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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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@@ -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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