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July Update Bugfixes: Better Than Alberyk Edition. (#5031)
Fixes #5030 Fixes #5028 Fixes #5040 Fixes american flags not showing up Fixes gauss rifles being overpowered I may add more bugfixes with this PR if anything juicy comes up.
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@@ -333,7 +333,7 @@
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recoil = 6
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release_speed = 15
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release_speed = 5
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var/list/belt = new/list()
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var/belt_size = 12 //holds this + one in the chamber
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recoil_wielded = 2
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@@ -384,20 +384,22 @@
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if(bolt)
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if(tension < max_tension)
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M << "<span class='warning'>You pump [src], charging the magnetic coils.</span>"
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tension++
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if(do_after(M, 5 * tension))
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M << "<span class='warning'>You pump [src], charging the magnetic coils.</span>"
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tension++
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else
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M << "<span class='notice'>\The [src]'s magnetic coils are at maximum charge.</span>"
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return
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var/obj/item/next
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if(belt.len)
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next = belt[1]
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if(next)
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belt -= next //Remove grenade from loaded list.
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bolt = next
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M << "<span class='warning'>You pump [src], loading \a [next] into the chamber.</span>"
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else
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M << "<span class='warning'>You pump [src], but the magazine is empty.</span>"
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if(do_after(M, 10))
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if(next)
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belt -= next //Remove grenade from loaded list.
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bolt = next
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M << "<span class='warning'>You pump [src], loading \a [next] into the chamber.</span>"
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else
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M << "<span class='warning'>You pump [src], but the magazine is empty.</span>"
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/obj/item/weapon/gun/launcher/crossbow/vaurca/proc/load(obj/item/W, mob/user)
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if(belt.len >= belt_size)
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@@ -449,7 +449,7 @@
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/obj/item/weapon/flag/america
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name = "Old World flag"
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desc = "The banner of an ancient nation, its glory old."
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flag_path = "soldglory"
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flag_path = "oldglory"
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/obj/item/weapon/flag/america/l
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flag_size = 1
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@@ -518,7 +518,7 @@ var/list/mineral_can_smooth_with = list(
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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if(ishuman(user))
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var/mob/living/carbon/human/H
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var/mob/living/carbon/human/H = user
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var/turf/destination = GetAbove(H)
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if(destination)
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@@ -688,9 +688,6 @@
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if (istype(T) && (T:l_ear || T:r_ear) && istype((T:l_ear || T:r_ear), /obj/item/clothing/ears/earmuffs))
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continue
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if (!vampire_can_affect_target(T, 0))
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continue
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to_chat(T, "<span class='danger'>You hear an ear piercing shriek and feel your senses go dull!</span>")
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T.Weaken(5)
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T.ear_deaf = 20
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@@ -145,8 +145,14 @@
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return
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if(destination.density)
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to_chat(src, "<span class='notice'>There is something obstructing your destination!</span>")
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return
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for(var/obj/O in destination)
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if(O.density)
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to_chat(src, "<span class='notice'>There is something obstructing your destination!</span>")
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return
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visible_message("<span class='notice'>The [src] begins to climb [(direction == UP) ? "upwards" : "downwards"].</span>",
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"<span class='notice'>You begin to climb [(direction == UP) ? "upwards" : "downwards"].</span>")
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var/climb_chance = 50
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