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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts: code/_helpers/unsorted.dm code/game/objects/items/weapons/RCD.dm code/game/objects/items/weapons/grenades/emgrenade.dm code/modules/clothing/spacesuits/rig/rig_attackby.dm
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@@ -55,8 +55,10 @@
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targetTurfs = new()
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for(var/turf/T in view(range, location)) //build affected area list
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if(cheap_pythag(T.x - location.x, T.y - location.y) <= range) //cull turfs to circle
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//build affected area list
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for(var/turf/T in view(range, location))
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//cull turfs to circle
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if(sqrt((T.x - location.x)**2 + (T.y - location.y)**2) <= range)
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targetTurfs += T
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wallList = new()
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@@ -1,11 +1,5 @@
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//TODO: Flash range does nothing currently
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//A very crude linear approximatiaon of pythagoras theorem.
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/proc/cheap_pythag(var/dx, var/dy)
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dx = abs(dx); dy = abs(dy);
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if(dx>=dy) return dx + (0.5*dy) //The longest side add half the shortest side approximates the hypotenuse
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else return dy + (0.5*dx)
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///// Z-Level Stuff
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proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, z_transfer = 1)
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///// Z-Level Stuff
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@@ -71,6 +71,8 @@
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if(ismob(loc))
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var/mob/m = loc
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m.unEquip(src, 1)
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m.update_inv_r_hand()
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m.update_inv_l_hand()
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return ..()
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/obj/item/device
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@@ -2,9 +2,9 @@
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name = "flash"
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desc = "Used for blinding and being an asshole."
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icon_state = "flash"
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item_state = "flash"
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item_state = "flashtool"
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throwforce = 5
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w_class = 2.0
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w_class = 2
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throw_speed = 4
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throw_range = 10
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flags = CONDUCT
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@@ -141,7 +141,11 @@
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desc = "There are 0 caps left. Looks almost like the real thing! Ages 8 and up. Please recycle in an autolathe when you're out of caps!"
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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item_state = "gun"
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item_state = "revolver"
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item_icons = list(
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icon_l_hand = 'icons/mob/items/lefthand_guns.dmi',
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icon_r_hand = 'icons/mob/items/righthand_guns.dmi',
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)
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flags = CONDUCT
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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w_class = 3.0
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@@ -220,6 +224,10 @@
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icon = 'icons/obj/gun.dmi'
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icon_state = "crossbow"
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item_state = "crossbow"
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item_icons = list(
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icon_l_hand = 'icons/mob/items/lefthand_guns.dmi',
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icon_r_hand = 'icons/mob/items/righthand_guns.dmi',
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)
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w_class = 2.0
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attack_verb = list("attacked", "struck", "hit")
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var/bullets = 5
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@@ -155,9 +155,7 @@
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icon = 'icons/obj/ammo.dmi'
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icon_state = "rcd"
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item_state = "rcdammo"
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opacity = 0
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density = 0
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anchored = 0.0
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w_class = 2
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origin_tech = list(TECH_MATERIAL = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 30000,"glass" = 15000)
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@@ -182,7 +180,7 @@
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/obj/item/weapon/rcd/mounted/useResource(var/amount, var/mob/user)
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var/cost = amount*30
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var/cost = amount*130 //so that a rig with default powercell can build ~2.5x the stuff a fully-loaded RCD can.
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if(istype(loc,/obj/item/rig_module))
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var/obj/item/rig_module/module = loc
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if(module.holder && module.holder.cell)
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@@ -1,7 +1,7 @@
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/obj/item/weapon/grenade/chem_grenade
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name = "grenade casing"
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icon_state = "chemg"
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item_state = "flashbang"
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item_state = "grenade"
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desc = "A hand made chemical grenade."
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w_class = 2.0
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force = 2.0
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@@ -1,7 +1,7 @@
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/obj/item/weapon/grenade/empgrenade
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name = "classic emp grenade"
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icon_state = "emp"
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item_state = "emp"
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item_state = "empgrenade"
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origin_tech = list(TECH_MATERIAL = 2, TECH_MAGNET = 3)
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prime()
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@@ -4,7 +4,7 @@
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w_class = 2.0
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icon = 'icons/obj/grenade.dmi'
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icon_state = "grenade"
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item_state = "flashbang"
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item_state = "grenade"
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throw_speed = 4
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throw_range = 20
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flags = CONDUCT
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@@ -61,7 +61,7 @@
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attack_verb = list("attacked", "poked")
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edge = 0
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sharp = 0
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force_divisor = 0.25 //5 when wielded with weight 20 (steel)
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force_divisor = 0.1 //2 when wielded with weight 20 (steel)
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/obj/item/weapon/material/kitchen/utensil/spoon/plastic
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default_material = "plastic"
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@@ -71,9 +71,9 @@
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*/
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/obj/item/weapon/material/kitchen/utensil/knife
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name = "knife"
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desc = "Can cut through any food."
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desc = "A knife for eating with. Can cut through any food."
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icon_state = "knife"
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force_divisor = 0.2 // 12 when wielded with hardness 60 (steel)
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force_divisor = 0.1 // 6 when wielded with hardness 60 (steel)
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/obj/item/weapon/material/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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@@ -100,7 +100,7 @@
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name = "rolling pin"
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desc = "Used to knock out the Bartender."
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icon_state = "rolling_pin"
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked") //I think the rollingpin attackby will end up ignoring this anyway.
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
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default_material = "wood"
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force_divisor = 0.7 // 10 when wielded with weight 15 (wood)
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thrown_force_divisor = 1 // as above
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