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Laser pointers, overchargeflashes, various fixes
Alcohol and thermite now flammable. Laser pointers added! Flash now comes in delicious incendiary flavor. Robot fire overlay bug fixed-ish. Being lit on fire turns off a borg's lights but the fire still shows. I'll take it. Shield gens actually useable by the people they were meant for.
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@@ -337,7 +337,7 @@
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overlays -= image("icon"='icons/mob/OnFire.dmi', "icon_state"="Standing")
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if(on_fire)
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overlays += image("icon"='icons/mob/OnFire.dmi', "icon_state"="Standing")
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update_icons()
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// update_icons()
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return
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/mob/living/silicon/robot/fire_act()
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@@ -483,6 +483,7 @@
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..(Proj)
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updatehealth()
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if(prob(75) && Proj.damage > 0) spark_system.start()
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update_fire()
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return 2
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@@ -784,6 +785,7 @@
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else
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if( !(istype(W, /obj/item/device/robotanalyzer) || istype(W, /obj/item/device/healthanalyzer)) )
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spark_system.start()
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update_fire()
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return ..()
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/mob/living/silicon/robot/attack_alien(mob/living/carbon/alien/humanoid/M as mob)
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@@ -979,6 +981,7 @@
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/mob/living/silicon/robot/proc/updateicon()
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overlays.Cut()
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update_fire()
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if(stat == 0)
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overlays += "eyes"
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overlays.Cut()
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@@ -1013,10 +1016,10 @@
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else
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icon_state = base_icon
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return
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/*
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/mob/living/silicon/robot/proc/updatefire()
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return
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*
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//Call when target overlay should be added/removed
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/mob/living/silicon/robot/update_targeted()
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if(!targeted_by && target_locked)
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