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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge branch 'master' of https://github.com/PolarisSS13/Polaris into polaris-sync-2018-02-16
# Conflicts: # code/_onclick/hud/screen_objects.dm # code/game/objects/items/weapons/storage/storage.dm # code/game/objects/structures/crates_lockers/closets/secure/medical.dm # code/modules/admin/admin_verbs.dm # code/modules/clothing/clothing.dm # code/modules/clothing/gloves/color.dm # code/modules/lore_codex/codex.dm # code/modules/mob/living/simple_animal/aliens/alien.dm # code/modules/mob/living/simple_animal/animals/cat.dm # code/modules/mob/living/simple_animal/animals/goose.dm # code/modules/mob/living/simple_animal/simple_animal.dm # code/modules/mob/mob_defines.dm # code/modules/projectiles/projectile/special.dm # html/changelogs/.all_changelog.yml # maps/southern_cross/southern_cross-1.dmm # maps/southern_cross/southern_cross-7.dmm # vorestation.dme
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@@ -377,6 +377,13 @@
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/turf/simulated/open/check_impact(var/atom/movable/falling_atom)
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return FALSE
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// Or actual space.
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/turf/space/CheckFall(var/atom/movable/falling_atom)
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return FALSE
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/turf/space/check_impact(var/atom/movable/falling_atom)
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return FALSE
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// We return 1 without calling fall_impact in order to provide a soft landing. So nice.
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// Note this really should never even get this far
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/obj/structure/stairs/CheckFall(var/atom/movable/falling_atom)
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@@ -407,7 +414,7 @@
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A.fall_impact(hit_atom, damage_min, damage_max, silent = TRUE)
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// Take damage from falling and hitting the ground
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/mob/living/fall_impact(var/atom/hit_atom, var/damage_min = 0, var/damage_max = 10, var/silent = FALSE, var/planetary = FALSE)
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/mob/living/fall_impact(var/atom/hit_atom, var/damage_min = 0, var/damage_max = 5, var/silent = FALSE, var/planetary = FALSE)
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var/turf/landing = get_turf(hit_atom)
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if(planetary && src.CanParachute())
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if(!silent)
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@@ -532,14 +539,12 @@
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"You hear something slam into \the [landing].")
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playsound(loc, "punch", 25, 1, -1)
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// Now to hurt everything in the mech (if the fall is planetary, the mech blows up, so we do this first)
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for(var/atom/movable/A in src.contents)
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A.fall_impact(hit_atom, damage_min, damage_max, silent = TRUE)
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// And now the Mech
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// And now to hurt the mech.
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if(!planetary)
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take_damage(rand(damage_min, damage_max))
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else
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for(var/atom/movable/A in src.contents)
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A.fall_impact(hit_atom, damage_min, damage_max, silent = TRUE)
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qdel(src)
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// And hurt the floor.
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