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Fixes #7437
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@@ -89,17 +89,17 @@
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/mob/living/simple_animal/hostile/proc/AttackingTarget()
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if(!Adjacent(target_mob))
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return
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//if(isliving(target_mob))
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//var/mob/living/L = target_mob
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//L.attack_animal(src)
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//return L
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//if(istype(target_mob,/obj/mecha))
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//var/obj/mecha/M = target_mob
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//M.attack_animal(src)
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//return M
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//if(istype(target_mob,/obj/machinery/bot))
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//var/obj/machinery/bot/B = target_mob
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//B.attack_animal(src)
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if(isliving(target_mob))
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var/mob/living/L = target_mob
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L.attack_generic(src,rand(melee_damage_lower,melee_damage_upper),attacktext)
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return L
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if(istype(target_mob,/obj/mecha))
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var/obj/mecha/M = target_mob
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M.attack_generic(src,rand(melee_damage_lower,melee_damage_upper),attacktext)
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return M
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if(istype(target_mob,/obj/machinery/bot))
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var/obj/machinery/bot/B = target_mob
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B.attack_generic(src,rand(melee_damage_lower,melee_damage_upper),attacktext)
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/mob/living/simple_animal/hostile/proc/LoseTarget()
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stance = HOSTILE_STANCE_IDLE
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@@ -193,10 +193,10 @@
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/mob/living/simple_animal/hostile/proc/DestroySurroundings()
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if(prob(break_stuff_probability))
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for(var/dir in cardinal) // North, South, East, West
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//for(var/obj/structure/window/obstacle in get_step(src, dir))
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//if(obstacle.dir == reverse_dir[dir]) // So that windows get smashed in the right order
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//obstacle.attack_animal(src)
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//return
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//var/obj/structure/obstacle = locate(/obj/structure, get_step(src, dir))
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//if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille))
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//obstacle.attack_animal(src)
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for(var/obj/structure/window/obstacle in get_step(src, dir))
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if(obstacle.dir == reverse_dir[dir]) // So that windows get smashed in the right order
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obstacle.attack_generic(src,rand(melee_damage_lower,melee_damage_upper),attacktext)
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return
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var/obj/structure/obstacle = locate(/obj/structure, get_step(src, dir))
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if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille))
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obstacle.attack_generic(src,rand(melee_damage_lower,melee_damage_upper),attacktext)
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