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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-21 03:55:05 +01:00
Added Syndicate NPCs/sprites for them. They come in a few varieties, some with shields and swords, some with guns(yes they shoot). They're simple animals, but they drop a corpse landmark when they die, so you can loot them normally.
A plea to admins: Dont fucking spawn these everywhere, they're meant to be used as badguys in away missions, not for you to fuck up every round by spawning 70 of them. Clowns also drop a real (lootable) body on death. Added new corpse types. Syndicates as well as several civillian jobs. Added a new area/copied a shuttle icon over into floors as part of work on my map. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4839 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -48,20 +48,12 @@
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var/mob/living/target_mob
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/mob/living/simple_animal/clown/Life()
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if(stat == DEAD)
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walk(src,0)//STOP FUCKING MOVING GODDAMN
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if(health > 0)
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icon_state = icon_living
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dead_mob_list -= src
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living_mob_list += src
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stat = CONSCIOUS
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density = 1
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..()
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if(stat == 2)
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new /obj/effect/landmark/corpse/clown (src.loc)
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del src
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return
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if(health < 1)
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Die()
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if(health > maxHealth)
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health = maxHealth
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@@ -14,6 +14,15 @@
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stop_automated_movement = 1
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status_flags = CANPARALYSE
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attack_sound = 'sound/weapons/punch1.ogg'
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min_oxy = 0
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max_oxy = 0
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min_tox = 0
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max_tox = 0
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min_co2 = 0
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max_co2 = 0
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min_n2 = 0
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max_n2 = 0
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minbodytemp = 0
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/mob/living/simple_animal/construct/Life()
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@@ -0,0 +1,278 @@
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#define SYNDICATE_STANCE_IDLE 1
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#define SYNDICATE_STANCE_ATTACK 2
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#define SYNDICATE_STANCE_ATTACKING 3
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/mob/living/simple_animal/syndicate
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name = "Syndicate Operative"
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desc = "Death to Nanotrasen."
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icon_state = "syndicate"
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icon_living = "syndicate"
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icon_dead = "syndicate_dead"
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icon_gib = "syndicate_gib"
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speak_chance = 0
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turns_per_move = 5
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response_help = "pokes the"
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response_disarm = "shoves the"
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response_harm = "hits the"
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speed = -1
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stop_automated_movement_when_pulled = 0
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maxHealth = 75
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health = 75
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var/ranged = 0
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var/target
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var/rapid = 0
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harm_intent_damage = 5
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melee_damage_lower = 10
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melee_damage_upper = 10
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attacktext = "punches"
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a_intent = "harm"
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var/corpse = /obj/effect/landmark/corpse/syndicatesoldier
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var/weapon1
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var/weapon2
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min_oxy = 5
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max_oxy = 0
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min_tox = 0
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max_tox = 1
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min_co2 = 0
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max_co2 = 5
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min_n2 = 0
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max_n2 = 0
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unsuitable_atoms_damage = 15
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var/stance = SYNDICATE_STANCE_IDLE //Used to determine behavior
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var/mob/living/target_mob
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/mob/living/simple_animal/syndicate/Life()
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..()
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if(stat == 2)
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new corpse (src.loc)
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if(weapon1)
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new weapon1 (src.loc)
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if(weapon2)
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new weapon2 (src.loc)
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del src
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return
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if(health < 1)
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Die()
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if(health > maxHealth)
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health = maxHealth
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if(!ckey && !stop_automated_movement)
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if(isturf(src.loc) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc.
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turns_since_move++
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if(turns_since_move >= turns_per_move)
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if(!(stop_automated_movement_when_pulled && pulledby))
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Move(get_step(src,pick(cardinal)))
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turns_since_move = 0
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if(!stat)
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switch(stance)
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if(SYNDICATE_STANCE_IDLE)
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stop_automated_movement = 0
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for( var/mob/living/L in viewers(7,src) )
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if(isSyndicate(L)) continue
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if(!L.stat)
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stance = SYNDICATE_STANCE_ATTACK
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target_mob = L
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break
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if(SYNDICATE_STANCE_ATTACK) //This one should only be active for one tick
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stop_automated_movement = 1
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if(!target_mob || target_mob.stat)
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stance = SYNDICATE_STANCE_IDLE
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if(target_mob in viewers(10,src))
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if(ranged)
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if(get_dist(src, target_mob) <= 6)
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OpenFire(target_mob)
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else
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walk_to(src, target_mob, 1, 3)
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else
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walk_to(src, target_mob, 1, 3)
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stance = SYNDICATE_STANCE_ATTACKING
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if(SYNDICATE_STANCE_ATTACKING)
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stop_automated_movement = 1
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if(!target_mob || target_mob.stat)
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stance = SYNDICATE_STANCE_IDLE
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target_mob = null
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return
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if(!(target_mob in viewers(7,src)))
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stance = SYNDICATE_STANCE_IDLE
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target_mob = null
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return
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if(get_dist(src, target_mob) <= 1) //Attacking
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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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/mob/living/simple_animal/syndicate/proc/OpenFire(target_mob)
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src.target = target_mob
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <b>[src]</b> fires at [src.target]!", 1)
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var/tturf = get_turf(target)
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if(rapid)
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spawn(1)
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Shoot(tturf, src.loc, src)
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new /obj/item/ammo_casing/a12mm(get_turf(src))
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spawn(4)
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Shoot(tturf, src.loc, src)
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new /obj/item/ammo_casing/a12mm(get_turf(src))
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spawn(6)
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Shoot(tturf, src.loc, src)
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new /obj/item/ammo_casing/a12mm(get_turf(src))
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else
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Shoot(tturf, src.loc, src)
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new /obj/item/ammo_casing/a12mm(get_turf(src))
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stance = SYNDICATE_STANCE_ATTACK
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return
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/mob/living/simple_animal/syndicate/proc/Shoot(var/target, var/start, var/user, var/bullet = 0)
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if(target == start)
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return
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var/obj/item/projectile/bullet/midbullet2/A = new /obj/item/projectile/bullet/midbullet2(user:loc)
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playsound(user, 'sound/weapons/Gunshot_smg.ogg', 100, 1)
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if(!A) return
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if (!istype(target, /turf))
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del(A)
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return
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A.current = target
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A.yo = target:y - start:y
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A.xo = target:x - start:x
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spawn( 0 )
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A.process()
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return
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///////////////Sword and shield////////////
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/mob/living/simple_animal/syndicate/melee
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melee_damage_lower = 30
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melee_damage_upper = 30
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icon_state = "syndicatemelee"
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icon_living = "syndicatemelee"
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weapon1 = /obj/item/weapon/melee/energy/sword/red
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weapon2 = /obj/item/weapon/shield/energy
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attacktext = "slashes"
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/mob/living/simple_animal/syndicate/melee/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(O.force)
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if(prob(35))
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health -= O.force
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for(var/mob/M in viewers(src, null))
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if ((M.client && !( M.blinded )))
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M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
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else
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for(var/mob/M in viewers(src, null))
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if ((M.client && !( M.blinded )))
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M.show_message("\red \b [src] blocks the [O] with its shield! ")
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else
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usr << "\red This weapon is ineffective, it does no damage."
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for(var/mob/M in viewers(src, null))
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if ((M.client && !( M.blinded )))
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M.show_message("\red [user] gently taps [src] with the [O]. ")
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/mob/living/simple_animal/syndicate/melee/bullet_act(var/obj/item/projectile/Proj)
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if(!Proj) return
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if(prob(35))
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src.health -= Proj.damage
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else
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visible_message("\red <B>[src] blocks [Proj] with its shield!</B>")
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return 0
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/mob/living/simple_animal/syndicate/melee/space
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min_oxy = 0
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max_oxy = 0
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min_tox = 0
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max_tox = 0
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min_co2 = 0
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max_co2 = 0
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min_n2 = 0
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max_n2 = 0
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minbodytemp = 0
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icon_state = "syndicatemeleespace"
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icon_living = "syndicatemeleespace"
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name = "Syndicate Commando"
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corpse = /obj/effect/landmark/corpse/syndicatecommando
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/mob/living/simple_animal/syndicate/melee/space/Process_Spacemove(var/check_drift = 0)
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return
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/mob/living/simple_animal/syndicate/ranged
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ranged = 1
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rapid = 1
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icon_state = "syndicateranged"
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icon_living = "syndicateranged"
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weapon1 = /obj/item/weapon/gun/projectile/automatic/c20r
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/mob/living/simple_animal/syndicate/ranged/space
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icon_state = "syndicaterangedpsace"
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icon_living = "syndicaterangedpsace"
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name = "Syndicate Commando"
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min_oxy = 0
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max_oxy = 0
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min_tox = 0
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max_tox = 0
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min_co2 = 0
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max_co2 = 0
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min_n2 = 0
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max_n2 = 0
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minbodytemp = 0
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corpse = /obj/effect/landmark/corpse/syndicatecommando
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/mob/living/simple_animal/syndicate/ranged/space/Process_Spacemove(var/check_drift = 0)
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return
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/mob/living/simple_animal/syndicate/Bump(atom/movable/AM as mob|obj, yes)
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spawn( 0 )
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if ((!( yes ) || now_pushing))
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return
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now_pushing = 1
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if(ismob(AM))
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var/mob/tmob = AM
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if(istype(tmob, /mob/living/carbon/human) && (FAT in tmob.mutations))
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if(prob(5))
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src << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
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now_pushing = 0
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return
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if(tmob.nopush)
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now_pushing = 0
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return
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tmob.LAssailant = src
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now_pushing = 0
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..()
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if (!( istype(AM, /atom/movable) ))
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return
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if (!( now_pushing ))
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now_pushing = 1
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if (!( AM.anchored ))
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var/t = get_dir(src, AM)
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if (istype(AM, /obj/structure/window))
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if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
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for(var/obj/structure/window/win in get_step(AM,t))
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now_pushing = 0
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return
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step(AM, t)
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now_pushing = null
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return
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return
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@@ -75,6 +75,11 @@
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return 1
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return 0
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/proc/isSyndicate(A)
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if(istype(A, /mob/living/simple_animal/syndicate))
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return 1
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return 0
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/proc/isclown(A)
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if(istype(A, /mob/living/simple_animal/clown))
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return 1
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