[MIRROR] Splits projectiles into different files for readability (#5800)
* Splits projectiles into different files for readability * Update tgstation.dme * I love how the dme cleans itself up
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Poojawa
parent
6a688f2588
commit
c72201e605
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/obj/item/ammo_casing/magic
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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/temp_visual/dir_setting/firing_effect/magic
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heavy_metal = FALSE
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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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/obj/item/ammo_casing/magic/animate
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projectile_type = /obj/item/projectile/magic/animate
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/obj/item/ammo_casing/magic/heal
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projectile_type = /obj/item/projectile/magic/resurrection
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/obj/item/ammo_casing/magic/death
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projectile_type = /obj/item/projectile/magic/death
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/obj/item/ammo_casing/magic/teleport
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projectile_type = /obj/item/projectile/magic/teleport
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/obj/item/ammo_casing/magic/door
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projectile_type = /obj/item/projectile/magic/door
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/obj/item/ammo_casing/magic/fireball
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projectile_type = /obj/item/projectile/magic/aoe/fireball
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/obj/item/ammo_casing/magic/chaos
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projectile_type = /obj/item/projectile/magic
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/obj/item/ammo_casing/magic/spellblade
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projectile_type = /obj/item/projectile/magic/spellblade
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/obj/item/ammo_casing/magic/arcane_barrage
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projectile_type = /obj/item/projectile/magic/arcane_barrage
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/obj/item/ammo_casing/magic/chaos/newshot()
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..()
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/obj/item/ammo_casing/magic/honk
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projectile_type = /obj/item/projectile/bullet/honker
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@@ -0,0 +1,61 @@
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/obj/item/ammo_casing/syringegun
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name = "syringe gun spring"
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desc = "A high-power spring that throws syringes."
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projectile_type = /obj/item/projectile/bullet/dart/syringe
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firing_effect_type = null
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/obj/item/ammo_casing/syringegun/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
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if(!BB)
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return
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if(istype(loc, /obj/item/gun/syringe))
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var/obj/item/gun/syringe/SG = loc
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if(!SG.syringes.len)
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return
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var/obj/item/reagent_containers/syringe/S = SG.syringes[1]
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S.reagents.trans_to(BB, S.reagents.total_volume)
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BB.name = S.name
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var/obj/item/projectile/bullet/dart/D = BB
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D.piercing = S.proj_piercing
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SG.syringes.Remove(S)
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qdel(S)
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..()
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/obj/item/ammo_casing/chemgun
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name = "dart synthesiser"
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desc = "A high-power spring, linked to an energy-based dart synthesiser."
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projectile_type = /obj/item/projectile/bullet/dart
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firing_effect_type = null
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/obj/item/ammo_casing/chemgun/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
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if(!BB)
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return
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if(istype(loc, /obj/item/gun/chem))
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var/obj/item/gun/chem/CG = loc
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if(CG.syringes_left <= 0)
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return
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CG.reagents.trans_to(BB, 15)
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BB.name = "chemical dart"
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CG.syringes_left--
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..()
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/obj/item/ammo_casing/dnainjector
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name = "rigged syringe gun spring"
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desc = "A high-power spring that throws DNA injectors."
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projectile_type = /obj/item/projectile/bullet/dnainjector
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firing_effect_type = null
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/obj/item/ammo_casing/dnainjector/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
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if(!BB)
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return
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if(istype(loc, /obj/item/gun/syringe/dna))
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var/obj/item/gun/syringe/dna/SG = loc
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if(!SG.syringes.len)
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return
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var/obj/item/dnainjector/S = popleft(SG.syringes)
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var/obj/item/projectile/bullet/dnainjector/D = BB
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S.forceMove(D)
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D.injector = S
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..()
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