Moves projectile processing to a subsystem
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CitadelStationBot
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be2dc49384
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ed96224d3a
@@ -95,8 +95,6 @@
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name = "emitter beam"
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icon_state = "emitter"
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damage = 30
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legacy = 1
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animate_movement = SLIDE_STEPS
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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light_color = LIGHT_COLOR_GREEN
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@@ -8,12 +8,6 @@
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hitsound_wall = "ricochet"
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impact_effect_type = /obj/effect/temp_visual/impact_effect
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/obj/item/projectile/bullet/pellet/shotgun_buckshot/Range()
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..()
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damage -= 0.75
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if(damage < 0)
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qdel(src)
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/obj/item/projectile/bullet/incendiary
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damage = 20
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var/fire_stacks = 4
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@@ -39,7 +33,7 @@
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damage = 60
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// 7.62 (Nagant Rifle)
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/obj/item/projectile/bullet/a762
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name = "7.62 bullet"
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damage = 60
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@@ -156,7 +150,7 @@
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/obj/item/projectile/bullet/p50
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name =".50 bullet"
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speed = 0 //360 alwaysscope.
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speed = 0.4
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damage = 70
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knockdown = 100
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dismemberment = 50
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@@ -272,15 +266,30 @@
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explosion(target, -1, 0, 1)
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return TRUE
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/obj/item/projectile/bullet/pellet
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var/tile_dropoff = 0.75
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var/tile_dropoff_s = 1.25
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/obj/item/projectile/bullet/pellet/shotgun_buckshot
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name = "buckshot pellet"
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damage = 12.5
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/obj/item/projectile/bullet/pellet/shotgun_rubbershot
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name = "rubbershot pellet"
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damage = 3
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stamina = 25
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/obj/item/projectile/bullet/pellet/Range()
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..()
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if(damage > 0)
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damage -= tile_dropoff
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if(stamina > 0)
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stamina -= tile_dropoff_s
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if(damage < 0 && stamina < 0)
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qdel(src)
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/obj/item/projectile/bullet/pellet/shotgun_improvised
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tile_dropoff = 0.55 //Come on it does 6 damage don't be like that.
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damage = 6
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/obj/item/projectile/bullet/pellet/shotgun_improvised/Initialize()
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