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Fixes felinid stuff and brings back laserpointing
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@@ -275,14 +275,12 @@
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continue
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if(target_felinid.body_position == STANDING_UP)
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target_felinid.setDir(get_dir(target_felinid, targloc)) // kitty always looks at the light
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//SKYRAT EDIT REMOVAL BEGIN (removes forced felinid movement from laserpointers, also fixes the longstanding windoor negation glitch)
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/* if(prob(effectchance * diode.rating))
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if(prob(effectchance * diode.rating))
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target_felinid.visible_message(span_warning("[target_felinid] makes a grab for the light!"), span_userdanger("LIGHT!"))
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target_felinid.Move(targloc)
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target_felinid.Move(targloc, get_dir(target_felinid, targloc)) // SKYRAT EDIT: Fixes the felinid phazing bug. Remove this comment once fixed upstream
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log_combat(user, target_felinid, "moved with a laser pointer", src)
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else
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SKYRAT EDIT REMOVAL END */
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target_felinid.visible_message(span_notice("[target_felinid] looks briefly distracted by the light."), span_warning("You're briefly tempted by the shiny light...")) //SKYRAT EDIT CHANGE : indent this block if re-enabling above
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else
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target_felinid.visible_message(span_notice("[target_felinid] looks briefly distracted by the light."), span_warning("You're briefly tempted by the shiny light..."))
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else
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target_felinid.visible_message(span_notice("[target_felinid] stares at the light."), span_warning("You stare at the light..."))
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//The pointer is shining, change its sprite to show
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