mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
Merge branch 'master' into upstream-merge-11110
This commit is contained in:
@@ -8,8 +8,8 @@
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/obj/screen/auto_target
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name = "targeter"
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icon = null//We dont want people to see this guy
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density = 0
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anchored = 1
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density = FALSE
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anchored = TRUE
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var/obj/item/weapon/gun/gun
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var/active = 0//Just tells us that it was clicked on so we should start shooting
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var/delay_del = 0//Delays the del if we retarget without shooting
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@@ -44,7 +44,7 @@
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base_spread = 90 //lower means the pellets spread more across body parts. If zero then this is considered a shrapnel explosion instead of a shrapnel cone
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spread_step = 10
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embed_chance = 0
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sharp = 0
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sharp = FALSE
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check_armour = "melee"
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/obj/item/ammo_casing/microbattery/combat/ion
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@@ -64,7 +64,7 @@
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nodamage = 1
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agony = 5
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embed_chance = 0
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sharp = 0
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sharp = FALSE
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check_armour = "melee"
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/obj/item/projectile/bullet/stripper/on_hit(var/atom/stripped)
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@@ -48,8 +48,8 @@
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var/active_throwforce = 20
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var/active_w_class = ITEMSIZE_LARGE
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var/active_embed_chance = 0 //In the off chance one of these is supposed to embed, you can just tweak this var
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sharp = 0
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edge = 0
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sharp = FALSE
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edge = FALSE
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armor_penetration = 50
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flags = NOBLOODY
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var/lrange = 2
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@@ -66,8 +66,8 @@
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embed_chance = active_embed_chance
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force = active_force
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throwforce = active_throwforce
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sharp = 1
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edge = 1
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sharp = TRUE
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edge = TRUE
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w_class = active_w_class
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playsound(src, 'sound/weapons/saberon.ogg', 50, 1)
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set_light(lrange, lpower, lcolor)
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@@ -203,7 +203,7 @@
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charge_cost = 300
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battery_lock = 1
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unacidable = 1
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unacidable = TRUE
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var/recharging = 0
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var/phase_power = 75
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@@ -10,8 +10,8 @@
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pickup_sound = 'sound/items/pickup/sword.ogg'
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throwforce = 8
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w_class = ITEMSIZE_NORMAL
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sharp = 1
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edge = 0
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sharp = TRUE
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edge = FALSE
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/obj/item/weapon/arrow/proc/removed() //Helper for metal rods falling apart.
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return
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@@ -19,8 +19,8 @@
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/obj/item/weapon/spike
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name = "alloy spike"
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desc = "It's about a foot of weird silver metal with a wicked point."
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sharp = 1
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edge = 0
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sharp = TRUE
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edge = FALSE
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throwforce = 5
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w_class = ITEMSIZE_SMALL
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icon = 'icons/obj/weapons.dmi'
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@@ -23,7 +23,7 @@
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to_chat(user, "<span class='notice'>You carefully insert [syringe] into [src].</span>")
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user.remove_from_mob(syringe)
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syringe.loc = src
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sharp = 1
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sharp = TRUE
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name = "syringe dart"
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update_icon()
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@@ -8,7 +8,7 @@
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nodamage = 0
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check_armour = "bullet"
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embed_chance = 20 //Modified in the actual embed process, but this should keep embed chance about the same
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sharp = 1
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sharp = TRUE
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hitsound_wall = "ricochet"
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impact_effect_type = /obj/effect/temp_visual/impact_effect
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var/mob_passthrough_check = 0
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@@ -100,7 +100,7 @@
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damage = 10
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agony = 60
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embed_chance = 0
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sharp = 0
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sharp = FALSE
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check_armour = "melee"
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/obj/item/projectile/bullet/pistol/rubber // "Rubber" bullets for all other pistols.
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@@ -108,7 +108,7 @@
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damage = 5
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agony = 40
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embed_chance = 0
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sharp = 0
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sharp = FALSE
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check_armour = "melee"
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fire_sound ='sound/weapons/Gunshot_pathetic.ogg' // Rubber shots have less powder in the casing.
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@@ -126,7 +126,7 @@
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damage = 20
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agony = 60
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embed_chance = 0
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sharp = 0
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sharp = FALSE
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check_armour = "melee"
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//Should do about 80 damage at 1 tile distance (adjacent), and 50 damage at 3 tiles distance.
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@@ -151,7 +151,7 @@
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fire_sound = 'sound/weapons/Laser.ogg' // Really? We got nothing better than this?
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damage = 15
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embed_chance = 0
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sharp = 0
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sharp = FALSE
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check_armour = "melee"
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combustion = FALSE
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@@ -209,7 +209,7 @@
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SA_bonus_damage = 35 // 50 total on animals.
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SA_vulnerability = SA_ANIMAL
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/obj/item/projectile/bullet/rifle/a145 // 14.5<EFBFBD>114mm is bigger than a .50 BMG round.
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/obj/item/projectile/bullet/rifle/a145 // 14.5<EFBFBD>114mm is bigger than a .50 BMG round.
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fire_sound = 'sound/weapons/Gunshot_cannon.ogg' // This is literally an anti-tank rifle caliber. It better sound like a fucking cannon.
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damage = 80
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stun = 3
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@@ -249,7 +249,7 @@
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fire_sound = 'sound/effects/Explosion1.ogg'
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damage = 20
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embed_chance = 0
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edge = 1
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edge = TRUE
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/obj/item/projectile/bullet/burstbullet/on_hit(var/atom/target, var/blocked = 0)
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if(isturf(target))
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@@ -305,7 +305,7 @@
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damage = 0
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nodamage = 1
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embed_chance = 0
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sharp = 0
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sharp = FALSE
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combustion = FALSE
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@@ -320,7 +320,7 @@
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damage = 0
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nodamage = 1
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embed_chance = 0
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sharp = 0
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sharp = FALSE
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/obj/item/projectile/bullet/blank/cap/process()
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loc = null
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@@ -2,7 +2,7 @@
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damage = 10
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agony = 60
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embed_chance = 0
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sharp = 0
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sharp = FALSE
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check_armour = "melee"
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/obj/item/projectile/energy/flash/strong
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@@ -42,7 +42,7 @@
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if(I_HURT)
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check_armour = "bullet"
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damage *= 3
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sharp = 1
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sharp = TRUE
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agony = 20
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if(I_GRAB)
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check_armour = "melee"
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@@ -41,8 +41,8 @@
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icon_state= "bolter"
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damage = 50
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check_armour = "bullet"
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sharp = 1
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edge = 1
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sharp = TRUE
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edge = TRUE
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/obj/item/projectile/bullet/gyro/on_hit(var/atom/target, var/blocked = 0)
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explosion(target, -1, 0, 2)
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@@ -3,11 +3,11 @@
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desc = "Stick 'em up!"
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icon = 'icons/effects/Targeted.dmi'
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icon_state = "locking"
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anchored = 1
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density = 0
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anchored = TRUE
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density = FALSE
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opacity = 0
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plane = ABOVE_PLANE
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simulated = 0
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simulated = FALSE
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mouse_opacity = 0
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var/mob/living/aiming_at // Who are we currently targeting, if anyone?
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