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Ports the radiation subsystem and cleans up damage flags. (#15715)
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@@ -159,7 +159,7 @@
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if (safety_disabled)
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item_power_usage = 2500
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for(var/obj/item/holo/esword/H in linkedholodeck)
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H.damtype = BRUTE
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H.damtype = DAMAGE_BRUTE
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else
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item_power_usage = initial(item_power_usage)
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for(var/obj/item/holo/esword/H in linkedholodeck)
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@@ -171,7 +171,7 @@
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if (istype(W, /obj/item/grab) && get_dist(src,user)<2)
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var/obj/item/grab/G = W
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if(istype(G.affecting,/mob/living))
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grab_smash_attack(G, PAIN)
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grab_smash_attack(G, DAMAGE_PAIN)
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return
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if(W.flags & NOBLUDGEON) return
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@@ -183,7 +183,7 @@
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else if(W.iswrench() && !anchored && (!state || !reinf))
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to_chat(user, ("<span class='notice'>It's a holowindow, you can't dismantle it!</span>"))
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else
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if(W.damtype == BRUTE || W.damtype == BURN)
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if(W.damtype == DAMAGE_BRUTE || W.damtype == DAMAGE_BURN)
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hit(W.force)
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if(health <= 7)
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anchored = 0
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@@ -216,7 +216,7 @@
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var/aforce = I.force
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playsound(src.loc, 'sound/effects/glass_hit.ogg', 75, 1)
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visible_message("<span class='danger'>[src] was hit by [I].</span>")
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if(I.damtype == BRUTE || I.damtype == BURN)
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if(I.damtype == DAMAGE_BRUTE || I.damtype == DAMAGE_BURN)
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take_damage(aforce)
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return
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@@ -254,7 +254,7 @@
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return
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/obj/item/holo
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damtype = PAIN
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damtype = DAMAGE_PAIN
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no_attack_log = 1
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/obj/item/holo/esword
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