Moves projectile processing to a subsystem
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CitadelStationBot
parent
be2dc49384
commit
ed96224d3a
@@ -1,3 +1,6 @@
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#define MOVES_HITSCAN -1 //Not actually hitscan but close as we get.
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/obj/item/projectile
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name = "projectile"
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icon = 'icons/obj/projectiles.dmi'
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@@ -16,18 +19,31 @@
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var/suppressed = FALSE //Attack message
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var/yo = null
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var/xo = null
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var/current = null
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var/atom/original = null // the original target clicked
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var/turf/starting = null // the projectile's starting turf
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var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
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var/paused = FALSE //for suspending the projectile midair
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var/p_x = 16
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var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
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//Fired processing vars
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var/fired = FALSE //Have we been fired yet
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var/paused = FALSE //for suspending the projectile midair
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var/last_projectile_move = 0
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var/last_process = 0
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var/time_offset = 0
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var/old_pixel_x = 0
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var/old_pixel_y = 0
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var/pixel_x_increment = 0
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var/pixel_y_increment = 0
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var/pixel_x_offset = 0
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var/pixel_y_offset = 0
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var/new_x = 0
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var/new_y = 0
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var/speed = 0.8 //Amount of deciseconds it takes for projectile to travel
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var/Angle = 0
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var/nondirectional_sprite = FALSE //Set TRUE to prevent projectiles from having their sprites rotated based on firing angle
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var/spread = 0 //amount (in degrees) of projectile spread
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var/legacy = 0 //legacy projectile system
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animate_movement = 0 //Use SLIDE_STEPS in conjunction with legacy
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var/ricochets = 0
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var/ricochets_max = 2
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@@ -146,7 +162,7 @@
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return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
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/obj/item/projectile/Collide(atom/A)
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if(check_ricochet() && check_ricochet_flag(A) && ricochets < ricochets_max)
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if(check_ricochet(A) && check_ricochet_flag(A) && ricochets < ricochets_max)
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ricochets++
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if(A.handle_ricochet(src))
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ignore_source_check = TRUE
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@@ -218,9 +234,33 @@
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return FALSE
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/obj/item/projectile/Process_Spacemove(var/movement_dir = 0)
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return 1 //Bullets don't drift in space
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return TRUE //Bullets don't drift in space
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/obj/item/projectile/proc/fire(setAngle, atom/direct_target)
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/obj/item/projectile/process()
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last_process = world.time
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if(!loc || !fired)
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fired = FALSE
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return PROCESS_KILL
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if(paused || !isturf(loc))
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last_projectile_move += world.time - last_process //Compensates for pausing, so it doesn't become a hitscan projectile when unpaused from charged up ticks.
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return
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var/elapsed_time_deciseconds = (world.time - last_projectile_move) + time_offset
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time_offset = 0
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var/required_moves = speed > 0? Floor(elapsed_time_deciseconds / speed) : MOVES_HITSCAN //Would be better if a 0 speed made hitscan but everyone hates those so I can't make it a universal system :<
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if(required_moves == MOVES_HITSCAN)
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required_moves = SSprojectiles.global_max_tick_moves
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else
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if(required_moves > SSprojectiles.global_max_tick_moves)
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var/overrun = required_moves - SSprojectiles.global_max_tick_moves
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required_moves = SSprojectiles.global_max_tick_moves
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time_offset += overrun * speed
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time_offset += Modulus(elapsed_time_deciseconds, speed)
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for(var/i in 1 to required_moves)
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pixel_move(required_moves)
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/obj/item/projectile/proc/fire(angle, atom/direct_target)
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//If no angle needs to resolve it from xo/yo!
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if(!log_override && firer && original)
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add_logs(firer, original, "fired at", src, " [get_area(src)]")
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if(direct_target)
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@@ -228,84 +268,70 @@
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direct_target.bullet_act(src, def_zone)
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qdel(src)
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return
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if(isnum(setAngle))
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Angle = setAngle
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var/old_pixel_x = pixel_x
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var/old_pixel_y = pixel_y
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if(!legacy) //new projectiles
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set waitfor = 0
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var/next_run = world.time
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while(loc)
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if(paused)
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next_run = world.time
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stoplag(1)
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continue
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if(isnum(angle))
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setAngle(angle)
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if(spread)
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setAngle(Angle + ((rand() - 0.5) * spread))
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if(isnull(Angle)) //Try to resolve through offsets if there's no angle set.
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var/turf/starting = get_turf(src)
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var/turf/target = locate(Clamp(starting + xo, 1, world.maxx), Clamp(starting + yo, 1, world.maxy), starting.z)
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setAngle(Get_Angle(src, target))
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if(!nondirectional_sprite)
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var/matrix/M = new
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M.Turn(Angle)
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transform = M
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old_pixel_x = pixel_x
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old_pixel_y = pixel_y
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last_projectile_move = world.time
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fired = TRUE
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if(!isprocessing)
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START_PROCESSING(SSprojectiles, src)
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if((!( current ) || loc == current))
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current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
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/obj/item/projectile/proc/setAngle(new_angle) //wrapper for overrides.
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Angle = new_angle
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return TRUE
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if(!Angle)
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Angle=round(Get_Angle(src,current))
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if(spread)
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Angle += (rand() - 0.5) * spread
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if(!nondirectional_sprite)
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var/matrix/M = new
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M.Turn(Angle)
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transform = M
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/obj/item/projectile/proc/pixel_move(moves)
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if(!nondirectional_sprite)
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var/matrix/M = new
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M.Turn(Angle)
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transform = M
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var/Pixel_x=round((sin(Angle)+16*sin(Angle)*2), 1) //round() is a floor operation when only one argument is supplied, we don't want that here
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var/Pixel_y=round((cos(Angle)+16*cos(Angle)*2), 1)
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var/pixel_x_offset = old_pixel_x + Pixel_x
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var/pixel_y_offset = old_pixel_y + Pixel_y
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var/new_x = x
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var/new_y = y
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pixel_x_increment=round((sin(Angle)+16*sin(Angle)*2), 1) //round() is a floor operation when only one argument is supplied, we don't want that here
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pixel_y_increment=round((cos(Angle)+16*cos(Angle)*2), 1)
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pixel_x_offset = old_pixel_x + pixel_x_increment
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pixel_y_offset = old_pixel_y + pixel_y_increment
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new_x = x
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new_y = y
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while(pixel_x_offset > 16)
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pixel_x_offset -= 32
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old_pixel_x -= 32
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new_x++// x++
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while(pixel_x_offset < -16)
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pixel_x_offset += 32
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old_pixel_x += 32
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new_x--
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while(pixel_y_offset > 16)
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pixel_y_offset -= 32
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old_pixel_y -= 32
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new_y++
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while(pixel_y_offset < -16)
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pixel_y_offset += 32
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old_pixel_y += 32
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new_y--
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while(pixel_x_offset > 16)
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pixel_x_offset -= 32
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old_pixel_x -= 32
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new_x++// x++
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while(pixel_x_offset < -16)
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pixel_x_offset += 32
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old_pixel_x += 32
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new_x--
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while(pixel_y_offset > 16)
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pixel_y_offset -= 32
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old_pixel_y -= 32
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new_y++
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while(pixel_y_offset < -16)
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pixel_y_offset += 32
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old_pixel_y += 32
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new_y--
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pixel_x = old_pixel_x
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pixel_y = old_pixel_y
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step_towards(src, locate(new_x, new_y, z))
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next_run += max(world.tick_lag, speed)
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var/delay = next_run - world.time
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if(delay <= world.tick_lag*2)
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pixel_x = pixel_x_offset
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pixel_y = pixel_y_offset
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else
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animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (delay <= 3 ? delay - 1 : delay)), flags = ANIMATION_END_NOW)
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old_pixel_x = pixel_x_offset
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old_pixel_y = pixel_y_offset
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if(can_hit_target(original, permutated))
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Collide(original)
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Range()
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if (delay > 0)
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sleep(delay)
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else //old projectile system
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set waitfor = 0
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while(loc)
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if(!paused)
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if((!( current ) || loc == current))
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current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
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step_towards(src, current)
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if(can_hit_target(original, permutated))
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Collide(original)
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Range()
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sleep(CONFIG_GET(number/run_delay) * 0.9)
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step_towards(src, locate(new_x, new_y, z))
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pixel_x = old_pixel_x
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pixel_y = old_pixel_y
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//var/animation_time = ((SSprojectiles.flags & SS_TICKER? (SSprojectiles.wait * world.tick_lag) : SSprojectiles.wait) / moves)
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animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = 1, flags = ANIMATION_END_NOW)
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old_pixel_x = pixel_x_offset
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old_pixel_y = pixel_y_offset
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if(can_hit_target(original, permutated))
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Collide(original)
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Range()
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last_projectile_move = world.time
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//Returns true if the target atom is on our current turf and above the right layer
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/obj/item/projectile/proc/can_hit_target(atom/target, var/list/passthrough)
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@@ -315,21 +341,26 @@
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return TRUE
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return FALSE
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/obj/item/projectile/proc/preparePixelProjectile(atom/target, var/turf/targloc, mob/living/user, params, spread)
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var/turf/curloc = get_turf(user)
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forceMove(get_turf(user))
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starting = get_turf(user)
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current = curloc
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/obj/item/projectile/proc/preparePixelProjectile(atom/target, atom/source, params, spread = 0)
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var/turf/curloc = get_turf(source)
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var/turf/targloc = get_turf(target)
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forceMove(get_turf(source))
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starting = get_turf(source)
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original = target
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yo = targloc.y - curloc.y
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xo = targloc.x - curloc.x
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var/list/calculated = calculate_projectile_angle_and_pixel_offsets(user, params)
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Angle = calculated[1]
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p_x = calculated[2]
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p_y = calculated[3]
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if(isliving(source) && params)
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var/list/calculated = calculate_projectile_angle_and_pixel_offsets(source, params)
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p_x = calculated[2]
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p_y = calculated[3]
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if(spread)
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src.Angle += spread
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if(spread)
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setAngle(calculated[1] + spread)
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else
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setAngle(calculated[1])
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else
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setAngle(Get_Angle(src, targloc))
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/proc/calculate_projectile_angle_and_pixel_offsets(mob/user, params)
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var/list/mouse_control = params2list(params)
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@@ -366,6 +397,7 @@
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Collide(AM)
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/obj/item/projectile/Destroy()
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STOP_PROCESSING(SSprojectiles, src)
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return ..()
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/obj/item/projectile/experience_pressure_difference()
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