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* Makes limb check typeless
* Filtered types now use is_type_in_list() * Properly fixes a health runtime due to target juggling
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@@ -160,8 +160,9 @@
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var/obj/item/organ/limb/head/L = locate(/obj/item/organ/limb/head) in organs
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qdel(L)
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organs += new /obj/item/organ/limb/robot/head
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for(var/obj/item/organ/limb/LIMB in organs)
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LIMB.owner = src
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for(var/LIMB in organs)
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var/obj/item/organ/limb/L = LIMB
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L.owner = src
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update_icons()
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update_damage_overlays(0)
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update_augments()
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@@ -551,9 +552,10 @@
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return pick(/area/hallway,/area/crew_quarters)
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/mob/living/carbon/human/interactive/proc/target_filter(target)
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var/list/filtered_targets = list(/area, /turf, /obj/machinery/door, /atom/movable/light, /obj/structure/cable, /obj/machinery/atmospherics)
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var/list/L = target
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for(var/atom/A in target) // added a bunch of "junk" that clogs up the general find procs
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if(istype(A,/area) || istype(A,/turf) || istype(A,/obj/machinery/door) || istype(A,/atom/movable/light) || istype(A,/obj/structure/cable) || istype(A,/obj/machinery/atmospherics))
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if(is_type_in_list(A,filtered_targets))
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L -= A
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return L
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@@ -763,7 +765,7 @@
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if(Adjacent(TARGET))
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M.attack_hand(src)
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timeout++
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else if(timeout >= 10 || M.health <= 1 || !(targetRange(M) > 14))
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else if(timeout >= 10 || !(targetRange(M) > 14))
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doing = doing & ~FIGHTING
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timeout = 0
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TARGET = null
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