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https://github.com/ParadiseSS13/Paradise.git
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It compiles!
- Makes shadowlings compile, require snowflaking of a few things to the human Life() proc due to how Bay species works. - Renames monkeyizing var to notransform, as that's effectively what it was used for, to prevent transformation. (/tg/ port)
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@@ -107,6 +107,8 @@
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if(user.dna && user.dna.mutantrace == "adamantine")
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user << "\red Your metal fingers don't fit in the trigger guard!"
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return
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if(user.dna && user.dna.species == "Shadowling")
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user << "<span class='danger'>The muzzle flash would cause damage to your form!</span>"
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add_fingerprint(user)
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@@ -128,7 +130,7 @@
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if(!in_chamber)
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return
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if(heavy_weapon)
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if(user.get_inactive_hand())
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recoil = 4 //one-handed kick
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@@ -154,7 +156,7 @@
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user.visible_message("<span class='warning'>[user] fires [src][reflex ? " by reflex":""]!</span>", \
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"<span class='warning'>You fire [src][reflex ? "by reflex":""]!</span>", \
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"You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
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if(heavy_weapon)
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if(user.get_inactive_hand())
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if(prob(15))
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@@ -12,8 +12,8 @@
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/obj/item/projectile/change/proc/wabbajack (mob/M as mob in living_mob_list)
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if(istype(M, /mob/living) && M.stat != DEAD)
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if(M.monkeyizing) return
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M.monkeyizing = 1
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if(M.notransform) return
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M.notransform = 1
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M.canmove = 0
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M.icon = null
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M.overlays.Cut()
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@@ -127,8 +127,8 @@
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proc/wabbajack(mob/living/M)
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if(istype(M))
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if(istype(M, /mob/living) && M.stat != DEAD)
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if(M.monkeyizing) return
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M.monkeyizing = 1
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if(M.notransform) return
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M.notransform = 1
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M.canmove = 0
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M.icon = null
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M.overlays.Cut()
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