mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-01-05 23:13:06 +00:00
Lawyer now has a purple suit and the job has two slots.
Lowered the number of spare jumpsuits in most of the lockers from 6 to 3. The old arrival message is now back in. Finished the Ion Rifle and added one to the armory. Might need to change it up a bit depending on how well it works. Bullet_act worked on a bit, EMP effects should work now. Cyborgs are stunned by EMPs. Raised the changelings required genome number for multichan at the request of Urist. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2175 316c924e-a436-60f5-8080-3fe189b3f50e
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64
code/modules/clothing/uniforms/lawyer.dm
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64
code/modules/clothing/uniforms/lawyer.dm
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@@ -0,0 +1,64 @@
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/*Contains most of the "Law" uniforms*/
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/obj/item/clothing/under/lawyer
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desc = "Slick threads."
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name = "Lawyer suit"
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/lawyer/black
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icon_state = "lawyer_black"
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item_state = "lawyer_black"
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color = "lawyer_black"
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/obj/item/clothing/under/lawyer/red
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icon_state = "lawyer_red"
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item_state = "lawyer_red"
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color = "lawyer_red"
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/obj/item/clothing/under/lawyer/blue
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icon_state = "lawyer_blue"
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item_state = "lawyer_blue"
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color = "lawyer_blue"
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/obj/item/clothing/under/lawyer/bluesuit
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name = "Blue Suit"
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desc = "A classy suit and tie"
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icon_state = "bluesuit"
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item_state = "bluesuit"
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color = "bluesuit"
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/obj/item/clothing/suit/lawyer/bluejacket
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name = "Blue Suit Jacket"
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desc = "A snappy dress jacket."
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icon_state = "suitjacket_blue_open"
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item_state = "suitjacket_blue_open"
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body_parts_covered = UPPER_TORSO|ARMS
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/obj/item/clothing/under/lawyer/purpsuit
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name = "Purple Suit"
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icon_state = "lawyer_purp"
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item_state = "lawyer_purp"
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color = "lawyer_purp"
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/obj/item/clothing/suit/lawyer/purpjacket
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name = "Purple Suit Jacket"
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desc = "A snappy dress jacket."
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icon_state = "suitjacket_purp"
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item_state = "suitjacket_purp"
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body_parts_covered = UPPER_TORSO|ARMS
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/obj/item/clothing/suit/judgerobe
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name = "judge's robe"
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desc = "This robe commands authority."
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icon_state = "judge"
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item_state = "judge"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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allowed = list(/obj/item/weapon/cigpacket,/obj/item/weapon/spacecash)
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@@ -68,6 +68,7 @@ Contains the procs that control attacking critters
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bullet_act(var/obj/item/projectile/Proj)
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TakeDamage(Proj.damage)
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..()
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ex_act(severity)
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@@ -177,6 +177,13 @@
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else
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eye_blurry += Proj.effects["eyeblur"]
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if(Proj.effects["emp"])
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var/emppulse = Proj.effects["emp"]
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if(prob(Proj.effectprob["emp"]))
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empulse(src, emppulse, emppulse)
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else
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empulse(src, 0, emppulse)
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return
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/mob/living/carbon/alien/humanoid/emp_act(severity)
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@@ -153,6 +153,13 @@
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else
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eye_blurry += Proj.effects["eyeblur"]
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if(Proj.effects["emp"])
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var/emppulse = Proj.effects["emp"]
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if(prob(Proj.effectprob["emp"]))
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empulse(src, emppulse, emppulse)
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else
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empulse(src, 0, emppulse)
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return
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/mob/living/carbon/alien/larva/emp_act(severity)
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@@ -400,6 +400,13 @@
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else
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eye_blurry += P.effects["eyeblur"]
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if(P.effects["emp"])
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var/emppulse = P.effects["emp"]
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if(prob(P.effectprob["emp"]))
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empulse(src, emppulse, emppulse)
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else
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empulse(src, 0, emppulse)
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return
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/mob/living/carbon/human/emp_act(severity)
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@@ -187,6 +187,14 @@
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// ~~~~ N
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// Metroids aren't effected by extra status effects. DO NOT NERF THIS PLZ THNX - LOVE, DOOHL 3===========D ~~~~ HONK
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// ~~~~ H
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//EMP is special and yes they are because emp
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if(Proj.effects["emp"])
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var/emppulse = Proj.effects["emp"]
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if(prob(Proj.effectprob["emp"]))
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empulse(src, emppulse, emppulse)
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else
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empulse(src, 0, emppulse)
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/mob/living/carbon/metroid/emp_act(severity)
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powerlevel = 0 // oh no, the power!
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@@ -184,6 +184,14 @@
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eye_blurry = Proj.effects["eyeblur"]
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else
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eye_blurry += Proj.effects["eyeblur"]
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if(Proj.effects["emp"])
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var/emppulse = Proj.effects["emp"]
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if(prob(Proj.effectprob["emp"]))
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empulse(src, emppulse, emppulse)
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else
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empulse(src, 0, emppulse)
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return
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/mob/living/carbon/monkey/hand_p(mob/M as mob)
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@@ -87,6 +87,8 @@
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else
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eye_blurry += Proj.effects["eyeblur"]
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..()
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/mob/living/proc/updatehealth()
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if (!src.nodamage)
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@@ -268,6 +268,14 @@
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// AI bullet code is pretty simple. No other effects really need to be added.
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if(!Proj.nodamage) bruteloss += Proj.damage
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if(Proj.effects["emp"])
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var/emppulse = Proj.effects["emp"]
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if(prob(Proj.effectprob["emp"]))
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empulse(src, emppulse, emppulse)
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else
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empulse(src, 0, emppulse)
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updatehealth()
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@@ -117,6 +117,12 @@
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/mob/living/silicon/pai/bullet_act(var/obj/item/projectile/Proj)
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bruteloss += Proj.damage
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if(Proj.effects["emp"])
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var/emppulse = Proj.effects["emp"]
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if(prob(Proj.effectprob["emp"]))
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empulse(src, emppulse, emppulse)
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else
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empulse(src, 0, emppulse)
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updatehealth()
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return
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@@ -278,6 +278,14 @@
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/mob/living/silicon/robot/bullet_act(var/obj/item/projectile/Proj)
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if(!Proj.nodamage) bruteloss += Proj.damage
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if(Proj.effects["emp"])
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var/emppulse = Proj.effects["emp"]
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if(prob(Proj.effectprob["emp"]))
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empulse(src, emppulse, emppulse)
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else
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empulse(src, 0, emppulse)
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updatehealth()
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if(prob(75) && Proj.damage > 0) spark_system.start()
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return
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@@ -8,7 +8,13 @@
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return
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/mob/living/silicon/emp_act(severity)
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src.take_organ_damage(60)
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switch(severity)
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if(1)
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src.take_organ_damage(40)
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src.stunned = max(src.stunned,rand(5,10))
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if(2)
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src.take_organ_damage(20)
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src.stunned = max(src.stunned,rand(1,5))
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flick("noise", src:flash)
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src << "\red <B>*BZZZT*</B>"
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src << "\red Warning: Electromagnetic pulse detected."
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@@ -295,8 +295,7 @@ mob/new_player
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var/mob/living/silicon/ai/announcer = pick(ailist)
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if(character.mind)
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if((character.mind.assigned_role != "Cyborg") && (character.mind.special_role != "MODE"))
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announcer.say("[character.real_name] has been sent from Centcom to fill the job of [rank] on [station_name].")
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//announcer.say("[character.real_name], the [rank], has awoken from cryo sleep.") -Old Message
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announcer.say("[character.real_name] has signed up as [rank].")
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proc/ManifestLateSpawn(var/mob/living/carbon/human/H, icon/H_icon) // Attempted fix to add late joiners to various databases -- TLE
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@@ -175,6 +175,12 @@ field_generator power level display
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if(Proj.flag != "bullet")
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power += Proj.damage
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update_icon()
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if(Proj.effects["emp"])
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var/emppulse = Proj.effects["emp"]
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if(prob(Proj.effectprob["emp"]))
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empulse(src, emppulse, emppulse)
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else
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empulse(src, 0, emppulse)
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return
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@@ -31,6 +31,7 @@ var/global/list/uneatable = list(
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consume_range = 0 //How many tiles out do we eat
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event_chance = 15 //Prob for event each tick
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target = null //its target. moves towards the target if it has one
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last_failed_movement = 0//Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing
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New(loc, var/starting_energy = 50, var/temp = 0)
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@@ -269,10 +270,17 @@ var/global/list/uneatable = list(
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move(var/movement_dir = 0)
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if(!move_self)
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return 0
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if(!(movement_dir in cardinal))
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movement_dir = pick(NORTH, SOUTH, EAST, WEST)
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if(target && prob(80))
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movement_dir = get_dir(src,target) //moves to a singulo beacon, if there is one
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else if(!(movement_dir in cardinal))
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movement_dir = pick(NORTH, SOUTH, EAST, WEST)
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if(movement_dir == last_failed_movement)
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var/list/L = new/list(NORTH, SOUTH, EAST, WEST)
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L.Remove(last_failed_movement)
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movement_dir = pick(L)
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if(current_size >= 9)//The superlarge one does not care about things in its way
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spawn(0)
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step(src, movement_dir)
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@@ -280,9 +288,12 @@ var/global/list/uneatable = list(
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step(src, movement_dir)
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return 1
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else if(check_turfs_in(movement_dir))
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last_failed_movement = 0//Reset this because we moved
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spawn(0)
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step(src, movement_dir)
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return 1
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else
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last_failed_movement = movement_dir
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return 0
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