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Adds dextrous guardian (#19254)
Added dextrous guardians to the code, able to hold and use items and store a single item within themselves. Dextrous guardians do low damage on punches, have medium damage resist, and recalling or leashing will force them to drop any items in their hands.
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@@ -172,8 +172,8 @@
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/obj/item/toy/gun/afterattack(atom/target as mob|obj|turf|area, mob/user, flag)
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if (flag)
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return
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if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
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usr << "<span class='warning'>You don't have the dexterity to do this!</span>"
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if (!user.IsAdvancedToolUser())
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user << "<span class='warning'>You don't have the dexterity to do this!</span>"
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return
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src.add_fingerprint(user)
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if (src.bullets < 1)
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@@ -27,7 +27,7 @@
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/obj/item/weapon/storage/MouseDrop(atom/over_object)
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if(iscarbon(usr) || isdrone(usr)) //all the check for item manipulation are in other places, you can safely open any storages as anything and its not buggy, i checked
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if(ismob(usr)) //all the check for item manipulation are in other places, you can safely open any storages as anything and its not buggy, i checked
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var/mob/M = usr
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if(!over_object)
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@@ -32,15 +32,12 @@
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switch(severity)
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if(1)
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qdel(src)
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return
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if(2)
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if(prob(70))
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deconstruct()
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return
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if(3)
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if(prob(50))
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deconstruct()
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return
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/obj/structure/chair/narsie_act()
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if(prob(20))
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@@ -71,7 +68,6 @@
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..()
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else
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rotate()
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return
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/obj/structure/chair/proc/handle_rotation(direction)
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handle_layer()
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@@ -204,7 +200,7 @@
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/obj/structure/chair/MouseDrop(over_object, src_location, over_location)
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. = ..()
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if(over_object == usr && Adjacent(usr))
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if(!item_chair || !ishuman(usr) || has_buckled_mobs() || src.flags & NODECONSTRUCT)
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if(!item_chair || !usr.can_hold_items() || has_buckled_mobs() || src.flags & NODECONSTRUCT)
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return
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if(usr.incapacitated())
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usr << "<span class='warning'>You can't do that right now!</span>"
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