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Attack logging tweaks
Removed the "feature" to have something log in an atom's vv attack log, but not the file attack log. all attack log items will go to the file as well as vv. Replaced all hard coded src.name/name for attack log's object argument with an actual object (src) except where it made more sense not to. All attack logging *should* happen AFTER damage is applied now. Removed the confusing attack entry for when a changeling stings another changeling. Tweaked how punch attack logs worked
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@@ -98,7 +98,7 @@
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if(iscarbon(target))
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var/mob/living/carbon/C = target
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if(user.zone_sel.selecting == "eyes")
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add_logs(user, C, "shone in the eyes", object="laser pointer")
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add_logs(user, C, "shone in the eyes", src)
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var/severity = 1
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if(prob(33))
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@@ -123,7 +123,7 @@
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S.Weaken(rand(5,10))
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S << "<span class='danger'>Your sensors were overloaded by a laser!</span>"
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outmsg = "<span class='notice'>You overload [S] by shining [src] at their sensors.</span>"
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add_logs(user, S, "shone in the sensors", object="laser pointer")
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add_logs(user, S, "shone in the sensors", src)
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else
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outmsg = "<span class='warning'>You fail to overload [S] by shining [src] at their sensors!</span>"
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@@ -133,7 +133,7 @@
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if(prob(effectchance * diode.rating))
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C.emp_act(1)
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outmsg = "<span class='notice'>You hit the lens of [C] with [src], temporarily disabling the camera!</span>"
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add_logs(user, C, "EMPed", object="laser pointer")
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add_logs(user, C, "EMPed", src)
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else
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outmsg = "<span class='warning'>You miss the lens of [C] with [src]!</span>"
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