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Ports the radiation subsystem and cleans up damage flags. (#15715)
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@@ -2,7 +2,7 @@
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name = "bullet"
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icon_state = "bullet"
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damage = 60
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damage_type = BRUTE
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damage_type = DAMAGE_BRUTE
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impact_sounds = list(BULLET_IMPACT_MEAT = SOUNDS_BULLET_MEAT, BULLET_IMPACT_METAL = SOUNDS_BULLET_METAL)
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nodamage = FALSE
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check_armor = "bullet"
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@@ -277,7 +277,7 @@
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weaken = 0
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drowsy = 0
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eyeblur = 0
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damage_type = BRUTE
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damage_type = DAMAGE_BRUTE
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speed = 0.3
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/obj/item/projectile/bullet/rifle/tranq/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
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@@ -301,7 +301,7 @@
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if(isanimal(target))
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target.visible_message("<b>[target]</b> twitches, foaming at the mouth.")
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L.apply_damage(35, TOX) //temporary until simple_animal paralysis actually works.
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L.apply_damage(35, DAMAGE_TOXIN) //temporary until simple_animal paralysis actually works.
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..()
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/* Miscellaneous */
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@@ -328,7 +328,7 @@
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/obj/item/projectile/bullet/pistol/cap
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name = "cap"
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damage_type = PAIN
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damage_type = DAMAGE_PAIN
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damage = 0
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nodamage = 1
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embed = 0
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@@ -343,7 +343,7 @@
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icon = 'icons/obj/terminator.dmi'
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icon_state = "flechette_bullet"
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damage = 40
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damage_type = BRUTE
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damage_type = DAMAGE_BRUTE
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check_armor = "bullet"
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embed = 1
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sharp = 1
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@@ -414,7 +414,7 @@
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var/turf/T = get_turf(mob)
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if(T && (loc.z == T.z))
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if(ishuman(mob))
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mob.apply_damage(250, IRRADIATE, damage_flags = DAM_DISPERSED)
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mob.apply_damage(250, DAMAGE_RADIATION, damage_flags = DAMAGE_FLAG_DISPERSED)
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new /obj/effect/temp_visual/nuke(A.loc)
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explosion(A,2,5,9)
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..()
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