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https://github.com/Aurorastation/Aurora.3.git
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Merge branch 'master' of github.com:Baystation12/Baystation12 into dev-freeze
Conflicts: icons/mob/back.dmi icons/mob/mask.dmi
This commit is contained in:
@@ -70,7 +70,7 @@
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flick("e_flash", M.flash)
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if(ishuman(M) && ishuman(user) && M.stat!=DEAD)
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if(user.mind && user.mind in ticker.mode.head_revolutionaries)
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if(user.mind && user.mind in ticker.mode.head_revolutionaries && ticker.mode.name == "revolution")
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var/revsafe = 0
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for(var/obj/item/weapon/implant/loyalty/L in M)
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if(L && L.implanted)
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@@ -86,7 +86,6 @@
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user << "<span class='warning'>Something seems to be blocking the flash!</span>"
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else
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user << "<span class='warning'>This mind seems resistant to the flash!</span>"
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user << "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>"
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else
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flashfail = 1
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@@ -153,7 +153,7 @@
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playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
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add_fingerprint(user)
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if(blood_overlay && (blood_DNA.len >= 1)) //updates blood overlay, if any
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if(blood_overlay && (blood_DNA.len >= 1)) //updates blood overlay, if any
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overlays.Cut()//this might delete other item overlays as well but eeeeeeeh
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var/icon/I = new /icon(src.icon, src.icon_state)
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@@ -176,12 +176,10 @@
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else
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user.take_organ_damage(2*force)
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return
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if(!..()) return
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playsound(src.loc, "swing_hit", 50, 1, -1)
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//target.Stun(4) //naaah
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target.Weaken(4)
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return
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if(..())
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playsound(src.loc, "swing_hit", 50, 1, -1)
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target.Weaken(4)
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return
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else
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return ..()
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@@ -216,8 +214,6 @@
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/*
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* Energy Axe
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*/
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/obj/item/weapon/melee/energy/axe/attack(target as mob, mob/user as mob)
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..()
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/obj/item/weapon/melee/energy/axe/attack_self(mob/user as mob)
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src.active = !( src.active )
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@@ -372,18 +372,21 @@
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usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
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user.eye_blurry += rand(12,20)
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E.damage += rand(12, 16)
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if(E.damage > 10 && safety < 2)
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user << "\red Your eyes are really starting to hurt. This can't be good for you!"
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if (E.damage >= E.min_broken_damage)
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user << "\red You go blind!"
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user.sdisabilities |= BLIND
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else if (E.damage >= E.min_bruised_damage)
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user << "\red You go blind!"
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user.eye_blind = 5
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user.eye_blurry = 5
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user.disabilities |= NEARSIGHTED
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spawn(100)
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user.disabilities &= ~NEARSIGHTED
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if(safety<2)
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if(E.damage > 10)
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user << "\red Your eyes are really starting to hurt. This can't be good for you!"
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if (E.damage >= E.min_broken_damage)
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user << "\red You go blind!"
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user.sdisabilities |= BLIND
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else if (E.damage >= E.min_bruised_damage)
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user << "\red You go blind!"
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user.eye_blind = 5
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user.eye_blurry = 5
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user.disabilities |= NEARSIGHTED
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spawn(100)
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user.disabilities &= ~NEARSIGHTED
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return
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