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Ports table item autoalign from Bay (#6946)
Made it so items get their pixel x/y reset on pickup.
Thrown items now also get their pixel placement slightly randomized.
Tweaked the center of mass on a boatload of items to be more accurate to their sprite art.
Replaced a bunch of randomized pixel placement code into a unifying proc; randpixel_xy() that uses an item's randpixel var.
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@@ -24,7 +24,7 @@
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/obj/item/weapon/bee_net/resolve_attackby(atom/A, mob/user)
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/obj/item/weapon/bee_net/resolve_attackby(atom/A, mob/user, var/click_parameters)
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if (istype(A, /turf))
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var/turf/T = A
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for(var/mob/living/simple_animal/bee/B in T)
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@@ -36,7 +36,7 @@
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else if (istype(A, /obj/machinery/beehive) && caught_bees)
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deposit_bees(A, user)
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return 1
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..()
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..(A, user, click_parameters)
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/obj/item/weapon/bee_net/proc/capture_bees(var/mob/living/simple_animal/bee/target, var/mob/living/user)
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@@ -22,7 +22,7 @@
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//Bee smoker intentionally spawns empty. Fill it at a weldertank before use
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//I would prefer to rename this to attack(), but that would involve touching hundreds of files.
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/obj/item/weapon/bee_smoker/resolve_attackby(atom/A, mob/user)
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/obj/item/weapon/bee_smoker/resolve_attackby(atom/A, mob/user, var/click_parameters)
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if (istype(A, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,A) <= 1)
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A.reagents.trans_to_obj(src, max_fuel)
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to_chat(user, "<span class='notice'>Smoker refilled!</span>")
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@@ -41,7 +41,7 @@
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return 1
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else
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smoke_at(A)
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..()
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..(A, user, click_parameters)
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return 1
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