* Plastic explosives now delete upon suicide
* Removes some old code
* Allows resisting out of straight jackets
* Verifies roller bed dock functionality
* Fixes lava's article
* Fixes Syndicate pinpointers being stuck to one mode
* Addresses some of @phil235's concerns
* Removes the Highlander left standing message
* Refactors robot modules
* no message
* ok
* mini why
* this is what you wanted, right?
* try to remember
* I can't code
* a good coder
* whirring
* bleh
* less sounds
* math is for nerds
* now it will
* Removes attacking someone with a fire extinguisher on help intent with safeties on doing nothing.
* Changes so the attack is only blocked if the safety is off.
* FALSE
* icon, icon_state defined twice
* desc defined twice
* desc defined twice
* desc, icon_state defined twice
* icon_state, name defined twice
* item_state defined twice
* gender defined twice
* stop_automated_movement_when_pulled defined twice
* attacktext defined twice
* speak_emote defined twice
* flying defined twice
* item_state defined twice
* speak_chance defined twice
* attack_sound defined twice (x2)
* icon_state, item_state defined twice
* icon_state defined twice
* Revert "desc defined twice"
This reverts commit 18d74f442441078a7d8e8cfaddbef1c4646b6bb9.
* desc defined twice
* Revert "desc defined twice"
This reverts commit e167c0812c94a96dfb3f6888c77cee868cc37c03.
* desc defined twice
Previously if the final stun from a stunbaton used all the power in the
cell (putting it below hitcost) it would not properly return the actual
value of the cell.use call, so you would use the energy but not properly
get the stun
The logic of the deductcharge proc has been refactor to avoid this by
explicitly returning the value of cell.use call no matter if the stun
baton is switched off or not
The code was also cleaned slightly to improve readability
fixes an abusive exploit and makes 2 combos easier to use, increases cqc harm damage, adds martial art block_chance var which is only activated if you have your throw_mode on for active defense.
baton blocks stun the person attempting the attack too, you can now block batons and then throw or chokehold.
makes tc cost for CQC 13 with all the buffs.
* Make energy guns able to use burst fire.
* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.
Syringe gun, energy guns and magic guns can now use burst fire.
* fixing merge conflict shit
* fixing map conflicts
* more map conflict fix
* two tiny fixes.
* tiny tweak
* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm
* map conflict fixes