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Makes the feral cat grenade not spawn the cats in nullspace (#17842)
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@@ -7,6 +7,7 @@
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origin_tech = "materials=3;magnets=4"
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var/spawner_type = null // must be an object path
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var/deliveryamt = 1 // amount of type to deliver
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var/flash_viewers = TRUE
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spawner_type = /mob/living/simple_animal/hostile/viscerator
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/obj/item/grenade/spawnergrenade/prime() // Prime now just handles the two loops that query for people in lockers and people who can see it.
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@@ -15,8 +16,9 @@
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// Make a quick flash
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var/turf/T = get_turf(src)
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playsound(T, 'sound/effects/phasein.ogg', 100, 1)
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for(var/mob/living/carbon/C in viewers(T, null))
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C.flash_eyes()
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if(flash_viewers)
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for(var/mob/living/carbon/C in viewers(T, null))
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C.flash_eyes()
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for(var/i in 1 to deliveryamt)
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var/atom/movable/x = new spawner_type(T)
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@@ -48,20 +50,4 @@
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spawner_type = /mob/living/simple_animal/hostile/feral_cat
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deliveryamt = 5
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origin_tech = "materials=3;magnets=4;syndicate=3"
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/obj/item/grenade/spawnergrenade/feral_cats/prime() //Own proc for this because the regular one would flash people which was dumb.
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update_mob()
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if(spawner_type && deliveryamt)
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var/turf/T = get_turf(src)
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playsound(T, 'sound/effects/phasein.ogg', 100, 1)
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for(var/i=1, i<=deliveryamt, i++)
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var/atom/movable/x = new spawner_type
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x.loc = T
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if(prob(50))
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for(var/j = 1, j <= rand(1, 3), j++)
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step(x, pick(NORTH,SOUTH,EAST,WEST))
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qdel(src)
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return
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flash_viewers = FALSE
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