also syncs a bunch of shit
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@@ -63,7 +63,7 @@
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var/projectile_setting_pierce = TRUE
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var/delay = 65
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var/lastfire = 0
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var/lastprocess = 0
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//ZOOMING
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@@ -716,44 +716,6 @@
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flags_1 = ABSTRACT_1
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appearance_flags = 0
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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, p_y, 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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