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Bug fixes
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@@ -1538,4 +1538,19 @@ Standard way to write links -Sayu
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if(covered_locations & FOOT_RIGHT)
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return 0
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return 1
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return 1
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proc/check_target_facings(mob/living/initator, mob/living/target)
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/*This can be used to add additional effects on interactions between mobs depending on how the mobs are facing each other, such as adding a crit damage to blows to the back of a guy's head.
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Given how click code currently works (Nov '13), the initiating mob will be facing the target mob most of the time
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That said, this proc should not be used if the change facing proc of the click code is overriden at the same time*/
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if(!!isliving(target) || target.lying || istype(target, /mob/living/silicon/pai))
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//Make sure we are not doing this for things that can't have a logical direction to the players given that the target would be on their side
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return
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if(initator.dir == target.dir) //mobs are facing the same direction
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return 1
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if(initator.dir + 4 == target.dir || initator.dir - 4 == target.dir) //mobs are facing each other
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return 2
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if(initator.dir + 2 == target.dir || initator.dir - 2 == target.dir || initator.dir + 6 == target.dir || initator.dir - 6 == target.dir) //Initating mob is looking at the target, while the target mob is looking in a direction perpendicular to the 1st
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return 3
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@@ -193,6 +193,10 @@
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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if(istype(in_chamber, /obj/item/projectile/beam/lastertag))
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user.show_message("<span class = 'warning'>You feel rather silly, trying to commit suicide with a toy.</span>")
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mouthshoot = 0
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return
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in_chamber.on_hit(M)
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if (!in_chamber.nodamage)
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user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]")
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