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@@ -15,7 +15,7 @@ mob/attacked_with_item() should then do mob-type specific stuff (like determinin
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Item Hit Effects:
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item/apply_hit_effect() can be overriden to do whatever you want. However "standard" physical damage based weapons should make use of the target mob's hit_with_weapon() proc to
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item/apply_hit_effect() can be overriden to do whatever you want. However "standard" physical damage based weapons should make use of the target mob's hit_with_weapon() proc to
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avoid code duplication. This includes items that may sometimes act as a standard weapon in addition to having other effects (e.g. stunbatons on harm intent).
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*/
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@@ -76,9 +76,10 @@ avoid code duplication. This includes items that may sometimes act as a standard
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//Called when a weapon is used to make a successful melee attack on a mob. Returns the blocked result
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/obj/item/proc/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
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user.break_cloak()
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if(hitsound)
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playsound(loc, hitsound, 50, 1, -1)
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var/power = force
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if(HULK in user.mutations)
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power *= 2
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@@ -42,7 +42,7 @@
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anim(get_turf(H), H, 'icons/effects/effects.dmi', "electricity",null,20,null)
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H.visible_message("[H.name] vanishes into thin air!",1)
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H.visible_message("[H.name] vanishes into thin air!")
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/obj/item/rig_module/stealth_field/deactivate()
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@@ -9,7 +9,6 @@
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return null
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/mob/living/carbon/human/attack_hand(mob/living/carbon/M as mob)
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var/mob/living/carbon/human/H = M
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if(istype(H))
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var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
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@@ -18,7 +17,7 @@
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if(!temp || !temp.is_usable())
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H << "\red You can't use your hand."
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return
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break_cloak()
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H.break_cloak()
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..()
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// Should this all be in Touch()?
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