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Renames is_hot and is_sharp to get_temperature and get_sharpness (#46680)
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@@ -24,7 +24,7 @@
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/datum/component/butchering/proc/onItemAttack(obj/item/source, mob/living/M, mob/living/user)
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if(user.a_intent == INTENT_HARM && M.stat == DEAD && (M.butcher_results || M.guaranteed_butcher_results)) //can we butcher it?
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if(butchering_enabled && (can_be_blunt || source.is_sharp()))
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if(butchering_enabled && (can_be_blunt || source.get_sharpness()))
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INVOKE_ASYNC(src, .proc/startButcher, source, M, user)
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return COMPONENT_ITEM_NO_ATTACK
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@@ -5,7 +5,7 @@
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var/light_impact_range = 2
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var/flash_range = 3
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var/equipped_slot //For items, lets us determine where things should be hit.
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/datum/component/explodable/Initialize(devastation_range_override, heavy_impact_range_override, light_impact_range_override, flash_range_override)
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if(!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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@@ -20,8 +20,8 @@
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RegisterSignal(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT), .proc/explodable_attack)
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_drop)
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if(devastation_range_override)
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devastation_range = devastation_range_override
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@@ -45,14 +45,14 @@
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/datum/component/explodable/proc/explodable_attack(datum/source, atom/movable/target, mob/living/user)
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check_if_detonate(target)
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///Called when you attack a specific body part of the thing this is equipped on. Useful for exploding pants.
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///Called when you attack a specific body part of the thing this is equipped on. Useful for exploding pants.
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/datum/component/explodable/proc/explodable_attack_zone(datum/source, damage, damagetype, def_zone)
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if(!def_zone)
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return
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if(damagetype != BURN) //Don't bother if it's not fire.
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return
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if(!is_hitting_zone(def_zone)) //You didn't hit us! ha!
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return
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return
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detonate()
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/datum/component/explodable/proc/on_equip(datum/source, mob/equipper, slot)
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@@ -87,13 +87,13 @@
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if(I.body_parts_covered & bodypart.body_part)
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return TRUE
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return FALSE
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/datum/component/explodable/proc/check_if_detonate(target)
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if(!isitem(target))
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return
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var/obj/item/I = target
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if(!I.is_hot())
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if(!I.get_temperature())
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return
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detonate() //If we're touching a hot item we go boom
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@@ -45,7 +45,7 @@
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var/knockdown_chance = (target_buckled? mounted_knockdown_chance_per_tile : unmounted_knockdown_chance_per_tile) * current
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var/knockdown_time = (target_buckled? mounted_knockdown_time : unmounted_knockdown_time)
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var/damage = (target_buckled? mounted_damage_boost_per_tile : unmounted_damage_boost_per_tile) * current
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var/sharp = I.is_sharp()
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var/sharp = I.get_sharpness()
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var/msg
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if(damage)
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msg += "[user] [sharp? "impales" : "slams into"] [target] [sharp? "on" : "with"] their [parent]"
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@@ -88,5 +88,5 @@
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thermite_melt()
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/datum/component/thermite/proc/attackby_react(datum/source, obj/item/thing, mob/user, params)
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if(thing.is_hot())
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if(thing.get_temperature())
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thermite_melt(user)
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