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[MIRROR] Makes some use of CONDUCT_1 in grille and door attackby. [MDB IGNORE] (#17513)
* Makes some use of `CONDUCT_1` in grille and door attackby. (#71286) ## About The Pull Request - Airlock attackby now uses `CONDUCT_1` to check if the mob should be shocked on attack - Grille attackby now uses `CONDUCT_1` to check if the mob should be shocked on attack - You don't leave a fingerprint on grilles you attack (?) - Fire axe is now conductive (it's made of steel?) ## Why It's Good For The Game - Consistency is nice. - If you have an item you don't expect to shock you, it shouldn't randomly zap you anyways. - Grilles are especially bad for this: It hard checked _glass shards_ when attacking, and _glass shards_ only. That's lame and nonsensical. All non-conductive weapons should resist a spark. ## Changelog 🆑 Melbert balance: Attacking a shocked door with an item that isn't conductive will not shock you. balance: Attacking a shocked grille with any item that isn't conductive (not just glass shards) will not shock you. balance: Attacking grilles with items no longer leaves behind a fingerprint on the grille (?). balance: Fire axe is now conductive. /🆑 * Makes some use of `CONDUCT_1` in grille and door attackby. Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
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@@ -942,7 +942,7 @@
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/obj/machinery/door/airlock/attackby(obj/item/C, mob/user, params)
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if(!issilicon(user) && !isAdminGhostAI(user))
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if(isElectrified() && shock(user, 75))
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if(isElectrified() && (C.flags_1 & CONDUCT_1) && shock(user, 75))
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return
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add_fingerprint(user)
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@@ -13,6 +13,7 @@
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throwforce = 15
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demolition_mod = 1.25
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w_class = WEIGHT_CLASS_BULKY
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BACK
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attack_verb_continuous = list("attacks", "chops", "cleaves", "tears", "lacerates", "cuts")
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attack_verb_simple = list("attack", "chop", "cleave", "tear", "lacerate", "cut")
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@@ -194,7 +194,6 @@
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/obj/structure/grille/attackby(obj/item/W, mob/user, params)
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user.changeNext_move(CLICK_CD_MELEE)
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add_fingerprint(user)
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if(istype(W, /obj/item/stack/rods) && broken)
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if(shock(user, 90))
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return
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@@ -252,8 +251,10 @@
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return
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//window placing end
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else if(istype(W, /obj/item/shard) || !shock(user, 70))
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return ..()
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else if((W.flags_1 & CONDUCT_1) && shock(user, 70))
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return
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return ..()
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/obj/structure/grille/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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