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Split up and rename var/flags (#17794)
* Split up and rename `var/flags` * Various fixes * CL * Don't rename Phoron Guard phoron preset --------- Co-authored-by: Cody Brittain <cbrittain10@live.com>
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Cody Brittain
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06601c9ec3
@@ -212,7 +212,7 @@
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w_class = ITEMSIZE_LARGE
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accuracy = 1
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force = 10
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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slot_flags = SLOT_BACK
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charge_cost = 300
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max_shots = 4
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@@ -320,7 +320,7 @@
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edge = TRUE
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anchored = 0
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armor_penetration = 40
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flags = NOBLOODY
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atom_flags = ATOM_FLAG_NO_BLOOD
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can_embed = 0
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self_recharge = 1
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recharge_time = 2
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@@ -5,7 +5,7 @@
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switching to HARM intent, then click where you wish to fire. To reload it, insert the appropriate items. Some weapons may require additional drawing of the string or charging, \
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which can typically be done with the Unique-Action macro or button located in the bottom right of the screen."
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w_class = ITEMSIZE_HUGE
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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slot_flags = SLOT_BACK
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var/release_force = 0
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@@ -6,7 +6,7 @@
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item_state = "pneumatic"
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slot_flags = SLOT_BELT
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w_class = ITEMSIZE_HUGE
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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fire_sound_text = "a loud whoosh of moving air"
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fire_delay = 50
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fire_sound = 'sound/weapons/tablehit1.ogg'
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@@ -8,7 +8,7 @@
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throw_speed = 2
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throw_range = 10
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force = 5.0
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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slot_flags = 0
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origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 5)
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fire_sound = 'sound/weapons/rocketlaunch.ogg'
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@@ -5,7 +5,7 @@
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icon_state = "syringe-cartridge"
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var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
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matter = list(DEFAULT_WALL_MATERIAL = 125, MATERIAL_GLASS = 375)
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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slot_flags = SLOT_BELT | SLOT_EARS
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throwforce = 3
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force = 3
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@@ -51,7 +51,7 @@
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max_shells = 4
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w_class = ITEMSIZE_LARGE
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force = 10
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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slot_flags = SLOT_BACK
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caliber = "shotgun"
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origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
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@@ -140,7 +140,7 @@
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max_shells = 2
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w_class = ITEMSIZE_LARGE
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force = 10
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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is_wieldable = TRUE
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var/has_wield_state = TRUE
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slot_flags = SLOT_BACK
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