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Fixes mechas and vehicle being unable to trigger land mines (#5591)
* Adds landmine and mecha interactions. * Adds changelog.
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@@ -54,15 +54,20 @@
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qdel(src)
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/obj/item/weapon/landmine/Crossed(AM as mob|obj)
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if(deployed && isliving(AM))
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var/mob/living/L = AM
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if(L.mob_size >= 5)
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L.visible_message(
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"<span class='danger'>[L] steps on \the [src].</span>",
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"<span class='danger'>You step on \the [src]!</span>",
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"<span class='danger'>You hear a mechanical click!</span>"
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)
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trigger(L)
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if(deployed)
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if(isliving(AM))
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var/mob/living/L = AM
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if(L.mob_size >= 5)
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L.visible_message(
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"<span class='danger'>[L] steps on \the [src].</span>",
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"<span class='danger'>You step on \the [src]!</span>",
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"<span class='danger'>You hear a mechanical click!</span>"
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)
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trigger(L)
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if(istype(AM, /obj/mecha) || istype(AM, /obj/vehicle))
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visible_message("<span class='danger'>\The [AM] triggers \the [src].</span>")
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trigger()
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..()
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/obj/item/weapon/landmine/attack_hand(mob/user as mob)
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@@ -92,7 +97,6 @@
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//landmines that do more than explode
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/obj/item/weapon/landmine/frag
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name = "fragmentation land mine"
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var/num_fragments = 15
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var/fragment_damage = 10
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var/damage_step = 2
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@@ -111,7 +115,8 @@
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spark(src, 3, alldirs)
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if(L)
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if(ishuman(L))
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L.apply_radiation(50)
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var/mob/living/carbon/human/H = L
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H.apply_radiation(50)
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qdel(src)
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/obj/item/weapon/landmine/phoron
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