mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-23 13:05:44 +01:00
@@ -91,9 +91,11 @@
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/obj/item/weapon/cane/concealed/New()
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..()
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concealed_blade = new/obj/item/weapon/butterfly/switchblade(src)
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var/obj/item/weapon/butterfly/switchblade/temp_blade = new(src)
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concealed_blade = temp_blade
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temp_blade.attack_self()
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/obj/item/weapon/cane/concealed/attack_self(mob/user)
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/obj/item/weapon/cane/concealed/attack_self(var/mob/user)
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if(concealed_blade)
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user.visible_message("<span class='warning'>[user] has unsheathed \a [concealed_blade] from \his [src]!</span>", "You unsheathe \the [concealed_blade] from \the [src].")
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// Calling drop/put in hands to properly call item drop/pickup procs
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@@ -101,8 +103,9 @@
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user.drop_from_inventory(src)
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user.put_in_hands(concealed_blade)
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user.put_in_hands(src)
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user.update_inv_l_hand(0)
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user.update_inv_r_hand()
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concealed_blade = null
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update_icon()
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else
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..()
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@@ -104,7 +104,14 @@
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// Okay, it wasn't a terminal being touched, check for all the simple insertions.
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if(input_device.type in list(/obj/item/device/paicard, /obj/item/device/mmi, /obj/item/device/mmi/digital/posibrain))
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integrate_ai(input_device,user)
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if(integrated_ai)
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integrated_ai.attackby(input_device,user)
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// If the transfer was successful, we can clear out our vars.
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if(integrated_ai.loc != src)
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integrated_ai = null
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eject_ai()
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else
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integrate_ai(input_device,user)
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return 1
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return 0
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@@ -62,7 +62,7 @@
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matter = list("metal" = 3750)
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var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO
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origin_tech = "materials=1;engineering=1"
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attack_verb = list("hit", "pierced", "sliced", "attacked", "drilled")
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attack_verb = list("hit", "pierced", "sliced", "attacked")
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var/drill_sound = 'sound/weapons/Genhit.ogg'
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var/drill_verb = "drilling"
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sharp = 1
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@@ -107,6 +107,7 @@
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digspeed = 20
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origin_tech = "materials=4"
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desc = "This makes no metallurgic sense."
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drill_verb = "picking"
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/obj/item/weapon/pickaxe/plasmacutter
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name = "plasma cutter"
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@@ -125,7 +126,8 @@
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item_state = "dpickaxe"
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digspeed = 10
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origin_tech = "materials=6;engineering=4"
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desc = "A pickaxe with a diamond pick head, this is just like minecraft."
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desc = "A pickaxe with a diamond pick head."
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drill_verb = "picking"
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/obj/item/weapon/pickaxe/diamonddrill //When people ask about the badass leader of the mining tools, they are talking about ME!
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name = "diamond mining drill"
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@@ -80,7 +80,7 @@
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mutations.Add(HUSK)
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status_flags |= DISFIGURED //makes them unknown without fucking up other stuff like admintools
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update_body(0)
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update_body(1)
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return
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/mob/living/carbon/human/proc/Drain()
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@@ -216,14 +216,14 @@
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if (istype(l_hand,/obj/item/weapon/gun))
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W = l_hand
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chance = hand ? 40 : 20
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chance += hand ? 40 : 20
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if (istype(r_hand,/obj/item/weapon/gun))
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else if (istype(r_hand,/obj/item/weapon/gun))
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W = r_hand
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chance = !hand ? 40 : 20
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chance += !hand ? 40 : 20
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if (prob(chance))
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visible_message("<span class='danger'>[src]'s [W] goes off during struggle!</span>")
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visible_message("<span class='danger'>[src]'s [W.name] goes off during struggle!")
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var/list/turfs = list()
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for(var/turf/T in view())
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turfs += T
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@@ -41,12 +41,12 @@
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if (target.l_hand)
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// Disarm left hand
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//Urist McAssistant dropped the macguffin with a scream just sounds odd. Plus it doesn't work with NO_PAIN
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target.visible_message("<span class='danger'>\The [target.l_hand] was knocked right out of [src]'s grasp!</span>")
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target.visible_message("<span class='danger'>\The [target.l_hand] was knocked right out of [target]'s grasp!</span>")
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target.drop_l_hand()
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if("r_arm", "r_hand")
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if (target.r_hand)
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// Disarm right hand
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target.visible_message("<span class='danger'>\The [target.r_hand] was knocked right out of [src]'s grasp!</span>")
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target.visible_message("<span class='danger'>\The [target.r_hand] was knocked right out of [target]'s grasp!</span>")
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target.drop_r_hand()
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if("chest")
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if(!target.lying)
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@@ -10,14 +10,13 @@
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is_adult = 0
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maxHealth = 150
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revive()
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regenerate_icons()
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if (!client) rabid = 1
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number = rand(1, 1000)
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name = "[colour] [is_adult ? "adult" : "baby"] slime ([number])"
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return
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. = ..(gibbed, "seizes up and falls limp...")
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mood = null
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regenerate_icons()
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return
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@@ -71,6 +71,7 @@
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mutation_chance = rand(25, 35)
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var/sanitizedcolour = replacetext(colour, " ", "")
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coretype = text2path("/obj/item/slime_extract/[sanitizedcolour]")
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regenerate_icons()
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..(location)
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/mob/living/carbon/slime/movement_delay()
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@@ -8,7 +8,7 @@
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load_method = MAGAZINE
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/obj/item/weapon/gun/projectile/colt/detective
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desc = "A cheap Martian knock-off of a Colt M1911. Uses less-than-lethal .45 rounds."
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desc = "A cheap Martian knock-off of a Colt M1911. Uses .45 rounds."
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magazine_type = /obj/item/ammo_magazine/c45m/rubber
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/obj/item/weapon/gun/projectile/colt/detective/verb/rename_gun()
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@@ -30,7 +30,7 @@
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return 1
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/obj/item/weapon/gun/projectile/sec
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desc = "A NanoTrasen designed sidearm, found pretty much everywhere humans are. Uses less-than-lethal .45 rounds."
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desc = "A NanoTrasen designed sidearm, found pretty much everywhere humans are. Uses .45 rounds."
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name = "\improper NT Mk58"
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icon_state = "secguncomp"
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magazine_type = /obj/item/ammo_magazine/c45m/rubber
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@@ -40,11 +40,10 @@
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/obj/item/weapon/gun/projectile/sec/flash
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name = "\improper NT Mk58 signal pistol"
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desc = "A NanoTrasen designed sidearm, found pretty much everywhere humans are. Uses .45 signal flash rounds."
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magazine_type = /obj/item/ammo_magazine/c45m/flash
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/obj/item/weapon/gun/projectile/sec/wood
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desc = "A Nanotrasen designed sidearm, this one has a sweet wooden grip. Uses less-than-lethal .45 rounds."
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desc = "A Nanotrasen designed sidearm, this one has a sweet wooden grip. Uses .45 rounds."
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name = "\improper Custom NT Mk58"
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icon_state = "secgundark"
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@@ -118,7 +117,7 @@
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/obj/item/weapon/gun/projectile/pistol/flash
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name = "\improper Stechtkin signal pistol"
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desc = "A small, easily concealable gun. Uses 9mm signal flash rounds."
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desc = "A small, easily concealable gun. Uses 9mm rounds."
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magazine_type = /obj/item/ammo_magazine/mc9mm/flash
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/obj/item/weapon/gun/projectile/pistol/attack_hand(mob/user as mob)
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@@ -136,11 +136,13 @@
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//Called when the projectile intercepts a mob. Returns 1 if the projectile hit the mob, 0 if it missed and should keep flying.
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/obj/item/projectile/proc/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier=0)
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if(!istype(target_mob))
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return
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//accuracy bonus from aiming
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if (istype(shot_from, /obj/item/weapon/gun))
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var/obj/item/weapon/gun/daddy = shot_from
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miss_modifier -= round(15*daddy.accuracy)
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//If you aim at someone beforehead, it'll hit more often.
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//Kinda balanced by fact you need like 2 seconds to aim
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//As opposed to no-delay pew pew
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@@ -184,7 +186,7 @@
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/obj/item/projectile/Bump(atom/A as mob|obj|turf|area, forced=0)
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if(A == src)
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return 0 //no
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if(A == firer)
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loc = A.loc
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return 0 //cannot shoot yourself
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@@ -205,7 +207,7 @@
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visible_message("<span class='danger'>\The [M] uses [G.affecting] as a shield!</span>")
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if(Bump(G.affecting, forced=1))
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return //If Bump() returns 0 (keep going) then we continue on to attack M.
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passthrough = !attack_mob(M, distance)
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else
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passthrough = 1 //so ghosts don't stop bullets
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@@ -214,7 +216,7 @@
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if(isturf(A))
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for(var/obj/O in A)
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O.bullet_act(src)
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for(var/mob/M in A)
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for(var/mob/living/M in A)
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attack_mob(M, distance)
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//penetrating projectiles can pass through things that otherwise would not let them
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@@ -237,7 +239,7 @@
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//stop flying
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on_impact(A)
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density = 0
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invisibility = 101
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del(src)
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@@ -268,8 +270,8 @@
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if(!(original in permutated))
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Bump(original)
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sleep(1)
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//"Tracing" projectile
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//"Tracing" projectile
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/obj/item/projectile/test //Used to see if you can hit them.
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invisibility = 101 //Nope! Can't see me!
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yo = null
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Reference in New Issue
Block a user