* Rename Bump to Collide * Delete bubblegum.dm.rej * Update bubblegum.dm
536 lines
17 KiB
Plaintext
536 lines
17 KiB
Plaintext
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/obj/item/weapon/gun/energy/beam_rifle
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name = "particle acceleration rifle"
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desc = "An energy-based anti material marksman rifle that uses highly charged particle beams moving at extreme velocities to decimate whatever is unfortunate enough to be targetted by one. \
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<span class='boldnotice'>Hold down left click while scoped to aim, when weapon is fully aimed (Tracer goes from red to green as it charges), release to fire. Moving while aiming or \
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changing where you're pointing at while aiming will delay the aiming process depending on how much you changed.</span>"
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icon = 'icons/obj/guns/energy.dmi'
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icon_state = "esniper"
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item_state = "esniper"
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fire_sound = 'sound/weapons/beam_sniper.ogg'
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slot_flags = SLOT_BACK
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force = 15
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materials = list()
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origin_tech = ""
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recoil = 5
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ammo_x_offset = 3
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ammo_y_offset = 3
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modifystate = FALSE
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zoomable = TRUE
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zoom_amt = 17
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zoom_out_amt = 20
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weapon_weight = WEAPON_HEAVY
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w_class = WEIGHT_CLASS_BULKY
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ammo_type = list(/obj/item/ammo_casing/energy/beam_rifle/hitscan)
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var/hipfire_inaccuracy = 2
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var/hipfire_recoil = 10
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var/scoped_inaccuracy = 0
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var/scoped_recoil = 3
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var/scoped = FALSE
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var/noscope = FALSE //Can you fire this without a scope?
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cell_type = /obj/item/weapon/stock_parts/cell/beam_rifle
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canMouseDown = TRUE
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pin = null
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var/aiming = FALSE
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var/aiming_time = 7
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var/aiming_time_fire_threshold = 2
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var/aiming_time_left = 7
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var/aiming_time_increase_user_movement = 3
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var/scoped_slow = 1
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var/aiming_time_increase_angle_multiplier = 0.6
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var/lastangle = 0
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var/mob/current_user = null
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var/list/obj/effect/temp_visual/current_tracers = list()
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var/structure_piercing = 2 //This doesn't always work!
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var/structure_bleed_coeff = 0.7
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var/wall_pierce_amount = 0
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var/wall_devastate = 0
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var/aoe_structure_range = 1
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var/aoe_structure_damage = 50
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var/aoe_fire_range = 2
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var/aoe_fire_chance = 40
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var/aoe_mob_range = 1
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var/aoe_mob_damage = 30
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var/impact_structure_damage = 60
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var/projectile_damage = 30
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var/projectile_stun = 0
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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/static/image/charged_overlay = image(icon = 'icons/obj/guns/energy.dmi', icon_state = "esniper_charged")
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var/static/image/drained_overlay = image(icon = 'icons/obj/guns/energy.dmi', icon_state = "esniper_empty")
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/obj/item/weapon/gun/energy/beam_rifle/debug
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delay = 0
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cell_type = /obj/item/weapon/stock_parts/cell/infinite
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aiming_time = 0
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recoil = 0
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scoped_recoil = 0
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hipfire_recoil = 0
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hipfire_inaccuracy = 0
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scoped_inaccuracy = 0
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noscope = 1
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/obj/item/weapon/gun/energy/beam_rifle/update_icon()
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cut_overlays()
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var/obj/item/ammo_casing/energy/primary_ammo = ammo_type[1]
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if(cell.charge > primary_ammo.e_cost)
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add_overlay(charged_overlay)
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else
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add_overlay(drained_overlay)
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/obj/item/weapon/gun/energy/beam_rifle/attack_self(mob/user)
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projectile_setting_pierce = !projectile_setting_pierce
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to_chat(user, "<span class='boldnotice'>You set \the [src] to [projectile_setting_pierce? "pierce":"impact"] mode.</span>")
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/obj/item/weapon/gun/energy/beam_rifle/proc/update_slowdown()
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if(scoped)
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slowdown = scoped_slow
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else
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slowdown = initial(slowdown)
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/obj/item/weapon/gun/energy/beam_rifle/Initialize()
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. = ..()
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START_PROCESSING(SSfastprocess, src)
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/obj/item/weapon/gun/energy/beam_rifle/Destroy()
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STOP_PROCESSING(SSfastprocess, src)
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..()
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/obj/item/weapon/gun/energy/beam_rifle/zoom(user, forced_zoom)
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. = ..()
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scope(user, .)
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/obj/item/weapon/gun/energy/beam_rifle/proc/scope(mob/user, forced)
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var/scoping
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switch(forced)
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if(TRUE)
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scoping = TRUE
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if(FALSE)
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scoping = FALSE
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else
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scoping = !scoped
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if(scoping)
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spread = scoped_inaccuracy
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recoil = scoped_recoil
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scoped = TRUE
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user << "<span class='boldnotice'>You bring your [src] up and use its scope...</span>"
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else
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spread = hipfire_inaccuracy
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recoil = hipfire_recoil
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scoped = FALSE
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user << "<span class='boldnotice'>You lower your [src].</span>"
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update_slowdown()
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/obj/item/weapon/gun/energy/beam_rifle/can_trigger_gun(var/mob/living/user)
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if(!scoped && !noscope)
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user << "<span class='userdanger'>This beam rifle can only be used while scoped!</span>"
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return FALSE
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. = ..(user)
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/obj/item/weapon/gun/energy/beam_rifle/emp_act(severity)
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chambered = null
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recharge_newshot()
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/obj/item/weapon/gun/energy/beam_rifle/proc/aiming_beam()
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var/atom/A = current_user.client.mouseObject
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if(!istype(A) || !A.loc)
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return
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var/turf/T = get_turf(current_user.client.mouseObject)
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if(!istype(T))
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return
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var/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam/P = new
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P.gun = src
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P.wall_pierce_amount = wall_pierce_amount
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P.structure_pierce_amount = structure_piercing
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P.do_pierce = projectile_setting_pierce
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P.preparePixelProjectile(current_user.client.mouseObject, T, current_user, current_user.client.mouseParams, 0)
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if(aiming_time)
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var/percent = ((100/aiming_time)*aiming_time_left)
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P.color = rgb(255 * percent,255 * ((100 - percent) / 100),0)
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else
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P.color = rgb(0, 255, 0)
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clear_tracers()
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P.fire()
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/obj/item/weapon/gun/energy/beam_rifle/proc/clear_tracers()
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for(var/I in current_tracers)
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current_tracers -= I
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var/obj/effect/temp_visual/projectile_beam/PB = I
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qdel(PB)
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/obj/item/weapon/gun/energy/beam_rifle/proc/terminate_aiming()
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stop_aiming()
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clear_tracers()
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/obj/item/weapon/gun/energy/beam_rifle/process()
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if(!aiming)
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return
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if(!istype(current_user) || !isturf(current_user.loc) || !(src in current_user.held_items) || current_user.incapacitated()) //Doesn't work if you're not holding it!
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terminate_aiming()
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return
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if(aiming_time_left > 0)
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aiming_time_left--
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aiming_beam()
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process_aim()
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/obj/item/weapon/gun/energy/beam_rifle/proc/process_aim()
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if(current_user.client.mouseParams)
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var/list/mouse_control = params2list(current_user.client.mouseParams)
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if(isturf(current_user.client.mouseLocation))
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current_user.face_atom(current_user.client.mouseLocation)
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if(mouse_control["screen-loc"])
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var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",")
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var/list/screen_loc_X = splittext(screen_loc_params[1],":")
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var/list/screen_loc_Y = splittext(screen_loc_params[2],":")
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var/x = (text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32)
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var/y = (text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32)
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var/screenview = (current_user.client.view * 2 + 1) * world.icon_size //Refer to http://www.byond.com/docs/ref/info.html#/client/var/view for mad maths
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var/ox = round(screenview/2) - current_user.client.pixel_x //"origin" x
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var/oy = round(screenview/2) - current_user.client.pixel_y //"origin" y
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var/angle = NORM_ROT(Atan2(y - oy, x - ox))
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var/difference = abs(lastangle - angle)
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delay_penalty(difference * aiming_time_increase_angle_multiplier)
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lastangle = angle
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/obj/item/weapon/gun/energy/beam_rifle/on_mob_move()
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delay_penalty(aiming_time_increase_user_movement)
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/obj/item/weapon/gun/energy/beam_rifle/proc/start_aiming()
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aiming_time_left = aiming_time
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aiming = TRUE
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/obj/item/weapon/gun/energy/beam_rifle/proc/stop_aiming()
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aiming_time_left = aiming_time
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aiming = FALSE
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/obj/item/weapon/gun/energy/beam_rifle/onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
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current_user = mob
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/obj/item/weapon/gun/energy/beam_rifle/onMouseDown(object, location, params, mob)
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start_aiming()
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current_user = mob
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/obj/item/weapon/gun/energy/beam_rifle/onMouseUp(object, location, params, mob/M)
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process_aim()
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if(aiming_time_left <= aiming_time_fire_threshold)
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sync_ammo()
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afterattack(M.client.mouseObject, M, FALSE, M.client.mouseParams, passthrough = TRUE)
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stop_aiming()
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clear_tracers()
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/obj/item/weapon/gun/energy/beam_rifle/afterattack(atom/target, mob/living/user, flag, params, passthrough = FALSE)
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if(!passthrough && (aiming_time > aiming_time_fire_threshold))
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return
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if(lastfire > world.time + delay)
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return
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lastfire = world.time
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. = ..()
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/obj/item/weapon/gun/energy/beam_rifle/proc/sync_ammo()
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for(var/obj/item/ammo_casing/energy/beam_rifle/AC in contents)
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AC.sync_stats()
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/obj/item/weapon/gun/energy/beam_rifle/proc/delay_penalty(amount)
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aiming_time_left = Clamp(aiming_time_left + amount, 0, aiming_time)
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/obj/item/ammo_casing/energy/beam_rifle
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name = "particle acceleration lens"
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desc = "Don't look into barrel!"
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var/wall_pierce_amount = 0
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var/wall_devastate = 0
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var/aoe_structure_range = 1
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var/aoe_structure_damage = 30
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var/aoe_fire_range = 2
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var/aoe_fire_chance = 66
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var/aoe_mob_range = 1
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var/aoe_mob_damage = 20
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var/impact_structure_damage = 50
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var/projectile_damage = 40
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var/projectile_stun = 0
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var/structure_piercing = 2
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var/structure_bleed_coeff = 0.7
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var/do_pierce = TRUE
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var/obj/item/weapon/gun/energy/beam_rifle/host
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/obj/item/ammo_casing/energy/beam_rifle/proc/sync_stats()
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var/obj/item/weapon/gun/energy/beam_rifle/BR = loc
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if(!istype(BR))
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stack_trace("Beam rifle syncing error")
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host = BR
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do_pierce = BR.projectile_setting_pierce
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wall_pierce_amount = BR.wall_pierce_amount
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wall_devastate = BR.wall_devastate
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aoe_structure_range = BR.aoe_structure_range
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aoe_structure_damage = BR.aoe_structure_damage
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aoe_fire_range = BR.aoe_fire_range
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aoe_fire_chance = BR.aoe_fire_chance
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aoe_mob_range = BR.aoe_mob_range
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aoe_mob_damage = BR.aoe_mob_damage
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impact_structure_damage = BR.impact_structure_damage
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projectile_damage = BR.projectile_damage
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projectile_stun = BR.projectile_stun
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delay = BR.delay
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structure_piercing = BR.structure_piercing
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structure_bleed_coeff = BR.structure_bleed_coeff
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/obj/item/ammo_casing/energy/beam_rifle/ready_proj(atom/target, mob/living/user, quiet, zone_override)
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. = ..(target, user, quiet, zone_override)
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var/obj/item/projectile/beam/beam_rifle/hitscan/HS_BB = BB
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if(!istype(HS_BB))
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return
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HS_BB.impact_direct_damage = projectile_damage
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HS_BB.stun = projectile_stun
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HS_BB.impact_structure_damage = impact_structure_damage
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HS_BB.aoe_mob_damage = aoe_mob_damage
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HS_BB.aoe_mob_range = Clamp(aoe_mob_range, 0, 15) //Badmin safety lock
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HS_BB.aoe_fire_chance = aoe_fire_chance
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HS_BB.aoe_fire_range = aoe_fire_range
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HS_BB.aoe_structure_damage = aoe_structure_damage
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HS_BB.aoe_structure_range = Clamp(aoe_structure_range, 0, 15) //Badmin safety lock
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HS_BB.wall_devastate = wall_devastate
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HS_BB.wall_pierce_amount = wall_pierce_amount
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HS_BB.structure_pierce_amount = structure_piercing
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HS_BB.structure_bleed_coeff = structure_bleed_coeff
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HS_BB.do_pierce = do_pierce
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HS_BB.gun = host
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/obj/item/ammo_casing/energy/beam_rifle/hitscan
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projectile_type = /obj/item/projectile/beam/beam_rifle/hitscan
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select_name = "beam"
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e_cost = 5000
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fire_sound = 'sound/weapons/beam_sniper.ogg'
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/obj/item/projectile/beam/beam_rifle
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name = "particle beam"
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icon = ""
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hitsound = 'sound/effects/explosion3.ogg'
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damage = 0 //Handled manually.
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damage_type = BURN
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flag = "energy"
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range = 150
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jitter = 10
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var/obj/item/weapon/gun/energy/beam_rifle/gun
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var/structure_pierce_amount = 0 //All set to 0 so the gun can manually set them during firing.
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var/structure_bleed_coeff = 0
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var/structure_pierce = 0
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var/do_pierce = TRUE
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var/wall_pierce_amount = 0
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var/wall_pierce = 0
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var/wall_devastate = 0
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var/aoe_structure_range = 0
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var/aoe_structure_damage = 0
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var/aoe_fire_range = 0
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var/aoe_fire_chance = 0
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var/aoe_mob_range = 0
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var/aoe_mob_damage = 0
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var/impact_structure_damage = 0
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var/impact_direct_damage = 0
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var/turf/cached
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/obj/item/projectile/beam/beam_rifle/proc/AOE(turf/epicenter)
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set waitfor = FALSE
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if(!epicenter)
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return
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new /obj/effect/temp_visual/explosion/fast(epicenter)
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for(var/mob/living/L in range(aoe_mob_range, epicenter)) //handle aoe mob damage
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L.adjustFireLoss(aoe_mob_damage)
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to_chat(L, "<span class='userdanger'>\The [src] sears you!</span>")
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for(var/turf/T in range(aoe_fire_range, epicenter)) //handle aoe fire
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if(prob(aoe_fire_chance))
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new /obj/effect/hotspot(T)
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for(var/obj/O in range(aoe_structure_range, epicenter))
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if(!isitem(O))
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if(O.level == 1) //Please don't break underfloor items!
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continue
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O.take_damage(aoe_structure_damage * get_damage_coeff(O), BURN, "laser", FALSE)
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/obj/item/projectile/beam/beam_rifle/proc/check_pierce(atom/target)
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if(!do_pierce)
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return FALSE
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if(isclosedturf(target))
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if(wall_pierce++ < wall_pierce_amount)
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loc = target
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if(prob(wall_devastate))
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target.ex_act(EXPLODE_HEAVY)
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return TRUE
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if(ismovableatom(target))
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var/atom/movable/AM = target
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if(AM.density && !AM.CanPass(src, get_turf(target)) && !ismob(AM))
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if(structure_pierce++ < structure_pierce_amount)
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if(isobj(AM))
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var/obj/O = AM
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O.take_damage((impact_structure_damage + aoe_structure_damage) * structure_bleed_coeff * get_damage_coeff(AM), BURN, "energy", FALSE)
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loc = get_turf(AM)
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return TRUE
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return FALSE
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/obj/item/projectile/beam/beam_rifle/proc/get_damage_coeff(atom/target)
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if(istype(target, /obj/machinery/door))
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return 0.4
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if(istype(target, /obj/structure/window))
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return 0.5
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return 1
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/obj/item/projectile/beam/beam_rifle/proc/handle_impact(atom/target)
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if(isobj(target))
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var/obj/O = target
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O.take_damage(impact_structure_damage * get_damage_coeff(target), BURN, "laser", FALSE)
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if(isliving(target))
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var/mob/living/L = target
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L.adjustFireLoss(impact_direct_damage)
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L.emote("scream")
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/obj/item/projectile/beam/beam_rifle/proc/handle_hit(atom/target)
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set waitfor = FALSE
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if(!cached && !QDELETED(target))
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cached = get_turf(target)
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if(nodamage)
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return FALSE
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playsound(cached, 'sound/effects/explosion3.ogg', 100, 1)
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AOE(cached)
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if(!QDELETED(target))
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handle_impact(target)
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/obj/item/projectile/beam/beam_rifle/Collide(atom/target)
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if(check_pierce(target))
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permutated += target
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return FALSE
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if(!QDELETED(target))
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cached = get_turf(target)
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. = ..()
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/obj/item/projectile/beam/beam_rifle/on_hit(atom/target, blocked = FALSE)
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if(!QDELETED(target))
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cached = get_turf(target)
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handle_hit(target)
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. = ..()
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/obj/item/projectile/beam/beam_rifle/hitscan
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icon_state = ""
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var/tracer_type = /obj/effect/temp_visual/projectile_beam/tracer
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/obj/item/projectile/beam/beam_rifle/hitscan/fire(setAngle, atom/direct_target) //oranges didn't let me make this a var the first time around so copypasta time
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|
set waitfor = 0
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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(setAngle)
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Angle = setAngle
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|
var/next_run = world.time
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|
var/old_pixel_x = pixel_x
|
|
var/old_pixel_y = pixel_y
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|
var/safety = 0 //The code works fine, but... just in case...
|
|
while(loc)
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|
if(++safety > (range * 3)) //If it's looping for way, way too long...
|
|
return //Kill!
|
|
if((!( current ) || loc == current))
|
|
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
|
|
if(!Angle)
|
|
Angle=round(Get_Angle(src,current))
|
|
if(spread)
|
|
Angle += (rand() - 0.5) * spread
|
|
var/matrix/M = new
|
|
M.Turn(Angle)
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|
transform = M
|
|
var/Pixel_x=sin(Angle)+16*sin(Angle)*2
|
|
var/Pixel_y=cos(Angle)+16*cos(Angle)*2
|
|
var/pixel_x_offset = old_pixel_x + Pixel_x
|
|
var/pixel_y_offset = old_pixel_y + Pixel_y
|
|
var/new_x = x
|
|
var/new_y = y
|
|
while(pixel_x_offset > 16)
|
|
pixel_x_offset -= 32
|
|
old_pixel_x -= 32
|
|
new_x++// x++
|
|
while(pixel_x_offset < -16)
|
|
pixel_x_offset += 32
|
|
old_pixel_x += 32
|
|
new_x--
|
|
while(pixel_y_offset > 16)
|
|
pixel_y_offset -= 32
|
|
old_pixel_y -= 32
|
|
new_y++
|
|
while(pixel_y_offset < -16)
|
|
pixel_y_offset += 32
|
|
old_pixel_y += 32
|
|
new_y--
|
|
pixel_x = old_pixel_x
|
|
pixel_y = old_pixel_y
|
|
step_towards(src, locate(new_x, new_y, z))
|
|
next_run += max(world.tick_lag, speed)
|
|
var/delay = next_run - world.time
|
|
if(delay <= world.tick_lag*2)
|
|
pixel_x = pixel_x_offset
|
|
pixel_y = pixel_y_offset
|
|
else
|
|
animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (delay <= 3 ? delay - 1 : delay)), flags = ANIMATION_END_NOW)
|
|
old_pixel_x = pixel_x_offset
|
|
old_pixel_y = pixel_y_offset
|
|
if(original && (original.layer>=2.75) || ismob(original))
|
|
if(loc == get_turf(original))
|
|
if(!(original in permutated))
|
|
Collide(original)
|
|
Range()
|
|
|
|
/obj/item/projectile/beam/beam_rifle/hitscan/Range()
|
|
spawn_tracer_effect()
|
|
if(!QDELETED(src) && loc)
|
|
cached = get_turf(src)
|
|
|
|
/obj/item/projectile/beam/beam_rifle/hitscan/proc/spawn_tracer_effect()
|
|
QDEL_IN((new tracer_type(loc, time = 5, angle_override = Angle, p_x = pixel_x, p_y = pixel_y, color_override = color)), 5)
|
|
|
|
/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam
|
|
tracer_type = /obj/effect/temp_visual/projectile_beam/tracer/aiming
|
|
name = "aiming beam"
|
|
hitsound = null
|
|
hitsound_wall = null
|
|
nodamage = TRUE
|
|
damage = 0
|
|
|
|
/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam/prehit(atom/target)
|
|
qdel(src)
|
|
return FALSE
|
|
|
|
/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam/on_hit()
|
|
qdel(src)
|
|
return FALSE
|
|
|
|
/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam/spawn_tracer_effect()
|
|
var/obj/effect/temp_visual/projectile_beam/T = new tracer_type(loc, time = 5, angle_override = Angle, p_x = pixel_x, p_y = pixel_y, color_override = color)
|
|
if(istype(gun) && istype(T))
|
|
gun.current_tracers[T] = TRUE
|
|
|
|
/obj/effect/temp_visual/projectile_beam
|
|
icon = 'icons/obj/projectiles.dmi'
|
|
layer = ABOVE_MOB_LAYER
|
|
anchored = TRUE
|
|
duration = 5
|
|
randomdir = FALSE
|
|
light_power = 1
|
|
light_range = 2
|
|
light_color = "#00ffff"
|
|
|
|
/obj/effect/temp_visual/projectile_beam/New(time = 5, angle_override, p_x, p_y, color_override)
|
|
duration = time
|
|
var/mutable_appearance/look = new(src)
|
|
look.pixel_x = p_x
|
|
look.pixel_y = p_y
|
|
if(color_override)
|
|
look.color = color_override
|
|
var/matrix/M = new
|
|
M.Turn(angle_override)
|
|
look.transform = M
|
|
appearance = look
|
|
..()
|
|
|
|
/obj/effect/temp_visual/projectile_beam/tracer
|
|
icon_state = "tracer_beam"
|
|
|
|
/obj/effect/temp_visual/projectile_beam/tracer/aiming
|
|
icon_state = "gbeam"
|
|
duration = 1
|