Merge branch 'master' into Projectile_Rework
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@@ -149,7 +149,7 @@
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var/damage = 10
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
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var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
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var/flag = BULLET //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
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var/projectile_type = /obj/item/projectile
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/// Range of the projectile, de-incrementing every step. The projectile deletes itself at 0. This is in tiles.
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var/range = 50
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@@ -643,9 +643,9 @@
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CRASH("Invalid return value for projectile ricochet check from [A].")
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/obj/item/projectile/proc/check_ricochet_flag(atom/A)
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if((flag in list("energy", "laser")) && (A.flags_ricochet & RICOCHET_SHINY))
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if((flag in list(ENERGY, LASER)) && (A.flags_ricochet & RICOCHET_SHINY))
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return TRUE
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if((flag in list("bomb", "bullet")) && (A.flags_ricochet & RICOCHET_HARD))
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if((flag in list(BOMB, BULLET)) && (A.flags_ricochet & RICOCHET_HARD))
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return TRUE
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return FALSE
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