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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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@@ -3,14 +3,14 @@
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desc = "What?"
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gender = PLURAL
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icon = 'icons/obj/stock_parts.dmi'
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randpixel = 5
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w_class = 2.0
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var/rating = 1
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drop_sound = 'sound/items/drop/glass.ogg'
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/obj/item/weapon/stock_parts/Initialize()
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. = ..()
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src.pixel_x = rand(-5.0, 5)
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src.pixel_y = rand(-5.0, 5)
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randpixel_xy()
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//Rank 1
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@@ -19,6 +19,7 @@
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desc = "It looks extremely delicate."
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icon = 'icons/obj/xenoarchaeology.dmi'
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icon_state = "sliver1" //0-4
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randpixel = 8
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w_class = 1
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sharp = 1
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//item_state = "electronic"
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@@ -27,8 +28,7 @@
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/obj/item/weapon/rocksliver/New()
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icon_state = "sliver[rand(1,3)]"
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pixel_x = rand(0,16)-8
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pixel_y = rand(0,8)-8
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randpixel_xy()
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create_reagents(50)
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reagents.add_reagent("ground_rock",50)
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