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Puts in a check so you don't drink & splash
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@@ -150,10 +150,18 @@
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/obj/item/weapon/reagent_containers/food/drinks/glass2/afterattack(var/obj/target, var/mob/user, var/proximity)
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/obj/item/weapon/reagent_containers/food/drinks/glass2/afterattack(var/obj/target, var/mob/user, var/proximity)
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if(user.a_intent == I_HURT) //We only want splashing to be done if they are on harm intent.
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if(user.a_intent == I_HURT) //We only want splashing to be done if they are on harm intent.
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if(!is_open_container() || !proximity)
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if(!is_open_container() || !proximity)
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return
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return 1
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if(standard_splash_mob(user, target))
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if(standard_splash_mob(user, target))
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return
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return 1
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if(reagents && reagents.total_volume) //They are on harm intent, aka wanting to spill it.
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if(reagents && reagents.total_volume) //They are on harm intent, aka wanting to spill it.
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user << "<span class='notice'>You splash the solution onto [target].</span>"
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user << "<span class='notice'>You splash the solution onto [target].</span>"
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reagents.splash(target, reagents.total_volume)
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reagents.splash(target, reagents.total_volume)
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return
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return 1
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else
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return
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/obj/item/weapon/reagent_containers/food/drinks/glass2/standard_feed_mob(var/mob/user, var/mob/target)
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if(afterattack()) //Check to see if harm intent & splash.
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return
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else
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..() //If they're splashed, no need to do anything else.
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