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Fixes #8564
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@@ -136,11 +136,13 @@
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//Called when the projectile intercepts a mob. Returns 1 if the projectile hit the mob, 0 if it missed and should keep flying.
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/obj/item/projectile/proc/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier=0)
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if(istype(target_mob)
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return
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//accuracy bonus from aiming
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if (istype(shot_from, /obj/item/weapon/gun))
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var/obj/item/weapon/gun/daddy = shot_from
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miss_modifier -= round(15*daddy.accuracy)
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//If you aim at someone beforehead, it'll hit more often.
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//Kinda balanced by fact you need like 2 seconds to aim
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//As opposed to no-delay pew pew
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@@ -184,7 +186,7 @@
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/obj/item/projectile/Bump(atom/A as mob|obj|turf|area, forced=0)
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if(A == src)
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return 0 //no
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if(A == firer)
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loc = A.loc
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return 0 //cannot shoot yourself
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@@ -205,7 +207,7 @@
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visible_message("<span class='danger'>\The [M] uses [G.affecting] as a shield!</span>")
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if(Bump(G.affecting, forced=1))
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return //If Bump() returns 0 (keep going) then we continue on to attack M.
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passthrough = !attack_mob(M, distance)
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else
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passthrough = 1 //so ghosts don't stop bullets
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@@ -237,7 +239,7 @@
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//stop flying
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on_impact(A)
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density = 0
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invisibility = 101
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del(src)
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@@ -268,8 +270,8 @@
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if(!(original in permutated))
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Bump(original)
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sleep(1)
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//"Tracing" projectile
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//"Tracing" projectile
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/obj/item/projectile/test //Used to see if you can hit them.
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invisibility = 101 //Nope! Can't see me!
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yo = null
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