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Newton's Thirdish Law (#2714)
Items falling now deal a set amount of damage based on velocity calculations, with no more randomisation. This damage is randomly distributed throughout the head and torso by first calculating the damage dealt to the head - anywhere between zero and 1/2th of total damage, and then calculating the damage to the torso - head damage subtracted from total damage.
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@@ -11,6 +11,7 @@
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icon_state = "minimoog"
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anchored = 1
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density = 1
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w_class = 5
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var/datum/song/song
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var/playing = 0
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var/help = 0
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@@ -26,6 +27,7 @@
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name = "space piano"
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desc = "This is a space piano, like a regular piano, but always in tune! Even if the musician isn't."
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icon_state = "piano"
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w_class = 15
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/obj/structure/device/piano/proc/playnote(var/note as text)
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//world << "Note: [note]"
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