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Hardsuit and Pickaxe Bugfixes (#9594)
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@@ -176,18 +176,21 @@ note dizziness decrements automatically in the mob's Life() proc.
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animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
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animate(pixel_x = pixel_x - pixel_x_diff, pixel_y = pixel_y - pixel_y_diff, time = 2)
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/mob/do_attack_animation(atom/A)
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/mob/do_attack_animation(atom/A, var/atom/attack_item)
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..()
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is_floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
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// What icon do we use for the attack?
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var/image/I
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if(hand && l_hand) // Attacked with item in left hand.
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I = image(l_hand.icon, A, l_hand.icon_state, A.layer + 1)
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else if (!hand && r_hand) // Attacked with item in right hand.
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I = image(r_hand.icon, A, r_hand.icon_state, A.layer + 1)
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else // Attacked with a fist?
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return
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if(attack_item)
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I = image(attack_item.icon, A, attack_item.icon_state, A.layer + 1)
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else
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if(hand && l_hand) // Attacked with item in left hand.
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I = image(l_hand.icon, A, l_hand.icon_state, A.layer + 1)
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else if (!hand && r_hand) // Attacked with item in right hand.
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I = image(r_hand.icon, A, r_hand.icon_state, A.layer + 1)
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else // Attacked with a fist?
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return
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// Who can see the attack?
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var/list/viewing = list()
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@@ -107,7 +107,7 @@
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if(M.a_intent != I_HELP)
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var/action
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switch(a_intent)
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switch(M.a_intent)
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if(I_GRAB)
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action = "grabbed"
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if(I_DISARM)
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@@ -133,7 +133,6 @@
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visible_message(SPAN_NOTICE("[M] [action] [src] waking [t_him] up!"))
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sleeping = 0
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willfully_sleeping = FALSE
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return
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/mob/living/carbon/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null, var/tesla_shock = 0, var/ground_zero)
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if(status_flags & GODMODE)
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