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- Removed support for the ONBACK and ONBELT flags.
- Replaced them with a whole range of inventory slot flags. These now govern whether an item can or can't be placed in a certain inventory slot. See setup.dm for information on the flags. These flags only affect humans tho, as humans are the only beings with an inventory to talk of. - Standardized some gun code and some other pieces of code as I came accross them. I hate indented variable definitions! This commit should not bring any change whatsoever to the game from a player's perspective. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3659 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -19,33 +19,32 @@
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flags = FPRINT | TABLEPASS
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pass_flags = PASSTABLE
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mouse_opacity = 0
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var
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bumped = 0 //Prevents it from hitting more than one guy at once
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def_zone = "" //Aiming at
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mob/firer = null//Who shot it
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silenced = 0 //Attack message
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yo = null
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xo = null
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current = null
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turf/original = null // the original turf clicked
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turf/starting = null // the projectile's starting turf
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var/bumped = 0 //Prevents it from hitting more than one guy at once
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var/def_zone = "" //Aiming at
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var/mob/firer = null//Who shot it
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var/silenced = 0 //Attack message
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var/yo = null
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var/xo = null
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var/current = null
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var/turf/original = null // the original turf clicked
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var/turf/starting = null // the projectile's starting turf
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p_x = 16
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p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
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var/p_x = 16
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var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
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damage = 10
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damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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nodamage = 0 //Determines if the projectile will skip any damage inflictions
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flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
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projectile_type = "/obj/item/projectile"
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var/damage = 10
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
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var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
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var/projectile_type = "/obj/item/projectile"
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//Effects
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stun = 0
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weaken = 0
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paralyze = 0
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irradiate = 0
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stutter = 0
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eyeblur = 0
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drowsy = 0
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var/stun = 0
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var/weaken = 0
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var/paralyze = 0
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var/irradiate = 0
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var/stutter = 0
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var/eyeblur = 0
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var/drowsy = 0
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proc/on_hit(var/atom/target, var/blocked = 0)
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