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Squashed armalis/vox commits and human icon update commits:
Armalis gear and mob icons, plus sonic cannon. Added sonic cannon skeleton code. Noise cannon fire sound, Vox shriek sound. Added Vox Armalis species. Swapped vox breath mask over to species_restricted check. Added Vox Armalis gear. Added a random shriek effect to Vox and Vox Armalis speech. Added quickspawn Vox Armalis definition. Vox shriek sound effect. Thought I committed this earlier. Added r_hand and l_hand icon_overwrite checks. More work on Armalis. Added gut() and leap() human procs. Adding/fixing up the leap() and gut() verbs, and a LEAPING status_flag for human/Bump(). Fixing some missing pixels in the armalis tail. Almost forgot to whitelist armalis...
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@@ -12,7 +12,6 @@
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item_state = "bolt"
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//Launcher.
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/obj/item/weapon/spikethrower
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name = "Vox spike thrower"
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@@ -112,4 +111,59 @@
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spike.loc = get_turf(src)
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spike.throw_at(target,10,fire_force)
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spike = null
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update_icon()
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update_icon()
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//This gun only functions for armalis. The on-sprite is too huge to render properly on other sprites.
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/obj/item/weapon/gun/energy/noisecannon
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name = "alien heavy cannon"
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desc = "It's some kind of enormous alien weapon, as long as a man is tall."
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icon = 'icons/obj/gun.dmi' //Actual on-sprite is handled by icon_override.
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icon_override = 'icons/mob/vox.dmi'
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icon_state = "noisecannon"
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item_state = "noisecannon"
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recoil = 1
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force = 10
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projectile_type = "/obj/item/projectile/energy/sonic"
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cell_type = "/obj/item/weapon/cell/super"
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fire_delay = 40
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fire_sound = 'sound/effects/basscannon.ogg'
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var/mode = 1
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/obj/item/weapon/gun/energy/noisecannon/attack_hand(mob/user as mob)
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if(loc != user)
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var/mob/living/carbon/human/H = user
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if(istype(H))
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if(H.species.name == "Vox Armalis")
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..()
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return
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user << "\red \The [src] is far too large for you to pick up."
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return
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/obj/item/weapon/gun/energy/noisecannon/load_into_chamber() //Does not have ammo.
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in_chamber = new projectile_type(src)
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return 1
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/obj/item/weapon/gun/energy/noisecannon/update_icon()
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return
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//Projectile.
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/obj/item/projectile/energy/sonic
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name = "distortion"
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icon = 'icons/obj/machines/particle_accelerator2.dmi'
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icon_state = "particle"
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damage = 60
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damage_type = BRUTE
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flag = "bullet"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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embed = 0
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weaken = 5
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stun = 5
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/obj/item/projectile/energy/sonic/proc/split()
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//TODO: create two more projectiles to either side of this one, fire at targets to the side of target turf.
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return
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