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synced 2026-08-21 20:20:33 +01:00
Fixes runtimes with add_blood() and add_blood_list()
Fixes formatting in the mech control console window. Fixes runtimes when building an AI (mind transfer from mmi to ai was called before the AI's hud_list was set) Fixes syndicate cyborg not starting with the correct module. Fixes syndiborg not being able to use their grenade launcher Fixes runtime with gun process_fire() (some code was reverted by accident) Fixes a runtime with hostile simple animal's PickTarget().
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@@ -138,7 +138,8 @@
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var/mob/living/M = user
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if (M.disabilities & CLUMSY && prob(40))
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user << "<span class='userdanger'>You shoot yourself in the foot with \the [src]!</span>"
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process_fire(user,user,0,params)
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var/shot_leg = pick("l_leg", "r_leg")
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process_fire(user,user,0,params, zone_override = shot_leg)
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M.drop_item()
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return
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@@ -182,7 +183,7 @@
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return 0
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/obj/item/weapon/gun/proc/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, message = 1, params)
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/obj/item/weapon/gun/proc/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, message = 1, params, zone_override)
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add_fingerprint(user)
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if(semicd)
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@@ -200,7 +201,7 @@
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if( i>1 && !(src in get_both_hands(user))) //for burst firing
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break
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if(chambered)
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if(!chambered.fire(target, user, params, , suppressed))
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if(!chambered.fire(target, user, params, , suppressed, zone_override))
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shoot_with_empty_chamber(user)
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break
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else
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@@ -216,7 +217,7 @@
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sleep(fire_delay)
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else
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if(chambered)
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if(!chambered.fire(target, user, params, , suppressed))
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if(!chambered.fire(target, user, params, , suppressed, zone_override))
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shoot_with_empty_chamber(user)
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return
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else
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@@ -25,6 +25,7 @@
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icon = 'icons/mecha/mecha_equipment.dmi'
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icon_state = "mecha_grenadelnchr"
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mag_type = /obj/item/ammo_box/magazine/internal/cylinder/grenademulti
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pin = /obj/item/device/firing_pin
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/obj/item/weapon/gun/projectile/revolver/grenadelauncher/cyborg/attack_self()
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return
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