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Fixes Examine Crashes (#17430)
* Fixes Examine Crashes * fukken indentations
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@@ -12,10 +12,10 @@
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var/light_firing_sound = 'sound/effects/explosionfar.ogg' //The sound played when you're a few walls away. Kind of loud.
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var/projectile_type = /obj/item/projectile/ship_ammo
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var/special_firing_mechanism = FALSE //If set to TRUE, the gun won't show up on normal controls.
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var/charging_sound //The sound played when the gun is charging up.
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var/charging_sound //The sound played when the gun is charging up.
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var/caliber = SHIP_CALIBER_NONE
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var/use_ammunition = TRUE //If we use physical ammo or not. Note that the creation of ammunition in pre_fire() is still REQUIRED!
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//This just skips the initial check for ammunition.
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var/use_ammunition = TRUE //If we use physical ammo or not. Note that the creation of ammunition in pre_fire() is still REQUIRED!
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//This just skips the initial check for ammunition.
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var/list/obj/item/ship_ammunition/ammunition = list()
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var/ammo_per_shot = 1
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var/max_ammo = 1
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@@ -274,16 +274,22 @@
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. = ..()
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/obj/structure/ship_weapon_dummy/examine(mob/user)
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connected.examine(user)
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if(connected)
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return connected.examine(user)
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else
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return TRUE
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/obj/structure/ship_weapon_dummy/attack_hand(mob/user)
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connected.attack_hand(user)
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if(connected)
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connected.attack_hand(user)
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/obj/structure/ship_weapon_dummy/attackby(obj/item/W, mob/user)
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connected.attackby(W, user)
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if(connected)
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connected.attackby(W, user)
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/obj/structure/ship_weapon_dummy/hitby(atom/movable/AM, var/speed = THROWFORCE_SPEED_DIVISOR)
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connected.hitby(AM)
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if(connected)
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connected.hitby(AM)
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if(ismob(AM))
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if(isliving(AM))
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var/mob/living/M = AM
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