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Repathed /obj/item/projectile to /obj/projectile (#19693)
Repathed /obj/item/projectile to /obj/projectile, same as TG and Bay, that's pretty much it.
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@@ -52,7 +52,7 @@
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// "Stun" weapons can cause minor damage to components (short-circuits?)
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// "Burn" damage is equally strong against internal components and exterior casing
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// "Brute" damage mostly damages the casing.
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/obj/item/modular_computer/bullet_act(var/obj/item/projectile/Proj)
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/obj/item/modular_computer/bullet_act(var/obj/projectile/Proj)
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switch(Proj.damage_type)
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if(DAMAGE_BRUTE)
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take_damage(Proj.damage, Proj.damage / 2)
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@@ -1,5 +1,5 @@
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/obj/item/modular_computer/console/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(istype(mover,/obj/item/projectile))
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if(istype(mover,/obj/projectile))
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if(prob(80))
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//Holoscreens are non solid, and the frames of the computers are thin. So projectiles will usually
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//pass through
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