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Fixing mechanical traps and portable flashers (#1173)
Traps will trigger don't matter if you are walking or running, same with portable flashers. Also, fixing a missing shotgun box sprite and a the wrong gun in the supply cargo crate.
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@@ -708,8 +708,8 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
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/datum/supply_packs/weapons
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name = "Weapons crate"
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contains = list(/obj/item/weapon/gun/energy/rifle,
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/obj/item/weapon/gun/energy/rifle,
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contains = list(/obj/item/weapon/gun/energy/rifle/laser,
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/obj/item/weapon/gun/energy/rifle/laser,
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/obj/item/weapon/gun/projectile/sec,
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/obj/item/weapon/gun/projectile/sec,
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/obj/item/ammo_magazine/c45m,
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@@ -103,10 +103,8 @@
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if ((src.disable) || (src.last_flash && world.time < src.last_flash + 150))
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return
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if(istype(AM, /mob/living/carbon))
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var/mob/living/carbon/M = AM
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if ((M.m_intent != "walk") && (src.anchored))
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src.flash()
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if (src.anchored)
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src.flash()
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/obj/machinery/flasher/portable/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/wrench))
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@@ -145,4 +143,4 @@
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icon_state = "launcherbtt"
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active = 0
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return
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return
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@@ -102,19 +102,19 @@
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/obj/item/weapon/beartrap/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.m_intent == "run")
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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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"<b>You hear a loud metallic snap!</b>"
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)
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attack_mob(L)
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if(!buckled_mob)
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anchored = 0
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deployed = 0
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update_icon()
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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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"<b>You hear a loud metallic snap!</b>"
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)
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attack_mob(L)
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if(!buckled_mob)
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anchored = 0
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deployed = 0
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update_icon()
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..()
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/obj/item/weapon/beartrap/update_icon()
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..()
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@@ -304,7 +304,7 @@
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/obj/item/ammo_magazine/shotgun/shell
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name = "ammunition box (shell)"
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icon_state = "llethalslug_box"
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icon_state = "lethalslug_box"
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ammo_type = /obj/item/ammo_casing/shotgun/pellet
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max_ammo = 8
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