mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-30 00:21:11 +01:00
.loc = to forceMove() (#4937)
As requested, this PR is changed to only include all .loc = to forceMove() changes.
This commit is contained in:
@@ -708,9 +708,8 @@ obj/item/weapon/gun/Destroy()
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to_chat(user, "<span class='danger'>There is a bayonet attached to \the [src] already.</span>")
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return
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user.drop_from_inventory(I)
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user.drop_from_inventory(I,src)
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bayonet = I
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I.forceMove(src)
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to_chat(user, "<span class='notice'>You attach \the [I] to the front of \the [src].</span>")
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update_icon()
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@@ -24,6 +24,6 @@
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/obj/item/weapon/gun/launcher/process_projectile(obj/item/projectile, mob/user, atom/target, var/target_zone, var/params=null, var/pointblank=0, var/reflex=0)
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update_release_force(projectile)
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projectile.loc = get_turf(user)
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projectile.forceMove(get_turf(user))
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projectile.throw_at(target, throw_distance, release_force, user)
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return 1
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@@ -42,7 +42,7 @@
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if(throwforce == 15) // The rod has been superheated - we don't want it to be useable when removed from the bow.
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user << "[src] shatters into a scattering of overstressed metal shards as it leaves the crossbow."
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var/obj/item/weapon/material/shard/shrapnel/S = new()
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S.loc = get_turf(src)
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S.forceMove(get_turf(src))
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qdel(src)
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/obj/item/weapon/gun/launcher/crossbow
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@@ -83,7 +83,7 @@
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if(tension)
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if(bolt)
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user.visible_message("[user] relaxes the tension on [src]'s string and removes [bolt].","You relax the tension on [src]'s string and remove [bolt].")
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bolt.loc = get_turf(src)
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bolt.forceMove(get_turf(src))
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var/obj/item/weapon/arrow/A = bolt
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bolt = null
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A.removed(user)
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@@ -147,7 +147,7 @@
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if (R.use(1))
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bolt = new /obj/item/weapon/arrow/rod(src)
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bolt.fingerprintslast = src.fingerprintslast
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bolt.loc = src
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bolt.forceMove(src)
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update_icon()
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user.visible_message("[user] jams [bolt] into [src].","You jam [bolt] into [src].")
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superheat_rod(user)
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@@ -155,9 +155,8 @@
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if(istype(W, /obj/item/weapon/cell))
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if(!cell)
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user.drop_item()
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user.drop_from_inventory(cell,src)
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cell = W
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cell.loc = src
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user << "<span class='notice'>You jam [cell] into [src] and wire it to the firing coil.</span>"
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superheat_rod(user)
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else
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@@ -166,7 +165,7 @@
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else if(isscrewdriver(W))
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if(cell)
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var/obj/item/C = cell
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C.loc = get_turf(user)
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C.forceMove(get_turf(user))
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user << "<span class='notice'>You jimmy [cell] out of [src] with [W].</span>"
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cell = null
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else
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@@ -55,7 +55,7 @@
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user << "<span class='warning'>[src] is full.</span>"
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return
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user.remove_from_mob(G)
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G.loc = src
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G.forceMove(src)
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grenades.Insert(1, G) //add to the head of the list, so that it is loaded on the next pump
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user.visible_message("[user] inserts \a [G] into [src].", "<span class='notice'>You insert \a [G] into [src].</span>")
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@@ -117,7 +117,7 @@
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user << "<span class='warning'>[src] is already loaded.</span>"
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return
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user.remove_from_mob(G)
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G.loc = src
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G.forceMove(src)
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chambered = G
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user.visible_message("[user] load \a [G] into [src].", "<span class='notice'>You load \a [G] into [src].</span>")
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@@ -162,7 +162,6 @@
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/obj/item/weapon/cannonframe/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/pipe))
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if(buildstate == 0)
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user.drop_from_inventory(W)
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qdel(W)
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user << "<span class='notice'>You secure the piping inside the frame.</span>"
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buildstate++
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@@ -180,7 +179,6 @@
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return
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else if(istype(W,/obj/item/device/transfer_valve))
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if(buildstate == 4)
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user.drop_from_inventory(W)
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qdel(W)
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user << "<span class='notice'>You install the transfer valve and connect it to the piping.</span>"
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buildstate++
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@@ -26,8 +26,7 @@
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/obj/item/weapon/gun/launcher/rocket/attackby(obj/item/I as obj, mob/user as mob)
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if(istype(I, /obj/item/ammo_casing/rocket))
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if(rockets.len < max_rockets)
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user.drop_item()
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I.loc = src
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user.drop_from_inventory(I,src)
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rockets += I
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user << "<span class='notice'>You put the rocket in [src].</span>"
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user << "<span class='notice'>[rockets.len] / [max_rockets] rockets.</span>"
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@@ -23,7 +23,7 @@
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syringe = I
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user << "<span class='notice'>You carefully insert [syringe] into [src].</span>"
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user.remove_from_mob(syringe)
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syringe.loc = src
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syringe.forceMove(src)
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sharp = 1
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name = "syringe dart"
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update_icon()
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@@ -126,7 +126,7 @@
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user << "<span class='warning'>[src] is full!</span>"
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return
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user.remove_from_mob(C)
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C.loc = src
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C.forceMove(src)
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darts += C //add to the end
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user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src].</span>")
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else
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@@ -96,7 +96,7 @@
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switch(handle_casings)
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if(EJECT_CASINGS) //eject casing onto ground.
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chambered.loc = get_turf(src)
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chambered.forceMove(get_turf(src))
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if(CYCLE_CASINGS) //cycle the casing back to the end.
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if(ammo_magazine)
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ammo_magazine.stored_ammo += chambered
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@@ -121,7 +121,7 @@
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user << "<span class='warning'>[src] already has a magazine loaded.</span>" //already a magazine here
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return
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user.remove_from_mob(AM)
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AM.loc = src
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AM.forceMove(src)
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ammo_magazine = AM
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user.visible_message("[user] inserts [AM] into [src].", "<span class='notice'>You insert [AM] into [src].</span>")
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playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
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@@ -134,7 +134,7 @@
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if(loaded.len >= max_shells)
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break
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if(C.caliber == caliber)
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C.loc = src
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C.forceMove(src)
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loaded += C
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AM.stored_ammo -= C //should probably go inside an ammo_magazine proc, but I guess less proc calls this way...
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count++
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@@ -151,7 +151,7 @@
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return
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user.remove_from_mob(C)
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C.loc = src
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C.forceMove(src)
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loaded.Insert(1, C) //add to the head of the list
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user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src].</span>")
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playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
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@@ -173,7 +173,7 @@
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var/turf/T = get_turf(user)
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if(T)
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for(var/obj/item/ammo_casing/C in loaded)
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C.loc = T
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C.forceMove(T)
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count++
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loaded.Cut()
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if(count)
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@@ -212,7 +212,7 @@
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/obj/item/weapon/gun/projectile/afterattack(atom/A, mob/living/user)
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..()
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if(auto_eject && ammo_magazine && ammo_magazine.stored_ammo && !ammo_magazine.stored_ammo.len)
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ammo_magazine.loc = get_turf(src.loc)
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ammo_magazine.forceMove(get_turf(src.loc))
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user.visible_message(
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"[ammo_magazine] falls out and clatters on the floor!",
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"<span class='notice'>[ammo_magazine] falls out and clatters on the floor!</span>"
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@@ -112,8 +112,7 @@
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user << "<span class='notice'>[src] already has [max_beakers] beakers in it - another one isn't going to fit!</span>"
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return
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var/obj/item/weapon/reagent_containers/glass/beaker/B = I
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user.drop_item()
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B.loc = src
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user.drop_from_inventory(B,src)
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beakers += B
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user << "<span class='notice'>You slot [B] into [src].</span>"
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src.updateUsrDialog()
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@@ -189,7 +188,7 @@
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usr << "You remove [B] from [src]."
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mixing -= B
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beakers -= B
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B.loc = get_turf(src)
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B.forceMove(get_turf(src))
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else if (href_list["eject_cart"])
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unload_ammo(usr)
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src.updateUsrDialog()
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@@ -101,7 +101,6 @@
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/obj/item/weapon/receivergun/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/pipe))
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if(buildstate == 0)
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user.drop_from_inventory(W)
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qdel(W)
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user << "<span class='notice'>You place the pipe and the receiver together.</span>"
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buildstate++
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@@ -109,7 +108,6 @@
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return
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else if(istype(W,/obj/item/weapon/stock))
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if(buildstate == 1)
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user.drop_from_inventory(W)
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qdel(W)
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user << "<span class='notice'>You add the stock to the assembly.</span>"
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buildstate++
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@@ -117,7 +115,6 @@
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return
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else if(istype(W,/obj/item/weapon/tape_roll))
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if(buildstate == 2)
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user.drop_from_inventory(W)
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qdel(W)
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user << "<span class='notice'>You strap the pieces together with tape.</span>"
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buildstate++
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@@ -185,7 +182,6 @@
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return
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else if(istype(W,/obj/item/weapon/receivergun))
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if(buildstate == 1)
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user.drop_from_inventory(W)
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qdel(W)
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user << "<span class='notice'>You add the receiver to the assembly.</span>"
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buildstate++
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@@ -193,7 +189,6 @@
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return
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else if(istype(W,/obj/item/pipe))
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if(buildstate == 2)
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user.drop_from_inventory(W)
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qdel(W)
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user << "<span class='notice'>You strap the pipe to the assembly.</span>"
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buildstate++
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@@ -31,7 +31,7 @@
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ammo_magazine = new magazine_type(src)
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gun.magazine_type = ammo_magazine
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gun.ammo_magazine = ammo_magazine
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gun.loc = src
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gun.forceMove(src)
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/obj/item/minigunpack/proc/make_gun()
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return new /obj/item/weapon/gun/projectile/automatic/rifle/minigun()
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@@ -215,11 +215,10 @@
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if(user.l_hand != src && user.r_hand != src) //if we're not in his hands
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user << "<span class='notice'>You'll need [src] in your hands to do that.</span>"
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return
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user.drop_item()
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user.drop_from_inventory(I,src)
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user << "<span class='notice'>You screw [I] onto [src].</span>"
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silenced = I //dodgy?
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w_class = 3
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I.loc = src //put the silencer into the gun
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update_icon()
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return
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..()
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@@ -72,7 +72,7 @@
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/obj/item/weapon/gun/projectile/contender/attack_self(mob/user as mob)
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if(chambered)
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chambered.loc = get_turf(src)
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chambered.forceMove(get_turf(src))
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chambered = null
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var/obj/item/ammo_casing/C = loaded[1]
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loaded -= C
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@@ -165,7 +165,7 @@
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if(chambered)//We have a shell in the chamber
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chambered.loc = get_turf(src)//Eject casing
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chambered.forceMove(get_turf(src))//Eject casing
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chambered = null
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if(loaded.len)
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@@ -181,8 +181,7 @@
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user << "<span class='notice'>You need to open the bolt of \the [src] first.</span>"
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return
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if(!has_clip)
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user.drop_from_inventory(A)
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A.forceMove(src)
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user.drop_from_inventory(A,src)
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has_clip = A
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user << "<span class='notice'>You load the clip into \the [src].</span>"
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if(!has_clip.stored_ammo.len)
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@@ -58,7 +58,7 @@
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if(bolt_open)
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if(chambered)
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user << "<span class='notice'>You work the bolt open, ejecting [chambered]!</span>"
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chambered.loc = get_turf(src)
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chambered.forceMove(get_turf(src))
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loaded -= chambered
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chambered = null
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else
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@@ -151,22 +151,18 @@
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return ..()
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if(ismodifier(A) && gun_mods.len < modifier_cap)
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gun_mods += A
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user.drop_item()
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A.forceMove(src)
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user.drop_from_inventory(A,src)
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else if(islasercapacitor(A) && stage == 1)
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capacitor = A
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user.drop_item()
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A.forceMove(src)
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user.drop_from_inventory(A,src)
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stage = 2
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else if(isfocusinglens(A) && stage == 2)
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focusing_lens = A
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user.drop_item()
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A.forceMove(src)
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user.drop_from_inventory(A,src)
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stage = 3
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else if(ismodulator(A) && stage == 3)
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modulator = A
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user.drop_item()
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A.forceMove(src)
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user.drop_from_inventory(A,src)
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else
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return ..()
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user << "<span class='notice'>You insert \the [A] into the assembly.</span>"
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@@ -52,8 +52,7 @@ Firing pins as a rule can't be removed without replacing them, blame a really sh
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/obj/item/device/firing_pin/proc/gun_insert(mob/living/user, obj/item/weapon/gun/G)
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gun = G
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user.drop_from_inventory(src)
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forceMove(gun)
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user.drop_from_inventory(src,gun)
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gun.pin = src
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return
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