mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-24 04:27:35 +01:00
last tweaks
This commit is contained in:
@@ -83,7 +83,7 @@
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var/obj/item/organ/external/part = X
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if(item_to_retrive in part.embedded_objects)
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part.embedded_objects -= item_to_retrive
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to_chat(C, "<span class='warning'>The [item_to_retrive] that was embedded in your [part] has myseriously vanished. How fortunate!</span>")
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to_chat(C, "<span class='warning'>The [item_to_retrive] that was embedded in your [part] has mysteriously vanished. How fortunate!</span>")
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if(!C.has_embedded_objects())
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C.clear_alert("embeddedobject")
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break
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@@ -4,7 +4,6 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
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name = "item"
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icon = 'icons/obj/items.dmi'
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var/discrete = 0 // used in item_attack.dm to make an item not show an attack message to viewers
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var/no_embed = 0 // For use in item_attack.dm
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var/image/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
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var/blood_overlay_color = null
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var/item_state = null
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@@ -98,7 +98,6 @@
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throw_range = 6
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materials = list(MAT_METAL=12000)
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attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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no_embed = 1
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sharp = 1
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edge = 1
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@@ -6,7 +6,6 @@
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var/w_class_on = WEIGHT_CLASS_BULKY
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var/icon_state_on = "axe1"
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var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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no_embed = 1 // Physically impossible for energy weapons to embed themselves into people, this should fix that. -- Dave
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hitsound = 'sound/weapons/blade1.ogg' // Probably more appropriate than the previous hitsound. -- Dave
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usesound = 'sound/weapons/blade1.ogg'
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toolspeed = 1
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@@ -88,27 +88,4 @@
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if(affecting.take_damage(5, 0))
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H.UpdateDamageIcon()
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H.updatehealth()
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..()
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// Shrapnel
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/obj/item/weapon/shard/shrapnel
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name = "shrapnel"
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icon = 'icons/obj/shards.dmi'
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icon_state = "shrapnellarge"
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desc = "A bunch of tiny bits of shattered metal."
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embedded_fall_chance = 0
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/obj/item/weapon/shard/shrapnel/New()
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..()
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icon_state = pick("shrapnellarge", "shrapnelmedium", "shrapnelsmall")
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switch(icon_state)
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if("shrapnelsmall")
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pixel_x = rand(-12, 12)
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pixel_y = rand(-12, 12)
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if("shrapnelmedium")
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pixel_x = rand(-8, 8)
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pixel_y = rand(-8, 8)
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if("shrapnellarge")
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pixel_x = rand(-5, 5)
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pixel_y = rand(-5, 5)
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..()
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@@ -210,7 +210,6 @@
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block_chance = 75
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sharp = 1
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edge = 1
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no_embed = 1 // Like with the single-handed esword, this shouldn't be embedding in people.
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/obj/item/weapon/twohanded/dualsaber/New()
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blade_color = pick("red", "blue", "green", "purple")
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@@ -500,7 +499,6 @@
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attack_verb = list("sawed", "cut", "hacked", "carved", "cleaved", "butchered", "felled", "timbered")
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sharp = 1
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edge = 1
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no_embed = 1
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/obj/item/weapon/twohanded/chainsaw/update_icon()
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if(wielded)
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@@ -539,7 +537,6 @@
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icon_state = "mjollnir0"
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flags = CONDUCT
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slot_flags = SLOT_BACK
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no_embed = 1
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force = 5
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force_unwielded = 5
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force_wielded = 20
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@@ -604,7 +601,6 @@
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icon_state = "mjollnir0"
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flags = CONDUCT
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slot_flags = SLOT_BACK
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no_embed = 1
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force = 5
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force_unwielded = 5
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force_wielded = 25
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@@ -652,7 +648,6 @@
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icon_state = "knighthammer0"
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flags = CONDUCT
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slot_flags = SLOT_BACK
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no_embed = 1
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force = 5
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force_unwielded = 5
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force_wielded = 30
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@@ -8,7 +8,7 @@ emp_act
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*/
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/mob/living/carbon/human/bullet_act(var/obj/item/projectile/P, var/def_zone)
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/mob/living/carbon/human/bullet_act(obj/item/projectile/P, def_zone)
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if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
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if(check_reflect(def_zone)) // Checks if you've passed a reflection% check
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@@ -41,20 +41,6 @@ emp_act
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. = bullet_act(P, "chest") //act on chest instead
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return
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//Shrapnel
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if(P.damage_type == BRUTE)
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var/armor = getarmor_organ(organ, "bullet")
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if((P.embed && prob(20 + max(P.damage - armor, -10))))
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var/obj/item/weapon/shard/shrapnel/SP = new()
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SP.name = "[P.name] shrapnel"
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if(P.ammo_casing && P.ammo_casing.caliber)
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SP.desc = "[SP.desc] It looks like it is a [P.ammo_casing.caliber] caliber round."
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else
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SP.desc = "[SP.desc] The round's caliber is unidentifiable."
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throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
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organ.embedded_objects |= SP
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SP.forceMove(src)
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organ.add_autopsy_data(P.name, P.damage) // Add the bullet's name to the autopsy data
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return (..(P , def_zone))
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@@ -260,10 +260,6 @@
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stored_comms["glass"]++
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else if(istype(W,/obj/item/ammo_casing))
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stored_comms["metal"]++
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else if(istype(W,/obj/item/weapon/shard/shrapnel))
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stored_comms["metal"]++
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stored_comms["metal"]++
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stored_comms["metal"]++
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else if(istype(W,/obj/item/weapon/shard))
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stored_comms["glass"]++
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stored_comms["glass"]++
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@@ -101,6 +101,5 @@
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flag = "bullet"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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embed = 0
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weaken = 5
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stun = 5
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@@ -170,8 +170,6 @@
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/obj/item/weapon/arrow/rod/removed()
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if(superheated) // The rod has been superheated - we don't want it to be useable when removed from the bow.
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visible_message("[src] shatters into a scattering of overstressed metal shards as it leaves the crossbow.")
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var/obj/item/weapon/shard/shrapnel/S = new /obj/item/weapon/shard/shrapnel
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S.loc = get_turf(src)
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qdel(src)
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#undef XBOW_TENSION_20
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@@ -48,7 +48,6 @@
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var/drowsy = 0
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var/stamina = 0
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var/jitter = 0
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var/embed = 0 // whether or not the projectile can embed itself in the mob
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var/forcedodge = 0 //to pass through everything
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var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all.
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@@ -4,7 +4,6 @@
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damage = 60
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damage_type = BRUTE
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flag = "bullet"
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embed = 1
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sharp = 1
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hitsound_wall = "ricochet"
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@@ -14,11 +13,9 @@
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stamina = 80
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/obj/item/projectile/bullet/weakbullet/rubber //beanbag that shells that don't embed
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/weakbullet/booze
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embed = 0
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/obj/item/projectile/bullet/weakbullet/booze/on_hit(atom/target, blocked = 0)
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if(..(target, blocked))
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@@ -45,7 +42,6 @@
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icon_state = "bullet-r"
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/obj/item/projectile/bullet/weakbullet2/rubber //detective's bullets that don't embed
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/weakbullet3
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@@ -56,7 +52,6 @@
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damage = 5
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stamina = 30
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icon_state = "bullet-r"
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/toxinbullet
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@@ -145,7 +140,6 @@
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name = "rubber pellet"
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damage = 3
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stamina = 25
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embed = 0
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sharp = 0
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icon_state = "bullet-r"
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@@ -157,7 +151,6 @@
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stutter = 5
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jitter = 20
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range = 7
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embed = 0
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sharp = 0
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icon_state = "spark"
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color = "#FFFF00"
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@@ -209,7 +202,6 @@
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stun = 5
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forcedodge = 1
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nodamage = 1
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embed = 0
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sharp = 0
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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hitsound = 'sound/items/bikehorn.ogg'
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@@ -244,7 +236,6 @@
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name = "dart"
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icon_state = "cbbolt"
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damage = 6
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embed = 0
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sharp = 0
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var/piercing = 0
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@@ -307,7 +298,6 @@
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name = "cap"
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damage = 0
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nodamage = 1
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/cap/fire()
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@@ -4,7 +4,6 @@
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icon_state = "ice_1"
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damage = 20
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flag = "energy"
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embed = 1
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/obj/item/projectile/forcebolt/strong
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name = "force bolt"
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@@ -36,7 +36,6 @@
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range = 10
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var/obj/item/weapon/pen/pen = null
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edge = 0
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embed = 0
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log_override = TRUE//it won't log even when there's a pen inside, but since the damage will be so low, I don't think there's any point in making it any more complex
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/obj/item/projectile/bullet/reusable/foam_dart/handle_drop()
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