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Fixed a bunch of bugs in this one. There were some problems with projectiles not powering the singularity field generators, which is clearly a very, very bad thing!!
I also fixed some/a problems with conveyer belts. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1894 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -69,20 +69,21 @@
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spawn(1) // slight delay to prevent infinite propagation due to map order
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for(var/atom/movable/A in affecting)
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if(!A.anchored)
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if(ismob(A))
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var/mob/M = A
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if(M.buckled == src)
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var/obj/machinery/conveyor/C = locate() in get_step(src, dir)
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M.buckled = null
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step(M,dir)
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if(C)
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M.buckled = C
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if(isturf(A.loc)) // this is to prevent an ugly bug that forces a player to drop what they're holding if they recently pick it up from the conveyer belt
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if(ismob(A))
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var/mob/M = A
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if(M.buckled == src)
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var/obj/machinery/conveyor/C = locate() in get_step(src, dir)
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M.buckled = null
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step(M,dir)
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if(C)
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M.buckled = C
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else
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new/obj/item/weapon/cable_coil/cut(M.loc)
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else
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new/obj/item/weapon/cable_coil/cut(M.loc)
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step(M,movedir)
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else
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step(M,movedir)
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else
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step(A,movedir)
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step(A,movedir)
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// attack with item, place item on conveyor
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@@ -86,9 +86,9 @@
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name = "declown"
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icon_state = "declone"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 70
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damage = 0
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mobdamage = list(BRUTE = 0, BURN = 0, TOX = 0, OXY = 0, CLONE = 70)
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flag = "laser"
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flag = "bio"
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dart
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name = "dart"
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@@ -172,8 +172,9 @@ field_generator power level display
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bullet_act(var/obj/item/projectile/Proj)
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power -= Proj.damage
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update_icon()
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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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return
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