))
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projectile.loc = get_step_to(projectile,target)
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else
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step_to(projectile,target)
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else
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if(proj_insubstantial)
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projectile.loc = get_step(projectile,dir)
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else
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step(projectile,dir)
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if(!projectile) // step and step_to sleeps so we'll have to check again.
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break
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if(!target || (!proj_lingering && projectile.loc == current_loc)) //if it didn't move since last time
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qdel(projectile)
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break
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if(proj_trail && projectile)
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spawntrail(projectile)
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if(projectile.loc in range(target.loc,proj_trigger_range))
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projectile.perform(list(target),user=user)
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break
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current_loc = projectile.loc
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sleep(proj_step_delay)
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if(projectile)
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qdel(projectile)
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/obj/effect/proc_holder/spell/targeted/projectile/proc/spawntrail(obj/effect/proc_holder/spell/targeted/projectile)
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set waitfor = FALSE
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if(projectile)
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var/obj/effect/overlay/trail = new /obj/effect/overlay(projectile.loc)
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trail.icon = proj_trail_icon
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trail.icon_state = proj_trail_icon_state
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trail.density = FALSE
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QDEL_IN(trail, proj_trail_lifespan)
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